text: /*	$OpenBSD: tetris.h,v 1.12 2017/08/13 02:12:16 tedu Exp $	*/
  /*	$NetBSD: tetris.h,v 1.2 1995/04/22 07:42:48 cgd Exp $	*/
  
  /*-
   * Copyright (c) 1992, 1993
   *	The Regents of the University of California.  All rights reserved.
   *
   * This code is derived from software contributed to Berkeley by
   * Chris Torek and Darren F. Provine.
   *
   * Redistribution and use in source and binary forms, with or without
   * modification, are permitted provided that the following conditions
   * are met:
   * 1. Redistributions of source code must retain the above copyright
   *    notice, this list of conditions and the following disclaimer.
   * 2. Redistributions in binary form must reproduce the above copyright
   *    notice, this list of conditions and the following disclaimer in the
   *    documentation and/or other materials provided with the distribution.
   * 3. Neither the name of the University nor the names of its contributors
   *    may be used to endorse or promote products derived from this software
   *    without specific prior written permission.
   *
   * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
   * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
   * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
   * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
   * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
   * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
   * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
   * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
   * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
   * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
   * SUCH DAMAGE.
   *
   *	@(#)tetris.h	8.1 (Berkeley) 5/31/93
   */
  
  /*
   * Definitions for Tetris.
   */
  
  /*
   * The display (`board') is composed of 23 rows of 12 columns of characters
   * (numbered 0..22 and 0..11), stored in a single array for convenience.
   * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where
   * shapes appear.  Columns 0 and 11 are always occupied, as are all
   * columns of rows 21 and 22.  Rows 0 and 22 exist as boundary areas
   * so that regions `outside' the visible area can be examined without
   * worrying about addressing problems.
   */
  
  	/* the board */
  #define	B_COLS	12
  #define	B_ROWS	23
  #define	B_SIZE	(B_ROWS * B_COLS)
  
  typedef unsigned char cell;
  extern cell board[B_SIZE];	/* 1 => occupied, 0 => empty */
  
  	/* the displayed area (rows) */
  #define	D_FIRST	1
  #define	D_LAST	22
  
  	/* the active area (rows) */
  #define	A_FIRST	1
  #define	A_LAST	21
  
  /*
   * Minimum display size.
   */
  #define	MINROWS	23
  #define	MINCOLS	40
  
  extern int Rows, Cols;	/* current screen size */
  
  /*
   * Translations from board coordinates to display coordinates.
   * As with board coordinates, display coordinates are zero origin.
   */
  #define	RTOD(x)	((x) - 1)
  #define	CTOD(x)	((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
  
  /*
   * A `shape' is the fundamental thing that makes up the game.  There
   * are 7 basic shapes, each consisting of four `blots':
   *
   *	X.X	  X.X		X.X
   *	  X.X	X.X	X.X.X	X.X	X.X.X	X.X.X	X.X.X.X
   *			  X		X	    X
   *
   *	  0	  1	  2	  3	  4	  5	  6
   *
   * Except for 3 and 6, the center of each shape is one of the blots.
   * This blot is designated (0,0).  The other three blots can then be
   * described as offsets from the center.  Shape 3 is the same under
   * rotation, so its center is effectively irrelevant; it has been chosen
   * so that it `sticks out' upward and leftward.  Except for shape 6,
   * all the blots are contained in a box going from (-1,-1) to (+1,+1);
   * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
   * rightward, its rotation---a vertical line---`sticks out' downward.
   * The containment box has to include the offset (2,0), making the overall
   * containment box range from offset (-1,-1) to (+2,+1).  (This is why
   * there is only one row above, but two rows below, the display area.)
   *
   * The game works by choosing one of these shapes at random and putting
   * its center at the middle of the first display row (row 1, column 5).
   * The shape is moved steadily downward until it collides with something:
   * either  another shape, or the bottom of the board.  When the shape can
   * no longer be moved downwards, it is merged into the current board.
   * At this time, any completely filled rows are elided, and blots above
   * these rows move down to make more room.  A new random shape is again
   * introduced at the top of the board, and the whole process repeats.
   * The game ends when the new shape will not fit at (1,5).
   *
   * While the shapes are falling, the user can rotate them counterclockwise
   * 90 degrees (in addition to moving them left or right), provided that the
   * rotation puts the blots in empty spaces.  The table of shapes is set up
   * so that each shape contains the index of the new shape obtained by
   * rotating the current shape.  Due to symmetry, each shape has exactly
   * 1, 2, or 4 rotations total; the first 7 entries in the table represent
   * the primary shapes, and the remaining 12 represent their various
   * rotated forms.
   */
  struct shape {
  	int	rot;	/* index of rotated version of this shape */
  	int	rotc;	/* -- " -- in classic version  */
  	int	off[3];	/* offsets to other blots if center is at (0,0) */
  };
  
  extern const struct shape shapes[];
  
  extern const struct shape *curshape;
  extern const struct shape *nextshape;
  
  /*
   * Shapes fall at a rate faster than once per second.
   *
   * The initial rate is determined by dividing 1 billion nanoseconds
   * by the game `level'.  (This is at most 1 billion, or one second.)
   * Each time the fallrate is used, it is decreased a little bit,
   * depending on its current value, via the `faster' macro below.
   * The value eventually reaches a limit, and things stop going faster,
   * but by then the game is utterly impossible.
   */
  extern long fallrate;	/* less than 1 billion; smaller => faster */
  #define	faster() (fallrate -= fallrate / 3000000)
  
  /*
   * Game level must be between 1 and 9.  This controls the initial fall rate
   * and affects scoring.
   */
  #define	MINLEVEL	1
  #define	MAXLEVEL	9
  
  /*
   * Scoring is as follows:
   *
   * When the shape comes to rest, and is integrated into the board,
   * we score one point.  If the shape is high up (at a low-numbered row),
   * and the user hits the space bar, the shape plummets all the way down,
   * and we score a point for each row it falls (plus one more as soon as
   * we find that it is at rest and integrate it---until then, it can
   * still be moved or rotated).
   *
   * If previewing has been turned on, the score is multiplied by PRE_PENALTY.
   */
  #define PRE_PENALTY 0.75
  
  extern int	score;		/* the obvious thing */
  
  extern char	key_msg[100];
  extern int	showpreview;
  extern int	classic;
  
  int fits_in(const struct shape *, int);
  void place(const struct shape *, int, int);
  void stop(const char *) __dead2;
  