Add __attribute__((__noreturn__)) to various function prototypes in games/.
[dragonfly.git] / games / tetris / tetris.h
CommitLineData
03fc7494 1/* $OpenBSD: tetris.h,v 1.12 2017/08/13 02:12:16 tedu Exp $ */
2/* $NetBSD: tetris.h,v 1.2 1995/04/22 07:42:48 cgd Exp $ */
3
4/*-
5 * Copyright (c) 1992, 1993
6 * The Regents of the University of California. All rights reserved.
7 *
8 * This code is derived from software contributed to Berkeley by
9 * Chris Torek and Darren F. Provine.
10 *
11 * Redistribution and use in source and binary forms, with or without
12 * modification, are permitted provided that the following conditions
13 * are met:
14 * 1. Redistributions of source code must retain the above copyright
15 * notice, this list of conditions and the following disclaimer.
16 * 2. Redistributions in binary form must reproduce the above copyright
17 * notice, this list of conditions and the following disclaimer in the
18 * documentation and/or other materials provided with the distribution.
19 * 3. Neither the name of the University nor the names of its contributors
20 * may be used to endorse or promote products derived from this software
21 * without specific prior written permission.
22 *
23 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
24 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
25 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
26 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
27 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
28 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
29 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
30 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
31 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
32 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
33 * SUCH DAMAGE.
34 *
35 * @(#)tetris.h 8.1 (Berkeley) 5/31/93
36 */
37
38/*
39 * Definitions for Tetris.
40 */
41
42/*
43 * The display (`board') is composed of 23 rows of 12 columns of characters
44 * (numbered 0..22 and 0..11), stored in a single array for convenience.
45 * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where
46 * shapes appear. Columns 0 and 11 are always occupied, as are all
47 * columns of rows 21 and 22. Rows 0 and 22 exist as boundary areas
48 * so that regions `outside' the visible area can be examined without
49 * worrying about addressing problems.
50 */
51
52 /* the board */
53#define B_COLS 12
54#define B_ROWS 23
55#define B_SIZE (B_ROWS * B_COLS)
56
57typedef unsigned char cell;
58extern cell board[B_SIZE]; /* 1 => occupied, 0 => empty */
59
60 /* the displayed area (rows) */
61#define D_FIRST 1
62#define D_LAST 22
63
64 /* the active area (rows) */
65#define A_FIRST 1
66#define A_LAST 21
67
68/*
69 * Minimum display size.
70 */
71#define MINROWS 23
72#define MINCOLS 40
73
74extern int Rows, Cols; /* current screen size */
75
76/*
77 * Translations from board coordinates to display coordinates.
78 * As with board coordinates, display coordinates are zero origin.
79 */
80#define RTOD(x) ((x) - 1)
81#define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
82
83/*
84 * A `shape' is the fundamental thing that makes up the game. There
85 * are 7 basic shapes, each consisting of four `blots':
86 *
87 * X.X X.X X.X
88 * X.X X.X X.X.X X.X X.X.X X.X.X X.X.X.X
89 * X X X
90 *
91 * 0 1 2 3 4 5 6
92 *
93 * Except for 3 and 6, the center of each shape is one of the blots.
94 * This blot is designated (0,0). The other three blots can then be
95 * described as offsets from the center. Shape 3 is the same under
96 * rotation, so its center is effectively irrelevant; it has been chosen
97 * so that it `sticks out' upward and leftward. Except for shape 6,
98 * all the blots are contained in a box going from (-1,-1) to (+1,+1);
99 * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
100 * rightward, its rotation---a vertical line---`sticks out' downward.
101 * The containment box has to include the offset (2,0), making the overall
102 * containment box range from offset (-1,-1) to (+2,+1). (This is why
103 * there is only one row above, but two rows below, the display area.)
104 *
105 * The game works by choosing one of these shapes at random and putting
106 * its center at the middle of the first display row (row 1, column 5).
107 * The shape is moved steadily downward until it collides with something:
108 * either another shape, or the bottom of the board. When the shape can
109 * no longer be moved downwards, it is merged into the current board.
110 * At this time, any completely filled rows are elided, and blots above
111 * these rows move down to make more room. A new random shape is again
112 * introduced at the top of the board, and the whole process repeats.
113 * The game ends when the new shape will not fit at (1,5).
114 *
115 * While the shapes are falling, the user can rotate them counterclockwise
116 * 90 degrees (in addition to moving them left or right), provided that the
117 * rotation puts the blots in empty spaces. The table of shapes is set up
118 * so that each shape contains the index of the new shape obtained by
119 * rotating the current shape. Due to symmetry, each shape has exactly
120 * 1, 2, or 4 rotations total; the first 7 entries in the table represent
121 * the primary shapes, and the remaining 12 represent their various
122 * rotated forms.
123 */
124struct shape {
125 int rot; /* index of rotated version of this shape */
126 int rotc; /* -- " -- in classic version */
127 int off[3]; /* offsets to other blots if center is at (0,0) */
128};
129
130extern const struct shape shapes[];
131
132extern const struct shape *curshape;
133extern const struct shape *nextshape;
134
135/*
136 * Shapes fall at a rate faster than once per second.
137 *
138 * The initial rate is determined by dividing 1 billion nanoseconds
139 * by the game `level'. (This is at most 1 billion, or one second.)
140 * Each time the fallrate is used, it is decreased a little bit,
141 * depending on its current value, via the `faster' macro below.
142 * The value eventually reaches a limit, and things stop going faster,
143 * but by then the game is utterly impossible.
144 */
145extern long fallrate; /* less than 1 billion; smaller => faster */
146#define faster() (fallrate -= fallrate / 3000000)
147
148/*
149 * Game level must be between 1 and 9. This controls the initial fall rate
150 * and affects scoring.
151 */
152#define MINLEVEL 1
153#define MAXLEVEL 9
154
155/*
156 * Scoring is as follows:
157 *
158 * When the shape comes to rest, and is integrated into the board,
159 * we score one point. If the shape is high up (at a low-numbered row),
160 * and the user hits the space bar, the shape plummets all the way down,
161 * and we score a point for each row it falls (plus one more as soon as
162 * we find that it is at rest and integrate it---until then, it can
163 * still be moved or rotated).
164 *
165 * If previewing has been turned on, the score is multiplied by PRE_PENALTY.
166 */
167#define PRE_PENALTY 0.75
168
169extern int score; /* the obvious thing */
170
171extern char key_msg[100];
172extern int showpreview;
173extern int classic;
174
175int fits_in(const struct shape *, int);
176void place(const struct shape *, int, int);
09ac707a 177void stop(const char *) __dead2;