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+/*-
+ * 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. All advertising materials mentioning features or use of this software
+ * must display the following acknowledgement:
+ * This product includes software developed by the University of
+ * California, Berkeley and its contributors.
+ * 4. 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;
+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
+
+int Rows, Cols; /* current screen size */
+
+/*
+ * Translations from board coordinates to display coordinates.
+ * As with board coordinates, display coordiates 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 off[3]; /* offsets to other blots if center is at (0,0) */
+};
+
+extern struct shape shapes[];
+#define randshape() (&shapes[random() % 7])
+
+/*
+ * Shapes fall at a rate faster than once per second.
+ *
+ * The initial rate is determined by dividing 1 million microseconds
+ * by the game `level'. (This is at most 1 million, or one second.)
+ * Each time the fall-rate 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.
+ */
+long fallrate; /* less than 1 million; smaller => faster */
+#define faster() (fallrate -= fallrate / 3000)
+
+/*
+ * 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).
+ */
+int score; /* the obvious thing */
+
+char key_msg[100];
+
+int fits_in __P((struct shape *, int));
+void place __P((struct shape *, int, int));
+void stop __P((char *));