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  /src/games/tetris/
shapes.c 46 #define TL -B_COLS-1 /* top left */
47 #define TC -B_COLS /* top center */
48 #define TR -B_COLS+1 /* top right */
51 #define BL B_COLS-1 /* bottom left */
52 #define BC B_COLS /* bottom center */
53 #define BR B_COLS+1 /* bottom right */
74 /*18*/ { 6, 6, { TC, BC, 2*B_COLS } } /* sticks out */
tetris.h 54 #define B_COLS 12
56 #define B_SIZE (B_ROWS * B_COLS)
83 #define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
tetris.c 97 *p++ = (i <= (2 * B_COLS) || (i % B_COLS) < 2) ? 7 : 0;
110 base = i * B_COLS + 1;
112 for (j = B_COLS - 2; *p++ != 0;) {
115 memset(&board[base], 0, B_COLS - 2);
119 board[base + B_COLS] = board[base];
121 memset(&board[1], 0, B_COLS - 2);
218 pos = A_FIRST*B_COLS + (B_COLS/2)-1;
233 if (fits_in(curshape, pos + B_COLS)) {
    [all...]
screen.c 306 curscreen[D_LAST * B_COLS - 1] = -1;
341 t = c + r*B_COLS;
344 tr = t / B_COLS;
345 tc = t % B_COLS;
353 bp = &board[D_FIRST * B_COLS];
354 sp = &curscreen[D_FIRST * B_COLS];
357 for (i = 0; i < B_COLS; bp++, sp++, i++) {
394 #define STOP (B_COLS - 3)

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