Searched refs:MAP_WATER (Results 1 – 8 of 8) sorted by relevance
98 if (brick == MAP_WATER) in drawMapTopLayer()305 if (map.data[x1 + x][y1 + y] == MAP_WATER) in showMap()324 else if (map.data[x1 + x][y1 + y] == MAP_WATER) in showMap()481 mapAttribute = MAP_WATER; in evaluateMapAttribute()487 mapAttribute = MAP_WATER; in evaluateMapAttribute()525 case MAP_WATER: in evaluateMapAttribute()545 if (mapAttribute == MAP_WATER) in evaluateMapAttribute()580 map.data[x][y] = MAP_WATER; in raiseWaterLevel()585 map.data[x][y] = MAP_WATER; in raiseWaterLevel()590 map.data[x][y] = MAP_WATER; in raiseWaterLevel()[all …]
206 map.data[x][y] = MAP_WATER; in doSpawnPoints()242 if ((map.data[x][y] == MAP_AIR) || (map.data[x][y] == MAP_WATER)) in doSpawnPoints()
301 #define MAP_WATER 1 macro
171 else if ((data[x][y] >= MAP_WATER) && (data[x][y] <= MAP_LAVA)) in isLiquid()
84 if (map.data[(int)(enemy->x) >> BRICKSHIFT][(int)(enemy->y) >> BRICKSHIFT] == MAP_WATER) in addEnemy()
58 #define MAP_WATER 201 macro
265 if (ty < 7) map->dat[pos].type = (map->dat[pos].type == MAP_WATER ? 0 : MAP_WATER); in update_edit_mode()
323 if (sm->dat[pos].type == MAP_WATER) { in draw_map()