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Searched refs:door_index (Results 1 – 5 of 5) sorted by relevance

/dports/games/bstone/bstone-1.1.9/src/
H A D3d_draw.cpp544 if ((door_index & 0x80) != 0 && (door_index & 0xC0) != 0xC0) { in HitVertWall()
545 auto door = ::doorobjlist[door_index & 0x3F]; in HitVertWall()
609 if ((door_index & 0x80) != 0 && (door_index & 0xC0) != 0xC0) { in HitHorizWall()
610 auto door = ::doorobjlist[door_index & 0x3F]; in HitHorizWall()
634 int door_index = tilehit & 0x7F; in HitHorizDoor() local
636 if (doorobjlist[door_index].action == dr_jammed) { in HitHorizDoor()
677 switch (doorobjlist[door_index].type) { in HitHorizDoor()
704 if (player->tiley > doorobjlist[door_index].tiley) { in HitHorizDoor()
749 int door_index = tilehit & 0x7F; in HitVertDoor() local
751 if (doorobjlist[door_index].action == dr_jammed) { in HitVertDoor()
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H A D3d_state.cpp198 int16_t& door_index) in CHECKSIDE() argument
209 door_index = temp & 63; in CHECKSIDE()
255 int16_t door_index = -1; in TryWalk() local
300 OpenDoor(door_index); in TryWalk()
374 OpenDoor(door_index); in TryWalk()
415 if (door_index != -1) { in TryWalk()
428 OpenDoor(door_index); in TryWalk()
429 ob->distance = -door_index - 1; in TryWalk()
2272 door = doorlist[door_index]; in LookForGoodies()
2275 door_index++; in LookForGoodies()
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H A D3d_act1.cpp843 int16_t door_index = tilemap[next_tilex][next_tiley] & ~0x80; in CheckLinkedDoors() local
847 doorobjlist[door_index].lock = kt_none; in CheckLinkedDoors()
848 OpenDoor(door_index); in CheckLinkedDoors()
852 doorobjlist[door_index].lock = kt_none; in CheckLinkedDoors()
853 CloseDoor(door_index); in CheckLinkedDoors()
H A D3d_agent.cpp2704 int16_t door_index; in Cmd_Use() local
2731 door_index = tilemap[checkx][checky]; in Cmd_Use()
2735 if (door_index != 0 && (door_index & 0x80) == 0) { in Cmd_Use()
2746 if ((door_index & 0xC0) == 0x80) { in Cmd_Use()
2748 OperateDoor(door_index & ~0x80); in Cmd_Use()
2752 switch (door_index & 63) { in Cmd_Use()
H A D3d_main.cpp8552 int door_index = ::tilemap[tx][ty] & 63; in ClearNClose() local
8554 ::doorobjlist[door_index].action = dr_closed; // this door is closed! in ClearNClose()
8555 ::doorposition[door_index] = 0; // draw it closed! in ClearNClose()
8558 ::actorat[tx][ty] = reinterpret_cast<objtype*>(static_cast<size_t>(door_index | 0x80)); in ClearNClose()