/original-bsd/games/hack/ |
H A D | def.rm.h | 12 #define DOOR 7 macro 24 #define ACCESSIBLE(typ) ((typ) >= DOOR) /* good position */ 26 #define ZAP_POS(typ) ((typ) > DOOR)
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H A D | hack.vault.c | 159 levl[x][y].typ = DOOR; in invault() 195 crm->typ = (typ == SCORR) ? CORR : DOOR; in gd_move() 213 crm->typ = DOOR; in gd_move() 225 crm->typ = DOOR; in gd_move()
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H A D | hack.mklev.c | 302 if(levl[x][y].typ == DOOR || levl[x][y].typ == SDOOR) in finddpos() 317 if(levl[x-1][y].typ == DOOR || levl[x+1][y].typ == DOOR || 318 levl[x][y+1].typ == DOOR || levl[x][y-1].typ == DOOR || 337 dosdoor(x,y,aroom,rn2(8) ? DOOR : SDOOR); 349 type = DOOR; 351 if(type == DOOR) 654 dosdoor(xx, yy, aroom, rn2(5) ? SDOOR : DOOR);
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H A D | hack.search.c | 25 levl[zx][zy].typ = DOOR; in findit() 64 levl[x][y].typ = DOOR; in dosearch()
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H A D | hack.c | 152 (u.dx && u.dy && (tmpr->typ == DOOR || ust->typ == DOOR))){ in domove() 162 (levl[rx][ry].typ != DOOR || !(u.dx && u.dy)) && in domove() 254 if(tmpr->typ == DOOR || in domove() 275 if(tmpr->typ == DOOR) in domove() 277 else if(ust->typ == DOOR) in domove() 287 if(tmpr->typ == DOOR) { in domove()
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H A D | hack.apply.c | 290 lev->typ = xdnstair ? DOOR : ROOM; in dig() 396 if(lev->typ == DOOR)
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H A D | hack.read.c | 345 lev->typ = DOOR; in doread() 491 if(levl[u.ux][u.uy].typ == DOOR) {
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H A D | hack.mkshop.c | 240 if((lev = &levl[sx+dx][sy+dy])->typ == DOOR ||
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H A D | hack.mon.c | 500 if(!(nx != x && ny != y && (nowtyp == DOOR || ntyp == DOOR)))
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H A D | hack.zap.c | 233 room->typ = DOOR; in dozap()
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/original-bsd/games/rogue/ |
H A D | move.c | 82 if (dungeon[row][col] & DOOR) { 90 } else if ((dungeon[rogue.row][rogue.col] & DOOR) && 140 if (dungeon[row][col] & (DOOR | STAIRS | TRAP)) { 210 return(dungeon[row][col] & (FLOOR | TUNNEL | DOOR | STAIRS | TRAP)); 266 if ((s & DOOR) && ((i == 0) || (j == 0))) { 280 if ((dungeon[row1][col1] & DOOR) || (dungeon[row2][col2] & DOOR)) { in can_move()
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H A D | room.c | 158 if (mask & (TUNNEL | STAIRS | HORWALL | VERTWALL | FLOOR | DOOR)) { 176 if (mask & DOOR) { 337 unsigned short mask = (HORWALL | VERTWALL | DOOR | TUNNEL | TRAP | STAIRS | in draw_magic_map() 353 } else if (s & DOOR) { in draw_magic_map() 421 (dungeon[i][j] & DOOR)) {
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H A D | monster.c | 325 if ((dungeon[row][monster->col] & DOOR) && 334 if ((dungeon[monster->row][col] & DOOR) && 450 if ((dungeon[row][col] & DOOR) && 455 if (dungeon[row][col] & DOOR) { 485 if ((monster->row!=row)&&(monster->col!=col)&&((dungeon[row][col]&DOOR) || 486 (dungeon[monster->row][monster->col]&DOOR))) { 648 (dungeon[row][col] & (FLOOR|TUNNEL|STAIRS|DOOR))) { in create_monster()
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H A D | throw.c | 187 while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER)) { 191 (dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) {
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H A D | rogue.h | 32 #define DOOR ((unsigned short) 040) macro
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H A D | spec_hit.c | 264 (dungeon[row][col] & (TUNNEL | FLOOR | DOOR))) {
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/original-bsd/contrib/dungeon/ |
H A D | rooms.F | 94 IF(QOPEN(DOOR)) I=I+2 132 IF(and(OFLAG2(DOOR),(OPENBT+TCHBT)).NE.OPENBT) RETURN 133 OFLAG2(DOOR)=and( or(OFLAG2(DOOR),TCHBT), not(OPENBT))
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H A D | sobjs.F | 185 OFLAG1(DOOR)=or(OFLAG1(DOOR),VISIBT) 383 SOBJS=OPNCLS(DOOR,218,219) 389 IF((PRSA.NE.OPENW).OR.QOPEN(DOOR)) GO TO 29200 394 29200 SOBJS=OPNCLS(DOOR,0,22)
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H A D | oindex.h | 9 COMMON /OINDEX/ THIEF,STILL,WINDO,GRATE,DOOR
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H A D | dsub.F | 337 OFLAG2(DOOR)=and(OFLAG2(DOOR),not(TCHBT))
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H A D | dmain.F | 170 DATA THIEF/61/,STILL/62/,WINDO/63/,GRATE/65/,DOOR/66/
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H A D | dverb2.F | 403 IF(and(OFLAG2(DOOR),OPENBT).EQ.0)
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/original-bsd/games/battlestar/ |
H A D | extern.h | 147 #define DOOR 1045 macro
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H A D | words.c | 151 { "door", DOOR, NOUNS },
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H A D | com3.c | 194 case DOOR: in shoot()
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