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Searched refs:DOOR (Results 1 – 25 of 27) sorted by relevance

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/original-bsd/games/hack/
H A Ddef.rm.h12 #define DOOR 7 macro
24 #define ACCESSIBLE(typ) ((typ) >= DOOR) /* good position */
26 #define ZAP_POS(typ) ((typ) > DOOR)
H A Dhack.vault.c159 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()
H A Dhack.mklev.c302 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);
H A Dhack.search.c25 levl[zx][zy].typ = DOOR; in findit()
64 levl[x][y].typ = DOOR; in dosearch()
H A Dhack.c152 (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()
H A Dhack.apply.c290 lev->typ = xdnstair ? DOOR : ROOM; in dig()
396 if(lev->typ == DOOR)
H A Dhack.read.c345 lev->typ = DOOR; in doread()
491 if(levl[u.ux][u.uy].typ == DOOR) {
H A Dhack.mkshop.c240 if((lev = &levl[sx+dx][sy+dy])->typ == DOOR ||
H A Dhack.mon.c500 if(!(nx != x && ny != y && (nowtyp == DOOR || ntyp == DOOR)))
H A Dhack.zap.c233 room->typ = DOOR; in dozap()
/original-bsd/games/rogue/
H A Dmove.c82 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()
H A Droom.c158 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)) {
H A Dmonster.c325 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()
H A Dthrow.c187 while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER)) {
191 (dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) {
H A Drogue.h32 #define DOOR ((unsigned short) 040) macro
H A Dspec_hit.c264 (dungeon[row][col] & (TUNNEL | FLOOR | DOOR))) {
/original-bsd/contrib/dungeon/
H A Drooms.F94 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))
H A Dsobjs.F185 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)
H A Doindex.h9 COMMON /OINDEX/ THIEF,STILL,WINDO,GRATE,DOOR
H A Ddsub.F337 OFLAG2(DOOR)=and(OFLAG2(DOOR),not(TCHBT))
H A Ddmain.F170 DATA THIEF/61/,STILL/62/,WINDO/63/,GRATE/65/,DOOR/66/
H A Ddverb2.F403 IF(and(OFLAG2(DOOR),OPENBT).EQ.0)
/original-bsd/games/battlestar/
H A Dextern.h147 #define DOOR 1045 macro
H A Dwords.c151 { "door", DOOR, NOUNS },
H A Dcom3.c194 case DOOR: in shoot()

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