Searched refs:door_index (Results 1 – 5 of 5) sorted by relevance
544 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() local636 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() local751 if (doorobjlist[door_index].action == dr_jammed) { in HitVertDoor()[all …]
198 int16_t& door_index) in CHECKSIDE() argument209 door_index = temp & 63; in CHECKSIDE()255 int16_t door_index = -1; in TryWalk() local300 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()[all …]
843 int16_t door_index = tilemap[next_tilex][next_tiley] & ~0x80; in CheckLinkedDoors() local847 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()
2704 int16_t door_index; in Cmd_Use() local2731 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()
8552 int door_index = ::tilemap[tx][ty] & 63; in ClearNClose() local8554 ::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()