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Searched refs:wall_mask (Results 1 – 3 of 3) sorted by relevance

/dports/games/stonesoup/crawl-0.27.1/crawl-ref/source/dat/dlua/
H A Dv_rooms.lua253 local wall_mask
255wall_mask = { wall = true, connected = true, dir = (adj_exit + 1) % 4, cell = cell, exit_cell = ad…
257 wall_mask = { wall = true }
259 room.mask_grid[m][n] = wall_mask
268 local wall_mask = room.mask_grid[m][n]
269 if wall_mask.connected then
270 local cell = wall_mask.exit_cell
272 ….space or (has_exits and not cell.exit and not (room.has_orient and room.tags[wall_mask.dir])) then
275 wall_mask.cell.open = is_open
276 if not is_open then wall_mask.connected = false
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/dports/games/mirrormagic/mirrormagic-2.0.2/src/
H A Dgame.c355 laser.wall_mask = 0; in InitGame()
1979 laser.wall_mask = mask; in HitAbsorbingWalls()
2005 laser.wall_mask = mask; in HitAbsorbingWalls()
2082 int wall_mask = Store2[x][y]; in MeltIce() local
2131 int wall_mask = Store2[x][y]; in GrowAmoeba() local
3193 Store2[ELX][ELY] = laser.wall_mask; in GameActions()
3274 if (laser.wall_mask & (1 << i)) in GameActions()
3291 if (laser.wall_mask & (1 << i)) in GameActions()
3316 dm = laser.wall_mask; in GameActions()
3323 int wall_mask = laser.wall_mask; in GameActions() local
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H A Dmain.h372 int wall_mask; member