/dragonfly/games/rogue/ |
H A D | level.c | 302 dungeon[i][j] = ch; in make_room() 376 dungeon[i][j] = NOTHING; in clear_level() 412 dungeon[*row][*col] = DOOR; in put_door() 433 dungeon[row1][i] = TUNNEL; in draw_simple_passage() 436 dungeon[i][middle] = TUNNEL; in draw_simple_passage() 439 dungeon[row2][i] = TUNNEL; in draw_simple_passage() 448 dungeon[i][col1] = TUNNEL; in draw_simple_passage() 454 dungeon[i][col2] = TUNNEL; in draw_simple_passage() 594 dungeon[srow][scol] = TUNNEL; in recursive_deadend() 627 if (dungeon[i][j] & mask) { in mask_room() [all …]
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H A D | move.c | 82 if (!(dungeon[row][col] & MONSTER)) { in one_move_rogue() 98 if (dungeon[row][col] & MONSTER) { in one_move_rogue() 103 if (dungeon[row][col] & DOOR) { in one_move_rogue() 114 (dungeon[row][col] & TUNNEL)) { in one_move_rogue() 119 } else if (dungeon[row][col] & TUNNEL) { in one_move_rogue() 130 if (dungeon[row][col] & OBJECT) { in one_move_rogue() 231 if (dungeon[row][col] & HIDDEN) { in is_passable() 232 return((dungeon[row][col] & TRAP) ? 1 : 0); in is_passable() 263 s = dungeon[row][col]; in next_to_something() 305 if ((dungeon[row1][col1] & DOOR) || (dungeon[row2][col2] & DOOR)) { in can_move() [all …]
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H A D | trap.c | 90 dungeon[row][col] &= (~HIDDEN); in trap_player() 165 } while (((dungeon[row][col] & (OBJECT|STAIRS|TRAP|TUNNEL)) || in add_traps() 166 (dungeon[row][col] == NOTHING)) && (tries < 15)); in add_traps() 175 dungeon[row][col] |= (TRAP | HIDDEN); in add_traps() 199 if ((dungeon[row][col] & TRAP) && (!(dungeon[row][col] & HIDDEN))) { in id_trap() 214 if (dungeon[i][j] & TRAP) { in show_traps() 236 if (dungeon[row][col] & HIDDEN) { in search() 250 if (dungeon[row][col] & HIDDEN) { in search() 252 dungeon[row][col] &= (~HIDDEN); in search() 258 if (dungeon[row][col] & TRAP) { in search()
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H A D | zap.c | 122 (dungeon[*row][*col] == NOTHING)) { in get_zapped_monster() 125 if (dungeon[*row][*col] & MONSTER) { in get_zapped_monster() 209 dungeon[monster->row][monster->col] &= ~MONSTER; in tele_away() 211 dungeon[row][col] |= MONSTER; in tele_away() 303 (dungeon[orow][ocol] == NOTHING) || in bounce() 304 (dungeon[orow][ocol] & MONSTER) || in bounce() 317 (dungeon[row][col] == NOTHING) || in bounce() 318 (dungeon[row][col] & MONSTER) || in bounce() 319 (dungeon[row][col] & (HORWALL | VERTWALL)) || in bounce() 322 if (dungeon[row][col] & MONSTER) { in bounce() [all …]
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H A D | throw.c | 166 (dungeon[*row][*col] == NOTHING)) || in get_thrown_at_monster() 167 ((dungeon[*row][*col] & (HORWALL | VERTWALL | HIDDEN)) && in get_thrown_at_monster() 168 (!(dungeon[*row][*col] & TRAP)))) { in get_thrown_at_monster() 177 if (!(dungeon[*row][*col] & MONSTER)) { in get_thrown_at_monster() 183 if (dungeon[*row][*col] & MONSTER) { in get_thrown_at_monster() 188 if (dungeon[*row][*col] & TUNNEL) { in get_thrown_at_monster() 208 (col > (DCOLS-1)) || (col < 0) || (!dungeon[row][col]) || in flop_weapon() 209 (dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) { in flop_weapon() 225 mon = dungeon[row][col] & MONSTER; in flop_weapon() 226 dungeon[row][col] &= (~MONSTER); in flop_weapon() [all …]
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H A D | room.c | 111 if (dungeon[i][j] & MONSTER) { in light_up_room() 158 if (!(dungeon[i][j] & (OBJECT | STAIRS)) && in darken_room() 163 if ((dungeon[i][j] & TRAP) && (!(dungeon[i][j] & HIDDEN))) { in darken_room() 175 unsigned short mask = dungeon[row][col]; in get_dungeon_char() 198 if (!(dungeon[row][col] & HIDDEN)) { in get_dungeon_char() 258 (!(dungeon[r][c] & mask)) || in gr_row_col() 259 (dungeon[r][c] & (~mask)) || in gr_row_col() 300 if ((dungeon[row][col] == FLOOR) || (dungeon[row][col] == TUNNEL)) { in party_objects() 376 s = dungeon[i][j]; in draw_magic_map() 381 dungeon[i][j] &= (~HIDDEN); in draw_magic_map() [all …]
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H A D | monster.c | 247 if ((!(dungeon[row][col] & MONSTER)) && in party_monsters() 358 if ((dungeon[row][monster->col] & DOOR) && in mv_1_monster() 455 dungeon[mrow][mcol] &= ~MONSTER; in move_mon_to() 456 dungeon[row][col] |= MONSTER; in move_mon_to() 481 if ((dungeon[row][col] & DOOR) && in move_mon_to() 486 if (dungeon[row][col] & DOOR) { in move_mon_to() 509 if ((!dungeon[monster->row][col]) || (!dungeon[row][monster->col])) { in mon_can_go() 526 if (dungeon[row][col] & OBJECT) { in mon_can_go() 677 if ((!(dungeon[row][col] & MONSTER)) && in create_monster() 700 dungeon[row][col] |= MONSTER; in put_m_at() [all …]
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H A D | spec_hit.c | 229 dungeon[row][col] &= ~MONSTER; in disappear() 289 if ((!(dungeon[row][col] & (OBJECT | STAIRS | TRAP))) && in try_to_cough() 290 (dungeon[row][col] & (TUNNEL | FLOOR | DOOR))) { in try_to_cough() 293 (!(dungeon[row][col] & MONSTER))) { in try_to_cough() 311 if ((gold_at(i, j)) && !(dungeon[i][j] & MONSTER)) { in seek_gold() 336 if (dungeon[row][col] & OBJECT) { in gold_at() 375 if (dungeon[row][col] & MONSTER) { in imitating()
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H A D | object.c | 51 unsigned short dungeon[DROWS][DCOLS]; variable 206 if ((dungeon[row][col] == FLOOR) || in put_gold() 207 (dungeon[row][col] == TUNNEL)) { in put_gold() 228 dungeon[row][col] |= OBJECT; in plant_gold() 237 dungeon[row][col] |= OBJECT; in place_at() 246 if (dungeon[row][col] & (MONSTER | OBJECT)) { in object_at() 600 dungeon[row][col] |= STAIRS; in put_stairs() 669 if (dungeon[row][col] & MONSTER) { in show_objects()
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H A D | pack.c | 118 dungeon[row][col] &= (~OBJECT); in pick_up() 128 dungeon[row][col] &= ~(OBJECT); in pick_up() 137 dungeon[row][col] &= ~(OBJECT); in pick_up() 151 if (dungeon[rogue.row][rogue.col] & (OBJECT | STAIRS | TRAP)) { in drop() 556 if (!(dungeon[rogue.row][rogue.col] & OBJECT)) { in kick_into_pack()
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H A D | save.c | 305 r_write(fp, (char *) dungeon[i], (DCOLS * sizeof(dungeon[0][0]))); in rw_dungeon() 311 r_read(fp, (char *) dungeon[i], (DCOLS * sizeof(dungeon[0][0]))); in rw_dungeon()
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H A D | hit.c | 293 dungeon[row][col] &= ~MONSTER; in mon_damage() 354 interrupted || (!(dungeon[row][col] & MONSTER))) { in fight()
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H A D | use.c | 450 if (dungeon[row][col] & MONSTER) { in hold_monster()
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H A D | rogue.h | 350 extern unsigned short dungeon[DROWS][DCOLS];
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/dragonfly/games/larn/ |
H A D | README | 1 Larn is a dungeon type game program. Larn is a adventure/action game similar 21 create.c code to create the dungeon and all objects 38 movem.c code to move the monsters around the dungeon 40 object.c code to handle objects in the dungeon
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/dragonfly/games/hack/ |
H A D | help | 4 descend into the depths of the dungeon in search of the Amulet of Yendor 13 your location, hack gives you a visual image of the dungeon level you are on. 124 You see on what dungeon level you are, how many hit points you have
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H A D | rumors | 75 Better leave the dungeon, otherwise you might get hurt badly. 91 Consumption of home-made food is strictly forbidden in this dungeon. 186 If a shopkeeper kicks you out of his shop, he'll kick you out of the dungeon. 236 Leprechauns are the most skilled cutpurses in this dungeon. 264 Never go into the dungeon at midnight. 361 Suddenly the dungeon will collapse ... 411 They say that cavemen seldom find tins in the dungeon. 417 They say that the owner of the dungeon might change it slightly. 429 This dungeon is restroom equipped (for your convenience). 437 To reach heaven, escape the dungeon while wearing a ring of levitation.
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/dragonfly/share/dict/ |
H A D | web2 | 58460 dungeon
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/dragonfly/games/fortune/datfiles/ |
H A D | fortunes | 51348 This dungeon is owned and operated by Frobazz Magic Co., Ltd.
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