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Searched refs:dungeon (Results 1 – 19 of 19) sorted by relevance

/dragonfly/games/rogue/
H A Dlevel.c302 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()
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H A Dmove.c82 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()
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H A Dtrap.c90 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()
H A Dzap.c122 (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()
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H A Dthrow.c166 (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()
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H A Droom.c111 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()
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H A Dmonster.c247 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()
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H A Dspec_hit.c229 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()
H A Dobject.c51 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()
H A Dpack.c118 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()
H A Dsave.c305 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()
H A Dhit.c293 dungeon[row][col] &= ~MONSTER; in mon_damage()
354 interrupted || (!(dungeon[row][col] & MONSTER))) { in fight()
H A Duse.c450 if (dungeon[row][col] & MONSTER) { in hold_monster()
H A Drogue.h350 extern unsigned short dungeon[DROWS][DCOLS];
/dragonfly/games/larn/
H A DREADME1 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
/dragonfly/games/hack/
H A Dhelp4 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
H A Drumors75 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.
/dragonfly/share/dict/
H A Dweb258460 dungeon
/dragonfly/games/fortune/datfiles/
H A Dfortunes51348 This dungeon is owned and operated by Frobazz Magic Co., Ltd.