Searched refs:brick_c (Results 1 – 8 of 8) sorted by relevance
68 if (IS_GROWN_BRICK_CHAR(game->bricks[mx][my].brick_c)) in client_brick_remove()76 game->bricks[mx][my].brick_c = ' '; in client_brick_remove()161 brick->brick_c = brick_get_char( brick->id ); in client_brick_grow()171 brick->brick_c -= 32; /* f->F, ... */ in client_brick_grow()282 if ( game->bricks[mx][my].brick_c == 'v' ) in client_brick_loose_dur()283 game->bricks[mx][my].brick_c = 'c'; in client_brick_loose_dur()285 game->bricks[mx][my].brick_c--; /* successive order */ in client_brick_loose_dur()
145 cur_game->bricks[mx][my].brick_c = brick_conv_table[id].c; in brick_grow()152 cur_game->bricks[mx][my].brick_c -= 32; /* f->F, ... */ in brick_grow()203 if (IS_GROWN_BRICK_CHAR(cur_game->bricks[mx][my].brick_c)) in brick_remove()216 cur_game->bricks[mx][my].brick_c = ' '; in brick_remove()251 game->bricks[mx][my].brick_c = ' '; in brick_set_by_id()262 game->bricks[mx][my].brick_c = brick_conv_table[k].c; in brick_set_by_id()671 game->bricks[i][j].brick_c = ' '; in bricks_init()1009 if ( cur_game->bricks[mx][my].brick_c == 'v' ) in brick_loose_dur()1010 cur_game->bricks[mx][my].brick_c = 'c'; in brick_loose_dur()1012 cur_game->bricks[mx][my].brick_c--; /* successive order */ in brick_loose_dur()
359 char brick_c; /* original character when saved to file */ member
454 shot->bricks[i][j] = cur_game->bricks[i+1][j+y_off].brick_c; in game_get_level_snapshot()
13 texture[C]="levels/brick_c.bmp"