Lines Matching defs:row
68 short dir, row, col;
95 row = rogue.row; col = rogue.col;
106 monster = get_thrown_at_monster(weapon, d, &row, &col);
107 mvaddch(rogue.row, rogue.col, rogue.fchar);
110 if (rogue_can_see(row, col) && ((row != rogue.row) || (col != rogue.col))){
111 mvaddch(row, col, get_dungeon_char(row, col));
118 flop_weapon(weapon, row, col);
121 flop_weapon(weapon, row, col);
162 get_thrown_at_monster(object *obj, short dir, short *row, short *col)
167 orow = *row; ocol = *col;
172 get_dir_rc(dir, row, col, 0);
174 (dungeon[*row][*col] == NOTHING)) ||
175 ((dungeon[*row][*col] & (HORWALL | VERTWALL | HIDDEN)) &&
176 (!(dungeon[*row][*col] & TRAP)))) {
177 *row = orow;
184 if (rogue_can_see(*row, *col)) {
185 if (!(dungeon[*row][*col] & MONSTER)) {
186 mvaddch(*row, *col, ch);
190 orow = *row; ocol = *col;
191 if (dungeon[*row][*col] & MONSTER) {
192 if (!imitating(*row, *col)) {
193 return(object_at(&level_monsters, *row, *col));
196 if (dungeon[*row][*col] & TUNNEL) {
204 flop_weapon(object *weapon, short row, short col)
212 if ((row < 0) || (row >= DROWS) || (col < 0) || (col >= DCOLS))
215 while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER)) {
216 rand_around(i++, &row, &col);
217 if ((row > (DROWS-2)) || (row < MIN_ROW) ||
218 (col > (DCOLS-1)) || (col < 0) || (!dungeon[row][col]) ||
219 (dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) {
232 place_at(new_weapon, row, col);
233 if (rogue_can_see(row, col) &&
234 ((row != rogue.row) || (col != rogue.col))) {
235 mon = dungeon[row][col] & MONSTER;
236 dungeon[row][col] &= (~MONSTER);
237 dch = get_dungeon_char(row, col);
239 mch = mvinch(row, col);
241 row, col)) != NULL) {
245 mvaddch(row, col, dch);
248 mvaddch(row, col, dch);
250 dungeon[row][col] |= mon;
267 static short row, col;
273 row = *r;
288 *r = row + 1;
292 *r = row + 1;
296 *r = row - 1;
300 *r = row - 1;
304 *r = row;
308 *r = row + 1;
312 *r = row;
316 *r = row - 1;
320 *r = row;