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Searched
refs:DOOR
(Results
1 - 25
of
30
) sorted by relevancy
1
2
/src/games/hack/
def.rm.h
74
#define
DOOR
7
86
#define ACCESSIBLE(typ) ((typ) >=
DOOR
) /* good position */
88
#define ZAP_POS(typ) ((typ) >
DOOR
)
hack.search.c
91
levl[zx][zy].typ =
DOOR
;
134
levl[x][y].typ =
DOOR
;
hack.vault.c
208
/* next find a good place for a
door
in the wall */
261
levl[x][y].typ =
DOOR
;
307
crm->typ = (typ == SCORR) ? CORR :
DOOR
;
331
crm->typ =
DOOR
;
346
crm->typ =
DOOR
;
hack.mklev.c
396
if (levl[x][y].typ ==
DOOR
|| levl[x][y].typ == SDOOR)
407
/* see whether it is allowable to create a
door
at [x,y] */
411
if (levl[x - 1][y].typ ==
DOOR
|| levl[x + 1][y].typ ==
DOOR
||
412
levl[x][y + 1].typ ==
DOOR
|| levl[x][y - 1].typ ==
DOOR
||
430
dosdoor(x, y, aroom, rn2(8) ?
DOOR
: SDOOR);
440
type =
DOOR
;
442
if (type ==
DOOR
)
764
dosdoor(xx, yy, aroom, rn2(5) ? SDOOR :
DOOR
);
[
all
...]
hack.c
225
(u.dx && u.dy && (tmpr->typ ==
DOOR
|| ust->typ ==
DOOR
))) {
235
(levl[rx][ry].typ !=
DOOR
|| !(u.dx && u.dy)) &&
329
if (tmpr->typ ==
DOOR
||
349
if (tmpr->typ ==
DOOR
)
351
else if (ust->typ ==
DOOR
)
362
if (tmpr->typ ==
DOOR
) {
hack.apply.c
380
lev->typ = xdnstair ?
DOOR
: ROOM;
486
if (lev->typ ==
DOOR
)
487
pline("Your %s against the
door
.",
hack.read.c
435
lev->typ =
DOOR
;
589
if (levl[u.ux][u.uy].typ ==
DOOR
) {
hack.mkshop.c
179
pline("
door
[%d,%d]", doors[sh].x, doors[sh].y);
334
if ((lev = &levl[sx + dx][sy + dy])->typ ==
DOOR
||
/src/games/rogue/
move.c
111
if (dungeon[row][col] &
DOOR
) {
115
clean_up("one_move_rogue:
door
to nowhere");
121
} else if ((dungeon[rogue.row][rogue.col] &
DOOR
) &&
167
if (dungeon[row][col] & (
DOOR
| STAIRS | TRAP)) {
238
return(dungeon[row][col] & (FLOOR | TUNNEL |
DOOR
| STAIRS | TRAP));
294
if ((s &
DOOR
) && ((i == 0) || (j == 0))) {
309
if ((dungeon[row1][col1] &
DOOR
) || (dungeon[row2][col2] &
DOOR
)) {
throw.c
215
while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL |
DOOR
| MONSTER)) {
219
(dungeon[row][col] & ~(FLOOR | TUNNEL |
DOOR
| MONSTER))) {
room.c
191
if (mask & (TUNNEL | STAIRS | HORWALL | VERTWALL | FLOOR |
DOOR
)) {
209
if (mask &
DOOR
) {
375
unsigned short mask = (HORWALL | VERTWALL |
DOOR
| TUNNEL | TRAP | STAIRS |
391
} else if (s &
DOOR
) {
437
/* look for
door
to some other room */
456
/* look for
door
to dead end */
462
(dungeon[i][j] &
DOOR
)) {
monster.c
379
if ((dungeon[row][monster->col] &
DOOR
) &&
388
if ((dungeon[monster->row][col] &
DOOR
) &&
502
if ((dungeon[row][col] &
DOOR
) &&
507
if (dungeon[row][col] &
DOOR
) {
536
if ((monster->row!=row)&&(monster->col!=col)&&((dungeon[row][col]&
DOOR
) ||
537
(dungeon[monster->row][monster->col]&
DOOR
))) {
701
(dungeon[row][col] & (FLOOR|TUNNEL|STAIRS|
DOOR
))) {
spec_hit.c
297
(dungeon[row][col] & (TUNNEL | FLOOR |
DOOR
))) {
rogue.h
56
#define
DOOR
((unsigned short) 040)
283
typedef struct dr
door
;
typedef in typeref:struct:dr
287
door
doors[4];
/src/games/hunt/huntd/
makemaze.c
198
*sp =
DOOR
;
223
*sp++ =
DOOR
;
expl.c
93
case
DOOR
:
213
Maze[r->r_y][r->r_x] =
DOOR
;
shots.c
271
case
DOOR
:
352
case
DOOR
:
622
case
DOOR
:
764
case
DOOR
:
967
case
DOOR
:
execute.c
222
case
DOOR
:
/src/games/hunt/include/
hunt_common.h
120
#define
DOOR
'#'
/src/games/battlestar/
command6.c
250
&& wordvalue[wordnumber] ==
DOOR
) {
255
puts("The
door
is already open.");
257
puts("The
door
does not budge.");
261
puts("The
door
is gone.");
263
puts("The
door
is locked tight.");
266
puts("That's one immovable
door
.");
269
puts("The
door
is already ajar.");
272
puts("What
door
?");
command2.c
51
wordtype[wordnumber] == NOUNS) && wordvalue[wordnumber] !=
DOOR
) {
command3.c
246
case
DOOR
:
250
puts("The
door
is unhinged.");
256
puts("The wooden
door
splinters.");
262
puts("effect on the
door
.");
265
printf("The blast hits the
door
and ");
extern.h
179
#define
DOOR
1045
words.c
185
{ "
door
",
DOOR
, NOUNS, NULL },
command4.c
270
puts("The stone
door
is unhinged.");
275
puts("The wooden
door
is blown open.");
279
puts("The
door
is not damaged.");
329
if (wordtype[wordnumber] == NOUNS && value ==
DOOR
) {
333
puts("You're not holding a
door
.");
Completed in 26 milliseconds
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Indexes created Fri Oct 17 09:09:57 GMT 2025