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  /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.");

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