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Searched
refs:Maze
(Results
1 - 9
of
9
) sorted by relevancy
/src/games/hunt/huntd/
makemaze.c
40
#define ISCLEAR(y,x) (
Maze
[y][x] == SPACE)
104
Maze
[y][x] = SPACE; /* Clear this spot */
129
Maze
[y][x] = SPACE;
157
if (
Maze
[ty][tx] == SPACE)
159
Maze
[(y + ty) / 2][(x + tx) / 2] = SPACE;
173
sp = &
Maze
[y][x];
177
if (y - 1 >= 0 &&
Maze
[y - 1][x] != SPACE)
179
if (y + 1 < HEIGHT &&
Maze
[y + 1][x] != SPACE)
181
if (x + 1 < WIDTH &&
Maze
[y][x + 1] != SPACE)
183
if (x - 1 >= 0 &&
Maze
[y][x - 1] != SPACE
[
all
...]
expl.c
88
switch (
Maze
[y][x]) {
124
c =
Maze
[y][x];
144
/* There's about 700 walls in the initial
maze
. So we pick a number
145
* that keeps the
maze
relatively full. */
170
switch (
Maze
[r->r_y][r->r_x]) {
177
save_char =
Maze
[r->r_y][r->r_x];
181
if (
Maze
[r->r_y][r->r_x] == SPACE)
193
Maze
[r->r_y][r->r_x] = Orig_maze[r->r_y][r->r_x];
205
Maze
[r->r_y][r->r_x] = FLYER;
209
Maze
[r->r_y][r->r_x] = Orig_maze[r->r_y][r->r_x]
[
all
...]
shots.c
91
Maze
[y][x] = bp->b_over;
156
Maze
[pp->p_y][pp->p_x] = pp->p_face;
213
switch (
Maze
[y][x]) {
242
Maze
[y][x] = WALL5;
263
Maze
[y][x] = WALL4;
304
if (opposite(bp->b_face,
Maze
[y][x])) {
383
if (isplayer(
Maze
[bp->b_y][bp->b_x - 1])) {
387
if (isplayer(
Maze
[bp->b_y - 1][bp->b_x])) {
391
if (isplayer(
Maze
[bp->b_y + 1][bp->b_x])) {
395
if (isplayer(
Maze
[bp->b_y][bp->b_x + 1]))
[
all
...]
extern.c
45
char
Maze
[HEIGHT][WIDTH2]; /* the
maze
*/
46
char Orig_maze[HEIGHT][WIDTH2]; /* the original
maze
*/
answer.c
229
memcpy(pp->p_maze,
Maze
, sizeof
Maze
);
262
newpp->p_maze[y][x] =
Maze
[y][x];
265
newpp->p_maze[y][x] =
Maze
[y][x];
269
newpp->p_maze[y][x] =
Maze
[y][x];
273
newpp->p_maze[y][x] =
Maze
[y][x];
278
} while (
Maze
[y][x] != SPACE);
319
} while (
Maze
[y][x] != SPACE);
320
Maze
[y][x] = GMINE;
329
} while (
Maze
[y][x] != SPACE)
[
all
...]
draw.c
75
* size is 80x24 with the
maze
being 64x24)
188
sp = &
Maze
[y][x];
212
sp = &
Maze
[y][++x];
236
sp = &
Maze
[--y][x];
241
sp -= sizeof
Maze
[0];
248
sp = &
Maze
[++y][x];
253
sp += sizeof
Maze
[0];
269
indx = y * sizeof
Maze
[0] + x;
270
ch = ((char *)
Maze
)[indx];
322
Maze
[y][x] = draw ? pp->p_face : pp->p_over
[
all
...]
execute.c
219
switch (
Maze
[y][x]) {
237
pickup(pp, y, x, 2,
Maze
[y][x]);
239
pickup(pp, y, x, 95,
Maze
[y][x]);
241
pickup(pp, y, x, 50,
Maze
[y][x]);
242
Maze
[y][x] = SPACE;
258
Maze
[y][x] = SPACE;
282
if (
Maze
[y][x] == BOOT)
299
Maze
[y][x] = SPACE;
315
pp->p_over =
Maze
[y][x];
hunt.h
137
extern char Buf[BUFSIZ],
Maze
[HEIGHT][WIDTH2], Orig_maze[HEIGHT][WIDTH2];
driver.c
511
* Put the boots in the
maze
522
} while (
Maze
[y][x] != SPACE);
523
Maze
[y][x] = BOOT_PAIR;
767
Maze
[pp->p_y][pp->p_x] = BOOT_PAIR;
769
Maze
[pp->p_y][pp->p_x] = BOOT;
772
Maze
[pp->p_y][pp->p_x]);
782
} while (
Maze
[y][x] != SPACE);
796
} while (
Maze
[y][x] != SPACE);
Completed in 16 milliseconds
Indexes created Fri Oct 17 03:10:13 GMT 2025