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  /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);

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