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    Searched refs:STAIRS (Results 1 - 14 of 14) sorted by relevancy

  /src/games/hack/
def.rm.h 77 #define STAIRS 10
87 #define IS_ROOM(typ) ((typ) >= ROOM) /* ROOM or STAIRS */
hack.mkmaze.c 155 levl[xupstair][yupstair].typ = STAIRS;
hack.mklev.c 141 /* construct stairs (up and down in different rooms if possible) */
146 levl[xdnstair][ydnstair].typ = STAIRS;
156 levl[xupstair][yupstair].typ = STAIRS;
163 * Note: monster may be on the stairs. This cannot be
165 * monster was on the stairs. Conclusion: we have to check
166 * for monsters on the stairs anyway.
827 } while (m_at(mx, my) || levl[mx][my].typ == STAIRS);
849 } while (t_at(mx, my) || levl[mx][my].typ == STAIRS);
hack.mon.c 369 || levl[u.ux][u.uy].typ == STAIRS))) {
  /src/games/rogue/
room.c 163 if (!(dungeon[i][j] & (OBJECT | STAIRS)) &&
191 if (mask & (TUNNEL | STAIRS | HORWALL | VERTWALL | FLOOR | DOOR)) {
192 if ((mask & (TUNNEL| STAIRS)) && (!(mask & HIDDEN))) {
193 return(((mask & STAIRS) ? '%' : '#'));
375 unsigned short mask = (HORWALL | VERTWALL | DOOR | TUNNEL | TRAP | STAIRS |
395 } else if (s & STAIRS) {
move.c 167 if (dungeon[row][col] & (DOOR | STAIRS | TRAP)) {
238 return(dungeon[row][col] & (FLOOR | TUNNEL | DOOR | STAIRS | TRAP));
273 if (s & (MONSTER | OBJECT | STAIRS)) {
trap.c 173 } while (((dungeon[row][col] & (OBJECT|STAIRS|TRAP|TUNNEL)) ||
zap.c 215 gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
level.c 754 gr_row_col(&row, &col, (FLOOR | TUNNEL | OBJECT | STAIRS));
785 if (dungeon[rogue.row][rogue.col] & STAIRS) {
800 if (!(dungeon[rogue.row][rogue.col] & STAIRS)) {
monster.c 159 gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
648 gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
701 (dungeon[row][col] & (FLOOR|TUNNEL|STAIRS|DOOR))) {
pack.c 158 if (dungeon[rogue.row][rogue.col] & (OBJECT | STAIRS | TRAP)) {
rogue.h 53 #define STAIRS ((unsigned short) 04)
spec_hit.c 296 if ((!(dungeon[row][col] & (OBJECT | STAIRS | TRAP))) &&
object.c 619 dungeon[row][col] |= STAIRS;

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