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    Searched refs:is_room (Results 1 - 5 of 5) sorted by relevancy

  /src/games/rogue/
level.c 185 if (rooms[i+1].is_room & R_NOTHING) {
187 rooms[i+1].is_room = R_CROSS;
192 if (rooms[i+3].is_room & R_NOTHING) {
194 rooms[i+3].is_room = R_CROSS;
297 rooms[rn].is_room = R_ROOM;
324 if ((!(rooms[room1].is_room & (R_ROOM | R_MAZE))) ||
325 (!(rooms[room2].is_room & (R_ROOM | R_MAZE)))) {
372 rooms[i].is_room = R_NOTHING;
398 wall_width = (rm->is_room & R_MAZE) ? 0 : 1;
418 if (rm->is_room & R_ROOM)
    [all...]
room.c 265 (!(rooms[rn].is_room & (R_ROOM | R_MAZE))) ||
279 } while (!(rooms[i].is_room & (R_ROOM | R_MAZE)));
340 if (rooms[i].is_room & (R_ROOM | R_MAZE)) {
348 if ((rooms[i].is_room & (R_ROOM | R_MAZE)) && (!rooms_visited[i])) {
441 if ((!(rooms[rr].is_room & (R_ROOM | R_MAZE))) || (rr == rn)) {
object.c 204 boolean is_maze, is_room; local in function:put_gold
207 is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
208 is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
210 if (!(is_room || is_maze)) {
rogue.h 288 unsigned short is_room; member in struct:rm
monster.c 756 !(rooms[cur_room].is_room & R_MAZE)) ||
872 !(rooms[rn].is_room & R_MAZE)) {

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