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  /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;
313 rooms[rn].top_row = top_row;
314 rooms[rn].bottom_row = bottom_row;
315 rooms[rn].left_col = left_col;
316 rooms[rn].right_col = right_col;
324 if ((!(rooms[room1].is_room & (R_ROOM | R_MAZE))) |
    [all...]
room.c 58 room rooms[MAXROOMS]; variable in typeref:typename:room[]
111 for (i = rooms[rn].top_row;
112 i <= rooms[rn].bottom_row; i++) {
113 for (j = rooms[rn].left_col;
114 j <= rooms[rn].right_col; j++) {
158 for (i = rooms[rn].top_row + 1; i < rooms[rn].bottom_row; i++) {
159 for (j = rooms[rn].left_col + 1; j < rooms[rn].right_col; j++) {
265 (!(rooms[rn].is_room & (R_ROOM | R_MAZE))) |
    [all...]
trap.c 168 row = get_rand((rooms[party_room].top_row+1),
169 (rooms[party_room].bottom_row-1));
170 col = get_rand((rooms[party_room].left_col+1),
171 (rooms[party_room].right_col-1));
monster.c 264 row = get_rand(rooms[rn].top_row+1,
265 rooms[rn].bottom_row-1);
266 col = get_rand(rooms[rn].left_col+1,
267 rooms[rn].right_col-1);
741 if (rooms[rn].doors[d].oth_room != NO_ROOM) {
742 monster->trow = rooms[rn].doors[d].door_row;
743 monster->tcol = rooms[rn].doors[d].door_col;
756 !(rooms[cur_room].is_room & R_MAZE)) ||
834 for (i = rooms[rn].top_row+1; i < rooms[rn].bottom_row; i++)
    [all...]
object.c 207 is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
208 is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
215 row = get_rand(rooms[i].top_row+1,
216 rooms[i].bottom_row-1);
217 col = get_rand(rooms[i].left_col+1,
218 rooms[i].right_col-1);
spec_hit.c 316 for (i = rooms[rn].top_row+1; i < rooms[rn].bottom_row; i++) {
317 for (j = rooms[rn].left_col+1; j < rooms[rn].right_col; j++) {
use.c 579 for (i = rooms[cur_room].top_row + 1;
580 i < rooms[cur_room].bottom_row; i++) {
581 for (j = rooms[cur_room].left_col + 1;
582 j < rooms[cur_room].right_col; j++) {
save.c 377 rw ? r_write(fp, (rooms + i), sizeof(room)) :
378 r_read(fp, (rooms + i), sizeof(room));
rogue.h 340 extern room rooms[];
  /src/games/hack/
def.mkroom.h 72 extern struct mkroom rooms[MAXNROFROOMS+1];
hack.Decl.c 80 struct mkroom rooms[MAXNROFROOMS + 1]; variable in typeref:struct:mkroom[]
hack.mkshop.c 126 for (sroom = &rooms[0], roomno = 0;; sroom++, roomno++) {
129 if (sroom - rooms >= nroom) {
130 pline("rooms not closed by -1?");
232 for (sroom = &rooms[rn2(nroom)];; sroom++) {
233 if (sroom == &rooms[nroom])
234 sroom = &rooms[0];
306 sroom = &rooms[rn2(nroom)];
hack.lev.c 113 bwrite(fd, rooms, sizeof(rooms));
290 mread(fd, rooms, sizeof(rooms));
hack.dog.c 306 int tmp = rooms[dogroom].fdoor;
307 cnt = rooms[dogroom].doorct;
480 while (rooms[pos].hx >= 0) {
481 if (rooms[pos].hx >= x - 1 && rooms[pos].lx <= x + 1 &&
482 rooms[pos].hy >= y - 1 && rooms[pos].ly <= y + 1)
hack.mklev.c 124 rooms[0].hx = -1; /* in case we are in a maze */
136 /* construct the rooms */
141 /* construct stairs (up and down in different rooms if possible) */
142 croom = &rooms[rn2(nroom)];
149 croom = &rooms[rn2(nroom - 1)];
159 for (croom = rooms; croom->hx > 0; croom++) {
191 qsort(rooms, nroom, sizeof(rooms[0]), comp);
198 troom = &rooms[nroom];
247 /* make rooms until satisfied *
    [all...]
hack.shk.c 202 rooms[eshk->shoproom].rtype = 0;
276 if ((rooms[ESHK(shopkeeper)->shoproom].rtype == GENERAL)
287 int rt = rooms[roomno].rtype;
301 rooms[roomno].rtype = 0;
308 if (roomno >= 0 && rooms[roomno].rtype >= 8) {
313 rooms[roomno].rtype = 0;
332 shopnam[rooms[ESHK(shopkeeper)->shoproom].rtype - 8]);
555 shopnam[rooms[ESHK(shopkeeper)->shoproom].rtype - 8]);
750 ((tmp = shtypes[rooms[ESHK(shopkeeper)->shoproom].rtype - 8]) && tmp != obj->olet)
hack.unix.c 447 int tmp = rooms[uroom].fdoor;
448 int cnt = rooms[uroom].doorct;
hack.vault.c 178 if (tmp < 0 || rooms[tmp].rtype != VAULT) {
297 if ((i = inroom(nx, ny)) >= 0 && rooms[i].rtype == VAULT)
hack.trap.c 350 for (croom = &rooms[0]; croom->hx >= 0; croom++)
hack.apply.c 392 if (rno >= 0 && rooms[rno].rtype >= 8) {

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