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    Searched refs:what_is (Results 1 - 16 of 16) sorted by relevancy

  /src/games/rogue/
object.c 236 obj->what_is = GOLD;
303 switch(obj->what_is) {
362 obj->what_is = FOOD;
365 obj->what_is = gr_what_is();
367 switch(obj->what_is) {
397 unsigned short what_is; local in function:gr_what_is
402 what_is = SCROL;
404 what_is = POTION;
406 what_is = WAND;
408 what_is = WEAPON
    [all...]
pack.c 121 if ( (obj->what_is == SCROL) &&
133 if (obj->what_is == GOLD) {
197 if ((obj->quantity > 1) && (obj->what_is != WEAPON)) {
218 if (!(obj->what_is & (WEAPON | FOOD | SCROL | POTION))) {
221 if ((obj->what_is == FOOD) && (obj->which_kind == FRUIT)) {
227 if ((op->what_is == obj->what_is) &&
230 if ((obj->what_is != WEAPON) ||
231 ((obj->what_is == WEAPON) &&
357 if (obj->what_is != ARMOR)
    [all...]
init.c 160 obj->what_is = ARMOR;
169 obj->what_is = WEAPON;
178 obj->what_is = WEAPON;
187 obj->what_is = WEAPON;
inventory.c 241 if (obj->what_is & mask) {
243 descs[i].sepchar = ((obj->what_is & ARMOR) && obj->is_protected)
538 if (obj->what_is == AMULET) {
543 if (obj->what_is == GOLD) {
556 if (obj->what_is & (WEAPON | ARMOR | WAND | RING)) {
564 switch (obj->what_is) {
722 ch2 = ((obj->what_is & ARMOR) && obj->is_protected) ? '}' : ')';
730 switch(obj->what_is) {
ring.c 91 if (!(ring->what_is & RING)) {
212 ring->what_is = RING;
use.c 93 if (obj->what_is != POTION) {
205 if (obj->what_is != SCROL) {
218 if (rogue.weapon->what_is == WEAPON) {
386 if (obj->what_is & (SCROL | POTION | WEAPON | ARMOR | WAND | RING)) {
410 if (obj->what_is != FOOD) {
spec_hit.c 214 if (obj->what_is != WEAPON) {
221 obj->quantity = ((obj->what_is != WEAPON) ? t : 1);
257 obj->what_is = GOLD;
347 (obj->what_is == GOLD)) {
score.c 538 if (obj->what_is != FOOD) {
566 switch(obj->what_is) {
rogue.h 217 #define disguise what_is
237 unsigned short what_is; /* imitator's charactor (?!%: */ member in struct:obj
save.c 218 if (obj->what_is == WEAPON)
270 t.ichar = t.what_is = 0;
throw.c 169 ch = get_mask_char(obj->what_is);
hit.c 217 if ((!obj) || (obj->what_is != WEAPON)) {
zap.c 94 if (wand->what_is != WAND) {
move.c 145 if (obj->what_is == GOLD) {
room.c 189 return(get_mask_char(obj->what_is));
monster.c 549 if ((obj->what_is == SCROL) && (obj->which_kind == SCARE_MONSTER)) {

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