Lines Matching defs:typ

96 		if(IS_DOOR(levl[x][y].typ) || levl[x][y].typ == SDOOR)
165 levl[x][y].typ = HWALL;
170 levl[x][y].typ = VWALL;
176 lev++->typ = ROOM;
179 levl[lowx-1][lowy-1].typ = TLCORNER;
180 levl[hix+1][lowy-1].typ = TRCORNER;
181 levl[lowx-1][hiy+1].typ = BLCORNER;
182 levl[hix+1][hiy+1].typ = BRCORNER;
298 if(nxcor && levl[xx+dx][yy+dy].typ)
379 if(!IS_WALL(levl[x][y].typ)) /* avoid SDOORs on already made doors */
381 levl[x][y].typ = type;
445 return((boolean)((isok(*xx,*yy+*dy) && levl[*xx][*yy+*dy].typ == STONE)
446 && (isok(*xx,*yy-*dy) && !IS_POOL(levl[*xx][*yy-*dy].typ)
447 && !IS_FURNITURE(levl[*xx][*yy-*dy].typ))));
481 rm->typ = SCORR;
498 rm->typ = CORR;
811 } while(levl[x][y].typ != ROOM && !rn2(40));
812 if (!(IS_POOL(levl[x][y].typ) ||
813 IS_FURNITURE(levl[x][y].typ)))
852 if ((levl[x][y].typ == POOL && !rn2(10)) ||
853 (levl[x][y].typ == MOAT && !rn2(30)))
887 if (levl[x][y+1].typ != STONE) { /* <x,y> spot not eligible */
889 } else if (levl[x][y].typ != STONE) { /* this spot not eligible */
892 levl[x][y-1].typ == STONE &&
893 levl[x+1][y-1].typ == STONE && levl[x-1][y-1].typ == STONE &&
894 levl[x+1][y].typ == STONE && levl[x-1][y].typ == STONE &&
895 levl[x+1][y+1].typ == STONE && levl[x-1][y+1].typ == STONE) {
1039 (levl[mp->x][mp->y].typ != CORR && levl[mp->x][mp->y].typ != ROOM));
1106 levl[x][y].typ = STAIRS;
1121 register int typ;
1124 typ = levl[x+1][y].typ;
1125 if (IS_DOOR(typ) || typ == SDOOR) return TRUE;
1128 typ = levl[x-1][y].typ;
1129 if (IS_DOOR(typ) || typ == SDOOR) return TRUE;
1132 typ = levl[x][y+1].typ;
1133 if (IS_DOOR(typ) || typ == SDOOR) return TRUE;
1136 typ = levl[x][y-1].typ;
1137 if (IS_DOOR(typ) || typ == SDOOR) return TRUE;
1149 return((levl[x][y].typ == HWALL || levl[x][y].typ == VWALL) &&
1171 || IS_FURNITURE(levl[x][y].typ)
1300 levl[x][y].typ = STAIRS;
1323 levl[m.x][m.y].typ = FOUNTAIN;
1345 levl[m.x][m.y].typ = SINK;
1369 levl[m.x][m.y].typ = ALTAR;
1518 lev->typ = ROOM;
1526 lev->typ = ROOM;
1530 lev->typ = MOAT;