Searched refs:ROOM (Results 1 - 25 of 48) sorted by relevance
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/seL4-refos-master/projects/refos/impl/apps/nethack/src/nethack-3.4.3/src/ |
H A D | vault.c | 184 if(levl[x][y].typ != ROOM) { /* player dug a door and is in it */ 185 if(levl[x+1][y].typ == ROOM) x = x + 1; 186 else if(levl[x][y+1].typ == ROOM) y = y + 1; 187 else if(levl[x-1][y].typ == ROOM) x = x - 1; 188 else if(levl[x][y-1].typ == ROOM) y = y - 1; 189 else if(levl[x+1][y+1].typ == ROOM) { 192 } else if (levl[x-1][y-1].typ == ROOM) { 195 } else if (levl[x+1][y-1].typ == ROOM) { 198 } else if (levl[x-1][y+1].typ == ROOM) { 203 while(levl[x][y].typ == ROOM) { [all...] |
H A D | dig.c | 35 if(levl[u.ux][u.uy].typ == ROOM && levl[u.ux][u.uy].waslit) 65 } else if(lev->typ == ROOM) return; 78 lev->typ = (rockit ? STONE : ROOM); 124 levl[u.ux][u.uy].typ = ROOM; 340 lev->typ = ROOM; 352 lev->typ = ROOM; 443 /* Return typ of liquid to fill a hole with, or ROOM, if no liquid nearby */ 475 return ROOM; 709 if (typ == ROOM) { 747 if (typ != ROOM) { [all...] |
H A D | fountain.c | 114 (levl[x][y].typ != ROOM) || 181 levl[x][y].typ = ROOM; 387 levl[u.ux][u.uy].typ = ROOM;
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H A D | mkmaze.c | 232 levl[x][y].typ == ROOM || levl[x][y].typ == AIR))); 681 levl[x][y].typ = ROOM; 696 levl[x][y].typ = ROOM; 721 levl[x][y].typ = ROOM; 736 levl[x][y].typ = ROOM; 771 ROOM 785 ROOM
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H A D | display.c | 165 * attention to and correct unexplored, lit ROOM and CORR spots. 181 if (lev->typ == ROOM && glyph == cmap_to_glyph(S_room)) 308 lev->typ == ROOM) 560 if (lev->typ != ROOM && lev->seenv) { 609 if (lev->typ == ROOM && 758 else if (lev->glyph == cmap_to_glyph(S_room) && lev->typ == ROOM) 1400 case ROOM: idx = S_room; break; 1558 "DOOR", "CORR", "ROOM", "STAIRS",
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H A D | mklev.c | 176 lev++->typ = ROOM; 307 level.flags.arboreal ? ROOM : CORR, STONE)) 811 } while(levl[x][y].typ != ROOM && !rn2(40)); 1039 (levl[mp->x][mp->y].typ != CORR && levl[mp->x][mp->y].typ != ROOM)); 1518 lev->typ = ROOM; 1526 lev->typ = ROOM;
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H A D | sit.c | 275 levl[u.ux][u.uy].typ = ROOM;
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H A D | hack.c | 386 lev->typ = ROOM; 395 lev->typ = ROOM; 1951 if (IS_ROCK(levl[x][y].typ) || (levl[x][y].typ == ROOM) || 1963 if(levl[u.ux][u.uy].typ != ROOM) {
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H A D | mkmap.c | 260 if(isok(xx,yy) && levl[xx][yy].typ == ROOM) {
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H A D | music.c | 274 case ROOM :
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H A D | detect.c | 928 if (lev->typ == ROOM ? 930 glyph_to_cmap(lev->glyph) != ROOM) :
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H A D | sp_lev.c | 220 if (typ == ROOM || typ == AIR || 300 } while (levl[try_x][try_y].typ != ROOM && ++trycnt <= 100); 2153 * If any CROSSWALLs are found, must change to ROOM after REGION's 2376 levl[x][y].typ = ROOM; 2539 levl[x][y].typ = ROOM; 2559 levl[x][y].typ = ROOM;
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/seL4-refos-master/apps/nethack/src/nethack-3.4.3/src/ |
H A D | vault.c | 184 if(levl[x][y].typ != ROOM) { /* player dug a door and is in it */ 185 if(levl[x+1][y].typ == ROOM) x = x + 1; 186 else if(levl[x][y+1].typ == ROOM) y = y + 1; 187 else if(levl[x-1][y].typ == ROOM) x = x - 1; 188 else if(levl[x][y-1].typ == ROOM) y = y - 1; 189 else if(levl[x+1][y+1].typ == ROOM) { 192 } else if (levl[x-1][y-1].typ == ROOM) { 195 } else if (levl[x+1][y-1].typ == ROOM) { 198 } else if (levl[x-1][y+1].typ == ROOM) { 203 while(levl[x][y].typ == ROOM) { [all...] |
H A D | dig.c | 35 if(levl[u.ux][u.uy].typ == ROOM && levl[u.ux][u.uy].waslit) 65 } else if(lev->typ == ROOM) return; 78 lev->typ = (rockit ? STONE : ROOM); 124 levl[u.ux][u.uy].typ = ROOM; 340 lev->typ = ROOM; 352 lev->typ = ROOM; 443 /* Return typ of liquid to fill a hole with, or ROOM, if no liquid nearby */ 475 return ROOM; 709 if (typ == ROOM) { 747 if (typ != ROOM) { [all...] |
H A D | fountain.c | 114 (levl[x][y].typ != ROOM) || 181 levl[x][y].typ = ROOM; 387 levl[u.ux][u.uy].typ = ROOM;
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H A D | mkmaze.c | 232 levl[x][y].typ == ROOM || levl[x][y].typ == AIR))); 681 levl[x][y].typ = ROOM; 696 levl[x][y].typ = ROOM; 721 levl[x][y].typ = ROOM; 736 levl[x][y].typ = ROOM; 771 ROOM 785 ROOM
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H A D | display.c | 165 * attention to and correct unexplored, lit ROOM and CORR spots. 181 if (lev->typ == ROOM && glyph == cmap_to_glyph(S_room)) 308 lev->typ == ROOM) 560 if (lev->typ != ROOM && lev->seenv) { 609 if (lev->typ == ROOM && 758 else if (lev->glyph == cmap_to_glyph(S_room) && lev->typ == ROOM) 1400 case ROOM: idx = S_room; break; 1558 "DOOR", "CORR", "ROOM", "STAIRS",
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H A D | mklev.c | 176 lev++->typ = ROOM; 307 level.flags.arboreal ? ROOM : CORR, STONE)) 811 } while(levl[x][y].typ != ROOM && !rn2(40)); 1039 (levl[mp->x][mp->y].typ != CORR && levl[mp->x][mp->y].typ != ROOM)); 1518 lev->typ = ROOM; 1526 lev->typ = ROOM;
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H A D | sit.c | 275 levl[u.ux][u.uy].typ = ROOM;
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H A D | hack.c | 386 lev->typ = ROOM; 395 lev->typ = ROOM; 1951 if (IS_ROCK(levl[x][y].typ) || (levl[x][y].typ == ROOM) || 1963 if(levl[u.ux][u.uy].typ != ROOM) {
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H A D | mkmap.c | 260 if(isok(xx,yy) && levl[xx][yy].typ == ROOM) {
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H A D | music.c | 274 case ROOM :
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H A D | detect.c | 928 if (lev->typ == ROOM ? 930 glyph_to_cmap(lev->glyph) != ROOM) :
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/seL4-refos-master/projects/refos/impl/apps/nethack/src/nethack-3.4.3/include/ |
H A D | rm.h | 57 #define ROOM 24 macro 85 #define IS_ROOM(typ) ((typ) >= ROOM) /* ROOM, STAIRS, furniture.. */
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/seL4-refos-master/apps/nethack/src/nethack-3.4.3/include/ |
H A D | rm.h | 57 #define ROOM 24 macro 85 #define IS_ROOM(typ) ((typ) >= ROOM) /* ROOM, STAIRS, furniture.. */
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