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 Dvault.c184 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 Ddig.c35 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 Dfountain.c114 (levl[x][y].typ != ROOM) ||
181 levl[x][y].typ = ROOM;
387 levl[u.ux][u.uy].typ = ROOM;
H A Dmkmaze.c232 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
H A Ddisplay.c165 * 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",
H A Dmklev.c176 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;
H A Dsit.c275 levl[u.ux][u.uy].typ = ROOM;
H A Dhack.c386 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) {
H A Dmkmap.c260 if(isok(xx,yy) && levl[xx][yy].typ == ROOM) {
H A Dmusic.c274 case ROOM :
H A Ddetect.c928 if (lev->typ == ROOM ?
930 glyph_to_cmap(lev->glyph) != ROOM) :
H A Dsp_lev.c220 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;
/seL4-refos-master/apps/nethack/src/nethack-3.4.3/src/
H A Dvault.c184 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 Ddig.c35 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 Dfountain.c114 (levl[x][y].typ != ROOM) ||
181 levl[x][y].typ = ROOM;
387 levl[u.ux][u.uy].typ = ROOM;
H A Dmkmaze.c232 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
H A Ddisplay.c165 * 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",
H A Dmklev.c176 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;
H A Dsit.c275 levl[u.ux][u.uy].typ = ROOM;
H A Dhack.c386 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) {
H A Dmkmap.c260 if(isok(xx,yy) && levl[xx][yy].typ == ROOM) {
H A Dmusic.c274 case ROOM :
H A Ddetect.c928 if (lev->typ == ROOM ?
930 glyph_to_cmap(lev->glyph) != ROOM) :
/seL4-refos-master/projects/refos/impl/apps/nethack/src/nethack-3.4.3/include/
H A Drm.h57 #define ROOM 24 macro
85 #define IS_ROOM(typ) ((typ) >= ROOM) /* ROOM, STAIRS, furniture.. */
/seL4-refos-master/apps/nethack/src/nethack-3.4.3/include/
H A Drm.h57 #define ROOM 24 macro
85 #define IS_ROOM(typ) ((typ) >= ROOM) /* ROOM, STAIRS, furniture.. */

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