Searched refs:lit (Results 1 - 25 of 33) sorted by relevance

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/seL4-refos-master/projects/refos/impl/apps/nethack/src/nethack-3.4.3/src/
H A Dmkmap.c161 flood_fill_rm(sx, sy, rmno, lit, anyroom)
165 boolean lit;
185 levl[i][sy].lit = lit;
195 if(lit) levl[ii][jj].lit = lit;
208 flood_fill_rm(i,sy-1,rmno,lit,anyroom);
213 flood_fill_rm(i-1,sy-1,rmno,lit,anyroom);
218 flood_fill_rm(i+1,sy-1,rmno,lit,anyroo
445 xchar lit = init_lev->lit, local
[all...]
H A Dmklev.c118 do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit, rtype, special, is_room)
122 boolean lit;
137 if(lit) {
141 lev++->lit = 1;
191 add_room(lowx, lowy, hix, hiy, lit, rtype, special)
193 boolean lit;
200 do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit,
208 add_subroom(proom, lowx, lowy, hix, hiy, lit, rtype, special)
211 boolean lit;
218 do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit,
[all...]
H A Ddogmove.c397 (!levl[omx][omy].lit || levl[u.ux][u.uy].lit) &&
H A Dsave.c492 && prm->lit == rgrm->lit
H A Dsp_lev.c385 /* on low levels the room is lit (usually) */
1697 lev->lit = litstate;
1725 if(init_lev.lit < 0)
1726 init_lev.lit = rn2(2);
1872 /* lit or not ? */
2169 levl[x][y].lit = FALSE;
2201 levl[x][y].lit = 1;
H A Dmonmove.c724 (levl[gx][gy].lit ||
725 !levl[omx][omy].lit) &&
H A Dread.c1317 * Low-level lit-field update routine.
1325 levl[x][y].lit = 1;
1327 levl[x][y].lit = 0;
1365 pline("%s %s is lit.",
1376 pline("A lit field surrounds you!");
H A Dmkroom.c155 levl[x][y].lit = 1;
H A Dvision.c297 * due to the one-sided lit wall hack.
308 /* If in a lit room, we are able to see to its boundaries. */
451 * possibly be seen by the hero --- if the location were lit, etc. Note
504 int dx, dy; /* one step from a lit door or lit wall (see below) */
685 * + Set the IN_SIGHT bit for places that we could see and are lit.
692 * The worst offenders are doors. Suppose a door to a lit room
693 * is closed. It is lit on one side, but not on the other. How
725 && (lev->lit || (next_row[col] & TEMP_LIT))) {
727 * We see this position because it is lit
[all...]
H A Ddig.c72 if(dist < 3) lev->lit = (rockit ? FALSE : TRUE);
H A Ddisplay.c103 * lit - True if the position is lit. An optimization for
104 * lit/unlit rooms.
105 * waslit - True if the position was *remembered* as lit.
165 * attention to and correct unexplored, lit ROOM and CORR spots.
176 * Correct for out of sight lit corridors and rooms that the hero
177 * doesn't remember as lit.
577 /* Corridors are never felt as lit (unless remembered that way) */
659 * lev->waslit = !!(lev->lit || templit(x,y));
662 * lit area
[all...]
/seL4-refos-master/apps/nethack/src/nethack-3.4.3/src/
H A Dmkmap.c161 flood_fill_rm(sx, sy, rmno, lit, anyroom)
165 boolean lit;
185 levl[i][sy].lit = lit;
195 if(lit) levl[ii][jj].lit = lit;
208 flood_fill_rm(i,sy-1,rmno,lit,anyroom);
213 flood_fill_rm(i-1,sy-1,rmno,lit,anyroom);
218 flood_fill_rm(i+1,sy-1,rmno,lit,anyroo
445 xchar lit = init_lev->lit, local
[all...]
H A Dmklev.c118 do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit, rtype, special, is_room)
122 boolean lit;
137 if(lit) {
141 lev++->lit = 1;
191 add_room(lowx, lowy, hix, hiy, lit, rtype, special)
193 boolean lit;
200 do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit,
208 add_subroom(proom, lowx, lowy, hix, hiy, lit, rtype, special)
211 boolean lit;
218 do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit,
[all...]
H A Ddogmove.c397 (!levl[omx][omy].lit || levl[u.ux][u.uy].lit) &&
H A Dsave.c492 && prm->lit == rgrm->lit
H A Dsp_lev.c385 /* on low levels the room is lit (usually) */
1697 lev->lit = litstate;
1725 if(init_lev.lit < 0)
1726 init_lev.lit = rn2(2);
1872 /* lit or not ? */
2169 levl[x][y].lit = FALSE;
2201 levl[x][y].lit = 1;
H A Dmonmove.c724 (levl[gx][gy].lit ||
725 !levl[omx][omy].lit) &&
H A Dread.c1317 * Low-level lit-field update routine.
1325 levl[x][y].lit = 1;
1327 levl[x][y].lit = 0;
1365 pline("%s %s is lit.",
1376 pline("A lit field surrounds you!");
H A Dmkroom.c155 levl[x][y].lit = 1;
H A Dvision.c297 * due to the one-sided lit wall hack.
308 /* If in a lit room, we are able to see to its boundaries. */
451 * possibly be seen by the hero --- if the location were lit, etc. Note
504 int dx, dy; /* one step from a lit door or lit wall (see below) */
685 * + Set the IN_SIGHT bit for places that we could see and are lit.
692 * The worst offenders are doors. Suppose a door to a lit room
693 * is closed. It is lit on one side, but not on the other. How
725 && (lev->lit || (next_row[col] & TEMP_LIT))) {
727 * We see this position because it is lit
[all...]
/seL4-refos-master/libs/libmuslc/src/regex/
H A Dregcomp.c157 tre_literal_t *lit; local
159 lit = tre_mem_calloc(mem, sizeof *lit);
160 node = tre_ast_new_node(mem, LITERAL, lit);
163 lit->code_min = code_min;
164 lit->code_max = code_max;
165 lit->position = position;
473 tre_literal_t *lit; local
491 lit = tre_new_lit(ls);
492 if (!lit)
591 tre_literal_t *lit = tre_new_lit(ls); local
618 tre_literal_t *lit; local
1315 tre_literal_t *lit = node->obj; local
1705 tre_literal_t *lit = node->obj; local
1850 tre_literal_t *lit= node->obj; local
2123 tre_literal_t *lit; local
2251 tre_literal_t *lit = (tre_literal_t *)node->obj; local
[all...]
/seL4-refos-master/projects/refos/impl/apps/nethack/src/nethack-3.4.3/include/
H A Dsp_lev.h43 xchar lit, walled; member in struct:__anon696
H A Drm.h339 Bitfield(lit,1); /* speed hack for lit rooms */
340 Bitfield(waslit,1); /* remember if a location was lit */
/seL4-refos-master/apps/nethack/src/nethack-3.4.3/include/
H A Dsp_lev.h43 xchar lit, walled; member in struct:__anon18
H A Drm.h339 Bitfield(lit,1); /* speed hack for lit rooms */
340 Bitfield(waslit,1); /* remember if a location was lit */

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