Searched refs:schar (Results 1 - 25 of 96) sorted by relevance

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/seL4-refos-master/projects/refos/impl/apps/nethack/src/nethack-3.4.3/include/
H A Depri.h11 schar shroom; /* index in rooms */
H A Dmkroom.h11 schar lx,hx,ly,hy; /* usually xchar, but hx may be -1 */
12 schar rtype; /* type of room (zoo, throne, etc...) */
13 schar rlit; /* is the room lit ? */
14 schar doorct; /* door count */
15 schar fdoor; /* index for the first door of the room */
16 schar nsubrooms; /* number of subrooms */
26 schar shdist; /* object placement type */
H A Deshk.h25 schar shoproom; /* index in rooms; set by inshop() */
26 schar unused; /* to force alignment for stupid compilers */
H A Dalign.h8 typedef schar aligntyp; /* basic alignment type */
H A Dlev.h33 schar dx, dy; /* the general direction of the bubble's movement */
H A Dwintype.h16 schar a_schar;
H A Dconfig.h235 * For example, both schar and uchar should be short ints on
256 * type schar: small signed integers (8 bits suffice) (eg. TOS)
258 * typedef char schar;
262 * typedef short int schar;
265 # define schar char macro
267 typedef signed char schar; typedef
H A Dobjclass.h80 schar oc_subtyp;
93 schar oc_delay; /* delay when using such an object */
101 schar oc_wsdam, oc_wldam; /* max small/large monster damage */
102 schar oc_oc1, oc_oc2;
H A Dpermonst.h44 schar mlevel, /* base monster level */
H A Dyou.h234 schar dx, dy, dz; /* direction of move (or zap or ... ) */
235 schar di; /* direction of FF */
323 schar uluck, moreluck; /* luck and luck bonus */
328 schar uhitinc;
329 schar udaminc;
330 schar uac;
H A Dsp_lev.h63 schar peaceful, asleep;
71 schar curse_state;
185 schar filling;
H A Dglobal.h54 typedef schar xchar;
89 # define SCHAR_P schar
/seL4-refos-master/apps/nethack/src/nethack-3.4.3/include/
H A Depri.h11 schar shroom; /* index in rooms */
H A Dmkroom.h11 schar lx,hx,ly,hy; /* usually xchar, but hx may be -1 */
12 schar rtype; /* type of room (zoo, throne, etc...) */
13 schar rlit; /* is the room lit ? */
14 schar doorct; /* door count */
15 schar fdoor; /* index for the first door of the room */
16 schar nsubrooms; /* number of subrooms */
26 schar shdist; /* object placement type */
H A Deshk.h25 schar shoproom; /* index in rooms; set by inshop() */
26 schar unused; /* to force alignment for stupid compilers */
H A Dalign.h8 typedef schar aligntyp; /* basic alignment type */
H A Dlev.h33 schar dx, dy; /* the general direction of the bubble's movement */
H A Dwintype.h16 schar a_schar;
H A Dconfig.h235 * For example, both schar and uchar should be short ints on
256 * type schar: small signed integers (8 bits suffice) (eg. TOS)
258 * typedef char schar;
262 * typedef short int schar;
265 # define schar char macro
267 typedef signed char schar; typedef
H A Dobjclass.h80 schar oc_subtyp;
93 schar oc_delay; /* delay when using such an object */
101 schar oc_wsdam, oc_wldam; /* max small/large monster damage */
102 schar oc_oc1, oc_oc2;
H A Dpermonst.h44 schar mlevel, /* base monster level */
H A Dyou.h234 schar dx, dy, dz; /* direction of move (or zap or ... ) */
235 schar di; /* direction of FF */
323 schar uluck, moreluck; /* luck and luck bonus */
328 schar uhitinc;
329 schar udaminc;
330 schar uac;
H A Dsp_lev.h63 schar peaceful, asleep;
71 schar curse_state;
185 schar filling;
/seL4-refos-master/projects/refos/impl/apps/nethack/src/nethack-3.4.3/src/
H A Dmkmap.c13 STATIC_DCL schar FDECL(get_map,(int,int,SCHAR_P));
29 schar bg_typ;
40 schar bg_typ, fg_typ;
57 STATIC_OVL schar
60 schar bg_typ;
74 schar bg_typ, fg_typ;
108 schar bg_typ, fg_typ;
132 schar bg_typ, fg_typ;
170 schar fg_typ = levl[sx][sy].typ;
269 schar bg_ty
[all...]
/seL4-refos-master/apps/nethack/src/nethack-3.4.3/src/
H A Dmkmap.c13 STATIC_DCL schar FDECL(get_map,(int,int,SCHAR_P));
29 schar bg_typ;
40 schar bg_typ, fg_typ;
57 STATIC_OVL schar
60 schar bg_typ;
74 schar bg_typ, fg_typ;
108 schar bg_typ, fg_typ;
132 schar bg_typ, fg_typ;
170 schar fg_typ = levl[sx][sy].typ;
269 schar bg_ty
[all...]

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