/seL4-refos-master/projects/refos/impl/apps/nethack/src/nethack-3.4.3/include/ |
H A D | rm.h | 78 #define IS_WALL(typ) ((typ) && (typ) <= DBWALL) 79 #define IS_STWALL(typ) ((typ) <= DBWALL) /* STONE <= (typ) <= DBWALL */ 80 #define IS_ROCK(typ) ((typ) < POOL) /* absolutely nonaccessible */ 81 #define IS_DOOR(typ) ((typ) 335 schar typ; /* what is really there */ member in struct:rm 441 schar typ; member in struct:damage [all...] |
H A D | bitmfile.h | 22 const char *get_file_ext(FILE_TYP typ); 29 int bitmap_to_file(FILE_TYP typ, int ww, int wh,
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/seL4-refos-master/apps/nethack/src/nethack-3.4.3/include/ |
H A D | rm.h | 78 #define IS_WALL(typ) ((typ) && (typ) <= DBWALL) 79 #define IS_STWALL(typ) ((typ) <= DBWALL) /* STONE <= (typ) <= DBWALL */ 80 #define IS_ROCK(typ) ((typ) < POOL) /* absolutely nonaccessible */ 81 #define IS_DOOR(typ) ((typ) 335 schar typ; /* what is really there */ member in struct:rm 441 schar typ; member in struct:damage [all...] |
H A D | bitmfile.h | 22 const char *get_file_ext(FILE_TYP typ); 29 int bitmap_to_file(FILE_TYP typ, int ww, int wh,
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/seL4-refos-master/projects/refos/impl/apps/nethack/src/nethack-3.4.3/src/ |
H A D | vault.c | 50 levl[fcx][fcy].typ = EGD(grd)->fakecorr[fcbeg].ftyp; 52 if(!ACCESSIBLE(levl[fcx][fcy].typ)) block_point(fcx,fcy); 57 if(IS_ROCK(levl[u.ux][u.uy].typ)) You("are encased in rock."); 161 if(levl[x][y].typ == CORR) { 168 if(levl[lx][ly].typ != STONE && levl[lx][ly].typ != CORR) 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 372 int x, y, typ; local 442 uchar typ; local [all...] |
H A D | dig.c | 35 if(levl[u.ux][u.uy].typ == ROOM && levl[u.ux][u.uy].waslit) 61 if(IS_ROCK(lev->typ)) return; 65 } else if(lev->typ == ROOM) return; 78 lev->typ = (rockit ? STONE : ROOM); 98 (levl[u.ux][u.uy].typ == CORR) ? "creates a" : "extends the"); 123 if(!rockit && levl[u.ux][u.uy].typ == CORR) { 124 levl[u.ux][u.uy].typ = ROOM; 143 IS_TREE(levl[x][y].typ) ? 145 ispick && IS_ROCK(levl[x][y].typ) && 146 (!level.flags.arboreal || IS_WALL(levl[x][y].typ)) 655 schar typ; local [all...] |
H A D | mkmap.c | 35 levl[i][j].typ = bg_typ; 50 if (levl[i][j].typ == bg_typ) { 51 levl[i][j].typ = fg_typ; 64 return levl[col][row].typ; 90 levl[i][j].typ = bg_typ; 96 levl[i][j].typ = fg_typ; 127 levl[i][j].typ = new_loc(i,j); 151 levl[i][j].typ = new_loc(i,j); 158 * exactly matching levl[sx][sy].typ and walls are included as well. 170 schar fg_typ = levl[sx][sy].typ; [all...] |
H A D | mklev.c | 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) 1121 register int typ; local [all...] |
H A D | sit.c | 43 register int typ = levl[u.ux][u.uy].typ; local 116 } else if(IS_SINK(typ)) { 121 } else if(IS_ALTAR(typ)) { 126 } else if(IS_GRAVE(typ)) { 130 } else if(typ == STAIRS) { 134 } else if(typ == LADDER) { 156 } else if (typ == DRAWBRIDGE_DOWN) { 160 } else if(IS_THRONE(typ)) { 273 if (!rn2(3) && IS_THRONE(levl[u.ux][u.uy].typ)) { [all...] |
H A D | were.c | 96 register int i, typ, pm = monsndx(ptr); local 108 typ = rn2(3) ? PM_SEWER_RAT : rn2(3) ? PM_GIANT_RAT : PM_RABID_RAT ; 113 typ = PM_JACKAL; 118 typ = rn2(5) ? PM_WOLF : PM_WINTER_WOLF ; 124 mtmp = makemon(&mons[typ], u.ux, u.uy, NO_MM_FLAGS);
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H A D | dbridge.c | 43 ltyp = levl[x][y].typ; 57 ltyp = levl[x][y].typ; 71 ltyp = levl[x][y].typ; 96 if (lev->typ != DOOR && lev->typ != DBWALL) 99 if (IS_DRAWBRIDGE(levl[x+1][y].typ) && 102 if (IS_DRAWBRIDGE(levl[x-1][y].typ) && 105 if (IS_DRAWBRIDGE(levl[x][y-1].typ) && 108 if (IS_DRAWBRIDGE(levl[x][y+1].typ) && 124 return((boolean)( levl[x][y].typ [all...] |
H A D | objnam.c | 25 #define GemStone(typ) (typ == FLINT || \ 26 (objects[typ].oc_material == GEMSTONE && \ 27 (typ != DILITHIUM_CRYSTAL && typ != RUBY && \ 28 typ != DIAMOND && typ != SAPPHIRE && \ 29 typ != BLACK_OPAL && \ 30 typ != EMERALD && typ ! 238 register int typ = obj->otyp; local 1758 int cnt, spe, spesgn, typ, very, rechrg; local [all...] |
H A D | mkmaze.c | 35 type = levl[x][y].typ; 49 type = levl[x][y].typ; 59 return (!isok(x,y) || IS_STWALL(levl[x][y].typ)); 132 * typ was there alone. 149 type = lev->typ; 159 lev->typ = STONE; 171 type = lev->typ; 192 /* don't change typ if wall is free-standing */ 193 if (bits) lev->typ = spine_array[bits]; 204 if(x<3 || y<3 || x>x_maze_max || y>y_maze_max || levl[x][y].typ ! 810 register unsigned typ; local [all...] |
H A D | engrave.c | 156 else if (IS_AIR(lev->typ) && Is_airlevel(&u.uz)) 164 else if (lev->typ == DRAWBRIDGE_DOWN) 166 else if(IS_ALTAR(levl[x][y].typ)) 168 else if(IS_GRAVE(levl[x][y].typ)) 170 else if(IS_FOUNTAIN(levl[x][y].typ)) 172 else if ((IS_ROOM(lev->typ) && !Is_earthlevel(&u.uz)) || 173 IS_WALL(lev->typ) || IS_DOOR(lev->typ) || lev->typ == SDOOR) 195 else if (IS_AIR(lev->typ)) [all...] |
H A D | monmove.c | 57 if(picking_lock(&x, &y) && IS_DOOR(levl[x][y].typ) && 145 && IS_ALTAR(levl[x][y].typ))); 959 if (((IS_ROCK(levl[nix][niy].typ) && may_dig(nix,niy)) || 966 } else if (IS_TREE(levl[nix][niy].typ)) { 1056 if(IS_DOOR(levl[mtmp->mx][mtmp->my].typ) 1127 } else if (levl[mtmp->mx][mtmp->my].typ == IRONBARS) { 1224 return((boolean)(IS_DOOR(levl[x][y].typ) && 1232 return((boolean)(ACCESSIBLE(levl[x][y].typ) && !closed_door(x, y))); 1298 (!ACCESSIBLE(levl[mx][my].typ) || 1330 int typ [all...] |
/seL4-refos-master/apps/nethack/src/nethack-3.4.3/src/ |
H A D | vault.c | 50 levl[fcx][fcy].typ = EGD(grd)->fakecorr[fcbeg].ftyp; 52 if(!ACCESSIBLE(levl[fcx][fcy].typ)) block_point(fcx,fcy); 57 if(IS_ROCK(levl[u.ux][u.uy].typ)) You("are encased in rock."); 161 if(levl[x][y].typ == CORR) { 168 if(levl[lx][ly].typ != STONE && levl[lx][ly].typ != CORR) 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 372 int x, y, typ; local 442 uchar typ; local [all...] |
H A D | dig.c | 35 if(levl[u.ux][u.uy].typ == ROOM && levl[u.ux][u.uy].waslit) 61 if(IS_ROCK(lev->typ)) return; 65 } else if(lev->typ == ROOM) return; 78 lev->typ = (rockit ? STONE : ROOM); 98 (levl[u.ux][u.uy].typ == CORR) ? "creates a" : "extends the"); 123 if(!rockit && levl[u.ux][u.uy].typ == CORR) { 124 levl[u.ux][u.uy].typ = ROOM; 143 IS_TREE(levl[x][y].typ) ? 145 ispick && IS_ROCK(levl[x][y].typ) && 146 (!level.flags.arboreal || IS_WALL(levl[x][y].typ)) 655 schar typ; local [all...] |
H A D | mkmap.c | 35 levl[i][j].typ = bg_typ; 50 if (levl[i][j].typ == bg_typ) { 51 levl[i][j].typ = fg_typ; 64 return levl[col][row].typ; 90 levl[i][j].typ = bg_typ; 96 levl[i][j].typ = fg_typ; 127 levl[i][j].typ = new_loc(i,j); 151 levl[i][j].typ = new_loc(i,j); 158 * exactly matching levl[sx][sy].typ and walls are included as well. 170 schar fg_typ = levl[sx][sy].typ; [all...] |
H A D | mklev.c | 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) 1121 register int typ; local [all...] |
H A D | sit.c | 43 register int typ = levl[u.ux][u.uy].typ; local 116 } else if(IS_SINK(typ)) { 121 } else if(IS_ALTAR(typ)) { 126 } else if(IS_GRAVE(typ)) { 130 } else if(typ == STAIRS) { 134 } else if(typ == LADDER) { 156 } else if (typ == DRAWBRIDGE_DOWN) { 160 } else if(IS_THRONE(typ)) { 273 if (!rn2(3) && IS_THRONE(levl[u.ux][u.uy].typ)) { [all...] |
H A D | were.c | 96 register int i, typ, pm = monsndx(ptr); local 108 typ = rn2(3) ? PM_SEWER_RAT : rn2(3) ? PM_GIANT_RAT : PM_RABID_RAT ; 113 typ = PM_JACKAL; 118 typ = rn2(5) ? PM_WOLF : PM_WINTER_WOLF ; 124 mtmp = makemon(&mons[typ], u.ux, u.uy, NO_MM_FLAGS);
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H A D | dbridge.c | 43 ltyp = levl[x][y].typ; 57 ltyp = levl[x][y].typ; 71 ltyp = levl[x][y].typ; 96 if (lev->typ != DOOR && lev->typ != DBWALL) 99 if (IS_DRAWBRIDGE(levl[x+1][y].typ) && 102 if (IS_DRAWBRIDGE(levl[x-1][y].typ) && 105 if (IS_DRAWBRIDGE(levl[x][y-1].typ) && 108 if (IS_DRAWBRIDGE(levl[x][y+1].typ) && 124 return((boolean)( levl[x][y].typ [all...] |
H A D | objnam.c | 25 #define GemStone(typ) (typ == FLINT || \ 26 (objects[typ].oc_material == GEMSTONE && \ 27 (typ != DILITHIUM_CRYSTAL && typ != RUBY && \ 28 typ != DIAMOND && typ != SAPPHIRE && \ 29 typ != BLACK_OPAL && \ 30 typ != EMERALD && typ ! 238 register int typ = obj->otyp; local 1758 int cnt, spe, spesgn, typ, very, rechrg; local [all...] |
H A D | mkmaze.c | 35 type = levl[x][y].typ; 49 type = levl[x][y].typ; 59 return (!isok(x,y) || IS_STWALL(levl[x][y].typ)); 132 * typ was there alone. 149 type = lev->typ; 159 lev->typ = STONE; 171 type = lev->typ; 192 /* don't change typ if wall is free-standing */ 193 if (bits) lev->typ = spine_array[bits]; 204 if(x<3 || y<3 || x>x_maze_max || y>y_maze_max || levl[x][y].typ ! 810 register unsigned typ; local [all...] |
H A D | engrave.c | 156 else if (IS_AIR(lev->typ) && Is_airlevel(&u.uz)) 164 else if (lev->typ == DRAWBRIDGE_DOWN) 166 else if(IS_ALTAR(levl[x][y].typ)) 168 else if(IS_GRAVE(levl[x][y].typ)) 170 else if(IS_FOUNTAIN(levl[x][y].typ)) 172 else if ((IS_ROOM(lev->typ) && !Is_earthlevel(&u.uz)) || 173 IS_WALL(lev->typ) || IS_DOOR(lev->typ) || lev->typ == SDOOR) 195 else if (IS_AIR(lev->typ)) [all...] |