Searched refs:typ (Results 1 - 25 of 137) sorted by relevance

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/seL4-refos-master/projects/refos/impl/apps/nethack/src/nethack-3.4.3/include/
H A Drm.h78 #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 Dbitmfile.h22 const char *get_file_ext(FILE_TYP typ);
29 int bitmap_to_file(FILE_TYP typ, int ww, int wh,
/seL4-refos-master/apps/nethack/src/nethack-3.4.3/include/
H A Drm.h78 #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 Dbitmfile.h22 const char *get_file_ext(FILE_TYP typ);
29 int bitmap_to_file(FILE_TYP typ, int ww, int wh,
/seL4-refos-master/projects/refos/impl/apps/nethack/src/nethack-3.4.3/src/
H A Dvault.c50 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 Ddig.c35 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
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H A Dmkmap.c35 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 Dmklev.c96 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 Dsit.c43 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 Dwere.c96 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);
H A Ddbridge.c43 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
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H A Dobjnam.c25 #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 Dmkmaze.c35 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 Dengrave.c156 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 Dmonmove.c57 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 Dvault.c50 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 Ddig.c35 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 Dmkmap.c35 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 Dmklev.c96 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 Dsit.c43 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 Dwere.c96 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);
H A Ddbridge.c43 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 Dobjnam.c25 #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 Dmkmaze.c35 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 Dengrave.c156 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...]

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