Searched refs:dungeon (Results 1 – 20 of 20) sorted by relevance
| /netbsd/src/games/rogue/ |
| D | level.c | 309 dungeon[i][j] = ch; in make_room() 383 dungeon[i][j] = NOTHING; in clear_level() 407 } while (!(dungeon[*row][*col] & (HORWALL | TUNNEL))); in put_door() 415 } while (!(dungeon[*row][*col] & (VERTWALL | TUNNEL))); in put_door() 419 dungeon[*row][*col] = DOOR; in put_door() 422 dungeon[*row][*col] |= HIDDEN; in put_door() 440 dungeon[row1][i] = TUNNEL; in draw_simple_passage() 443 dungeon[i][middle] = TUNNEL; in draw_simple_passage() 446 dungeon[row2][i] = TUNNEL; in draw_simple_passage() 455 dungeon[i][col1] = TUNNEL; in draw_simple_passage() [all …]
|
| D | move.c | 90 if (!(dungeon[row][col] & MONSTER)) { in one_move_rogue() 106 if (dungeon[row][col] & MONSTER) { in one_move_rogue() 111 if (dungeon[row][col] & DOOR) { in one_move_rogue() 121 } else if ((dungeon[rogue.row][rogue.col] & DOOR) && in one_move_rogue() 122 (dungeon[row][col] & TUNNEL)) { in one_move_rogue() 127 } else if (dungeon[row][col] & TUNNEL) { in one_move_rogue() 138 if (dungeon[row][col] & OBJECT) { in one_move_rogue() 167 if (dungeon[row][col] & (DOOR | STAIRS | TRAP)) { in one_move_rogue() 168 if ((!levitate) && (dungeon[row][col] & TRAP)) { in one_move_rogue() 205 (dungeon[rogue.row][rogue.col] & TUNNEL)) { in multiple_move_rogue() [all …]
|
| D | trap.c | 98 dungeon[row][col] &= (~HIDDEN); in trap_player() 173 } while (((dungeon[row][col] & (OBJECT|STAIRS|TRAP|TUNNEL)) || in add_traps() 174 (dungeon[row][col] == NOTHING)) && (tries < 15)); in add_traps() 183 dungeon[row][col] |= (TRAP | HIDDEN); in add_traps() 207 if ((dungeon[row][col] & TRAP) && (!(dungeon[row][col] & HIDDEN))) { in id_trap() 222 if (dungeon[i][j] & TRAP) { in show_traps() 244 if (dungeon[row][col] & HIDDEN) { in search() 258 if (dungeon[row][col] & HIDDEN) { in search() 260 dungeon[row][col] &= (~HIDDEN); in search() 266 if (dungeon[row][col] & TRAP) { in search()
|
| D | zap.c | 129 (dungeon[*row][*col] & (HORWALL | VERTWALL)) || in get_zapped_monster() 130 (dungeon[*row][*col] == NOTHING)) { in get_zapped_monster() 133 if (dungeon[*row][*col] & MONSTER) { in get_zapped_monster() 217 dungeon[monster->row][monster->col] &= ~MONSTER; in tele_away() 219 dungeon[row][col] |= MONSTER; in tele_away() 310 (dungeon[orow][ocol] == NOTHING) || in bounce() 311 (dungeon[orow][ocol] & MONSTER) || in bounce() 312 (dungeon[orow][ocol] & (HORWALL | VERTWALL)) || in bounce() 324 (dungeon[row][col] == NOTHING) || in bounce() 325 (dungeon[row][col] & MONSTER) || in bounce() [all …]
|
| D | throw.c | 174 (dungeon[*row][*col] == NOTHING)) || in get_thrown_at_monster() 175 ((dungeon[*row][*col] & (HORWALL | VERTWALL | HIDDEN)) && in get_thrown_at_monster() 176 (!(dungeon[*row][*col] & TRAP)))) { in get_thrown_at_monster() 185 if (!(dungeon[*row][*col] & MONSTER)) { in get_thrown_at_monster() 191 if (dungeon[*row][*col] & MONSTER) { in get_thrown_at_monster() 196 if (dungeon[*row][*col] & TUNNEL) { in get_thrown_at_monster() 215 while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER)) { in flop_weapon() 218 (col > (DCOLS-1)) || (col < 0) || (!dungeon[row][col]) || in flop_weapon() 219 (dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) { in flop_weapon() 235 mon = dungeon[row][col] & MONSTER; in flop_weapon() [all …]
|
| D | room.c | 115 if (dungeon[i][j] & MONSTER) { in light_up_room() 120 … dungeon[monster->row][monster->col] &= (~MONSTER); in light_up_room() 123 … dungeon[monster->row][monster->col] |= MONSTER; in light_up_room() 163 if (!(dungeon[i][j] & (OBJECT | STAIRS)) && in darken_room() 164 !(detect_monster && (dungeon[i][j] & MONSTER))) { in darken_room() 168 … if ((dungeon[i][j] & TRAP) && (!(dungeon[i][j] & HIDDEN))) { in darken_room() 180 unsigned short mask = dungeon[row][col]; in get_dungeon_char() 203 if (!(dungeon[row][col] & HIDDEN)) { in get_dungeon_char() 211 if (((col > 0) && (dungeon[row][col-1] & HORWALL)) || in get_dungeon_char() 212 … ((col < (DCOLS-1)) && (dungeon[row][col+1] & HORWALL))) { in get_dungeon_char() [all …]
|
| D | monster.c | 268 if ((!(dungeon[row][col] & MONSTER)) && in party_monsters() 269 (dungeon[row][col] & (FLOOR | TUNNEL))) { in party_monsters() 379 if ((dungeon[row][monster->col] & DOOR) && in mv_1_monster() 388 if ((dungeon[monster->row][col] & DOOR) && in mv_1_monster() 476 dungeon[mrow][mcol] &= ~MONSTER; in move_mon_to() 477 dungeon[row][col] |= MONSTER; in move_mon_to() 502 if ((dungeon[row][col] & DOOR) && in move_mon_to() 504 (dungeon[mrow][mcol] == FLOOR) && !blind) { in move_mon_to() 507 if (dungeon[row][col] & DOOR) { in move_mon_to() 508 dr_course(monster, ((dungeon[mrow][mcol] & TUNNEL) ? 1 : 0), in move_mon_to() [all …]
|
| D | spec_hit.c | 236 dungeon[row][col] &= ~MONSTER; in disappear() 296 if ((!(dungeon[row][col] & (OBJECT | STAIRS | TRAP))) && in try_to_cough() 297 (dungeon[row][col] & (TUNNEL | FLOOR | DOOR))) { in try_to_cough() 300 (!(dungeon[row][col] & MONSTER))) { in try_to_cough() 318 if ((gold_at(i, j)) && !(dungeon[i][j] & MONSTER)) { in seek_gold() 343 if (dungeon[row][col] & OBJECT) { in gold_at() 379 if (dungeon[row][col] & MONSTER) { in imitating()
|
| D | object.c | 59 unsigned short dungeon[DROWS][DCOLS]; variable 219 if ((dungeon[row][col] == FLOOR) || in put_gold() 220 (dungeon[row][col] == TUNNEL)) { in put_gold() 241 dungeon[row][col] |= OBJECT; in plant_gold() 250 dungeon[row][col] |= OBJECT; in place_at() 259 if (dungeon[row][col] & (MONSTER | OBJECT)) { in object_at() 619 dungeon[row][col] |= STAIRS; in put_stairs() 688 if (dungeon[row][col] & MONSTER) { in show_objects()
|
| D | pack.c | 125 dungeon[row][col] &= (~OBJECT); in pick_up() 135 dungeon[row][col] &= ~(OBJECT); in pick_up() 144 dungeon[row][col] &= ~(OBJECT); in pick_up() 158 if (dungeon[rogue.row][rogue.col] & (OBJECT | STAIRS | TRAP)) { in drop() 558 if (!(dungeon[rogue.row][rogue.col] & OBJECT)) { in kick_into_pack()
|
| D | save.c | 310 r_write(fp, dungeon[i], (DCOLS * sizeof(dungeon[0][0]))); in rw_dungeon() 316 r_read(fp, dungeon[i], (DCOLS * sizeof(dungeon[0][0]))); in rw_dungeon()
|
| D | hit.c | 312 dungeon[row][col] &= ~MONSTER; in mon_damage() 373 interrupted || (!(dungeon[row][col] & MONSTER))) { in fight()
|
| D | use.c | 450 if (dungeon[row][col] & MONSTER) { in hold_monster()
|
| D | rogue.h | 342 extern unsigned short dungeon[DROWS][DCOLS];
|
| /netbsd/src/games/larn/ |
| D | README | 3 Larn is a dungeon type game program. Larn is a adventure/action game similar 23 create.c code to create the dungeon and all objects 40 movem.c code to move the monsters around the dungeon 42 object.c code to handle objects in the dungeon
|
| /netbsd/src/games/hack/ |
| D | help | 4 descend into the depths of the dungeon in search of the Amulet of Yendor 13 your location, hack gives you a visual image of the dungeon level you are on. 124 You see on what dungeon level you are, how many hit points you have
|
| D | rumors | 75 Better leave the dungeon, otherwise you might get hurt badly. 91 Consumption of home-made food is strictly forbidden in this dungeon. 186 If a shopkeeper kicks you out of his shop, he'll kick you out of the dungeon. 236 Leprechauns are the most skilled cutpurses in this dungeon. 264 Never go into the dungeon at midnight. 361 Suddenly the dungeon will collapse ... 411 They say that cavemen seldom find tins in the dungeon. 417 They say that the owner of the dungeon might change it slightly. 429 This dungeon is restroom equipped (for your convenience). 437 To reach heaven, escape the dungeon while wearing a ring of levitation.
|
| /netbsd/src/share/misc/ |
| D | acronyms | 127 DM dungeon master
|
| /netbsd/src/share/dict/ |
| D | web2 | 58595 dungeon
|
| /netbsd/src/games/fortune/datfiles/ |
| D | fortunes2 | 47174 This dungeon is owned and operated by Frobazz Magic Co., Ltd.
|