Symbol: TRAP
games/rogue/move.c
163
if (dungeon[row][col] & (DOOR | STAIRS | TRAP)) {
games/rogue/move.c
164
if ((!levitate) && (dungeon[row][col] & TRAP)) {
games/rogue/move.c
232
return((dungeon[row][col] & TRAP) ? 1 : 0);
games/rogue/move.c
234
return(dungeon[row][col] & (FLOOR | TUNNEL | DOOR | STAIRS | TRAP));
games/rogue/move.c
276
if (s & TRAP) {
games/rogue/move.c
475
if (dungeon[rogue.row][rogue.col] & TRAP) {
games/rogue/pack.c
151
if (dungeon[rogue.row][rogue.col] & (OBJECT | STAIRS | TRAP)) {
games/rogue/room.c
163
if ((dungeon[i][j] & TRAP) && (!(dungeon[i][j] & HIDDEN))) {
games/rogue/room.c
197
if (mask & TRAP) {
games/rogue/room.c
370
unsigned short mask = (HORWALL | VERTWALL | DOOR | TUNNEL | TRAP | STAIRS |
games/rogue/room.c
379
((ch >= 'A') && (ch <= 'Z')) || (s & (TRAP | HIDDEN))) {
games/rogue/room.c
388
} else if (s & TRAP) {
games/rogue/spec_hit.c
289
if ((!(dungeon[row][col] & (OBJECT | STAIRS | TRAP))) &&
games/rogue/throw.c
168
(!(dungeon[*row][*col] & TRAP)))) {
games/rogue/trap.c
165
} while (((dungeon[row][col] & (OBJECT|STAIRS|TRAP|TUNNEL)) ||
games/rogue/trap.c
175
dungeon[row][col] |= (TRAP | HIDDEN);
games/rogue/trap.c
199
if ((dungeon[row][col] & TRAP) && (!(dungeon[row][col] & HIDDEN))) {
games/rogue/trap.c
214
if (dungeon[i][j] & TRAP) {
games/rogue/trap.c
258
if (dungeon[row][col] & TRAP) {
sys/platform/pc64/x86_64/db_trace.c
245
frame_type = TRAP;
sys/platform/pc64/x86_64/db_trace.c
276
case TRAP:
sys/platform/vkernel64/x86_64/db_trace.c
245
frame_type = TRAP;
sys/platform/vkernel64/x86_64/db_trace.c
276
case TRAP: