Symbol: DOOR
games/battlestar/command2.c
43
wordtype[wordnumber] == NOUNS) && wordvalue[wordnumber] != DOOR) {
games/battlestar/command3.c
238
case DOOR:
games/battlestar/command4.c
321
if (wordtype[wordnumber] == NOUNS && value == DOOR) {
games/battlestar/command6.c
242
&& wordvalue[wordnumber] == DOOR) {
games/battlestar/words.c
177
{ "door", DOOR, NOUNS, NULL },
games/hack/def.rm.h
86
#define ACCESSIBLE(typ) ((typ) >= DOOR) /* good position */
games/hack/def.rm.h
88
#define ZAP_POS(typ) ((typ) > DOOR)
games/hack/hack.apply.c
375
lev->typ = xdnstair ? DOOR : ROOM;
games/hack/hack.apply.c
481
if (lev->typ == DOOR)
games/hack/hack.c
220
(u.dx && u.dy && (tmpr->typ == DOOR || ust->typ == DOOR))) {
games/hack/hack.c
230
(levl[rx][ry].typ != DOOR || !(u.dx && u.dy)) &&
games/hack/hack.c
324
if (tmpr->typ == DOOR ||
games/hack/hack.c
344
if (tmpr->typ == DOOR)
games/hack/hack.c
346
else if (ust->typ == DOOR)
games/hack/hack.c
357
if (tmpr->typ == DOOR) {
games/hack/hack.mklev.c
391
if (levl[x][y].typ == DOOR || levl[x][y].typ == SDOOR)
games/hack/hack.mklev.c
406
if (levl[x - 1][y].typ == DOOR || levl[x + 1][y].typ == DOOR ||
games/hack/hack.mklev.c
407
levl[x][y + 1].typ == DOOR || levl[x][y - 1].typ == DOOR ||
games/hack/hack.mklev.c
425
dosdoor(x, y, aroom, rn2(8) ? DOOR : SDOOR);
games/hack/hack.mklev.c
435
type = DOOR;
games/hack/hack.mklev.c
437
if (type == DOOR)
games/hack/hack.mklev.c
759
dosdoor(xx, yy, aroom, rn2(5) ? SDOOR : DOOR);
games/hack/hack.mkshop.c
329
if ((lev = &levl[sx + dx][sy + dy])->typ == DOOR ||
games/hack/hack.mon.c
594
if (!(nx != x && ny != y && (nowtyp == DOOR || ntyp == DOOR)))
games/hack/hack.pri.c
462
case DOOR:
games/hack/hack.read.c
430
lev->typ = DOOR;
games/hack/hack.read.c
584
if (levl[u.ux][u.uy].typ == DOOR) {
games/hack/hack.search.c
129
levl[x][y].typ = DOOR;
games/hack/hack.search.c
86
levl[zx][zy].typ = DOOR;
games/hack/hack.vault.c
256
levl[x][y].typ = DOOR;
games/hack/hack.vault.c
302
crm->typ = (typ == SCORR) ? CORR : DOOR;
games/hack/hack.vault.c
326
crm->typ = DOOR;
games/hack/hack.vault.c
341
crm->typ = DOOR;
games/hack/hack.zap.c
315
room->typ = DOOR;
games/hunt/huntd/driver.c
473
See_over[DOOR] = FALSE;
games/hunt/huntd/execute.c
228
case DOOR:
games/hunt/huntd/expl.c
219
Maze[r->r_y][r->r_x] = DOOR;
games/hunt/huntd/expl.c
93
case DOOR:
games/hunt/huntd/makemaze.c
165
*sp = DOOR;
games/hunt/huntd/makemaze.c
59
*sp++ = DOOR;
games/hunt/huntd/shots.c
1058
case DOOR:
games/hunt/huntd/shots.c
319
case DOOR:
games/hunt/huntd/shots.c
709
case DOOR:
games/hunt/huntd/shots.c
853
case DOOR:
games/rogue/level.c
412
dungeon[*row][*col] = DOOR;
games/rogue/monster.c
358
if ((dungeon[row][monster->col] & DOOR) &&
games/rogue/monster.c
367
if ((dungeon[monster->row][col] & DOOR) &&
games/rogue/monster.c
481
if ((dungeon[row][col] & DOOR) &&
games/rogue/monster.c
486
if (dungeon[row][col] & DOOR) {
games/rogue/monster.c
515
if ((monster->row!=row)&&(monster->col!=col)&&((dungeon[row][col]&DOOR) ||
games/rogue/monster.c
516
(dungeon[monster->row][monster->col]&DOOR))) {
games/rogue/monster.c
678
(dungeon[row][col] & (FLOOR|TUNNEL|STAIRS|DOOR))) {
games/rogue/move.c
103
if (dungeon[row][col] & DOOR) {
games/rogue/move.c
113
} else if ((dungeon[rogue.row][rogue.col] & DOOR) &&
games/rogue/move.c
163
if (dungeon[row][col] & (DOOR | STAIRS | TRAP)) {
games/rogue/move.c
234
return(dungeon[row][col] & (FLOOR | TUNNEL | DOOR | STAIRS | TRAP));
games/rogue/move.c
290
if ((s & DOOR) && ((i == 0) || (j == 0))) {
games/rogue/move.c
305
if ((dungeon[row1][col1] & DOOR) || (dungeon[row2][col2] & DOOR)) {
games/rogue/room.c
186
if (mask & (TUNNEL | STAIRS | HORWALL | VERTWALL | FLOOR | DOOR)) {
games/rogue/room.c
204
if (mask & DOOR) {
games/rogue/room.c
370
unsigned short mask = (HORWALL | VERTWALL | DOOR | TUNNEL | TRAP | STAIRS |
games/rogue/room.c
386
} else if (s & DOOR) {
games/rogue/room.c
454
(dungeon[i][j] & DOOR)) {
games/rogue/spec_hit.c
290
(dungeon[row][col] & (TUNNEL | FLOOR | DOOR))) {
games/rogue/throw.c
205
while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER)) {
games/rogue/throw.c
209
(dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) {