Symbol: OBJECT
games/battlestar/command2.c
196
if (wordtype[wordnumber] != OBJECT ||
games/battlestar/command2.c
272
if (wordtype[wordnumber] != OBJECT ||
games/battlestar/command2.c
42
while (wordnumber <= wordcount && (wordtype[wordnumber] == OBJECT ||
games/battlestar/command3.c
105
while (wordtype[++wordnumber] != OBJECT &&
games/battlestar/command3.c
114
wordtype[wordnumber] = OBJECT;
games/battlestar/command3.c
148
wordtype[wordnumber] = OBJECT;
games/battlestar/command3.c
154
if (wordtype[wordnumber] == OBJECT && position > 88 &&
games/battlestar/command3.c
213
wordtype[wordnumber] == OBJECT) {
games/battlestar/command4.c
103
wordtype[wordnumber--] = OBJECT;
games/battlestar/command4.c
109
wordtype[wordnumber--] = OBJECT;
games/battlestar/command4.c
113
wordtype[wordnumber--] = OBJECT;
games/battlestar/command4.c
117
wordtype[wordnumber--] = OBJECT;
games/battlestar/command4.c
122
wordtype[wordnumber--] = OBJECT;
games/battlestar/command4.c
126
wordtype[wordnumber--] = OBJECT;
games/battlestar/command4.c
146
wordtype[wordnumber--] = OBJECT;
games/battlestar/command4.c
158
wordtype[wordnumber--] = OBJECT;
games/battlestar/command4.c
166
wordtype[wordnumber--] = OBJECT;
games/battlestar/command4.c
301
(wordtype[wordnumber] == OBJECT || wordtype[wordnumber] == NOUNS)) {
games/battlestar/command4.c
304
wordtype[wordnumber] = OBJECT;
games/battlestar/command4.c
408
if (wordtype[wordnumber] != OBJECT || objsht[value] == NULL)
games/battlestar/command4.c
49
OBJECT) {
games/battlestar/command4.c
94
wordtype[wordnumber--] = OBJECT;
games/battlestar/command4.c
99
wordtype[wordnumber--] = OBJECT;
games/battlestar/command5.c
300
while (wordtype[++wordnumber] != OBJECT &&
games/battlestar/cypher.c
169
wordtype[wordnumber + 1] = OBJECT;
games/battlestar/cypher.c
47
!(wordtype[wordnumber] == OBJECT &&
games/battlestar/parse.c
150
wordtype[n - 1] == OBJECT) &&
games/battlestar/parse.c
157
wordtype[n - 1] = OBJECT;
games/battlestar/words.c
100
{ "volare", CAR, OBJECT, NULL },
games/battlestar/words.c
101
{ "pot", POT, OBJECT, NULL },
games/battlestar/words.c
102
{ "jewels", POT, OBJECT, NULL },
games/battlestar/words.c
103
{ "bar", BAR, OBJECT, NULL },
games/battlestar/words.c
104
{ "diamond", BLOCK, OBJECT, NULL },
games/battlestar/words.c
105
{ "block", BLOCK, OBJECT, NULL },
games/battlestar/words.c
138
{ "everything", EVERYTHING, OBJECT, NULL },
games/battlestar/words.c
139
{ "all", EVERYTHING, OBJECT, NULL },
games/battlestar/words.c
36
{ "knife", KNIFE, OBJECT, NULL },
games/battlestar/words.c
38
{ "scabbard", SWORD, OBJECT, NULL },
games/battlestar/words.c
39
{ "fine", SWORD, OBJECT, NULL },
games/battlestar/words.c
40
{ "two-handed", TWO_HANDED, OBJECT, NULL },
games/battlestar/words.c
41
{ "cleaver", CLEAVER, OBJECT, NULL },
games/battlestar/words.c
42
{ "broadsword", BROAD, OBJECT, NULL },
games/battlestar/words.c
43
{ "mail", MAIL, OBJECT, NULL },
games/battlestar/words.c
44
{ "coat", MAIL, OBJECT, NULL },
games/battlestar/words.c
45
{ "helmet", HELM, OBJECT, NULL },
games/battlestar/words.c
46
{ "shield", SHIELD, OBJECT, NULL },
games/battlestar/words.c
47
{ "maid", MAID, OBJECT, NULL },
games/battlestar/words.c
48
{ "maid's", MAID, OBJECT, NULL },
games/battlestar/words.c
50
{ "viper", VIPER, OBJECT, NULL },
games/battlestar/words.c
51
{ "lamp", LAMPON, OBJECT, NULL },
games/battlestar/words.c
52
{ "lantern", LAMPON, OBJECT, NULL },
games/battlestar/words.c
53
{ "shoes", SHOES, OBJECT, NULL },
games/battlestar/words.c
54
{ "pajamas", PAJAMAS, OBJECT, NULL },
games/battlestar/words.c
55
{ "robe", ROBE, OBJECT, NULL },
games/battlestar/words.c
59
{ "woodsman", DEADWOOD, OBJECT, NULL },
games/battlestar/words.c
60
{ "woodsman's", DEADWOOD, OBJECT, NULL },
games/battlestar/words.c
61
{ "mallet", MALLET, OBJECT, NULL },
games/battlestar/words.c
62
{ "laser", LASER, OBJECT, NULL },
games/battlestar/words.c
63
{ "pistol", LASER, OBJECT, NULL },
games/battlestar/words.c
64
{ "blaster", LASER, OBJECT, NULL },
games/battlestar/words.c
65
{ "gun", LASER, OBJECT, NULL },
games/battlestar/words.c
67
{ "grenade", GRENADE, OBJECT, NULL },
games/battlestar/words.c
68
{ "chain", CHAIN, OBJECT, NULL },
games/battlestar/words.c
69
{ "rope", ROPE, OBJECT, NULL },
games/battlestar/words.c
70
{ "levis", LEVIS, OBJECT, NULL },
games/battlestar/words.c
71
{ "pants", LEVIS, OBJECT, NULL },
games/battlestar/words.c
72
{ "mace", MACE, OBJECT, NULL },
games/battlestar/words.c
73
{ "shovel", SHOVEL, OBJECT, NULL },
games/battlestar/words.c
74
{ "halberd", HALBERD, OBJECT, NULL },
games/battlestar/words.c
75
{ "compass", COMPASS, OBJECT, NULL },
games/battlestar/words.c
76
{ "elf", ELF, OBJECT, NULL },
games/battlestar/words.c
77
{ "coins", COINS, OBJECT, NULL },
games/battlestar/words.c
78
{ "matches", MATCHES, OBJECT, NULL },
games/battlestar/words.c
79
{ "match", MATCHES, OBJECT, NULL },
games/battlestar/words.c
80
{ "book", MATCHES, OBJECT, NULL },
games/battlestar/words.c
82
{ "papaya", PAPAYAS, OBJECT, NULL },
games/battlestar/words.c
83
{ "papayas", PAPAYAS, OBJECT, NULL },
games/battlestar/words.c
84
{ "pineapple", PINEAPPLE, OBJECT, NULL },
games/battlestar/words.c
85
{ "kiwi", KIWI, OBJECT, NULL },
games/battlestar/words.c
86
{ "coconut", COCONUTS, OBJECT, NULL },
games/battlestar/words.c
87
{ "coconuts", COCONUTS, OBJECT, NULL },
games/battlestar/words.c
88
{ "mango", MANGO, OBJECT, NULL },
games/battlestar/words.c
89
{ "ring", RING, OBJECT, NULL },
games/battlestar/words.c
90
{ "potion", POTION, OBJECT, NULL },
games/battlestar/words.c
91
{ "bracelet", BRACELET, OBJECT, NULL },
games/battlestar/words.c
93
{ "bomb", BOMB, OBJECT, NULL },
games/battlestar/words.c
94
{ "warhead", BOMB, OBJECT, NULL },
games/battlestar/words.c
97
{ "horse", HORSE, OBJECT, NULL },
games/battlestar/words.c
98
{ "stallion", HORSE, OBJECT, NULL },
games/battlestar/words.c
99
{ "car", CAR, OBJECT, NULL },
games/rogue/level.c
747
gr_row_col(&row, &col, (FLOOR | TUNNEL | OBJECT | STAIRS));
games/rogue/monster.c
138
gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
games/rogue/monster.c
526
if (dungeon[row][col] & OBJECT) {
games/rogue/monster.c
625
gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
games/rogue/move.c
130
if (dungeon[row][col] & OBJECT) {
games/rogue/move.c
269
if (s & (MONSTER | OBJECT | STAIRS)) {
games/rogue/object.c
228
dungeon[row][col] |= OBJECT;
games/rogue/object.c
237
dungeon[row][col] |= OBJECT;
games/rogue/object.c
246
if (dungeon[row][col] & (MONSTER | OBJECT)) {
games/rogue/pack.c
118
dungeon[row][col] &= (~OBJECT);
games/rogue/pack.c
128
dungeon[row][col] &= ~(OBJECT);
games/rogue/pack.c
137
dungeon[row][col] &= ~(OBJECT);
games/rogue/pack.c
151
if (dungeon[rogue.row][rogue.col] & (OBJECT | STAIRS | TRAP)) {
games/rogue/pack.c
556
if (!(dungeon[rogue.row][rogue.col] & OBJECT)) {
games/rogue/room.c
158
if (!(dungeon[i][j] & (OBJECT | STAIRS)) &&
games/rogue/room.c
180
if (mask & OBJECT) {
games/rogue/spec_hit.c
289
if ((!(dungeon[row][col] & (OBJECT | STAIRS | TRAP))) &&
games/rogue/spec_hit.c
336
if (dungeon[row][col] & OBJECT) {
games/rogue/trap.c
165
} while (((dungeon[row][col] & (OBJECT|STAIRS|TRAP|TUNNEL)) ||
games/rogue/zap.c
207
gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
usr.bin/msgs/msgs.c
369
#ifdef OBJECT