Symbol: PLAYER
games/bs/bs.c
407
c = getcoord(PLAYER);
games/bs/bs.c
437
randomplace(PLAYER, ss);
games/bs/bs.c
438
placeship(PLAYER, ss, TRUE);
games/bs/bs.c
448
randomplace(PLAYER, ss);
games/bs/bs.c
449
placeship(PLAYER, ss, TRUE);
games/bs/bs.c
467
if (checkplace(PLAYER, ss, TRUE))
games/bs/bs.c
469
placeship(PLAYER, ss, TRUE);
games/bs/bs.c
713
if (turn % 2 == PLAYER) {
games/bs/bs.c
736
if (turn % 2 == PLAYER)
games/bs/bs.c
763
if (hits[PLAYER][curx][cury])
games/bs/bs.c
772
hits[PLAYER][curx][cury] = hit ? MARK_HIT : MARK_MISS;
games/bs/bs.c
782
addch((chtype)hits[PLAYER][curx][cury]);
games/bs/bs.c
909
hits[COMPUTER][x][y] = (hit = (board[PLAYER][x][y])) ? MARK_HIT : MARK_MISS;
games/hunt/huntd/answer.c
138
PLAYER *pp;
games/hunt/huntd/answer.c
291
stmonitor(PLAYER *pp)
games/hunt/huntd/answer.c
312
stplayer(PLAYER *newpp, int enter_status)
games/hunt/huntd/answer.c
315
PLAYER *pp;
games/hunt/huntd/answer.c
61
static void stplayer(PLAYER *, int);
games/hunt/huntd/answer.c
62
static void stmonitor(PLAYER *);
games/hunt/huntd/draw.c
128
look(PLAYER *pp)
games/hunt/huntd/draw.c
186
see(PLAYER *pp, int face)
games/hunt/huntd/draw.c
226
check(PLAYER *pp, int y, int x)
games/hunt/huntd/draw.c
230
PLAYER *rpp;
games/hunt/huntd/draw.c
260
showstat(PLAYER *pp)
games/hunt/huntd/draw.c
276
drawplayer(PLAYER *pp, FLAG draw)
games/hunt/huntd/draw.c
278
PLAYER *newp;
games/hunt/huntd/draw.c
332
message(PLAYER *pp, const char *s)
games/hunt/huntd/draw.c
368
player_sym(PLAYER *pp, int y, int x)
games/hunt/huntd/draw.c
370
PLAYER *npp;
games/hunt/huntd/draw.c
43
static int player_sym(PLAYER *, int, int);
games/hunt/huntd/draw.c
44
static void drawstatus(PLAYER *);
games/hunt/huntd/draw.c
45
static void see(PLAYER *, int);
games/hunt/huntd/draw.c
52
drawmaze(PLAYER *pp)
games/hunt/huntd/draw.c
89
drawstatus(PLAYER *pp)
games/hunt/huntd/draw.c
92
PLAYER *np;
games/hunt/huntd/driver.c
1046
PLAYER *pp;
games/hunt/huntd/driver.c
491
PLAYER *pp;
games/hunt/huntd/driver.c
512
checkdam(PLAYER *victim, PLAYER *attacker, IDENT *credit, int damage,
games/hunt/huntd/driver.c
669
zap(PLAYER *pp, FLAG was_player)
games/hunt/huntd/driver.c
673
PLAYER *np;
games/hunt/huntd/driver.c
68
static int havechar(PLAYER *);
games/hunt/huntd/driver.c
72
static void zap(PLAYER *, FLAG);
games/hunt/huntd/driver.c
85
PLAYER *pp;
games/hunt/huntd/driver.c
917
havechar(PLAYER *pp)
games/hunt/huntd/driver.c
965
PLAYER *pp;
games/hunt/huntd/execute.c
197
move_player(PLAYER *pp, int dir)
games/hunt/huntd/execute.c
199
PLAYER *newp;
games/hunt/huntd/execute.c
342
face(PLAYER *pp, int dir)
games/hunt/huntd/execute.c
355
fire(PLAYER *pp, int req_index)
games/hunt/huntd/execute.c
399
fire_slime(PLAYER *pp, int req_index)
games/hunt/huntd/execute.c
42
static void cloak(PLAYER *);
games/hunt/huntd/execute.c
43
static void face(PLAYER *, int);
games/hunt/huntd/execute.c
44
static void fire(PLAYER *, int);
games/hunt/huntd/execute.c
447
add_shot(int type, int y, int x, char wface, int charge, PLAYER *owner,
games/hunt/huntd/execute.c
45
static void fire_slime(PLAYER *, int);
games/hunt/huntd/execute.c
46
static void move_player(PLAYER *, int);
games/hunt/huntd/execute.c
47
static void pickup(PLAYER *, int, int, int, int);
games/hunt/huntd/execute.c
48
static void scan(PLAYER *);
games/hunt/huntd/execute.c
493
PLAYER *owner, IDENT *score, int expl, char over)
games/hunt/huntd/execute.c
525
cloak(PLAYER *pp)
games/hunt/huntd/execute.c
56
mon_execute(PLAYER *pp)
games/hunt/huntd/execute.c
563
scan(PLAYER *pp)
games/hunt/huntd/execute.c
595
pickup(PLAYER *pp, int y, int x, int prob, int obj)
games/hunt/huntd/execute.c
626
ammo_update(PLAYER *pp)
games/hunt/huntd/execute.c
82
execute(PLAYER *pp)
games/hunt/huntd/expl.c
111
PLAYER *pp;
games/hunt/huntd/expl.c
173
PLAYER *pp;
games/hunt/huntd/expl.c
54
PLAYER *pp;
games/hunt/huntd/extern.c
60
PLAYER Player[MAXPL]; /* all the players */
games/hunt/huntd/extern.c
61
PLAYER *End_player = Player; /* last active player slot */
games/hunt/huntd/extern.c
62
PLAYER Boot[NBOOTS]; /* all the boots */
games/hunt/huntd/extern.c
64
PLAYER Monitor[MAXMON]; /* all the monitors */
games/hunt/huntd/extern.c
65
PLAYER *End_monitor = Monitor; /* last active monitor slot */
games/hunt/huntd/server.h
120
#define ALL_PLAYERS ((PLAYER *)1)
games/hunt/huntd/server.h
176
PLAYER *b_owner;
games/hunt/huntd/server.h
225
void drawmaze(PLAYER *);
games/hunt/huntd/server.h
226
void look(PLAYER *);
games/hunt/huntd/server.h
227
void check(PLAYER *, int, int);
games/hunt/huntd/server.h
228
void showstat(PLAYER *);
games/hunt/huntd/server.h
229
void drawplayer(PLAYER *, FLAG);
games/hunt/huntd/server.h
230
void message(PLAYER *, const char *);
games/hunt/huntd/server.h
234
void checkdam(PLAYER *, PLAYER *, IDENT *, int, char);
games/hunt/huntd/server.h
238
void mon_execute(PLAYER *);
games/hunt/huntd/server.h
239
void execute(PLAYER *);
games/hunt/huntd/server.h
240
void add_shot(int, int, int, char, int, PLAYER *, int, char);
games/hunt/huntd/server.h
241
BULLET *create_shot(int, int, int, char, int, int, PLAYER *, IDENT *,
games/hunt/huntd/server.h
243
void ammo_update(PLAYER *);
games/hunt/huntd/server.h
257
PLAYER *play_at(int, int);
games/hunt/huntd/server.h
263
void cgoto(PLAYER *, int, int);
games/hunt/huntd/server.h
264
void outch(PLAYER *, char);
games/hunt/huntd/server.h
265
void outstr(PLAYER *, const char *, int);
games/hunt/huntd/server.h
266
void outyx(PLAYER *, int, int, const char *, ...)
games/hunt/huntd/server.h
268
void clrscr(PLAYER *);
games/hunt/huntd/server.h
269
void ce(PLAYER *);
games/hunt/huntd/server.h
270
void sendcom(PLAYER *, int, ...);
games/hunt/huntd/server.h
271
void flush(PLAYER *);
games/hunt/huntd/server.h
291
extern PLAYER Player[MAXPL];
games/hunt/huntd/server.h
292
extern PLAYER * End_player;
games/hunt/huntd/server.h
293
extern PLAYER Boot[NBOOTS];
games/hunt/huntd/server.h
295
extern PLAYER Monitor[MAXMON];
games/hunt/huntd/server.h
296
extern PLAYER * End_monitor;
games/hunt/huntd/shots.c
1108
PLAYER *
games/hunt/huntd/shots.c
1111
PLAYER *pp;
games/hunt/huntd/shots.c
1199
PLAYER *pp;
games/hunt/huntd/shots.c
1215
PLAYER *pp;
games/hunt/huntd/shots.c
230
PLAYER *pp;
games/hunt/huntd/shots.c
458
PLAYER *pp;
games/hunt/huntd/shots.c
55
static void move_flyer(PLAYER *);
games/hunt/huntd/shots.c
645
move_flyer(PLAYER *pp)
games/hunt/huntd/shots.c
65
PLAYER *pp;
games/hunt/huntd/shots.c
757
PLAYER *pp;
games/hunt/huntd/shots.c
893
PLAYER *pp;
games/hunt/huntd/shots.c
95
PLAYER *pp;
games/hunt/huntd/terminal.c
122
outyx(PLAYER *pp, int y, int x, const char *fmt, ...)
games/hunt/huntd/terminal.c
146
clrscr(PLAYER *pp)
games/hunt/huntd/terminal.c
167
ce(PLAYER *pp)
games/hunt/huntd/terminal.c
177
sendcom(PLAYER *pp, int command, ...)
games/hunt/huntd/terminal.c
213
flush(PLAYER *pp)
games/hunt/huntd/terminal.c
52
cgoto(PLAYER *pp, int y, int x)
games/hunt/huntd/terminal.c
76
outch(PLAYER *pp, char ch)
games/hunt/huntd/terminal.c
99
outstr(PLAYER *pp, const char *str, int len)
games/mille/comp.c
57
op = &Player[PLAYER];
games/mille/init.c
206
Player[PLAYER].was_finished = !Finished;
games/mille/init.c
77
sort(Player[PLAYER].hand);
games/mille/mille.c
118
&& Player[PLAYER].total < 5000);
games/mille/mille.c
70
Play = PLAYER;
games/mille/mille.c
89
if (!restore || (Player[PLAYER].total >= 5000
games/mille/mille.c
91
if (Player[COMP].total < Player[PLAYER].total)
games/mille/mille.c
92
Player[PLAYER].games++;
games/mille/mille.c
93
else if (Player[COMP].total > Player[PLAYER].total)
games/mille/mille.c
96
Player[PLAYER].total = 0;
games/mille/misc.c
116
if (Play == PLAYER) {
games/mille/misc.c
133
op = &Player[PLAYER];
games/mille/misc.c
211
if (Player[PLAYER].total >= 5000 || Player[COMP].total >= 5000) {
games/mille/misc.c
218
if (Player[PLAYER].total > Player[COMP].total)
games/mille/misc.c
219
Player[PLAYER].games++;
games/mille/misc.c
220
else if (Player[PLAYER].total < Player[COMP].total)
games/mille/misc.c
223
Player[PLAYER].total = 0;
games/mille/move.c
132
if (Order && Movetype != M_DRAW && goodplay && pp == &Player[PLAYER])
games/mille/move.c
163
op = (pp == &Player[COMP] ? &Player[PLAYER] : &Player[COMP]);
games/mille/move.c
332
if (pp == &Player[PLAYER])
games/mille/move.c
59
if (Play == PLAYER)
games/mille/move.c
82
if (Play == PLAYER)
games/mille/print.c
80
pp = &Player[PLAYER];
games/robots/move.c
168
mvaddch(My_pos.y, My_pos.x, PLAYER);
games/robots/move.c
254
mvaddch(My_pos.y, My_pos.x, PLAYER);
games/robots/play_level.c
46
addch(PLAYER);