Symbol: OBJECT
games/battlestar/command2.c
204
if (wordtype[wordnumber] != OBJECT ||
games/battlestar/command2.c
280
if (wordtype[wordnumber] != OBJECT ||
games/battlestar/command2.c
50
while (wordnumber <= wordcount && (wordtype[wordnumber] == OBJECT ||
games/battlestar/command3.c
113
while (wordtype[++wordnumber] != OBJECT &&
games/battlestar/command3.c
122
wordtype[wordnumber] = OBJECT;
games/battlestar/command3.c
156
wordtype[wordnumber] = OBJECT;
games/battlestar/command3.c
162
if (wordtype[wordnumber] == OBJECT && position > 88 &&
games/battlestar/command3.c
221
wordtype[wordnumber] == OBJECT) {
games/battlestar/command4.c
102
wordtype[wordnumber--] = OBJECT;
games/battlestar/command4.c
107
wordtype[wordnumber--] = OBJECT;
games/battlestar/command4.c
111
wordtype[wordnumber--] = OBJECT;
games/battlestar/command4.c
117
wordtype[wordnumber--] = OBJECT;
games/battlestar/command4.c
121
wordtype[wordnumber--] = OBJECT;
games/battlestar/command4.c
125
wordtype[wordnumber--] = OBJECT;
games/battlestar/command4.c
130
wordtype[wordnumber--] = OBJECT;
games/battlestar/command4.c
134
wordtype[wordnumber--] = OBJECT;
games/battlestar/command4.c
154
wordtype[wordnumber--] = OBJECT;
games/battlestar/command4.c
166
wordtype[wordnumber--] = OBJECT;
games/battlestar/command4.c
174
wordtype[wordnumber--] = OBJECT;
games/battlestar/command4.c
309
(wordtype[wordnumber] == OBJECT || wordtype[wordnumber] == NOUNS)) {
games/battlestar/command4.c
312
wordtype[wordnumber] = OBJECT;
games/battlestar/command4.c
416
if (wordtype[wordnumber] != OBJECT || objsht[value] == NULL)
games/battlestar/command4.c
57
OBJECT) {
games/battlestar/command5.c
308
while (wordtype[++wordnumber] != OBJECT &&
games/battlestar/cypher.c
177
wordtype[wordnumber + 1] = OBJECT;
games/battlestar/cypher.c
55
!(wordtype[wordnumber] == OBJECT &&
games/battlestar/parse.c
158
wordtype[n - 1] == OBJECT) &&
games/battlestar/parse.c
165
wordtype[n - 1] = OBJECT;
games/battlestar/words.c
101
{ "bomb", BOMB, OBJECT, NULL },
games/battlestar/words.c
102
{ "warhead", BOMB, OBJECT, NULL },
games/battlestar/words.c
105
{ "horse", HORSE, OBJECT, NULL },
games/battlestar/words.c
106
{ "stallion", HORSE, OBJECT, NULL },
games/battlestar/words.c
107
{ "car", CAR, OBJECT, NULL },
games/battlestar/words.c
108
{ "volare", CAR, OBJECT, NULL },
games/battlestar/words.c
109
{ "pot", POT, OBJECT, NULL },
games/battlestar/words.c
110
{ "jewels", POT, OBJECT, NULL },
games/battlestar/words.c
111
{ "bar", BAR, OBJECT, NULL },
games/battlestar/words.c
112
{ "diamond", BLOCK, OBJECT, NULL },
games/battlestar/words.c
113
{ "block", BLOCK, OBJECT, NULL },
games/battlestar/words.c
146
{ "everything", EVERYTHING, OBJECT, NULL },
games/battlestar/words.c
147
{ "all", EVERYTHING, OBJECT, NULL },
games/battlestar/words.c
44
{ "knife", KNIFE, OBJECT, NULL },
games/battlestar/words.c
46
{ "scabbard", SWORD, OBJECT, NULL },
games/battlestar/words.c
47
{ "fine", SWORD, OBJECT, NULL },
games/battlestar/words.c
48
{ "two-handed", TWO_HANDED, OBJECT, NULL },
games/battlestar/words.c
49
{ "cleaver", CLEAVER, OBJECT, NULL },
games/battlestar/words.c
50
{ "broadsword", BROAD, OBJECT, NULL },
games/battlestar/words.c
51
{ "mail", MAIL, OBJECT, NULL },
games/battlestar/words.c
52
{ "coat", MAIL, OBJECT, NULL },
games/battlestar/words.c
53
{ "helmet", HELM, OBJECT, NULL },
games/battlestar/words.c
54
{ "shield", SHIELD, OBJECT, NULL },
games/battlestar/words.c
55
{ "maid", MAID, OBJECT, NULL },
games/battlestar/words.c
56
{ "maid's", MAID, OBJECT, NULL },
games/battlestar/words.c
58
{ "viper", VIPER, OBJECT, NULL },
games/battlestar/words.c
59
{ "lamp", LAMPON, OBJECT, NULL },
games/battlestar/words.c
60
{ "lantern", LAMPON, OBJECT, NULL },
games/battlestar/words.c
61
{ "shoes", SHOES, OBJECT, NULL },
games/battlestar/words.c
62
{ "pajamas", PAJAMAS, OBJECT, NULL },
games/battlestar/words.c
63
{ "robe", ROBE, OBJECT, NULL },
games/battlestar/words.c
67
{ "woodsman", DEADWOOD, OBJECT, NULL },
games/battlestar/words.c
68
{ "woodsman's", DEADWOOD, OBJECT, NULL },
games/battlestar/words.c
69
{ "mallet", MALLET, OBJECT, NULL },
games/battlestar/words.c
70
{ "laser", LASER, OBJECT, NULL },
games/battlestar/words.c
71
{ "pistol", LASER, OBJECT, NULL },
games/battlestar/words.c
72
{ "blaster", LASER, OBJECT, NULL },
games/battlestar/words.c
73
{ "gun", LASER, OBJECT, NULL },
games/battlestar/words.c
75
{ "grenade", GRENADE, OBJECT, NULL },
games/battlestar/words.c
76
{ "chain", CHAIN, OBJECT, NULL },
games/battlestar/words.c
77
{ "rope", ROPE, OBJECT, NULL },
games/battlestar/words.c
78
{ "levis", LEVIS, OBJECT, NULL },
games/battlestar/words.c
79
{ "pants", LEVIS, OBJECT, NULL },
games/battlestar/words.c
80
{ "mace", MACE, OBJECT, NULL },
games/battlestar/words.c
81
{ "shovel", SHOVEL, OBJECT, NULL },
games/battlestar/words.c
82
{ "halberd", HALBERD, OBJECT, NULL },
games/battlestar/words.c
83
{ "compass", COMPASS, OBJECT, NULL },
games/battlestar/words.c
84
{ "elf", ELF, OBJECT, NULL },
games/battlestar/words.c
85
{ "coins", COINS, OBJECT, NULL },
games/battlestar/words.c
86
{ "matches", MATCHES, OBJECT, NULL },
games/battlestar/words.c
87
{ "match", MATCHES, OBJECT, NULL },
games/battlestar/words.c
88
{ "book", MATCHES, OBJECT, NULL },
games/battlestar/words.c
90
{ "papaya", PAPAYAS, OBJECT, NULL },
games/battlestar/words.c
91
{ "papayas", PAPAYAS, OBJECT, NULL },
games/battlestar/words.c
92
{ "pineapple", PINEAPPLE, OBJECT, NULL },
games/battlestar/words.c
93
{ "kiwi", KIWI, OBJECT, NULL },
games/battlestar/words.c
94
{ "coconut", COCONUTS, OBJECT, NULL },
games/battlestar/words.c
95
{ "coconuts", COCONUTS, OBJECT, NULL },
games/battlestar/words.c
96
{ "mango", MANGO, OBJECT, NULL },
games/battlestar/words.c
97
{ "ring", RING, OBJECT, NULL },
games/battlestar/words.c
98
{ "potion", POTION, OBJECT, NULL },
games/battlestar/words.c
99
{ "bracelet", BRACELET, OBJECT, NULL },
games/rogue/level.c
754
gr_row_col(&row, &col, (FLOOR | TUNNEL | OBJECT | STAIRS));
games/rogue/monster.c
159
gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
games/rogue/monster.c
547
if (dungeon[row][col] & OBJECT) {
games/rogue/monster.c
648
gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
games/rogue/move.c
138
if (dungeon[row][col] & OBJECT) {
games/rogue/move.c
273
if (s & (MONSTER | OBJECT | STAIRS)) {
games/rogue/object.c
241
dungeon[row][col] |= OBJECT;
games/rogue/object.c
250
dungeon[row][col] |= OBJECT;
games/rogue/object.c
259
if (dungeon[row][col] & (MONSTER | OBJECT)) {
games/rogue/pack.c
125
dungeon[row][col] &= (~OBJECT);
games/rogue/pack.c
135
dungeon[row][col] &= ~(OBJECT);
games/rogue/pack.c
144
dungeon[row][col] &= ~(OBJECT);
games/rogue/pack.c
158
if (dungeon[rogue.row][rogue.col] & (OBJECT | STAIRS | TRAP)) {
games/rogue/pack.c
558
if (!(dungeon[rogue.row][rogue.col] & OBJECT)) {
games/rogue/room.c
163
if (!(dungeon[i][j] & (OBJECT | STAIRS)) &&
games/rogue/room.c
185
if (mask & OBJECT) {
games/rogue/spec_hit.c
296
if ((!(dungeon[row][col] & (OBJECT | STAIRS | TRAP))) &&
games/rogue/spec_hit.c
343
if (dungeon[row][col] & OBJECT) {
games/rogue/trap.c
173
} while (((dungeon[row][col] & (OBJECT|STAIRS|TRAP|TUNNEL)) ||
games/rogue/zap.c
215
gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
games/warp/bang.c
112
OBJECT *obj;
games/warp/bang.c
37
OBJECT *obj;
games/warp/bang.c
74
OBJECT *obj;
games/warp/init.c
47
OBJECT *obj = NULL;
games/warp/init.c
515
OBJECT *curobj;
games/warp/move.c
239
OBJECT *biggie = 0;
games/warp/move.c
37
bounce(OBJECT *obj)
games/warp/move.c
610
OBJECT *obj;
games/warp/move.c
637
OBJECT *obj;
games/warp/move.c
653
OBJECT*
games/warp/move.c
656
OBJECT *obj;
games/warp/move.c
70
OBJECT *curobj;
games/warp/move.c
73
OBJECT *temp;
games/warp/move.c
74
OBJECT *thenext;
games/warp/move.h
10
void bounce(OBJECT *);
games/warp/move.h
14
OBJECT *lookimg(int, int, char);
games/warp/object.c
20
OBJECT *
games/warp/object.c
22
long mas, OBJECT *where)
games/warp/object.c
24
OBJECT *obj;
games/warp/object.c
28
obj = (OBJECT *) malloc(sizeof root);
games/warp/object.c
30
obj = Null(OBJECT*);
games/warp/object.c
59
unmake_object(OBJECT *curobj)
games/warp/object.c
70
free_object(OBJECT *curobj)
games/warp/object.h
43
OBJECT root = {0, 0, 0, 0, &root, &root, 0, 0, 0, Root, '?', 0, 0};
games/warp/object.h
45
EXT OBJECT root;
games/warp/object.h
49
OBJECT free_root = {0, 0, 0, 0, &free_root, &free_root, 0, 0, 0, Root, '?', 0, 0};
games/warp/object.h
51
EXT OBJECT free_root;
games/warp/object.h
54
EXT OBJECT *ent;
games/warp/object.h
55
EXT OBJECT *base;
games/warp/object.h
56
EXT OBJECT *enemies;
games/warp/object.h
57
EXT OBJECT *movers;
games/warp/object.h
58
EXT OBJECT *realapollo;
games/warp/object.h
59
EXT OBJECT *nuke;
games/warp/object.h
61
EXT OBJECT *occupant[YSIZE][XSIZE];
games/warp/object.h
64
OBJECT *make_object(char, char, int, int, int, int, long, long, OBJECT *);
games/warp/object.h
65
void unmake_object(OBJECT *);
games/warp/object.h
66
void free_object(OBJECT *);
games/warp/play.c
36
OBJECT *curobj;
games/warp/play.c
37
OBJECT *to;
games/warp/score.c
507
OBJECT *obj;
games/warp/term.c
518
OBJECT *obj;
games/warp/them.c
46
OBJECT *curkl;
games/warp/them.c
47
OBJECT *obj = NULL;
games/warp/us.c
346
OBJECT *obj;
games/warp/us.c
370
OBJECT *obj;
games/warp/us.c
40
OBJECT *obj;
games/warp/weapon.c
101
attack(OBJECT *attackee)
games/warp/weapon.c
108
OBJECT *obj;
games/warp/weapon.c
36
fire_torp(OBJECT *from, int ydir, int xdir)
games/warp/weapon.c
38
OBJECT *to;
games/warp/weapon.c
438
fire_phaser(OBJECT *obj, int dy, int dx)
games/warp/weapon.c
599
tract(OBJECT *obj, int dy, int dx, int to_or_fro)
games/warp/weapon.c
605
OBJECT *tractee;
games/warp/weapon.h
14
EXT OBJECT *isatorp[2][3][3];
games/warp/weapon.h
19
void fire_torp(OBJECT *, int, int);
games/warp/weapon.h
20
void attack(OBJECT *);
games/warp/weapon.h
21
void fire_phaser(OBJECT *, int, int);
games/warp/weapon.h
22
int tract(OBJECT *, int, int, int);
usr.bin/msgs/msgs.c
390
#ifdef OBJECT