Symbol: PLAYER
games/dab/algor.cc
44
ALGOR::ALGOR(const char c) : PLAYER(c)
games/dab/algor.h
44
class ALGOR : public PLAYER {
games/dab/board.cc
210
void BOARD::score(size_t i, const PLAYER& p)
games/dab/board.cc
218
void BOARD::games(size_t i, const PLAYER& p)
games/dab/board.cc
226
void BOARD::total(size_t i, const PLAYER& p)
games/dab/board.cc
234
void BOARD::ties(const PLAYER& p)
games/dab/board.h
42
class PLAYER;
games/dab/board.h
71
void score(size_t i, const PLAYER& p); // Post score
games/dab/board.h
72
void games(size_t i, const PLAYER& p); // Post games
games/dab/board.h
73
void total(size_t i, const PLAYER& p); // Post totals
games/dab/board.h
74
void ties(const PLAYER& p); // Post ties
games/dab/gamescreen.h
41
class PLAYER;
games/dab/gamescreen.h
66
virtual void score(size_t l, const PLAYER& p) = 0; // Post current score
games/dab/gamescreen.h
67
virtual void games(size_t l, const PLAYER& p) = 0; // Post games won
games/dab/gamescreen.h
68
virtual void total(size_t l, const PLAYER& p) = 0; // Post total score
games/dab/gamescreen.h
69
virtual void ties(const PLAYER& p) = 0; // Post tie games
games/dab/human.cc
49
PLAYER(c),
games/dab/human.h
43
class HUMAN : public PLAYER {
games/dab/main.cc
152
PLAYER* p[2];
games/dab/main.cc
64
static void play(BOARD& b, PLAYER* p[2])
games/dab/player.cc
42
PLAYER::PLAYER(char who) :
games/dab/player.cc
51
void PLAYER::init(void)
games/dab/player.cc
56
void PLAYER::wl(size_t sc)
games/dab/player.cc
63
int PLAYER::domove(BOARD& b)
games/dab/player.h
43
class PLAYER {
games/dab/player.h
45
PLAYER(char who);
games/dab/player.h
46
virtual ~PLAYER() {}
games/dab/ttyscrn.cc
171
void TTYSCRN::score(size_t s, const PLAYER& p)
games/dab/ttyscrn.cc
177
void TTYSCRN::total(size_t s, const PLAYER& p)
games/dab/ttyscrn.cc
183
void TTYSCRN::games(size_t s, const PLAYER& p)
games/dab/ttyscrn.cc
189
void TTYSCRN::ties(const PLAYER& p)
games/dab/ttyscrn.h
55
void score(size_t s, const PLAYER& p);
games/dab/ttyscrn.h
56
void games(size_t s, const PLAYER& p);
games/dab/ttyscrn.h
57
void total(size_t s, const PLAYER& p);
games/dab/ttyscrn.h
58
void ties(const PLAYER& p);
games/hunt/huntd/answer.c
224
stmonitor(PLAYER *pp)
games/hunt/huntd/answer.c
227
PLAYER *npp;
games/hunt/huntd/answer.c
253
stplayer(PLAYER *newpp, int enter_status)
games/hunt/huntd/answer.c
256
PLAYER *pp;
games/hunt/huntd/answer.c
54
static void stmonitor(PLAYER *);
games/hunt/huntd/answer.c
55
static void stplayer(PLAYER *, int);
games/hunt/huntd/answer.c
60
PLAYER *pp;
games/hunt/huntd/draw.c
131
look(PLAYER *pp)
games/hunt/huntd/draw.c
178
see(PLAYER *pp, int face)
games/hunt/huntd/draw.c
263
check(PLAYER *pp, int y, int x)
games/hunt/huntd/draw.c
267
PLAYER *rpp;
games/hunt/huntd/draw.c
289
showstat(PLAYER *pp)
games/hunt/huntd/draw.c
291
PLAYER *np;
games/hunt/huntd/draw.c
315
drawplayer(PLAYER *pp, bool draw)
games/hunt/huntd/draw.c
317
PLAYER *newp;
games/hunt/huntd/draw.c
351
message(PLAYER *pp, const char *s)
games/hunt/huntd/draw.c
384
player_sym(PLAYER *pp, int y, int x)
games/hunt/huntd/draw.c
386
PLAYER *npp;
games/hunt/huntd/draw.c
40
static void drawstatus(PLAYER *);
games/hunt/huntd/draw.c
41
static void see(PLAYER *, int);
games/hunt/huntd/draw.c
43
static int player_sym(PLAYER *, int, int);
games/hunt/huntd/draw.c
46
drawmaze(PLAYER *pp)
games/hunt/huntd/draw.c
78
drawstatus(PLAYER *pp)
games/hunt/huntd/draw.c
81
PLAYER *np;
games/hunt/huntd/driver.c
129
static bool havechar(PLAYER *, int);
games/hunt/huntd/driver.c
133
static void zap(PLAYER *, bool, int);
games/hunt/huntd/driver.c
205
PLAYER *pp;
games/hunt/huntd/driver.c
517
PLAYER *pp;
games/hunt/huntd/driver.c
535
checkdam(PLAYER *ouch, PLAYER *gotcha, IDENT *credit, int amt,
games/hunt/huntd/driver.c
670
zap(PLAYER *pp, bool was_player, int i)
games/hunt/huntd/driver.c
674
PLAYER *np;
games/hunt/huntd/driver.c
810
memcpy(pp, End_player, sizeof (PLAYER));
games/hunt/huntd/driver.c
849
memcpy(pp, End_monitor, sizeof (PLAYER));
games/hunt/huntd/driver.c
898
havechar(PLAYER *pp, int i)
games/hunt/huntd/driver.c
924
PLAYER *pp;
games/hunt/huntd/execute.c
193
move_player(PLAYER *pp, int dir)
games/hunt/huntd/execute.c
195
PLAYER *newp;
games/hunt/huntd/execute.c
327
turn_player(PLAYER *pp, int dir)
games/hunt/huntd/execute.c
340
fire(PLAYER *pp, int req_index)
games/hunt/huntd/execute.c
387
fire_slime(PLAYER *pp, int req_index)
games/hunt/huntd/execute.c
41
static void cloak(PLAYER *);
games/hunt/huntd/execute.c
42
static void turn_player(PLAYER *, int);
games/hunt/huntd/execute.c
43
static void fire(PLAYER *, int);
games/hunt/huntd/execute.c
435
PLAYER *owner, int expl, char over)
games/hunt/huntd/execute.c
44
static void fire_slime(PLAYER *, int);
games/hunt/huntd/execute.c
45
static void move_player(PLAYER *, int);
games/hunt/huntd/execute.c
46
static void pickup(PLAYER *, int, int, int, int);
games/hunt/huntd/execute.c
47
static void scan(PLAYER *);
games/hunt/huntd/execute.c
471
int size, PLAYER *owner, IDENT *score, int expl, char over)
games/hunt/huntd/execute.c
502
cloak(PLAYER *pp)
games/hunt/huntd/execute.c
531
scan(PLAYER *pp)
games/hunt/huntd/execute.c
554
pickup(PLAYER *pp, int y, int x, int prob, int obj)
games/hunt/huntd/execute.c
56
mon_execute(PLAYER *pp)
games/hunt/huntd/execute.c
77
execute(PLAYER *pp)
games/hunt/huntd/expl.c
114
PLAYER *pp;
games/hunt/huntd/expl.c
161
PLAYER *pp;
games/hunt/huntd/expl.c
55
PLAYER *pp;
games/hunt/huntd/extern.c
56
PLAYER Player[MAXPL]; /* all the players */
games/hunt/huntd/extern.c
57
PLAYER *End_player = Player; /* last active player slot */
games/hunt/huntd/extern.c
59
PLAYER Boot[NBOOTS]; /* all the boots */
games/hunt/huntd/extern.c
63
PLAYER Monitor[MAXMON]; /* all the monitors */
games/hunt/huntd/extern.c
64
PLAYER *End_monitor = Monitor; /* last active monitor slot */
games/hunt/huntd/hunt.h
116
PLAYER *b_owner;
games/hunt/huntd/hunt.h
149
extern PLAYER Player[MAXPL], *End_player;
games/hunt/huntd/hunt.h
151
extern PLAYER Boot[NBOOTS];
games/hunt/huntd/hunt.h
155
extern PLAYER Monitor[MAXMON], *End_monitor;
games/hunt/huntd/hunt.h
167
void drawmaze(PLAYER *);
games/hunt/huntd/hunt.h
168
void look(PLAYER *);
games/hunt/huntd/hunt.h
169
void check(PLAYER *, int, int);
games/hunt/huntd/hunt.h
170
void showstat(PLAYER *);
games/hunt/huntd/hunt.h
171
void drawplayer(PLAYER *, bool);
games/hunt/huntd/hunt.h
172
void message(PLAYER *, const char *);
games/hunt/huntd/hunt.h
175
void checkdam(PLAYER *, PLAYER *, IDENT *, int, char);
games/hunt/huntd/hunt.h
180
void mon_execute(PLAYER *); /* ifdef MONITOR only */
games/hunt/huntd/hunt.h
181
void execute(PLAYER *);
games/hunt/huntd/hunt.h
182
void add_shot(int, int, int, char, int, PLAYER *, int, char);
games/hunt/huntd/hunt.h
183
BULLET *create_shot(int, int, int, char, int, int, PLAYER *,
games/hunt/huntd/hunt.h
196
PLAYER *play_at(int, int);
games/hunt/huntd/hunt.h
205
void cgoto(PLAYER *, int, int);
games/hunt/huntd/hunt.h
206
void outch(PLAYER *, int);
games/hunt/huntd/hunt.h
207
void outstr(PLAYER *, const char *, int);
games/hunt/huntd/hunt.h
208
void clrscr(PLAYER *);
games/hunt/huntd/hunt.h
209
void ce(PLAYER *);
games/hunt/huntd/hunt.h
210
void sendcom(PLAYER *, int, ...);
games/hunt/huntd/shots.c
1026
PLAYER *
games/hunt/huntd/shots.c
1029
PLAYER *pp;
games/hunt/huntd/shots.c
1115
PLAYER *pp;
games/hunt/huntd/shots.c
1132
PLAYER *pp;
games/hunt/huntd/shots.c
189
PLAYER *pp;
games/hunt/huntd/shots.c
378
PLAYER *pp;
games/hunt/huntd/shots.c
56
static void move_flyer(PLAYER *);
games/hunt/huntd/shots.c
569
move_flyer(PLAYER *pp)
games/hunt/huntd/shots.c
665
PLAYER *pp;
games/hunt/huntd/shots.c
70
PLAYER *pp;
games/hunt/huntd/shots.c
800
PLAYER *pp;
games/hunt/huntd/terminal.c
102
ce(PLAYER *pp)
games/hunt/huntd/terminal.c
113
ref(PLAYER *pp)
games/hunt/huntd/terminal.c
124
sendcom(PLAYER *pp, int command, ...)
games/hunt/huntd/terminal.c
48
cgoto(PLAYER *pp, int y, int x)
games/hunt/huntd/terminal.c
62
outch(PLAYER *pp, int ch)
games/hunt/huntd/terminal.c
76
outstr(PLAYER *pp, const char *str, int len)
games/hunt/huntd/terminal.c
90
clrscr(PLAYER *pp)
games/mille/comp.c
66
op = &Player[PLAYER];
games/mille/init.c
214
Player[PLAYER].was_finished = !Finished;
games/mille/init.c
85
sort(Player[PLAYER].hand);
games/mille/mille.c
103
if (!restore || (Player[PLAYER].total >= 5000
games/mille/mille.c
105
if (Player[COMP].total < Player[PLAYER].total)
games/mille/mille.c
106
Player[PLAYER].games++;
games/mille/mille.c
107
else if (Player[COMP].total > Player[PLAYER].total)
games/mille/mille.c
110
Player[PLAYER].total = 0;
games/mille/mille.c
132
&& Player[PLAYER].total < 5000);
games/mille/mille.c
79
Play = PLAYER;
games/mille/misc.c
128
if (Play == PLAYER) {
games/mille/misc.c
147
op = &Player[PLAYER];
games/mille/misc.c
225
if (Player[PLAYER].total >= 5000 || Player[COMP].total >= 5000)
games/mille/misc.c
232
if (Player[PLAYER].total > Player[COMP].total)
games/mille/misc.c
233
Player[PLAYER].games++;
games/mille/misc.c
234
else if (Player[PLAYER].total < Player[COMP].total)
games/mille/misc.c
237
Player[PLAYER].total = 0;
games/mille/move.c
102
if (Play == PLAYER)
games/mille/move.c
152
if (Order && Movetype != M_DRAW && goodplay && pp == &Player[PLAYER])
games/mille/move.c
183
op = (pp == &Player[COMP] ? &Player[PLAYER] : &Player[COMP]);
games/mille/move.c
351
if (pp == &Player[PLAYER])
games/mille/move.c
79
if (Play == PLAYER)
games/mille/print.c
88
pp = &Player[PLAYER];
games/robots/auto.c
147
case PLAYER:
games/robots/move.c
191
mvaddch(My_pos.y, My_pos.x, PLAYER);
games/robots/move.c
277
mvaddch(My_pos.y, My_pos.x, PLAYER);
games/robots/play_level.c
55
addch(PLAYER);