TRAP
if (dungeon[row][col] & (DOOR | STAIRS | TRAP)) {
if ((!levitate) && (dungeon[row][col] & TRAP)) {
return((dungeon[row][col] & TRAP) ? 1 : 0);
return(dungeon[row][col] & (FLOOR | TUNNEL | DOOR | STAIRS | TRAP));
if (s & TRAP) {
if (dungeon[rogue.row][rogue.col] & TRAP) {
if (dungeon[rogue.row][rogue.col] & (OBJECT | STAIRS | TRAP)) {
if ((dungeon[i][j] & TRAP) && (!(dungeon[i][j] & HIDDEN))) {
if (mask & TRAP) {
unsigned short mask = (HORWALL | VERTWALL | DOOR | TUNNEL | TRAP | STAIRS |
((ch >= 'A') && (ch <= 'Z')) || (s & (TRAP | HIDDEN))) {
} else if (s & TRAP) {
if ((!(dungeon[row][col] & (OBJECT | STAIRS | TRAP))) &&
(!(dungeon[*row][*col] & TRAP)))) {
} while (((dungeon[row][col] & (OBJECT|STAIRS|TRAP|TUNNEL)) ||
dungeon[row][col] |= (TRAP | HIDDEN);
if ((dungeon[row][col] & TRAP) && (!(dungeon[row][col] & HIDDEN))) {
if (dungeon[i][j] & TRAP) {
if (dungeon[row][col] & TRAP) {
case TRAP:
case TRAP:
*is_trap = TRAP;
TRAP(err, netbsd = LoadNetBSDL());
TRAP(err, netbsd = NetBSD::New(input, *args));
TRAP(err, netbsd = NetBSD::New(Default, *args));
case TRAP:
case TRAP:
*is_trap = TRAP;