top_row
short left_col, right_col, top_row, bottom_row;
left_col = right_col = top_row = bottom_row = 0;
top_row = MIN_ROW;
top_row = MIN_ROW;
top_row = MIN_ROW;
top_row = ROW1+1;
top_row = ROW1+1;
top_row = ROW1+1;
top_row = ROW2+1;
top_row = ROW2+1;
top_row = ROW2+1;
top_row = get_rand(MIN_ROW, MIN_ROW+5);
height = get_rand(4, (bottom_row - top_row + 1));
row_offset = get_rand(0, ((bottom_row - top_row) - height + 1));
top_row += row_offset;
bottom_row = top_row + height - 1;
for (i = top_row; i <= bottom_row; i++) {
if ((i == top_row) || (i == bottom_row)) {
} else if ( ((i != top_row) && (i != bottom_row)) &&
rooms[rn].top_row = top_row;
(rooms[room1].top_row > rooms[room2].bottom_row)) {
(rooms[room2].top_row > rooms[room1].bottom_row)) {
*row = ((dir == UPWARD) ? rm->top_row : rm->bottom_row);
*row = get_rand(rm->top_row+wall_width,
make_maze(get_rand(rooms[j].top_row+1, rooms[j].bottom_row-1),
rooms[j].top_row, rooms[j].bottom_row,
hide_boxed_passage(rooms[j].top_row, rooms[j].left_col,
tunnel_dir = (rooms[rn].top_row < rooms[target_room].top_row) ?
srow = (rooms[rn].top_row + rooms[rn].bottom_row) / 2;
drow = (rooms[de].top_row + rooms[de].bottom_row) / 2;
tunnel_dir = (rooms[rn].top_row < rooms[de].top_row) ?
for (i = rooms[rn].top_row; i <= rooms[rn].bottom_row; i++) {
row = get_rand(rooms[rn].top_row+1,
for (i = rooms[rn].top_row+1; i < rooms[rn].bottom_row; i++) {
row = get_rand(rooms[i].top_row+1,
short bottom_row, right_col, left_col, top_row;
for (i = rooms[rn].top_row;
for (i = rooms[rn].top_row + 1; i < rooms[rn].bottom_row; i++) {
N = ((rooms[rn].bottom_row - rooms[rn].top_row) - 1) *
row = get_rand(rooms[rn].top_row+1,
if ((row >= rooms[i].top_row) && (row <= rooms[i].bottom_row) &&
for (i = rooms[rn].top_row; i <= rooms[rn].bottom_row; i++) {
if (*row == rooms[rn].top_row) {
for (i = rooms[rn].top_row+1; i < rooms[rn].bottom_row; i++) {
row = get_rand((rooms[party_room].top_row+1),
for (i = rooms[cur_room].top_row + 1;
- menu->top_row;
if (menu->rows < menu->top_row) {
drv_scroll = menu->top_row;
|| (drv_top_row != menu->top_row))
drv_top_row = menu->top_row;
int old_top_row = menu->top_row, old_cur_item = menu->cur_item;
if (menu->top_row != new_top_row) {
menu->top_row = new_top_row;
menu->items[item]->row - menu->top_row,
menu->items[item]->row - menu->top_row,
if (menu->items[i]->row == menu->top_row)
if (menu->top_row != old_top_row) {
menu->top_row = 0; /* and the top row too */
menu->top_row = row;
return menu->top_row;
menu->items[menu->cur_item]->row - menu->top_row, movx);
int top_row; /* the row that is at the top of the menu */
int top_row(MENU *);