DOOR
wordtype[wordnumber] == NOUNS) && wordvalue[wordnumber] != DOOR) {
case DOOR:
if (wordtype[wordnumber] == NOUNS && value == DOOR) {
&& wordvalue[wordnumber] == DOOR) {
{ "door", DOOR, NOUNS, NULL },
#define ACCESSIBLE(typ) ((typ) >= DOOR) /* good position */
#define ZAP_POS(typ) ((typ) > DOOR)
lev->typ = xdnstair ? DOOR : ROOM;
if (lev->typ == DOOR)
(u.dx && u.dy && (tmpr->typ == DOOR || ust->typ == DOOR))) {
(levl[rx][ry].typ != DOOR || !(u.dx && u.dy)) &&
if (tmpr->typ == DOOR ||
if (tmpr->typ == DOOR)
else if (ust->typ == DOOR)
if (tmpr->typ == DOOR) {
if (levl[x][y].typ == DOOR || levl[x][y].typ == SDOOR)
if (levl[x - 1][y].typ == DOOR || levl[x + 1][y].typ == DOOR ||
levl[x][y + 1].typ == DOOR || levl[x][y - 1].typ == DOOR ||
dosdoor(x, y, aroom, rn2(8) ? DOOR : SDOOR);
type = DOOR;
if (type == DOOR)
dosdoor(xx, yy, aroom, rn2(5) ? SDOOR : DOOR);
if ((lev = &levl[sx + dx][sy + dy])->typ == DOOR ||
if (!(nx != x && ny != y && (nowtyp == DOOR || ntyp == DOOR)))
case DOOR:
lev->typ = DOOR;
if (levl[u.ux][u.uy].typ == DOOR) {
levl[x][y].typ = DOOR;
levl[zx][zy].typ = DOOR;
levl[x][y].typ = DOOR;
crm->typ = (typ == SCORR) ? CORR : DOOR;
crm->typ = DOOR;
crm->typ = DOOR;
room->typ = DOOR;
See_over[DOOR] = false;
case DOOR:
Maze[r->r_y][r->r_x] = DOOR;
case DOOR:
*sp = DOOR;
*sp++ = DOOR;
case DOOR:
case DOOR:
case DOOR:
case DOOR:
case DOOR:
dungeon[*row][*col] = DOOR;
if ((dungeon[row][monster->col] & DOOR) &&
if ((dungeon[monster->row][col] & DOOR) &&
if ((dungeon[row][col] & DOOR) &&
if (dungeon[row][col] & DOOR) {
if ((monster->row!=row)&&(monster->col!=col)&&((dungeon[row][col]&DOOR) ||
(dungeon[monster->row][monster->col]&DOOR))) {
(dungeon[row][col] & (FLOOR|TUNNEL|STAIRS|DOOR))) {
if (dungeon[row][col] & DOOR) {
} else if ((dungeon[rogue.row][rogue.col] & DOOR) &&
if (dungeon[row][col] & (DOOR | STAIRS | TRAP)) {
return(dungeon[row][col] & (FLOOR | TUNNEL | DOOR | STAIRS | TRAP));
if ((s & DOOR) && ((i == 0) || (j == 0))) {
if ((dungeon[row1][col1] & DOOR) || (dungeon[row2][col2] & DOOR)) {
if (mask & (TUNNEL | STAIRS | HORWALL | VERTWALL | FLOOR | DOOR)) {
if (mask & DOOR) {
unsigned short mask = (HORWALL | VERTWALL | DOOR | TUNNEL | TRAP | STAIRS |
} else if (s & DOOR) {
(dungeon[i][j] & DOOR)) {
(dungeon[row][col] & (TUNNEL | FLOOR | DOOR))) {
while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER)) {
(dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) {