Symbol: DOOR
games/battlestar/command2.c
51
wordtype[wordnumber] == NOUNS) && wordvalue[wordnumber] != DOOR) {
games/battlestar/command3.c
246
case DOOR:
games/battlestar/command4.c
329
if (wordtype[wordnumber] == NOUNS && value == DOOR) {
games/battlestar/command6.c
250
&& wordvalue[wordnumber] == DOOR) {
games/battlestar/words.c
185
{ "door", DOOR, NOUNS, NULL },
games/hack/def.rm.h
86
#define ACCESSIBLE(typ) ((typ) >= DOOR) /* good position */
games/hack/def.rm.h
88
#define ZAP_POS(typ) ((typ) > DOOR)
games/hack/hack.apply.c
380
lev->typ = xdnstair ? DOOR : ROOM;
games/hack/hack.apply.c
486
if (lev->typ == DOOR)
games/hack/hack.c
225
(u.dx && u.dy && (tmpr->typ == DOOR || ust->typ == DOOR))) {
games/hack/hack.c
235
(levl[rx][ry].typ != DOOR || !(u.dx && u.dy)) &&
games/hack/hack.c
329
if (tmpr->typ == DOOR ||
games/hack/hack.c
349
if (tmpr->typ == DOOR)
games/hack/hack.c
351
else if (ust->typ == DOOR)
games/hack/hack.c
362
if (tmpr->typ == DOOR) {
games/hack/hack.mklev.c
396
if (levl[x][y].typ == DOOR || levl[x][y].typ == SDOOR)
games/hack/hack.mklev.c
411
if (levl[x - 1][y].typ == DOOR || levl[x + 1][y].typ == DOOR ||
games/hack/hack.mklev.c
412
levl[x][y + 1].typ == DOOR || levl[x][y - 1].typ == DOOR ||
games/hack/hack.mklev.c
430
dosdoor(x, y, aroom, rn2(8) ? DOOR : SDOOR);
games/hack/hack.mklev.c
440
type = DOOR;
games/hack/hack.mklev.c
442
if (type == DOOR)
games/hack/hack.mklev.c
764
dosdoor(xx, yy, aroom, rn2(5) ? SDOOR : DOOR);
games/hack/hack.mkshop.c
334
if ((lev = &levl[sx + dx][sy + dy])->typ == DOOR ||
games/hack/hack.mon.c
599
if (!(nx != x && ny != y && (nowtyp == DOOR || ntyp == DOOR)))
games/hack/hack.pri.c
467
case DOOR:
games/hack/hack.read.c
435
lev->typ = DOOR;
games/hack/hack.read.c
589
if (levl[u.ux][u.uy].typ == DOOR) {
games/hack/hack.search.c
134
levl[x][y].typ = DOOR;
games/hack/hack.search.c
91
levl[zx][zy].typ = DOOR;
games/hack/hack.vault.c
261
levl[x][y].typ = DOOR;
games/hack/hack.vault.c
307
crm->typ = (typ == SCORR) ? CORR : DOOR;
games/hack/hack.vault.c
331
crm->typ = DOOR;
games/hack/hack.vault.c
346
crm->typ = DOOR;
games/hack/hack.zap.c
320
room->typ = DOOR;
games/hunt/huntd/driver.c
497
See_over[DOOR] = false;
games/hunt/huntd/execute.c
222
case DOOR:
games/hunt/huntd/expl.c
213
Maze[r->r_y][r->r_x] = DOOR;
games/hunt/huntd/expl.c
93
case DOOR:
games/hunt/huntd/makemaze.c
198
*sp = DOOR;
games/hunt/huntd/makemaze.c
223
*sp++ = DOOR;
games/hunt/huntd/shots.c
271
case DOOR:
games/hunt/huntd/shots.c
352
case DOOR:
games/hunt/huntd/shots.c
622
case DOOR:
games/hunt/huntd/shots.c
764
case DOOR:
games/hunt/huntd/shots.c
967
case DOOR:
games/rogue/level.c
419
dungeon[*row][*col] = DOOR;
games/rogue/monster.c
379
if ((dungeon[row][monster->col] & DOOR) &&
games/rogue/monster.c
388
if ((dungeon[monster->row][col] & DOOR) &&
games/rogue/monster.c
502
if ((dungeon[row][col] & DOOR) &&
games/rogue/monster.c
507
if (dungeon[row][col] & DOOR) {
games/rogue/monster.c
536
if ((monster->row!=row)&&(monster->col!=col)&&((dungeon[row][col]&DOOR) ||
games/rogue/monster.c
537
(dungeon[monster->row][monster->col]&DOOR))) {
games/rogue/monster.c
701
(dungeon[row][col] & (FLOOR|TUNNEL|STAIRS|DOOR))) {
games/rogue/move.c
111
if (dungeon[row][col] & DOOR) {
games/rogue/move.c
121
} else if ((dungeon[rogue.row][rogue.col] & DOOR) &&
games/rogue/move.c
167
if (dungeon[row][col] & (DOOR | STAIRS | TRAP)) {
games/rogue/move.c
238
return(dungeon[row][col] & (FLOOR | TUNNEL | DOOR | STAIRS | TRAP));
games/rogue/move.c
294
if ((s & DOOR) && ((i == 0) || (j == 0))) {
games/rogue/move.c
309
if ((dungeon[row1][col1] & DOOR) || (dungeon[row2][col2] & DOOR)) {
games/rogue/room.c
191
if (mask & (TUNNEL | STAIRS | HORWALL | VERTWALL | FLOOR | DOOR)) {
games/rogue/room.c
209
if (mask & DOOR) {
games/rogue/room.c
375
unsigned short mask = (HORWALL | VERTWALL | DOOR | TUNNEL | TRAP | STAIRS |
games/rogue/room.c
391
} else if (s & DOOR) {
games/rogue/room.c
462
(dungeon[i][j] & DOOR)) {
games/rogue/spec_hit.c
297
(dungeon[row][col] & (TUNNEL | FLOOR | DOOR))) {
games/rogue/throw.c
215
while ((i < 9) && dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER)) {
games/rogue/throw.c
219
(dungeon[row][col] & ~(FLOOR | TUNNEL | DOOR | MONSTER))) {