Symbol: PLAYER
games/bs/bs.c
1008
hits[COMPUTER][x][y] = (hit = (board[PLAYER][x][y])) ? MARK_HIT : MARK_MISS;
games/bs/bs.c
487
c = getcoord(PLAYER);
games/bs/bs.c
512
randomplace(PLAYER, ss);
games/bs/bs.c
513
placeship(PLAYER, ss, TRUE);
games/bs/bs.c
522
randomplace(PLAYER, ss);
games/bs/bs.c
523
placeship(PLAYER, ss, TRUE);
games/bs/bs.c
543
if (checkplace(PLAYER, ss, TRUE))
games/bs/bs.c
545
placeship(PLAYER, ss, TRUE);
games/bs/bs.c
804
if (turn == PLAYER)
games/bs/bs.c
822
if (turn == PLAYER)
games/bs/bs.c
848
if (hits[PLAYER][curx][cury])
games/bs/bs.c
857
hits[PLAYER][curx][cury] = hit ? MARK_HIT : MARK_MISS;
games/bs/bs.c
865
(void) addch((chtype)hits[PLAYER][curx][cury]);
games/hunt/huntd/answer.c
120
PLAYER *pp;
games/hunt/huntd/answer.c
273
stmonitor(PLAYER *pp)
games/hunt/huntd/answer.c
294
stplayer(PLAYER *newpp, int enter_status)
games/hunt/huntd/answer.c
297
PLAYER *pp;
games/hunt/huntd/answer.c
58
static void stplayer(PLAYER *, int);
games/hunt/huntd/answer.c
59
static void stmonitor(PLAYER *);
games/hunt/huntd/draw.c
127
look(PLAYER *pp)
games/hunt/huntd/draw.c
185
see(PLAYER *pp, int face)
games/hunt/huntd/draw.c
225
check(PLAYER *pp, int y, int x)
games/hunt/huntd/draw.c
229
PLAYER *rpp;
games/hunt/huntd/draw.c
259
showstat(PLAYER *pp)
games/hunt/huntd/draw.c
275
drawplayer(PLAYER *pp, FLAG draw)
games/hunt/huntd/draw.c
277
PLAYER *newp;
games/hunt/huntd/draw.c
331
message(PLAYER *pp, char *s)
games/hunt/huntd/draw.c
367
player_sym(PLAYER *pp, int y, int x)
games/hunt/huntd/draw.c
369
PLAYER *npp;
games/hunt/huntd/draw.c
42
static int player_sym(PLAYER *, int, int);
games/hunt/huntd/draw.c
43
static void drawstatus(PLAYER *);
games/hunt/huntd/draw.c
44
static void see(PLAYER *, int);
games/hunt/huntd/draw.c
51
drawmaze(PLAYER *pp)
games/hunt/huntd/draw.c
88
drawstatus(PLAYER *pp)
games/hunt/huntd/draw.c
91
PLAYER *np;
games/hunt/huntd/driver.c
1025
PLAYER *pp;
games/hunt/huntd/driver.c
487
PLAYER *pp;
games/hunt/huntd/driver.c
508
checkdam(PLAYER *victim, PLAYER *attacker, IDENT *credit, int damage,
games/hunt/huntd/driver.c
61
static int havechar(PLAYER *);
games/hunt/huntd/driver.c
65
static void zap(PLAYER *, FLAG);
games/hunt/huntd/driver.c
665
zap(PLAYER *pp, FLAG was_player)
games/hunt/huntd/driver.c
669
PLAYER *np;
games/hunt/huntd/driver.c
756
pp->p_face, expl_charge, (PLAYER *) NULL,
games/hunt/huntd/driver.c
78
PLAYER *pp;
games/hunt/huntd/driver.c
811
(PLAYER *) NULL, TRUE, SPACE);
games/hunt/huntd/driver.c
830
(PLAYER *) NULL, FALSE, SPACE);
games/hunt/huntd/driver.c
911
havechar(PLAYER *pp)
games/hunt/huntd/driver.c
959
PLAYER *pp;
games/hunt/huntd/execute.c
198
move_player(PLAYER *pp, int dir)
games/hunt/huntd/execute.c
200
PLAYER *newp;
games/hunt/huntd/execute.c
342
face(PLAYER *pp, int dir)
games/hunt/huntd/execute.c
355
fire(PLAYER *pp, int req_index)
games/hunt/huntd/execute.c
399
fire_slime(PLAYER *pp, int req_index)
games/hunt/huntd/execute.c
43
static void cloak(PLAYER *);
games/hunt/huntd/execute.c
44
static void face(PLAYER *, int);
games/hunt/huntd/execute.c
447
add_shot(int type, int y, int x, char face, int charge, PLAYER *owner,
games/hunt/huntd/execute.c
45
static void fire(PLAYER *, int);
games/hunt/huntd/execute.c
46
static void fire_slime(PLAYER *, int);
games/hunt/huntd/execute.c
47
static void move_player(PLAYER *, int);
games/hunt/huntd/execute.c
48
static void pickup(PLAYER *, int, int, int, int);
games/hunt/huntd/execute.c
49
static void scan(PLAYER *);
games/hunt/huntd/execute.c
493
PLAYER *owner, IDENT *score, int expl, char over)
games/hunt/huntd/execute.c
525
cloak(PLAYER *pp)
games/hunt/huntd/execute.c
563
scan(PLAYER *pp)
games/hunt/huntd/execute.c
57
mon_execute(PLAYER *pp)
games/hunt/huntd/execute.c
595
pickup(PLAYER *pp, int y, int x, int prob, int obj)
games/hunt/huntd/execute.c
617
add_shot(obj, y, x, LEFTS, req, (PLAYER *) NULL,
games/hunt/huntd/execute.c
627
ammo_update(PLAYER *pp)
games/hunt/huntd/execute.c
83
execute(PLAYER *pp)
games/hunt/huntd/expl.c
111
PLAYER *pp;
games/hunt/huntd/expl.c
173
PLAYER *pp;
games/hunt/huntd/expl.c
54
PLAYER *pp;
games/hunt/huntd/extern.c
59
PLAYER Player[MAXPL]; /* all the players */
games/hunt/huntd/extern.c
60
PLAYER *End_player = Player; /* last active player slot */
games/hunt/huntd/extern.c
61
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/server.h
118
#define ALL_PLAYERS ((PLAYER *)1)
games/hunt/huntd/server.h
174
PLAYER *b_owner;
games/hunt/huntd/server.h
223
void drawmaze(PLAYER *);
games/hunt/huntd/server.h
224
void look(PLAYER *);
games/hunt/huntd/server.h
225
void check(PLAYER *, int, int);
games/hunt/huntd/server.h
226
void showstat(PLAYER *);
games/hunt/huntd/server.h
227
void drawplayer(PLAYER *, FLAG);
games/hunt/huntd/server.h
228
void message(PLAYER *, char *);
games/hunt/huntd/server.h
232
void checkdam(PLAYER *, PLAYER *, IDENT *, int, char);
games/hunt/huntd/server.h
236
void mon_execute(PLAYER *);
games/hunt/huntd/server.h
237
void execute(PLAYER *);
games/hunt/huntd/server.h
238
void add_shot(int, int, int, char, int, PLAYER *, int, char);
games/hunt/huntd/server.h
239
BULLET *create_shot(int, int, int, char, int, int, PLAYER *, IDENT *,
games/hunt/huntd/server.h
241
void ammo_update(PLAYER *);
games/hunt/huntd/server.h
256
PLAYER *play_at(int, int);
games/hunt/huntd/server.h
262
void cgoto(PLAYER *, int, int);
games/hunt/huntd/server.h
263
void outch(PLAYER *, char);
games/hunt/huntd/server.h
264
void outstr(PLAYER *, char *, int);
games/hunt/huntd/server.h
265
void outyx(PLAYER *, int, int, const char *, ...)
games/hunt/huntd/server.h
267
void clrscr(PLAYER *);
games/hunt/huntd/server.h
268
void ce(PLAYER *);
games/hunt/huntd/server.h
269
void sendcom(PLAYER *, int, ...);
games/hunt/huntd/server.h
270
void flush(PLAYER *);
games/hunt/huntd/server.h
291
extern PLAYER Player[MAXPL];
games/hunt/huntd/server.h
292
extern PLAYER * End_player;
games/hunt/huntd/server.h
293
extern PLAYER Boot[NBOOTS];
games/hunt/huntd/server.h
295
extern PLAYER Monitor[MAXMON];
games/hunt/huntd/server.h
296
extern PLAYER * End_monitor;
games/hunt/huntd/shots.c
1106
PLAYER *
games/hunt/huntd/shots.c
1109
PLAYER *pp;
games/hunt/huntd/shots.c
1197
PLAYER *pp;
games/hunt/huntd/shots.c
1213
PLAYER *pp;
games/hunt/huntd/shots.c
228
PLAYER *pp;
games/hunt/huntd/shots.c
456
PLAYER *pp;
games/hunt/huntd/shots.c
53
static void move_flyer(PLAYER *);
games/hunt/huntd/shots.c
63
PLAYER *pp;
games/hunt/huntd/shots.c
643
move_flyer(PLAYER *pp)
games/hunt/huntd/shots.c
725
checkdam(pp, (PLAYER *) NULL, (IDENT *) NULL,
games/hunt/huntd/shots.c
755
PLAYER *pp;
games/hunt/huntd/shots.c
827
(PLAYER *) NULL, TRUE, SPACE);
games/hunt/huntd/shots.c
891
PLAYER *pp;
games/hunt/huntd/shots.c
93
PLAYER *pp;
games/hunt/huntd/terminal.c
122
outyx(PLAYER *pp, int y, int x, const char *fmt, ...)
games/hunt/huntd/terminal.c
146
clrscr(PLAYER *pp)
games/hunt/huntd/terminal.c
167
ce(PLAYER *pp)
games/hunt/huntd/terminal.c
177
sendcom(PLAYER *pp, int command, ...)
games/hunt/huntd/terminal.c
213
flush(PLAYER *pp)
games/hunt/huntd/terminal.c
52
cgoto(PLAYER *pp, int y, int x)
games/hunt/huntd/terminal.c
76
outch(PLAYER *pp, char ch)
games/hunt/huntd/terminal.c
99
outstr(PLAYER *pp, char *str, int len)
games/mille/comp.c
57
op = &Player[PLAYER];
games/mille/init.c
205
Player[PLAYER].was_finished = !Finished;
games/mille/init.c
80
sort(Player[PLAYER].hand);
games/mille/mille.c
100
Player[PLAYER].total = 0;
games/mille/mille.c
122
&& Player[PLAYER].total < 5000);
games/mille/mille.c
71
Play = PLAYER;
games/mille/mille.c
93
if (!restore || (Player[PLAYER].total >= 5000
games/mille/mille.c
95
if (Player[COMP].total < Player[PLAYER].total)
games/mille/mille.c
96
Player[PLAYER].games++;
games/mille/mille.c
97
else if (Player[COMP].total > Player[PLAYER].total)
games/mille/misc.c
112
if (Play == PLAYER) {
games/mille/misc.c
129
op = &Player[PLAYER];
games/mille/misc.c
207
if (Player[PLAYER].total >= 5000 || Player[COMP].total >= 5000) {
games/mille/misc.c
214
if (Player[PLAYER].total > Player[COMP].total)
games/mille/misc.c
215
Player[PLAYER].games++;
games/mille/misc.c
216
else if (Player[PLAYER].total < Player[COMP].total)
games/mille/misc.c
219
Player[PLAYER].total = 0;
games/mille/move.c
127
if (Order && Movetype != M_DRAW && goodplay && pp == &Player[PLAYER])
games/mille/move.c
158
op = (pp == &Player[COMP] ? &Player[PLAYER] : &Player[COMP]);
games/mille/move.c
320
if (pp == &Player[PLAYER])
games/mille/move.c
54
if (Play == PLAYER)
games/mille/move.c
77
if (Play == PLAYER)
games/mille/print.c
77
pp = &Player[PLAYER];
games/robots/move.c
192
mvaddch(My_pos.y, My_pos.x, PLAYER);
games/robots/move.c
289
mvaddch(My_pos.y, My_pos.x, PLAYER);
games/robots/play_level.c
45
addch(PLAYER);