Symbol: rel_dir
games/atc/extern.h
135
const char *rel_dir(char);
games/atc/input.c
131
{ 'w', 4, " 0", rel_dir },
games/atc/input.c
132
{ 'e', 4, " 45", rel_dir },
games/atc/input.c
133
{ 'd', 4, " 90", rel_dir },
games/atc/input.c
134
{ 'c', 4, " 135", rel_dir },
games/atc/input.c
135
{ 'x', 4, " 180", rel_dir },
games/atc/input.c
136
{ 'z', 4, " 225", rel_dir },
games/atc/input.c
137
{ 'a', 4, " 270", rel_dir },
games/atc/input.c
138
{ 'q', 4, " 315", rel_dir },
games/hunt/hunt/otto.c
259
ottolook(int rel_dir, struct item *itemp)
games/hunt/hunt/otto.c
269
switch (direction(facing, rel_dir)) {
games/hunt/hunt/otto.c
373
face_and_move_direction(int rel_dir, int distance)
games/hunt/hunt/otto.c
379
cmd = DIRKEYS[facing = direction(facing, rel_dir)];
games/hunt/hunt/otto.c
381
if (rel_dir != FRONT) {
games/hunt/hunt/otto.c
409
attack(int rel_dir, struct item *itemp)
games/hunt/hunt/otto.c
412
face_and_move_direction(rel_dir, 0);
games/hunt/hunt/otto.c
418
face_and_move_direction(rel_dir, 2);
games/hunt/hunt/otto.c
421
face_and_move_direction(rel_dir, 1);
games/hunt/hunt/otto.c
423
rel_dir = LEFT;
games/hunt/hunt/otto.c
425
rel_dir = RIGHT;
games/hunt/hunt/otto.c
426
(void) face_and_move_direction(rel_dir, 0);
games/hunt/hunt/otto.c
435
duck(int rel_dir)
games/hunt/hunt/otto.c
439
switch (dir = direction(facing, rel_dir)) {
games/hunt/hunt/otto.c
486
int i, rel_dir, dist;
games/hunt/hunt/otto.c
488
rel_dir = -1;
games/hunt/hunt/otto.c
492
rel_dir = i;
games/hunt/hunt/otto.c
496
if (rel_dir == -1)
games/hunt/hunt/otto.c
499
if (!(flbr[rel_dir].flags & ON_SIDE)
games/hunt/hunt/otto.c
500
|| flbr[rel_dir].distance > 1) {
games/hunt/hunt/otto.c
503
face_and_move_direction(rel_dir, dist);
games/hunt/hunt/otto.c
512
int i, j, rel_dir, dir_mask, dir_count;
games/hunt/hunt/otto.c
542
rel_dir = ffs(dir_mask) - 1;
games/hunt/hunt/otto.c
544
if (rel_dir == FRONT)
games/hunt/hunt/otto.c
549
face_and_move_direction(rel_dir, 1);