Symbol: DOOR
games/battlestar/command2.c
46
(wordtype[wordnumber] == NOUNS && wordvalue[wordnumber] != DOOR))) {
games/battlestar/command3.c
219
case DOOR:
games/battlestar/command4.c
284
if (wordtype[wordnumber] == NOUNS && value == DOOR) {
games/battlestar/command6.c
243
&& wordvalue[wordnumber] == DOOR) {
games/battlestar/words.c
179
{ "door", DOOR, NOUNS, NULL },
games/hack/def.rm.h
85
#define ACCESSIBLE(typ) ((typ) >= DOOR) /* good position */
games/hack/def.rm.h
87
#define ZAP_POS(typ) ((typ) > DOOR)
games/hack/hack.apply.c
369
lev->typ = xdnstair ? DOOR : ROOM;
games/hack/hack.apply.c
477
if(lev->typ == DOOR)
games/hack/hack.c
222
(u.dx && u.dy && (tmpr->typ == DOOR || ust->typ == DOOR))){
games/hack/hack.c
232
(levl[(int)rx][(int)ry].typ != DOOR || !(u.dx && u.dy)) &&
games/hack/hack.c
324
if(tmpr->typ == DOOR ||
games/hack/hack.c
345
if(tmpr->typ == DOOR)
games/hack/hack.c
347
else if(ust->typ == DOOR)
games/hack/hack.c
357
if(tmpr->typ == DOOR) {
games/hack/hack.mklev.c
374
if(levl[x][y].typ == DOOR || levl[x][y].typ == SDOOR)
games/hack/hack.mklev.c
389
if(levl[x-1][y].typ == DOOR || levl[x+1][y].typ == DOOR ||
games/hack/hack.mklev.c
390
levl[x][y+1].typ == DOOR || levl[x][y-1].typ == DOOR ||
games/hack/hack.mklev.c
408
dosdoor(x,y,aroom,rn2(8) ? DOOR : SDOOR);
games/hack/hack.mklev.c
418
type = DOOR;
games/hack/hack.mklev.c
420
if(type == DOOR)
games/hack/hack.mklev.c
727
dosdoor(xx, yy, aroom, rn2(5) ? SDOOR : DOOR);
games/hack/hack.mkshop.c
311
if((lev = &levl[sx+dx][sy+dy])->typ == DOOR ||
games/hack/hack.mon.c
564
if(!(nx != x && ny != y && (nowtyp == DOOR || ntyp == DOOR)))
games/hack/hack.pri.c
443
case DOOR:
games/hack/hack.read.c
406
lev->typ = DOOR;
games/hack/hack.read.c
554
if (levl[(int)u.ux][(int)u.uy].typ == DOOR) {
games/hack/hack.search.c
125
levl[(int)x][(int)y].typ = DOOR;
games/hack/hack.search.c
85
levl[(int)zx][(int)zy].typ = DOOR;
games/hack/hack.vault.c
245
levl[x][y].typ = DOOR;
games/hack/hack.vault.c
284
crm->typ = (typ == SCORR) ? CORR : DOOR;
games/hack/hack.vault.c
302
crm->typ = DOOR;
games/hack/hack.vault.c
314
crm->typ = DOOR;
games/hack/hack.zap.c
299
room->typ = DOOR;
games/hunt/huntd/driver.c
469
See_over[DOOR] = FALSE;
games/hunt/huntd/execute.c
229
case DOOR:
games/hunt/huntd/expl.c
219
Maze[r->r_y][r->r_x] = DOOR;
games/hunt/huntd/expl.c
93
case DOOR:
games/hunt/huntd/makemaze.c
220
*sp = DOOR;
games/hunt/huntd/makemaze.c
60
*sp++ = DOOR;
games/hunt/huntd/shots.c
1056
case DOOR:
games/hunt/huntd/shots.c
317
case DOOR:
games/hunt/huntd/shots.c
707
case DOOR:
games/hunt/huntd/shots.c
851
case DOOR: