Symbol: HEIGHT
games/hunt/hunt/hunt.c
326
if (numdrivers < HEIGHT - 3) {
games/hunt/hunt/hunt.c
456
display_move(HEIGHT, 0);
games/hunt/hunt/hunt.c
500
display_move(HEIGHT, 0);
games/hunt/hunt/otto.c
124
static char been_there[HEIGHT][WIDTH2];
games/hunt/hunt/otto.c
295
for (r = row + 1; r < HEIGHT; r++)
games/hunt/hunt/otto.c
306
if (r < HEIGHT)
games/hunt/hunt/otto.c
531
((flbr[FRONT].flags & BEEN) ? 7 : HEIGHT))))
games/hunt/hunt/playit.c
280
display_move(HEIGHT, 0);
games/hunt/hunt/playit.c
293
display_move(HEIGHT, 0);
games/hunt/hunt/playit.c
312
display_move(HEIGHT, 0);
games/hunt/hunt/playit.c
362
display_move(HEIGHT, 0);
games/hunt/huntd/answer.c
138
outyx(ALL_PLAYERS, HEIGHT, 0, "%s%s: %.*s",
games/hunt/huntd/answer.c
313
for ( ; y < HEIGHT; y++)
games/hunt/huntd/answer.c
320
y = rand_num(HEIGHT - 1) + 1;
games/hunt/huntd/answer.c
366
y = rand_num(HEIGHT - 1) + 1;
games/hunt/huntd/answer.c
374
y = rand_num(HEIGHT - 1) + 1;
games/hunt/huntd/draw.c
333
cgoto(pp, HEIGHT, 0);
games/hunt/huntd/draw.c
62
for (y = 1; y < HEIGHT - 1; y++) {
games/hunt/huntd/draw.c
78
cgoto(pp, HEIGHT - 1, 0);
games/hunt/huntd/draw.c
79
outstr(pp, pp->p_maze[HEIGHT - 1], WIDTH);
games/hunt/huntd/driver.c
492
y = rand_num(HEIGHT - 1) + 1;
games/hunt/huntd/driver.c
686
outyx(pp, HEIGHT / 2, x, "%s", pp->p_death);
games/hunt/huntd/driver.c
692
outyx(pp, HEIGHT / 2 - 1, x, "%s", pp->p_death);
games/hunt/huntd/driver.c
693
outyx(pp, HEIGHT / 2 + 1, x, "%s", pp->p_death);
games/hunt/huntd/driver.c
696
cgoto(pp, HEIGHT, 0);
games/hunt/huntd/driver.c
806
y = rand_num(HEIGHT / 2) + HEIGHT / 4;
games/hunt/huntd/driver.c
823
y = rand_num(HEIGHT / 2) + HEIGHT / 4;
games/hunt/huntd/driver.c
962
cgoto(ALL_PLAYERS, HEIGHT, 0);
games/hunt/huntd/expl.c
57
if (y < 0 || y >= HEIGHT)
games/hunt/huntd/extern.c
41
char Maze[HEIGHT][WIDTH2]; /* the maze */
games/hunt/huntd/extern.c
42
char Orig_maze[HEIGHT][WIDTH2]; /* the original maze */
games/hunt/huntd/makemaze.c
176
if (tx < 0 || ty < 0 || tx >= WIDTH || ty >= HEIGHT)
games/hunt/huntd/makemaze.c
192
for (y = 0; y < HEIGHT; y++)
games/hunt/huntd/makemaze.c
201
if (y + 1 < HEIGHT && Maze[y + 1][x] != SPACE)
games/hunt/huntd/makemaze.c
59
while (sp < &Maze[HEIGHT - 1][WIDTH])
games/hunt/huntd/makemaze.c
63
y = rand_num(HEIGHT / 2) * 2 + 1;
games/hunt/huntd/server.h
161
char p_maze[HEIGHT][WIDTH2];
games/hunt/huntd/server.h
279
extern char Maze[HEIGHT][WIDTH2];
games/hunt/huntd/server.h
280
extern char Orig_maze[HEIGHT][WIDTH2];
games/hunt/huntd/server.h
56
#define DBOUND (HEIGHT - 1)
games/hunt/huntd/shots.c
1048
if (y < 0 || x < 0 || y >= HEIGHT || x >= WIDTH)
games/hunt/huntd/shots.c
672
else if (y > HEIGHT - 2) {
games/hunt/huntd/shots.c
673
y = (HEIGHT - 2) - (y - (HEIGHT - 2));
games/hunt/huntd/shots.c
694
PLUS_DELTA(y, HEIGHT - 2);
games/hunt/huntd/shots.c
779
if (y < 0 || y >= HEIGHT)
sys/dev/pci/drm/i915/gem/selftests/i915_gem_client_blt.c
555
hole_size = 2 * round_up(WIDTH * HEIGHT * 4, t->align);
sys/dev/pci/drm/i915/gem/selftests/i915_gem_client_blt.c
577
err = tiled_blits_create_buffers(t, WIDTH, HEIGHT, prng);
usr.bin/banner/banner.c
113
extern char scnkey[][HEIGHT]; /* in lpdchar.c */
usr.bin/banner/banner.c
115
for (scnhgt = 0; scnhgt++ < HEIGHT+DROP; ) {
usr.bin/banner/banner.c
126
if ((!d && scnhgt > HEIGHT) || (scnhgt <= DROP && d))
usr.bin/banner/chset.c
187
char scnkey[][HEIGHT] = /* this is relatively easy to modify */
usr.sbin/lpd/lp_banner.c
1128
for (scnhgt = 0; scnhgt++ < HEIGHT+DROP; ) {
usr.sbin/lpd/lp_banner.c
1133
if ((!d && scnhgt > HEIGHT) || (scnhgt <= DROP && d))
usr.sbin/lpd/lp_banner.c
116
static const char scnkey[][HEIGHT] = /* this is relatively easy to modify */
usr.sbin/lpr/lpd/lpdchar.c
99
const char scnkey[][HEIGHT] = /* this is relatively easy to modify */
usr.sbin/lpr/lpd/printjob.c
1060
extern char scnkey[][HEIGHT]; /* in lpdchar.c */
usr.sbin/lpr/lpd/printjob.c
1062
for (scnhgt = 0; scnhgt++ < HEIGHT+DROP; ) {
usr.sbin/lpr/lpd/printjob.c
1067
if ((!d && scnhgt > HEIGHT) || (scnhgt <= DROP && d))