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Data Structures | |
struct | symdef |
struct | rm |
struct | damage |
struct | levelflags |
struct | mon_gen_tuple |
struct | mon_gen_override |
struct | lvl_sound_bite |
struct | lvl_sounds |
struct | dlevel_t |
Defines | |
#define | STONE 0 |
#define | VWALL 1 |
#define | HWALL 2 |
#define | TLCORNER 3 |
#define | TRCORNER 4 |
#define | BLCORNER 5 |
#define | BRCORNER 6 |
#define | CROSSWALL 7 |
#define | TUWALL 8 |
#define | TDWALL 9 |
#define | TLWALL 10 |
#define | TRWALL 11 |
#define | DBWALL 12 |
#define | TREE 13 |
#define | SDOOR 14 |
#define | SCORR 15 |
#define | POOL 16 |
#define | MOAT 17 |
#define | WATER 18 |
#define | DRAWBRIDGE_UP 19 |
#define | LAVAPOOL 20 |
#define | IRONBARS 21 |
#define | DOOR 22 |
#define | CORR 23 |
#define | ROOM 24 |
#define | STAIRS 25 |
#define | LADDER 26 |
#define | FOUNTAIN 27 |
#define | THRONE 28 |
#define | SINK 29 |
#define | GRAVE 30 |
#define | ALTAR 31 |
#define | ICE 32 |
#define | DRAWBRIDGE_DOWN 33 |
#define | AIR 34 |
#define | CLOUD 35 |
#define | MAX_TYPE 36 |
#define | INVALID_TYPE 127 |
#define | IS_WALL(typ) ((typ) && (typ) <= DBWALL) |
#define | IS_STWALL(typ) ((typ) <= DBWALL) |
#define | IS_ROCK(typ) ((typ) < POOL) |
#define | IS_DOOR(typ) ((typ) == DOOR) |
#define | IS_TREE(typ) |
#define | ACCESSIBLE(typ) ((typ) >= DOOR) |
#define | IS_ROOM(typ) ((typ) >= ROOM) |
#define | ZAP_POS(typ) ((typ) >= POOL) |
#define | SPACE_POS(typ) ((typ) > DOOR) |
#define | IS_POOL(typ) ((typ) >= POOL && (typ) <= DRAWBRIDGE_UP) |
#define | IS_THRONE(typ) ((typ) == THRONE) |
#define | IS_FOUNTAIN(typ) ((typ) == FOUNTAIN) |
#define | IS_SINK(typ) ((typ) == SINK) |
#define | IS_GRAVE(typ) ((typ) == GRAVE) |
#define | IS_ALTAR(typ) ((typ) == ALTAR) |
#define | IS_DRAWBRIDGE(typ) ((typ) == DRAWBRIDGE_UP || (typ) == DRAWBRIDGE_DOWN) |
#define | IS_FURNITURE(typ) ((typ) >= STAIRS && (typ) <= ALTAR) |
#define | IS_AIR(typ) ((typ) == AIR || (typ) == CLOUD) |
#define | IS_SOFT(typ) ((typ) == AIR || (typ) == CLOUD || IS_POOL(typ)) |
#define | S_stone 0 |
#define | S_vwall 1 |
#define | S_hwall 2 |
#define | S_tlcorn 3 |
#define | S_trcorn 4 |
#define | S_blcorn 5 |
#define | S_brcorn 6 |
#define | S_crwall 7 |
#define | S_tuwall 8 |
#define | S_tdwall 9 |
#define | S_tlwall 10 |
#define | S_trwall 11 |
#define | S_ndoor 12 |
#define | S_vodoor 13 |
#define | S_hodoor 14 |
#define | S_vcdoor 15 |
#define | S_hcdoor 16 |
#define | S_bars 17 |
#define | S_tree 18 |
#define | S_room 19 |
#define | S_darkroom 20 |
#define | S_corr 21 |
#define | S_litcorr 22 |
#define | S_upstair 23 |
#define | S_dnstair 24 |
#define | S_upladder 25 |
#define | S_dnladder 26 |
#define | S_altar 27 |
#define | S_grave 28 |
#define | S_throne 29 |
#define | S_sink 30 |
#define | S_fountain 31 |
#define | S_pool 32 |
#define | S_ice 33 |
#define | S_lava 34 |
#define | S_vodbridge 35 |
#define | S_hodbridge 36 |
#define | S_vcdbridge 37 |
#define | S_hcdbridge 38 |
#define | S_air 39 |
#define | S_cloud 40 |
#define | S_water 41 |
#define | S_arrow_trap 42 |
#define | S_dart_trap 43 |
#define | S_falling_rock_trap 44 |
#define | S_squeaky_board 45 |
#define | S_bear_trap 46 |
#define | S_land_mine 47 |
#define | S_rolling_boulder_trap 48 |
#define | S_sleeping_gas_trap 49 |
#define | S_rust_trap 50 |
#define | S_fire_trap 51 |
#define | S_pit 52 |
#define | S_spiked_pit 53 |
#define | S_hole 54 |
#define | S_trap_door 55 |
#define | S_teleportation_trap 56 |
#define | S_level_teleporter 57 |
#define | S_magic_portal 58 |
#define | S_web 59 |
#define | S_statue_trap 60 |
#define | S_magic_trap 61 |
#define | S_anti_magic_trap 62 |
#define | S_polymorph_trap 63 |
#define | S_vbeam 64 |
#define | S_hbeam 65 |
#define | S_lslant 66 |
#define | S_rslant 67 |
#define | S_digbeam 68 |
#define | S_flashbeam 69 |
#define | S_boomleft 70 |
#define | S_boomright 71 |
#define | S_ss1 72 |
#define | S_ss2 73 |
#define | S_ss3 74 |
#define | S_ss4 75 |
#define | S_sw_tl 76 |
#define | S_sw_tc 77 |
#define | S_sw_tr 78 |
#define | S_sw_ml 79 |
#define | S_sw_mr 80 |
#define | S_sw_bl 81 |
#define | S_sw_bc 82 |
#define | S_sw_br 83 |
#define | S_explode1 84 |
#define | S_explode2 85 |
#define | S_explode3 86 |
#define | S_explode4 87 |
#define | S_explode5 88 |
#define | S_explode6 89 |
#define | S_explode7 90 |
#define | S_explode8 91 |
#define | S_explode9 92 |
#define | MAXPCHARS 93 |
#define | MAXDCHARS 42 |
#define | MAXTCHARS 22 |
#define | MAXECHARS 29 |
#define | MAXEXPCHARS 9 |
#define | ASCII_GRAPHICS 0 |
#define | IBM_GRAPHICS 1 |
#define | DEC_GRAPHICS 2 |
#define | MAC_GRAPHICS 3 |
#define | CURS_GRAPHICS 4 |
#define | D_NODOOR 0 |
#define | D_BROKEN 1 |
#define | D_ISOPEN 2 |
#define | D_CLOSED 4 |
#define | D_LOCKED 8 |
#define | D_TRAPPED 16 |
#define | D_SECRET 32 |
#define | AM_SHRINE 8 |
#define | T_LOOTED 1 |
#define | TREE_LOOTED 1 |
#define | TREE_SWARM 2 |
#define | F_LOOTED 1 |
#define | F_WARNED 2 |
#define | FOUNTAIN_IS_WARNED(x, y) (levl[x][y].looted & F_WARNED) |
#define | FOUNTAIN_IS_LOOTED(x, y) (levl[x][y].looted & F_LOOTED) |
#define | SET_FOUNTAIN_WARNED(x, y) levl[x][y].looted |= F_WARNED; |
#define | SET_FOUNTAIN_LOOTED(x, y) levl[x][y].looted |= F_LOOTED; |
#define | CLEAR_FOUNTAIN_WARNED(x, y) levl[x][y].looted &= ~F_WARNED; |
#define | CLEAR_FOUNTAIN_LOOTED(x, y) levl[x][y].looted &= ~F_LOOTED; |
#define | D_WARNED 16 |
#define | S_LPUDDING 1 |
#define | S_LDWASHER 2 |
#define | S_LRING 4 |
#define | DB_NORTH 0 |
#define | DB_SOUTH 1 |
#define | DB_EAST 2 |
#define | DB_WEST 3 |
#define | DB_DIR 3 |
#define | DB_MOAT 0 |
#define | DB_LAVA 4 |
#define | DB_ICE 8 |
#define | DB_FLOOR 16 |
#define | DB_UNDER 28 |
#define | WM_MASK 0x07 |
#define | W_NONDIGGABLE 0x08 |
#define | W_NONPASSWALL 0x10 |
#define | LA_UP 1 |
#define | LA_DOWN 2 |
#define | ICED_POOL 8 |
#define | ICED_MOAT 16 |
#define | SET_TYPLIT(x, y, ttyp, llit) |
#define | WM_W_LEFT 1 |
#define | WM_W_RIGHT 2 |
#define | WM_W_TOP WM_W_LEFT |
#define | WM_W_BOTTOM WM_W_RIGHT |
#define | WM_C_OUTER 1 |
#define | WM_C_INNER 2 |
#define | WM_T_LONG 1 |
#define | WM_T_BL 2 |
#define | WM_T_BR 3 |
#define | WM_X_TL 1 |
#define | WM_X_TR 2 |
#define | WM_X_BL 3 |
#define | WM_X_BR 4 |
#define | WM_X_TLBR 5 |
#define | WM_X_BLTR 6 |
#define | SV0 0x1 |
#define | SV1 0x2 |
#define | SV2 0x4 |
#define | SV3 0x8 |
#define | SV4 0x10 |
#define | SV5 0x20 |
#define | SV6 0x40 |
#define | SV7 0x80 |
#define | SVALL 0xFF |
#define | doormask flags |
#define | altarmask flags |
#define | wall_info flags |
#define | ladder flags |
#define | drawbridgemask flags |
#define | looted flags |
#define | icedpool flags |
#define | blessedftn horizontal |
#define | disturbed horizontal |
#define | LVLSND_HEARD 0 |
#define | LVLSND_PLINED 1 |
#define | LVLSND_VERBAL 2 |
#define | LVLSND_FELT 3 |
#define | levl level.locations |
#define | fobj level.objlist |
#define | fmon level.monlist |
#define | trap_to_defsym(t) (S_arrow_trap+(t)-1) |
#define | defsym_to_trap(d) ((d)-S_arrow_trap+1) |
#define | OBJ_AT(x, y) (level.objects[x][y] != (struct obj *)0) |
#define | MON_AT(x, y) |
#define | MON_BURIED_AT(x, y) |
#define | place_worm_seg(m, x, y) level.monsters[x][y] = m |
#define | m_at(x, y) |
#define | m_buried_at(x, y) |
Variables | |
struct symdef | defsyms [MAXPCHARS] |
uchar | showsyms [MAXPCHARS] |
struct symdef | def_warnsyms [WARNCOUNT] |
dlevel_t | level |
#define ACCESSIBLE | ( | typ ) | ((typ) >= DOOR) |
Referenced by accessible(), badpos(), clear_fcorr(), gd_move(), goodpos(), newsym(), and set_apparxy().
#define AIR 34 |
Referenced by back_to_glyph(), bad_location(), is_ok_location(), and mv_bubble().
#define ALTAR 31 |
Referenced by back_to_glyph(), check_tutorial_location(), create_altar(), do_earthquake(), mkaltar(), mktemple(), move_special(), readobjnam(), and recalc_mapseen().
#define altarmask flags |
Referenced by lookat(), priestini(), and recalc_mapseen().
#define AM_SHRINE 8 |
Referenced by create_altar(), dfeature_at(), dosacrifice(), has_shrine(), lookat(), and mktemple().
#define ASCII_GRAPHICS 0 |
Referenced by initoptions(), parseoptions(), and switch_graphics().
#define BLCORNER 5 |
Referenced by back_to_glyph(), do_room_or_subroom(), invault(), set_mimic_sym(), set_wall_state(), wall_angle(), wall_extends(), and wallify_vault().
#define blessedftn horizontal |
#define BRCORNER 6 |
Referenced by back_to_glyph(), do_room_or_subroom(), invault(), set_wall_state(), wall_angle(), wall_extends(), and wallify_vault().
#define CLEAR_FOUNTAIN_LOOTED | ( | x, | |
y | |||
) | levl[x][y].looted &= ~F_LOOTED; |
Referenced by dipfountain().
#define CLEAR_FOUNTAIN_WARNED | ( | x, | |
y | |||
) | levl[x][y].looted &= ~F_WARNED; |
#define CLOUD 35 |
Referenced by back_to_glyph(), do_storms(), does_block(), and is_ok_location().
#define CORR 23 |
Referenced by back_to_glyph(), bad_location(), check_pos(), check_tutorial_location(), create_corridor(), dig(), dig_corridor(), do_earthquake(), dokick(), dosearch0(), feel_location(), find_branch_room(), findone(), gd_move(), invault(), is_ok_location(), join(), lookaround(), magic_map_background(), makeniche(), maketrap(), mazexy(), mdig_tunnel(), mkcavearea(), newsym(), openone(), show_map_spot(), sokoban_detect(), spo_mazewalk(), still_chewing(), use_defensive(), use_stethoscope(), walkfrom(), and zap_dig().
#define CROSSWALL 7 |
Referenced by back_to_glyph(), remove_boundary_syms(), set_mimic_sym(), set_wall_state(), wall_angle(), wall_extends(), and wallify_map().
#define CURS_GRAPHICS 4 |
Referenced by parseoptions(), and switch_graphics().
#define D_BROKEN 1 |
Referenced by back_to_glyph(), bhit(), block_entry(), blow_up_landmine(), dfeature_at(), dig(), doclose(), dokick(), doorlock(), launch_obj(), lookat(), m_move(), mbhit(), mdig_tunnel(), mfndpos(), moverock(), pick_lock(), picklock(), repair_damage(), still_chewing(), test_move(), untrap(), and zap_over_floor().
#define D_CLOSED 4 |
Referenced by can_reach_location(), click_to_cmd(), closed_door(), create_door(), create_secret_door(), cvt_sdoor_to_door(), doclose(), does_block(), doorlock(), dosdoor(), feel_location(), m_move(), mbhit(), mfndpos(), openone(), picklock(), repair_damage(), sel_set_door(), sel_set_ter(), set_terrain(), and spo_map().
#define D_ISOPEN 2 |
Referenced by back_to_glyph(), check_tutorial_location(), create_door(), dfeature_at(), doclose(), dokick(), doorlock(), dosdoor(), m_move(), openone(), pick_lock(), picklock(), stock_room(), and untrap().
#define D_LOCKED 8 |
#define D_NODOOR 0 |
Referenced by create_door(), create_drawbridge(), cvt_sdoor_to_door(), destroy_drawbridge(), dfeature_at(), dig(), do_earthquake(), doclose(), dokick(), doorlock(), dosdoor(), gd_move(), invault(), m_move(), mdig_tunnel(), moverock(), open_drawbridge(), openone(), pick_lock(), picklock(), still_chewing(), stock_room(), untrap(), zap_dig(), and zap_over_floor().
#define D_SECRET 32 |
Referenced by sel_set_door().
#define D_TRAPPED 16 |
Referenced by create_door(), dig(), does_block(), dokick(), doorlock(), dosdoor(), lookat(), m_move(), mdig_tunnel(), openone(), picklock(), still_chewing(), stock_room(), trap_detect(), and untrap().
#define D_WARNED 16 |
Referenced by dokick(), and watch_on_duty().
#define DB_DIR 3 |
#define DB_EAST 2 |
#define DB_FLOOR 16 |
Referenced by back_to_glyph(), boulder_hits_pool(), and zap_over_floor().
#define DB_ICE 8 |
Referenced by back_to_glyph(), destroy_drawbridge(), is_ice(), melt_ice(), waterbody_name(), and zap_over_floor().
#define DB_LAVA 4 |
Referenced by back_to_glyph(), create_drawbridge(), destroy_drawbridge(), dighole(), fillholetyp(), and is_lava().
#define DB_MOAT 0 |
Referenced by back_to_glyph(), destroy_drawbridge(), dighole(), fillholetyp(), is_pool(), and waterbody_name().
#define DB_NORTH 0 |
#define DB_SOUTH 1 |
#define DB_UNDER 28 |
Referenced by back_to_glyph(), boulder_hits_pool(), destroy_drawbridge(), dighole(), fillholetyp(), is_ice(), is_lava(), is_pool(), waterbody_name(), and zap_over_floor().
#define DB_WEST 3 |
#define DBWALL 12 |
Referenced by back_to_glyph(), close_drawbridge(), create_drawbridge(), dfeature_at(), is_db_wall(), is_drawbridge_wall(), wall_extends(), and wallification().
#define DEC_GRAPHICS 2 |
Referenced by initoptions(), parseoptions(), and switch_graphics().
#define defsym_to_trap | ( | d ) | ((d)-S_arrow_trap+1) |
#define disturbed horizontal |
#define DOOR 22 |
Referenced by back_to_glyph(), create_door(), create_drawbridge(), cvt_sdoor_to_door(), destroy_drawbridge(), dig(), do_earthquake(), dodoor(), doorlock(), dosdoor(), gd_move(), invault(), is_drawbridge_wall(), makeniche(), maketrap(), mdig_tunnel(), open_drawbridge(), openone(), sel_set_door(), sokoban_detect(), still_chewing(), and zap_dig().
#define doormask flags |
Referenced by can_reach_location(), closed_door(), do_earthquake(), dokick(), dosdoor(), lookat(), mfndpos(), moverock(), openone(), stock_room(), untrap(), and watch_on_duty().
#define DRAWBRIDGE_DOWN 33 |
Referenced by back_to_glyph(), bhit(), close_drawbridge(), create_drawbridge(), dfeature_at(), digactualhole(), dighole(), do_entity(), do_play_instrument(), doclose(), dosit(), open_drawbridge(), surface(), and zap_updown().
#define DRAWBRIDGE_UP 19 |
#define drawbridgemask flags |
Referenced by fillholetyp(), get_wall_for_db(), is_drawbridge_wall(), is_ice(), is_lava(), is_pool(), and waterbody_name().
#define F_LOOTED 1 |
#define F_WARNED 2 |
#define fmon level.monlist |
Referenced by aggravate(), amulet(), angry_guards(), angry_shk_exists(), awaken_monsters(), awaken_soldiers(), bagotricks(), calm_nymphs(), charm_monsters(), charm_snakes(), check_leash(), check_special_room(), clear_bypasses(), clearpriests(), clone_mon(), deadbook(), dev_name(), dmonsfree(), do_class_genocide(), do_genocide(), dochug(), dogaze(), dokick(), domindblast(), dopay(), dosounds(), doturn(), drinkfountain(), dryup(), fightm(), final_level(), find_mid(), find_oid(), findgd(), findpriest(), fixup_special(), flip_level(), food_detect(), freedynamicdata(), getbones(), getlev(), gold_detect(), goto_level(), keepdogs(), kill_genocided_monsters(), kill_monster_on_level(), makemon(), maybe_tutorial(), mcalcdistress(), mon_arrive(), monster_detect(), monstinroom(), moveloop(), movemon(), nameshk(), next_to_u(), noisy_hit(), o_unleash(), obfree(), object_detect(), other_mon_has_arti(), pacify_guards(), paybill(), put_monsters_to_sleep(), relmon(), replmon(), rescham(), restartcham(), restlevelstate(), same_price(), savebones(), savelev(), see_monsters(), seffects(), set_mimic_blocking(), setmangry(), setpaid(), shopper_financial_report(), stealarm(), unleash_all(), unpaid_cost(), update_mlstmv(), use_magic_whistle(), use_offensive(), wake_nearby(), wake_nearto(), and watch_dig().
#define fobj level.objlist |
Referenced by clear_bypasses(), del_sokoprize(), dog_goal(), doloot(), dorecover(), dotrap(), find_lev_obj(), find_oid(), flip_level(), food_detect(), freedynamicdata(), getbones(), getlev(), gold_detect(), kill_genocided_monsters(), m_move(), moverock(), on_ground(), place_object(), remove_object(), replace_object(), reset_oattached_mids(), savebones(), savelev(), see_objects(), setpaid(), and trap_detect().
#define FOUNTAIN 27 |
Referenced by back_to_glyph(), check_tutorial_location(), count_features(), do_earthquake(), mkfount(), mkgarden(), readobjnam(), recalc_mapseen(), spo_feature(), and undo_flood().
#define FOUNTAIN_IS_LOOTED | ( | x, | |
y | |||
) | (levl[x][y].looted & F_LOOTED) |
Referenced by dipfountain(), and drinkfountain().
#define FOUNTAIN_IS_WARNED | ( | x, | |
y | |||
) | (levl[x][y].looted & F_WARNED) |
Referenced by dryup().
#define GRAVE 30 |
Referenced by back_to_glyph(), check_tutorial_location(), do_earthquake(), make_grave(), and spo_grave().
#define HWALL 2 |
#define IBM_GRAPHICS 1 |
Referenced by initoptions(), parseoptions(), and switch_graphics().
#define ICE 32 |
Referenced by back_to_glyph(), bagotricks(), destroy_drawbridge(), doapply(), is_ice(), is_ok_location(), makewish(), waterbody_name(), and zap_over_floor().
#define ICED_MOAT 16 |
Referenced by destroy_drawbridge(), and zap_over_floor().
#define ICED_POOL 8 |
Referenced by melt_ice(), and zap_over_floor().
#define icedpool flags |
#define INVALID_TYPE 127 |
#define IRONBARS 21 |
Referenced by back_to_glyph(), bagotricks(), bhit(), dfeature_at(), doapply(), dokick(), hurtle_step(), iswall(), iswall_or_stone(), kickstr(), launch_obj(), m_move(), m_throw(), make_ironbarwalls(), makeniche(), makewish(), mfndpos(), moverock(), readobjnam(), spo_map(), test_move(), and use_pick_axe2().
#define IS_AIR | ( | typ ) | ((typ) == AIR || (typ) == CLOUD) |
Referenced by ceiling(), lookaround(), seffects(), surface(), use_grapple(), and use_offensive().
#define IS_ALTAR | ( | typ ) | ((typ) == ALTAR) |
Referenced by a_gname_at(), angry_priest(), breakobj(), dfeature_at(), dig(), dig_check(), dighole(), dokick(), dosit(), drop(), dropx(), engrave(), has_shrine(), hitfloor(), kickstr(), maybe_tutorial(), onscary(), and surface().
#define IS_DOOR | ( | typ ) | ((typ) == DOOR) |
Referenced by add_damage(), bhit(), block_door(), block_entry(), blow_up_landmine(), bydoor(), can_reach_location(), ceiling(), check_tutorial_location(), click_to_cmd(), closed_door(), dfeature_at(), dig(), digactualhole(), do_break_wand(), doclose(), does_block(), dokick(), domove(), feel_location(), finddpos(), flood_fill_rm(), getpos(), ghod_hitsu(), iswall(), iswall_or_stone(), kickstr(), m_move(), maketrap(), mbhit(), mfndpos(), moverock(), nexttodoor(), pick_lock(), remove_damage(), repair_damage(), search_door(), sel_set_door(), sel_set_ter(), set_mimic_sym(), set_repo_loc(), set_terrain(), spo_map(), spo_mazewalk(), still_chewing(), surface(), test_move(), untrap(), vision_recalc(), walkfrom(), watch_dig(), and watch_on_duty().
#define IS_DRAWBRIDGE | ( | typ ) | ((typ) == DRAWBRIDGE_UP || (typ) == DRAWBRIDGE_DOWN) |
#define IS_FOUNTAIN | ( | typ ) | ((typ) == FOUNTAIN) |
Referenced by click_to_cmd(), dfeature_at(), digactualhole(), dodip(), dodrink(), dokick(), domonability(), dryup(), engrave(), kickstr(), minliquid(), surface(), watch_dig(), and zap_over_floor().
#define IS_FURNITURE | ( | typ ) | ((typ) >= STAIRS && (typ) <= ALTAR) |
Referenced by create_feature(), domove(), makelevel(), occupied(), place_niche(), sel_set_feature(), use_defensive(), use_trap(), and use_whip().
#define IS_GRAVE | ( | typ ) | ((typ) == GRAVE) |
Referenced by dfeature_at(), digactualhole(), dighole(), dokick(), dosit(), engrave(), kickstr(), and surface().
#define IS_POOL | ( | typ ) | ((typ) >= POOL && (typ) <= DRAWBRIDGE_UP) |
Referenced by feel_location(), gd_move(), makelevel(), and place_niche().
#define IS_ROCK | ( | typ ) | ((typ) < POOL) |
Referenced by attack(), bad_rock(), blocked_boulder(), can_reach_location(), check_pos(), clear_fcorr(), create_door(), dig(), dig_check(), dig_typ(), dighole(), does_block(), dog_move(), dokick(), domove(), feel_location(), figurine_location_checks(), finish_map(), hurtle_step(), in_trouble(), kick_object(), kickstr(), launch_obj(), lookaround(), m_move(), m_throw(), mdig_tunnel(), mfndpos(), mkcavepos(), moverock(), seffects(), still_chewing(), test_move(), use_offensive(), use_pick_axe2(), use_trap(), vision_reset(), watch_dig(), and zap_dig().
#define IS_ROOM | ( | typ ) | ((typ) >= ROOM) |
Referenced by buzz(), ceiling(), dog_goal(), feel_location(), flood_fill_rm(), gd_move(), maketrap(), repair_damage(), set_mimic_sym(), surface(), and wallify_map().
#define IS_SINK | ( | typ ) | ((typ) == SINK) |
Referenced by bhit(), boomhit(), click_to_cmd(), dfeature_at(), digactualhole(), dodrink(), dokick(), dosit(), drop(), kickstr(), m_throw(), and spoteffects().
#define IS_SOFT | ( | typ ) | ((typ) == AIR || (typ) == CLOUD || IS_POOL(typ)) |
Referenced by hitfloor(), and throwit().
#define IS_STWALL | ( | typ ) | ((typ) <= DBWALL) |
Referenced by cast_protection(), dokick(), gd_move(), goto_level(), is_solid(), kickstr(), may_dig(), may_passwall(), set_wall_property(), spelleffects(), and throwspell().
#define IS_THRONE | ( | typ ) | ((typ) == THRONE) |
Referenced by click_to_cmd(), dfeature_at(), dig_check(), dighole(), dokick(), doloot(), dosit(), fill_zoo(), and kickstr().
#define IS_TREE | ( | typ ) |
Referenced by dig(), dig_typ(), dog_move(), dokick(), figurine_location_checks(), hurtle_step(), kickstr(), m_move(), mdig_tunnel(), mfndpos(), still_chewing(), use_pick_axe2(), watch_dig(), and zap_dig().
#define IS_WALL | ( | typ ) | ((typ) && (typ) <= DBWALL) |
Referenced by bound_digging(), ceiling(), create_drawbridge(), dig(), dig_typ(), do_break_wand(), dosdoor(), finish_map(), flood_fill_rm(), getpos(), invault(), iswall(), iswall_or_stone(), lookat(), make_ironbarwalls(), makeniche(), maketrap(), mdig_tunnel(), remove_damage(), repair_damage(), sel_set_ter(), set_mimic_sym(), set_terrain(), sokoban_detect(), somexy(), spill_terrain(), spo_map(), still_chewing(), surface(), vision_recalc(), wall_extends(), wallification(), wallify_vault(), watch_dig(), and zap_dig().
#define LA_DOWN 2 |
Referenced by back_to_glyph(), dokick(), mkstairs(), place_branch(), and spo_ladder().
#define LA_UP 1 |
Referenced by mkstairs(), place_branch(), and spo_ladder().
#define LADDER 26 |
Referenced by back_to_glyph(), create_altar(), create_trap(), dodown(), dokick(), dosit(), doup(), find_defensive(), kickstr(), and spo_ladder().
#define ladder flags |
#define LAVAPOOL 20 |
#define levl level.locations |
Referenced by a_gname_at(), accessible(), add_damage(), angry_priest(), attack(), attack_checks(), back_to_glyph(), backfill(), bad_location(), bad_rock(), badpos(), bagotricks(), bhit(), block_door(), block_entry(), blocked_boulder(), blow_up_landmine(), boomhit(), boulder_hits_pool(), bound_digging(), breakobj(), buzz(), bydoor(), can_reach_location(), cast_protection(), castmu(), ceiling(), check_pos(), check_room(), check_tutorial_location(), clear_fcorr(), clear_level_structures(), click_to_cmd(), close_drawbridge(), closed_door(), count_features(), create_altar(), create_door(), create_drawbridge(), create_feature(), create_monster(), create_secret_door(), create_trap(), destroy_drawbridge(), dfeature_at(), dig(), dig_check(), dig_corridor(), dig_typ(), dig_up_grave(), digactualhole(), dighole(), dipfountain(), display_monster(), do_break_wand(), do_earthquake(), do_entity(), do_flood(), do_play_instrument(), do_room_or_subroom(), do_storms(), doapply(), doclose(), docrt(), dodip(), dodown(), dodrink(), dog_goal(), dog_move(), dokick(), doloot(), domonability(), domove(), doorlock(), dosacrifice(), dosdoor(), dosearch0(), dosit(), dospinweb(), doup(), drag_ball(), drinkfountain(), drop(), drop_ball(), dropx(), drown(), dryup(), engrave(), explmu(), explode(), feel_location(), figurine_location_checks(), fill_zoo(), fillholetyp(), find_branch_room(), find_defensive(), find_drawbridge(), find_trap(), finddpos(), findone(), findtravelpath(), finish_map(), flip_level(), flood_fill_rm(), forget_map(), fracture_rock(), gd_move(), get_free_room_loc(), get_map(), get_wall_for_db(), getlev(), getpos(), ghod_hitsu(), goodpos(), goto_level(), gush(), has_shrine(), hitfloor(), hitmu(), hurtle_step(), in_rooms(), in_trouble(), init_fill(), init_map(), inside_shop(), invault(), is_db_wall(), is_drawbridge_wall(), is_ice(), is_lava(), is_ok_location(), is_pool(), is_solid(), isclearpath(), iswall(), iswall_or_stone(), join(), join_map(), kick_monster(), kick_object(), launch_obj(), light_region(), litroom(), lookaround(), lookat(), lvlfill_maze_grid(), m_move(), m_throw(), magic_map_background(), make_grave(), make_ironbarwalls(), makelevel(), makemaz(), makeniche(), maketrap(), makewish(), map_background(), map_invisible(), map_object(), map_trap(), may_dig(), may_passwall(), maybe_tutorial(), mazexy(), mbhit(), mdig_tunnel(), melt_ice(), mfndpos(), mineralize(), minliquid(), mkaltar(), mkcavearea(), mkcavepos(), mkfount(), mkgarden(), mkinvpos(), mkshop(), mkstairs(), mkswamp(), mktemple(), mon_in_room(), monstone(), move_bc(), move_special(), movebubbles(), moverock(), mv_bubble(), newsym(), nexttodoor(), occupied(), okay(), okdoor(), onscary(), open_drawbridge(), openone(), pass_one(), pass_three(), pass_two(), peffects(), pick_lock(), picking_at(), picklock(), place_branch(), place_niche(), priestini(), readobjnam(), recalc_mapseen(), remove_boundary_syms(), remove_damage(), remove_room(), repair_damage(), replace_terrain(), restrap(), rm_waslit(), savebones(), savelev(), scatter(), search_door(), seemimic(), seffects(), sel_set_door(), sel_set_feature(), sel_set_ter(), selection_floodfill(), set_apparxy(), set_bc(), set_lit(), set_mimic_sym(), set_repo_loc(), set_terrain(), set_wall_property(), set_wall_state(), setup_waterlevel(), shkinit(), show_map_spot(), sokoban_detect(), somexy(), spelleffects(), spill_terrain(), spo_grave(), spo_ladder(), spo_map(), spo_mazewalk(), spoteffects(), still_chewing(), stock_room(), stumble_onto_mimic(), surface(), test_move(), throw_gold(), throwit(), throwspell(), topologize(), trap_detect(), u_left_shop(), undo_flood(), unmap_object(), unplacebc(), untrap(), use_defensive(), use_grapple(), use_offensive(), use_pick_axe2(), use_stethoscope(), use_trap(), use_whip(), vision_recalc(), vision_reset(), walkfrom(), wall_extends(), wallification(), wallify_map(), wallify_vault(), wallwalk_right(), watch_dig(), watch_on_duty(), waterbody_name(), wildmiss(), zap_dig(), zap_over_floor(), and zap_updown().
#define looted flags |
Referenced by dokick(), and watch_on_duty().
#define LVLSND_FELT 3 |
Referenced by dosounds().
#define LVLSND_HEARD 0 |
Referenced by dosounds().
#define LVLSND_PLINED 1 |
Referenced by dosounds().
#define LVLSND_VERBAL 2 |
Referenced by dosounds().
#define m_at | ( | x, | |
y | |||
) |
Referenced by badpos(), bhit(), boomhit(), buzz(), check_map_spot(), check_tutorial_farlook(), clear_fcorr(), click_to_cmd(), close_drawbridge(), delfloortrap(), digactualhole(), disarm_holdingtrap(), do_break_wand(), do_earthquake(), do_flood(), do_mname(), dochat(), doclose(), does_block(), dog_move(), dokick(), domagictrap(), domove(), doorlock(), dopay(), dosearch0(), drag_ball(), drop_boulder_on_monster(), drop_throw(), explode(), feel_location(), find_defensive(), findone(), flooreffects(), gd_move(), goodpos(), goto_level(), gush(), hmonas(), hurtle_step(), kick_monster(), known_hitum(), launch_obj(), lookaround(), lookat(), m_move(), m_throw(), mbhit(), mdamagem(), mfndpos(), mk_mplayer(), mk_roamer(), mkcavepos(), mnearto(), monster_nearby(), movebubbles(), moverock(), mv_bubble(), newgame(), newsym(), obstructed(), pick_lock(), priestini(), put_lregion_here(), repair_damage(), revive_nasty(), scatter(), seffects(), set_entity(), shkinit(), spoteffects(), throwit(), try_disarm(), untrap(), use_grapple(), use_leash(), use_pick_axe2(), use_pole(), use_stethoscope(), use_whip(), wallify_vault(), and zap_over_floor().
#define m_buried_at | ( | x, | |
y | |||
) |
(MON_BURIED_AT(x,y) ? level.monsters[x][y] : \ (struct monst *)0)
#define MAC_GRAPHICS 3 |
Referenced by initoptions(), parseoptions(), and switch_graphics().
#define MAX_TYPE 36 |
Referenced by backfill(), init_fill(), init_map(), mkmap(), pass_one(), pass_three(), pass_two(), replace_terrain(), set_terrain(), set_wall_state(), spill_terrain(), spo_map(), and spo_wallwalk().
#define MAXDCHARS 42 |
Referenced by parse_config_line(), and parseoptions().
#define MAXECHARS 29 |
Referenced by parse_config_line(), and parseoptions().
#define MAXEXPCHARS 9 |
Referenced by mapglyph().
#define MAXPCHARS 93 |
Referenced by create_monster(), do_look(), getpos(), graphics_opts(), parse_config_line(), parseoptions(), switch_graphics(), and warning_opts().
#define MAXTCHARS 22 |
Referenced by parse_config_line(), and parseoptions().
#define MOAT 17 |
Referenced by back_to_glyph(), check_tutorial_location(), destroy_drawbridge(), does_block(), fillholetyp(), is_pool(), melt_ice(), mineralize(), mkinvpos(), and undo_flood().
#define MON_AT | ( | x, | |
y | |||
) |
Referenced by add_region(), boomhit(), check_tutorial_farlook(), clone_mon(), create_monster(), dog_move(), dokick(), doorlock(), drop_ball(), gd_move(), makemon(), mbhit(), mfndpos(), mk_mplayer(), mk_roamer(), mkgarden(), mkshobj_at(), mkswamp(), mon_arrive(), mon_beside(), movebubbles(), mv_bubble(), newgame(), pay_for_damage(), peffects(), priestini(), put_lregion_here(), revive(), set_entity(), shkinit(), tactics(), and use_pick_axe2().
#define MON_BURIED_AT | ( | x, | |
y | |||
) |
#define OBJ_AT | ( | x, | |
y | |||
) | (level.objects[x][y] != (struct obj *)0) |
Referenced by animate_statue(), bhit(), click_to_cmd(), close_drawbridge(), dokick(), domove(), dopickup(), dosit(), impact_drop(), m_move(), makemon(), mfndpos(), mkswamp(), movebubbles(), newcham(), obstructed(), openone(), pickup(), polymon(), set_mimic_sym(), ship_object(), teleds(), useupf(), zap_over_floor(), and zap_updown().
Referenced by place_worm_tail_randomly(), place_wsegs(), and worm_move().
#define POOL 16 |
#define ROOM 24 |
Referenced by back_to_glyph(), bad_location(), boulder_hits_pool(), destroy_drawbridge(), dig(), dig_up_grave(), dighole(), dipfountain(), do_earthquake(), do_flood(), do_room_or_subroom(), dokick(), dosacrifice(), dosit(), dryup(), feel_location(), fillholetyp(), find_branch_room(), get_free_room_loc(), gush(), invault(), is_ok_location(), join(), lookaround(), magic_map_background(), make_grave(), makelevel(), maketrap(), mazexy(), mdig_tunnel(), mkcavearea(), mkcavepos(), mkgarden(), mkinvpos(), mkpoolroom(), move_special(), newsym(), remove_boundary_syms(), restrap(), rm_waslit(), show_map_spot(), spo_mazewalk(), still_chewing(), undo_flood(), unmap_object(), walkfrom(), wallify_map(), zap_dig(), and zap_over_floor().
#define S_air 39 |
Referenced by back_to_glyph().
#define S_altar 27 |
Referenced by back_to_glyph(), do_look(), dosit(), lookat(), and set_mimic_sym().
#define S_anti_magic_trap 62 |
#define S_arrow_trap 42 |
Referenced by mapglyph().
#define S_bars 17 |
Referenced by back_to_glyph().
#define S_bear_trap 46 |
#define S_blcorn 5 |
Referenced by wall_angle().
#define S_boomleft 70 |
Referenced by boomhit().
#define S_boomright 71 |
Referenced by boomhit().
#define S_brcorn 6 |
Referenced by wall_angle().
#define S_cloud 40 |
Referenced by back_to_glyph(), create_gas_cloud(), and lookat().
#define S_corr 21 |
Referenced by back_to_glyph(), feel_location(), getpos(), magic_map_background(), mapglyph(), and newsym().
#define S_crwall 7 |
Referenced by wall_angle().
#define S_darkroom 20 |
Referenced by back_to_glyph(), do_look(), doset(), feel_location(), getpos(), initoptions(), magic_map_background(), mapglyph(), newsym(), and unmap_object().
#define S_dart_trap 43 |
#define S_digbeam 68 |
Referenced by zap_dig().
#define S_dnladder 26 |
Referenced by back_to_glyph(), and dfeature_at().
#define S_dnstair 24 |
Referenced by back_to_glyph(), dfeature_at(), and set_mimic_sym().
#define S_explode1 84 |
Referenced by mapglyph().
#define S_explode2 85 |
#define S_explode3 86 |
#define S_explode4 87 |
#define S_explode5 88 |
#define S_explode6 89 |
#define S_explode7 90 |
#define S_explode8 91 |
#define S_explode9 92 |
#define S_falling_rock_trap 44 |
#define S_fire_trap 51 |
#define S_flashbeam 69 |
Referenced by bhit().
#define S_fountain 31 |
Referenced by back_to_glyph(), dfeature_at(), and set_mimic_sym().
#define S_grave 28 |
Referenced by back_to_glyph(), dfeature_at(), and dosit().
#define S_hbeam 65 |
#define S_hcdbridge 38 |
Referenced by back_to_glyph().
#define S_hcdoor 16 |
Referenced by back_to_glyph(), doclose(), does_block(), lookaround(), mapglyph(), seemimic(), set_mimic_blocking(), set_mimic_sym(), stumble_onto_mimic(), and untrap().
#define S_hodbridge 36 |
Referenced by back_to_glyph().
#define S_hodoor 14 |
Referenced by back_to_glyph().
#define S_hole 54 |
#define S_hwall 2 |
Referenced by wall_angle().
#define S_ice 33 |
Referenced by back_to_glyph(), dfeature_at(), and dosit().
#define S_land_mine 47 |
#define S_lava 34 |
Referenced by back_to_glyph(), and dfeature_at().
#define S_LDWASHER 2 |
Referenced by dokick().
#define S_level_teleporter 57 |
#define S_litcorr 22 |
Referenced by back_to_glyph(), feel_location(), getpos(), magic_map_background(), mapglyph(), and newsym().
#define S_LPUDDING 1 |
Referenced by dokick().
#define S_LRING 4 |
Referenced by dokick().
#define S_lslant 66 |
#define S_magic_portal 58 |
#define S_magic_trap 61 |
#define S_ndoor 12 |
Referenced by back_to_glyph(), dfeature_at(), and lookat().
#define S_pit 52 |
#define S_polymorph_trap 63 |
Referenced by mapglyph().
#define S_pool 32 |
Referenced by back_to_glyph().
#define S_rolling_boulder_trap 48 |
#define S_room 19 |
Referenced by back_to_glyph(), do_look(), doset(), feel_location(), getpos(), glyph_at(), initoptions(), magic_map_background(), mapglyph(), newsym(), and unmap_object().
#define S_rslant 67 |
#define S_rust_trap 50 |
#define S_sink 30 |
Referenced by back_to_glyph(), dfeature_at(), and dosit().
#define S_sleeping_gas_trap 49 |
#define S_spiked_pit 53 |
#define S_squeaky_board 45 |
#define S_ss1 72 |
#define S_ss2 73 |
#define S_ss3 74 |
#define S_ss4 75 |
#define S_statue_trap 60 |
#define S_stone 0 |
Referenced by back_to_glyph(), clear_level_structures(), docrt(), doset(), feel_location(), forget_map(), initoptions(), row_refresh(), savebones(), swallowed(), under_water(), unmap_object(), and wall_angle().
#define S_sw_bc 82 |
Referenced by swallowed().
#define S_sw_bl 81 |
Referenced by swallowed().
#define S_sw_br 83 |
Referenced by is_swallow_sym(), swallow_to_glyph(), and swallowed().
#define S_sw_ml 79 |
Referenced by swallowed().
#define S_sw_mr 80 |
Referenced by swallowed().
#define S_sw_tc 77 |
Referenced by swallowed().
#define S_sw_tl 76 |
Referenced by do_look(), is_swallow_sym(), mapglyph(), swallow_to_glyph(), and swallowed().
#define S_sw_tr 78 |
Referenced by swallowed().
#define S_tdwall 9 |
Referenced by wall_angle().
#define S_teleportation_trap 56 |
#define S_throne 29 |
Referenced by back_to_glyph(), dfeature_at(), and dosit().
#define S_tlcorn 3 |
Referenced by wall_angle().
#define S_tlwall 10 |
Referenced by wall_angle().
#define S_trap_door 55 |
#define S_trcorn 4 |
Referenced by wall_angle().
#define S_tree 18 |
Referenced by back_to_glyph(), and dfeature_at().
#define S_trwall 11 |
Referenced by wall_angle().
#define S_tuwall 8 |
Referenced by wall_angle().
#define S_upladder 25 |
Referenced by back_to_glyph(), and dfeature_at().
#define S_upstair 23 |
Referenced by back_to_glyph(), dfeature_at(), and set_mimic_sym().
#define S_vbeam 64 |
Referenced by mapglyph().
#define S_vcdbridge 37 |
Referenced by back_to_glyph(), and dfeature_at().
#define S_vcdoor 15 |
Referenced by back_to_glyph(), dfeature_at(), doclose(), does_block(), lookaround(), seemimic(), set_mimic_blocking(), set_mimic_sym(), stumble_onto_mimic(), and untrap().
#define S_vodbridge 35 |
Referenced by back_to_glyph(), and dfeature_at().
#define S_vodoor 13 |
Referenced by back_to_glyph(), and dfeature_at().
#define S_vwall 1 |
Referenced by mapglyph(), and wall_angle().
#define S_water 41 |
Referenced by back_to_glyph(), mapglyph(), movebubbles(), and setup_waterlevel().
#define S_web 59 |
#define SCORR 15 |
Referenced by back_to_glyph(), check_pos(), check_tutorial_location(), click_to_cmd(), dig(), dig_corridor(), dokick(), dosearch0(), findone(), gd_move(), lookat(), makeniche(), maketrap(), openone(), set_mimic_sym(), show_map_spot(), sokoban_detect(), use_defensive(), use_stethoscope(), and zap_dig().
#define SDOOR 14 |
Referenced by back_to_glyph(), bhit(), bydoor(), ceiling(), check_tutorial_location(), create_door(), create_secret_door(), dig(), dig_check(), dighole(), dodoor(), dokick(), doorlock(), dosearch0(), finddpos(), findone(), getpos(), iswall(), iswall_or_stone(), lookat(), makeniche(), maketrap(), mbhit(), mdig_tunnel(), nexttodoor(), openone(), search_door(), seffects(), sel_set_door(), sel_set_ter(), set_mimic_sym(), set_terrain(), set_wall_state(), sokoban_detect(), spo_map(), still_chewing(), stock_room(), surface(), use_stethoscope(), vision_recalc(), wall_angle(), watch_dig(), and zap_dig().
#define SET_FOUNTAIN_LOOTED | ( | x, | |
y | |||
) | levl[x][y].looted |= F_LOOTED; |
Referenced by dipfountain(), and dofindgem().
#define SET_FOUNTAIN_WARNED | ( | x, | |
y | |||
) | levl[x][y].looted |= F_WARNED; |
Referenced by digactualhole(), and dryup().
#define SET_TYPLIT | ( | x, | |
y, | |||
ttyp, | |||
llit | |||
) |
{ \ if ((ttyp) < MAX_TYPE) levl[(x)][(y)].typ = (ttyp); \ if ((ttyp) == LAVAPOOL) levl[(x)][(y)].lit = 1; \ else if ((schar)(llit) != -2) { \ if ((schar)(llit) == -1) levl[(x)][(y)].lit = rn2(2); \ else levl[(x)][(y)].lit = (llit); \ } \ }
Referenced by lvlfill_solid(), replace_terrain(), sel_set_ter(), set_terrain(), spill_terrain(), and wallwalk_right().
#define SINK 29 |
Referenced by back_to_glyph(), check_tutorial_location(), count_features(), do_earthquake(), readobjnam(), recalc_mapseen(), and spo_feature().
#define SPACE_POS | ( | typ ) | ((typ) > DOOR) |
Referenced by fill_zoo(), make_ironbarwalls(), and makemaz().
#define STAIRS 25 |
Referenced by back_to_glyph(), check_tutorial_location(), create_altar(), create_trap(), dokick(), dosit(), dospinweb(), doup(), find_defensive(), getlev(), kickstr(), mkstairs(), and place_branch().
#define STONE 0 |
#define SV0 0x1 |
Referenced by wall_angle().
#define SV1 0x2 |
Referenced by wall_angle().
#define SV2 0x4 |
Referenced by wall_angle().
#define SV3 0x8 |
Referenced by wall_angle().
#define SV4 0x10 |
Referenced by wall_angle().
#define SV5 0x20 |
Referenced by wall_angle().
#define SV6 0x40 |
Referenced by wall_angle().
#define SV7 0x80 |
Referenced by wall_angle().
#define SVALL 0xFF |
Referenced by add_damage(), repair_damage(), show_map_spot(), sokoban_detect(), and vision_recalc().
#define T_LOOTED 1 |
Referenced by dokick().
#define TDWALL 9 |
Referenced by back_to_glyph(), set_mimic_sym(), set_wall_state(), t_warn(), wall_angle(), and wall_extends().
#define THRONE 28 |
Referenced by back_to_glyph(), check_tutorial_location(), do_earthquake(), fill_zoo(), readobjnam(), and recalc_mapseen().
#define TLCORNER 3 |
Referenced by back_to_glyph(), do_room_or_subroom(), invault(), set_mimic_sym(), set_wall_state(), wall_angle(), wall_extends(), and wallify_vault().
#define TLWALL 10 |
Referenced by back_to_glyph(), set_wall_state(), t_warn(), wall_angle(), and wall_extends().
#define trap_to_defsym | ( | t ) | (S_arrow_trap+(t)-1) |
Referenced by digactualhole(), do_look(), doidtrap(), domove(), dotrap(), find_trap(), hurtle_step(), look_here(), lookat(), mintrap(), readobjnam(), set_trap(), try_disarm(), untrap(), and use_trap().
#define TRCORNER 4 |
Referenced by back_to_glyph(), do_room_or_subroom(), invault(), set_wall_state(), wall_angle(), wall_extends(), and wallify_vault().
#define TREE 13 |
Referenced by back_to_glyph(), dfeature_at(), does_block(), finish_map(), mkgarden(), readobjnam(), and recalc_mapseen().
#define TREE_LOOTED 1 |
Referenced by dokick().
#define TREE_SWARM 2 |
Referenced by dokick().
#define TRWALL 11 |
Referenced by back_to_glyph(), set_mimic_sym(), set_wall_state(), t_warn(), wall_angle(), and wall_extends().
#define TUWALL 8 |
Referenced by back_to_glyph(), set_mimic_sym(), set_wall_state(), t_warn(), wall_angle(), and wall_extends().
#define VWALL 1 |
Referenced by back_to_glyph(), do_room_or_subroom(), invault(), make_ironbarwalls(), okdoor(), set_wall_state(), wall_angle(), wall_extends(), wallify_map(), and wallify_vault().
#define W_NONDIGGABLE 0x08 |
Referenced by bound_digging(), close_drawbridge(), create_drawbridge(), dig_check(), dighole(), find_defensive(), may_dig(), mdig_tunnel(), mineralize(), spo_wall_property(), and zap_dig().
#define W_NONPASSWALL 0x10 |
Referenced by may_passwall(), and spo_wall_property().
#define wall_info flags |
Referenced by dig_check(), and mineralize().
#define WATER 18 |
Referenced by back_to_glyph(), castmu(), does_block(), explmu(), hitmu(), is_pool(), movebubbles(), undo_flood(), waterbody_name(), wildmiss(), and zap_over_floor().
#define WM_C_INNER 2 |
Referenced by set_corn().
#define WM_C_OUTER 1 |
Referenced by set_corn().
#define WM_MASK 0x07 |
Referenced by cvt_sdoor_to_door(), set_wall_state(), t_warn(), and wall_angle().
#define WM_T_BL 2 |
Referenced by set_twall(), and wall_angle().
#define WM_T_BR 3 |
Referenced by set_twall(), and wall_angle().
#define WM_T_LONG 1 |
Referenced by set_twall(), and wall_angle().
#define WM_W_BOTTOM WM_W_RIGHT |
Referenced by set_wall().
#define WM_W_LEFT 1 |
Referenced by set_wall().
#define WM_W_RIGHT 2 |
Referenced by set_wall().
#define WM_W_TOP WM_W_LEFT |
Referenced by set_wall().
#define WM_X_BL 3 |
Referenced by set_crosswall(), and wall_angle().
#define WM_X_BLTR 6 |
Referenced by set_crosswall(), and wall_angle().
#define WM_X_BR 4 |
Referenced by set_crosswall(), and wall_angle().
#define WM_X_TL 1 |
Referenced by set_crosswall(), and wall_angle().
#define WM_X_TLBR 5 |
Referenced by set_crosswall(), and wall_angle().
#define WM_X_TR 2 |
Referenced by set_crosswall(), and wall_angle().
#define ZAP_POS | ( | typ ) | ((typ) >= POOL) |
Referenced by bhit(), boomhit(), buzz(), isclearpath(), kick_object(), mbhit(), repair_damage(), scatter(), and throw_gold().
struct symdef def_warnsyms[WARNCOUNT] |
Referenced by do_look(), initoptions(), and warning_opts().
Referenced by create_monster(), dfeature_at(), digactualhole(), do_look(), doidtrap(), domove(), dosit(), dotrap(), find_trap(), getpos(), hurtle_step(), look_here(), lookat(), mintrap(), readobjnam(), set_trap(), try_disarm(), untrap(), and use_trap().
Referenced by add_damage(), add_region(), add_to_buried(), attack_checks(), back_to_glyph(), bad_location(), bc_order(), bhitpile(), blocked_boulder(), bound_digging(), burn_floor_paper(), bury_objs(), Can_dig_down(), check_here(), check_map_spot(), check_special_room(), chest_trap(), clear_level_structures(), click_to_cmd(), container_at(), costly_spot(), count_features(), create_altar(), cursed_object_at(), del_sokoprize(), delallobj(), dig(), dig_typ(), digactualhole(), dipfountain(), display_binventory(), do_break_wand(), do_flood(), do_mapping(), do_storms(), do_vicinity_map(), dochug(), does_block(), doforce(), dog_invent(), dog_move(), doloot(), dosacrifice(), dosit(), dosounds(), drown(), dryup(), feel_location(), fill_room(), fill_zoo(), find_defensive(), find_lev_obj(), find_misc(), find_oid(), fixup_special(), flip_level(), floorfood(), freedynamicdata(), g_at(), getbones(), getlev(), gush(), hitmu(), home_shk(), impact_drop(), join(), kick_object(), kill_genocided_monsters(), look_here(), m_move(), magic_map_background(), make_niches(), makelevel(), makemaz(), makeniche(), maketrap(), map_background(), map_invisible(), map_object(), map_trap(), mapglyph(), mattacku(), maybe_tutorial(), mbhit(), mdig_tunnel(), meatmetal(), meatobj(), mfndpos(), mineralize(), mkfount(), mkgarden(), mklev(), mkmap(), mkswamp(), mktemple(), mktrap(), mkundead(), movebubbles(), moverock(), mpickstuff(), obj_extract_self(), obj_here(), obj_ice_effects(), object_detect(), openone(), pay_for_damage(), pick_lock(), pickup(), place_object(), readobjnam(), remove_damage(), remove_monster(), remove_object(), repair_damage(), replace_object(), restdamage(), revive_nasty(), rnd_defensive_item(), rndmonst(), rndtrap(), savebones(), savedamage(), savelev(), scatter(), seffects(), set_mimic_sym(), setpaid(), ship_object(), shk_has_leather_jackets(), shkgone(), shop_object(), show_map_spot(), sobj_at(), sokoban_detect(), sp_level_coder(), spo_level_flags(), spo_level_sounds(), spo_mon_generation(), stackobj(), still_chewing(), stock_room(), tele(), tele_restrict(), u_teleport_mon(), unearth_objs(), unmap_object(), untrap(), use_defensive(), use_grapple(), use_whip(), water_prayer(), and zap_dig().
Referenced by assign_graphics(), do_look(), doset(), epathto(), getpos(), initoptions(), is_swallow_sym(), and mapglyph().