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Searched refs:monster (Results 1 – 25 of 41) sorted by relevance

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/original-bsd/games/rogue/
H A Dmonster.c326 mtry(monster, row, monster->col)) {
335 mtry(monster, monster->row, col)) {
385 if ((monster->row == monster->o_row) && (monster->col == monster->o_col)) {
397 monster->o_row = monster->row;
398 monster->o_col = monster->col;
545 monster = monster->next_monster;
621 mvaddch(monster->row, monster->col, monster->m_char); in show_monsters()
626 monster = monster->next_monster; in show_monsters()
801 mvaddch(monster->row, monster->col, monster->m_char); in aggravate()
803 monster = monster->next_monster; in aggravate()
[all …]
H A Dspec_hit.c39 object *monster; in special_hit()
45 rust(monster);
69 rust(monster) in rust() argument
70 object *monster; in rust()
77 if (monster && (!(monster->m_flags & RUST_VANISHED))) {
88 freeze(monster) in freeze() argument
335 mvaddch(monster->row, monster->col,
336 get_dungeon_char(monster->row, monster->col));
436 if (!rogue_can_see(monster->row, monster->col)) {
473 dir = get_dir(monster->row, monster->col, row, col);
[all …]
H A Dzap.c40 object *monster; in zapp() local
112 object *monster; in zap_monster()
119 row = monster->row;
178 tele_away(monster) in tele_away() argument
179 object *monster; in tele_away()
187 mvaddch(monster->row, monster->col, monster->trail_char);
188 dungeon[monster->row][monster->col] &= ~MONSTER;
189 monster->row = row; monster->col = col;
220 object *monster; in wdrain_life()
239 if (monster) {
[all …]
H A Dhit.c36 mon_hit(monster) in mon_hit() argument
103 if (monster) {
123 s_con_mon(monster);
131 wake_up(monster);
137 object *monster;
263 object *monster; in mon_damage()
272 row = monster->row;
278 cough_up(monster);
302 object *monster; local
421 s_con_mon(monster) in s_con_mon() argument
[all …]
H A Droom.c85 object *monster; local
88 dungeon[monster->row][monster->col] &= (~MONSTER);
90 get_dungeon_char(monster->row, monster->col);
91 dungeon[monster->row][monster->col] |= MONSTER;
368 object *monster; in draw_magic_map() local
381 object *monster; in dr_course()
388 monster->row = row;
389 monster->col = col;
420 if ((i != monster->row) && (j != monster->col) &&
422 monster->trow = i;
[all …]
H A Duse.c413 object *monster; in hold_monster() local
426 monster->m_flags |= ASLEEP; in hold_monster()
427 monster->m_flags &= (~WAKENS); in hold_monster()
455 object *obj, *monster; in hallucinate() local
473 while (monster) { in hallucinate()
474 ch = mvinch(monster->row, monster->col); in hallucinate()
478 monster = monster->next_monster; in hallucinate()
536 object *monster; in go_blind() local
540 while (monster) { in go_blind()
541 mvaddch(monster->row, monster->col, monster->trail_char); in go_blind()
[all …]
H A Dthrow.c39 object *monster; in throw() local
83 if (monster) { in throw()
84 wake_up(monster); in throw()
85 check_gold_seeker(monster); in throw()
87 if (!throw_at_monster(monster, weapon)) { in throw()
96 throw_at_monster(monster, weapon) in throw_at_monster() argument
97 object *monster, *weapon; in throw_at_monster()
125 s_con_mon(monster);
127 (void) mon_damage(monster, damage);
180 object *new_weapon, *monster; local
[all …]
H A Dscore.c37 killed_by(monster, other) in killed_by() argument
38 object *monster; in killed_by()
69 if (is_vowel(m_names[monster->m_char - 'A'][0])) {
74 (void) strcat(buf, m_names[monster->m_char - 'A']);
102 put_scores(monster, other);
169 put_scores(monster, other) in put_scores() argument
170 object *monster; in put_scores()
245 insert_score(scores, n_names, nick_name, rank, ne, monster,
300 object *monster;
338 if (is_vowel(m_names[monster->m_char - 'A'][0])) {
[all …]
H A Dobject.c631 object *monster; in show_objects() local
642 if (monster = object_at(&level_monsters, row, col)) { in show_objects()
643 monster->trail_char = rc; in show_objects()
654 monster = level_monsters.next_object; in show_objects()
656 while (monster) { in show_objects()
657 if (monster->m_flags & IMITATES) { in show_objects()
658 mvaddch(monster->row, monster->col, (int) monster->disguise); in show_objects()
660 monster = monster->next_monster; in show_objects()
H A DMakefile6 message.c monster.c move.c object.c pack.c play.c random.c ring.c \
/original-bsd/games/larn/
H A Dtok.c125 i = ((6+k)*monster[j].hitpoints+1)/6;
126 monster[j].hitpoints = (i<0) ? 32767 : i;
127 i = ((6+k)*monster[j].damage+1)/5;
128 monster[j].damage = (i>127) ? 127 : i;
129 i = (10*monster[j].gold)/(10+k);
130 monster[j].gold = (i>32767) ? 32767 : i;
131 i = monster[j].armorclass - k;
132 monster[j].armorclass = (i< -127) ? -127 : i;
133 i = (7*monster[j].experience)/(7+k) + 1;
134 monster[j].experience = (i<=0) ? 1 : i;
[all …]
H A Ddiag.c55 lprintf("%19s %2d %3d ",monster[i].name,(long)monster[i].level,(long)monster[i].armorclass); in diag()
56 …lprintf(" %3d %3d %3d ",(long)monster[i].damage,(long)monster[i].attack,(long)monster[i].defens… in diag()
57 …lprintf("%6d %3d %6d\n",(long)monster[i].gold,(long)monster[i].hitpoints,(long)monster[i].exper… in diag()
71 hit = 2*monster[i].armorclass+2*monster[i].level+16; in diag()
74 monster[i].name, in diag()
75 (long)(hit/2),(long)max(0,dam+2),(long)(monster[i].hitpoints/(dam+2)+1), in diag()
76 (long)((hit+2)/2),(long)max(0,dam+10),(long)(monster[i].hitpoints/(dam+10)+1), in diag()
77 (long)((hit+5)/2),(long)max(0,dam+20),(long)(monster[i].hitpoints/(dam+20)+1)); in diag()
179 for (i=0; i<MAXMONST; i++) lprc(monster[i].genocided); /* genocide info */
230 for (i=0; i<MAXMONST; i++) monster[i].genocided=lgetc(); /* genocide info */
H A Dmonster.c131 hitp[x][y] = monster[mon].hitpoints;
329 hitp[i][j]=monster[GNOMEKING].hitpoints; break;
669 else { lastnum=mitem[x][y]; p=monster[lastnum].name; }
798 hitp[x][y] = monster[m].hitpoints;
872 if (hitp[x][y] > monster[monst].hitpoints)
873 hitp[x][y] = monster[monst].hitpoints;
880 raiseexperience((long)monster[monst].experience);
925 dam = monster[mster].damage;
929 if (monster[mster].attack>0)
1232 k += monster[*p].experience; *p=know[i][j]=0; in annihilate()
[all …]
H A Dcreate.c108 if ((mitem[i][j]=z)) hitp[i][j]=monster[z].hitpoints;
189 marg = monster[mit].hitpoints; break;
193 marg = monster[mit].hitpoints; break;
196 marg = monster[mit].hitpoints; break;
431 hitp[x][y] = monster[what].hitpoints; return(0);
461 if (monster[mitem[x][y]].genocided) in checkgen()
H A Dmovem.c115 if (monster[monst].intelligence > 10-c[HARDGAME]) /* if smart monster */
219 lprintf("\nThe %s dispels the sphere!",monster[tmp].name);
237 if (monster[tmp].hitpoints > hitp[cc][dd]) hitp[cc][dd]++;
258 if (p) { lprintf(p,who,monster[tmp].name); beep(); }
H A Dscores.c249 if (sco[j].what < 256) lprintf("killed by a %s",monster[sco[j].what].name);
515 ch = *monster[x].name;
518 sprintf(logg.what,"killed by %s %s",mod,monster[x].name);
560 ch = *monster[x].name;
563 lprintf("killed by %s %s",mod,monster[x].name);
H A DMakefile58 monster.c store.c diag.c help.c config.c nap.c bill.c scores.c \
H A DFixed.Bugs34 type spells, see godirect() in monster.c.
36 6. The create monster routine will now create monsters in random positions
87 the monster moves using the previously stupid movement method, or by using
88 the new IMM (intelligent monster movement) algorithm. With IMM, monsters
142 24. The function fullhit(n) in monster.c was supposed to return the damage
143 done by n full hits on a monster. It only returned the damage for ONE hit,
/original-bsd/games/larn/datfiles/
H A Dlarnopts8 monster: "abominable snowman"
9 monster: "tooth fairy"
10 monster: "Yaccerous Lexicous"
/original-bsd/games/phantasia/
H A Dphantglobs.c36 struct monster Curmonster;/* stats for current monster */
H A Dphantglobs.h34 extern struct monster Curmonster;/* stats for current monster */
H A Dphantstruct.h63 struct monster /* monster stats */ struct
H A Dphantdefs.h122 #define SZ_MONSTERSTRUCT sizeof(struct monster) /* size of monster structure */
/original-bsd/games/hack/
H A Dhh16 / whatis give name (and sometimes more info) of specified monster
41 C name name an individual monster (e.g., baptize your dog)
H A Dhelp8 possibly with magic properties) and assorted monsters. You attack a monster
9 by trying to move into the space a monster is in (but often it is much
101 C Call: Name an individual monster.

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