/original-bsd/games/rogue/ |
H A D | monster.c | 326 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 …]
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H A D | spec_hit.c | 39 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 …]
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H A D | zap.c | 40 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 …]
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H A D | hit.c | 36 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 …]
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H A D | room.c | 85 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 …]
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H A D | use.c | 413 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 …]
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H A D | throw.c | 39 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 …]
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H A D | score.c | 37 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 …]
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H A D | object.c | 631 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()
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H A D | Makefile | 6 message.c monster.c move.c object.c pack.c play.c random.c ring.c \
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/original-bsd/games/larn/ |
H A D | tok.c | 125 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 …]
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H A D | diag.c | 55 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 */
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H A D | monster.c | 131 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 …]
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H A D | create.c | 108 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()
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H A D | movem.c | 115 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(); }
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H A D | scores.c | 249 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);
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H A D | Makefile | 58 monster.c store.c diag.c help.c config.c nap.c bill.c scores.c \
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H A D | Fixed.Bugs | 34 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,
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/original-bsd/games/larn/datfiles/ |
H A D | larnopts | 8 monster: "abominable snowman" 9 monster: "tooth fairy" 10 monster: "Yaccerous Lexicous"
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/original-bsd/games/phantasia/ |
H A D | phantglobs.c | 36 struct monster Curmonster;/* stats for current monster */
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H A D | phantglobs.h | 34 extern struct monster Curmonster;/* stats for current monster */
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H A D | phantstruct.h | 63 struct monster /* monster stats */ struct
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H A D | phantdefs.h | 122 #define SZ_MONSTERSTRUCT sizeof(struct monster) /* size of monster structure */
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/original-bsd/games/hack/ |
H A D | hh | 16 / whatis give name (and sometimes more info) of specified monster 41 C name name an individual monster (e.g., baptize your dog)
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H A D | help | 8 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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