| /netbsd-src/games/rogue/ |
| H A D | monster.c | 138 object *monster; in put_mons() local 144 monster = gr_monster(NULL, 0); in put_mons() 145 if ((monster->m_flags & WANDERS) && coin_toss()) { in put_mons() 146 wake_up(monster); in put_mons() 149 put_m_at(row, col, monster); in put_mons() 154 gr_monster(object *monster, int mn) in gr_monster() argument 156 if (!monster) { in gr_monster() 157 monster = alloc_object(); in gr_monster() 167 *monster = mon_tab[mn]; in gr_monster() 168 if (monster->m_flags & IMITATES) { in gr_monster() [all …]
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| H A D | spec_hit.c | 73 special_hit(object *monster) in special_hit() argument 75 if ((monster->m_flags & CONFUSED) && rand_percent(66)) { in special_hit() 78 if (monster->m_flags & RUSTS) { in special_hit() 79 rust(monster); in special_hit() 81 if ((monster->m_flags & HOLDS) && !levitate) { in special_hit() 84 if (monster->m_flags & FREEZES) { in special_hit() 85 freeze(monster); in special_hit() 87 if (monster->m_flags & STINGS) { in special_hit() 88 sting(monster); in special_hit() 90 if (monster->m_flags & DRAINS_LIFE) { in special_hit() [all …]
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| H A D | zap.c | 72 object *monster; in zapp() local 106 monster = get_zapped_monster(d, &row, &col); in zapp() 108 wdrain_life(monster); in zapp() 109 } else if (monster) { in zapp() 110 wake_up(monster); in zapp() 111 s_con_mon(monster); in zapp() 112 zap_monster(monster, wand->which_kind); in zapp() 142 zap_monster(object *monster, unsigned short kind) in zap_monster() argument 148 row = monster->row; in zap_monster() 149 col = monster->col; in zap_monster() [all …]
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| H A D | hit.c | 66 mon_hit(object *monster) in mon_hit() argument 72 if (fight_monster && (monster != fight_monster)) { in mon_hit() 75 monster->trow = NO_ROOM; in mon_hit() 79 hit_chance = monster->m_hit_chance; in mon_hit() 88 mn = mon_name(monster); in mon_hit() 101 if (!(monster->m_flags & STATIONARY)) { in mon_hit() 102 damage = get_damage(monster->m_damage, 1); in mon_hit() 111 damage = monster->stationary_damage++; in mon_hit() 117 rogue_damage(damage, monster, 0); in mon_hit() 119 if (monster->m_flags & SPECIAL_HIT) { in mon_hit() [all …]
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| H A D | room.c | 116 object *monster; in light_up_room() local 118 if ((monster = object_at( in light_up_room() 120 dungeon[monster->row][monster->col] &= (~MONSTER); in light_up_room() 121 monster->trail_char = in light_up_room() 122 get_dungeon_char(monster->row, monster->col); in light_up_room() 123 dungeon[monster->row][monster->col] |= MONSTER; in light_up_room() 406 object *monster; in draw_magic_map() local 408 if ((monster = object_at( in draw_magic_map() 411 monster->trail_char = in draw_magic_map() 422 dr_course(object *monster, boolean entering, short row, short col) in dr_course() argument [all …]
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| H A D | use.c | 439 object *monster; in hold_monster() local 451 monster = object_at(&level_monsters, row, col); in hold_monster() 452 monster->m_flags |= ASLEEP; in hold_monster() 453 monster->m_flags &= (~WAKENS); in hold_monster() 483 object *obj, *monster; in hallucinate() local 499 monster = level_monsters.next_monster; in hallucinate() 501 while (monster) { in hallucinate() 502 ch = mvinch(monster->row, monster->col); in hallucinate() 506 monster = monster->next_monster; in hallucinate() 569 object *monster; in go_blind() local [all …]
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| H A D | throw.c | 69 object *monster; in throw() local 106 monster = get_thrown_at_monster(weapon, d, &row, &col); in throw() 113 if (monster) { in throw() 114 wake_up(monster); in throw() 115 check_gold_seeker(monster); in throw() 117 if (!throw_at_monster(monster, weapon)) { in throw() 127 throw_at_monster(object *monster, object *weapon) in throw_at_monster() argument 155 s_con_mon(monster); in throw_at_monster() 157 (void)mon_damage(monster, damage); in throw_at_monster() 206 object *new_weapon, *monster; in flop_weapon() local [all …]
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| H A D | object.c | 672 object *monster; in show_objects() local 683 if ((monster = in show_objects() 685 monster->trail_char = rc; in show_objects() 696 monster = level_monsters.next_object; in show_objects() 698 while (monster) { in show_objects() 699 if (monster->m_flags & IMITATES) { in show_objects() 700 mvaddch(monster->row, monster->col, (int)monster->disguise); in show_objects() 702 monster = monster->next_monster; in show_objects()
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| H A D | score.c | 67 killed_by(const object *monster, short other) in killed_by() argument 99 if (is_vowel(m_names[monster->m_char - 'A'][0])) { in killed_by() 106 article, m_names[monster->m_char - 'A']); in killed_by() 136 put_scores(monster, other); in killed_by() 336 put_scores(const object *monster, short other) in put_scores() argument 408 make_score(&scores[rank], monster, other); in put_scores() 458 make_score(struct score_entry *se, const object *monster, int other) in make_score() argument 491 mn = m_names[monster->m_char - 'A']; in make_score()
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| H A D | Makefile | 7 message.c monster.c move.c object.c pack.c play.c random.c ring.c \
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| /netbsd-src/games/larn/ |
| H A D | diag.c | 69 …lprintf("%19s %2ld %3ld ", monster[i].name, (long) monster[i].level, (long) monster[i].armorclas… in diag() 70 …lprintf(" %3ld %3ld %3ld ", (long) monster[i].damage, (long) monster[i].attack, (long) monster[… in diag() 71 …lprintf("%6ld %3ld %6ld\n", (long) monster[i].gold, (long) monster[i].hitpoints, (long) monster… in diag() 84 hit = 2 * monster[i].armorclass + 2 * monster[i].level + 16; in diag() 87 monster[i].name, in diag() 88 (long) (hit / 2), (long) max(0, dam + 2), (long) (monster[i].hitpoints / (dam + 2) + 1), in diag() 89 (long) ((hit + 2) / 2), (long) max(0, dam + 10), (long) (monster[i].hitpoints / (dam + 10) + 1), in diag() 90 (long) ((hit + 5) / 2), (long) max(0, dam + 20), (long) (monster[i].hitpoints / (dam + 20) + 1)); in diag() 222 lprc(monster[i].genocided); /* genocide info */ in savegame() 293 monster[i].genocided = lgetc(); /* genocide info */ in restoregame()
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| H A D | monster.c | 154 while (monster[mon].genocided && mon < MAXMONST) in createmonster() 164 hitp[x][y] = monster[mon].hitpoints; in createmonster() 450 hitp[i][j] = monster[GNOMEKING].hitpoints; in speldamage() 456 hitp[i][j] = monster[DEMONPRINCE].hitpoints; in speldamage() 694 lprintf(spelmes[tmp], monster[monst].name); in nospell() 891 hitp[x][y] = monster[GNOMEKING].hitpoints; in godirect() 925 p = monster[lastnum].name; in ifblind() 1105 while (monster[m = mitem[x][y] = rnd(MAXMONST + 7)].genocided); in dirpoly() 1106 hitp[x][y] = monster[m].hitpoints; in dirpoly() 1129 tmp = monster[monst].armorclass + c[LEVEL] + c[DEXTERITY] + in hitmonster() [all …]
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| H A D | movem.c | 165 if (monster[monst].intelligence > 10 - c[HARDGAME]) { /* if smart monster */ in movemt() 314 lprintf("\nThe %s dispels the sphere!", monster[tmp].name); in mmove() 339 if (monster[tmp].hitpoints > hitp[cc][dd]) in mmove() 370 lprintf("\n%s hits the %s", who, monster[tmp].name); in mmove() 375 who, monster[tmp].name); in mmove() 379 lprintf("\nThe %s gets teleported", monster[tmp].name); in mmove()
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| H A D | create.c | 161 hitp[i][j] = monster[z].hitpoints; in makemaze() 275 marg = monster[mit].hitpoints; in cannedlevel() 283 marg = monster[mit].hitpoints; in cannedlevel() 289 marg = monster[mit].hitpoints; in cannedlevel() 561 hitp[x][y] = monster[what].hitpoints; in fillmonst() 604 if (monster[mitem[x][y]].genocided) in checkgen()
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| H A D | Makefile | 64 monster.c store.c diag.c help.c config.c nap.c bill.c scores.c \ 78 COPTS.monster.c += -Wno-format-nonliteral
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| H A D | scores.c | 319 lprintf("killed by a %s", monster[sco[j].what].name); in shou() 677 ch = *monster[x].name; in died() 683 "killed by %s %s", mod, monster[x].name); in died() 741 ch = *monster[x].name; in diedsub() 746 lprintf("killed by %s %s", mod, monster[x].name); in diedsub()
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| H A D | tok.c | 151 mp = &monster[j]; in sethard() 205 monster[k].name = &usermonster[usermpoint++][0]; in readopts()
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| H A D | Fixed.Bugs | 36 type spells, see godirect() in monster.c. 38 6. The create monster routine will now create monsters in random positions 89 the monster moves using the previously stupid movement method, or by using 90 the new IMM (intelligent monster movement) algorithm. With IMM, monsters 144 24. The function fullhit(n) in monster.c was supposed to return the damage 145 done by n full hits on a monster. It only returned the damage for ONE hit,
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| /netbsd-src/games/larn/datfiles/ |
| H A D | larnopts | 8 monster: "abominable snowman" 9 monster: "tooth fairy" 10 monster: "Yaccerous Lexicous"
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| /netbsd-src/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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| /netbsd-src/external/gpl3/gdb.old/dist/gdb/testsuite/gdb.perf/ |
| H A D | README | 12 The "monster" tests are mocks of real programs where GDB's 14 these monster programs, but when measuring performance one doesn't 102 The monster program generator provides various knobs for building various 103 kinds of monster programs. For a list of the knobs see function
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| /netbsd-src/external/gpl3/gdb/dist/gdb/testsuite/gdb.perf/ |
| H A D | README | 12 The "monster" tests are mocks of real programs where GDB's 14 these monster programs, but when measuring performance one doesn't 102 The monster program generator provides various knobs for building various 103 kinds of monster programs. For a list of the knobs see function
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| /netbsd-src/games/phantasia/ |
| H A D | phantglobs.c | 44 struct monster Curmonster;/* stats for current monster */
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| H A D | phantglobs.h | 36 extern struct monster Curmonster;/* stats for current monster */
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