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    Searched defs:monster (Results 1 - 10 of 10) sorted by relevancy

  /src/games/rogue/
hit.c 66 mon_hit(object *monster)
72 if (fight_monster && (monster != fight_monster)) {
75 monster->trow = NO_ROOM;
79 hit_chance = monster->m_hit_chance;
88 mn = mon_name(monster);
101 if (!(monster->m_flags & STATIONARY)) {
102 damage = get_damage(monster->m_damage, 1);
111 damage = monster->stationary_damage++;
117 rogue_damage(damage, monster, 0);
119 if (monster->m_flags & SPECIAL_HIT)
339 object *monster; local in function:fight
    [all...]
spec_hit.c 73 special_hit(object *monster)
75 if ((monster->m_flags & CONFUSED) && rand_percent(66)) {
78 if (monster->m_flags & RUSTS) {
79 rust(monster);
81 if ((monster->m_flags & HOLDS) && !levitate) {
84 if (monster->m_flags & FREEZES) {
85 freeze(monster);
87 if (monster->m_flags & STINGS) {
88 sting(monster);
90 if (monster->m_flags & DRAINS_LIFE)
380 object *monster; local in function:imitating
    [all...]
throw.c 69 object *monster; local in function:throw
106 monster = get_thrown_at_monster(weapon, d, &row, &col);
113 if (monster) {
114 wake_up(monster);
115 check_gold_seeker(monster);
117 if (!throw_at_monster(monster, weapon)) {
127 throw_at_monster(object *monster, object *weapon)
155 s_con_mon(monster);
157 (void)mon_damage(monster, damage);
185 if (!(dungeon[*row][*col] & MONSTER)) {
206 object *new_weapon, *monster; local in function:flop_weapon
    [all...]
zap.c 72 object *monster; local in function:zapp
106 monster = get_zapped_monster(d, &row, &col);
108 wdrain_life(monster);
109 } else if (monster) {
110 wake_up(monster);
111 s_con_mon(monster);
112 zap_monster(monster, wand->which_kind);
133 if (dungeon[*row][*col] & MONSTER) {
142 zap_monster(object *monster, unsigned short kind)
148 row = monster->row
330 object *monster; local in function:bounce
    [all...]
room.c 115 if (dungeon[i][j] & MONSTER) {
116 object *monster; local in function:light_up_room
118 if ((monster = object_at(
120 dungeon[monster->row][monster->col] &= (~MONSTER);
121 monster->trail_char =
122 get_dungeon_char(monster->row, monster->col);
123 dungeon[monster->row][monster->col] |= MONSTER
406 object *monster; local in function:draw_magic_map
    [all...]
use.c 439 object *monster; local in function:hold_monster
450 if (dungeon[row][col] & MONSTER) {
451 monster = object_at(&level_monsters, row, col);
452 monster->m_flags |= ASLEEP;
453 monster->m_flags &= (~WAKENS);
461 messagef(0, "the monster freezes");
483 object *obj, *monster; local in function:hallucinate
499 monster = level_monsters.next_monster;
501 while (monster) {
502 ch = mvinch(monster->row, monster->col)
569 object *monster; local in function:go_blind
    [all...]
monster.c 1 /* $NetBSD: monster.c,v 1.18 2025/04/07 14:36:28 hgutch Exp $ */
38 static char sccsid[] = "@(#)monster.c 8.1 (Berkeley) 5/31/93";
40 __RCSID("$NetBSD: monster.c,v 1.18 2025/04/07 14:36:28 hgutch Exp $");
45 * monster.c
70 "ice monster",
149 object *monster; local in function:put_mons
155 monster = gr_monster(NULL, 0);
156 if ((monster->m_flags & WANDERS) && coin_toss()) {
157 wake_up(monster);
160 put_m_at(row, col, monster);
192 object *monster, *next_monster, *test_mons; local in function:mv_mons
250 object *monster; local in function:party_monsters
289 object *monster; local in function:gmc_row_col
567 object *monster; local in function:wake_room
630 object *monster; local in function:wanderer
663 object *monster; local in function:show_monsters
688 object *monster; local in function:create_monster
847 object *monster; local in function:aggravate
885 object *monster; local in function:mv_aquatars
    [all...]
object.c 92 {100, "purple ", "of detect monster ", 0},
102 {200, "", "of hold monster ", 0},
108 {610, "", "of scare monster ", 0},
110 {80, "", "of create monster ",0},
111 {25, "", "of aggravate monster ",0},
113 {90, "", "of confuse monster ", 0}
139 {50, "", "of slow monster ", 0},
142 {2, "", "of haste monster ",0},
259 if (dungeon[row][col] & (MONSTER | OBJECT)) {
678 object *monster; local in function:show_objects
    [all...]
  /src/games/larn/
data.c 120 short hitp[MAXX][MAXY]; /* monster hp on level */
124 u_char mitem[MAXX][MAXY]; /* monster item array */
125 u_char moved[MAXX][MAXY]; /* monster movement flags */
129 char lastmonst[40]; /* this has the name of the current monster */
151 short lastnum = 0; /* the number of the monster last hitting
163 short lasthx = 0, lasthy = 0; /* location of monster last hit by
214 * for the monster data
220 struct monst monster[] = { variable in typeref:struct:monst[]
250 {"rust monster", 3, 4, 0, 1, 0, 0, 3, 0, 18, 25},
344 " create monster",
    [all...]
  /src/games/phantasia/
phantstruct.h 69 struct monster /* monster stats */ struct

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