/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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