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  /src/games/rogue/
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...]
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...]
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...]
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...]
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...]
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...]
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...]
Makefile 7 message.c monster.c move.c object.c pack.c play.c random.c ring.c \
score.c 67 killed_by(const object *monster, short other)
99 if (is_vowel(m_names[monster->m_char - 'A'][0])) {
106 article, m_names[monster->m_char - 'A']);
136 put_scores(monster, other);
336 put_scores(const object *monster, short other)
408 make_score(&scores[rank], monster, other);
458 make_score(struct score_entry *se, const object *monster, int other)
491 mn = m_names[monster->m_char - 'A'];
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/
diag.c 65 lprcat("\f\nNow for the monster data:\n\n");
66 lprcat(" Monster Name LEV AC DAM ATT DEF GOLD HP EXP \n");
69 lprintf("%19s %2ld %3ld ", monster[i].name, (long) monster[i].level, (long) monster[i].armorclass);
70 lprintf(" %3ld %3ld %3ld ", (long) monster[i].damage, (long) monster[i].attack, (long) monster[i].defense);
71 lprintf("%6ld %3ld %6ld\n", (long) monster[i].gold, (long) monster[i].hitpoints, (long) monster[i].experience)
    [all...]
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
monster.c 1 /* $NetBSD: monster.c,v 1.20 2021/05/02 12:50:45 rillig Exp $ */
4 * monster.c Larn is copyrighted 1986 by Noah Morgan.
9 * createmonster(monstno) Function to create a monster next to the player
27 * nospell(x,monst)Routine to return 1 if a spell doesn't affect a monster
41 * ifblind(x,y)Routine to put "monster" or the monster name into lastmosnt
44 * tdirect(spnum) Routine to teleport away a monster
60 * hitmonster(x,y) Function to hit a monster at the designated coordinates
63 * hitm(x,y,amt) Function to just hit a monster at a given coordinates
66 * hitplayer(x,y) Function for the monster to hit the player from (x,y
    [all...]
movem.c 4 * movem.c (move monster) Larn is copyrighted 1986 by Noah Morgan.
9 * movemt(x,y) Function to move a monster at (x,y) -- must determine where
10 * mmove(x,y,xd,yd) Function to actually perform the monster movement
53 distance = 40; /* depth of intelligent monster movement */
59 distance = 17; /* depth of intelligent monster movement */
84 for (j = tmp1; j < tmp2; j++) /* now reset monster moved flags */
94 if (mitem[i][j]) /* if there is a monster
99 * monster */
104 if (mitem[i][j]) /* if there is a monster
111 * monster */
    [all...]
tok.c 29 #define MAXMNAME 40 /* max length of a monster re-name */
30 static char usermonster[MAXUM][MAXMNAME]; /* the user named monster
32 static u_char usermpoint = 0; /* the user monster pointer */
151 mp = &monster[j];
196 else if (strcmp(i, "monster:") == 0) { /* name favorite monster */
203 for (k = 1; k < MAXMONST + 8; k++) /* find monster */
205 monster[k].name = &usermonster[usermpoint++][0];
create.c 161 hitp[i][j] = monster[z].hitpoints;
236 * # wall D door . random monster
275 marg = monster[mit].hitpoints;
283 marg = monster[mit].hitpoints;
289 marg = monster[mit].hitpoints;
561 hitp[x][y] = monster[what].hitpoints;
604 if (monster[mitem[x][y]].genocided)
605 mitem[x][y] = 0; /* no more monster */
scores.c 44 short what; /* the number of the monster that killed
319 lprintf("killed by a %s", monster[sco[j].what].name);
557 * < 256 killed by the monster number
677 ch = *monster[x].name;
683 "killed by %s %s", mod, monster[x].name);
741 ch = *monster[x].name;
746 lprintf("killed by %s %s", mod, monster[x].name);
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...]
header.h 33 /* this is the structure definition of the monster data */
59 short hitp; /* monster's hit points */
60 char mitem; /* the monster ID */
371 extern struct monst monster[];
392 /* macro to wipe out a monster at a location */
global.c 16 * makemonst(lev) function to return monster number for a randomly
17 * selected monster
199 function to return monster number for a randomly selected monster
218 while (monster[tmp].genocided && tmp < MAXMONST)
601 function to return 1 if a monster is next to the player else returns 0
610 return (1); /* if monster nearby */
object.c 778 /* monster detection */ return;
979 return; /* this one creates a monster */
1008 return; /* haste monster */
1014 hitp[j][i] = monster[mitem[j][i]].hitpoints;
1015 return; /* monster healing */
1043 return; /* hold monster */
  /src/games/phantasia/
phantglobs.c 16 double Shield; /* force field thrown up in monster battle */
30 int Whichmonster; /* which monster we are fighting */
39 const char *Enemyname; /* pointer name of monster/player we are battling*/
44 struct monster Curmonster;/* stats for current monster */
112 FILE *Monstfp; /* pointer to open monster file */
phantglobs.h 8 extern double Shield; /* force field thrown up in monster battle */
22 extern int Whichmonster; /* which monster we are fighting */
31 extern const char *Enemyname; /* pointer name of monster/player we are battling*/
36 extern struct monster Curmonster;/* stats for current monster */
47 extern FILE *Monstfp; /* pointer to open monster file */
phantstruct.h 69 struct monster /* monster stats */ struct
phantdefs.h 29 #define S_MONSTER 5 /* playing - fighting monster */
40 #define T_MONSTER 6 /* monster lobbed by valar */
76 /* special monster constants */
133 #define SZ_MONSTERSTRUCT sizeof(struct monster) /* size of monster structure */

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