/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...] |
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...] |
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...] |
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...] |
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...] |
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...] |
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...] |
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 \
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Makefile | 7 message.c monster.c move.c object.c pack.c play.c random.c ring.c \
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/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...] |
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
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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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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...] |
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...] |
/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 */
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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 */
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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 */
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