Symbol: monster
games/larn/create.c
148
hitp[i][j] = monster[z].hitpoints;
games/larn/create.c
262
marg = monster[mit].hitpoints;
games/larn/create.c
270
marg = monster[mit].hitpoints;
games/larn/create.c
276
marg = monster[mit].hitpoints;
games/larn/create.c
536
hitp[x][y] = monster[(int)what].hitpoints;
games/larn/create.c
579
if (monster[(int)mitem[x][y]].genocided)
games/larn/data.c
197
struct monst monster[] = {
games/larn/diag.c
217
lprc(monster[i].genocided); /* genocide info */
games/larn/diag.c
289
monster[i].genocided = lgetc(); /* genocide info */
games/larn/diag.c
65
lprintf("%19s %2d %3d ", monster[i].name, (long)monster[i].level, (long)monster[i].armorclass);
games/larn/diag.c
66
lprintf(" %3d %3d %3d ", (long)monster[i].damage, (long)monster[i].attack, (long)monster[i].defense);
games/larn/diag.c
67
lprintf("%6d %3d %6d\n", (long)monster[i].gold, (long)monster[i].hitpoints, (long)monster[i].experience);
games/larn/diag.c
80
hit = 2 * monster[i].armorclass + 2 * monster[i].level + 16;
games/larn/diag.c
83
monster[i].name,
games/larn/diag.c
84
(long)(hit / 2), (long)max(0, dam + 2), (long)(monster[i].hitpoints / (dam + 2) + 1),
games/larn/diag.c
85
(long)((hit + 2) / 2), (long)max(0, dam + 10), (long)(monster[i].hitpoints / (dam + 10) + 1),
games/larn/diag.c
86
(long)((hit + 5) / 2), (long)max(0, dam + 20), (long)(monster[i].hitpoints / (dam + 20) + 1));
games/larn/global.c
211
while (tmp < MAXMONST && monster[tmp].genocided) /* genocided? */
games/larn/header.h
353
extern struct monst monster[];
games/larn/monster.c
1084
while (monster[m = mitem[x][y] = rnd(MAXMONST + 7)].genocided)
games/larn/monster.c
1086
hitp[x][y] = monster[m].hitpoints;
games/larn/monster.c
1109
tmp = monster[monst].armorclass + c[LEVEL] + c[DEXTERITY] +
games/larn/monster.c
1177
if (hitp[x][y] > monster[monst].hitpoints)
games/larn/monster.c
1178
hitp[x][y] = monster[monst].hitpoints;
games/larn/monster.c
1184
raiseexperience((long)monster[monst].experience);
games/larn/monster.c
1185
amt = monster[monst].gold;
games/larn/monster.c
1233
if (rnd(30) + 5 * monster[mster].level - c[CHARISMA] < 30) {
games/larn/monster.c
1240
dam = monster[mster].damage;
games/larn/monster.c
1241
dam += rnd((int)((dam < 1) ? 1 : dam)) + monster[mster].level;
games/larn/monster.c
1244
if (monster[mster].attack > 0)
games/larn/monster.c
1246
if (spattack(monster[mster].attack, x, y)) {
games/larn/monster.c
143
while (mon < MAXMONST && monster[mon].genocided) /* genocided? */
games/larn/monster.c
152
hitp[x][y] = monster[mon].hitpoints;
games/larn/monster.c
1701
k += monster[(int)*p].experience;
games/larn/monster.c
1704
lprintf("\nThe %s barely escapes being annihilated!", monster[(int)*p].name);
games/larn/monster.c
1750
lprintf("\nThe %s dispels the sphere!", monster[m].name);
games/larn/monster.c
1757
lprintf("\nThe %s causes cancellation of the sphere!", monster[m].name);
games/larn/monster.c
1878
monster[j].genocided = 1; /* genocided from game */
games/larn/monster.c
1879
lprintf(" There will be no more %s's", monster[j].name);
games/larn/monster.c
437
hitp[i][j] = monster[GNOMEKING].hitpoints;
games/larn/monster.c
443
hitp[i][j] = monster[DEMONPRINCE].hitpoints;
games/larn/monster.c
680
lprintf(spelmes[tmp], monster[monst].name);
games/larn/monster.c
872
hitp[x][y] = monster[GNOMEKING].hitpoints;
games/larn/monster.c
906
p = monster[lastnum].name;
games/larn/movem.c
160
if (monster[monst].intelligence > 10 - c[HARDGAME]) { /* if smart monster */
games/larn/movem.c
306
lprintf("\nThe %s dispels the sphere!", monster[tmp].name);
games/larn/movem.c
331
if (monster[tmp].hitpoints > hitp[cc][dd])
games/larn/movem.c
374
lprintf(p, who, monster[tmp].name);
games/larn/object.c
991
hitp[j][i] = monster[(int)mitem[j][i]].hitpoints;
games/larn/scores.c
283
lprintf("killed by a %s", monster[sco[j].what].name);
games/larn/scores.c
626
ch = *monster[x].name;
games/larn/scores.c
631
sprintf(logg.what, "killed by %s %s", mod, monster[x].name);
games/larn/scores.c
682
ch = *monster[x].name;
games/larn/scores.c
687
lprintf("killed by %s %s", mod, monster[x].name);
games/larn/tok.c
149
i = ((6 + k) * monster[j].hitpoints + 1) / 6;
games/larn/tok.c
150
monster[j].hitpoints = (i < 0) ? 32767 : i;
games/larn/tok.c
151
i = ((6 + k) * monster[j].damage + 1) / 5;
games/larn/tok.c
152
monster[j].damage = (i > 127) ? 127 : i;
games/larn/tok.c
153
i = (10 * monster[j].gold) / (10 + k);
games/larn/tok.c
154
monster[j].gold = (i > 32767) ? 32767 : i;
games/larn/tok.c
155
i = monster[j].armorclass - k;
games/larn/tok.c
156
monster[j].armorclass = (i < -127) ? -127 : i;
games/larn/tok.c
157
i = (7 * monster[j].experience) / (7 + k) + 1;
games/larn/tok.c
158
monster[j].experience = (i <= 0) ? 1 : i;
games/larn/tok.c
215
monster[k].name = &usermonster[(int)usermpoint++][0];
games/phantasia/fight.c
911
struct monster Othermonster; /* to find a name for mimics */
games/phantasia/phantdefs.h
124
#define SZ_MONSTERSTRUCT sizeof(struct monster) /* size of monster structure */
games/phantasia/phantglobs.c
38
struct monster Curmonster;/* stats for current monster */
games/phantasia/phantglobs.h
36
extern struct monster Curmonster;/* stats for current monster */
games/rogue/hit.c
105
damage = monster->stationary_damage++;
games/rogue/hit.c
111
rogue_damage(damage, monster, 0);
games/rogue/hit.c
113
if (monster->m_flags & SPECIAL_HIT) {
games/rogue/hit.c
114
special_hit(monster);
games/rogue/hit.c
119
rogue_hit(object *monster, boolean force_hit)
games/rogue/hit.c
123
if (monster) {
games/rogue/hit.c
124
if (check_imitator(monster)) {
games/rogue/hit.c
143
s_con_mon(monster);
games/rogue/hit.c
145
if (mon_damage(monster, damage)) { /* still alive? */
games/rogue/hit.c
150
RET: check_gold_seeker(monster);
games/rogue/hit.c
151
wake_up(monster);
games/rogue/hit.c
156
rogue_damage(short d, object *monster, short other)
games/rogue/hit.c
161
killed_by(monster, other);
games/rogue/hit.c
283
mon_damage(object *monster, short damage)
games/rogue/hit.c
288
monster->hp_to_kill -= damage;
games/rogue/hit.c
290
if (monster->hp_to_kill <= 0) {
games/rogue/hit.c
291
row = monster->row;
games/rogue/hit.c
292
col = monster->col;
games/rogue/hit.c
297
cough_up(monster);
games/rogue/hit.c
298
mn = mon_name(monster);
games/rogue/hit.c
302
add_exp(monster->kill_exp, 1);
games/rogue/hit.c
303
take_from_pack(monster, &level_monsters);
games/rogue/hit.c
305
if (monster->m_flags & HOLDS) {
games/rogue/hit.c
308
free_object(monster);
games/rogue/hit.c
321
object *monster;
games/rogue/hit.c
357
monster = object_at(&level_monsters, row, col);
games/rogue/hit.c
358
if (monster != fight_monster) {
games/rogue/hit.c
439
s_con_mon(object *monster)
games/rogue/hit.c
442
monster->m_flags |= CONFUSED;
games/rogue/hit.c
443
monster->moves_confused += get_rand(12, 22);
games/rogue/hit.c
58
mon_hit(object *monster)
games/rogue/hit.c
64
if (fight_monster && (monster != fight_monster)) {
games/rogue/hit.c
67
monster->trow = NO_ROOM;
games/rogue/hit.c
71
hit_chance = monster->m_hit_chance;
games/rogue/hit.c
80
mn = mon_name(monster);
games/rogue/hit.c
95
if (!(monster->m_flags & STATIONARY)) {
games/rogue/hit.c
96
damage = get_damage(monster->m_damage, 1);
games/rogue/monster.c
128
object *monster;
games/rogue/monster.c
134
monster = gr_monster(NULL, 0);
games/rogue/monster.c
135
if ((monster->m_flags & WANDERS) && coin_toss()) {
games/rogue/monster.c
136
wake_up(monster);
games/rogue/monster.c
139
put_m_at(row, col, monster);
games/rogue/monster.c
144
gr_monster(object *monster, int mn)
games/rogue/monster.c
146
if (!monster) {
games/rogue/monster.c
147
monster = alloc_object();
games/rogue/monster.c
157
*monster = mon_tab[mn];
games/rogue/monster.c
158
if (monster->m_flags & IMITATES) {
games/rogue/monster.c
159
monster->disguise = gr_obj_char();
games/rogue/monster.c
162
monster->m_flags |= HASTED;
games/rogue/monster.c
164
monster->trow = NO_ROOM;
games/rogue/monster.c
165
return(monster);
games/rogue/monster.c
171
object *monster, *next_monster, *test_mons;
games/rogue/monster.c
178
monster = level_monsters.next_monster;
games/rogue/monster.c
180
while (monster) {
games/rogue/monster.c
181
next_monster = monster->next_monster;
games/rogue/monster.c
183
if (monster->m_flags & HASTED) {
games/rogue/monster.c
184
mv_1_monster(monster, rogue.row, rogue.col);
games/rogue/monster.c
188
} else if (monster->m_flags & SLOWED) {
games/rogue/monster.c
189
monster->slowed_toggle = !monster->slowed_toggle;
games/rogue/monster.c
190
if (monster->slowed_toggle) {
games/rogue/monster.c
194
if ((monster->m_flags & CONFUSED) && move_confused(monster)) {
games/rogue/monster.c
198
if ( (monster->m_flags & FLIES) &&
games/rogue/monster.c
199
!(monster->m_flags & NAPPING) &&
games/rogue/monster.c
200
!mon_can_go(monster, rogue.row, rogue.col)) {
games/rogue/monster.c
202
mv_1_monster(monster, rogue.row, rogue.col);
games/rogue/monster.c
207
if (!(flew && mon_can_go(monster, rogue.row, rogue.col))) {
games/rogue/monster.c
208
mv_1_monster(monster, rogue.row, rogue.col);
games/rogue/monster.c
211
monster = NULL;
games/rogue/monster.c
216
monster = next_monster;
games/rogue/monster.c
229
object *monster;
games/rogue/monster.c
253
monster = gr_monster(NULL, 0);
games/rogue/monster.c
254
if (!(monster->m_flags & IMITATES)) {
games/rogue/monster.c
255
monster->m_flags |= WAKENS;
games/rogue/monster.c
257
put_m_at(row, col, monster);
games/rogue/monster.c
268
object *monster;
games/rogue/monster.c
270
if ((monster = object_at(&level_monsters, row, col)) != NULL) {
games/rogue/monster.c
272
(monster->m_flags & INVISIBLE)) || blind) {
games/rogue/monster.c
273
return(monster->trail_char);
games/rogue/monster.c
275
if (monster->m_flags & IMITATES) {
games/rogue/monster.c
276
return(monster->disguise);
games/rogue/monster.c
278
return(monster->m_char);
games/rogue/monster.c
285
gmc(object *monster)
games/rogue/monster.c
288
(monster->m_flags & INVISIBLE))
games/rogue/monster.c
290
return(monster->trail_char);
games/rogue/monster.c
292
if (monster->m_flags & IMITATES) {
games/rogue/monster.c
293
return(monster->disguise);
games/rogue/monster.c
295
return(monster->m_char);
games/rogue/monster.c
299
mv_1_monster(object *monster, short row, short col)
games/rogue/monster.c
304
if (monster->m_flags & ASLEEP) {
games/rogue/monster.c
305
if (monster->m_flags & NAPPING) {
games/rogue/monster.c
306
if (--monster->nap_length <= 0) {
games/rogue/monster.c
307
monster->m_flags &= (~(NAPPING | ASLEEP));
games/rogue/monster.c
311
if ((monster->m_flags & WAKENS) &&
games/rogue/monster.c
312
rogue_is_around(monster->row, monster->col) &&
games/rogue/monster.c
316
wake_up(monster);
games/rogue/monster.c
319
} else if (monster->m_flags & ALREADY_MOVED) {
games/rogue/monster.c
320
monster->m_flags &= (~ALREADY_MOVED);
games/rogue/monster.c
323
if ((monster->m_flags & FLITS) && flit(monster)) {
games/rogue/monster.c
326
if ((monster->m_flags & STATIONARY) &&
games/rogue/monster.c
327
(!mon_can_go(monster, rogue.row, rogue.col))) {
games/rogue/monster.c
330
if (monster->m_flags & FREEZING_ROGUE) {
games/rogue/monster.c
333
if ((monster->m_flags & CONFUSES) && m_confuse(monster)) {
games/rogue/monster.c
336
if (mon_can_go(monster, rogue.row, rogue.col)) {
games/rogue/monster.c
337
mon_hit(monster);
games/rogue/monster.c
340
if ((monster->m_flags & FLAMES) && flame_broil(monster)) {
games/rogue/monster.c
343
if ((monster->m_flags & SEEKS_GOLD) && seek_gold(monster)) {
games/rogue/monster.c
346
if ((monster->trow == monster->row) &&
games/rogue/monster.c
347
(monster->tcol == monster->col)) {
games/rogue/monster.c
348
monster->trow = NO_ROOM;
games/rogue/monster.c
349
} else if (monster->trow != NO_ROOM) {
games/rogue/monster.c
350
row = monster->trow;
games/rogue/monster.c
351
col = monster->tcol;
games/rogue/monster.c
353
if (monster->row > row) {
games/rogue/monster.c
354
row = monster->row - 1;
games/rogue/monster.c
355
} else if (monster->row < row) {
games/rogue/monster.c
356
row = monster->row + 1;
games/rogue/monster.c
358
if ((dungeon[row][monster->col] & DOOR) &&
games/rogue/monster.c
359
mtry(monster, row, monster->col)) {
games/rogue/monster.c
362
if (monster->col > col) {
games/rogue/monster.c
363
col = monster->col - 1;
games/rogue/monster.c
364
} else if (monster->col < col) {
games/rogue/monster.c
365
col = monster->col + 1;
games/rogue/monster.c
367
if ((dungeon[monster->row][col] & DOOR) &&
games/rogue/monster.c
368
mtry(monster, monster->row, col)) {
games/rogue/monster.c
371
if (mtry(monster, row, col)) {
games/rogue/monster.c
381
if (!tried[n] && mtry(monster, row, monster->col-1)) {
games/rogue/monster.c
386
if (!tried[n] && mtry(monster, row, monster->col)) {
games/rogue/monster.c
391
if (!tried[n] && mtry(monster, row, monster->col+1)) {
games/rogue/monster.c
396
if (!tried[n] && mtry(monster, monster->row-1, col)) {
games/rogue/monster.c
401
if (!tried[n] && mtry(monster, monster->row, col)) {
games/rogue/monster.c
406
if (!tried[n] && mtry(monster, monster->row+1, col)) {
games/rogue/monster.c
418
if ((monster->row == monster->o_row) && (monster->col == monster->o_col)) {
games/rogue/monster.c
419
if (++(monster->o) > 4) {
games/rogue/monster.c
420
if ((monster->trow == NO_ROOM) &&
games/rogue/monster.c
421
(!mon_sees(monster, rogue.row, rogue.col))) {
games/rogue/monster.c
422
monster->trow = get_rand(1, (DROWS - 2));
games/rogue/monster.c
423
monster->tcol = get_rand(0, (DCOLS - 1));
games/rogue/monster.c
425
monster->trow = NO_ROOM;
games/rogue/monster.c
426
monster->o = 0;
games/rogue/monster.c
430
monster->o_row = monster->row;
games/rogue/monster.c
431
monster->o_col = monster->col;
games/rogue/monster.c
432
monster->o = 0;
games/rogue/monster.c
437
mtry(object *monster, short row, short col)
games/rogue/monster.c
439
if (mon_can_go(monster, row, col)) {
games/rogue/monster.c
440
move_mon_to(monster, row, col);
games/rogue/monster.c
447
move_mon_to(object *monster, short row, short col)
games/rogue/monster.c
452
mrow = monster->row;
games/rogue/monster.c
453
mcol = monster->col;
games/rogue/monster.c
462
mvaddch(mrow, mcol, monster->trail_char);
games/rogue/monster.c
465
mvaddch(mrow, mcol, monster->trail_char);
games/rogue/monster.c
467
if (monster->trail_char == '.') {
games/rogue/monster.c
468
monster->trail_char = ' ';
games/rogue/monster.c
470
mvaddch(mrow, mcol, monster->trail_char);
games/rogue/monster.c
474
monster->trail_char = mvinch(row, col);
games/rogue/monster.c
476
if ((!(monster->m_flags & INVISIBLE) ||
games/rogue/monster.c
478
mvaddch(row, col, gmc(monster));
games/rogue/monster.c
487
dr_course(monster, ((dungeon[mrow][mcol] & TUNNEL) ? 1 : 0),
games/rogue/monster.c
490
monster->row = row;
games/rogue/monster.c
491
monster->col = col;
games/rogue/monster.c
496
mon_can_go(const object *monster, short row, short col)
games/rogue/monster.c
501
dr = monster->row - row; /* check if move distance > 1 */
games/rogue/monster.c
505
dc = monster->col - col;
games/rogue/monster.c
509
if ((!dungeon[monster->row][col]) || (!dungeon[row][monster->col])) {
games/rogue/monster.c
515
if ((monster->row!=row)&&(monster->col!=col)&&((dungeon[row][col]&DOOR) ||
games/rogue/monster.c
516
(dungeon[monster->row][monster->col]&DOOR))) {
games/rogue/monster.c
519
if (!(monster->m_flags & (FLITS | CONFUSED | CAN_FLIT)) &&
games/rogue/monster.c
520
(monster->trow == NO_ROOM)) {
games/rogue/monster.c
521
if ((monster->row < rogue.row) && (row < monster->row)) return(0);
games/rogue/monster.c
522
if ((monster->row > rogue.row) && (row > monster->row)) return(0);
games/rogue/monster.c
523
if ((monster->col < rogue.col) && (col < monster->col)) return(0);
games/rogue/monster.c
524
if ((monster->col > rogue.col) && (col > monster->col)) return(0);
games/rogue/monster.c
536
wake_up(object *monster)
games/rogue/monster.c
538
if (!(monster->m_flags & NAPPING)) {
games/rogue/monster.c
539
monster->m_flags &= (~(ASLEEP | IMITATES | WAKENS));
games/rogue/monster.c
546
object *monster;
games/rogue/monster.c
555
monster = level_monsters.next_monster;
games/rogue/monster.c
557
while (monster) {
games/rogue/monster.c
558
in_room = (rn == get_room_number(monster->row, monster->col));
games/rogue/monster.c
561
monster->trow = NO_ROOM;
games/rogue/monster.c
563
monster->trow = row;
games/rogue/monster.c
564
monster->tcol = col;
games/rogue/monster.c
567
if ((monster->m_flags & WAKENS) &&
games/rogue/monster.c
568
(rn == get_room_number(monster->row, monster->col))) {
games/rogue/monster.c
570
wake_up(monster);
games/rogue/monster.c
573
monster = monster->next_monster;
games/rogue/monster.c
578
mon_name(const object *monster)
games/rogue/monster.c
582
if (blind || ((monster->m_flags & INVISIBLE) &&
games/rogue/monster.c
590
ch = monster->m_char - 'A';
games/rogue/monster.c
609
object *monster;
games/rogue/monster.c
614
monster = gr_monster(NULL, 0);
games/rogue/monster.c
615
if (!(monster->m_flags & (WAKENS | WANDERS))) {
games/rogue/monster.c
616
free_object(monster);
games/rogue/monster.c
623
wake_up(monster);
games/rogue/monster.c
627
put_m_at(row, col, monster);
games/rogue/monster.c
632
free_object(monster);
games/rogue/monster.c
640
object *monster;
games/rogue/monster.c
647
monster = level_monsters.next_monster;
games/rogue/monster.c
649
while (monster) {
games/rogue/monster.c
650
mvaddch(monster->row, monster->col, monster->m_char);
games/rogue/monster.c
651
if (monster->m_flags & IMITATES) {
games/rogue/monster.c
652
monster->m_flags &= (~IMITATES);
games/rogue/monster.c
653
monster->m_flags |= WAKENS;
games/rogue/monster.c
655
monster = monster->next_monster;
games/rogue/monster.c
665
object *monster;
games/rogue/monster.c
684
monster = gr_monster(NULL, 0);
games/rogue/monster.c
685
put_m_at(row, col, monster);
games/rogue/monster.c
686
mvaddch(row, col, gmc(monster));
games/rogue/monster.c
687
if (monster->m_flags & (WANDERS | WAKENS)) {
games/rogue/monster.c
688
wake_up(monster);
games/rogue/monster.c
696
put_m_at(short row, short col, object *monster)
games/rogue/monster.c
698
monster->row = row;
games/rogue/monster.c
699
monster->col = col;
games/rogue/monster.c
701
monster->trail_char = mvinch(row, col);
games/rogue/monster.c
702
add_to_pack(monster, &level_monsters, 0);
games/rogue/monster.c
703
aim_monster(monster);
games/rogue/monster.c
707
aim_monster(object *monster)
games/rogue/monster.c
711
rn = get_room_number(monster->row, monster->col);
games/rogue/monster.c
719
monster->trow = rooms[rn].doors[d].door_row;
games/rogue/monster.c
720
monster->tcol = rooms[rn].doors[d].door_col;
games/rogue/monster.c
740
move_confused(object *monster)
games/rogue/monster.c
744
if (!(monster->m_flags & ASLEEP)) {
games/rogue/monster.c
745
if (--monster->moves_confused <= 0) {
games/rogue/monster.c
746
monster->m_flags &= (~CONFUSED);
games/rogue/monster.c
748
if (monster->m_flags & STATIONARY) {
games/rogue/monster.c
753
row = monster->row;
games/rogue/monster.c
754
col = monster->col;
games/rogue/monster.c
761
if (mtry(monster, row, col)) {
games/rogue/monster.c
770
flit(object *monster)
games/rogue/monster.c
774
if (!rand_percent(FLIT_PERCENT + ((monster->m_flags & FLIES) ? 20 : 0))) {
games/rogue/monster.c
780
row = monster->row;
games/rogue/monster.c
781
col = monster->col;
games/rogue/monster.c
788
if (mtry(monster, row, col)) {
games/rogue/monster.c
824
object *monster;
games/rogue/monster.c
828
monster = level_monsters.next_monster;
games/rogue/monster.c
830
while (monster) {
games/rogue/monster.c
831
wake_up(monster);
games/rogue/monster.c
832
monster->m_flags &= (~IMITATES);
games/rogue/monster.c
833
if (rogue_can_see(monster->row, monster->col)) {
games/rogue/monster.c
834
mvaddch(monster->row, monster->col, monster->m_char);
games/rogue/monster.c
836
monster = monster->next_monster;
games/rogue/monster.c
841
mon_sees(const object *monster, int row, int col)
games/rogue/monster.c
848
(rn == get_room_number(monster->row, monster->col)) &&
games/rogue/monster.c
852
rdif = row - monster->row;
games/rogue/monster.c
853
cdif = col - monster->col;
games/rogue/monster.c
862
object *monster;
games/rogue/monster.c
864
monster = level_monsters.next_monster;
games/rogue/monster.c
866
while (monster) {
games/rogue/monster.c
867
if ((monster->m_char == 'A') &&
games/rogue/monster.c
868
mon_can_go(monster, rogue.row, rogue.col)) {
games/rogue/monster.c
869
mv_1_monster(monster, rogue.row, rogue.col);
games/rogue/monster.c
870
monster->m_flags |= ALREADY_MOVED;
games/rogue/monster.c
872
monster = monster->next_monster;
games/rogue/object.c
659
object *monster;
games/rogue/object.c
670
if ((monster = object_at(&level_monsters, row, col))) {
games/rogue/object.c
671
monster->trail_char = rc;
games/rogue/object.c
682
monster = level_monsters.next_object;
games/rogue/object.c
684
while (monster) {
games/rogue/object.c
685
if (monster->m_flags & IMITATES) {
games/rogue/object.c
686
mvaddch(monster->row, monster->col, (int)monster->disguise);
games/rogue/object.c
688
monster = monster->next_monster;
games/rogue/room.c
112
object *monster;
games/rogue/room.c
114
if ((monster = object_at(&level_monsters, i, j))) {
games/rogue/room.c
115
dungeon[monster->row][monster->col] &= (~MONSTER);
games/rogue/room.c
116
monster->trail_char =
games/rogue/room.c
117
get_dungeon_char(monster->row, monster->col);
games/rogue/room.c
118
dungeon[monster->row][monster->col] |= MONSTER;
games/rogue/room.c
401
object *monster;
games/rogue/room.c
403
if ((monster = object_at(&level_monsters, i, j))) {
games/rogue/room.c
404
monster->trail_char = ch;
games/rogue/room.c
414
dr_course(object *monster, boolean entering, short row, short col)
games/rogue/room.c
419
monster->row = row;
games/rogue/room.c
420
monster->col = col;
games/rogue/room.c
422
if (mon_sees(monster, rogue.row, rogue.col)) {
games/rogue/room.c
423
monster->trow = NO_ROOM;
games/rogue/room.c
438
monster->trow = rooms[rr].doors[k].oth_row;
games/rogue/room.c
439
monster->tcol = rooms[rr].doors[k].oth_col;
games/rogue/room.c
440
if ((monster->trow == row) &&
games/rogue/room.c
441
(monster->tcol == col)) {
games/rogue/room.c
453
if ((i != monster->row) && (j != monster->col) &&
games/rogue/room.c
455
monster->trow = i;
games/rogue/room.c
456
monster->tcol = j;
games/rogue/room.c
467
monster->trow = rooms[rn].doors[k].oth_row;
games/rogue/room.c
468
monster->tcol = rooms[rn].doors[k].oth_col;
games/rogue/room.c
476
monster->trow = NO_ROOM;
games/rogue/room.c
479
monster->trow = NO_ROOM;
games/rogue/room.c
481
monster->trow = row;
games/rogue/room.c
482
monster->tcol = col;
games/rogue/score.c
126
put_scores(monster, other);
games/rogue/score.c
197
put_scores(const object *monster, short other)
games/rogue/score.c
275
insert_score(scores, n_names, nick_name, rank, ne, monster,
games/rogue/score.c
327
short rank, short n, const object *monster, short other)
games/rogue/score.c
365
if (is_vowel(m_names[monster->m_char - 'A'][0])) {
games/rogue/score.c
370
strcat(buf, m_names[monster->m_char - 'A']);
games/rogue/score.c
63
killed_by(const object *monster, short other)
games/rogue/score.c
93
if (is_vowel(m_names[monster->m_char - 'A'][0])) {
games/rogue/score.c
98
strcat(buf, m_names[monster->m_char - 'A']);
games/rogue/spec_hit.c
103
if (monster && (!(monster->m_flags & RUST_VANISHED))) {
games/rogue/spec_hit.c
105
monster->m_flags |= RUST_VANISHED;
games/rogue/spec_hit.c
115
freeze(object *monster)
games/rogue/spec_hit.c
129
monster->m_flags |= FREEZING_ROGUE;
games/rogue/spec_hit.c
143
monster->m_flags &= (~FREEZING_ROGUE);
games/rogue/spec_hit.c
148
steal_gold(object *monster)
games/rogue/spec_hit.c
164
disappear(monster);
games/rogue/spec_hit.c
168
steal_item(object *monster)
games/rogue/spec_hit.c
218
disappear(monster);
games/rogue/spec_hit.c
222
disappear(object *monster)
games/rogue/spec_hit.c
226
row = monster->row;
games/rogue/spec_hit.c
227
col = monster->col;
games/rogue/spec_hit.c
233
take_from_pack(monster, &level_monsters);
games/rogue/spec_hit.c
234
free_object(monster);
games/rogue/spec_hit.c
239
cough_up(object *monster)
games/rogue/spec_hit.c
248
if (monster->m_flags & STEALS_GOLD) {
games/rogue/spec_hit.c
253
if (!rand_percent((int)monster->drop_percent)) {
games/rogue/spec_hit.c
258
row = monster->row;
games/rogue/spec_hit.c
259
col = monster->col;
games/rogue/spec_hit.c
302
seek_gold(object *monster)
games/rogue/spec_hit.c
306
if ((rn = get_room_number(monster->row, monster->col)) < 0) {
games/rogue/spec_hit.c
312
monster->m_flags |= CAN_FLIT;
games/rogue/spec_hit.c
313
s = mon_can_go(monster, i, j);
games/rogue/spec_hit.c
314
monster->m_flags &= (~CAN_FLIT);
games/rogue/spec_hit.c
316
move_mon_to(monster, i, j);
games/rogue/spec_hit.c
317
monster->m_flags |= ASLEEP;
games/rogue/spec_hit.c
318
monster->m_flags &= (~(WAKENS | SEEKS_GOLD));
games/rogue/spec_hit.c
321
monster->m_flags &= (~SEEKS_GOLD);
games/rogue/spec_hit.c
322
monster->m_flags |= CAN_FLIT;
games/rogue/spec_hit.c
323
mv_1_monster(monster, i, j);
games/rogue/spec_hit.c
324
monster->m_flags &= (~CAN_FLIT);
games/rogue/spec_hit.c
325
monster->m_flags |= SEEKS_GOLD;
games/rogue/spec_hit.c
348
check_gold_seeker(object *monster)
games/rogue/spec_hit.c
350
monster->m_flags &= (~SEEKS_GOLD);
games/rogue/spec_hit.c
354
check_imitator(object *monster)
games/rogue/spec_hit.c
358
if (monster->m_flags & IMITATES) {
games/rogue/spec_hit.c
359
wake_up(monster);
games/rogue/spec_hit.c
361
mvaddch(monster->row, monster->col,
games/rogue/spec_hit.c
362
get_dungeon_char(monster->row, monster->col));
games/rogue/spec_hit.c
364
sprintf(msg, "wait, that's a %s!", mon_name(monster));
games/rogue/spec_hit.c
376
object *monster;
games/rogue/spec_hit.c
378
if ((monster = object_at(&level_monsters, row, col)) != NULL) {
games/rogue/spec_hit.c
379
if (monster->m_flags & IMITATES) {
games/rogue/spec_hit.c
388
sting(object *monster)
games/rogue/spec_hit.c
403
mon_name(monster));
games/rogue/spec_hit.c
460
m_confuse(object *monster)
games/rogue/spec_hit.c
464
if (!rogue_can_see(monster->row, monster->col)) {
games/rogue/spec_hit.c
468
monster->m_flags &= (~CONFUSES); /* will not confuse the rogue */
games/rogue/spec_hit.c
472
monster->m_flags &= (~CONFUSES);
games/rogue/spec_hit.c
473
sprintf(msg, "the gaze of the %s has confused you", mon_name(monster));
games/rogue/spec_hit.c
482
flame_broil(object *monster)
games/rogue/spec_hit.c
486
if ((!mon_sees(monster, rogue.row, rogue.col)) || coin_toss()) {
games/rogue/spec_hit.c
489
row = rogue.row - monster->row;
games/rogue/spec_hit.c
490
col = rogue.col - monster->col;
games/rogue/spec_hit.c
501
dir = get_dir(monster->row, monster->col, row, col);
games/rogue/spec_hit.c
502
bounce(FIRE, dir, monster->row, monster->col, 0);
games/rogue/spec_hit.c
65
special_hit(object *monster)
games/rogue/spec_hit.c
67
if ((monster->m_flags & CONFUSED) && rand_percent(66)) {
games/rogue/spec_hit.c
70
if (monster->m_flags & RUSTS) {
games/rogue/spec_hit.c
71
rust(monster);
games/rogue/spec_hit.c
73
if ((monster->m_flags & HOLDS) && !levitate) {
games/rogue/spec_hit.c
76
if (monster->m_flags & FREEZES) {
games/rogue/spec_hit.c
77
freeze(monster);
games/rogue/spec_hit.c
79
if (monster->m_flags & STINGS) {
games/rogue/spec_hit.c
80
sting(monster);
games/rogue/spec_hit.c
82
if (monster->m_flags & DRAINS_LIFE) {
games/rogue/spec_hit.c
85
if (monster->m_flags & DROPS_LEVEL) {
games/rogue/spec_hit.c
88
if (monster->m_flags & STEALS_GOLD) {
games/rogue/spec_hit.c
89
steal_gold(monster);
games/rogue/spec_hit.c
90
} else if (monster->m_flags & STEALS_ITEM) {
games/rogue/spec_hit.c
91
steal_item(monster);
games/rogue/spec_hit.c
96
rust(object *monster)
games/rogue/throw.c
105
if (monster) {
games/rogue/throw.c
106
wake_up(monster);
games/rogue/throw.c
107
check_gold_seeker(monster);
games/rogue/throw.c
109
if (!throw_at_monster(monster, weapon)) {
games/rogue/throw.c
119
throw_at_monster(object *monster, object *weapon)
games/rogue/throw.c
147
s_con_mon(monster);
games/rogue/throw.c
149
mon_damage(monster, damage);
games/rogue/throw.c
198
object *new_weapon, *monster;
games/rogue/throw.c
230
if ((monster = object_at(&level_monsters,
games/rogue/throw.c
232
monster->trail_char = dch;
games/rogue/throw.c
61
object *monster;
games/rogue/throw.c
98
monster = get_thrown_at_monster(weapon, d, &row, &col);
games/rogue/use.c
439
object *monster;
games/rogue/use.c
451
monster = object_at(&level_monsters, row, col);
games/rogue/use.c
452
monster->m_flags |= ASLEEP;
games/rogue/use.c
453
monster->m_flags &= (~WAKENS);
games/rogue/use.c
483
object *obj, *monster;
games/rogue/use.c
503
monster = level_monsters.next_monster;
games/rogue/use.c
505
while (monster) {
games/rogue/use.c
506
ch = mvinch(monster->row, monster->col);
games/rogue/use.c
510
monster = monster->next_monster;
games/rogue/use.c
573
object *monster;
games/rogue/use.c
575
monster = level_monsters.next_monster;
games/rogue/use.c
577
while (monster) {
games/rogue/use.c
578
mvaddch(monster->row, monster->col, monster->trail_char);
games/rogue/use.c
579
monster = monster->next_monster;
games/rogue/zap.c
100
wdrain_life(monster);
games/rogue/zap.c
101
} else if (monster) {
games/rogue/zap.c
102
wake_up(monster);
games/rogue/zap.c
103
s_con_mon(monster);
games/rogue/zap.c
104
zap_monster(monster, wand->which_kind);
games/rogue/zap.c
134
zap_monster(object *monster, unsigned short kind)
games/rogue/zap.c
140
row = monster->row;
games/rogue/zap.c
141
col = monster->col;
games/rogue/zap.c
145
if (monster->m_flags & HASTED) {
games/rogue/zap.c
146
monster->m_flags &= (~HASTED);
games/rogue/zap.c
148
monster->slowed_toggle = 0;
games/rogue/zap.c
149
monster->m_flags |= SLOWED;
games/rogue/zap.c
153
if (monster->m_flags & SLOWED) {
games/rogue/zap.c
154
monster->m_flags &= (~SLOWED);
games/rogue/zap.c
156
monster->m_flags |= HASTED;
games/rogue/zap.c
160
tele_away(monster);
games/rogue/zap.c
163
monster->m_flags |= INVISIBLE;
games/rogue/zap.c
166
if (monster->m_flags & HOLDS) {
games/rogue/zap.c
169
nm = monster->next_monster;
games/rogue/zap.c
170
tc = monster->trail_char;
games/rogue/zap.c
171
gr_monster(monster, get_rand(0, MONSTERS-1));
games/rogue/zap.c
172
monster->row = row;
games/rogue/zap.c
173
monster->col = col;
games/rogue/zap.c
174
monster->next_monster = nm;
games/rogue/zap.c
175
monster->trail_char = tc;
games/rogue/zap.c
176
if (!(monster->m_flags & IMITATES)) {
games/rogue/zap.c
177
wake_up(monster);
games/rogue/zap.c
181
rogue_hit(monster, 1);
games/rogue/zap.c
184
if (monster->m_flags & HOLDS) {
games/rogue/zap.c
187
if (monster->m_flags & STEALS_ITEM) {
games/rogue/zap.c
188
monster->drop_percent = 0;
games/rogue/zap.c
190
monster->m_flags &= (~(FLIES | FLITS | SPECIAL_HIT | INVISIBLE |
games/rogue/zap.c
200
tele_away(object *monster)
games/rogue/zap.c
204
if (monster->m_flags & HOLDS) {
games/rogue/zap.c
208
mvaddch(monster->row, monster->col, monster->trail_char);
games/rogue/zap.c
209
dungeon[monster->row][monster->col] &= ~MONSTER;
games/rogue/zap.c
210
monster->row = row; monster->col = col;
games/rogue/zap.c
212
monster->trail_char = mvinch(row, col);
games/rogue/zap.c
214
mvaddch(row, col, gmc(monster));
games/rogue/zap.c
242
wdrain_life(object *monster)
games/rogue/zap.c
261
if (monster) {
games/rogue/zap.c
262
wake_up(monster);
games/rogue/zap.c
263
mon_damage(monster, hp);
games/rogue/zap.c
323
object *monster;
games/rogue/zap.c
325
monster = object_at(&level_monsters, row, col);
games/rogue/zap.c
327
wake_up(monster);
games/rogue/zap.c
329
sprintf(buf, "the %s misses the %s", s, mon_name(monster));
games/rogue/zap.c
334
if (!(monster->m_flags & RUSTS)) {
games/rogue/zap.c
335
if (monster->m_flags & FREEZES) {
games/rogue/zap.c
336
damage = monster->hp_to_kill;
games/rogue/zap.c
337
} else if (monster->m_flags & FLAMES) {
games/rogue/zap.c
338
damage = (monster->hp_to_kill / 10) + 1;
games/rogue/zap.c
343
damage = (monster->hp_to_kill / 2) + 1;
games/rogue/zap.c
345
sprintf(buf, "the %s hits the %s", s, mon_name(monster));
games/rogue/zap.c
347
mon_damage(monster, damage);
games/rogue/zap.c
350
if (!(monster->m_flags & FREEZES)) {
games/rogue/zap.c
353
monster->m_flags |= (ASLEEP | NAPPING);
games/rogue/zap.c
354
monster->nap_length = get_rand(3, 6);
games/rogue/zap.c
362
sprintf(buf, "the %s hits the %s", s, mon_name(monster));
games/rogue/zap.c
364
mon_damage(monster, damage);
games/rogue/zap.c
64
object *monster;
games/rogue/zap.c
98
monster = get_zapped_monster(d, &row, &col);