games/larn/create.c
161
hitp[i][j] = monster[z].hitpoints;
games/larn/create.c
275
marg = monster[mit].hitpoints;
games/larn/create.c
283
marg = monster[mit].hitpoints;
games/larn/create.c
289
marg = monster[mit].hitpoints;
games/larn/create.c
561
hitp[x][y] = monster[what].hitpoints;
games/larn/create.c
604
if (monster[mitem[x][y]].genocided)
games/larn/data.c
220
struct monst monster[] = {
games/larn/diag.c
222
lprc(monster[i].genocided); /* genocide info */
games/larn/diag.c
293
monster[i].genocided = lgetc(); /* genocide info */
games/larn/diag.c
69
lprintf("%19s %2ld %3ld ", monster[i].name, (long) monster[i].level, (long) monster[i].armorclass);
games/larn/diag.c
70
lprintf(" %3ld %3ld %3ld ", (long) monster[i].damage, (long) monster[i].attack, (long) monster[i].defense);
games/larn/diag.c
71
lprintf("%6ld %3ld %6ld\n", (long) monster[i].gold, (long) monster[i].hitpoints, (long) monster[i].experience);
games/larn/diag.c
84
hit = 2 * monster[i].armorclass + 2 * monster[i].level + 16;
games/larn/diag.c
87
monster[i].name,
games/larn/diag.c
88
(long) (hit / 2), (long) max(0, dam + 2), (long) (monster[i].hitpoints / (dam + 2) + 1),
games/larn/diag.c
89
(long) ((hit + 2) / 2), (long) max(0, dam + 10), (long) (monster[i].hitpoints / (dam + 10) + 1),
games/larn/diag.c
90
(long) ((hit + 5) / 2), (long) max(0, dam + 20), (long) (monster[i].hitpoints / (dam + 20) + 1));
games/larn/global.c
218
while (monster[tmp].genocided && tmp < MAXMONST)
games/larn/header.h
371
extern struct monst monster[];
games/larn/monster.c
1105
while (monster[m = mitem[x][y] = rnd(MAXMONST + 7)].genocided);
games/larn/monster.c
1106
hitp[x][y] = monster[m].hitpoints;
games/larn/monster.c
1129
tmp = monster[monst].armorclass + c[LEVEL] + c[DEXTERITY] +
games/larn/monster.c
1198
if (hitp[x][y] > monster[monst].hitpoints)
games/larn/monster.c
1199
hitp[x][y] = monster[monst].hitpoints;
games/larn/monster.c
1205
raiseexperience((long) monster[monst].experience);
games/larn/monster.c
1206
amt = monster[monst].gold;
games/larn/monster.c
1257
if (rnd(30) + 5 * monster[mster].level - c[CHARISMA] < 30) {
games/larn/monster.c
1264
dam = monster[mster].damage;
games/larn/monster.c
1265
dam += rnd((int) ((dam < 1) ? 1 : dam)) + monster[mster].level;
games/larn/monster.c
1268
if (monster[mster].attack > 0)
games/larn/monster.c
1270
if (spattack(monster[mster].attack, x, y)) {
games/larn/monster.c
154
while (monster[mon].genocided && mon < MAXMONST)
games/larn/monster.c
164
hitp[x][y] = monster[mon].hitpoints;
games/larn/monster.c
1727
k += monster[*p].experience;
games/larn/monster.c
1730
lprintf("\nThe %s barely escapes being annihilated!", monster[*p].name);
games/larn/monster.c
1776
lprintf("\nThe %s dispels the sphere!", monster[m].name);
games/larn/monster.c
1784
lprintf("\nThe %s causes cancellation of the sphere!", monster[m].name);
games/larn/monster.c
1910
monster[j].genocided = 1; /* genocided from game */
games/larn/monster.c
1911
lprintf(" There will be no more %s's", monster[j].name);
games/larn/monster.c
450
hitp[i][j] = monster[GNOMEKING].hitpoints;
games/larn/monster.c
456
hitp[i][j] = monster[DEMONPRINCE].hitpoints;
games/larn/monster.c
694
lprintf(spelmes[tmp], monster[monst].name);
games/larn/monster.c
891
hitp[x][y] = monster[GNOMEKING].hitpoints;
games/larn/monster.c
925
p = monster[lastnum].name;
games/larn/movem.c
165
if (monster[monst].intelligence > 10 - c[HARDGAME]) { /* if smart monster */
games/larn/movem.c
314
lprintf("\nThe %s dispels the sphere!", monster[tmp].name);
games/larn/movem.c
339
if (monster[tmp].hitpoints > hitp[cc][dd])
games/larn/movem.c
370
lprintf("\n%s hits the %s", who, monster[tmp].name);
games/larn/movem.c
375
who, monster[tmp].name);
games/larn/movem.c
379
lprintf("\nThe %s gets teleported", monster[tmp].name);
games/larn/object.c
1014
hitp[j][i] = monster[mitem[j][i]].hitpoints;
games/larn/scores.c
319
lprintf("killed by a %s", monster[sco[j].what].name);
games/larn/scores.c
677
ch = *monster[x].name;
games/larn/scores.c
683
"killed by %s %s", mod, monster[x].name);
games/larn/scores.c
741
ch = *monster[x].name;
games/larn/scores.c
746
lprintf("killed by %s %s", mod, monster[x].name);
games/larn/tok.c
151
mp = &monster[j];
games/larn/tok.c
205
monster[k].name = &usermonster[usermpoint++][0];
games/phantasia/fight.c
857
struct monster Othermonster; /* to find a name for mimics */
games/phantasia/phantdefs.h
133
#define SZ_MONSTERSTRUCT sizeof(struct monster) /* size of monster structure */
games/phantasia/phantglobs.c
44
struct monster Curmonster;/* stats for current monster */
games/phantasia/phantglobs.h
36
extern struct monster Curmonster;/* stats for current monster */
games/rogue/hit.c
101
if (!(monster->m_flags & STATIONARY)) {
games/rogue/hit.c
102
damage = get_damage(monster->m_damage, 1);
games/rogue/hit.c
111
damage = monster->stationary_damage++;
games/rogue/hit.c
117
rogue_damage(damage, monster, 0);
games/rogue/hit.c
119
if (monster->m_flags & SPECIAL_HIT) {
games/rogue/hit.c
120
special_hit(monster);
games/rogue/hit.c
125
rogue_hit(object *monster, boolean force_hit)
games/rogue/hit.c
129
if (monster) {
games/rogue/hit.c
130
if (check_imitator(monster)) {
games/rogue/hit.c
150
s_con_mon(monster);
games/rogue/hit.c
152
if (mon_damage(monster, damage)) { /* still alive? */
games/rogue/hit.c
158
RET: check_gold_seeker(monster);
games/rogue/hit.c
159
wake_up(monster);
games/rogue/hit.c
164
rogue_damage(short d, object *monster, short other)
games/rogue/hit.c
169
killed_by(monster, other);
games/rogue/hit.c
302
mon_damage(object *monster, short damage)
games/rogue/hit.c
307
monster->hp_to_kill -= damage;
games/rogue/hit.c
309
if (monster->hp_to_kill <= 0) {
games/rogue/hit.c
310
row = monster->row;
games/rogue/hit.c
311
col = monster->col;
games/rogue/hit.c
316
cough_up(monster);
games/rogue/hit.c
317
mn = mon_name(monster);
games/rogue/hit.c
320
add_exp(monster->kill_exp, 1);
games/rogue/hit.c
321
take_from_pack(monster, &level_monsters);
games/rogue/hit.c
323
if (monster->m_flags & HOLDS) {
games/rogue/hit.c
326
free_object(monster);
games/rogue/hit.c
339
object *monster;
games/rogue/hit.c
376
monster = object_at(&level_monsters, row, col);
games/rogue/hit.c
377
if (monster != fight_monster) {
games/rogue/hit.c
458
s_con_mon(object *monster)
games/rogue/hit.c
461
monster->m_flags |= CONFUSED;
games/rogue/hit.c
462
monster->moves_confused += get_rand(12, 22);
games/rogue/hit.c
66
mon_hit(object *monster)
games/rogue/hit.c
72
if (fight_monster && (monster != fight_monster)) {
games/rogue/hit.c
75
monster->trow = NO_ROOM;
games/rogue/hit.c
79
hit_chance = monster->m_hit_chance;
games/rogue/hit.c
88
mn = mon_name(monster);
games/rogue/monster.c
149
object *monster;
games/rogue/monster.c
155
monster = gr_monster(NULL, 0);
games/rogue/monster.c
156
if ((monster->m_flags & WANDERS) && coin_toss()) {
games/rogue/monster.c
157
wake_up(monster);
games/rogue/monster.c
160
put_m_at(row, col, monster);
games/rogue/monster.c
165
gr_monster(object *monster, int mn)
games/rogue/monster.c
167
if (!monster) {
games/rogue/monster.c
168
monster = alloc_object();
games/rogue/monster.c
178
*monster = mon_tab[mn];
games/rogue/monster.c
179
if (monster->m_flags & IMITATES) {
games/rogue/monster.c
180
monster->disguise = gr_obj_char();
games/rogue/monster.c
183
monster->m_flags |= HASTED;
games/rogue/monster.c
185
monster->trow = NO_ROOM;
games/rogue/monster.c
186
return(monster);
games/rogue/monster.c
192
object *monster, *next_monster, *test_mons;
games/rogue/monster.c
199
monster = level_monsters.next_monster;
games/rogue/monster.c
201
while (monster) {
games/rogue/monster.c
202
next_monster = monster->next_monster;
games/rogue/monster.c
204
if (monster->m_flags & HASTED) {
games/rogue/monster.c
205
mv_1_monster(monster, rogue.row, rogue.col);
games/rogue/monster.c
209
} else if (monster->m_flags & SLOWED) {
games/rogue/monster.c
210
monster->slowed_toggle = !monster->slowed_toggle;
games/rogue/monster.c
211
if (monster->slowed_toggle) {
games/rogue/monster.c
215
if ((monster->m_flags & CONFUSED) && move_confused(monster)) {
games/rogue/monster.c
219
if ( (monster->m_flags & FLIES) &&
games/rogue/monster.c
220
!(monster->m_flags & NAPPING) &&
games/rogue/monster.c
221
!mon_can_go(monster, rogue.row, rogue.col)) {
games/rogue/monster.c
223
mv_1_monster(monster, rogue.row, rogue.col);
games/rogue/monster.c
228
if (!(flew && mon_can_go(monster, rogue.row, rogue.col))) {
games/rogue/monster.c
229
mv_1_monster(monster, rogue.row, rogue.col);
games/rogue/monster.c
232
monster = NULL;
games/rogue/monster.c
237
monster = next_monster;
games/rogue/monster.c
250
object *monster;
games/rogue/monster.c
274
monster = gr_monster((object *)0, 0);
games/rogue/monster.c
275
if (!(monster->m_flags & IMITATES)) {
games/rogue/monster.c
276
monster->m_flags |= WAKENS;
games/rogue/monster.c
278
put_m_at(row, col, monster);
games/rogue/monster.c
289
object *monster;
games/rogue/monster.c
291
if ((monster = object_at(&level_monsters, row, col)) != NULL) {
games/rogue/monster.c
293
(monster->m_flags & INVISIBLE)) || blind) {
games/rogue/monster.c
294
return(monster->trail_char);
games/rogue/monster.c
296
if (monster->m_flags & IMITATES) {
games/rogue/monster.c
297
return(monster->disguise);
games/rogue/monster.c
299
return(monster->m_char);
games/rogue/monster.c
306
gmc(object *monster)
games/rogue/monster.c
309
(monster->m_flags & INVISIBLE))
games/rogue/monster.c
311
return(monster->trail_char);
games/rogue/monster.c
313
if (monster->m_flags & IMITATES) {
games/rogue/monster.c
314
return(monster->disguise);
games/rogue/monster.c
316
return(monster->m_char);
games/rogue/monster.c
320
mv_1_monster(object *monster, short row, short col)
games/rogue/monster.c
325
if (monster->m_flags & ASLEEP) {
games/rogue/monster.c
326
if (monster->m_flags & NAPPING) {
games/rogue/monster.c
327
if (--monster->nap_length <= 0) {
games/rogue/monster.c
328
monster->m_flags &= (~(NAPPING | ASLEEP));
games/rogue/monster.c
332
if ((monster->m_flags & WAKENS) &&
games/rogue/monster.c
333
rogue_is_around(monster->row, monster->col) &&
games/rogue/monster.c
337
wake_up(monster);
games/rogue/monster.c
340
} else if (monster->m_flags & ALREADY_MOVED) {
games/rogue/monster.c
341
monster->m_flags &= (~ALREADY_MOVED);
games/rogue/monster.c
344
if ((monster->m_flags & FLITS) && flit(monster)) {
games/rogue/monster.c
347
if ((monster->m_flags & STATIONARY) &&
games/rogue/monster.c
348
(!mon_can_go(monster, rogue.row, rogue.col))) {
games/rogue/monster.c
351
if (monster->m_flags & FREEZING_ROGUE) {
games/rogue/monster.c
354
if ((monster->m_flags & CONFUSES) && m_confuse(monster)) {
games/rogue/monster.c
357
if (mon_can_go(monster, rogue.row, rogue.col)) {
games/rogue/monster.c
358
mon_hit(monster);
games/rogue/monster.c
361
if ((monster->m_flags & FLAMES) && flame_broil(monster)) {
games/rogue/monster.c
364
if ((monster->m_flags & SEEKS_GOLD) && seek_gold(monster)) {
games/rogue/monster.c
367
if ((monster->trow == monster->row) &&
games/rogue/monster.c
368
(monster->tcol == monster->col)) {
games/rogue/monster.c
369
monster->trow = NO_ROOM;
games/rogue/monster.c
370
} else if (monster->trow != NO_ROOM) {
games/rogue/monster.c
371
row = monster->trow;
games/rogue/monster.c
372
col = monster->tcol;
games/rogue/monster.c
374
if (monster->row > row) {
games/rogue/monster.c
375
row = monster->row - 1;
games/rogue/monster.c
376
} else if (monster->row < row) {
games/rogue/monster.c
377
row = monster->row + 1;
games/rogue/monster.c
379
if ((dungeon[row][monster->col] & DOOR) &&
games/rogue/monster.c
380
mtry(monster, row, monster->col)) {
games/rogue/monster.c
383
if (monster->col > col) {
games/rogue/monster.c
384
col = monster->col - 1;
games/rogue/monster.c
385
} else if (monster->col < col) {
games/rogue/monster.c
386
col = monster->col + 1;
games/rogue/monster.c
388
if ((dungeon[monster->row][col] & DOOR) &&
games/rogue/monster.c
389
mtry(monster, monster->row, col)) {
games/rogue/monster.c
392
if (mtry(monster, row, col)) {
games/rogue/monster.c
402
if (!tried[n] && mtry(monster, row, monster->col-1)) {
games/rogue/monster.c
407
if (!tried[n] && mtry(monster, row, monster->col)) {
games/rogue/monster.c
412
if (!tried[n] && mtry(monster, row, monster->col+1)) {
games/rogue/monster.c
417
if (!tried[n] && mtry(monster, monster->row-1, col)) {
games/rogue/monster.c
422
if (!tried[n] && mtry(monster, monster->row, col)) {
games/rogue/monster.c
427
if (!tried[n] && mtry(monster, monster->row+1, col)) {
games/rogue/monster.c
439
if ((monster->row == monster->o_row) && (monster->col == monster->o_col)) {
games/rogue/monster.c
440
if (++(monster->o) > 4) {
games/rogue/monster.c
441
if ((monster->trow == NO_ROOM) &&
games/rogue/monster.c
442
(!mon_sees(monster, rogue.row, rogue.col))) {
games/rogue/monster.c
443
monster->trow = get_rand(1, (DROWS - 2));
games/rogue/monster.c
444
monster->tcol = get_rand(0, (DCOLS - 1));
games/rogue/monster.c
446
monster->trow = NO_ROOM;
games/rogue/monster.c
447
monster->o = 0;
games/rogue/monster.c
451
monster->o_row = monster->row;
games/rogue/monster.c
452
monster->o_col = monster->col;
games/rogue/monster.c
453
monster->o = 0;
games/rogue/monster.c
458
mtry(object *monster, short row, short col)
games/rogue/monster.c
460
if (mon_can_go(monster, row, col)) {
games/rogue/monster.c
461
move_mon_to(monster, row, col);
games/rogue/monster.c
468
move_mon_to(object *monster, short row, short col)
games/rogue/monster.c
473
mrow = monster->row;
games/rogue/monster.c
474
mcol = monster->col;
games/rogue/monster.c
483
mvaddch(mrow, mcol, monster->trail_char);
games/rogue/monster.c
486
mvaddch(mrow, mcol, monster->trail_char);
games/rogue/monster.c
488
if (monster->trail_char == '.') {
games/rogue/monster.c
489
monster->trail_char = ' ';
games/rogue/monster.c
491
mvaddch(mrow, mcol, monster->trail_char);
games/rogue/monster.c
495
monster->trail_char = mvinch(row, col);
games/rogue/monster.c
497
if ((!(monster->m_flags & INVISIBLE) ||
games/rogue/monster.c
499
mvaddch(row, col, gmc(monster));
games/rogue/monster.c
508
dr_course(monster, ((dungeon[mrow][mcol] & TUNNEL) ? 1 : 0),
games/rogue/monster.c
511
monster->row = row;
games/rogue/monster.c
512
monster->col = col;
games/rogue/monster.c
517
mon_can_go(const object *monster, short row, short col)
games/rogue/monster.c
522
dr = monster->row - row; /* check if move distance > 1 */
games/rogue/monster.c
526
dc = monster->col - col;
games/rogue/monster.c
530
if ((!dungeon[monster->row][col]) || (!dungeon[row][monster->col])) {
games/rogue/monster.c
536
if ((monster->row!=row)&&(monster->col!=col)&&((dungeon[row][col]&DOOR) ||
games/rogue/monster.c
537
(dungeon[monster->row][monster->col]&DOOR))) {
games/rogue/monster.c
540
if (!(monster->m_flags & (FLITS | CONFUSED | CAN_FLIT)) &&
games/rogue/monster.c
541
(monster->trow == NO_ROOM)) {
games/rogue/monster.c
542
if ((monster->row < rogue.row) && (row < monster->row)) return(0);
games/rogue/monster.c
543
if ((monster->row > rogue.row) && (row > monster->row)) return(0);
games/rogue/monster.c
544
if ((monster->col < rogue.col) && (col < monster->col)) return(0);
games/rogue/monster.c
545
if ((monster->col > rogue.col) && (col > monster->col)) return(0);
games/rogue/monster.c
557
wake_up(object *monster)
games/rogue/monster.c
559
if (!(monster->m_flags & NAPPING)) {
games/rogue/monster.c
560
monster->m_flags &= (~(ASLEEP | IMITATES | WAKENS));
games/rogue/monster.c
567
object *monster;
games/rogue/monster.c
576
monster = level_monsters.next_monster;
games/rogue/monster.c
578
while (monster) {
games/rogue/monster.c
579
in_room = (rn == get_room_number(monster->row, monster->col));
games/rogue/monster.c
582
monster->trow = NO_ROOM;
games/rogue/monster.c
584
monster->trow = row;
games/rogue/monster.c
585
monster->tcol = col;
games/rogue/monster.c
588
if ((monster->m_flags & WAKENS) &&
games/rogue/monster.c
589
(rn == get_room_number(monster->row, monster->col))) {
games/rogue/monster.c
591
wake_up(monster);
games/rogue/monster.c
594
monster = monster->next_monster;
games/rogue/monster.c
599
mon_name(const object *monster)
games/rogue/monster.c
603
if (blind || ((monster->m_flags & INVISIBLE) &&
games/rogue/monster.c
611
ch = monster->m_char - 'A';
games/rogue/monster.c
630
object *monster;
games/rogue/monster.c
634
monster = NULL; /* XXXGCC -Wuninitialized [powerpc] */
games/rogue/monster.c
637
monster = gr_monster(NULL, 0);
games/rogue/monster.c
638
if (!(monster->m_flags & (WAKENS | WANDERS))) {
games/rogue/monster.c
639
free_object(monster);
games/rogue/monster.c
646
wake_up(monster);
games/rogue/monster.c
650
put_m_at(row, col, monster);
games/rogue/monster.c
655
free_object(monster);
games/rogue/monster.c
663
object *monster;
games/rogue/monster.c
670
monster = level_monsters.next_monster;
games/rogue/monster.c
672
while (monster) {
games/rogue/monster.c
673
mvaddch(monster->row, monster->col, monster->m_char);
games/rogue/monster.c
674
if (monster->m_flags & IMITATES) {
games/rogue/monster.c
675
monster->m_flags &= (~IMITATES);
games/rogue/monster.c
676
monster->m_flags |= WAKENS;
games/rogue/monster.c
678
monster = monster->next_monster;
games/rogue/monster.c
688
object *monster;
games/rogue/monster.c
707
monster = gr_monster((object *)0, 0);
games/rogue/monster.c
708
put_m_at(row, col, monster);
games/rogue/monster.c
709
mvaddch(row, col, gmc(monster));
games/rogue/monster.c
710
if (monster->m_flags & (WANDERS | WAKENS)) {
games/rogue/monster.c
711
wake_up(monster);
games/rogue/monster.c
719
put_m_at(short row, short col, object *monster)
games/rogue/monster.c
721
monster->row = row;
games/rogue/monster.c
722
monster->col = col;
games/rogue/monster.c
724
monster->trail_char = mvinch(row, col);
games/rogue/monster.c
725
(void)add_to_pack(monster, &level_monsters, 0);
games/rogue/monster.c
726
aim_monster(monster);
games/rogue/monster.c
730
aim_monster(object *monster)
games/rogue/monster.c
734
rn = get_room_number(monster->row, monster->col);
games/rogue/monster.c
742
monster->trow = rooms[rn].doors[d].door_row;
games/rogue/monster.c
743
monster->tcol = rooms[rn].doors[d].door_col;
games/rogue/monster.c
763
move_confused(object *monster)
games/rogue/monster.c
767
if (!(monster->m_flags & ASLEEP)) {
games/rogue/monster.c
768
if (--monster->moves_confused <= 0) {
games/rogue/monster.c
769
monster->m_flags &= (~CONFUSED);
games/rogue/monster.c
771
if (monster->m_flags & STATIONARY) {
games/rogue/monster.c
776
row = monster->row;
games/rogue/monster.c
777
col = monster->col;
games/rogue/monster.c
784
if (mtry(monster, row, col)) {
games/rogue/monster.c
793
flit(object *monster)
games/rogue/monster.c
797
if (!rand_percent(FLIT_PERCENT + ((monster->m_flags & FLIES) ? 20 : 0))) {
games/rogue/monster.c
803
row = monster->row;
games/rogue/monster.c
804
col = monster->col;
games/rogue/monster.c
811
if (mtry(monster, row, col)) {
games/rogue/monster.c
847
object *monster;
games/rogue/monster.c
851
monster = level_monsters.next_monster;
games/rogue/monster.c
853
while (monster) {
games/rogue/monster.c
854
wake_up(monster);
games/rogue/monster.c
855
monster->m_flags &= (~IMITATES);
games/rogue/monster.c
856
if (rogue_can_see(monster->row, monster->col)) {
games/rogue/monster.c
857
mvaddch(monster->row, monster->col, monster->m_char);
games/rogue/monster.c
859
monster = monster->next_monster;
games/rogue/monster.c
864
mon_sees(const object *monster, int row, int col)
games/rogue/monster.c
871
(rn == get_room_number(monster->row, monster->col)) &&
games/rogue/monster.c
875
rdif = row - monster->row;
games/rogue/monster.c
876
cdif = col - monster->col;
games/rogue/monster.c
885
object *monster;
games/rogue/monster.c
887
monster = level_monsters.next_monster;
games/rogue/monster.c
889
while (monster) {
games/rogue/monster.c
890
if ((monster->m_char == 'A') &&
games/rogue/monster.c
891
mon_can_go(monster, rogue.row, rogue.col)) {
games/rogue/monster.c
892
mv_1_monster(monster, rogue.row, rogue.col);
games/rogue/monster.c
893
monster->m_flags |= ALREADY_MOVED;
games/rogue/monster.c
895
monster = monster->next_monster;
games/rogue/object.c
678
object *monster;
games/rogue/object.c
689
if ((monster =
games/rogue/object.c
691
monster->trail_char = rc;
games/rogue/object.c
702
monster = level_monsters.next_object;
games/rogue/object.c
704
while (monster) {
games/rogue/object.c
705
if (monster->m_flags & IMITATES) {
games/rogue/object.c
706
mvaddch(monster->row, monster->col, (int)monster->disguise);
games/rogue/object.c
708
monster = monster->next_monster;
games/rogue/room.c
116
object *monster;
games/rogue/room.c
118
if ((monster = object_at(
games/rogue/room.c
120
dungeon[monster->row][monster->col] &= (~MONSTER);
games/rogue/room.c
121
monster->trail_char =
games/rogue/room.c
122
get_dungeon_char(monster->row, monster->col);
games/rogue/room.c
123
dungeon[monster->row][monster->col] |= MONSTER;
games/rogue/room.c
406
object *monster;
games/rogue/room.c
408
if ((monster = object_at(
games/rogue/room.c
411
monster->trail_char =
games/rogue/room.c
422
dr_course(object *monster, boolean entering, short row, short col)
games/rogue/room.c
427
monster->row = row;
games/rogue/room.c
428
monster->col = col;
games/rogue/room.c
430
if (mon_sees(monster, rogue.row, rogue.col)) {
games/rogue/room.c
431
monster->trow = NO_ROOM;
games/rogue/room.c
446
monster->trow = rooms[rr].doors[k].oth_row;
games/rogue/room.c
447
monster->tcol = rooms[rr].doors[k].oth_col;
games/rogue/room.c
448
if ((monster->trow == row) &&
games/rogue/room.c
449
(monster->tcol == col)) {
games/rogue/room.c
461
if ((i != monster->row) && (j != monster->col) &&
games/rogue/room.c
463
monster->trow = i;
games/rogue/room.c
464
monster->tcol = j;
games/rogue/room.c
475
monster->trow = rooms[rn].doors[k].oth_row;
games/rogue/room.c
476
monster->tcol = rooms[rn].doors[k].oth_col;
games/rogue/room.c
484
monster->trow = NO_ROOM;
games/rogue/room.c
487
monster->trow = NO_ROOM;
games/rogue/room.c
489
monster->trow = row;
games/rogue/room.c
490
monster->tcol = col;
games/rogue/score.c
106
article, m_names[monster->m_char - 'A']);
games/rogue/score.c
136
put_scores(monster, other);
games/rogue/score.c
336
put_scores(const object *monster, short other)
games/rogue/score.c
408
make_score(&scores[rank], monster, other);
games/rogue/score.c
458
make_score(struct score_entry *se, const object *monster, int other)
games/rogue/score.c
491
mn = m_names[monster->m_char - 'A'];
games/rogue/score.c
67
killed_by(const object *monster, short other)
games/rogue/score.c
99
if (is_vowel(m_names[monster->m_char - 'A'][0])) {
games/rogue/spec_hit.c
104
rust(object *monster)
games/rogue/spec_hit.c
111
if (monster && (!(monster->m_flags & RUST_VANISHED))) {
games/rogue/spec_hit.c
113
monster->m_flags |= RUST_VANISHED;
games/rogue/spec_hit.c
123
freeze(object *monster)
games/rogue/spec_hit.c
137
monster->m_flags |= FREEZING_ROGUE;
games/rogue/spec_hit.c
151
monster->m_flags &= (~FREEZING_ROGUE);
games/rogue/spec_hit.c
156
steal_gold(object *monster)
games/rogue/spec_hit.c
172
disappear(monster);
games/rogue/spec_hit.c
176
steal_item(object *monster)
games/rogue/spec_hit.c
225
disappear(monster);
games/rogue/spec_hit.c
229
disappear(object *monster)
games/rogue/spec_hit.c
233
row = monster->row;
games/rogue/spec_hit.c
234
col = monster->col;
games/rogue/spec_hit.c
240
take_from_pack(monster, &level_monsters);
games/rogue/spec_hit.c
241
free_object(monster);
games/rogue/spec_hit.c
246
cough_up(object *monster)
games/rogue/spec_hit.c
255
if (monster->m_flags & STEALS_GOLD) {
games/rogue/spec_hit.c
260
if (!rand_percent((int)monster->drop_percent)) {
games/rogue/spec_hit.c
265
row = monster->row;
games/rogue/spec_hit.c
266
col = monster->col;
games/rogue/spec_hit.c
309
seek_gold(object *monster)
games/rogue/spec_hit.c
313
if ((rn = get_room_number(monster->row, monster->col)) < 0) {
games/rogue/spec_hit.c
319
monster->m_flags |= CAN_FLIT;
games/rogue/spec_hit.c
320
s = mon_can_go(monster, i, j);
games/rogue/spec_hit.c
321
monster->m_flags &= (~CAN_FLIT);
games/rogue/spec_hit.c
323
move_mon_to(monster, i, j);
games/rogue/spec_hit.c
324
monster->m_flags |= ASLEEP;
games/rogue/spec_hit.c
325
monster->m_flags &= (~(WAKENS | SEEKS_GOLD));
games/rogue/spec_hit.c
328
monster->m_flags &= (~SEEKS_GOLD);
games/rogue/spec_hit.c
329
monster->m_flags |= CAN_FLIT;
games/rogue/spec_hit.c
330
mv_1_monster(monster, i, j);
games/rogue/spec_hit.c
331
monster->m_flags &= (~CAN_FLIT);
games/rogue/spec_hit.c
332
monster->m_flags |= SEEKS_GOLD;
games/rogue/spec_hit.c
355
check_gold_seeker(object *monster)
games/rogue/spec_hit.c
357
monster->m_flags &= (~SEEKS_GOLD);
games/rogue/spec_hit.c
361
check_imitator(object *monster)
games/rogue/spec_hit.c
363
if (monster->m_flags & IMITATES) {
games/rogue/spec_hit.c
364
wake_up(monster);
games/rogue/spec_hit.c
366
mvaddch(monster->row, monster->col,
games/rogue/spec_hit.c
367
get_dungeon_char(monster->row, monster->col));
games/rogue/spec_hit.c
369
messagef(1, "wait, that's a %s!", mon_name(monster));
games/rogue/spec_hit.c
380
object *monster;
games/rogue/spec_hit.c
382
if ((monster = object_at(&level_monsters, row, col)) != NULL) {
games/rogue/spec_hit.c
383
if (monster->m_flags & IMITATES) {
games/rogue/spec_hit.c
392
sting(object *monster)
games/rogue/spec_hit.c
406
mon_name(monster));
games/rogue/spec_hit.c
462
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
474
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
73
special_hit(object *monster)
games/rogue/spec_hit.c
75
if ((monster->m_flags & CONFUSED) && rand_percent(66)) {
games/rogue/spec_hit.c
78
if (monster->m_flags & RUSTS) {
games/rogue/spec_hit.c
79
rust(monster);
games/rogue/spec_hit.c
81
if ((monster->m_flags & HOLDS) && !levitate) {
games/rogue/spec_hit.c
84
if (monster->m_flags & FREEZES) {
games/rogue/spec_hit.c
85
freeze(monster);
games/rogue/spec_hit.c
87
if (monster->m_flags & STINGS) {
games/rogue/spec_hit.c
88
sting(monster);
games/rogue/spec_hit.c
90
if (monster->m_flags & DRAINS_LIFE) {
games/rogue/spec_hit.c
93
if (monster->m_flags & DROPS_LEVEL) {
games/rogue/spec_hit.c
96
if (monster->m_flags & STEALS_GOLD) {
games/rogue/spec_hit.c
97
steal_gold(monster);
games/rogue/spec_hit.c
98
} else if (monster->m_flags & STEALS_ITEM) {
games/rogue/spec_hit.c
99
steal_item(monster);
games/rogue/throw.c
106
monster = get_thrown_at_monster(weapon, d, &row, &col);
games/rogue/throw.c
113
if (monster) {
games/rogue/throw.c
114
wake_up(monster);
games/rogue/throw.c
115
check_gold_seeker(monster);
games/rogue/throw.c
117
if (!throw_at_monster(monster, weapon)) {
games/rogue/throw.c
127
throw_at_monster(object *monster, object *weapon)
games/rogue/throw.c
155
s_con_mon(monster);
games/rogue/throw.c
157
(void)mon_damage(monster, damage);
games/rogue/throw.c
206
object *new_weapon, *monster;
games/rogue/throw.c
240
if ((monster = object_at(&level_monsters,
games/rogue/throw.c
242
monster->trail_char = dch;
games/rogue/throw.c
69
object *monster;
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
499
monster = level_monsters.next_monster;
games/rogue/use.c
501
while (monster) {
games/rogue/use.c
502
ch = mvinch(monster->row, monster->col);
games/rogue/use.c
506
monster = monster->next_monster;
games/rogue/use.c
569
object *monster;
games/rogue/use.c
571
monster = level_monsters.next_monster;
games/rogue/use.c
573
while (monster) {
games/rogue/use.c
574
mvaddch(monster->row, monster->col, monster->trail_char);
games/rogue/use.c
575
monster = monster->next_monster;
games/rogue/zap.c
106
monster = get_zapped_monster(d, &row, &col);
games/rogue/zap.c
108
wdrain_life(monster);
games/rogue/zap.c
109
} else if (monster) {
games/rogue/zap.c
110
wake_up(monster);
games/rogue/zap.c
111
s_con_mon(monster);
games/rogue/zap.c
112
zap_monster(monster, wand->which_kind);
games/rogue/zap.c
142
zap_monster(object *monster, unsigned short kind)
games/rogue/zap.c
148
row = monster->row;
games/rogue/zap.c
149
col = monster->col;
games/rogue/zap.c
153
if (monster->m_flags & HASTED) {
games/rogue/zap.c
154
monster->m_flags &= (~HASTED);
games/rogue/zap.c
156
monster->slowed_toggle = 0;
games/rogue/zap.c
157
monster->m_flags |= SLOWED;
games/rogue/zap.c
161
if (monster->m_flags & SLOWED) {
games/rogue/zap.c
162
monster->m_flags &= (~SLOWED);
games/rogue/zap.c
164
monster->m_flags |= HASTED;
games/rogue/zap.c
168
tele_away(monster);
games/rogue/zap.c
171
monster->m_flags |= INVISIBLE;
games/rogue/zap.c
174
if (monster->m_flags & HOLDS) {
games/rogue/zap.c
177
nm = monster->next_monster;
games/rogue/zap.c
178
tc = monster->trail_char;
games/rogue/zap.c
179
(void)gr_monster(monster, get_rand(0, MONSTERS-1));
games/rogue/zap.c
180
monster->row = row;
games/rogue/zap.c
181
monster->col = col;
games/rogue/zap.c
182
monster->next_monster = nm;
games/rogue/zap.c
183
monster->trail_char = tc;
games/rogue/zap.c
184
if (!(monster->m_flags & IMITATES)) {
games/rogue/zap.c
185
wake_up(monster);
games/rogue/zap.c
189
rogue_hit(monster, 1);
games/rogue/zap.c
192
if (monster->m_flags & HOLDS) {
games/rogue/zap.c
195
if (monster->m_flags & STEALS_ITEM) {
games/rogue/zap.c
196
monster->drop_percent = 0;
games/rogue/zap.c
198
monster->m_flags &= (~(FLIES | FLITS | SPECIAL_HIT | INVISIBLE |
games/rogue/zap.c
208
tele_away(object *monster)
games/rogue/zap.c
212
if (monster->m_flags & HOLDS) {
games/rogue/zap.c
216
mvaddch(monster->row, monster->col, monster->trail_char);
games/rogue/zap.c
217
dungeon[monster->row][monster->col] &= ~MONSTER;
games/rogue/zap.c
218
monster->row = row; monster->col = col;
games/rogue/zap.c
220
monster->trail_char = mvinch(row, col);
games/rogue/zap.c
222
mvaddch(row, col, gmc(monster));
games/rogue/zap.c
251
wdrain_life(object *monster)
games/rogue/zap.c
270
if (monster) {
games/rogue/zap.c
271
wake_up(monster);
games/rogue/zap.c
272
(void)mon_damage(monster, hp);
games/rogue/zap.c
330
object *monster;
games/rogue/zap.c
332
monster = object_at(&level_monsters, row, col);
games/rogue/zap.c
334
wake_up(monster);
games/rogue/zap.c
337
mon_name(monster));
games/rogue/zap.c
341
if (!(monster->m_flags & RUSTS)) {
games/rogue/zap.c
342
if (monster->m_flags & FREEZES) {
games/rogue/zap.c
343
damage = monster->hp_to_kill;
games/rogue/zap.c
344
} else if (monster->m_flags & FLAMES) {
games/rogue/zap.c
345
damage = (monster->hp_to_kill / 10) + 1;
games/rogue/zap.c
350
damage = (monster->hp_to_kill / 2) + 1;
games/rogue/zap.c
353
mon_name(monster));
games/rogue/zap.c
354
(void)mon_damage(monster, damage);
games/rogue/zap.c
357
if (!(monster->m_flags & FREEZES)) {
games/rogue/zap.c
360
monster->m_flags |= (ASLEEP | NAPPING);
games/rogue/zap.c
361
monster->nap_length = get_rand(3, 6);
games/rogue/zap.c
370
mon_name(monster));
games/rogue/zap.c
371
(void)mon_damage(monster, damage);
games/rogue/zap.c
72
object *monster;