BSD 4_4 development
[unix-history] / usr / src / games / rogue / tags
Mmain main.c /^main(argc, argv)$/
add_exp level.c /^add_exp(e, promotion)$/
add_mazes level.c /^add_mazes()$/
add_to_pack pack.c /^add_to_pack(obj, pack, condense)$/
add_traps trap.c /^add_traps()$/
addch curses.c /^addch(ch)$/
addstr curses.c /^addstr(str)$/
aggravate monster.c /^aggravate()$/
aim_monster monster.c /^aim_monster(monster)$/
alloc_object object.c /^alloc_object()$/
bounce zap.c /^bounce(ball, dir, row, col, r)$/
byebye init.c /^byebye()$/
c_object_for_wizard object.c /^c_object_for_wizard()$/
call_it pack.c /^call_it()$/
can_move move.c /^can_move(row1, col1, row2, col2) $/
can_turn move.c /^can_turn(nrow, ncol)$/
center score.c /^center(row, buf)$/
check_duplicate pack.c /^check_duplicate(obj, pack)$/
check_gold_seeker spec_hit.c /^check_gold_seeker(monster)$/
check_hunger move.c /^check_hunger(msg_only)$/
check_imitator spec_hit.c /^check_imitator(monster)$/
check_message message.c /^check_message()$/
check_up level.c /^check_up()$/
clean_up init.c /^clean_up(estr)$/
clear curses.c /^clear()$/
clear_buffers curses.c /^clear_buffers()$/
clear_level level.c /^clear_level()$/
clrtoeol curses.c /^clrtoeol()$/
cnfs use.c /^cnfs()$/
coin_toss random.c /^coin_toss()$/
connect_rooms level.c /^connect_rooms(room1, room2)$/
cough_up spec_hit.c /^cough_up(monster)$/
create_monster monster.c /^create_monster()$/
crmode curses.c /^crmode()$/
damage_for_strength hit.c /^damage_for_strength()$/
darken_room room.c /^darken_room(rn)$/
disappear spec_hit.c /^disappear(monster)$/
do_args init.c /^do_args(argc, argv)$/
do_opts init.c /^do_opts()$/
do_put_on ring.c /^do_put_on(ring, on_left)$/
do_shell room.c /^do_shell()$/
do_wear pack.c /^do_wear(obj)$/
do_wield pack.c /^do_wield(obj)$/
dr_course room.c /^dr_course(monster, entering, row, col)$/
drain_life spec_hit.c /^drain_life()$/
draw_magic_map room.c /^draw_magic_map()$/
draw_simple_passage level.c /^draw_simple_passage(row1, col1, row2, col2, dir)$/
drop pack.c /^drop()$/
drop_check level.c /^drop_check()$/
drop_level spec_hit.c /^drop_level()$/
eat use.c /^eat()$/
edit_opts room.c /^edit_opts()$/
endwin curses.c /^endwin()$/
env_get_value init.c /^env_get_value(s, e, add_blank)$/
error_save init.c /^error_save()$/
fight hit.c /^fight(to_the_death)$/
fill_it level.c /^fill_it(rn, do_rec_de)$/
fill_out_level level.c /^fill_out_level()$/
flame_broil spec_hit.c /^flame_broil(monster)$/
flit monster.c /^flit(monster)$/
flop_weapon throw.c /^flop_weapon(weapon, row, col)$/
free_object object.c /^free_object(obj)$/
free_stuff object.c /^free_stuff(objlist)$/
freeze spec_hit.c /^freeze(monster)$/
get_armor_class object.c /^get_armor_class(obj)$/
get_com_id inventory.c /^get_com_id(index, ch)$/
get_damage hit.c /^get_damage(ds, r)$/
get_desc inventory.c /^get_desc(obj, desc)$/
get_dir spec_hit.c /^get_dir(srow, scol, drow, dcol)$/
get_dir_rc hit.c /^get_dir_rc(dir, row, col, allow_off_screen)$/
get_dungeon_char room.c /^get_dungeon_char(row, col)$/
get_ench_color use.c /^get_ench_color()$/
get_exp_level level.c /^get_exp_level(e)$/
get_food object.c /^get_food(obj, force_ration)$/
get_hit_chance hit.c /^get_hit_chance(weapon)$/
get_id_table inventory.c /^get_id_table(obj)$/
get_input_line message.c /^get_input_line(prompt, insert, buf, if_cancelled, /
get_letter_object object.c /^get_letter_object(ch)$/
get_mask_char room.c /^get_mask_char(mask)$/
get_number hit.c /^get_number(s)$/
get_oth_room room.c /^get_oth_room(rn, row, col)$/
get_rand random.c /^get_rand(x, y)$/
get_room_number room.c /^get_room_number(row, col)$/
get_term_info curses.c /^get_term_info()$/
get_thrown_at_monster throw.c /^get_thrown_at_monster(obj, dir, row, col)$/
get_value score.c /^get_value(obj)$/
get_w_damage hit.c /^get_w_damage(obj)$/
get_wand_and_ring_materials inventory.c /^get_wand_and_ring_materials()$/
get_weapon_damage hit.c /^get_weapon_damage(weapon)$/
get_zapped_monster zap.c /^get_zapped_monster(dir, row, col)$/
gmc monster.c /^gmc(monster)$/
gmc_row_col monster.c /^gmc_row_col(row, col)$/
go_blind use.c /^go_blind()$/
gold_at spec_hit.c /^gold_at(row, col)$/
gr_armor object.c /^gr_armor(obj)$/
gr_dir move.c /^gr_dir()$/
gr_monster monster.c /^gr_monster(monster, mn)$/
gr_obj_char monster.c /^gr_obj_char()$/
gr_object object.c /^gr_object()$/
gr_potion object.c /^gr_potion(obj)$/
gr_ring ring.c /^gr_ring(ring, assign_wk)$/
gr_room room.c /^gr_room()$/
gr_row_col room.c /^gr_row_col(row, col, mask)$/
gr_scroll object.c /^gr_scroll(obj)$/
gr_wand object.c /^gr_wand(obj)$/
gr_weapon object.c /^gr_weapon(obj, assign_wk)$/
gr_what_is object.c /^gr_what_is()$/
hallucinate use.c /^hallucinate()$/
has_amulet pack.c /^has_amulet()$/
has_been_touched save.c /^has_been_touched(saved_time, mod_time)$/
heal move.c /^heal()$/
hide_boxed_passage level.c /^hide_boxed_passage(row1, col1, row2, col2, n)$/
hold_monster use.c /^hold_monster()$/
hp_raise level.c /^hp_raise()$/
id_all score.c /^id_all()$/
id_com inventory.c /^id_com()$/
id_trap trap.c /^id_trap()$/
id_type inventory.c /^id_type()$/
idntfy use.c /^idntfy()$/
imitating spec_hit.c /^imitating(row, col)$/
init init.c /^init(argc, argv)$/
init_str init.c /^init_str(str, dflt)$/
initscr curses.c /^initscr()$/
insert_score score.c /^insert_score(scores, n_names, n_name, rank, n, mon/
inv_armor_weapon inventory.c /^inv_armor_weapon(is_weapon)$/
inv_rings ring.c /^inv_rings()$/
inventory inventory.c /^inventory(pack, mask)$/
is_all_connected room.c /^is_all_connected()$/
is_digit message.c /^is_digit(ch)$/
is_direction move.c /^is_direction(c, d)$/
is_pack_letter pack.c /^is_pack_letter(c, mask)$/
is_passable move.c /^is_passable(row, col)$/
is_vowel score.c /^is_vowel(ch)$/
kick_into_pack pack.c /^kick_into_pack()$/
killed_by score.c /^killed_by(monster, other)$/
lget_number hit.c /^lget_number(s)$/
light_passage room.c /^light_passage(row, col)$/
light_up_room room.c /^light_up_room(rn)$/
m_confuse spec_hit.c /^m_confuse(monster)$/
make_level level.c /^make_level()$/
make_maze level.c /^make_maze(r, c, tr, br, lc, rc)$/
make_party object.c /^make_party()$/
make_room level.c /^make_room(rn, r1, r2, r3)$/
make_scroll_titles inventory.c /^make_scroll_titles()$/
mask_pack pack.c /^mask_pack(pack, mask)$/
mask_room level.c /^mask_room(rn, row, col, mask)$/
md_cbreak_no_echo_nonl machdep.c /^md_cbreak_no_echo_nonl(on)$/
md_control_keybord machdep.c /^md_control_keybord(mode)$/
md_df machdep.c /^md_df(fname)$/
md_exit machdep.c /^md_exit(status)$/
md_gct machdep.c /^md_gct(rt_buf)$/
md_gdtcf machdep.c /^md_gdtcf()$/
md_get_file_id machdep.c /^md_get_file_id(fname)$/
md_getenv machdep.c /^md_getenv(name)$/
md_gfmt machdep.c /^md_gfmt(fname, rt_buf)$/
md_gln machdep.c /^md_gln()$/
md_gseed machdep.c /^md_gseed()$/
md_heed_signals machdep.c /^md_heed_signals()$/
md_ignore_signals machdep.c /^md_ignore_signals()$/
md_link_count machdep.c /^md_link_count(fname)$/
md_lock machdep.c /^md_lock(l)$/
md_malloc machdep.c /^md_malloc(n)$/
md_shell machdep.c /^md_shell(shell)$/
md_sleep machdep.c /^md_sleep(nsecs)$/
md_slurp machdep.c /^md_slurp()$/
md_tstp machdep.c /^md_tstp()$/
message message.c /^message(msg, intrpt)$/
mix_colors inventory.c /^mix_colors()$/
mix_random_rooms level.c /^mix_random_rooms()$/
mon_can_go monster.c /^mon_can_go(monster, row, col)$/
mon_damage hit.c /^mon_damage(monster, damage)$/
mon_hit hit.c /^mon_hit(monster)$/
mon_name monster.c /^mon_name(monster)$/
mon_sees monster.c /^mon_sees(monster, row, col)$/
move curses.c /^move(row, col)$/
move_confused monster.c /^move_confused(monster)$/
move_mon_to monster.c /^move_mon_to(monster, row, col)$/
move_onto move.c /^move_onto()$/
mtry monster.c /^mtry(monster, row, col)$/
multiple_move_rogue move.c /^multiple_move_rogue(dirch)$/
mv_1_monster monster.c /^mv_1_monster(monster, row, col)$/
mv_aquatars monster.c /^mv_aquatars()$/
mv_mons monster.c /^mv_mons()$/
mvaddch curses.c /^mvaddch(row, col, ch)$/
mvaddstr curses.c /^mvaddstr(row, col, str)$/
mvinch curses.c /^mvinch(row, col)$/
name_cmp score.c /^name_cmp(s1, s2)$/
name_of object.c /^name_of(obj)$/
next_avail_ichar pack.c /^next_avail_ichar()$/
next_to_something move.c /^next_to_something(drow, dcol)$/
nickize score.c /^nickize(buf, score, n_name)$/
no_room_for_monster monster.c /^no_room_for_monster(rn)$/
noecho curses.c /^noecho()$/
nonl curses.c /^nonl()$/
object_at object.c /^object_at(pack, row, col)$/
one_move_rogue move.c /^one_move_rogue(dirch, pickup)$/
onintr init.c /^onintr()$/
opt_erase room.c /^opt_erase(i)$/
opt_go room.c /^opt_go(i)$/
opt_show room.c /^opt_show(i)$/
pack_count pack.c /^pack_count(new_obj)$/
pack_letter pack.c /^pack_letter(prompt, mask)$/
pad message.c /^pad(s, n)$/
party_monsters monster.c /^party_monsters(rn, n)$/
party_objects room.c /^party_objects(rn)$/
pick_up pack.c /^pick_up(row, col, status)$/
place_at object.c /^place_at(obj, row, col)$/
plant_gold object.c /^plant_gold(row, col, is_maze)$/
play_level play.c /^play_level()$/
player_init init.c /^player_init()$/
potion_heal use.c /^potion_heal(extra)$/
pr_com_id inventory.c /^pr_com_id(ch)$/
pr_motion_char inventory.c /^pr_motion_char(ch)$/
print_stats message.c /^print_stats(stat_mask)$/
put_amulet object.c /^put_amulet()$/
put_char_at curses.c /^put_char_at(row, col, ch)$/
put_cursor curses.c /^put_cursor(row, col)$/
put_door level.c /^put_door(rm, dir, row, col)$/
put_gold object.c /^put_gold()$/
put_m_at monster.c /^put_m_at(row, col, monster)$/
put_mons monster.c /^put_mons()$/
put_objects object.c /^put_objects()$/
put_on_ring ring.c /^put_on_ring()$/
put_player level.c /^put_player(nr)$/
put_scores score.c /^put_scores(monster, other)$/
put_st_char curses.c /^put_st_char(ch)$/
put_stairs object.c /^put_stairs()$/
quaff use.c /^quaff()$/
quit score.c /^quit(from_intrpt)$/
r_index message.c /^r_index(str, ch, last)$/
r_read save.c /^r_read(fp, buf, n)$/
r_write save.c /^r_write(fp, buf, n)$/
rand_around throw.c /^rand_around(i, r, c)$/
rand_percent random.c /^rand_percent(percentage)$/
rand_place object.c /^rand_place(obj)$/
read_pack save.c /^read_pack(pack, fp, is_rogue)$/
read_scroll use.c /^read_scroll()$/
read_string save.c /^read_string(s, fp)$/
recursive_deadend level.c /^recursive_deadend(rn, offsets, srow, scol)$/
refresh curses.c /^refresh()$/
reg_move move.c /^reg_move()$/
relight use.c /^relight()$/
remessage message.c /^remessage(c)$/
remove_ring ring.c /^remove_ring()$/
rest move.c /^rest(count)$/
restore save.c /^restore(fname)$/
rgetchar message.c /^rgetchar()$/
ring_stats ring.c /^ring_stats(pr)$/
rogue_can_see monster.c /^rogue_can_see(row, col)$/
rogue_damage hit.c /^rogue_damage(d, monster, other)$/
rogue_hit hit.c /^rogue_hit(monster, force_hit)$/
rogue_is_around monster.c /^rogue_is_around(row, col)$/
rrandom random.c /^rrandom()$/
rust spec_hit.c /^rust(monster)$/
rw_dungeon save.c /^rw_dungeon(fp, rw)$/
rw_id save.c /^rw_id(id_table, fp, n, wr)$/
rw_rooms save.c /^rw_rooms(fp, rw)$/
s_con_mon hit.c /^s_con_mon(monster)$/
same_col level.c /^same_col(room1, room2)$/
same_row level.c /^same_row(room1, room2)$/
save_game save.c /^save_game()$/
save_into_file save.c /^save_into_file(sfile)$/
save_screen message.c /^save_screen()$/
search trap.c /^search(n, is_auto)$/
seek_gold spec_hit.c /^seek_gold(monster)$/
sell_pack score.c /^sell_pack()$/
sf_error score.c /^sf_error()$/
show_average_hp level.c /^show_average_hp()$/
show_monsters monster.c /^show_monsters()$/
show_objects object.c /^show_objects()$/
show_traps trap.c /^show_traps()$/
single_inv inventory.c /^single_inv(ichar)$/
sound_bell message.c /^sound_bell()$/
special_hit spec_hit.c /^special_hit(monster)$/
srrandom random.c /^srrandom(x)$/
standend curses.c /^standend()$/
standout curses.c /^standout()$/
start_window init.c /^start_window()$/
steal_gold spec_hit.c /^steal_gold(monster)$/
steal_item spec_hit.c /^steal_item(monster)$/
sting spec_hit.c /^sting(monster)$/
stop_window init.c /^stop_window()$/
swap level.c /^#define swap(x,y) {t = x; x = y; y = t;}$/
take_a_nap use.c /^take_a_nap()$/
take_from_pack pack.c /^take_from_pack(obj, pack)$/
take_off pack.c /^take_off()$/
tc_cmget curses.c /^tc_cmget()$/
tc_gets curses.c /^tc_gets(ibuf, tcstr)$/
tc_gnum curses.c /^tc_gnum(ibuf, n)$/
tc_gtdata curses.c /^tc_gtdata(fp, buf)$/
tc_tname curses.c /^tc_tname(fp, term, buf)$/
tele use.c /^tele()$/
tele_away zap.c /^tele_away(monster)$/
throw throw.c /^throw()$/
throw_at_monster throw.c /^throw_at_monster(monster, weapon)$/
to_hit hit.c /^to_hit(obj)$/
trap_at trap.c /^trap_at(row, col)$/
trap_player trap.c /^trap_player(row, col)$/
try_to_cough spec_hit.c /^try_to_cough(row, col, obj)$/
tstp curses.c /^tstp()$/
turn_passage move.c /^turn_passage(dir, fast)$/
un_put_on ring.c /^un_put_on(ring)$/
unblind use.c /^unblind()$/
unconfuse use.c /^unconfuse()$/
uncurse_all use.c /^uncurse_all()$/
unhallucinate use.c /^unhallucinate()$/
unwear pack.c /^unwear(obj)$/
unwield pack.c /^unwield(obj)$/
vanish use.c /^vanish(obj, rm, pack)$/
visit_rooms room.c /^visit_rooms(rn)$/
wait_for_ack pack.c /^wait_for_ack()$/
wake_room monster.c /^wake_room(rn, entering, row, col)$/
wake_up monster.c /^wake_up(monster)$/
wanderer monster.c /^wanderer()$/
wdrain_life zap.c /^wdrain_life(monster)$/
wear pack.c /^wear()$/
wield pack.c /^wield()$/
win score.c /^win()$/
wizardize zap.c /^wizardize()$/
wrefresh curses.c /^wrefresh(scr)$/
write_pack save.c /^write_pack(pack, fp)$/
write_string save.c /^write_string(s, fp)$/
xxx score.c /^xxx(st)$/
xxxx score.c /^xxxx(buf, n)$/
zap_monster zap.c /^zap_monster(monster, kind)$/
zapp zap.c /^zapp()$/