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)$/ zapp zap.c /^zapp()$/