BSD 4_3_Net_2 development
authorMichael Toy <toy@ucbvax.Berkeley.EDU>
Mon, 1 Jul 1991 05:35:27 +0000 (21:35 -0800)
committerMichael Toy <toy@ucbvax.Berkeley.EDU>
Mon, 1 Jul 1991 05:35:27 +0000 (21:35 -0800)
Work on file usr/src/games/rogue/tags

Synthesized-from: CSRG/cd2/net.2

usr/src/games/rogue/tags [new file with mode: 0644]

diff --git a/usr/src/games/rogue/tags b/usr/src/games/rogue/tags
new file mode 100644 (file)
index 0000000..d787e8c
--- /dev/null
@@ -0,0 +1,326 @@
+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)$/
+zapp   zap.c   /^zapp()$/