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