Searched refs:monsters (Results 1 - 24 of 24) sorted by relevance

/seL4-refos-master/projects/refos/impl/apps/nethack/src/nethack-3.4.3/include/
H A Drm.h462 Bitfield(shortsighted,1); /* monsters are shortsighted */
475 struct monst *monsters[COLNO][ROWNO]; member in struct:__anon695
479 struct monst *monsters[1][ROWNO]; member in struct:__anon695
509 * Macros for encapsulation of level.monsters references.
511 #define MON_AT(x,y) (level.monsters[x][y] != (struct monst *)0 && \
512 !(level.monsters[x][y])->mburied)
513 #define MON_BURIED_AT(x,y) (level.monsters[x][y] != (struct monst *)0 && \
514 (level.monsters[x][y])->mburied)
517 level.monsters[(m)->mx][(m)->my]=(m))
519 #define place_worm_seg(m,x,y) level.monsters[
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H A Dregion.h53 unsigned int* monsters; /* Monsters currently inside this region */ member in struct:__anon694
54 short n_monst; /* Number of monsters inside this region */
55 short max_monst; /* Maximum number of monsters that can be
H A Dsp_lev.h157 monster **monsters; member in struct:__anon717
201 monster **monsters; member in struct:_room
/seL4-refos-master/apps/nethack/src/nethack-3.4.3/include/
H A Drm.h462 Bitfield(shortsighted,1); /* monsters are shortsighted */
475 struct monst *monsters[COLNO][ROWNO]; member in struct:__anon17
479 struct monst *monsters[1][ROWNO]; member in struct:__anon17
509 * Macros for encapsulation of level.monsters references.
511 #define MON_AT(x,y) (level.monsters[x][y] != (struct monst *)0 && \
512 !(level.monsters[x][y])->mburied)
513 #define MON_BURIED_AT(x,y) (level.monsters[x][y] != (struct monst *)0 && \
514 (level.monsters[x][y])->mburied)
517 level.monsters[(m)->mx][(m)->my]=(m))
519 #define place_worm_seg(m,x,y) level.monsters[
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H A Dregion.h53 unsigned int* monsters; /* Monsters currently inside this region */ member in struct:__anon16
54 short n_monst; /* Number of monsters inside this region */
55 short max_monst; /* Maximum number of monsters that can be
H A Dsp_lev.h157 monster **monsters; member in struct:__anon39
201 monster **monsters; member in struct:_room
/seL4-refos-master/projects/refos/impl/apps/nethack/src/nethack-3.4.3/src/
H A Dregion.c132 reg->monsters = NULL;
183 tmp_m[i] = reg->monsters[i];
184 free((genericptr_t) reg->monsters);
186 reg->monsters = tmp_m;
189 reg->monsters[reg->n_monst++] = mon->m_id;
203 if (reg->monsters[i] == mon->m_id) {
205 reg->monsters[i] = reg->monsters[reg->n_monst];
223 if (reg->monsters[i] == mon->m_id)
253 ret_reg->monsters
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H A Dsp_lev.c232 * Shuffle the registers for locations, objects or monsters
819 /* handle specific attributes for some special monsters */
867 /* note: mimics don't appear as monsters! */
1004 /* Medusa level special case: statues are petrified monsters, so they
1571 Free(r->monsters[j]);
1572 Free(r->monsters);
1642 /* The monsters */
1644 create_monster(r->monsters[i], aroom);
1945 /* read the monsters */
1948 r->monsters
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H A Dmklev.c556 level.monsters[x][y] = (struct monst *)0;
562 (void) memset((genericptr_t)level.monsters, 0, sizeof(level.monsters));
761 we have to check for monsters on the stairs anyway. */
H A Dsteed.c636 level.monsters[x][y] = mon;
H A Drestore.c833 /* reset level.monsters for new level */
836 level.monsters[x][y] = (struct monst *) 0;
H A Dmuse.c16 /* Let monsters use magic items. Arbitrary assumptions: Monsters only use
17 * scrolls when they can see, monsters know when wands have 0 charges, monsters
18 * cannot recognize if items are cursed are not, monsters which are confused
111 /* I suspect few players will be upset that monsters */
218 /* Defines for various types of stuff. The order in which monsters prefer
243 * We cannot use this. Since monsters get unlimited teleportation, if they
355 /* Unfair to let the monsters leave the dungeon with the Amulet */
373 if ((xx==x && yy==y) || !level.monsters[xx][yy])
436 /* monsters diggin
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/seL4-refos-master/apps/nethack/src/nethack-3.4.3/src/
H A Dregion.c132 reg->monsters = NULL;
183 tmp_m[i] = reg->monsters[i];
184 free((genericptr_t) reg->monsters);
186 reg->monsters = tmp_m;
189 reg->monsters[reg->n_monst++] = mon->m_id;
203 if (reg->monsters[i] == mon->m_id) {
205 reg->monsters[i] = reg->monsters[reg->n_monst];
223 if (reg->monsters[i] == mon->m_id)
253 ret_reg->monsters
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H A Dsp_lev.c232 * Shuffle the registers for locations, objects or monsters
819 /* handle specific attributes for some special monsters */
867 /* note: mimics don't appear as monsters! */
1004 /* Medusa level special case: statues are petrified monsters, so they
1571 Free(r->monsters[j]);
1572 Free(r->monsters);
1642 /* The monsters */
1644 create_monster(r->monsters[i], aroom);
1945 /* read the monsters */
1948 r->monsters
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H A Dmklev.c556 level.monsters[x][y] = (struct monst *)0;
562 (void) memset((genericptr_t)level.monsters, 0, sizeof(level.monsters));
761 we have to check for monsters on the stairs anyway. */
H A Dsteed.c636 level.monsters[x][y] = mon;
H A Drestore.c833 /* reset level.monsters for new level */
836 level.monsters[x][y] = (struct monst *) 0;
H A Dmuse.c16 /* Let monsters use magic items. Arbitrary assumptions: Monsters only use
17 * scrolls when they can see, monsters know when wands have 0 charges, monsters
18 * cannot recognize if items are cursed are not, monsters which are confused
111 /* I suspect few players will be upset that monsters */
218 /* Defines for various types of stuff. The order in which monsters prefer
243 * We cannot use this. Since monsters get unlimited teleportation, if they
355 /* Unfair to let the monsters leave the dungeon with the Amulet */
373 if ((xx==x && yy==y) || !level.monsters[xx][yy])
436 /* monsters diggin
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/seL4-refos-master/projects/refos/impl/apps/nethack/src/nethack-3.4.3/sys/unix/
H A DMakefile.dat30 x11tiles: ../util/tile2x11 ../win/share/monsters.txt ../win/share/objects.txt \
32 ../util/tile2x11 ../win/share/monsters.txt ../win/share/objects.txt \
35 beostiles: ../util/tile2beos ../win/share/monsters.txt ../win/share/objects.txt \
37 ../util/tile2beos ../win/share/monsters.txt ../win/share/objects.txt \
40 nhtiles.bmp: ../util/tile2bmp ../win/share/monsters.txt ../win/share/objects.txt \
70 nh16.img: ../util/tile2img.ttp ../win/share/monsters.txt \
/seL4-refos-master/apps/nethack/src/nethack-3.4.3/sys/unix/
H A DMakefile.dat30 x11tiles: ../util/tile2x11 ../win/share/monsters.txt ../win/share/objects.txt \
32 ../util/tile2x11 ../win/share/monsters.txt ../win/share/objects.txt \
35 beostiles: ../util/tile2beos ../win/share/monsters.txt ../win/share/objects.txt \
37 ../util/tile2beos ../win/share/monsters.txt ../win/share/objects.txt \
40 nhtiles.bmp: ../util/tile2bmp ../win/share/monsters.txt ../win/share/objects.txt \
70 nh16.img: ../util/tile2img.ttp ../win/share/monsters.txt \
/seL4-refos-master/projects/refos/impl/apps/nethack/src/nethack-3.4.3/dat/
H A DMakefile30 x11tiles: ../util/tile2x11 ../win/share/monsters.txt ../win/share/objects.txt \
32 ../util/tile2x11 ../win/share/monsters.txt ../win/share/objects.txt \
35 beostiles: ../util/tile2beos ../win/share/monsters.txt ../win/share/objects.txt \
37 ../util/tile2beos ../win/share/monsters.txt ../win/share/objects.txt \
40 nhtiles.bmp: ../util/tile2bmp ../win/share/monsters.txt ../win/share/objects.txt \
70 nh16.img: ../util/tile2img.ttp ../win/share/monsters.txt \
/seL4-refos-master/apps/nethack/src/nethack-3.4.3/dat/
H A DMakefile30 x11tiles: ../util/tile2x11 ../win/share/monsters.txt ../win/share/objects.txt \
32 ../util/tile2x11 ../win/share/monsters.txt ../win/share/objects.txt \
35 beostiles: ../util/tile2beos ../win/share/monsters.txt ../win/share/objects.txt \
37 ../util/tile2beos ../win/share/monsters.txt ../win/share/objects.txt \
40 nhtiles.bmp: ../util/tile2bmp ../win/share/monsters.txt ../win/share/objects.txt \
70 nh16.img: ../util/tile2img.ttp ../win/share/monsters.txt \
/seL4-refos-master/projects/refos/impl/apps/nethack/src/nethack-3.4.3/doc/
H A DGuidebook.tex177 monsters don't like being photographed.
352 monsters react toward you. Monsters of a like alignment are more likely
602 one-step movement commands cause you to fight monsters; the others
711 Engraving the word ``{\tt Elbereth}'' will cause most monsters to not attack
1103 Doors can be useful for shutting out monsters. Most monsters cannot
1158 and some other monsters will follow along if they're close enough when
1242 help you locate them before they locate you (which some monsters can do
1248 monsters who are displayed on the screen. The command `{\tt C}' allows you
1250 one from another when multiple monsters ar
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/seL4-refos-master/apps/nethack/src/nethack-3.4.3/doc/
H A DGuidebook.tex177 monsters don't like being photographed.
352 monsters react toward you. Monsters of a like alignment are more likely
602 one-step movement commands cause you to fight monsters; the others
711 Engraving the word ``{\tt Elbereth}'' will cause most monsters to not attack
1103 Doors can be useful for shutting out monsters. Most monsters cannot
1158 and some other monsters will follow along if they're close enough when
1242 help you locate them before they locate you (which some monsters can do
1248 monsters who are displayed on the screen. The command `{\tt C}' allows you
1250 one from another when multiple monsters ar
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