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