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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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