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Source:NetHack 3.4.0/monmove.c

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Below is the full text to monmove.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/monmove.c#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

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1.    /*	SCCS Id: @(#)monmove.c	3.4	2000/08/16	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #include "hack.h"
6.    #include "mfndpos.h"
7.    #include "artifact.h"
8.    
9.    extern boolean notonhead;
10.   
11.   #ifdef OVL0
12.   
13.   STATIC_DCL int FDECL(disturb,(struct monst *));
14.   STATIC_DCL void FDECL(distfleeck,(struct monst *,int *,int *,int *));
15.   STATIC_DCL int FDECL(m_arrival, (struct monst *));
16.   STATIC_DCL void FDECL(watch_on_duty,(struct monst *));
17.   
18.   #endif /* OVL0 */
19.   #ifdef OVLB
20.   
21.   boolean /* TRUE : mtmp died */
22.   mb_trapped(mtmp)
23.   register struct monst *mtmp;
24.   {
25.   	if (flags.verbose) {
26.   	    if (cansee(mtmp->mx, mtmp->my))
27.   		pline("KABOOM!!  You see a door explode.");
28.   	    else if (flags.soundok)
29.   		You_hear("a distant explosion.");
30.   	}
31.   	wake_nearto(mtmp->mx, mtmp->my, 7*7);
32.   	mtmp->mstun = 1;
33.   	mtmp->mhp -= rnd(15);
34.   	if(mtmp->mhp <= 0) {
35.   		mondied(mtmp);
36.   		if (mtmp->mhp > 0) /* lifesaved */
37.   			return(FALSE);
38.   		else
39.   			return(TRUE);
40.   	}
41.   	return(FALSE);
42.   }
43.   
44.   #endif /* OVLB */
45.   #ifdef OVL0
46.   
47.   STATIC_OVL void
48.   watch_on_duty(mtmp)
49.   register struct monst *mtmp;
50.   {
51.   	register s_level *slev = Is_special(&u.uz);
52.   	int	x, y;
53.   
54.   	if(slev && slev->flags.town && mtmp->mpeaceful &&
55.   	   mtmp->mcansee && m_canseeu(mtmp) && !rn2(3)) {
56.   
57.   	    if(picking_lock(&x, &y) && IS_DOOR(levl[x][y].typ) &&
58.   	       (levl[x][y].doormask & D_LOCKED)) {
59.   
60.   		if(couldsee(mtmp->mx, mtmp->my)) {
61.   
62.   		  pline("%s yells:", Amonnam(mtmp));
63.   		  if(levl[x][y].looted & D_WARNED) {
64.   			verbalize("Halt, thief!  You're under arrest!");
65.   			(void) angry_guards(!(flags.soundok));
66.   		  } else {
67.   			verbalize("Hey, stop picking that lock!");
68.   			levl[x][y].looted |=  D_WARNED;
69.   		  }
70.   		  stop_occupation();
71.   		}
72.   	    } else if (is_digging()) {
73.   		/* chewing, wand/spell of digging are checked elsewhere */
74.   		watch_dig(mtmp, digging.pos.x, digging.pos.y, FALSE);
75.   	    }
76.   	}
77.   }
78.   
79.   #endif /* OVL0 */
80.   #ifdef OVL1
81.   
82.   int
83.   dochugw(mtmp)
84.   	register struct monst *mtmp;
85.   {
86.   	register int x = mtmp->mx, y = mtmp->my;
87.   	boolean already_saw_mon = !occupation ? 0 : canspotmon(mtmp);
88.   	int rd = dochug(mtmp);
89.   #if 0
90.   	/* part of the original warning code which was replaced in 3.3.1 */
91.   	int dd;
92.   
93.   	if(Warning && !rd && !mtmp->mpeaceful &&
94.   			(dd = distu(mtmp->mx,mtmp->my)) < distu(x,y) &&
95.   			dd < 100 && !canseemon(mtmp)) {
96.   	    /* Note: this assumes we only want to warn against the monster to
97.   	     * which the weapon does extra damage, as there is no "monster
98.   	     * which the weapon warns against" field.
99.   	     */
100.  	    if (spec_ability(uwep, SPFX_WARN) && spec_dbon(uwep, mtmp, 1))
101.  		warnlevel = 100;
102.  	    else if ((int) (mtmp->m_lev / 4) > warnlevel)
103.  		warnlevel = (mtmp->m_lev / 4);
104.  	}
105.  #endif /* 0 */
106.  
107.  	/* a similar check is in monster_nearby() in hack.c */
108.  	/* check whether hero notices monster and stops current activity */
109.  	if (occupation && !rd && !Confusion &&
110.  	    (!mtmp->mpeaceful || Hallucination) &&
111.  	    /* it's close enough to be a threat */
112.  	    distu(mtmp->mx,mtmp->my) <= (BOLT_LIM+1)*(BOLT_LIM+1) &&
113.  	    /* and either couldn't see it before, or it was too far away */
114.  	    (!already_saw_mon || !couldsee(x,y) ||
115.  		distu(x,y) > (BOLT_LIM+1)*(BOLT_LIM+1)) &&
116.  	    /* can see it now, or sense it and would normally see it */
117.  	    (canseemon(mtmp) ||
118.  		(sensemon(mtmp) && couldsee(mtmp->mx,mtmp->my))) &&
119.  	    !noattacks(mtmp->data) && !onscary(u.ux, u.uy, mtmp))
120.  		stop_occupation();
121.  
122.  	return(rd);
123.  }
124.  
125.  #endif /* OVL1 */
126.  #ifdef OVL2
127.  
128.  boolean
129.  onscary(x, y, mtmp)
130.  int x, y;
131.  struct monst *mtmp;
132.  {
133.  	if (mtmp->isshk || mtmp->isgd || mtmp->iswiz || !mtmp->mcansee ||
134.  			mtmp->mpeaceful || mtmp->data->mlet == S_HUMAN ||
135.  			is_lminion(mtmp->data) || is_rider(mtmp->data) ||
136.  			mtmp->data == &mons[PM_MINOTAUR])
137.  		return(FALSE);
138.  
139.  	return (boolean)(sobj_at(SCR_SCARE_MONSTER, x, y)
140.  #ifdef ELBERETH
141.  			 || sengr_at("Elbereth", x, y)
142.  #endif
143.  			 || (mtmp->data->mlet == S_VAMPIRE
144.  			     && IS_ALTAR(levl[x][y].typ)));
145.  }
146.  
147.  #endif /* OVL2 */
148.  #ifdef OVL0
149.  
150.  /* regenerate lost hit points */
151.  void
152.  mon_regen(mon, digest_meal)
153.  struct monst *mon;
154.  boolean digest_meal;
155.  {
156.  	if (mon->mhp < mon->mhpmax &&
157.  	    (moves % 20 == 0 || regenerates(mon->data))) mon->mhp++;
158.  	if (mon->mspec_used) mon->mspec_used--;
159.  	if (digest_meal) {
160.  	    if (mon->meating) mon->meating--;
161.  	}
162.  }
163.  
164.  /*
165.   * Possibly awaken the given monster.  Return a 1 if the monster has been
166.   * jolted awake.
167.   */
168.  STATIC_OVL int
169.  disturb(mtmp)
170.  	register struct monst *mtmp;
171.  {
172.  	/*
173.  	 * + Ettins are hard to surprise.
174.  	 * + Nymphs, jabberwocks, and leprechauns do not easily wake up.
175.  	 *
176.  	 * Wake up if:
177.  	 *	in direct LOS						AND
178.  	 *	within 10 squares					AND
179.  	 *	not stealthy or (mon is an ettin and 9/10)		AND
180.  	 *	(mon is not a nymph, jabberwock, or leprechaun) or 1/50	AND
181.  	 *	Aggravate or mon is (dog or human) or
182.  	 *	    (1/7 and mon is not mimicing furniture or object)
183.  	 */
184.  	if(couldsee(mtmp->mx,mtmp->my) &&
185.  		distu(mtmp->mx,mtmp->my) <= 100 &&
186.  		(!Stealth || (mtmp->data == &mons[PM_ETTIN] && rn2(10))) &&
187.  		(!(mtmp->data->mlet == S_NYMPH
188.  			|| mtmp->data == &mons[PM_JABBERWOCK]
189.  #if 0	/* DEFERRED */
190.  			|| mtmp->data == &mons[PM_VORPAL_JABBERWOCK]
191.  #endif
192.  			|| mtmp->data->mlet == S_LEPRECHAUN) || !rn2(50)) &&
193.  		(Aggravate_monster
194.  			|| (mtmp->data->mlet == S_DOG ||
195.  				mtmp->data->mlet == S_HUMAN)
196.  			|| (!rn2(7) && mtmp->m_ap_type != M_AP_FURNITURE &&
197.  				mtmp->m_ap_type != M_AP_OBJECT) )) {
198.  		mtmp->msleeping = 0;
199.  		return(1);
200.  	}
201.  	return(0);
202.  }
203.  
204.  /* monster begins fleeing for the specified time, 0 means untimed flee
205.   * if first, only adds fleetime if monster isn't already fleeing
206.   * if fleemsg, prints a message about new flight, otherwise, caller should */
207.  void
208.  monflee(mtmp, fleetime, first, fleemsg)
209.  struct monst *mtmp;
210.  int fleetime;
211.  boolean first;
212.  boolean fleemsg;
213.  {
214.  	if (u.ustuck == mtmp) {
215.  	    if (u.uswallow)
216.  		expels(mtmp, mtmp->data, TRUE);
217.  	    else if (!sticks(youmonst.data)) {
218.  		unstuck(mtmp);	/* monster lets go when fleeing */
219.  		You("get released!");
220.  	    }
221.  	}
222.  
223.  	if (!first || !mtmp->mflee) {
224.  	    /* don't lose untimed scare */
225.  	    if (!fleetime)
226.  		mtmp->mfleetim = 0;
227.  	    else if (!mtmp->mflee || mtmp->mfleetim) {
228.  		fleetime += mtmp->mfleetim;
229.  		/* ensure monster flees long enough to visibly stop fighting */
230.  		if (fleetime == 1) fleetime++;
231.  		mtmp->mfleetim = min(fleetime, 127);
232.  	    }
233.  	    if (!mtmp->mflee && fleemsg && canseemon(mtmp))
234.  		pline("%s turns to flee!", (Monnam(mtmp)));
235.  	    mtmp->mflee = 1;
236.  	}
237.  }
238.  
239.  STATIC_OVL void
240.  distfleeck(mtmp,inrange,nearby,scared)
241.  register struct monst *mtmp;
242.  int *inrange, *nearby, *scared;
243.  {
244.  	int seescaryx, seescaryy;
245.  
246.  	*inrange = (dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <=
247.  							(BOLT_LIM * BOLT_LIM));
248.  	*nearby = *inrange && monnear(mtmp, mtmp->mux, mtmp->muy);
249.  
250.  	/* Note: if your image is displaced, the monster sees the Elbereth
251.  	 * at your displaced position, thus never attacking your displaced
252.  	 * position, but possibly attacking you by accident.  If you are
253.  	 * invisible, it sees the Elbereth at your real position, thus never
254.  	 * running into you by accident but possibly attacking the spot
255.  	 * where it guesses you are.
256.  	 */
257.  	if (!mtmp->mcansee || (Invis && !perceives(mtmp->data))) {
258.  		seescaryx = mtmp->mux;
259.  		seescaryy = mtmp->muy;
260.  	} else {
261.  		seescaryx = u.ux;
262.  		seescaryy = u.uy;
263.  	}
264.  	*scared = (*nearby && (onscary(seescaryx, seescaryy, mtmp) ||
265.  			       (!mtmp->mpeaceful &&
266.  				    in_your_sanctuary(mtmp, 0, 0))));
267.  
268.  	if(*scared) {
269.  		if (rn2(7))
270.  		    monflee(mtmp, rnd(10), TRUE, TRUE);
271.  		else
272.  		    monflee(mtmp, rnd(100), TRUE, TRUE);
273.  	}
274.  
275.  }
276.  
277.  /* perform a special one-time action for a monster; returns -1 if nothing
278.     special happened, 0 if monster uses up its turn, 1 if monster is killed */
279.  STATIC_OVL int
280.  m_arrival(mon)
281.  struct monst *mon;
282.  {
283.  	mon->mstrategy &= ~STRAT_ARRIVE;	/* always reset */
284.  
285.  	return -1;
286.  }
287.  
288.  /* returns 1 if monster died moving, 0 otherwise */
289.  /* The whole dochugw/m_move/distfleeck/mfndpos section is serious spaghetti
290.   * code. --KAA
291.   */
292.  int
293.  dochug(mtmp)
294.  register struct monst *mtmp;
295.  {
296.  	register struct permonst *mdat;
297.  	register int tmp=0;
298.  	int inrange, nearby, scared;
299.  #ifdef GOLDOBJ
300.          struct obj *ygold = 0, *lepgold = 0;
301.  #endif
302.  
303.  /*	Pre-movement adjustments	*/
304.  
305.  	mdat = mtmp->data;
306.  
307.  	if (mtmp->mstrategy & STRAT_ARRIVE) {
308.  	    int res = m_arrival(mtmp);
309.  	    if (res >= 0) return res;
310.  	}
311.  
312.  	/* check for waitmask status change */
313.  	if ((mtmp->mstrategy & STRAT_WAITFORU) &&
314.  		(m_canseeu(mtmp) || mtmp->mhp < mtmp->mhpmax))
315.  	    mtmp->mstrategy &= ~STRAT_WAITFORU;
316.  
317.  	/* update quest status flags */
318.  	quest_stat_check(mtmp);
319.  
320.  	if (!mtmp->mcanmove || (mtmp->mstrategy & STRAT_WAITMASK)) {
321.  	    if (Hallucination) newsym(mtmp->mx,mtmp->my);
322.  	    if (mtmp->mcanmove && (mtmp->mstrategy & STRAT_CLOSE) &&
323.  	       !mtmp->msleeping && monnear(mtmp, u.ux, u.uy))
324.  		quest_talk(mtmp);	/* give the leaders a chance to speak */
325.  	    return(0);	/* other frozen monsters can't do anything */
326.  	}
327.  
328.  	/* there is a chance we will wake it */
329.  	if (mtmp->msleeping && !disturb(mtmp)) {
330.  		if (Hallucination) newsym(mtmp->mx,mtmp->my);
331.  		return(0);
332.  	}
333.  
334.  	/* not frozen or sleeping: wipe out texts written in the dust */
335.  	wipe_engr_at(mtmp->mx, mtmp->my, 1);
336.  
337.  	/* confused monsters get unconfused with small probability */
338.  	if (mtmp->mconf && !rn2(50)) mtmp->mconf = 0;
339.  
340.  	/* stunned monsters get un-stunned with larger probability */
341.  	if (mtmp->mstun && !rn2(10)) mtmp->mstun = 0;
342.  
343.  	/* some monsters teleport */
344.  	if (mtmp->mflee && !rn2(40) && can_teleport(mdat) && !mtmp->iswiz &&
345.  	    !level.flags.noteleport) {
346.  		rloc(mtmp);
347.  		return(0);
348.  	}
349.  	if (mdat->msound == MS_SHRIEK && !um_dist(mtmp->mx, mtmp->my, 1))
350.  	    m_respond(mtmp);
351.  	if (mdat == &mons[PM_MEDUSA] && couldsee(mtmp->mx, mtmp->my))
352.  	    m_respond(mtmp);
353.  	if (mtmp->mhp <= 0) return(1); /* m_respond gaze can kill medusa */
354.  
355.  	/* fleeing monsters might regain courage */
356.  	if (mtmp->mflee && !mtmp->mfleetim
357.  	   && mtmp->mhp == mtmp->mhpmax && !rn2(25)) mtmp->mflee = 0;
358.  
359.  	set_apparxy(mtmp);
360.  	/* Must be done after you move and before the monster does.  The
361.  	 * set_apparxy() call in m_move() doesn't suffice since the variables
362.  	 * inrange, etc. all depend on stuff set by set_apparxy().
363.  	 */
364.  
365.  	/* Monsters that want to acquire things */
366.  	/* may teleport, so do it before inrange is set */
367.  	if(is_covetous(mdat)) (void) tactics(mtmp);
368.  
369.  	/* check distance and scariness of attacks */
370.  	distfleeck(mtmp,&inrange,&nearby,&scared);
371.  
372.  	if(find_defensive(mtmp)) {
373.  		if (use_defensive(mtmp) != 0)
374.  			return 1;
375.  	} else if(find_misc(mtmp)) {
376.  		if (use_misc(mtmp) != 0)
377.  			return 1;
378.  	}
379.  
380.  	/* Demonic Blackmail! */
381.  	if(nearby && mdat->msound == MS_BRIBE &&
382.  	   mtmp->mpeaceful && !mtmp->mtame && !u.uswallow) {
383.  		if (mtmp->mux != u.ux || mtmp->muy != u.uy) {
384.  			pline("%s whispers at thin air.",
385.  			    cansee(mtmp->mux, mtmp->muy) ? Monnam(mtmp) : "It");
386.  
387.  			if (is_demon(youmonst.data)) {
388.  			  /* "Good hunting, brother" */
389.  			    if (!tele_restrict(mtmp)) rloc(mtmp);
390.  			} else {
391.  			    mtmp->minvis = mtmp->perminvis = 0;
392.  			    /* Why?  For the same reason in real demon talk */
393.  			    pline("%s gets angry!", Amonnam(mtmp));
394.  			    mtmp->mpeaceful = 0;
395.  			    /* since no way is an image going to pay it off */
396.  			}
397.  		} else if(demon_talk(mtmp)) return(1);	/* you paid it off */
398.  	}
399.  
400.  	/* the watch will look around and see if you are up to no good :-) */
401.  	if (mdat == &mons[PM_WATCHMAN] || mdat == &mons[PM_WATCH_CAPTAIN])
402.  		watch_on_duty(mtmp);
403.  
404.  	else if (is_mind_flayer(mdat) && !rn2(20)) {
405.  		struct monst *m2, *nmon = (struct monst *)0;
406.  
407.  		if (canseemon(mtmp))
408.  			pline("%s concentrates.", Monnam(mtmp));
409.  		if (distu(mtmp->mx, mtmp->my) > BOLT_LIM * BOLT_LIM) {
410.  			You("sense a faint wave of psychic energy.");
411.  			goto toofar;
412.  		}
413.  		pline("A wave of psychic energy pours over you!");
414.  		if (mtmp->mpeaceful &&
415.  		    (!Conflict || resist(mtmp, RING_CLASS, 0, 0)))
416.  			pline("It feels quite soothing.");
417.  		else {
418.  			register boolean m_sen = sensemon(mtmp);
419.  
420.  			if (m_sen || (Blind_telepat && rn2(2)) || !rn2(10)) {
421.  				int dmg;
422.  				pline("It locks on to your %s!",
423.  					m_sen ? "telepathy" :
424.  					Blind_telepat ? "latent telepathy" : "mind");
425.  				dmg = rnd(15);
426.  				if (Half_spell_damage) dmg = (dmg+1) / 2;
427.  				losehp(dmg, "psychic blast", KILLED_BY_AN);
428.  			}
429.  		}
430.  		for(m2=fmon; m2; m2 = nmon) {
431.  			nmon = m2->nmon;
432.  			if (DEADMONSTER(m2)) continue;
433.  			if (m2->mpeaceful == mtmp->mpeaceful) continue;
434.  			if (mindless(m2->data)) continue;
435.  			if (m2 == mtmp) continue;
436.  			if ((telepathic(m2->data) &&
437.  			    (rn2(2) || m2->mblinded)) || !rn2(10)) {
438.  				if (cansee(m2->mx, m2->my))
439.  				    pline("It locks on to %s.", mon_nam(m2));
440.  				m2->mhp -= rnd(15);
441.  				if (m2->mhp <= 0)
442.  				    monkilled(m2, "", AD_DRIN);
443.  				else
444.  				    m2->msleeping = 0;
445.  			}
446.  		}
447.  	}
448.  toofar:
449.  
450.  	/* If monster is nearby you, and has to wield a weapon, do so.   This
451.  	 * costs the monster a move, of course.
452.  	 */
453.  	if((!mtmp->mpeaceful || Conflict) && inrange &&
454.  	   dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= 8
455.  	   && attacktype(mdat, AT_WEAP)) {
456.  	    struct obj *mw_tmp;
457.  
458.  	    /* The scared check is necessary.  Otherwise a monster that is
459.  	     * one square near the player but fleeing into a wall would keep	
460.  	     * switching between pick-axe and weapon.
461.  	     */
462.  	    mw_tmp = MON_WEP(mtmp);
463.  	    if (!(scared && mw_tmp && is_pick(mw_tmp)) &&
464.  		    mtmp->weapon_check == NEED_WEAPON) {
465.  		mtmp->weapon_check = NEED_HTH_WEAPON;
466.  		if (mon_wield_item(mtmp) != 0) return(0);
467.  	    }
468.  	}
469.  
470.  /*	Now the actual movement phase	*/
471.  
472.  #ifndef GOLDOBJ
473.  	if(!nearby || mtmp->mflee || scared ||
474.  	   mtmp->mconf || mtmp->mstun || (mtmp->minvis && !rn2(3)) ||
475.  	   (mdat->mlet == S_LEPRECHAUN && !u.ugold && (mtmp->mgold || rn2(2))) ||
476.  #else
477.          if (mdat->mlet == S_LEPRECHAUN) {
478.  	    ygold = findgold(invent);
479.  	    lepgold = findgold(mtmp->minvent);
480.  	}
481.  
482.  	if(!nearby || mtmp->mflee || scared ||
483.  	   mtmp->mconf || mtmp->mstun || (mtmp->minvis && !rn2(3)) ||
484.  	   (mdat->mlet == S_LEPRECHAUN && !ygold && (lepgold || rn2(2))) ||
485.  #endif
486.  	   (is_wanderer(mdat) && !rn2(4)) || (Conflict && !mtmp->iswiz) ||
487.  	   (!mtmp->mcansee && !rn2(4)) || mtmp->mpeaceful) {
488.  		/* Possibly cast an undirected spell if not attacking you */
489.  		/* note that most of the time castmu() will pick a directed
490.  		   spell and do nothing, so the monster moves normally */
491.  		/* arbitrary distance restriction to keep monster far away
492.  		   from you from having cast dozens of sticks-to-snakes
493.  		   or similar spells by the time you reach it */
494.  		if (dist2(mtmp->mx, mtmp->my, u.ux, u.uy) <= 64 && !mtmp->mspec_used) {
495.  		    struct attack *a;
496.  
497.  		    for (a = &mdat->mattk[0]; a < &mdat->mattk[NATTK]; a++) {
498.  			if (a->aatyp == AT_MAGC && (a->adtyp == AD_SPEL || a->adtyp == AD_CLRC)) {
499.  			    if (castmu(mtmp, a, FALSE, FALSE)) {
500.  				tmp = 3;
501.  				break;
502.  			    }
503.  			}
504.  		    }
505.  		}
506.  
507.  		tmp = m_move(mtmp, 0);
508.  		distfleeck(mtmp,&inrange,&nearby,&scared);	/* recalc */
509.  
510.  		switch (tmp) {
511.  		    case 0:	/* no movement, but it can still attack you */
512.  		    case 3:	/* absolutely no movement */
513.  				/* for pets, case 0 and 3 are equivalent */
514.  			/* vault guard might have vanished */
515.  			if (mtmp->isgd && (mtmp->mhp < 1 ||
516.  					    (mtmp->mx == 0 && mtmp->my == 0)))
517.  			    return 1;	/* behave as if it died */
518.  			/* During hallucination, monster appearance should
519.  			 * still change - even if it doesn't move.
520.  			 */
521.  			if(Hallucination) newsym(mtmp->mx,mtmp->my);
522.  			break;
523.  		    case 1:	/* monster moved */
524.  			/* Maybe it stepped on a trap and fell asleep... */
525.  			if (mtmp->msleeping || !mtmp->mcanmove) return(0);
526.  			if(!nearby &&
527.  			  (ranged_attk(mdat) || find_offensive(mtmp)))
528.  			    break;
529.   			else if(u.uswallow && mtmp == u.ustuck) {
530.  			    /* a monster that's digesting you can move at the
531.  			     * same time -dlc
532.  			     */
533.  			    return(mattacku(mtmp));
534.  			} else
535.  				return(0);
536.  			/*NOTREACHED*/
537.  			break;
538.  		    case 2:	/* monster died */
539.  			return(1);
540.  		}
541.  	}
542.  
543.  /*	Now, attack the player if possible - one attack set per monst	*/
544.  
545.  	if (!mtmp->mpeaceful ||
546.  	    (Conflict && !resist(mtmp, RING_CLASS, 0, 0))) {
547.  	    if(inrange && !noattacks(mdat) && u.uhp > 0 && !scared && tmp != 3)
548.  		if(mattacku(mtmp)) return(1); /* monster died (e.g. exploded) */
549.  
550.  	    if(mtmp->wormno) wormhitu(mtmp);
551.  	}
552.  	/* special speeches for quest monsters */
553.  	if (!mtmp->msleeping && mtmp->mcanmove && nearby)
554.  	    quest_talk(mtmp);
555.  	/* extra emotional attack for vile monsters */
556.  	if (inrange && mtmp->data->msound == MS_CUSS && !mtmp->mpeaceful &&
557.  		couldsee(mtmp->mx, mtmp->my) && !mtmp->minvis && !rn2(5))
558.  	    cuss(mtmp);
559.  
560.  	return(tmp == 2);
561.  }
562.  
563.  static NEARDATA const char practical[] = { WEAPON_CLASS, ARMOR_CLASS, GEM_CLASS, FOOD_CLASS, 0 };
564.  static NEARDATA const char magical[] = {
565.  	AMULET_CLASS, POTION_CLASS, SCROLL_CLASS, WAND_CLASS, RING_CLASS,
566.  	SPBOOK_CLASS, 0 };
567.  static NEARDATA const char indigestion[] = { BALL_CLASS, ROCK_CLASS, 0 };
568.  static NEARDATA const char boulder_class[] = { ROCK_CLASS, 0 };
569.  static NEARDATA const char gem_class[] = { GEM_CLASS, 0 };
570.  
571.  boolean
572.  itsstuck(mtmp)
573.  register struct monst *mtmp;
574.  {
575.  	if (sticks(youmonst.data) && mtmp==u.ustuck && !u.uswallow) {
576.  		pline("%s cannot escape from you!", Monnam(mtmp));
577.  		return(TRUE);
578.  	}
579.  	return(FALSE);
580.  }
581.  
582.  /* Return values:
583.   * 0: did not move, but can still attack and do other stuff.
584.   * 1: moved, possibly can attack.
585.   * 2: monster died.
586.   * 3: did not move, and can't do anything else either.
587.   */
588.  int
589.  m_move(mtmp, after)
590.  register struct monst *mtmp;
591.  register int after;
592.  {
593.  	register int appr;
594.  	xchar gx,gy,nix,niy,chcnt;
595.  	int chi;	/* could be schar except for stupid Sun-2 compiler */
596.  	boolean likegold=0, likegems=0, likeobjs=0, likemagic=0, conceals=0;
597.  	boolean likerock=0, can_tunnel=0;
598.  	boolean can_open=0, can_unlock=0, doorbuster=0;
599.  	boolean uses_items=0, setlikes=0;
600.  	boolean avoid=FALSE;
601.  	struct permonst *ptr;
602.  	struct monst *mtoo;
603.  	schar mmoved = 0;	/* not strictly nec.: chi >= 0 will do */
604.  	long info[9];
605.  	long flag;
606.  	int  omx = mtmp->mx, omy = mtmp->my;
607.  	struct obj *mw_tmp;
608.  
609.  	if(mtmp->mtrapped) {
610.  	    int i = mintrap(mtmp);
611.  	    if(i >= 2) { newsym(mtmp->mx,mtmp->my); return(2); }/* it died */
612.  	    if(i == 1) return(0);	/* still in trap, so didn't move */
613.  	}
614.  	ptr = mtmp->data; /* mintrap() can change mtmp->data -dlc */
615.  
616.  	if (mtmp->meating) {
617.  	    mtmp->meating--;
618.  	    return 3;			/* still eating */
619.  	}
620.  	if (hides_under(ptr) && OBJ_AT(mtmp->mx, mtmp->my) && rn2(10))
621.  	    return 0;		/* do not leave hiding place */
622.  
623.  	set_apparxy(mtmp);
624.  	/* where does mtmp think you are? */
625.  	/* Not necessary if m_move called from this file, but necessary in
626.  	 * other calls of m_move (ex. leprechauns dodging)
627.  	 */
628.  	can_tunnel = tunnels(ptr) &&
629.  #ifdef REINCARNATION
630.  		!Is_rogue_level(&u.uz) &&
631.  #endif
632.  		(!needspick(ptr) || m_carrying(mtmp, PICK_AXE) ||
633.  		(m_carrying(mtmp, DWARVISH_MATTOCK) && !which_armor(mtmp, W_ARMS)));
634.  	can_open = !(nohands(ptr) || verysmall(ptr));
635.  	can_unlock = ((can_open && m_carrying(mtmp, SKELETON_KEY)) ||
636.  		      mtmp->iswiz || is_rider(ptr));
637.  	doorbuster = is_giant(ptr);
638.  	if(mtmp->wormno) goto not_special;
639.  	/* my dog gets special treatment */
640.  	if(mtmp->mtame) {
641.  	    mmoved = dog_move(mtmp, after);
642.  	    goto postmov;
643.  	}
644.  
645.  	/* likewise for shopkeeper */
646.  	if(mtmp->isshk) {
647.  	    mmoved = shk_move(mtmp);
648.  	    if(mmoved == -2) return(2);
649.  	    if(mmoved >= 0) goto postmov;
650.  	    mmoved = 0;		/* follow player outside shop */
651.  	}
652.  
653.  	/* and for the guard */
654.  	if(mtmp->isgd) {
655.  	    mmoved = gd_move(mtmp);
656.  	    if(mmoved == -2) return(2);
657.  	    if(mmoved >= 0) goto postmov;
658.  	    mmoved = 0;
659.  	}
660.  
661.  	/* and the acquisitive monsters get special treatment */
662.  	if(is_covetous(ptr)) {
663.  	    xchar tx = STRAT_GOALX(mtmp->mstrategy),
664.  		  ty = STRAT_GOALY(mtmp->mstrategy);
665.  	    struct monst *intruder = m_at(tx, ty);
666.  	    /*
667.  	     * if there's a monster on the object or in possesion of it,
668.  	     * attack it.
669.  	     */
670.  	    if((dist2(mtmp->mx, mtmp->my, tx, ty) < 2) &&
671.  	       intruder && (intruder != mtmp)) {
672.  
673.  		notonhead = (intruder->mx != tx || intruder->my != ty);
674.  		if(mattackm(mtmp, intruder) == 2) return(2);
675.  		mmoved = 1;
676.  	    } else mmoved = 0;
677.  	    goto postmov;
678.  	}
679.  
680.  	/* and for the priest */
681.  	if(mtmp->ispriest) {
682.  	    mmoved = pri_move(mtmp);
683.  	    if(mmoved == -2) return(2);
684.  	    if(mmoved >= 0) goto postmov;
685.  	    mmoved = 0;
686.  	}
687.  
688.  #ifdef MAIL
689.  	if(ptr == &mons[PM_MAIL_DAEMON]) {
690.  	    if(flags.soundok && canseemon(mtmp))
691.  		verbalize("I'm late!");
692.  	    mongone(mtmp);
693.  	    return(2);
694.  	}
695.  #endif
696.  
697.  	/* teleport if that lies in our nature */
698.  	if(ptr == &mons[PM_TENGU] && !rn2(5) && !mtmp->mcan &&
699.  	   !tele_restrict(mtmp)) {
700.  	    if(mtmp->mhp < 7 || mtmp->mpeaceful || rn2(2))
701.  		rloc(mtmp);
702.  	    else
703.  		mnexto(mtmp);
704.  	    mmoved = 1;
705.  	    goto postmov;
706.  	}
707.  not_special:
708.  	if(u.uswallow && !mtmp->mflee && u.ustuck != mtmp) return(1);
709.  	omx = mtmp->mx;
710.  	omy = mtmp->my;
711.  	gx = mtmp->mux;
712.  	gy = mtmp->muy;
713.  	appr = mtmp->mflee ? -1 : 1;
714.  	if (mtmp->mconf || (u.uswallow && mtmp == u.ustuck))
715.  		appr = 0;
716.  	else {
717.  #ifdef GOLDOBJ
718.  		struct obj *lepgold, *ygold;
719.  #endif
720.  		boolean should_see = (couldsee(omx, omy) &&
721.  				      (levl[gx][gy].lit ||
722.  				       !levl[omx][omy].lit) &&
723.  				      (dist2(omx, omy, gx, gy) <= 36));
724.  
725.  		if (!mtmp->mcansee ||
726.  		    (should_see && Invis && !perceives(ptr) && rn2(11)) ||
727.  		    (youmonst.m_ap_type == M_AP_OBJECT && youmonst.mappearance == STRANGE_OBJECT) || u.uundetected ||
728.  		    (youmonst.m_ap_type == M_AP_OBJECT && youmonst.mappearance == GOLD_PIECE && !likes_gold(ptr)) ||
729.  		    (mtmp->mpeaceful && !mtmp->isshk) ||  /* allow shks to follow */
730.  		    ((monsndx(ptr) == PM_STALKER || ptr->mlet == S_BAT ||
731.  		      ptr->mlet == S_LIGHT) && !rn2(3)))
732.  			appr = 0;
733.  
734.  		if(monsndx(ptr) == PM_LEPRECHAUN && (appr == 1) &&
735.  #ifndef GOLDOBJ
736.  		   (mtmp->mgold > u.ugold))
737.  #else
738.  		   ( (lepgold = findgold(mtmp->minvent)) && 
739.                     (lepgold->quan > ((ygold = findgold(invent)) ? ygold->quan : 0L)) ))
740.  #endif
741.  			appr = -1;
742.  
743.  		if (!should_see && can_track(ptr)) {
744.  			register coord *cp;
745.  
746.  			cp = gettrack(omx,omy);
747.  			if (cp) {
748.  				gx = cp->x;
749.  				gy = cp->y;
750.  			}
751.  		}
752.  	}
753.  
754.  	if ((!mtmp->mpeaceful || !rn2(10))
755.  #ifdef REINCARNATION
756.  				    && (!Is_rogue_level(&u.uz))
757.  #endif
758.  							    ) {
759.  	    boolean in_line = lined_up(mtmp) &&
760.  		(distmin(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <=
761.  		    (throws_rocks(youmonst.data) ? 20 : ACURRSTR/2+1)
762.  		);
763.  
764.  	    if (appr != 1 || !in_line) {
765.  		/* Monsters in combat won't pick stuff up, avoiding the
766.  		 * situation where you toss arrows at it and it has nothing
767.  		 * better to do than pick the arrows up.
768.  		 */
769.  		register int pctload = (curr_mon_load(mtmp) * 100) /
770.  			max_mon_load(mtmp);
771.  
772.  		/* look for gold or jewels nearby */
773.  		likegold = (likes_gold(ptr) && pctload < 95);
774.  		likegems = (likes_gems(ptr) && pctload < 85);
775.  		uses_items = (!mindless(ptr) && !is_animal(ptr)
776.  			&& pctload < 75);
777.  		likeobjs = (likes_objs(ptr) && pctload < 75);
778.  		likemagic = (likes_magic(ptr) && pctload < 85);
779.  		likerock = (throws_rocks(ptr) && pctload < 50 && !In_sokoban(&u.uz));
780.  		conceals = hides_under(ptr);
781.  		setlikes = TRUE;
782.  	    }
783.  	}
784.  
785.  #define SQSRCHRADIUS	5
786.  
787.        { register int minr = SQSRCHRADIUS;	/* not too far away */
788.  	register struct obj *otmp;
789.  	register int xx, yy;
790.  	int oomx, oomy, lmx, lmy;
791.  
792.  	/* cut down the search radius if it thinks character is closer. */
793.  	if(distmin(mtmp->mux, mtmp->muy, omx, omy) < SQSRCHRADIUS &&
794.  	    !mtmp->mpeaceful) minr--;
795.  	/* guards shouldn't get too distracted */
796.  	if(!mtmp->mpeaceful && is_mercenary(ptr)) minr = 1;
797.  
798.  	if((likegold || likegems || likeobjs || likemagic || likerock || conceals)
799.  	      && (!*in_rooms(omx, omy, SHOPBASE) || (!rn2(25) && !mtmp->isshk))) {
800.  	look_for_obj:
801.  	    oomx = min(COLNO-1, omx+minr);
802.  	    oomy = min(ROWNO-1, omy+minr);
803.  	    lmx = max(1, omx-minr);
804.  	    lmy = max(0, omy-minr);
805.  	    for(otmp = fobj; otmp; otmp = otmp->nobj) {
806.  		/* monsters may pick rocks up, but won't go out of their way
807.  		   to grab them; this might hamper sling wielders, but it cuts
808.  		   down on move overhead by filtering out most common item */
809.  		if (otmp->otyp == ROCK) continue;
810.  		xx = otmp->ox;
811.  		yy = otmp->oy;
812.  		/* Nymphs take everything.  Most other creatures should not
813.  		 * pick up corpses except as a special case like in
814.  		 * searches_for_item().  We need to do this check in
815.  		 * mpickstuff() as well.
816.  		 */
817.  		if(xx >= lmx && xx <= oomx && yy >= lmy && yy <= oomy) {
818.  		    /* don't get stuck circling around an object that's underneath
819.  		       an immobile or hidden monster; paralysis victims excluded */
820.  		    if ((mtoo = m_at(xx,yy)) != 0 &&
821.  			(mtoo->msleeping || mtoo->mundetected ||
822.  			 (mtoo->mappearance && !mtoo->iswiz) ||
823.  			 !mtoo->data->mmove)) continue;
824.  
825.  		    if(((likegold && otmp->oclass == GOLD_CLASS) ||
826.  		       (likeobjs && index(practical, otmp->oclass) &&
827.  			(otmp->otyp != CORPSE || (ptr->mlet == S_NYMPH
828.  			   && !is_rider(&mons[otmp->corpsenm])))) ||
829.  		       (likemagic && index(magical, otmp->oclass)) ||
830.  		       (uses_items && searches_for_item(mtmp, otmp)) ||
831.  		       (likerock && otmp->otyp == BOULDER) ||
832.  		       (likegems && otmp->oclass == GEM_CLASS &&
833.  			objects[otmp->otyp].oc_material != MINERAL) ||
834.  		       (conceals && !cansee(otmp->ox,otmp->oy)) ||
835.  		       (ptr == &mons[PM_GELATINOUS_CUBE] &&
836.  			!index(indigestion, otmp->oclass) &&
837.  			!(otmp->otyp == CORPSE &&
838.  			  touch_petrifies(&mons[otmp->corpsenm])))
839.  		      ) && touch_artifact(otmp,mtmp)) {
840.  			if(can_carry(mtmp,otmp) &&
841.  			   (throws_rocks(ptr) ||
842.  				!sobj_at(BOULDER,xx,yy)) &&
843.  			   (!is_unicorn(ptr) ||
844.  			    objects[otmp->otyp].oc_material == GEMSTONE) &&
845.  			   /* Don't get stuck circling an Elbereth */
846.  			   !(onscary(xx, yy, mtmp))) {
847.  			    minr = distmin(omx,omy,xx,yy);
848.  			    oomx = min(COLNO-1, omx+minr);
849.  			    oomy = min(ROWNO-1, omy+minr);
850.  			    lmx = max(1, omx-minr);
851.  			    lmy = max(0, omy-minr);
852.  			    gx = otmp->ox;
853.  			    gy = otmp->oy;
854.  			    if (gx == omx && gy == omy) {
855.  				mmoved = 3; /* actually unnecessary */
856.  				goto postmov;
857.  			    }
858.  			}
859.  		    }
860.  		}
861.  	    }
862.  	} else if(likegold) {
863.  	    /* don't try to pick up anything else, but use the same loop */
864.  	    uses_items = 0;
865.  	    likegems = likeobjs = likemagic = likerock = conceals = 0;
866.  	    goto look_for_obj;
867.  	}
868.  
869.  	if(minr < SQSRCHRADIUS && appr == -1) {
870.  	    if(distmin(omx,omy,mtmp->mux,mtmp->muy) <= 3) {
871.  		gx = mtmp->mux;
872.  		gy = mtmp->muy;
873.  	    } else
874.  		appr = 1;
875.  	}
876.        }
877.  
878.  	if (can_tunnel && needspick(ptr) &&
879.  		(mw_tmp = MON_WEP(mtmp)) != 0 && !is_pick(mw_tmp) &&
880.  		mw_tmp->cursed && mtmp->weapon_check == NO_WEAPON_WANTED)
881.  	    can_tunnel = FALSE;
882.  
883.  	nix = omx;
884.  	niy = omy;
885.  	flag = 0L;
886.  	if (mtmp->mpeaceful && (!Conflict || resist(mtmp, RING_CLASS, 0, 0)))
887.  	    flag |= (ALLOW_SANCT | ALLOW_SSM);
888.  	else flag |= ALLOW_U;
889.  	if (is_minion(ptr) || is_rider(ptr)) flag |= ALLOW_SANCT;
890.  	/* unicorn may not be able to avoid hero on a noteleport level */
891.  	if (is_unicorn(ptr) && !level.flags.noteleport) flag |= NOTONL;
892.  	if (passes_walls(ptr)) flag |= (ALLOW_WALL | ALLOW_ROCK);
893.  	if (can_tunnel) flag |= ALLOW_DIG;
894.  	if (is_human(ptr) || ptr == &mons[PM_MINOTAUR]) flag |= ALLOW_SSM;
895.  	if (is_undead(ptr) && ptr->mlet != S_GHOST) flag |= NOGARLIC;
896.  	if (throws_rocks(ptr)) flag |= ALLOW_ROCK;
897.  	if (can_open) flag |= OPENDOOR;
898.  	if (can_unlock) flag |= UNLOCKDOOR;
899.  	if (doorbuster) flag |= BUSTDOOR;
900.  	{
901.  	    register int i, j, nx, ny, nearer;
902.  	    int jcnt, cnt;
903.  	    int ndist, nidist;
904.  	    register coord *mtrk;
905.  	    coord poss[9];
906.  
907.  	    cnt = mfndpos(mtmp, poss, info, flag);
908.  	    chcnt = 0;
909.  	    jcnt = min(MTSZ, cnt-1);
910.  	    chi = -1;
911.  	    nidist = dist2(nix,niy,gx,gy);
912.  	    /* allow monsters be shortsighted on some levels for balance */
913.  	    if(!mtmp->mpeaceful && level.flags.shortsighted &&
914.  	       nidist > (couldsee(nix,niy) ? 144 : 36) && appr == 1) appr = 0;
915.  	    if (is_unicorn(ptr) && level.flags.noteleport) {
916.  		/* on noteleport levels, perhaps we cannot avoid hero */
917.  		for(i = 0; i < cnt; i++)
918.  		    if(!(info[i] & NOTONL)) avoid=TRUE;
919.  	    }
920.  
921.  	    for(i=0; i < cnt; i++) {
922.  		if (avoid && (info[i] & NOTONL)) continue;
923.  		nx = poss[i].x;
924.  		ny = poss[i].y;
925.  
926.  		if (appr != 0) {
927.  		    mtrk = &mtmp->mtrack[0];
928.  		    for(j=0; j < jcnt; mtrk++, j++)
929.  			if(nx == mtrk->x && ny == mtrk->y)
930.  			    if(rn2(4*(cnt-j)))
931.  				goto nxti;
932.  		}
933.  
934.  		nearer = ((ndist = dist2(nx,ny,gx,gy)) < nidist);
935.  
936.  		if((appr == 1 && nearer) || (appr == -1 && !nearer) ||
937.  		   (!appr && !rn2(++chcnt)) || !mmoved) {
938.  		    nix = nx;
939.  		    niy = ny;
940.  		    nidist = ndist;
941.  		    chi = i;
942.  		    mmoved = 1;
943.  		}
944.  	    nxti:	;
945.  	    }
946.  	}
947.  
948.  	if(mmoved) {
949.  	    register int j;
950.  
951.  	    if (mmoved==1 && (u.ux != nix || u.uy != niy) && itsstuck(mtmp))
952.  		return(3);
953.  
954.  	    if(IS_ROCK(levl[nix][niy].typ) && may_dig(nix,niy) &&
955.  		    mmoved==1 && can_tunnel && needspick(ptr) &&
956.  		    (!(mw_tmp = MON_WEP(mtmp)) || !is_pick(mw_tmp))) {
957.  		mtmp->weapon_check = NEED_PICK_AXE;
958.  		if (mon_wield_item(mtmp))
959.  		    return(3);
960.  	    }
961.  	    /* If ALLOW_U is set, either it's trying to attack you, or it
962.  	     * thinks it is.  In either case, attack this spot in preference to
963.  	     * all others.
964.  	     */
965.  	/* Actually, this whole section of code doesn't work as you'd expect.
966.  	 * Most attacks are handled in dochug().  It calls distfleeck(), which
967.  	 * among other things sets nearby if the monster is near you--and if
968.  	 * nearby is set, we never call m_move unless it is a special case
969.  	 * (confused, stun, etc.)  The effect is that this ALLOW_U (and
970.  	 * mfndpos) has no effect for normal attacks, though it lets a confused
971.  	 * monster attack you by accident.
972.  	 */
973.  	    if(info[chi] & ALLOW_U) {
974.  		nix = mtmp->mux;
975.  		niy = mtmp->muy;
976.  	    }
977.  	    if (nix == u.ux && niy == u.uy) {
978.  		mtmp->mux = u.ux;
979.  		mtmp->muy = u.uy;
980.  		return(0);
981.  	    }
982.  	    /* The monster may attack another based on 1 of 2 conditions:
983.  	     * 1 - It may be confused.
984.  	     * 2 - It may mistake the monster for your (displaced) image.
985.  	     * Pets get taken care of above and shouldn't reach this code.
986.  	     * Conflict gets handled even farther away (movemon()).
987.  	     */
988.  	    if((info[chi] & ALLOW_M) ||
989.  		   (nix == mtmp->mux && niy == mtmp->muy)) {
990.  		struct monst *mtmp2;
991.  		int mstatus;
992.  		mtmp2 = m_at(nix,niy);
993.  
994.  		notonhead = mtmp2 && (nix != mtmp2->mx || niy != mtmp2->my);
995.  		/* note: mstatus returns 0 if mtmp2 is nonexistent */
996.  		mstatus = mattackm(mtmp, mtmp2);
997.  
998.  		if (mstatus & MM_AGR_DIED)		/* aggressor died */
999.  		    return 2;
1000. 
1001. 		if ((mstatus & MM_HIT) && !(mstatus & MM_DEF_DIED)  &&
1002. 		    rn2(4) && mtmp2->movement >= NORMAL_SPEED) {
1003. 		    mtmp2->movement -= NORMAL_SPEED;
1004. 		    notonhead = 0;
1005. 		    mstatus = mattackm(mtmp2, mtmp);	/* return attack */
1006. 		    if (mstatus & MM_DEF_DIED)
1007. 			return 2;
1008. 		}
1009. 		return 3;
1010. 	    }
1011. 
1012. 	    if (!m_in_out_region(mtmp,nix,niy))
1013. 	        return 3;
1014. 	    remove_monster(omx, omy);
1015. 	    place_monster(mtmp, nix, niy);
1016. 	    for(j = MTSZ-1; j > 0; j--)
1017. 		mtmp->mtrack[j] = mtmp->mtrack[j-1];
1018. 	    mtmp->mtrack[0].x = omx;
1019. 	    mtmp->mtrack[0].y = omy;
1020. 	    /* Place a segment at the old position. */
1021. 	    if (mtmp->wormno) worm_move(mtmp);
1022. 	} else {
1023. 	    if(is_unicorn(ptr) && rn2(2) && !tele_restrict(mtmp)) {
1024. 		rloc(mtmp);
1025. 		return(1);
1026. 	    }
1027. 	    if(mtmp->wormno) worm_nomove(mtmp);
1028. 	}
1029. postmov:
1030. 	if(mmoved == 1 || mmoved == 3) {
1031. 	    boolean canseeit = cansee(mtmp->mx, mtmp->my);
1032. 
1033. 	    if(mmoved == 1) {
1034. 		newsym(omx,omy);		/* update the old position */
1035. 		if (mintrap(mtmp) >= 2) {
1036. 		    if(mtmp->mx) newsym(mtmp->mx,mtmp->my);
1037. 		    return(2);	/* it died */
1038. 		}
1039. 		ptr = mtmp->data;
1040. 
1041. 		/* open a door, or crash through it, if you can */
1042. 		if(IS_DOOR(levl[mtmp->mx][mtmp->my].typ)
1043. 			&& !passes_walls(ptr) /* doesn't need to open doors */
1044. 			&& !can_tunnel /* taken care of below */
1045. 		      ) {
1046. 		    struct rm *here = &levl[mtmp->mx][mtmp->my];
1047. 		    boolean btrapped = (here->doormask & D_TRAPPED);
1048. 
1049. 		    if(here->doormask & (D_LOCKED|D_CLOSED) && amorphous(ptr)) {
1050. 			if (flags.verbose && canseemon(mtmp))
1051. 			    pline("%s %ss under the door.", Monnam(mtmp),
1052. 				  (ptr == &mons[PM_FOG_CLOUD] ||
1053. 				   ptr == &mons[PM_YELLOW_LIGHT])
1054. 				  ? "flow" : "ooze");
1055. 		    } else if(here->doormask & D_LOCKED && can_unlock) {
1056. 			if(btrapped) {
1057. 			    here->doormask = D_NODOOR;
1058. 			    newsym(mtmp->mx, mtmp->my);
1059. 			    unblock_point(mtmp->mx,mtmp->my); /* vision */
1060. 			    if(mb_trapped(mtmp)) return(2);
1061. 			} else {
1062. 			    if (flags.verbose) {
1063. 				if (canseeit)
1064. 				   You("see a door unlock and open.");
1065. 				else if (flags.soundok)
1066. 				   You_hear("a door unlock and open.");
1067. 			    }
1068. 			    here->doormask = D_ISOPEN;
1069. 			    /* newsym(mtmp->mx, mtmp->my); */
1070. 			    unblock_point(mtmp->mx,mtmp->my); /* vision */
1071. 			}
1072. 		    } else if (here->doormask == D_CLOSED && can_open) {
1073. 			if(btrapped) {
1074. 			    here->doormask = D_NODOOR;
1075. 			    newsym(mtmp->mx, mtmp->my);
1076. 			    unblock_point(mtmp->mx,mtmp->my); /* vision */
1077. 			    if(mb_trapped(mtmp)) return(2);
1078. 			} else {
1079. 			    if (flags.verbose) {
1080. 				if (canseeit)
1081. 				     You("see a door open.");
1082. 				else if (flags.soundok)
1083. 				     You_hear("a door open.");
1084. 			    }
1085. 			    here->doormask = D_ISOPEN;
1086. 			    /* newsym(mtmp->mx, mtmp->my); */  /* done below */
1087. 			    unblock_point(mtmp->mx,mtmp->my); /* vision */
1088. 			}
1089. 		    } else if (here->doormask & (D_LOCKED|D_CLOSED)) {
1090. 			/* mfndpos guarantees this must be a doorbuster */
1091. 			if(btrapped) {
1092. 			    here->doormask = D_NODOOR;
1093. 			    newsym(mtmp->mx, mtmp->my);
1094. 			    unblock_point(mtmp->mx,mtmp->my); /* vision */
1095. 			    if(mb_trapped(mtmp)) return(2);
1096. 			} else {
1097. 			    if (flags.verbose) {
1098. 				if (canseeit)
1099. 				    You("see a door crash open.");
1100. 				else if (flags.soundok)
1101. 				    You_hear("a door crash open.");
1102. 			    }
1103. 			    if (here->doormask & D_LOCKED && !rn2(2))
1104. 				    here->doormask = D_NODOOR;
1105. 			    else here->doormask = D_BROKEN;
1106. 			    /* newsym(mtmp->mx, mtmp->my); */ /* done below */
1107. 			    unblock_point(mtmp->mx,mtmp->my); /* vision */
1108. 			}
1109. 			/* if it's a shop door, schedule repair */
1110. 			if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE))
1111. 			    add_damage(mtmp->mx, mtmp->my, 0L);
1112. 		    }
1113. 		}
1114. 
1115. 		/* possibly dig */
1116. 		if (can_tunnel && mdig_tunnel(mtmp))
1117. 			return(2);  /* mon died (position already updated) */
1118. 
1119. 		/* set also in domove(), hack.c */
1120. 		if (u.uswallow && mtmp == u.ustuck &&
1121. 					(mtmp->mx != omx || mtmp->my != omy)) {
1122. 		    /* If the monster moved, then update */
1123. 		    u.ux0 = u.ux;
1124. 		    u.uy0 = u.uy;
1125. 		    u.ux = mtmp->mx;
1126. 		    u.uy = mtmp->my;
1127. 		    swallowed(0);
1128. 		} else
1129. 		newsym(mtmp->mx,mtmp->my);
1130. 	    }
1131. 	    if(OBJ_AT(mtmp->mx, mtmp->my) && mtmp->mcanmove) {
1132. 		/* recompute the likes tests, in case we polymorphed
1133. 		 * or if the "likegold" case got taken above */
1134. 		if (setlikes) {
1135. 		    register int pctload = (curr_mon_load(mtmp) * 100) /
1136. 			max_mon_load(mtmp);
1137. 
1138. 		    /* look for gold or jewels nearby */
1139. 		    likegold = (likes_gold(ptr) && pctload < 95);
1140. 		    likegems = (likes_gems(ptr) && pctload < 85);
1141. 		    uses_items = (!mindless(ptr) && !is_animal(ptr)
1142. 				  && pctload < 75);
1143. 		    likeobjs = (likes_objs(ptr) && pctload < 75);
1144. 		    likemagic = (likes_magic(ptr) && pctload < 85);
1145. 		    likerock = (throws_rocks(ptr) && pctload < 50 &&
1146. 				!In_sokoban(&u.uz));
1147. 		    conceals = hides_under(ptr);
1148. 		}
1149. 
1150. 		/* Maybe a rock mole just ate some metal object */
1151. 		if (metallivorous(ptr)) {
1152. 		    if (meatmetal(mtmp) == 2) return 2;	/* it died */
1153. 		}
1154. 
1155. 		if(g_at(mtmp->mx,mtmp->my) && likegold) mpickgold(mtmp);
1156. 
1157. 		/* Maybe a cube ate just about anything */
1158. 		if (ptr == &mons[PM_GELATINOUS_CUBE]) {
1159. 		    if (meatobj(mtmp) == 2) return 2;	/* it died */
1160. 		}
1161. 
1162. 		if(!*in_rooms(mtmp->mx, mtmp->my, SHOPBASE) || !rn2(25)) {
1163. 		    boolean picked = FALSE;
1164. 
1165. 		    if(likeobjs) picked |= mpickstuff(mtmp, practical);
1166. 		    if(likemagic) picked |= mpickstuff(mtmp, magical);
1167. 		    if(likerock) picked |= mpickstuff(mtmp, boulder_class);
1168. 		    if(likegems) picked |= mpickstuff(mtmp, gem_class);
1169. 		    if(uses_items) picked |= mpickstuff(mtmp, (char *)0);
1170. 		    if(picked) mmoved = 3;
1171. 		}
1172. 
1173. 		if(mtmp->minvis) {
1174. 		    newsym(mtmp->mx, mtmp->my);
1175. 		    if (mtmp->wormno) see_wsegs(mtmp);
1176. 		}
1177. 	    }
1178. 
1179. 	    if(hides_under(ptr) || ptr->mlet == S_EEL) {
1180. 		/* Always set--or reset--mundetected if it's already hidden
1181. 		   (just in case the object it was hiding under went away);
1182. 		   usually set mundetected unless monster can't move.  */
1183. 		if (mtmp->mundetected ||
1184. 			(mtmp->mcanmove && !mtmp->msleeping && rn2(5)))
1185. 		    mtmp->mundetected = (ptr->mlet != S_EEL) ?
1186. 			OBJ_AT(mtmp->mx, mtmp->my) :
1187. 			(is_pool(mtmp->mx, mtmp->my) && !Is_waterlevel(&u.uz));
1188. 		newsym(mtmp->mx, mtmp->my);
1189. 	    }
1190. 	}
1191. 	return(mmoved);
1192. }
1193. 
1194. #endif /* OVL0 */
1195. #ifdef OVL2
1196. 
1197. boolean
1198. closed_door(x, y)
1199. register int x, y;
1200. {
1201. 	return((boolean)(IS_DOOR(levl[x][y].typ) &&
1202. 			(levl[x][y].doormask & (D_LOCKED | D_CLOSED))));
1203. }
1204. 
1205. boolean
1206. accessible(x, y)
1207. register int x, y;
1208. {
1209. 	return((boolean)(ACCESSIBLE(levl[x][y].typ) && !closed_door(x, y)));
1210. }
1211. 
1212. #endif /* OVL2 */
1213. #ifdef OVL0
1214. 
1215. /* decide where the monster thinks you are standing */
1216. void
1217. set_apparxy(mtmp)
1218. register struct monst *mtmp;
1219. {
1220. 	boolean notseen, gotu;
1221. 	register int disp, mx = mtmp->mux, my = mtmp->muy;
1222. #ifdef GOLDOBJ
1223. 	long umoney = money_cnt(invent);
1224. #endif
1225. 
1226. 	/*
1227. 	 * do cheapest and/or most likely tests first
1228. 	 */
1229. 
1230. 	/* pet knows your smell; grabber still has hold of you */
1231. 	if (mtmp->mtame || mtmp == u.ustuck) goto found_you;
1232. 
1233. 	/* monsters which know where you are don't suddenly forget,
1234. 	   if you haven't moved away */
1235. 	if (mx == u.ux && my == u.uy) goto found_you;
1236. 
1237. 	notseen = (!mtmp->mcansee || (Invis && !perceives(mtmp->data)));
1238. 	/* add cases as required.  eg. Displacement ... */
1239. 	if (notseen || Underwater) {
1240. 	    /* Xorns can smell valuable metal like gold, treat as seen */
1241. 	    if ((mtmp->data == &mons[PM_XORN]) &&
1242. #ifndef GOLDOBJ
1243. 			u.ugold
1244. #else
1245. 			umoney
1246. #endif
1247. 			&& !Underwater)
1248. 		disp = 0;
1249. 	    else
1250. 		disp = 1;
1251. 	} else if (Displaced) {
1252. 	    disp = couldsee(mx, my) ? 2 : 1;
1253. 	} else disp = 0;
1254. 	if (!disp) goto found_you;
1255. 
1256. 	/* without something like the following, invis. and displ.
1257. 	   are too powerful */
1258. 	gotu = notseen ? !rn2(3) : Displaced ? !rn2(4) : FALSE;
1259. 
1260. #if 0		/* this never worked as intended & isn't needed anyway */
1261. 	/* If invis but not displaced, staying around gets you 'discovered' */
1262. 	gotu |= (!Displaced && u.dx == 0 && u.dy == 0);
1263. #endif
1264. 
1265. 	if (!gotu) {
1266. 	    register int try_cnt = 0;
1267. 	    do {
1268. 		if (++try_cnt > 200) goto found_you;		/* punt */
1269. 		mx = u.ux - disp + rn2(2*disp+1);
1270. 		my = u.uy - disp + rn2(2*disp+1);
1271. 	    } while (!isok(mx,my)
1272. 		  || (disp != 2 && mx == mtmp->mx && my == mtmp->my)
1273. 		  || ((mx != u.ux || my != u.uy) &&
1274. 		      !passes_walls(mtmp->data) &&
1275. 		      (!ACCESSIBLE(levl[mx][my].typ) ||
1276. 		       (closed_door(mx, my) && !can_ooze(mtmp))))
1277. 		  || !couldsee(mx, my));
1278. 	} else {
1279. found_you:
1280. 	    mx = u.ux;
1281. 	    my = u.uy;
1282. 	}
1283. 
1284. 	mtmp->mux = mx;
1285. 	mtmp->muy = my;
1286. }
1287. 
1288. boolean
1289. can_ooze(mtmp)
1290. struct monst *mtmp;
1291. {
1292. 	struct obj *chain, *obj;
1293. 
1294. 	if (!amorphous(mtmp->data)) return FALSE;
1295. 	if (mtmp == &youmonst) {
1296. #ifndef GOLDOBJ
1297. 		if (u.ugold > 100L) return FALSE;
1298. #endif
1299. 		chain = invent;
1300. 	} else {
1301. #ifndef GOLDOBJ
1302. 		if (mtmp->mgold > 100L) return FALSE;
1303. #endif
1304. 		chain = mtmp->minvent;
1305. 	}
1306. 	for (obj = chain; obj; obj = obj->nobj) {
1307. 		int typ = obj->otyp;
1308. 
1309. #ifdef GOLDOBJ
1310.                 if (typ == GOLD_CLASS && obj->quan > 100L) return FALSE;
1311. #endif
1312. 		if (obj->oclass != GEM_CLASS &&
1313. 		    !(typ >= ARROW && typ <= BOOMERANG) &&
1314. 		    !(typ >= DAGGER && typ <= CRYSKNIFE) &&
1315. 		    typ != SLING &&
1316. 		    !is_cloak(obj) && typ != FEDORA &&
1317. 		    !is_gloves(obj) && typ != LEATHER_JACKET &&
1318. #ifdef TOURIST
1319. 		    typ != CREDIT_CARD && !is_shirt(obj) &&
1320. #endif
1321. 		    !(typ == CORPSE && verysmall(&mons[obj->corpsenm])) &&
1322. 		    typ != FORTUNE_COOKIE && typ != CANDY_BAR &&
1323. 		    typ != PANCAKE && typ != LEMBAS_WAFER &&
1324. 		    typ != LUMP_OF_ROYAL_JELLY &&
1325. 		    obj->oclass != AMULET_CLASS &&
1326. 		    obj->oclass != RING_CLASS &&
1327. #ifdef WIZARD
1328. 		    obj->oclass != VENOM_CLASS &&
1329. #endif
1330. 		    typ != SACK && typ != BAG_OF_HOLDING &&
1331. 		    typ != BAG_OF_TRICKS && !Is_candle(obj) &&
1332. 		    typ != OILSKIN_SACK && typ != LEASH &&
1333. 		    typ != STETHOSCOPE && typ != BLINDFOLD && typ != TOWEL &&
1334. 		    typ != TIN_WHISTLE && typ != MAGIC_WHISTLE &&
1335. 		    typ != MAGIC_MARKER && typ != TIN_OPENER &&
1336. 		    typ != SKELETON_KEY && typ != LOCK_PICK
1337. 		) return FALSE;
1338. 		if (Is_container(obj) && obj->cobj) return FALSE;
1339. 		    
1340. 	}
1341. 	return TRUE;
1342. }
1343. 
1344. #endif /* OVL0 */
1345. 
1346. /*monmove.c*/

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