Source:NetHack 3.3.0/monmove.c
Jump to navigation
Jump to search
Below is the full text to monmove.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/monmove.c#line123]], for example.
Warning! This is the source code from an old release. For the latest release, see Source code
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.
1. /* SCCS Id: @(#)monmove.c 3.3 1999/12/03 */ 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. } 73. } 74. } 75. 76. #endif /* OVL0 */ 77. #ifdef OVL1 78. 79. int 80. dochugw(mtmp) 81. register struct monst *mtmp; 82. { 83. register int x = mtmp->mx, y = mtmp->my; 84. boolean already_saw_mon = !occupation ? 0 : canspotmon(mtmp); 85. int rd = dochug(mtmp); 86. int dd; 87. 88. if(Warning && !rd && !mtmp->mpeaceful && 89. (dd = distu(mtmp->mx,mtmp->my)) < distu(x,y) && 90. dd < 100 && !canseemon(mtmp)) { 91. /* Note: this assumes we only want to warn against the monster to 92. * which the weapon does extra damage, as there is no "monster 93. * which the weapon warns against" field. 94. */ 95. if (spec_ability(uwep, SPFX_WARN) && spec_dbon(uwep, mtmp, 1)) 96. warnlevel = 100; 97. else if ((int) (mtmp->m_lev / 4) > warnlevel) 98. warnlevel = (mtmp->m_lev / 4); 99. } 100. 101. /* a similar check is in monster_nearby() in hack.c */ 102. /* check whether hero notices monster and stops current activity */ 103. if (occupation && !rd && !Confusion && 104. (!mtmp->mpeaceful || Hallucination) && 105. /* it's close enough to be a threat */ 106. distu(mtmp->mx,mtmp->my) <= (BOLT_LIM+1)*(BOLT_LIM+1) && 107. /* and either couldn't see it before, or it was too far away */ 108. (!already_saw_mon || !couldsee(x,y) || 109. distu(x,y) > (BOLT_LIM+1)*(BOLT_LIM+1)) && 110. /* can see it now, or sense it and would normally see it */ 111. (canseemon(mtmp) || 112. (sensemon(mtmp) && couldsee(mtmp->mx,mtmp->my))) && 113. !noattacks(mtmp->data) && !onscary(u.ux, u.uy, mtmp)) 114. stop_occupation(); 115. 116. return(rd); 117. } 118. 119. #endif /* OVL1 */ 120. #ifdef OVL2 121. 122. boolean 123. onscary(x, y, mtmp) 124. int x, y; 125. struct monst *mtmp; 126. { 127. if (mtmp->isshk || mtmp->isgd || mtmp->iswiz || !mtmp->mcansee || 128. mtmp->mpeaceful || mtmp->data->mlet == S_HUMAN || 129. is_lminion(mtmp->data) || is_rider(mtmp->data) || 130. mtmp->data == &mons[PM_MINOTAUR]) 131. return(FALSE); 132. 133. return (boolean)(sobj_at(SCR_SCARE_MONSTER, x, y) 134. #ifdef ELBERETH 135. || sengr_at("Elbereth", x, y) 136. #endif 137. || (mtmp->data->mlet == S_VAMPIRE 138. && IS_ALTAR(levl[x][y].typ))); 139. } 140. 141. #endif /* OVL2 */ 142. #ifdef OVL0 143. 144. /* regenerate lost hit points */ 145. void 146. mon_regen(mon, digest_meal) 147. struct monst *mon; 148. boolean digest_meal; 149. { 150. if (mon->mhp < mon->mhpmax && 151. (moves % 20 == 0 || regenerates(mon->data))) mon->mhp++; 152. if (mon->mspec_used) mon->mspec_used--; 153. if (digest_meal) { 154. if (mon->meating) mon->meating--; 155. } 156. } 157. 158. /* 159. * Possibly awaken the given monster. Return a 1 if the monster has been 160. * jolted awake. 161. */ 162. STATIC_OVL int 163. disturb(mtmp) 164. register struct monst *mtmp; 165. { 166. /* 167. * + Ettins are hard to surprise. 168. * + Nymphs, jabberwocks, and leprechauns do not easily wake up. 169. * 170. * Wake up if: 171. * in direct LOS AND 172. * within 10 squares AND 173. * not stealthy or (mon is an ettin and 9/10) AND 174. * (mon is not a nymph, jabberwock, or leprechaun) or 1/50 AND 175. * Aggravate or mon is (dog or human) or 176. * (1/7 and mon is not mimicing furniture or object) 177. */ 178. if(couldsee(mtmp->mx,mtmp->my) && 179. distu(mtmp->mx,mtmp->my) <= 100 && 180. (!Stealth || (mtmp->data == &mons[PM_ETTIN] && rn2(10))) && 181. (!(mtmp->data->mlet == S_NYMPH 182. || mtmp->data == &mons[PM_JABBERWOCK] 183. #if 0 /* DEFERRED */ 184. || mtmp->data == &mons[PM_VORPAL_JABBERWOCK] 185. #endif 186. || mtmp->data->mlet == S_LEPRECHAUN) || !rn2(50)) && 187. (Aggravate_monster 188. || (mtmp->data->mlet == S_DOG || 189. mtmp->data->mlet == S_HUMAN) 190. || (!rn2(7) && mtmp->m_ap_type != M_AP_FURNITURE && 191. mtmp->m_ap_type != M_AP_OBJECT) )) { 192. mtmp->msleeping = 0; 193. return(1); 194. } 195. return(0); 196. } 197. 198. STATIC_OVL void 199. distfleeck(mtmp,inrange,nearby,scared) 200. register struct monst *mtmp; 201. int *inrange, *nearby, *scared; 202. { 203. int seescaryx, seescaryy; 204. 205. *inrange = (dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= 206. (BOLT_LIM * BOLT_LIM)); 207. *nearby = *inrange && monnear(mtmp, mtmp->mux, mtmp->muy); 208. 209. /* Note: if your image is displaced, the monster sees the Elbereth 210. * at your displaced position, thus never attacking your displaced 211. * position, but possibly attacking you by accident. If you are 212. * invisible, it sees the Elbereth at your real position, thus never 213. * running into you by accident but possibly attacking the spot 214. * where it guesses you are. 215. */ 216. if (!mtmp->mcansee || (Invis && !perceives(mtmp->data))) { 217. seescaryx = mtmp->mux; 218. seescaryy = mtmp->muy; 219. } else { 220. seescaryx = u.ux; 221. seescaryy = u.uy; 222. } 223. *scared = (*nearby && (onscary(seescaryx, seescaryy, mtmp) || 224. (!mtmp->mpeaceful && 225. in_your_sanctuary(mtmp, 0, 0)))); 226. 227. if(*scared && !mtmp->mflee) { 228. if (!sticks(youmonst.data)) 229. unstuck(mtmp); /* monster lets go when fleeing */ 230. mtmp->mflee = 1; 231. #ifdef STUPID 232. if (rn2(7)) 233. mtmp->mfleetim = rnd(10); 234. else 235. mtmp->mfleetim = rnd(100); 236. #else 237. mtmp->mfleetim = rnd(rn2(7) ? 10 : 100); 238. #endif 239. } 240. 241. } 242. 243. /* perform a special one-time action for a monster; returns -1 if nothing 244. special happened, 0 if monster uses up its turn, 1 if monster is killed */ 245. STATIC_OVL int 246. m_arrival(mon) 247. struct monst *mon; 248. { 249. mon->mstrategy &= ~STRAT_ARRIVE; /* always reset */ 250. 251. return -1; 252. } 253. 254. /* returns 1 if monster died moving, 0 otherwise */ 255. /* The whole dochugw/m_move/distfleeck/mfndpos section is serious spaghetti 256. * code. --KAA 257. */ 258. int 259. dochug(mtmp) 260. register struct monst *mtmp; 261. { 262. register struct permonst *mdat; 263. register int tmp=0; 264. int inrange, nearby, scared; 265. 266. /* Pre-movement adjustments */ 267. 268. if(mtmp->cham && !rn2(6)) /* polymorph chameleons */ 269. (void) newcham(mtmp, (struct permonst *)0); 270. 271. /* regenerate monsters */ 272. mon_regen(mtmp, FALSE); 273. 274. /* polymorph lycanthropes */ 275. were_change(mtmp); 276. 277. mdat = mtmp->data; /* after newcham and were_change */ 278. 279. if (mtmp->mstrategy & STRAT_ARRIVE) { 280. int res = m_arrival(mtmp); 281. if (res >= 0) return res; 282. } 283. 284. /* check for waitmask status change */ 285. if ((mtmp->mstrategy & STRAT_WAITFORU) && 286. (m_canseeu(mtmp) || mtmp->mhp < mtmp->mhpmax)) 287. mtmp->mstrategy &= ~STRAT_WAITFORU; 288. 289. /* update quest status flags */ 290. quest_stat_check(mtmp); 291. 292. if (!mtmp->mcanmove || (mtmp->mstrategy & STRAT_WAITMASK)) { 293. if (Hallucination) newsym(mtmp->mx,mtmp->my); 294. if (mtmp->mcanmove && (mtmp->mstrategy & STRAT_CLOSE) && 295. !mtmp->msleeping && monnear(mtmp, u.ux, u.uy)) 296. quest_talk(mtmp); /* give the leaders a chance to speak */ 297. return(0); /* other frozen monsters can't do anything */ 298. } 299. 300. /* there is a chance we will wake it */ 301. if (mtmp->msleeping && !disturb(mtmp)) { 302. if (Hallucination) newsym(mtmp->mx,mtmp->my); 303. return(0); 304. } 305. 306. /* not frozen or sleeping: wipe out texts written in the dust */ 307. wipe_engr_at(mtmp->mx, mtmp->my, 1); 308. 309. /* confused monsters get unconfused with small probability */ 310. if (mtmp->mconf && !rn2(50)) mtmp->mconf = 0; 311. 312. /* stunned monsters get un-stunned with larger probability */ 313. if (mtmp->mstun && !rn2(10)) mtmp->mstun = 0; 314. 315. /* some monsters teleport */ 316. if (mtmp->mflee && !rn2(40) && can_teleport(mdat) && !mtmp->iswiz) { 317. rloc(mtmp); 318. return(0); 319. } 320. if (mdat->msound == MS_SHRIEK && !um_dist(mtmp->mx, mtmp->my, 1)) 321. m_respond(mtmp); 322. if (mdat == &mons[PM_MEDUSA] && cansee(mtmp->mx, mtmp->my)) 323. m_respond(mtmp); 324. if (mtmp->mhp <= 0) return(1); /* m_respond gaze can kill medusa */ 325. 326. /* fleeing monsters might regain courage */ 327. if (mtmp->mflee && !mtmp->mfleetim 328. && mtmp->mhp == mtmp->mhpmax && !rn2(25)) mtmp->mflee = 0; 329. 330. set_apparxy(mtmp); 331. /* Must be done after you move and before the monster does. The 332. * set_apparxy() call in m_move() doesn't suffice since the variables 333. * inrange, etc. all depend on stuff set by set_apparxy(). 334. */ 335. 336. /* Monsters that want to acquire things */ 337. /* may teleport, so do it before inrange is set */ 338. if(is_covetous(mdat)) (void) tactics(mtmp); 339. 340. /* check distance and scariness of attacks */ 341. distfleeck(mtmp,&inrange,&nearby,&scared); 342. 343. if(find_defensive(mtmp)) { 344. if (use_defensive(mtmp) != 0) 345. return 1; 346. } else if(find_misc(mtmp)) { 347. if (use_misc(mtmp) != 0) 348. return 1; 349. } 350. 351. /* Demonic Blackmail! */ 352. if(nearby && mdat->msound == MS_BRIBE && 353. mtmp->mpeaceful && !mtmp->mtame && !u.uswallow) { 354. if (mtmp->mux != u.ux || mtmp->muy != u.uy) { 355. pline("%s whispers at thin air.", 356. cansee(mtmp->mux, mtmp->muy) ? Monnam(mtmp) : "It"); 357. 358. if (is_demon(youmonst.data)) rloc(mtmp); 359. /* "Good hunting, brother" */ 360. else { 361. mtmp->minvis = mtmp->perminvis = 0; 362. /* Why? For the same reason in real demon talk */ 363. pline("%s gets angry!", Amonnam(mtmp)); 364. mtmp->mpeaceful = 0; 365. /* since no way is an image going to pay it off */ 366. } 367. } else if(demon_talk(mtmp)) return(1); /* you paid it off */ 368. } 369. 370. /* the watch will look around and see if you are up to no good :-) */ 371. if (mdat == &mons[PM_WATCHMAN] || mdat == &mons[PM_WATCH_CAPTAIN]) 372. watch_on_duty(mtmp); 373. 374. else if (is_mind_flayer(mdat) && !rn2(20)) { 375. struct monst *m2, *nmon = (struct monst *)0; 376. 377. if (canseemon(mtmp)) 378. pline("%s concentrates.", Monnam(mtmp)); 379. if (distu(mtmp->mx, mtmp->my) > BOLT_LIM * BOLT_LIM) { 380. You("sense a faint wave of psychic energy."); 381. goto toofar; 382. } 383. pline("A wave of psychic energy pours over you!"); 384. if (mtmp->mpeaceful && 385. (!Conflict || resist(mtmp, RING_CLASS, 0, 0))) 386. pline("It feels quite soothing."); 387. else { 388. register boolean m_sen = sensemon(mtmp); 389. 390. if (m_sen || (Blind_telepat && rn2(2)) || !rn2(10)) { 391. int dmg; 392. pline("It locks on to your %s!", 393. m_sen ? "telepathy" : 394. Blind_telepat ? "latent telepathy" : "mind"); 395. dmg = rnd(15); 396. if (Half_spell_damage) dmg = (dmg+1) / 2; 397. losehp(dmg, "psychic blast", KILLED_BY_AN); 398. } 399. } 400. for(m2=fmon; m2; m2 = nmon) { 401. nmon = m2->nmon; 402. if (m2->mpeaceful != mtmp->mpeaceful) continue; 403. if (mindless(m2->data)) continue; 404. if (m2 == mtmp) continue; 405. if ((telepathic(m2->data) && 406. (rn2(2) || m2->mblinded)) || !rn2(10)) { 407. if (cansee(m2->mx, m2->my)) 408. pline("It locks on to %s.", mon_nam(m2)); 409. m2->mhp -= rnd(15); 410. if (m2->mhp <= 0) 411. monkilled(m2, "", AD_DRIN); 412. } 413. } 414. } 415. toofar: 416. /* If monster is nearby you, and has to wield a weapon, do so. This 417. * costs the monster a move, of course. 418. */ 419. if((!mtmp->mpeaceful || Conflict) && inrange && 420. dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= 8 421. && attacktype(mdat, AT_WEAP)) { 422. if (mtmp->weapon_check == NEED_WEAPON || !MON_WEP(mtmp)) { 423. mtmp->weapon_check = NEED_HTH_WEAPON; 424. if (mon_wield_item(mtmp) != 0) return(0); 425. } 426. } 427. 428. /* Now the actual movement phase */ 429. 430. if(!nearby || mtmp->mflee || scared || 431. mtmp->mconf || mtmp->mstun || (mtmp->minvis && !rn2(3)) || 432. (mdat->mlet == S_LEPRECHAUN && !u.ugold && (mtmp->mgold || rn2(2))) || 433. (is_wanderer(mdat) && !rn2(4)) || (Conflict && !mtmp->iswiz) || 434. (!mtmp->mcansee && !rn2(4)) || mtmp->mpeaceful) { 435. 436. tmp = m_move(mtmp, 0); 437. distfleeck(mtmp,&inrange,&nearby,&scared); /* recalc */ 438. 439. switch (tmp) { 440. case 0: /* no movement, but it can still attack you */ 441. case 3: /* absolutely no movement */ 442. /* for pets, case 0 and 3 are equivalent */ 443. /* During hallucination, monster appearance should 444. * still change - even if it doesn't move. 445. */ 446. if(Hallucination) newsym(mtmp->mx,mtmp->my); 447. break; 448. case 1: /* monster moved */ 449. /* Maybe it stepped on a trap and fell asleep... */ 450. if (mtmp->msleeping || !mtmp->mcanmove) return(0); 451. if(!nearby && 452. (ranged_attk(mdat) || find_offensive(mtmp))) 453. break; 454. else if(u.uswallow && mtmp == u.ustuck) { 455. /* a monster that's digesting you can move at the 456. * same time -dlc 457. */ 458. return(mattacku(mtmp)); 459. } else 460. return(0); 461. /*NOTREACHED*/ 462. break; 463. case 2: /* monster died */ 464. return(1); 465. } 466. } 467. 468. /* Now, attack the player if possible - one attack set per monst */ 469. 470. if (!mtmp->mpeaceful || 471. (Conflict && !resist(mtmp, RING_CLASS, 0, 0))) { 472. if(inrange && !noattacks(mdat) && u.uhp > 0 && !scared && tmp != 3) 473. if(mattacku(mtmp)) return(1); /* monster died (e.g. exploded) */ 474. 475. if(mtmp->wormno) wormhitu(mtmp); 476. } 477. /* special speeches for quest monsters */ 478. if (!mtmp->msleeping && mtmp->mcanmove && nearby) 479. quest_talk(mtmp); 480. /* extra emotional attack for vile monsters */ 481. if (inrange && mtmp->data->msound == MS_CUSS && !mtmp->mpeaceful && 482. couldsee(mtmp->mx, mtmp->my) && !mtmp->minvis && !rn2(5)) 483. cuss(mtmp); 484. 485. return(tmp == 2); 486. } 487. 488. static NEARDATA const char practical[] = { WEAPON_CLASS, ARMOR_CLASS, GEM_CLASS, FOOD_CLASS, 0 }; 489. static NEARDATA const char magical[] = { 490. AMULET_CLASS, POTION_CLASS, SCROLL_CLASS, WAND_CLASS, RING_CLASS, 491. SPBOOK_CLASS, 0 }; 492. static NEARDATA const char indigestion[] = { BALL_CLASS, ROCK_CLASS, 0 }; 493. static NEARDATA const char boulder_class[] = { ROCK_CLASS, 0 }; 494. static NEARDATA const char gem_class[] = { GEM_CLASS, 0 }; 495. 496. boolean 497. itsstuck(mtmp) 498. register struct monst *mtmp; 499. { 500. if (sticks(youmonst.data) && mtmp==u.ustuck && !u.uswallow) { 501. pline("%s cannot escape from you!", Monnam(mtmp)); 502. return(TRUE); 503. } 504. return(FALSE); 505. } 506. 507. /* Return values: 508. * 0: did not move, but can still attack and do other stuff. 509. * 1: moved, possibly can attack. 510. * 2: monster died. 511. * 3: did not move, and can't do anything else either. 512. */ 513. int 514. m_move(mtmp, after) 515. register struct monst *mtmp; 516. register int after; 517. { 518. register int appr; 519. xchar gx,gy,nix,niy,chcnt; 520. int chi; /* could be schar except for stupid Sun-2 compiler */ 521. boolean likegold=0, likegems=0, likeobjs=0, likemagic=0, conceals=0; 522. boolean likerock=0, can_tunnel=0; 523. boolean can_open=0, can_unlock=0, doorbuster=0; 524. boolean uses_items=0; 525. struct permonst *ptr; 526. struct monst *mtoo; 527. schar mmoved = 0; /* not strictly nec.: chi >= 0 will do */ 528. long info[9]; 529. long flag; 530. int omx = mtmp->mx, omy = mtmp->my; 531. struct obj *mw_tmp; 532. 533. if(mtmp->mtrapped) { 534. int i = mintrap(mtmp); 535. if(i >= 2) { newsym(mtmp->mx,mtmp->my); return(2); }/* it died */ 536. if(i == 1) return(0); /* still in trap, so didn't move */ 537. } 538. ptr = mtmp->data; /* mintrap() can change mtmp->data -dlc */ 539. 540. if (mtmp->meating) { 541. mtmp->meating--; 542. return 3; /* still eating */ 543. } 544. if (hides_under(ptr) && OBJ_AT(mtmp->mx, mtmp->my) && rn2(10)) 545. return 0; /* do not leave hiding place */ 546. 547. set_apparxy(mtmp); 548. /* where does mtmp think you are? */ 549. /* Not necessary if m_move called from this file, but necessary in 550. * other calls of m_move (ex. leprechauns dodging) 551. */ 552. can_tunnel = tunnels(ptr) && 553. #ifdef REINCARNATION 554. !Is_rogue_level(&u.uz) && 555. #endif 556. (!needspick(ptr) || m_carrying(mtmp, PICK_AXE) || 557. m_carrying(mtmp, DWARVISH_MATTOCK)); 558. can_open = !(nohands(ptr) || verysmall(ptr)); 559. can_unlock = ((can_open && m_carrying(mtmp, SKELETON_KEY)) || 560. mtmp->iswiz || is_rider(ptr)); 561. doorbuster = is_giant(ptr); 562. if(mtmp->wormno) goto not_special; 563. /* my dog gets special treatment */ 564. if(mtmp->mtame) { 565. mmoved = dog_move(mtmp, after); 566. goto postmov; 567. } 568. 569. /* likewise for shopkeeper */ 570. if(mtmp->isshk) { 571. mmoved = shk_move(mtmp); 572. if(mmoved == -2) return(2); 573. if(mmoved >= 0) goto postmov; 574. mmoved = 0; /* follow player outside shop */ 575. } 576. 577. /* and for the guard */ 578. if(mtmp->isgd) { 579. mmoved = gd_move(mtmp); 580. if(mmoved == -2) return(2); 581. if(mmoved >= 0) goto postmov; 582. mmoved = 0; 583. } 584. 585. /* and the acquisitive monsters get special treatment */ 586. if(is_covetous(ptr)) { 587. xchar tx = STRAT_GOALX(mtmp->mstrategy), 588. ty = STRAT_GOALY(mtmp->mstrategy); 589. struct monst *intruder = m_at(tx, ty); 590. /* 591. * if there's a monster on the object or in possesion of it, 592. * attack it. 593. */ 594. if((dist2(mtmp->mx, mtmp->my, tx, ty) < 2) && 595. intruder && (intruder != mtmp)) { 596. 597. notonhead = (intruder->mx != tx || intruder->my != ty); 598. if(mattackm(mtmp, intruder) == 2) return(2); 599. mmoved = 1; 600. } else mmoved = 0; 601. goto postmov; 602. } 603. 604. /* and for the priest */ 605. if(mtmp->ispriest) { 606. mmoved = pri_move(mtmp); 607. if(mmoved == -2) return(2); 608. if(mmoved >= 0) goto postmov; 609. mmoved = 0; 610. } 611. 612. #ifdef MAIL 613. if(ptr == &mons[PM_MAIL_DAEMON]) { 614. if(flags.soundok && canseemon(mtmp)) 615. verbalize("I'm late!"); 616. mongone(mtmp); 617. return(2); 618. } 619. #endif 620. 621. /* teleport if that lies in our nature */ 622. if(ptr == &mons[PM_TENGU] && !rn2(5) && !mtmp->mcan) { 623. if(mtmp->mhp < 7 || mtmp->mpeaceful || rn2(2)) 624. rloc(mtmp); 625. else 626. mnexto(mtmp); 627. mmoved = 1; 628. goto postmov; 629. } 630. not_special: 631. if(u.uswallow && !mtmp->mflee && u.ustuck != mtmp) return(1); 632. omx = mtmp->mx; 633. omy = mtmp->my; 634. gx = mtmp->mux; 635. gy = mtmp->muy; 636. appr = mtmp->mflee ? -1 : 1; 637. if (mtmp->mconf || (u.uswallow && mtmp == u.ustuck)) 638. appr = 0; 639. else { 640. boolean should_see = (couldsee(omx, omy) && 641. (levl[gx][gy].lit || 642. !levl[omx][omy].lit) && 643. (dist2(omx, omy, gx, gy) <= 36)); 644. 645. if (!mtmp->mcansee || 646. (should_see && Invis && !perceives(ptr) && rn2(11)) || 647. (youmonst.m_ap_type == M_AP_OBJECT && youmonst.mappearance == STRANGE_OBJECT) || u.uundetected || 648. (youmonst.m_ap_type == M_AP_OBJECT && youmonst.mappearance == GOLD_PIECE && !likes_gold(ptr)) || 649. (mtmp->mpeaceful && !mtmp->isshk) || /* allow shks to follow */ 650. ((monsndx(ptr) == PM_STALKER || ptr->mlet == S_BAT || 651. ptr->mlet == S_LIGHT) && !rn2(3))) 652. appr = 0; 653. 654. if(monsndx(ptr) == PM_LEPRECHAUN && (appr == 1) && 655. (mtmp->mgold > u.ugold)) 656. appr = -1; 657. 658. if (!should_see && can_track(ptr)) { 659. register coord *cp; 660. 661. cp = gettrack(omx,omy); 662. if (cp) { 663. gx = cp->x; 664. gy = cp->y; 665. } 666. } 667. } 668. 669. if ((!mtmp->mpeaceful || !rn2(10)) 670. #ifdef REINCARNATION 671. && (!Is_rogue_level(&u.uz)) 672. #endif 673. ) { 674. boolean in_line = lined_up(mtmp) && 675. (distmin(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= 676. (throws_rocks(youmonst.data) ? 20 : ACURRSTR/2+1) 677. ); 678. 679. if (appr != 1 || !in_line) { 680. /* Monsters in combat won't pick stuff up, avoiding the 681. * situation where you toss arrows at it and it has nothing 682. * better to do than pick the arrows up. 683. */ 684. register int pctload = (curr_mon_load(mtmp) * 100) / 685. max_mon_load(mtmp); 686. 687. /* look for gold or jewels nearby */ 688. likegold = (likes_gold(ptr) && pctload < 95); 689. likegems = (likes_gems(ptr) && pctload < 85); 690. uses_items = (!mindless(ptr) && !is_animal(ptr) 691. && pctload < 75); 692. likeobjs = (likes_objs(ptr) && pctload < 75); 693. likemagic = (likes_magic(ptr) && pctload < 85); 694. likerock = (throws_rocks(ptr) && pctload < 50 && !In_sokoban(&u.uz)); 695. conceals = hides_under(ptr); 696. } 697. } 698. 699. #define SQSRCHRADIUS 5 700. 701. { register int minr = SQSRCHRADIUS; /* not too far away */ 702. register struct obj *otmp; 703. register int xx, yy; 704. int oomx, oomy, lmx, lmy; 705. 706. /* cut down the search radius if it thinks character is closer. */ 707. if(distmin(mtmp->mux, mtmp->muy, omx, omy) < SQSRCHRADIUS && 708. !mtmp->mpeaceful) minr--; 709. /* guards shouldn't get too distracted */ 710. if(!mtmp->mpeaceful && is_mercenary(ptr)) minr = 1; 711. 712. if((likegold || likegems || likeobjs || likemagic || likerock || conceals) 713. && (!*in_rooms(omx, omy, SHOPBASE) || (!rn2(25) && !mtmp->isshk))) { 714. look_for_obj: 715. oomx = min(COLNO-1, omx+minr); 716. oomy = min(ROWNO-1, omy+minr); 717. lmx = max(1, omx-minr); 718. lmy = max(0, omy-minr); 719. for(otmp = fobj; otmp; otmp = otmp->nobj) { 720. /* monsters may pick rocks up, but won't go out of their way 721. to grab them; this might hamper sling wielders, but it cuts 722. down on move overhead by filtering out most common item */ 723. if (otmp->otyp == ROCK) continue; 724. xx = otmp->ox; 725. yy = otmp->oy; 726. /* Nymphs take everything. Most other creatures should not 727. * pick up corpses except as a special case like in 728. * searches_for_item(). We need to do this check in 729. * mpickstuff() as well. 730. */ 731. if(xx >= lmx && xx <= oomx && yy >= lmy && yy <= oomy) { 732. /* don't get stuck circling around an object that's underneath 733. an immobile or hidden monster; paralysis victims excluded */ 734. if ((mtoo = m_at(xx,yy)) != 0 && 735. (mtoo->msleeping || mtoo->mundetected || 736. (mtoo->mappearance && !mtoo->iswiz) || 737. !mtoo->data->mmove)) continue; 738. 739. if(((likegold && otmp->oclass == GOLD_CLASS) || 740. (likeobjs && index(practical, otmp->oclass) && 741. (otmp->otyp != CORPSE || (ptr->mlet == S_NYMPH 742. && !is_rider(&mons[otmp->corpsenm])))) || 743. (likemagic && index(magical, otmp->oclass)) || 744. (uses_items && searches_for_item(mtmp, otmp)) || 745. (likerock && otmp->otyp == BOULDER) || 746. (likegems && otmp->oclass == GEM_CLASS && 747. objects[otmp->otyp].oc_material != MINERAL) || 748. (conceals && !cansee(otmp->ox,otmp->oy)) || 749. (ptr == &mons[PM_GELATINOUS_CUBE] && 750. !index(indigestion, otmp->oclass) && 751. !(otmp->otyp == CORPSE && 752. touch_petrifies(&mons[otmp->corpsenm]))) 753. ) && touch_artifact(otmp,mtmp)) { 754. if(can_carry(mtmp,otmp) && 755. (throws_rocks(ptr) || 756. !sobj_at(BOULDER,xx,yy)) && 757. (!is_unicorn(ptr) || 758. objects[otmp->otyp].oc_material == GEMSTONE) && 759. /* Don't get stuck circling an Elbereth */ 760. !(onscary(xx, yy, mtmp))) { 761. minr = distmin(omx,omy,xx,yy); 762. oomx = min(COLNO-1, omx+minr); 763. oomy = min(ROWNO-1, omy+minr); 764. lmx = max(1, omx-minr); 765. lmy = max(0, omy-minr); 766. gx = otmp->ox; 767. gy = otmp->oy; 768. if (gx == omx && gy == omy) { 769. mmoved = 3; /* actually unnecessary */ 770. goto postmov; 771. } 772. } 773. } 774. } 775. } 776. } else if(likegold) { 777. /* don't try to pick up anything else, but use the same loop */ 778. uses_items = 0; 779. likegems = likeobjs = likemagic = likerock = conceals = 0; 780. goto look_for_obj; 781. } 782. 783. if(minr < SQSRCHRADIUS && appr == -1) { 784. if(distmin(omx,omy,mtmp->mux,mtmp->muy) <= 3) { 785. gx = mtmp->mux; 786. gy = mtmp->muy; 787. } else 788. appr = 1; 789. } 790. } 791. 792. if (can_tunnel && needspick(ptr) && 793. (mw_tmp = MON_WEP(mtmp)) != 0 && !is_pick(mw_tmp)) { 794. /* not wielding its pick-axe yet; if its current weapon 795. is cursed, then it can't switch; when approaching, 796. it won't switch if the desired destination can be reached 797. without digging [to inhibit repeated pick/weapon flip-flop] */ 798. if (mw_tmp->cursed || (appr > 0 && m_cansee(mtmp, gx, gy))) 799. can_tunnel = FALSE; 800. } 801. 802. nix = omx; 803. niy = omy; 804. flag = 0L; 805. if (mtmp->mpeaceful && (!Conflict || resist(mtmp, RING_CLASS, 0, 0))) 806. flag |= (ALLOW_SANCT | ALLOW_SSM); 807. else flag |= ALLOW_U; 808. if (is_minion(ptr) || is_rider(ptr)) flag |= ALLOW_SANCT; 809. if (is_unicorn(ptr)) flag |= NOTONL; 810. if (passes_walls(ptr)) flag |= (ALLOW_WALL | ALLOW_ROCK); 811. if (can_tunnel) flag |= ALLOW_DIG; 812. if (is_human(ptr) || ptr == &mons[PM_MINOTAUR]) flag |= ALLOW_SSM; 813. if (is_undead(ptr) && ptr->mlet != S_GHOST) flag |= NOGARLIC; 814. if (throws_rocks(ptr)) flag |= ALLOW_ROCK; 815. if (can_open) flag |= OPENDOOR; 816. if (can_unlock) flag |= UNLOCKDOOR; 817. if (doorbuster) flag |= BUSTDOOR; 818. { 819. register int i, j, nx, ny, nearer; 820. int jcnt, cnt; 821. int ndist, nidist; 822. register coord *mtrk; 823. coord poss[9]; 824. 825. cnt = mfndpos(mtmp, poss, info, flag); 826. chcnt = 0; 827. jcnt = min(MTSZ, cnt-1); 828. chi = -1; 829. nidist = dist2(nix,niy,gx,gy); 830. /* allow monsters be shortsighted on some levels for balance */ 831. if(!mtmp->mpeaceful && level.flags.shortsighted && 832. nidist > (couldsee(nix,niy) ? 144 : 36) && appr == 1) appr = 0; 833. 834. for(i=0; i < cnt; i++) { 835. nx = poss[i].x; 836. ny = poss[i].y; 837. 838. if (appr != 0) { 839. mtrk = &mtmp->mtrack[0]; 840. for(j=0; j < jcnt; mtrk++, j++) 841. if(nx == mtrk->x && ny == mtrk->y) 842. if(rn2(4*(cnt-j))) 843. goto nxti; 844. } 845. 846. nearer = ((ndist = dist2(nx,ny,gx,gy)) < nidist); 847. 848. if((appr == 1 && nearer) || (appr == -1 && !nearer) || 849. (!appr && !rn2(++chcnt)) || !mmoved) { 850. nix = nx; 851. niy = ny; 852. nidist = ndist; 853. chi = i; 854. mmoved = 1; 855. } 856. nxti: ; 857. } 858. } 859. 860. if(mmoved) { 861. register int j; 862. 863. if (mmoved==1 && (u.ux != nix || u.uy != niy) && itsstuck(mtmp)) 864. return(3); 865. 866. if (mmoved==1 && can_tunnel && needspick(ptr) && 867. (!(mw_tmp = MON_WEP(mtmp)) || !is_pick(mw_tmp))) { 868. mtmp->weapon_check = NEED_PICK_AXE; 869. (void)mon_wield_item(mtmp); 870. } 871. /* If ALLOW_U is set, either it's trying to attack you, or it 872. * thinks it is. In either case, attack this spot in preference to 873. * all others. 874. */ 875. /* Actually, this whole section of code doesn't work as you'd expect. 876. * Most attacks are handled in dochug(). It calls distfleeck(), which 877. * among other things sets nearby if the monster is near you--and if 878. * nearby is set, we never call m_move unless it is a special case 879. * (confused, stun, etc.) The effect is that this ALLOW_U (and 880. * mfndpos) has no effect for normal attacks, though it lets a confused 881. * monster attack you by accident. 882. */ 883. if(info[chi] & ALLOW_U) { 884. nix = mtmp->mux; 885. niy = mtmp->muy; 886. } 887. if (nix == u.ux && niy == u.uy) { 888. mtmp->mux = u.ux; 889. mtmp->muy = u.uy; 890. return(0); 891. } 892. /* The monster may attack another based on 1 of 2 conditions: 893. * 1 - It may be confused. 894. * 2 - It may mistake the monster for your (displaced) image. 895. * Pets get taken care of above and shouldn't reach this code. 896. * Conflict gets handled even farther away (movemon()). 897. */ 898. if((info[chi] & ALLOW_M) || 899. (nix == mtmp->mux && niy == mtmp->muy)) { 900. struct monst *mtmp2; 901. int mstatus; 902. mtmp2 = m_at(nix,niy); 903. 904. notonhead = mtmp2 && (nix != mtmp2->mx || niy != mtmp2->my); 905. /* note: mstatus returns 0 if mtmp2 is nonexistent */ 906. mstatus = mattackm(mtmp, mtmp2); 907. 908. if (mstatus & MM_AGR_DIED) /* aggressor died */ 909. return 2; 910. 911. if ((mstatus & MM_HIT) && !(mstatus & MM_DEF_DIED) && 912. rn2(4) && mtmp2->movement >= NORMAL_SPEED) { 913. mtmp2->movement -= NORMAL_SPEED; 914. notonhead = 0; 915. mstatus = mattackm(mtmp2, mtmp); /* return attack */ 916. if (mstatus & MM_DEF_DIED) 917. return 2; 918. } 919. return 3; 920. } 921. 922. if (!m_in_out_region(mtmp,nix,niy)) 923. return 3; 924. remove_monster(omx, omy); 925. place_monster(mtmp, nix, niy); 926. for(j = MTSZ-1; j > 0; j--) 927. mtmp->mtrack[j] = mtmp->mtrack[j-1]; 928. mtmp->mtrack[0].x = omx; 929. mtmp->mtrack[0].y = omy; 930. /* Place a segment at the old position. */ 931. if (mtmp->wormno) worm_move(mtmp); 932. } else { 933. if(is_unicorn(ptr) && rn2(2)) { 934. rloc(mtmp); 935. return(1); 936. } 937. if(mtmp->wormno) worm_nomove(mtmp); 938. } 939. postmov: 940. if(mmoved == 1 || mmoved == 3) { 941. boolean canseeit = cansee(mtmp->mx, mtmp->my); 942. 943. if(mmoved == 1) { 944. newsym(omx,omy); /* update the old position */ 945. if (mintrap(mtmp) >= 2) { 946. if(mtmp->mx) newsym(mtmp->mx,mtmp->my); 947. return(2); /* it died */ 948. } 949. ptr = mtmp->data; 950. 951. /* open a door, or crash through it, if you can */ 952. if(IS_DOOR(levl[mtmp->mx][mtmp->my].typ) 953. && !passes_walls(ptr) /* doesn't need to open doors */ 954. && !can_tunnel /* taken care of below */ 955. ) { 956. struct rm *here = &levl[mtmp->mx][mtmp->my]; 957. boolean btrapped = (here->doormask & D_TRAPPED); 958. 959. if(here->doormask & (D_LOCKED|D_CLOSED) && amorphous(ptr)) { 960. if (flags.verbose && canseeit) 961. pline("%s %ss under the door.", Monnam(mtmp), 962. (ptr == &mons[PM_FOG_CLOUD] || 963. ptr == &mons[PM_YELLOW_LIGHT]) 964. ? "flow" : "ooze"); 965. } else if(here->doormask & D_LOCKED && can_unlock) { 966. if(btrapped) { 967. here->doormask = D_NODOOR; 968. newsym(mtmp->mx, mtmp->my); 969. unblock_point(mtmp->mx,mtmp->my); /* vision */ 970. if(mb_trapped(mtmp)) return(2); 971. } else { 972. if (flags.verbose) { 973. if (canseeit) 974. You("see a door unlock and open."); 975. else if (flags.soundok) 976. You_hear("a door unlock and open."); 977. } 978. here->doormask = D_ISOPEN; 979. /* newsym(mtmp->mx, mtmp->my); */ 980. unblock_point(mtmp->mx,mtmp->my); /* vision */ 981. } 982. } else if (here->doormask == D_CLOSED && can_open) { 983. if(btrapped) { 984. here->doormask = D_NODOOR; 985. newsym(mtmp->mx, mtmp->my); 986. unblock_point(mtmp->mx,mtmp->my); /* vision */ 987. if(mb_trapped(mtmp)) return(2); 988. } else { 989. if (flags.verbose) { 990. if (canseeit) 991. You("see a door open."); 992. else if (flags.soundok) 993. You_hear("a door open."); 994. } 995. here->doormask = D_ISOPEN; 996. /* newsym(mtmp->mx, mtmp->my); */ /* done below */ 997. unblock_point(mtmp->mx,mtmp->my); /* vision */ 998. } 999. } else if (here->doormask & (D_LOCKED|D_CLOSED)) { 1000. /* mfndpos guarantees this must be a doorbuster */ 1001. if(btrapped) { 1002. here->doormask = D_NODOOR; 1003. newsym(mtmp->mx, mtmp->my); 1004. unblock_point(mtmp->mx,mtmp->my); /* vision */ 1005. if(mb_trapped(mtmp)) return(2); 1006. } else { 1007. if (flags.verbose) { 1008. if (canseeit) 1009. You("see a door crash open."); 1010. else if (flags.soundok) 1011. You_hear("a door crash open."); 1012. } 1013. if (here->doormask & D_LOCKED && !rn2(2)) 1014. here->doormask = D_NODOOR; 1015. else here->doormask = D_BROKEN; 1016. /* newsym(mtmp->mx, mtmp->my); */ /* done below */ 1017. unblock_point(mtmp->mx,mtmp->my); /* vision */ 1018. } 1019. /* if it's a shop door, schedule repair */ 1020. if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE)) 1021. add_damage(mtmp->mx, mtmp->my, 0L); 1022. } 1023. } 1024. 1025. /* possibly dig */ 1026. if (can_tunnel && mdig_tunnel(mtmp)) 1027. return(2); /* mon died (position already updated) */ 1028. 1029. /* set also in domove(), hack.c */ 1030. if (u.uswallow && mtmp == u.ustuck && 1031. (mtmp->mx != omx || mtmp->my != omy)) { 1032. /* If the monster moved, then update */ 1033. u.ux0 = u.ux; 1034. u.uy0 = u.uy; 1035. u.ux = mtmp->mx; 1036. u.uy = mtmp->my; 1037. swallowed(0); 1038. } else 1039. newsym(mtmp->mx,mtmp->my); 1040. } 1041. if(OBJ_AT(mtmp->mx, mtmp->my) && mtmp->mcanmove) { 1042. /* Maybe a rock mole just ate some metal object */ 1043. if (metallivorous(ptr)) { 1044. if (meatgold(mtmp) == 2) return 2; /* it died */ 1045. } 1046. 1047. if(g_at(mtmp->mx,mtmp->my) && likegold) mpickgold(mtmp); 1048. 1049. /* Maybe a cube ate just about anything */ 1050. if (ptr == &mons[PM_GELATINOUS_CUBE]) { 1051. if (meatobj(mtmp) == 2) return 2; /* it died */ 1052. } 1053. 1054. if(!*in_rooms(mtmp->mx, mtmp->my, SHOPBASE) || !rn2(25)) { 1055. boolean picked = FALSE; 1056. 1057. if(likeobjs) picked |= mpickstuff(mtmp, practical); 1058. if(likemagic) picked |= mpickstuff(mtmp, magical); 1059. if(likerock) picked |= mpickstuff(mtmp, boulder_class); 1060. if(likegems) picked |= mpickstuff(mtmp, gem_class); 1061. if(uses_items) picked |= mpickstuff(mtmp, (char *)0); 1062. if(picked) mmoved = 3; 1063. } 1064. 1065. if(mtmp->minvis) { 1066. newsym(mtmp->mx, mtmp->my); 1067. if (mtmp->wormno) see_wsegs(mtmp); 1068. } 1069. } 1070. 1071. if(hides_under(ptr) || ptr->mlet == S_EEL) { 1072. /* Always set--or reset--mundetected if it's already hidden 1073. (just in case the object it was hiding under went away); 1074. usually set mundetected unless monster can't move. */ 1075. if (mtmp->mundetected || 1076. (mtmp->mcanmove && !mtmp->msleeping && rn2(5))) 1077. mtmp->mundetected = (ptr->mlet != S_EEL) ? 1078. OBJ_AT(mtmp->mx, mtmp->my) : 1079. (is_pool(mtmp->mx, mtmp->my) && !Is_waterlevel(&u.uz)); 1080. newsym(mtmp->mx, mtmp->my); 1081. } 1082. } 1083. return(mmoved); 1084. } 1085. 1086. #endif /* OVL0 */ 1087. #ifdef OVL2 1088. 1089. boolean 1090. closed_door(x, y) 1091. register int x, y; 1092. { 1093. return((boolean)(IS_DOOR(levl[x][y].typ) && 1094. (levl[x][y].doormask & (D_LOCKED | D_CLOSED)))); 1095. } 1096. 1097. boolean 1098. accessible(x, y) 1099. register int x, y; 1100. { 1101. return((boolean)(ACCESSIBLE(levl[x][y].typ) && !closed_door(x, y))); 1102. } 1103. 1104. #endif /* OVL2 */ 1105. #ifdef OVL0 1106. 1107. /* decide where the monster thinks you are standing */ 1108. void 1109. set_apparxy(mtmp) 1110. register struct monst *mtmp; 1111. { 1112. boolean notseen, gotu; 1113. register int disp, mx = mtmp->mux, my = mtmp->muy; 1114. 1115. /* 1116. * do cheapest and/or most likely tests first 1117. */ 1118. 1119. /* pet knows your smell; grabber still has hold of you */ 1120. if (mtmp->mtame || mtmp == u.ustuck) goto found_you; 1121. 1122. /* monsters which know where you are don't suddenly forget, 1123. if you haven't moved away */ 1124. if (mx == u.ux && my == u.uy) goto found_you; 1125. 1126. notseen = (!mtmp->mcansee || (Invis && !perceives(mtmp->data))); 1127. /* add cases as required. eg. Displacement ... */ 1128. disp = ((notseen || Underwater) ? 1 : 1129. Displaced ? (couldsee(mx, my) ? 2 : 1) : 0); 1130. if (!disp) goto found_you; 1131. 1132. /* without something like the following, invis. and displ. 1133. are too powerful */ 1134. gotu = notseen ? !rn2(3) : Displaced ? !rn2(4) : FALSE; 1135. 1136. #if 0 /* this never worked as intended & isn't needed anyway */ 1137. /* If invis but not displaced, staying around gets you 'discovered' */ 1138. gotu |= (!Displaced && u.dx == 0 && u.dy == 0); 1139. #endif 1140. 1141. if (!gotu) { 1142. register int try_cnt = 0; 1143. do { 1144. if (++try_cnt > 200) goto found_you; /* punt */ 1145. mx = u.ux - disp + rn2(2*disp+1); 1146. my = u.uy - disp + rn2(2*disp+1); 1147. } while (!isok(mx,my) 1148. || (disp != 2 && mx == mtmp->mx && my == mtmp->my) 1149. || ((mx != u.ux || my != u.uy) && 1150. !passes_walls(mtmp->data) && 1151. (!ACCESSIBLE(levl[mx][my].typ) || 1152. (closed_door(mx, my) && !can_ooze(mtmp))))); 1153. } else { 1154. found_you: 1155. mx = u.ux; 1156. my = u.uy; 1157. } 1158. 1159. mtmp->mux = mx; 1160. mtmp->muy = my; 1161. } 1162. 1163. boolean 1164. can_ooze(mtmp) 1165. struct monst *mtmp; 1166. { 1167. struct obj *chain, *obj; 1168. 1169. if (!amorphous(mtmp->data)) return FALSE; 1170. if (mtmp == &youmonst) { 1171. if (u.ugold > 100L) return FALSE; 1172. chain = invent; 1173. } else { 1174. if (mtmp->mgold > 100L) return FALSE; 1175. chain = mtmp->minvent; 1176. } 1177. for (obj = chain; obj; obj = obj->nobj) { 1178. int typ = obj->otyp; 1179. 1180. if (obj->oclass != GEM_CLASS && 1181. !(typ >= ARROW && typ <= BOOMERANG) && 1182. !(typ >= DAGGER && typ <= CRYSKNIFE) && 1183. typ != SLING && 1184. !is_cloak(obj) && typ != FEDORA && 1185. !is_gloves(obj) && typ != LEATHER_JACKET && 1186. #ifdef TOURIST 1187. typ != CREDIT_CARD && !is_shirt(obj) && 1188. #endif 1189. !(typ == CORPSE && verysmall(&mons[obj->corpsenm])) && 1190. typ != FORTUNE_COOKIE && typ != CANDY_BAR && 1191. typ != PANCAKE && typ != LEMBAS_WAFER && 1192. typ != LUMP_OF_ROYAL_JELLY && 1193. obj->oclass != AMULET_CLASS && 1194. obj->oclass != RING_CLASS && 1195. #ifdef WIZARD 1196. obj->oclass != VENOM_CLASS && 1197. #endif 1198. typ != SACK && typ != BAG_OF_HOLDING && 1199. typ != BAG_OF_TRICKS && !Is_candle(obj) && 1200. typ != OILSKIN_SACK && typ != LEASH && 1201. typ != STETHOSCOPE && typ != BLINDFOLD && typ != TOWEL && 1202. typ != TIN_WHISTLE && typ != MAGIC_WHISTLE && 1203. typ != MAGIC_MARKER && typ != TIN_OPENER && 1204. typ != SKELETON_KEY && typ != LOCK_PICK 1205. ) return FALSE; 1206. if (Is_container(obj) && obj->cobj) return FALSE; 1207. 1208. } 1209. return TRUE; 1210. } 1211. 1212. #endif /* OVL0 */ 1213. 1214. /*monmove.c*/