Source:NetHack 3.4.3/src/muse.c

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Below is the full text to src/muse.c from NetHack 3.4.3. To link to a particular line, write [[muse.c#line123]], for example.

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/*	SCCS Id: @(#)muse.c	3.4	2002/12/23	*/
/*	Copyright (C) 1990 by Ken Arromdee			   */
/* NetHack may be freely redistributed.  See license for details.  */

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.

/*
* Monster item usage routines.
*/

#include "hack.h"
#include "edog.h"

extern const int monstr[];

boolean m_using = FALSE;

/* Let monsters use magic items.  Arbitrary assumptions: Monsters only use
* scrolls when they can see, monsters know when wands have 0 charges, monsters
* cannot recognize if items are cursed are not, monsters which are confused
* don't know not to read scrolls, etc....
*/

STATIC_DCL struct permonst *FDECL(muse_newcham_mon, (struct monst *));
STATIC_DCL int FDECL(precheck, (struct monst *,struct obj *));
STATIC_DCL void FDECL(mzapmsg, (struct monst *,struct obj *,BOOLEAN_P));
STATIC_DCL void FDECL(mreadmsg, (struct monst *,struct obj *));
STATIC_DCL void FDECL(mquaffmsg, (struct monst *,struct obj *));
STATIC_PTR int FDECL(mbhitm, (struct monst *,struct obj *));
STATIC_DCL void FDECL(mbhit,
	(struct monst *,int,int FDECL((*),(MONST_P,OBJ_P)),
	int FDECL((*),(OBJ_P,OBJ_P)),struct obj *));
STATIC_DCL void FDECL(you_aggravate, (struct monst *));
STATIC_DCL void FDECL(mon_consume_unstone, (struct monst *,struct obj *,
	BOOLEAN_P,BOOLEAN_P));

static struct musable {
	struct obj *offensive;
	struct obj *defensive;
	struct obj *misc;
	int has_offense, has_defense, has_misc;
	/* =0, no capability; otherwise, different numbers.
	 * If it's an object, the object is also set (it's 0 otherwise).
	 */
} m;
static int trapx, trapy;
static boolean zap_oseen;
	/* for wands which use mbhitm and are zapped at players.  We usually
	 * want an oseen local to the function, but this is impossible since the
	 * function mbhitm has to be compatible with the normal zap routines,
	 * and those routines don't remember who zapped the wand.
	 */

precheck

/* Any preliminary checks which may result in the monster being unable to use
* the item.  Returns 0 if nothing happened, 2 if the monster can't do anything
* (i.e. it teleported) and 1 if it's dead.
*/
STATIC_OVL int
precheck(mon, obj)
struct monst *mon;
struct obj *obj;
{
	boolean vis;

	if (!obj) return 0;
	vis = cansee(mon->mx, mon->my);

	if (obj->oclass == POTION_CLASS) {
	    coord cc;
	    static const char *empty = "The potion turns out to be empty.";
	    const char *potion_descr;
	    struct monst *mtmp;
#define POTION_OCCUPANT_CHANCE(n) (13 + 2*(n))	/* also in potion.c */

	    potion_descr = OBJ_DESCR(objects[obj->otyp]);
	    if (potion_descr && !strcmp(potion_descr, "milky")) {
	        if ( flags.ghost_count < MAXMONNO &&
		    !rn2(POTION_OCCUPANT_CHANCE(flags.ghost_count))) {
		    if (!enexto(&cc, mon->mx, mon->my, &mons[PM_GHOST])) return 0;
		    mquaffmsg(mon, obj);
		    m_useup(mon, obj);
		    mtmp = makemon(&mons[PM_GHOST], cc.x, cc.y, NO_MM_FLAGS);
		    if (!mtmp) {
			if (vis) pline(empty);
		    } else {
			if (vis) {
			    pline("As %s opens the bottle, an enormous %s emerges!",
			       mon_nam(mon),
			       Hallucination ? rndmonnam() : (const char *)"ghost");
			    pline("%s is frightened to death, and unable to move.",
				    Monnam(mon));
			}
			mon->mcanmove = 0;
			mon->mfrozen = 3;
		    }
		    return 2;
		}
	    }
	    if (potion_descr && !strcmp(potion_descr, "smoky") &&
		    flags.djinni_count < MAXMONNO &&
		    !rn2(POTION_OCCUPANT_CHANCE(flags.djinni_count))) {
		if (!enexto(&cc, mon->mx, mon->my, &mons[PM_DJINNI])) return 0;
		mquaffmsg(mon, obj);
		m_useup(mon, obj);
		mtmp = makemon(&mons[PM_DJINNI], cc.x, cc.y, NO_MM_FLAGS);
		if (!mtmp) {
		    if (vis) pline(empty);
		} else {
		    if (vis)
			pline("In a cloud of smoke, %s emerges!",
							a_monnam(mtmp));
		    pline("%s speaks.", vis ? Monnam(mtmp) : Something);
		/* I suspect few players will be upset that monsters */
		/* can't wish for wands of death here.... */
		    if (rn2(2)) {
			verbalize("You freed me!");
			mtmp->mpeaceful = 1;
			set_malign(mtmp);
		    } else {
			verbalize("It is about time.");
			if (vis) pline("%s vanishes.", Monnam(mtmp));
			mongone(mtmp);
		    }
		}
		return 2;
	    }
	}
	if (obj->oclass == WAND_CLASS && obj->cursed && !rn2(100)) {
	    int dam = d(obj->spe+2, 6);

	    if (flags.soundok) {
		if (vis) pline("%s zaps %s, which suddenly explodes!",
			Monnam(mon), an(xname(obj)));
		else You_hear("a zap and an explosion in the distance.");
	    }
	    m_useup(mon, obj);
	    if (mon->mhp <= dam) {
		monkilled(mon, "", AD_RBRE);
		return 1;
	    }
	    else mon->mhp -= dam;
	    m.has_defense = m.has_offense = m.has_misc = 0;
	    /* Only one needed to be set to 0 but the others are harmless */
	}
	return 0;
}

mzapmsg

STATIC_OVL void
mzapmsg(mtmp, otmp, self)
struct monst *mtmp;
struct obj *otmp;
boolean self;
{
	if (!canseemon(mtmp)) {
		if (flags.soundok)
			You_hear("a %s zap.",
					(distu(mtmp->mx,mtmp->my) <= (BOLT_LIM+1)*(BOLT_LIM+1)) ?
					"nearby" : "distant");
	} else if (self)
		pline("%s zaps %sself with %s!",
		      Monnam(mtmp), mhim(mtmp), doname(otmp));
	else {
		pline("%s zaps %s!", Monnam(mtmp), an(xname(otmp)));
		stop_occupation();
	}
}

mreadmsg

STATIC_OVL void
mreadmsg(mtmp, otmp)
struct monst *mtmp;
struct obj *otmp;
{
	boolean vismon = canseemon(mtmp);
	char onambuf[BUFSZ];
	short saverole;
	unsigned savebknown;

	if (!vismon && !flags.soundok)
	    return;		/* no feedback */

	otmp->dknown = 1;  /* seeing or hearing it read reveals its label */
	/* shouldn't be able to hear curse/bless status of unseen scrolls;
	   for priest characters, bknown will always be set during naming */
	savebknown = otmp->bknown;
	saverole = Role_switch;
	if (!vismon) {
	    otmp->bknown = 0;
	    if (Role_if(PM_PRIEST)) Role_switch = 0;
	}
	Strcpy(onambuf, singular(otmp, doname));
	Role_switch = saverole;
	otmp->bknown = savebknown;

	if (vismon)
	    pline("%s reads %s!", Monnam(mtmp), onambuf);
	else
	    You_hear("%s reading %s.",
		x_monnam(mtmp, ARTICLE_A, (char *)0,
		    (SUPPRESS_IT|SUPPRESS_INVISIBLE|SUPPRESS_SADDLE), FALSE),
		onambuf);

	if (mtmp->mconf)
	    pline("Being confused, %s mispronounces the magic words...",
		  vismon ? mon_nam(mtmp) : mhe(mtmp));
}

mquaffmsg

STATIC_OVL void
mquaffmsg(mtmp, otmp)
struct monst *mtmp;
struct obj *otmp;
{
	if (canseemon(mtmp)) {
		otmp->dknown = 1;
		pline("%s drinks %s!", Monnam(mtmp), singular(otmp, doname));
	} else
		if (flags.soundok)
			You_hear("a chugging sound.");
}

/* Defines for various types of stuff.  The order in which monsters prefer
* to use them is determined by the order of the code logic, not the
* numerical order in which they are defined.
*/
#define MUSE_SCR_TELEPORTATION 1
#define MUSE_WAN_TELEPORTATION_SELF 2
#define MUSE_POT_HEALING 3
#define MUSE_POT_EXTRA_HEALING 4
#define MUSE_WAN_DIGGING 5
#define MUSE_TRAPDOOR 6
#define MUSE_TELEPORT_TRAP 7
#define MUSE_UPSTAIRS 8
#define MUSE_DOWNSTAIRS 9
#define MUSE_WAN_CREATE_MONSTER 10
#define MUSE_SCR_CREATE_MONSTER 11
#define MUSE_UP_LADDER 12
#define MUSE_DN_LADDER 13
#define MUSE_SSTAIRS 14
#define MUSE_WAN_TELEPORTATION 15
#define MUSE_BUGLE 16
#define MUSE_UNICORN_HORN 17
#define MUSE_POT_FULL_HEALING 18
#define MUSE_LIZARD_CORPSE 19
/*
#define MUSE_INNATE_TPT 9999
* We cannot use this.  Since monsters get unlimited teleportation, if they
* were allowed to teleport at will you could never catch them.  Instead,
* assume they only teleport at random times, despite the inconsistency that if
* you polymorph into one you teleport at will.
*/

find_defensive

/* Select a defensive item/action for a monster.  Returns TRUE iff one is
* found.
*/
boolean
find_defensive(mtmp)
struct monst *mtmp;
{
	register struct obj *obj = 0;
	struct trap *t;
	int x=mtmp->mx, y=mtmp->my;
	boolean stuck = (mtmp == u.ustuck);
	boolean immobile = (mtmp->data->mmove == 0);
	int fraction;

	if (is_animal(mtmp->data) || mindless(mtmp->data))
		return FALSE;
	if(dist2(x, y, mtmp->mux, mtmp->muy) > 25)
		return FALSE;
	if (u.uswallow && stuck) return FALSE;

	m.defensive = (struct obj *)0;
	m.has_defense = 0;

	/* since unicorn horns don't get used up, the monster would look
	 * silly trying to use the same cursed horn round after round
	 */
	if (mtmp->mconf || mtmp->mstun || !mtmp->mcansee) {
	    if (!is_unicorn(mtmp->data) && !nohands(mtmp->data)) {
		for(obj = mtmp->minvent; obj; obj = obj->nobj)
		    if (obj->otyp == UNICORN_HORN && !obj->cursed)
			break;
	    }
	    if (obj || is_unicorn(mtmp->data)) {
		m.defensive = obj;
		m.has_defense = MUSE_UNICORN_HORN;
		return TRUE;
	    }
	}

	if (mtmp->mconf) {
	    for(obj = mtmp->minvent; obj; obj = obj->nobj) {
		if (obj->otyp == CORPSE && obj->corpsenm == PM_LIZARD) {
		    m.defensive = obj;
		    m.has_defense = MUSE_LIZARD_CORPSE;
		    return TRUE;
		}
	    }
	}

	/* It so happens there are two unrelated cases when we might want to
	 * check specifically for healing alone.  The first is when the monster
	 * is blind (healing cures blindness).  The second is when the monster
	 * is peaceful; then we don't want to flee the player, and by
	 * coincidence healing is all there is that doesn't involve fleeing.
	 * These would be hard to combine because of the control flow.
	 * Pestilence won't use healing even when blind.
	 */
	if (!mtmp->mcansee && !nohands(mtmp->data) &&
		mtmp->data != &mons[PM_PESTILENCE]) {
	    if ((obj = m_carrying(mtmp, POT_FULL_HEALING)) != 0) {
		m.defensive = obj;
		m.has_defense = MUSE_POT_FULL_HEALING;
		return TRUE;
	    }
	    if ((obj = m_carrying(mtmp, POT_EXTRA_HEALING)) != 0) {
		m.defensive = obj;
		m.has_defense = MUSE_POT_EXTRA_HEALING;
		return TRUE;
	    }
	    if ((obj = m_carrying(mtmp, POT_HEALING)) != 0) {
		m.defensive = obj;
		m.has_defense = MUSE_POT_HEALING;
		return TRUE;
	    }
	}

	fraction = u.ulevel < 10 ? 5 : u.ulevel < 14 ? 4 : 3;
	if(mtmp->mhp >= mtmp->mhpmax ||
			(mtmp->mhp >= 10 && mtmp->mhp*fraction >= mtmp->mhpmax))
		return FALSE;

	if (mtmp->mpeaceful) {
	    if (!nohands(mtmp->data)) {
		if ((obj = m_carrying(mtmp, POT_FULL_HEALING)) != 0) {
		    m.defensive = obj;
		    m.has_defense = MUSE_POT_FULL_HEALING;
		    return TRUE;
		}
		if ((obj = m_carrying(mtmp, POT_EXTRA_HEALING)) != 0) {
		    m.defensive = obj;
		    m.has_defense = MUSE_POT_EXTRA_HEALING;
		    return TRUE;
		}
		if ((obj = m_carrying(mtmp, POT_HEALING)) != 0) {
		    m.defensive = obj;
		    m.has_defense = MUSE_POT_HEALING;
		    return TRUE;
		}
	    }
	    return FALSE;
	}

	if (levl[x][y].typ == STAIRS && !stuck && !immobile) {
		if (x == xdnstair && y == ydnstair && !is_floater(mtmp->data))
			m.has_defense = MUSE_DOWNSTAIRS;
		if (x == xupstair && y == yupstair && ledger_no(&u.uz) != 1)
	/* Unfair to let the monsters leave the dungeon with the Amulet */
	/* (or go to the endlevel since you also need it, to get there) */
			m.has_defense = MUSE_UPSTAIRS;
	} else if (levl[x][y].typ == LADDER && !stuck && !immobile) {
		if (x == xupladder && y == yupladder)
			m.has_defense = MUSE_UP_LADDER;
		if (x == xdnladder && y == ydnladder && !is_floater(mtmp->data))
			m.has_defense = MUSE_DN_LADDER;
	} else if (sstairs.sx && sstairs.sx == x && sstairs.sy == y) {
		m.has_defense = MUSE_SSTAIRS;
	} else if (!stuck && !immobile) {
	/* Note: trap doors take precedence over teleport traps. */
		int xx, yy;

		for(xx = x-1; xx <= x+1; xx++) for(yy = y-1; yy <= y+1; yy++)
		if (isok(xx,yy))
		if (xx != u.ux && yy != u.uy)
		if (mtmp->data != &mons[PM_GRID_BUG] || xx == x || yy == y)
		if ((xx==x && yy==y) || !level.monsters[xx][yy])
		if ((t = t_at(xx,yy)) != 0)
		if ((verysmall(mtmp->data) || throws_rocks(mtmp->data) ||
		     passes_walls(mtmp->data)) || !sobj_at(BOULDER, xx, yy))
		if (!onscary(xx,yy,mtmp)) {
			if ((t->ttyp == TRAPDOOR || t->ttyp == HOLE)
				&& !is_floater(mtmp->data)
				&& !mtmp->isshk && !mtmp->isgd
				&& !mtmp->ispriest
				&& Can_fall_thru(&u.uz)
						) {
				trapx = xx;
				trapy = yy;
				m.has_defense = MUSE_TRAPDOOR;
			} else if (t->ttyp == TELEP_TRAP && m.has_defense != MUSE_TRAPDOOR) {
				trapx = xx;
				trapy = yy;
				m.has_defense = MUSE_TELEPORT_TRAP;
			}
		}
	}

	if (nohands(mtmp->data))	/* can't use objects */
		goto botm;

	if (is_mercenary(mtmp->data) && (obj = m_carrying(mtmp, BUGLE))) {
		int xx, yy;
		struct monst *mon;

		/* Distance is arbitrary.  What we really want to do is
		 * have the soldier play the bugle when it sees or
		 * remembers soldiers nearby...
		 */
		for(xx = x-3; xx <= x+3; xx++) for(yy = y-3; yy <= y+3; yy++)
		if (isok(xx,yy))
		if ((mon = m_at(xx,yy)) && is_mercenary(mon->data) &&
				mon->data != &mons[PM_GUARD] &&
				(mon->msleeping || (!mon->mcanmove))) {
			m.defensive = obj;
			m.has_defense = MUSE_BUGLE;
		}
	}

	/* use immediate physical escape prior to attempting magic */
	if (m.has_defense)    /* stairs, trap door or tele-trap, bugle alert */
		goto botm;

	/* kludge to cut down on trap destruction (particularly portals) */
	t = t_at(x,y);
	if (t && (t->ttyp == PIT || t->ttyp == SPIKED_PIT ||
		  t->ttyp == WEB || t->ttyp == BEAR_TRAP))
		t = 0;		/* ok for monster to dig here */

#define nomore(x) if(m.has_defense==x) continue;
	for (obj = mtmp->minvent; obj; obj = obj->nobj) {
		/* don't always use the same selection pattern */
		if (m.has_defense && !rn2(3)) break;

		/* nomore(MUSE_WAN_DIGGING); */
		if (m.has_defense == MUSE_WAN_DIGGING) break;
		if (obj->otyp == WAN_DIGGING && obj->spe > 0 && !stuck && !t
		    && !mtmp->isshk && !mtmp->isgd && !mtmp->ispriest
		    && !is_floater(mtmp->data)
		    /* monsters digging in Sokoban can ruin things */
		    && !In_sokoban(&u.uz)
		    /* digging wouldn't be effective; assume they know that */
		    && !(levl[x][y].wall_info & W_NONDIGGABLE)
		    && !(Is_botlevel(&u.uz) || In_endgame(&u.uz))
		    && !(is_ice(x,y) || is_pool(x,y) || is_lava(x,y))
		    && !(mtmp->data == &mons[PM_VLAD_THE_IMPALER]
			 && In_V_tower(&u.uz))) {
			m.defensive = obj;
			m.has_defense = MUSE_WAN_DIGGING;
		}
		nomore(MUSE_WAN_TELEPORTATION_SELF);
		nomore(MUSE_WAN_TELEPORTATION);
		if(obj->otyp == WAN_TELEPORTATION && obj->spe > 0) {
		    /* use the TELEP_TRAP bit to determine if they know
		     * about noteleport on this level or not.  Avoids
		     * ineffective re-use of teleportation.  This does
		     * mean if the monster leaves the level, they'll know
		     * about teleport traps.
		     */
		    if (!level.flags.noteleport ||
			!(mtmp->mtrapseen & (1 << (TELEP_TRAP-1)))) {
			m.defensive = obj;
			m.has_defense = (mon_has_amulet(mtmp))
				? MUSE_WAN_TELEPORTATION
				: MUSE_WAN_TELEPORTATION_SELF;
		    }
		}
		nomore(MUSE_SCR_TELEPORTATION);
		if(obj->otyp == SCR_TELEPORTATION && mtmp->mcansee
		   && haseyes(mtmp->data)
		   && (!obj->cursed ||
		       (!(mtmp->isshk && inhishop(mtmp))
			    && !mtmp->isgd && !mtmp->ispriest))) {
		    /* see WAN_TELEPORTATION case above */
		    if (!level.flags.noteleport ||
			!(mtmp->mtrapseen & (1 << (TELEP_TRAP-1)))) {
			m.defensive = obj;
			m.has_defense = MUSE_SCR_TELEPORTATION;
		    }
		}

	    if (mtmp->data != &mons[PM_PESTILENCE]) {
		nomore(MUSE_POT_FULL_HEALING);
		if(obj->otyp == POT_FULL_HEALING) {
			m.defensive = obj;
			m.has_defense = MUSE_POT_FULL_HEALING;
		}
		nomore(MUSE_POT_EXTRA_HEALING);
		if(obj->otyp == POT_EXTRA_HEALING) {
			m.defensive = obj;
			m.has_defense = MUSE_POT_EXTRA_HEALING;
		}
		nomore(MUSE_WAN_CREATE_MONSTER);
		if(obj->otyp == WAN_CREATE_MONSTER && obj->spe > 0) {
			m.defensive = obj;
			m.has_defense = MUSE_WAN_CREATE_MONSTER;
		}
		nomore(MUSE_POT_HEALING);
		if(obj->otyp == POT_HEALING) {
			m.defensive = obj;
			m.has_defense = MUSE_POT_HEALING;
		}
	    } else {	/* Pestilence */
		nomore(MUSE_POT_FULL_HEALING);
		if (obj->otyp == POT_SICKNESS) {
			m.defensive = obj;
			m.has_defense = MUSE_POT_FULL_HEALING;
		}
		nomore(MUSE_WAN_CREATE_MONSTER);
		if (obj->otyp == WAN_CREATE_MONSTER && obj->spe > 0) {
			m.defensive = obj;
			m.has_defense = MUSE_WAN_CREATE_MONSTER;
		}
	    }
		nomore(MUSE_SCR_CREATE_MONSTER);
		if(obj->otyp == SCR_CREATE_MONSTER) {
			m.defensive = obj;
			m.has_defense = MUSE_SCR_CREATE_MONSTER;
		}
	}
botm:	return((boolean)(!!m.has_defense));
#undef nomore
}

use_defensive

/* Perform a defensive action for a monster.  Must be called immediately
* after find_defensive().  Return values are 0: did something, 1: died,
* 2: did something and can't attack again (i.e. teleported).
*/
int
use_defensive(mtmp)
struct monst *mtmp;
{
	int i, fleetim, how = 0;
	struct obj *otmp = m.defensive;
	boolean vis, vismon, oseen;
	const char *mcsa = "%s can see again.";

	if ((i = precheck(mtmp, otmp)) != 0) return i;
	vis = cansee(mtmp->mx, mtmp->my);
	vismon = canseemon(mtmp);
	oseen = otmp && vismon;

	/* when using defensive choice to run away, we want monster to avoid
	   rushing right straight back; don't override if already scared */
	fleetim = !mtmp->mflee ? (33 - (30 * mtmp->mhp / mtmp->mhpmax)) : 0;
#define m_flee(m)	if (fleetim && !m->iswiz) \
			{ monflee(m, fleetim, FALSE, FALSE); }

	switch(m.has_defense) {
	case MUSE_UNICORN_HORN:
		if (vismon) {
		    if (otmp)
			pline("%s uses a unicorn horn!", Monnam(mtmp));
		    else
			pline_The("tip of %s's horn glows!", mon_nam(mtmp));
		}
		if (!mtmp->mcansee) {
		    mtmp->mcansee = 1;
		    mtmp->mblinded = 0;
		    if (vismon) pline(mcsa, Monnam(mtmp));
		} else if (mtmp->mconf || mtmp->mstun) {
		    mtmp->mconf = mtmp->mstun = 0;
		    if (vismon)
			pline("%s seems steadier now.", Monnam(mtmp));
		} else impossible("No need for unicorn horn?");
		return 2;
	case MUSE_BUGLE:
		if (vismon)
			pline("%s plays %s!", Monnam(mtmp), doname(otmp));
		else if (flags.soundok)
			You_hear("a bugle playing reveille!");
		awaken_soldiers();
		return 2;
	case MUSE_WAN_TELEPORTATION_SELF:
		if ((mtmp->isshk && inhishop(mtmp))
		       || mtmp->isgd || mtmp->ispriest) return 2;
		m_flee(mtmp);
		mzapmsg(mtmp, otmp, TRUE);
		otmp->spe--;
		how = WAN_TELEPORTATION;
mon_tele:
		if (tele_restrict(mtmp)) {	/* mysterious force... */
		    if (vismon && how)		/* mentions 'teleport' */
			makeknown(how);
		    /* monster learns that teleportation isn't useful here */
		    if (level.flags.noteleport)
			mtmp->mtrapseen |= (1 << (TELEP_TRAP-1));
		    return 2;
		}
		if ((
#if 0
			mon_has_amulet(mtmp) ||
#endif
			On_W_tower_level(&u.uz)) && !rn2(3)) {
		    if (vismon)
			pline("%s seems disoriented for a moment.",
				Monnam(mtmp));
		    return 2;
		}
		if (oseen && how) makeknown(how);
		(void) rloc(mtmp, FALSE);
		return 2;
	case MUSE_WAN_TELEPORTATION:
		zap_oseen = oseen;
		mzapmsg(mtmp, otmp, FALSE);
		otmp->spe--;
		m_using = TRUE;
		mbhit(mtmp,rn1(8,6),mbhitm,bhito,otmp);
		/* monster learns that teleportation isn't useful here */
		if (level.flags.noteleport)
		    mtmp->mtrapseen |= (1 << (TELEP_TRAP-1));
		m_using = FALSE;
		return 2;
	case MUSE_SCR_TELEPORTATION:
	    {
		int obj_is_cursed = otmp->cursed;

		if (mtmp->isshk || mtmp->isgd || mtmp->ispriest) return 2;
		m_flee(mtmp);
		mreadmsg(mtmp, otmp);
		m_useup(mtmp, otmp);	/* otmp might be free'ed */
		how = SCR_TELEPORTATION;
		if (obj_is_cursed || mtmp->mconf) {
			int nlev;
			d_level flev;

			if (mon_has_amulet(mtmp) || In_endgame(&u.uz)) {
			    if (vismon)
				pline("%s seems very disoriented for a moment.",
					Monnam(mtmp));
			    return 2;
			}
			nlev = random_teleport_level();
			if (nlev == depth(&u.uz)) {
			    if (vismon)
				pline("%s shudders for a moment.",
								Monnam(mtmp));
			    return 2;
			}
			get_level(&flev, nlev);
			migrate_to_level(mtmp, ledger_no(&flev), MIGR_RANDOM,
				(coord *)0);
			if (oseen) makeknown(SCR_TELEPORTATION);
		} else goto mon_tele;
		return 2;
	    }
	case MUSE_WAN_DIGGING:
	    {	struct trap *ttmp;

		m_flee(mtmp);
		mzapmsg(mtmp, otmp, FALSE);
		otmp->spe--;
		if (oseen) makeknown(WAN_DIGGING);
		if (IS_FURNITURE(levl[mtmp->mx][mtmp->my].typ) ||
		    IS_DRAWBRIDGE(levl[mtmp->mx][mtmp->my].typ) ||
		    (is_drawbridge_wall(mtmp->mx, mtmp->my) >= 0) ||
		    (sstairs.sx && sstairs.sx == mtmp->mx &&
				   sstairs.sy == mtmp->my)) {
			pline_The("digging ray is ineffective.");
			return 2;
		}
		if (!Can_dig_down(&u.uz)) {
		    if(canseemon(mtmp))
			pline_The("%s here is too hard to dig in.",
					surface(mtmp->mx, mtmp->my));
		    return 2;
		}
		ttmp = maketrap(mtmp->mx, mtmp->my, HOLE);
		if (!ttmp) return 2;
		seetrap(ttmp);
		if (vis) {
		    pline("%s has made a hole in the %s.", Monnam(mtmp),
				surface(mtmp->mx, mtmp->my));
		    pline("%s %s through...", Monnam(mtmp),
			  is_flyer(mtmp->data) ? "dives" : "falls");
		} else if (flags.soundok)
			You_hear("%s crash through the %s.", something,
				surface(mtmp->mx, mtmp->my));
		/* we made sure that there is a level for mtmp to go to */
		migrate_to_level(mtmp, ledger_no(&u.uz) + 1,
				 MIGR_RANDOM, (coord *)0);
		return 2;
	    }
	case MUSE_WAN_CREATE_MONSTER:
	    {	coord cc;
		    /* pm: 0 => random, eel => aquatic, croc => amphibious */
		struct permonst *pm = !is_pool(mtmp->mx, mtmp->my) ? 0 :
			     &mons[u.uinwater ? PM_GIANT_EEL : PM_CROCODILE];
		struct monst *mon;

		if (!enexto(&cc, mtmp->mx, mtmp->my, pm)) return 0;
		mzapmsg(mtmp, otmp, FALSE);
		otmp->spe--;
		mon = makemon((struct permonst *)0, cc.x, cc.y, NO_MM_FLAGS);
		if (mon && canspotmon(mon) && oseen)
		    makeknown(WAN_CREATE_MONSTER);
		return 2;
	    }
	case MUSE_SCR_CREATE_MONSTER:
	    {	coord cc;
		struct permonst *pm = 0, *fish = 0;
		int cnt = 1;
		struct monst *mon;
		boolean known = FALSE;

		if (!rn2(73)) cnt += rnd(4);
		if (mtmp->mconf || otmp->cursed) cnt += 12;
		if (mtmp->mconf) pm = fish = &mons[PM_ACID_BLOB];
		else if (is_pool(mtmp->mx, mtmp->my))
		    fish = &mons[u.uinwater ? PM_GIANT_EEL : PM_CROCODILE];
		mreadmsg(mtmp, otmp);
		while(cnt--) {
		    /* `fish' potentially gives bias towards water locations;
		       `pm' is what to actually create (0 => random) */
		    if (!enexto(&cc, mtmp->mx, mtmp->my, fish)) break;
		    mon = makemon(pm, cc.x, cc.y, NO_MM_FLAGS);
		    if (mon && canspotmon(mon)) known = TRUE;
		}
		/* The only case where we don't use oseen.  For wands, you
		 * have to be able to see the monster zap the wand to know
		 * what type it is.  For teleport scrolls, you have to see
		 * the monster to know it teleported.
		 */
		if (known)
		    makeknown(SCR_CREATE_MONSTER);
		else if (!objects[SCR_CREATE_MONSTER].oc_name_known
			&& !objects[SCR_CREATE_MONSTER].oc_uname)
		    docall(otmp);
		m_useup(mtmp, otmp);
		return 2;
	    }
	case MUSE_TRAPDOOR:
		/* trap doors on "bottom" levels of dungeons are rock-drop
		 * trap doors, not holes in the floor.  We check here for
		 * safety.
		 */
		if (Is_botlevel(&u.uz)) return 0;
		m_flee(mtmp);
		if (vis) {
			struct trap *t;
			t = t_at(trapx,trapy);
			pline("%s %s into a %s!", Monnam(mtmp),
			makeplural(locomotion(mtmp->data, "jump")),
			t->ttyp == TRAPDOOR ? "trap door" : "hole");
			if (levl[trapx][trapy].typ == SCORR) {
			    levl[trapx][trapy].typ = CORR;
			    unblock_point(trapx, trapy);
			}
			seetrap(t_at(trapx,trapy));
		}

		/*  don't use rloc_to() because worm tails must "move" */
		remove_monster(mtmp->mx, mtmp->my);
		newsym(mtmp->mx, mtmp->my);	/* update old location */
		place_monster(mtmp, trapx, trapy);
		if (mtmp->wormno) worm_move(mtmp);
		newsym(trapx, trapy);

		migrate_to_level(mtmp, ledger_no(&u.uz) + 1,
				 MIGR_RANDOM, (coord *)0);
		return 2;
	case MUSE_UPSTAIRS:
		/* Monsters without amulets escape the dungeon and are
		 * gone for good when they leave up the up stairs.
		 * Monsters with amulets would reach the endlevel,
		 * which we cannot allow since that would leave the
		 * player stranded.
		 */
		if (ledger_no(&u.uz) == 1) {
			if (mon_has_special(mtmp))
				return 0;
			if (vismon)
			    pline("%s escapes the dungeon!", Monnam(mtmp));
			mongone(mtmp);
			return 2;
		}
		m_flee(mtmp);
		if (Inhell && mon_has_amulet(mtmp) && !rn2(4) &&
			(dunlev(&u.uz) < dunlevs_in_dungeon(&u.uz) - 3)) {
		    if (vismon) pline(
"As %s climbs the stairs, a mysterious force momentarily surrounds %s...",
				     mon_nam(mtmp), mhim(mtmp));
		    /* simpler than for the player; this will usually be
		       the Wizard and he'll immediately go right to the
		       upstairs, so there's not much point in having any
		       chance for a random position on the current level */
		    migrate_to_level(mtmp, ledger_no(&u.uz) + 1,
				     MIGR_RANDOM, (coord *)0);
		} else {
		    if (vismon) pline("%s escapes upstairs!", Monnam(mtmp));
		    migrate_to_level(mtmp, ledger_no(&u.uz) - 1,
				     MIGR_STAIRS_DOWN, (coord *)0);
		}
		return 2;
	case MUSE_DOWNSTAIRS:
		m_flee(mtmp);
		if (vismon) pline("%s escapes downstairs!", Monnam(mtmp));
		migrate_to_level(mtmp, ledger_no(&u.uz) + 1,
				 MIGR_STAIRS_UP, (coord *)0);
		return 2;
	case MUSE_UP_LADDER:
		m_flee(mtmp);
		if (vismon) pline("%s escapes up the ladder!", Monnam(mtmp));
		migrate_to_level(mtmp, ledger_no(&u.uz) - 1,
				 MIGR_LADDER_DOWN, (coord *)0);
		return 2;
	case MUSE_DN_LADDER:
		m_flee(mtmp);
		if (vismon) pline("%s escapes down the ladder!", Monnam(mtmp));
		migrate_to_level(mtmp, ledger_no(&u.uz) + 1,
				 MIGR_LADDER_UP, (coord *)0);
		return 2;
	case MUSE_SSTAIRS:
		m_flee(mtmp);
		/* the stairs leading up from the 1st level are */
		/* regular stairs, not sstairs.			*/
		if (sstairs.up) {
			if (vismon)
			    pline("%s escapes upstairs!", Monnam(mtmp));
			if(Inhell) {
			    migrate_to_level(mtmp, ledger_no(&sstairs.tolev),
					     MIGR_RANDOM, (coord *)0);
			    return 2;
			}
		} else	if (vismon)
		    pline("%s escapes downstairs!", Monnam(mtmp));
		migrate_to_level(mtmp, ledger_no(&sstairs.tolev),
				 MIGR_SSTAIRS, (coord *)0);
		return 2;
	case MUSE_TELEPORT_TRAP:
		m_flee(mtmp);
		if (vis) {
			pline("%s %s onto a teleport trap!", Monnam(mtmp),
				makeplural(locomotion(mtmp->data, "jump")));
			if (levl[trapx][trapy].typ == SCORR) {
			    levl[trapx][trapy].typ = CORR;
			    unblock_point(trapx, trapy);
			}
			seetrap(t_at(trapx,trapy));
		}
		/*  don't use rloc_to() because worm tails must "move" */
		remove_monster(mtmp->mx, mtmp->my);
		newsym(mtmp->mx, mtmp->my);	/* update old location */
		place_monster(mtmp, trapx, trapy);
		if (mtmp->wormno) worm_move(mtmp);
		newsym(trapx, trapy);

		goto mon_tele;
	case MUSE_POT_HEALING:
		mquaffmsg(mtmp, otmp);
		i = d(6 + 2 * bcsign(otmp), 4);
		mtmp->mhp += i;
		if (mtmp->mhp > mtmp->mhpmax) mtmp->mhp = ++mtmp->mhpmax;
		if (!otmp->cursed && !mtmp->mcansee) {
			mtmp->mcansee = 1;
			mtmp->mblinded = 0;
			if (vismon) pline(mcsa, Monnam(mtmp));
		}
		if (vismon) pline("%s looks better.", Monnam(mtmp));
		if (oseen) makeknown(POT_HEALING);
		m_useup(mtmp, otmp);
		return 2;
	case MUSE_POT_EXTRA_HEALING:
		mquaffmsg(mtmp, otmp);
		i = d(6 + 2 * bcsign(otmp), 8);
		mtmp->mhp += i;
		if (mtmp->mhp > mtmp->mhpmax)
			mtmp->mhp = (mtmp->mhpmax += (otmp->blessed ? 5 : 2));
		if (!mtmp->mcansee) {
			mtmp->mcansee = 1;
			mtmp->mblinded = 0;
			if (vismon) pline(mcsa, Monnam(mtmp));
		}
		if (vismon) pline("%s looks much better.", Monnam(mtmp));
		if (oseen) makeknown(POT_EXTRA_HEALING);
		m_useup(mtmp, otmp);
		return 2;
	case MUSE_POT_FULL_HEALING:
		mquaffmsg(mtmp, otmp);
		if (otmp->otyp == POT_SICKNESS) unbless(otmp); /* Pestilence */
		mtmp->mhp = (mtmp->mhpmax += (otmp->blessed ? 8 : 4));
		if (!mtmp->mcansee && otmp->otyp != POT_SICKNESS) {
			mtmp->mcansee = 1;
			mtmp->mblinded = 0;
			if (vismon) pline(mcsa, Monnam(mtmp));
		}
		if (vismon) pline("%s looks completely healed.", Monnam(mtmp));
		if (oseen) makeknown(otmp->otyp);
		m_useup(mtmp, otmp);
		return 2;
	case MUSE_LIZARD_CORPSE:
		/* not actually called for its unstoning effect */
		mon_consume_unstone(mtmp, otmp, FALSE, FALSE);
		return 2;
	case 0: return 0; /* i.e. an exploded wand */
	default: impossible("%s wanted to perform action %d?", Monnam(mtmp),
			m.has_defense);
		break;
	}
	return 0;
#undef m_flee
}

rnd_defensive_item

int
rnd_defensive_item(mtmp)
struct monst *mtmp;
{
	struct permonst *pm = mtmp->data;
	int difficulty = monstr[(monsndx(pm))];
	int trycnt = 0;

	if(is_animal(pm) || attacktype(pm, AT_EXPL) || mindless(mtmp->data)
			|| pm->mlet == S_GHOST
# ifdef KOPS
			|| pm->mlet == S_KOP
# endif
		) return 0;
try_again:
	switch (rn2(8 + (difficulty > 3) + (difficulty > 6) +
				(difficulty > 8))) {
		case 6: case 9:
			if (level.flags.noteleport && ++trycnt < 2)
			    goto try_again;
			if (!rn2(3)) return WAN_TELEPORTATION;
			/* else FALLTHRU */
		case 0: case 1:
			return SCR_TELEPORTATION;
		case 8: case 10:
			if (!rn2(3)) return WAN_CREATE_MONSTER;
			/* else FALLTHRU */
		case 2: return SCR_CREATE_MONSTER;
		case 3: return POT_HEALING;
		case 4: return POT_EXTRA_HEALING;
		case 5: return (mtmp->data != &mons[PM_PESTILENCE]) ?
				POT_FULL_HEALING : POT_SICKNESS;
		case 7: if (is_floater(pm) || mtmp->isshk || mtmp->isgd
						|| mtmp->ispriest
									)
				return 0;
			else
				return WAN_DIGGING;
	}
	/*NOTREACHED*/
	return 0;
}

#define MUSE_WAN_DEATH 1
#define MUSE_WAN_SLEEP 2
#define MUSE_WAN_FIRE 3
#define MUSE_WAN_COLD 4
#define MUSE_WAN_LIGHTNING 5
#define MUSE_WAN_MAGIC_MISSILE 6
#define MUSE_WAN_STRIKING 7
#define MUSE_SCR_FIRE 8
#define MUSE_POT_PARALYSIS 9
#define MUSE_POT_BLINDNESS 10
#define MUSE_POT_CONFUSION 11
#define MUSE_FROST_HORN 12
#define MUSE_FIRE_HORN 13
#define MUSE_POT_ACID 14
/*#define MUSE_WAN_TELEPORTATION 15*/
#define MUSE_POT_SLEEPING 16
#define MUSE_SCR_EARTH 17

find_offensive

/* Select an offensive item/action for a monster.  Returns TRUE iff one is
* found.
*/
boolean
find_offensive(mtmp)
struct monst *mtmp;
{
	register struct obj *obj;
	boolean ranged_stuff = lined_up(mtmp);
	boolean reflection_skip = (Reflecting && rn2(2));
	struct obj *helmet = which_armor(mtmp, W_ARMH);

	m.offensive = (struct obj *)0;
	m.has_offense = 0;
	if (mtmp->mpeaceful || is_animal(mtmp->data) ||
				mindless(mtmp->data) || nohands(mtmp->data))
		return FALSE;
	if (u.uswallow) return FALSE;
	if (in_your_sanctuary(mtmp, 0, 0)) return FALSE;
	if (dmgtype(mtmp->data, AD_HEAL) && !uwep
#ifdef TOURIST
	    && !uarmu
#endif
	    && !uarm && !uarmh && !uarms && !uarmg && !uarmc && !uarmf)
		return FALSE;

	if (!ranged_stuff) return FALSE;
#define nomore(x) if(m.has_offense==x) continue;
	for(obj=mtmp->minvent; obj; obj=obj->nobj) {
		/* nomore(MUSE_WAN_DEATH); */
		if (!reflection_skip) {
		    if(obj->otyp == WAN_DEATH && obj->spe > 0) {
			m.offensive = obj;
			m.has_offense = MUSE_WAN_DEATH;
		    }
		    nomore(MUSE_WAN_SLEEP);
		    if(obj->otyp == WAN_SLEEP && obj->spe > 0 && multi >= 0) {
			m.offensive = obj;
			m.has_offense = MUSE_WAN_SLEEP;
		    }
		    nomore(MUSE_WAN_FIRE);
		    if(obj->otyp == WAN_FIRE && obj->spe > 0) {
			m.offensive = obj;
			m.has_offense = MUSE_WAN_FIRE;
		    }
		    nomore(MUSE_FIRE_HORN);
		    if(obj->otyp == FIRE_HORN && obj->spe > 0) {
			m.offensive = obj;
			m.has_offense = MUSE_FIRE_HORN;
		    }
		    nomore(MUSE_WAN_COLD);
		    if(obj->otyp == WAN_COLD && obj->spe > 0) {
			m.offensive = obj;
			m.has_offense = MUSE_WAN_COLD;
		    }
		    nomore(MUSE_FROST_HORN);
		    if(obj->otyp == FROST_HORN && obj->spe > 0) {
			m.offensive = obj;
			m.has_offense = MUSE_FROST_HORN;
		    }
		    nomore(MUSE_WAN_LIGHTNING);
		    if(obj->otyp == WAN_LIGHTNING && obj->spe > 0) {
			m.offensive = obj;
			m.has_offense = MUSE_WAN_LIGHTNING;
		    }
		    nomore(MUSE_WAN_MAGIC_MISSILE);
		    if(obj->otyp == WAN_MAGIC_MISSILE && obj->spe > 0) {
			m.offensive = obj;
			m.has_offense = MUSE_WAN_MAGIC_MISSILE;
		    }
		}
		nomore(MUSE_WAN_STRIKING);
		if(obj->otyp == WAN_STRIKING && obj->spe > 0) {
			m.offensive = obj;
			m.has_offense = MUSE_WAN_STRIKING;
		}
		nomore(MUSE_POT_PARALYSIS);
		if(obj->otyp == POT_PARALYSIS && multi >= 0) {
			m.offensive = obj;
			m.has_offense = MUSE_POT_PARALYSIS;
		}
		nomore(MUSE_POT_BLINDNESS);
		if(obj->otyp == POT_BLINDNESS && !attacktype(mtmp->data, AT_GAZE)) {
			m.offensive = obj;
			m.has_offense = MUSE_POT_BLINDNESS;
		}
		nomore(MUSE_POT_CONFUSION);
		if(obj->otyp == POT_CONFUSION) {
			m.offensive = obj;
			m.has_offense = MUSE_POT_CONFUSION;
		}
		nomore(MUSE_POT_SLEEPING);
		if(obj->otyp == POT_SLEEPING) {
			m.offensive = obj;
			m.has_offense = MUSE_POT_SLEEPING;
		}
		nomore(MUSE_POT_ACID);
		if(obj->otyp == POT_ACID) {
			m.offensive = obj;
			m.has_offense = MUSE_POT_ACID;
		}
		/* we can safely put this scroll here since the locations that
		 * are in a 1 square radius are a subset of the locations that
		 * are in wand range
		 */
		nomore(MUSE_SCR_EARTH);
		if (obj->otyp == SCR_EARTH
		       && ((helmet && is_metallic(helmet)) ||
				mtmp->mconf || amorphous(mtmp->data) ||
				passes_walls(mtmp->data) ||
				noncorporeal(mtmp->data) ||
				unsolid(mtmp->data) || !rn2(10))
		       && dist2(mtmp->mx,mtmp->my,mtmp->mux,mtmp->muy) <= 2
		       && mtmp->mcansee && haseyes(mtmp->data)
#ifdef REINCARNATION
		       && !Is_rogue_level(&u.uz)
#endif
		       && (!In_endgame(&u.uz) || Is_earthlevel(&u.uz))) {
		    m.offensive = obj;
		    m.has_offense = MUSE_SCR_EARTH;
		}
#if 0
		nomore(MUSE_SCR_FIRE);
		if (obj->otyp == SCR_FIRE && resists_fire(mtmp)
		   && dist2(mtmp->mx,mtmp->my,mtmp->mux,mtmp->muy) <= 2
		   && mtmp->mcansee && haseyes(mtmp->data)) {
			m.offensive = obj;
			m.has_offense = MUSE_SCR_FIRE;
		}
#endif
	}
	return((boolean)(!!m.has_offense));
#undef nomore
}

mbhitm

STATIC_PTR
int
mbhitm(mtmp, otmp)
register struct monst *mtmp;
register struct obj *otmp;
{
	int tmp;

	boolean reveal_invis = FALSE;
	if (mtmp != &youmonst) {
		mtmp->msleeping = 0;
		if (mtmp->m_ap_type) seemimic(mtmp);
	}
	switch(otmp->otyp) {
	case WAN_STRIKING:
		reveal_invis = TRUE;
		if (mtmp == &youmonst) {
			if (zap_oseen) makeknown(WAN_STRIKING);
			if (Antimagic) {
			    shieldeff(u.ux, u.uy);
			    pline("Boing!");
			} else if (rnd(20) < 10 + u.uac) {
			    pline_The("wand hits you!");
			    tmp = d(2,12);
			    if(Half_spell_damage) tmp = (tmp+1) / 2;
			    losehp(tmp, "wand", KILLED_BY_AN);
			} else pline_The("wand misses you.");
			stop_occupation();
			nomul(0);
		} else if (resists_magm(mtmp)) {
			shieldeff(mtmp->mx, mtmp->my);
			pline("Boing!");
		} else if (rnd(20) < 10+find_mac(mtmp)) {
			tmp = d(2,12);
			hit("wand", mtmp, exclam(tmp));
			(void) resist(mtmp, otmp->oclass, tmp, TELL);
			if (cansee(mtmp->mx, mtmp->my) && zap_oseen)
				makeknown(WAN_STRIKING);
		} else {
			miss("wand", mtmp);
			if (cansee(mtmp->mx, mtmp->my) && zap_oseen)
				makeknown(WAN_STRIKING);
		}
		break;
	case WAN_TELEPORTATION:
		if (mtmp == &youmonst) {
			if (zap_oseen) makeknown(WAN_TELEPORTATION);
			tele();
		} else {
			/* for consistency with zap.c, don't identify */
			if (mtmp->ispriest &&
				*in_rooms(mtmp->mx, mtmp->my, TEMPLE)) {
			    if (cansee(mtmp->mx, mtmp->my))
				pline("%s resists the magic!", Monnam(mtmp));
			    mtmp->msleeping = 0;
			    if(mtmp->m_ap_type) seemimic(mtmp);
			} else if (!tele_restrict(mtmp))
			    (void) rloc(mtmp, FALSE);
		}
		break;
	case WAN_CANCELLATION:
	case SPE_CANCELLATION:
		(void) cancel_monst(mtmp, otmp, FALSE, TRUE, FALSE);
		break;
	}
	if (reveal_invis) {
	    if (mtmp->mhp > 0 && cansee(bhitpos.x,bhitpos.y)
							&& !canspotmon(mtmp))
		map_invisible(bhitpos.x, bhitpos.y);
	}
	return 0;
}

mbhit

/* A modified bhit() for monsters.  Based on bhit() in zap.c.  Unlike
* buzz(), bhit() doesn't take into account the possibility of a monster
* zapping you, so we need a special function for it.  (Unless someone wants
* to merge the two functions...)
*/
STATIC_OVL void
mbhit(mon,range,fhitm,fhito,obj)
struct monst *mon;			/* monster shooting the wand */
register int range;			/* direction and range */
int FDECL((*fhitm),(MONST_P,OBJ_P));
int FDECL((*fhito),(OBJ_P,OBJ_P));	/* fns called when mon/obj hit */
struct obj *obj;			/* 2nd arg to fhitm/fhito */
{
	register struct monst *mtmp;
	register struct obj *otmp;
	register uchar typ;
	int ddx, ddy;

	bhitpos.x = mon->mx;
	bhitpos.y = mon->my;
	ddx = sgn(mon->mux - mon->mx);
	ddy = sgn(mon->muy - mon->my);

	while(range-- > 0) {
		int x,y;

		bhitpos.x += ddx;
		bhitpos.y += ddy;
		x = bhitpos.x; y = bhitpos.y;

		if (!isok(x,y)) {
		    bhitpos.x -= ddx;
		    bhitpos.y -= ddy;
		    break;
		}
		if (find_drawbridge(&x,&y))
		    switch (obj->otyp) {
			case WAN_STRIKING:
			    destroy_drawbridge(x,y);
		    }
		if(bhitpos.x==u.ux && bhitpos.y==u.uy) {
			(*fhitm)(&youmonst, obj);
			range -= 3;
		} else if(MON_AT(bhitpos.x, bhitpos.y)){
			mtmp = m_at(bhitpos.x,bhitpos.y);
			if (cansee(bhitpos.x,bhitpos.y) && !canspotmon(mtmp))
			    map_invisible(bhitpos.x, bhitpos.y);
			(*fhitm)(mtmp, obj);
			range -= 3;
		}
		/* modified by GAN to hit all objects */
		if(fhito){
		    int hitanything = 0;
		    register struct obj *next_obj;

		    for(otmp = level.objects[bhitpos.x][bhitpos.y];
							otmp; otmp = next_obj) {
			/* Fix for polymorph bug, Tim Wright */
			next_obj = otmp->nexthere;
			hitanything += (*fhito)(otmp, obj);
		    }
		    if(hitanything)	range--;
		}
		typ = levl[bhitpos.x][bhitpos.y].typ;
		if(IS_DOOR(typ) || typ == SDOOR) {
		    switch (obj->otyp) {
			/* note: monsters don't use opening or locking magic
			   at present, but keep these as placeholders */
			case WAN_OPENING:
			case WAN_LOCKING:
			case WAN_STRIKING:
			    if (doorlock(obj, bhitpos.x, bhitpos.y)) {
				makeknown(obj->otyp);
				/* if a shop door gets broken, add it to
				   the shk's fix list (no cost to player) */
				if (levl[bhitpos.x][bhitpos.y].doormask ==
					D_BROKEN &&
				    *in_rooms(bhitpos.x, bhitpos.y, SHOPBASE))
				    add_damage(bhitpos.x, bhitpos.y, 0L);
			    }
			    break;
		    }
		}
		if(!ZAP_POS(typ) || (IS_DOOR(typ) &&
		   (levl[bhitpos.x][bhitpos.y].doormask & (D_LOCKED | D_CLOSED)))
		  ) {
			bhitpos.x -= ddx;
			bhitpos.y -= ddy;
			break;
		}
	}
}

use_offensive

/* Perform an offensive action for a monster.  Must be called immediately
* after find_offensive().  Return values are same as use_defensive().
*/
int
use_offensive(mtmp)
struct monst *mtmp;
{
	int i;
	struct obj *otmp = m.offensive;
	boolean oseen;

	/* offensive potions are not drunk, they're thrown */
	if (otmp->oclass != POTION_CLASS && (i = precheck(mtmp, otmp)) != 0)
		return i;
	oseen = otmp && canseemon(mtmp);

	switch(m.has_offense) {
	case MUSE_WAN_DEATH:
	case MUSE_WAN_SLEEP:
	case MUSE_WAN_FIRE:
	case MUSE_WAN_COLD:
	case MUSE_WAN_LIGHTNING:
	case MUSE_WAN_MAGIC_MISSILE:
		mzapmsg(mtmp, otmp, FALSE);
		otmp->spe--;
		if (oseen) makeknown(otmp->otyp);
		m_using = TRUE;
		buzz((int)(-30 - (otmp->otyp - WAN_MAGIC_MISSILE)),
			(otmp->otyp == WAN_MAGIC_MISSILE) ? 2 : 6,
			mtmp->mx, mtmp->my,
			sgn(mtmp->mux-mtmp->mx), sgn(mtmp->muy-mtmp->my));
		m_using = FALSE;
		return (mtmp->mhp <= 0) ? 1 : 2;
	case MUSE_FIRE_HORN:
	case MUSE_FROST_HORN:
		if (oseen) {
			makeknown(otmp->otyp);
			pline("%s plays a %s!", Monnam(mtmp), xname(otmp));
		} else
			You_hear("a horn being played.");
		otmp->spe--;
		m_using = TRUE;
		buzz(-30 - ((otmp->otyp==FROST_HORN) ? AD_COLD-1 : AD_FIRE-1),
			rn1(6,6), mtmp->mx, mtmp->my,
			sgn(mtmp->mux-mtmp->mx), sgn(mtmp->muy-mtmp->my));
		m_using = FALSE;
		return (mtmp->mhp <= 0) ? 1 : 2;
	case MUSE_WAN_TELEPORTATION:
	case MUSE_WAN_STRIKING:
		zap_oseen = oseen;
		mzapmsg(mtmp, otmp, FALSE);
		otmp->spe--;
		m_using = TRUE;
		mbhit(mtmp,rn1(8,6),mbhitm,bhito,otmp);
		m_using = FALSE;
		return 2;
	case MUSE_SCR_EARTH:
	    {
		/* TODO: handle steeds */
	    	register int x, y;
		/* don't use monster fields after killing it */
		boolean confused = (mtmp->mconf ? TRUE : FALSE);
		int mmx = mtmp->mx, mmy = mtmp->my;

		mreadmsg(mtmp, otmp);
	    	/* Identify the scroll */
		if (canspotmon(mtmp)) {
		    pline_The("%s rumbles %s %s!", ceiling(mtmp->mx, mtmp->my),
	    			otmp->blessed ? "around" : "above",
				mon_nam(mtmp));
		    if (oseen) makeknown(otmp->otyp);
		} else if (cansee(mtmp->mx, mtmp->my)) {
		    pline_The("%s rumbles in the middle of nowhere!",
			ceiling(mtmp->mx, mtmp->my));
		    if (mtmp->minvis)
			map_invisible(mtmp->mx, mtmp->my);
		    if (oseen) makeknown(otmp->otyp);
		}

	    	/* Loop through the surrounding squares */
	    	for (x = mmx-1; x <= mmx+1; x++) {
	    	    for (y = mmy-1; y <= mmy+1; y++) {
	    	    	/* Is this a suitable spot? */
	    	    	if (isok(x, y) && !closed_door(x, y) &&
	    	    			!IS_ROCK(levl[x][y].typ) &&
	    	    			!IS_AIR(levl[x][y].typ) &&
	    	    			(((x == mmx) && (y == mmy)) ?
	    	    			    !otmp->blessed : !otmp->cursed) &&
					(x != u.ux || y != u.uy)) {
			    register struct obj *otmp2;
			    register struct monst *mtmp2;

	    	    	    /* Make the object(s) */
	    	    	    otmp2 = mksobj(confused ? ROCK : BOULDER,
	    	    	    		FALSE, FALSE);
	    	    	    if (!otmp2) continue;  /* Shouldn't happen */
	    	    	    otmp2->quan = confused ? rn1(5,2) : 1;
	    	    	    otmp2->owt = weight(otmp2);

	    	    	    /* Find the monster here (might be same as mtmp) */
	    	    	    mtmp2 = m_at(x, y);
	    	    	    if (mtmp2 && !amorphous(mtmp2->data) &&
	    	    	    		!passes_walls(mtmp2->data) &&
	    	    	    		!noncorporeal(mtmp2->data) &&
	    	    	    		!unsolid(mtmp2->data)) {
				struct obj *helmet = which_armor(mtmp2, W_ARMH);
				int mdmg;

				if (cansee(mtmp2->mx, mtmp2->my)) {
				    pline("%s is hit by %s!", Monnam(mtmp2),
	    	    	    			doname(otmp2));
				    if (mtmp2->minvis && !canspotmon(mtmp2))
					map_invisible(mtmp2->mx, mtmp2->my);
				}
	    	    	    	mdmg = dmgval(otmp2, mtmp2) * otmp2->quan;
				if (helmet) {
				    if(is_metallic(helmet)) {
					if (canspotmon(mtmp2))
					    pline("Fortunately, %s is wearing a hard helmet.", mon_nam(mtmp2));
					else if (flags.soundok)
					    You_hear("a clanging sound.");
					if (mdmg > 2) mdmg = 2;
				    } else {
					if (canspotmon(mtmp2))
					    pline("%s's %s does not protect %s.",
						Monnam(mtmp2), xname(helmet),
						mhim(mtmp2));
				    }
				}
	    	    	    	mtmp2->mhp -= mdmg;
	    	    	    	if (mtmp2->mhp <= 0) {
				    pline("%s is killed.", Monnam(mtmp2));
	    	    	    	    mondied(mtmp2);
				}
	    	    	    }
	    	    	    /* Drop the rock/boulder to the floor */
	    	    	    if (!flooreffects(otmp2, x, y, "fall")) {
	    	    	    	place_object(otmp2, x, y);
	    	    	    	stackobj(otmp2);
	    	    	    	newsym(x, y);  /* map the rock */
	    	    	    }
	    	    	}
		    }
		}
		m_useup(mtmp, otmp);
		/* Attack the player */
		if (distmin(mmx, mmy, u.ux, u.uy) == 1 && !otmp->cursed) {
		    int dmg;
		    struct obj *otmp2;

		    /* Okay, _you_ write this without repeating the code */
		    otmp2 = mksobj(confused ? ROCK : BOULDER,
				FALSE, FALSE);
		    if (!otmp2) goto xxx_noobj;  /* Shouldn't happen */
		    otmp2->quan = confused ? rn1(5,2) : 1;
		    otmp2->owt = weight(otmp2);
		    if (!amorphous(youmonst.data) &&
			    !Passes_walls &&
			    !noncorporeal(youmonst.data) &&
			    !unsolid(youmonst.data)) {
			You("are hit by %s!", doname(otmp2));
			dmg = dmgval(otmp2, &youmonst) * otmp2->quan;
			if (uarmh) {
			    if(is_metallic(uarmh)) {
				pline("Fortunately, you are wearing a hard helmet.");
				if (dmg > 2) dmg = 2;
			    } else if (flags.verbose) {
				Your("%s does not protect you.",
						xname(uarmh));
			    }
			}
		    } else
			dmg = 0;
		    if (!flooreffects(otmp2, u.ux, u.uy, "fall")) {
			place_object(otmp2, u.ux, u.uy);
			stackobj(otmp2);
			newsym(u.ux, u.uy);
		    }
		    if (dmg) losehp(dmg, "scroll of earth", KILLED_BY_AN);
		}
	    xxx_noobj:

		return (mtmp->mhp <= 0) ? 1 : 2;
	    }
#if 0
	case MUSE_SCR_FIRE:
	      {
		boolean vis = cansee(mtmp->mx, mtmp->my);

		mreadmsg(mtmp, otmp);
		if (mtmp->mconf) {
			if (vis)
			    pline("Oh, what a pretty fire!");
		} else {
			struct monst *mtmp2;
			int num;

			if (vis)
			    pline_The("scroll erupts in a tower of flame!");
			shieldeff(mtmp->mx, mtmp->my);
			pline("%s is uninjured.", Monnam(mtmp));
			(void) destroy_mitem(mtmp, SCROLL_CLASS, AD_FIRE);
			(void) destroy_mitem(mtmp, SPBOOK_CLASS, AD_FIRE);
			(void) destroy_mitem(mtmp, POTION_CLASS, AD_FIRE);
			num = (2*(rn1(3, 3) + 2 * bcsign(otmp)) + 1)/3;
			if (Fire_resistance)
			    You("are not harmed.");
			burn_away_slime();
			if (Half_spell_damage) num = (num+1) / 2;
			else losehp(num, "scroll of fire", KILLED_BY_AN);
			for(mtmp2 = fmon; mtmp2; mtmp2 = mtmp2->nmon) {
			   if(DEADMONSTER(mtmp2)) continue;
			   if(mtmp == mtmp2) continue;
			   if(dist2(mtmp2->mx,mtmp2->my,mtmp->mx,mtmp->my) < 3){
				if (resists_fire(mtmp2)) continue;
				mtmp2->mhp -= num;
				if (resists_cold(mtmp2))
				    mtmp2->mhp -= 3*num;
				if(mtmp2->mhp < 1) {
				    mondied(mtmp2);
				    break;
				}
			    }
			}
		}
		return 2;
	      }
#endif	/* 0 */
	case MUSE_POT_PARALYSIS:
	case MUSE_POT_BLINDNESS:
	case MUSE_POT_CONFUSION:
	case MUSE_POT_SLEEPING:
	case MUSE_POT_ACID:
		/* Note: this setting of dknown doesn't suffice.  A monster
		 * which is out of sight might throw and it hits something _in_
		 * sight, a problem not existing with wands because wand rays
		 * are not objects.  Also set dknown in mthrowu.c.
		 */
		if (cansee(mtmp->mx, mtmp->my)) {
			otmp->dknown = 1;
			pline("%s hurls %s!", Monnam(mtmp),
						singular(otmp, doname));
		}
		m_throw(mtmp, mtmp->mx, mtmp->my, sgn(mtmp->mux-mtmp->mx),
			sgn(mtmp->muy-mtmp->my),
			distmin(mtmp->mx,mtmp->my,mtmp->mux,mtmp->muy), otmp);
		return 2;
	case 0: return 0; /* i.e. an exploded wand */
	default: impossible("%s wanted to perform action %d?", Monnam(mtmp),
			m.has_offense);
		break;
	}
	return 0;
}

rnd_offensive_item

int
rnd_offensive_item(mtmp)
struct monst *mtmp;
{
	struct permonst *pm = mtmp->data;
	int difficulty = monstr[(monsndx(pm))];

	if(is_animal(pm) || attacktype(pm, AT_EXPL) || mindless(mtmp->data)
			|| pm->mlet == S_GHOST
# ifdef KOPS
			|| pm->mlet == S_KOP
# endif
		) return 0;
	if (difficulty > 7 && !rn2(35)) return WAN_DEATH;
	switch (rn2(9 - (difficulty < 4) + 4 * (difficulty > 6))) {
		case 0: {
		    struct obj *helmet = which_armor(mtmp, W_ARMH);

		    if ((helmet && is_metallic(helmet)) || amorphous(pm) || passes_walls(pm) || noncorporeal(pm) || unsolid(pm))
			return SCR_EARTH;
		} /* fall through */
		case 1: return WAN_STRIKING;
		case 2: return POT_ACID;
		case 3: return POT_CONFUSION;
		case 4: return POT_BLINDNESS;
		case 5: return POT_SLEEPING;
		case 6: return POT_PARALYSIS;
		case 7: case 8:
			return WAN_MAGIC_MISSILE;
		case 9: return WAN_SLEEP;
		case 10: return WAN_FIRE;
		case 11: return WAN_COLD;
		case 12: return WAN_LIGHTNING;
	}
	/*NOTREACHED*/
	return 0;
}

#define MUSE_POT_GAIN_LEVEL 1
#define MUSE_WAN_MAKE_INVISIBLE 2
#define MUSE_POT_INVISIBILITY 3
#define MUSE_POLY_TRAP 4
#define MUSE_WAN_POLYMORPH 5
#define MUSE_POT_SPEED 6
#define MUSE_WAN_SPEED_MONSTER 7
#define MUSE_BULLWHIP 8
#define MUSE_POT_POLYMORPH 9

find_misc

boolean
find_misc(mtmp)
struct monst *mtmp;
{
	register struct obj *obj;
	struct permonst *mdat = mtmp->data;
	int x = mtmp->mx, y = mtmp->my;
	struct trap *t;
	int xx, yy;
	boolean immobile = (mdat->mmove == 0);
	boolean stuck = (mtmp == u.ustuck);

	m.misc = (struct obj *)0;
	m.has_misc = 0;
	if (is_animal(mdat) || mindless(mdat))
		return 0;
	if (u.uswallow && stuck) return FALSE;

	/* We arbitrarily limit to times when a player is nearby for the
	 * same reason as Junior Pac-Man doesn't have energizers eaten until
	 * you can see them...
	 */
	if(dist2(x, y, mtmp->mux, mtmp->muy) > 36)
		return FALSE;

	if (!stuck && !immobile && !mtmp->cham && monstr[monsndx(mdat)] < 6) {
	  boolean ignore_boulders = (verysmall(mdat) ||
				     throws_rocks(mdat) ||
				     passes_walls(mdat));
	  for(xx = x-1; xx <= x+1; xx++)
	    for(yy = y-1; yy <= y+1; yy++)
		if (isok(xx,yy) && (xx != u.ux || yy != u.uy))
		    if (mdat != &mons[PM_GRID_BUG] || xx == x || yy == y)
			if (/* (xx==x && yy==y) || */ !level.monsters[xx][yy])
			    if ((t = t_at(xx, yy)) != 0 &&
			      (ignore_boulders || !sobj_at(BOULDER, xx, yy))
			      && !onscary(xx, yy, mtmp)) {
				if (t->ttyp == POLY_TRAP) {
				    trapx = xx;
				    trapy = yy;
				    m.has_misc = MUSE_POLY_TRAP;
				    return TRUE;
				}
			    }
	}
	if (nohands(mdat))
		return 0;

#define nomore(x) if(m.has_misc==x) continue;
	for(obj=mtmp->minvent; obj; obj=obj->nobj) {
		/* Monsters shouldn't recognize cursed items; this kludge is */
		/* necessary to prevent serious problems though... */
		if(obj->otyp == POT_GAIN_LEVEL && (!obj->cursed ||
			    (!mtmp->isgd && !mtmp->isshk && !mtmp->ispriest))) {
			m.misc = obj;
			m.has_misc = MUSE_POT_GAIN_LEVEL;
		}
		nomore(MUSE_BULLWHIP);
		if(obj->otyp == BULLWHIP && (MON_WEP(mtmp) == obj) &&
		   distu(mtmp->mx,mtmp->my)==1 && uwep && !mtmp->mpeaceful) {
			m.misc = obj;
			m.has_misc = MUSE_BULLWHIP;
		}
		/* Note: peaceful/tame monsters won't make themselves
		 * invisible unless you can see them.  Not really right, but...
		 */
		nomore(MUSE_WAN_MAKE_INVISIBLE);
		if(obj->otyp == WAN_MAKE_INVISIBLE && obj->spe > 0 &&
		    !mtmp->minvis && !mtmp->invis_blkd &&
		    (!mtmp->mpeaceful || See_invisible) &&
		    (!attacktype(mtmp->data, AT_GAZE) || mtmp->mcan)) {
			m.misc = obj;
			m.has_misc = MUSE_WAN_MAKE_INVISIBLE;
		}
		nomore(MUSE_POT_INVISIBILITY);
		if(obj->otyp == POT_INVISIBILITY &&
		    !mtmp->minvis && !mtmp->invis_blkd &&
		    (!mtmp->mpeaceful || See_invisible) &&
		    (!attacktype(mtmp->data, AT_GAZE) || mtmp->mcan)) {
			m.misc = obj;
			m.has_misc = MUSE_POT_INVISIBILITY;
		}
		nomore(MUSE_WAN_SPEED_MONSTER);
		if(obj->otyp == WAN_SPEED_MONSTER && obj->spe > 0
				&& mtmp->mspeed != MFAST && !mtmp->isgd) {
			m.misc = obj;
			m.has_misc = MUSE_WAN_SPEED_MONSTER;
		}
		nomore(MUSE_POT_SPEED);
		if(obj->otyp == POT_SPEED && mtmp->mspeed != MFAST
							&& !mtmp->isgd) {
			m.misc = obj;
			m.has_misc = MUSE_POT_SPEED;
		}
		nomore(MUSE_WAN_POLYMORPH);
		if(obj->otyp == WAN_POLYMORPH && obj->spe > 0 && !mtmp->cham
				&& monstr[monsndx(mdat)] < 6) {
			m.misc = obj;
			m.has_misc = MUSE_WAN_POLYMORPH;
		}
		nomore(MUSE_POT_POLYMORPH);
		if(obj->otyp == POT_POLYMORPH && !mtmp->cham
				&& monstr[monsndx(mdat)] < 6) {
			m.misc = obj;
			m.has_misc = MUSE_POT_POLYMORPH;
		}
	}
	return((boolean)(!!m.has_misc));
#undef nomore
}

muse_newcham_mon

/* type of monster to polymorph into; defaults to one suitable for the
current level rather than the totally arbitrary choice of newcham() */
static struct permonst *
muse_newcham_mon(mon)
struct monst *mon;
{
	struct obj *m_armr;

	if ((m_armr = which_armor(mon, W_ARM)) != 0) {
	    if (Is_dragon_scales(m_armr))
		return Dragon_scales_to_pm(m_armr);
	    else if (Is_dragon_mail(m_armr))
		return Dragon_mail_to_pm(m_armr);
	}
	return rndmonst();
}

use_misc

int
use_misc(mtmp)
struct monst *mtmp;
{
	int i;
	struct obj *otmp = m.misc;
	boolean vis, vismon, oseen;
	char nambuf[BUFSZ];

	if ((i = precheck(mtmp, otmp)) != 0) return i;
	vis = cansee(mtmp->mx, mtmp->my);
	vismon = canseemon(mtmp);
	oseen = otmp && vismon;

	switch(m.has_misc) {
	case MUSE_POT_GAIN_LEVEL:
		mquaffmsg(mtmp, otmp);
		if (otmp->cursed) {
		    if (Can_rise_up(mtmp->mx, mtmp->my, &u.uz)) {
			register int tolev = depth(&u.uz)-1;
			d_level tolevel;

			get_level(&tolevel, tolev);
			/* insurance against future changes... */
			if(on_level(&tolevel, &u.uz)) goto skipmsg;
			if (vismon) {
			    pline("%s rises up, through the %s!",
				  Monnam(mtmp), ceiling(mtmp->mx, mtmp->my));
			    if(!objects[POT_GAIN_LEVEL].oc_name_known
			      && !objects[POT_GAIN_LEVEL].oc_uname)
				docall(otmp);
			}
			m_useup(mtmp, otmp);
			migrate_to_level(mtmp, ledger_no(&tolevel),
					 MIGR_RANDOM, (coord *)0);
			return 2;
		    } else {
skipmsg:
			if (vismon) {
			    pline("%s looks uneasy.", Monnam(mtmp));
			    if(!objects[POT_GAIN_LEVEL].oc_name_known
			      && !objects[POT_GAIN_LEVEL].oc_uname)
				docall(otmp);
			}
			m_useup(mtmp, otmp);
			return 2;
		    }
		}
		if (vismon) pline("%s seems more experienced.", Monnam(mtmp));
		if (oseen) makeknown(POT_GAIN_LEVEL);
		m_useup(mtmp, otmp);
		if (!grow_up(mtmp,(struct monst *)0)) return 1;
			/* grew into genocided monster */
		return 2;
	case MUSE_WAN_MAKE_INVISIBLE:
	case MUSE_POT_INVISIBILITY:
		if (otmp->otyp == WAN_MAKE_INVISIBLE) {
		    mzapmsg(mtmp, otmp, TRUE);
		    otmp->spe--;
		} else
		    mquaffmsg(mtmp, otmp);
		/* format monster's name before altering its visibility */
		Strcpy(nambuf, See_invisible ? Monnam(mtmp) : mon_nam(mtmp));
		mon_set_minvis(mtmp);
		if (vismon && mtmp->minvis) {	/* was seen, now invisible */
		    if (See_invisible)
			pline("%s body takes on a %s transparency.",
			      s_suffix(nambuf),
			      Hallucination ? "normal" : "strange");
		    else
			pline("Suddenly you cannot see %s.", nambuf);
		    if (oseen) makeknown(otmp->otyp);
		}
		if (otmp->otyp == POT_INVISIBILITY) {
		    if (otmp->cursed) you_aggravate(mtmp);
		    m_useup(mtmp, otmp);
		}
		return 2;
	case MUSE_WAN_SPEED_MONSTER:
		mzapmsg(mtmp, otmp, TRUE);
		otmp->spe--;
		mon_adjust_speed(mtmp, 1, otmp);
		return 2;
	case MUSE_POT_SPEED:
		mquaffmsg(mtmp, otmp);
		/* note difference in potion effect due to substantially
		   different methods of maintaining speed ratings:
		   player's character becomes "very fast" temporarily;
		   monster becomes "one stage faster" permanently */
		mon_adjust_speed(mtmp, 1, otmp);
		m_useup(mtmp, otmp);
		return 2;
	case MUSE_WAN_POLYMORPH:
		mzapmsg(mtmp, otmp, TRUE);
		otmp->spe--;
		(void) newcham(mtmp, muse_newcham_mon(mtmp), TRUE, FALSE);
		if (oseen) makeknown(WAN_POLYMORPH);
		return 2;
	case MUSE_POT_POLYMORPH:
		mquaffmsg(mtmp, otmp);
		if (vismon) pline("%s suddenly mutates!", Monnam(mtmp));
		(void) newcham(mtmp, muse_newcham_mon(mtmp), FALSE, FALSE);
		if (oseen) makeknown(POT_POLYMORPH);
		m_useup(mtmp, otmp);
		return 2;
	case MUSE_POLY_TRAP:
		if (vismon)
		    pline("%s deliberately %s onto a polymorph trap!",
			Monnam(mtmp),
			makeplural(locomotion(mtmp->data, "jump")));
		if (vis) seetrap(t_at(trapx,trapy));

		/*  don't use rloc() due to worms */
		remove_monster(mtmp->mx, mtmp->my);
		newsym(mtmp->mx, mtmp->my);
		place_monster(mtmp, trapx, trapy);
		if (mtmp->wormno) worm_move(mtmp);
		newsym(trapx, trapy);

		(void) newcham(mtmp, (struct permonst *)0, FALSE, FALSE);
		return 2;
	case MUSE_BULLWHIP:
		/* attempt to disarm hero */
		if (uwep && !rn2(5)) {
		    const char *The_whip = vismon ? "The bullwhip" : "A whip";
		    int where_to = rn2(4);
		    struct obj *obj = uwep;
		    const char *hand;
		    char the_weapon[BUFSZ];

		    Strcpy(the_weapon, the(xname(obj)));
		    hand = body_part(HAND);
		    if (bimanual(obj)) hand = makeplural(hand);

		    if (vismon)
			pline("%s flicks a bullwhip towards your %s!",
			      Monnam(mtmp), hand);
		    if (obj->otyp == HEAVY_IRON_BALL) {
			pline("%s fails to wrap around %s.",
			      The_whip, the_weapon);
			return 1;
		    }
		    pline("%s wraps around %s you're wielding!",
			  The_whip, the_weapon);
		    if (welded(obj)) {
			pline("%s welded to your %s%c",
			      !is_plural(obj) ? "It is" : "They are",
			      hand, !obj->bknown ? '!' : '.');
			/* obj->bknown = 1; */ /* welded() takes care of this */
			where_to = 0;
		    }
		    if (!where_to) {
			pline_The("whip slips free.");  /* not `The_whip' */
			return 1;
		    } else if (where_to == 3 && hates_silver(mtmp->data) &&
			    objects[obj->otyp].oc_material == SILVER) {
			/* this monster won't want to catch a silver
			   weapon; drop it at hero's feet instead */
			where_to = 2;
		    }
		    freeinv(obj);
		    uwepgone();
		    switch (where_to) {
			case 1:		/* onto floor beneath mon */
			    pline("%s yanks %s from your %s!", Monnam(mtmp),
				  the_weapon, hand);
			    place_object(obj, mtmp->mx, mtmp->my);
			    break;
			case 2:		/* onto floor beneath you */
			    pline("%s yanks %s to the %s!", Monnam(mtmp),
				  the_weapon, surface(u.ux, u.uy));
			    dropy(obj);
			    break;
			case 3:		/* into mon's inventory */
			    pline("%s snatches %s!", Monnam(mtmp),
				  the_weapon);
			    (void) mpickobj(mtmp,obj);
			    break;
		    }
		    return 1;
		}
		return 0;
	case 0: return 0; /* i.e. an exploded wand */
	default: impossible("%s wanted to perform action %d?", Monnam(mtmp),
			m.has_misc);
		break;
	}
	return 0;
}

you_aggravate

STATIC_OVL void
you_aggravate(mtmp)
struct monst *mtmp;
{
	pline("For some reason, %s presence is known to you.",
		s_suffix(noit_mon_nam(mtmp)));
	cls();
#ifdef CLIPPING
	cliparound(mtmp->mx, mtmp->my);
#endif
	show_glyph(mtmp->mx, mtmp->my, mon_to_glyph(mtmp));
	display_self();
	You_feel("aggravated at %s.", noit_mon_nam(mtmp));
	display_nhwindow(WIN_MAP, TRUE);
	docrt();
	if (unconscious()) {
		multi = -1;
		nomovemsg =
		      "Aggravated, you are jolted into full consciousness.";
	}
	newsym(mtmp->mx,mtmp->my);
	if (!canspotmon(mtmp))
	    map_invisible(mtmp->mx, mtmp->my);
}

rnd_misc_item

int
rnd_misc_item(mtmp)
struct monst *mtmp;
{
	struct permonst *pm = mtmp->data;
	int difficulty = monstr[(monsndx(pm))];

	if(is_animal(pm) || attacktype(pm, AT_EXPL) || mindless(mtmp->data)
			|| pm->mlet == S_GHOST
# ifdef KOPS
			|| pm->mlet == S_KOP
# endif
		) return 0;
	/* Unlike other rnd_item functions, we only allow _weak_ monsters
	 * to have this item; after all, the item will be used to strengthen
	 * the monster and strong monsters won't use it at all...
	 */
	if (difficulty < 6 && !rn2(30))
	    return rn2(6) ? POT_POLYMORPH : WAN_POLYMORPH;

	if (!rn2(40) && !nonliving(pm)) return AMULET_OF_LIFE_SAVING;

	switch (rn2(3)) {
		case 0:
			if (mtmp->isgd) return 0;
			return rn2(6) ? POT_SPEED : WAN_SPEED_MONSTER;
		case 1:
			if (mtmp->mpeaceful && !See_invisible) return 0;
			return rn2(6) ? POT_INVISIBILITY : WAN_MAKE_INVISIBLE;
		case 2:
			return POT_GAIN_LEVEL;
	}
	/*NOTREACHED*/
	return 0;
}

searches_for_item

boolean
searches_for_item(mon, obj)
struct monst *mon;
struct obj *obj;
{
	int typ = obj->otyp;

	if (is_animal(mon->data) ||
		mindless(mon->data) ||
		mon->data == &mons[PM_GHOST])	/* don't loot bones piles */
	    return FALSE;

	if (typ == WAN_MAKE_INVISIBLE || typ == POT_INVISIBILITY)
	    return (boolean)(!mon->minvis && !mon->invis_blkd && !attacktype(mon->data, AT_GAZE));
	if (typ == WAN_SPEED_MONSTER || typ == POT_SPEED)
	    return (boolean)(mon->mspeed != MFAST);

	switch (obj->oclass) {
	case WAND_CLASS:
	    if (obj->spe <= 0)
		return FALSE;
	    if (typ == WAN_DIGGING)
		return (boolean)(!is_floater(mon->data));
	    if (typ == WAN_POLYMORPH)
		return (boolean)(monstr[monsndx(mon->data)] < 6);
	    if (objects[typ].oc_dir == RAY ||
		    typ == WAN_STRIKING ||
		    typ == WAN_TELEPORTATION ||
		    typ == WAN_CREATE_MONSTER)
		return TRUE;
	    break;
	case POTION_CLASS:
	    if (typ == POT_HEALING ||
		    typ == POT_EXTRA_HEALING ||
		    typ == POT_FULL_HEALING ||
		    typ == POT_POLYMORPH ||
		    typ == POT_GAIN_LEVEL ||
		    typ == POT_PARALYSIS ||
		    typ == POT_SLEEPING ||
		    typ == POT_ACID ||
		    typ == POT_CONFUSION)
		return TRUE;
	    if (typ == POT_BLINDNESS && !attacktype(mon->data, AT_GAZE))
		return TRUE;
	    break;
	case SCROLL_CLASS:
	    if (typ == SCR_TELEPORTATION || typ == SCR_CREATE_MONSTER
		    || typ == SCR_EARTH)
		return TRUE;
	    break;
	case AMULET_CLASS:
	    if (typ == AMULET_OF_LIFE_SAVING)
		return (boolean)(!nonliving(mon->data));
	    if (typ == AMULET_OF_REFLECTION)
		return TRUE;
	    break;
	case TOOL_CLASS:
	    if (typ == PICK_AXE)
		return (boolean)needspick(mon->data);
	    if (typ == UNICORN_HORN)
		return (boolean)(!obj->cursed && !is_unicorn(mon->data));
	    if (typ == FROST_HORN || typ == FIRE_HORN)
		return (obj->spe > 0);
	    break;
	case FOOD_CLASS:
	    if (typ == CORPSE)
		return (boolean)(((mon->misc_worn_check & W_ARMG) &&
				    touch_petrifies(&mons[obj->corpsenm])) ||
				(!resists_ston(mon) &&
				    (obj->corpsenm == PM_LIZARD ||
					(acidic(&mons[obj->corpsenm]) &&
					 obj->corpsenm != PM_GREEN_SLIME))));
	    if (typ == EGG)
		return (boolean)(touch_petrifies(&mons[obj->corpsenm]));
	    break;
	default:
	    break;
	}

	return FALSE;
}

mon_reflects

boolean
mon_reflects(mon,str)
struct monst *mon;
const char *str;
{
	struct obj *orefl = which_armor(mon, W_ARMS);

	if (orefl && orefl->otyp == SHIELD_OF_REFLECTION) {
	    if (str) {
		pline(str, s_suffix(mon_nam(mon)), "shield");
		makeknown(SHIELD_OF_REFLECTION);
	    }
	    return TRUE;
	} else if (arti_reflects(MON_WEP(mon))) {
	    /* due to wielded artifact weapon */
	    if (str)
		pline(str, s_suffix(mon_nam(mon)), "weapon");
	    return TRUE;
	} else if ((orefl = which_armor(mon, W_AMUL)) &&
				orefl->otyp == AMULET_OF_REFLECTION) {
	    if (str) {
		pline(str, s_suffix(mon_nam(mon)), "amulet");
		makeknown(AMULET_OF_REFLECTION);
	    }
	    return TRUE;
	} else if ((orefl = which_armor(mon, W_ARM)) &&
		(orefl->otyp == SILVER_DRAGON_SCALES || orefl->otyp == SILVER_DRAGON_SCALE_MAIL)) {
	    if (str)
		pline(str, s_suffix(mon_nam(mon)), "armor");
	    return TRUE;
	} else if (mon->data == &mons[PM_SILVER_DRAGON] ||
		mon->data == &mons[PM_CHROMATIC_DRAGON]) {
	    /* Silver dragons only reflect when mature; babies do not */
	    if (str)
		pline(str, s_suffix(mon_nam(mon)), "scales");
	    return TRUE;
	}
	return FALSE;
}

ureflects

boolean
ureflects (fmt, str)
const char *fmt, *str;
{
	/* Check from outermost to innermost objects */
	if (EReflecting & W_ARMS) {
	    if (fmt && str) {
	    	pline(fmt, str, "shield");
	    	makeknown(SHIELD_OF_REFLECTION);
	    }
	    return TRUE;
	} else if (EReflecting & W_WEP) {
	    /* Due to wielded artifact weapon */
	    if (fmt && str)
	    	pline(fmt, str, "weapon");
	    return TRUE;
	} else if (EReflecting & W_AMUL) {
	    if (fmt && str) {
	    	pline(fmt, str, "medallion");
	    	makeknown(AMULET_OF_REFLECTION);
	    }
	    return TRUE;
	} else if (EReflecting & W_ARM) {
	    if (fmt && str)
	    	pline(fmt, str, "armor");
	    return TRUE;
	} else if (youmonst.data == &mons[PM_SILVER_DRAGON]) {
	    if (fmt && str)
	    	pline(fmt, str, "scales");
	    return TRUE;
	}
	return FALSE;
}

munstone

/* TRUE if the monster ate something */
boolean
munstone(mon, by_you)
struct monst *mon;
boolean by_you;
{
	struct obj *obj;

	if (resists_ston(mon)) return FALSE;
	if (mon->meating || !mon->mcanmove || mon->msleeping) return FALSE;

	for(obj = mon->minvent; obj; obj = obj->nobj) {
	    /* Monsters can also use potions of acid */
	    if ((obj->otyp == POT_ACID) || (obj->otyp == CORPSE &&
	    		(obj->corpsenm == PM_LIZARD || (acidic(&mons[obj->corpsenm]) && obj->corpsenm != PM_GREEN_SLIME)))) {
		mon_consume_unstone(mon, obj, by_you, TRUE);
		return TRUE;
	    }
	}
	return FALSE;
}

mon_consume_unstone

STATIC_OVL void
mon_consume_unstone(mon, obj, by_you, stoning)
struct monst *mon;
struct obj *obj;
boolean by_you;
boolean stoning;
{
int nutrit = (obj->otyp == CORPSE) ? dog_nutrition(mon, obj) : 0;
/* also sets meating */

/* give a "<mon> is slowing down" message and also remove
intrinsic speed (comparable to similar effect on the hero) */
mon_adjust_speed(mon, -3, (struct obj *)0);

if (canseemon(mon)) {
	long save_quan = obj->quan;

	obj->quan = 1L;
	pline("%s %ss %s.", Monnam(mon),
		    (obj->otyp == POT_ACID) ? "quaff" : "eat",
		    distant_name(obj,doname));
	obj->quan = save_quan;
} else if (flags.soundok)
	You_hear("%s.", (obj->otyp == POT_ACID) ? "drinking" : "chewing");
m_useup(mon, obj);
if (((obj->otyp == POT_ACID) || acidic(&mons[obj->corpsenm])) &&
		    !resists_acid(mon)) {
	mon->mhp -= rnd(15);
	pline("%s has a very bad case of stomach acid.",
	    Monnam(mon));
}
if (mon->mhp <= 0) {
	pline("%s dies!", Monnam(mon));
	if (by_you) xkilled(mon, 0);
	else mondead(mon);
	return;
}
if (stoning && canseemon(mon)) {
	if (Hallucination)
pline("What a pity - %s just ruined a future piece of art!",
	    mon_nam(mon));
	else
	    pline("%s seems limber!", Monnam(mon));
}
if (obj->otyp == CORPSE && obj->corpsenm == PM_LIZARD && mon->mconf) {
	mon->mconf = 0;
	if (canseemon(mon))
	    pline("%s seems steadier now.", Monnam(mon));
}
if (mon->mtame && !mon->isminion && nutrit > 0) {
	struct edog *edog = EDOG(mon);

	if (edog->hungrytime < monstermoves) edog->hungrytime = monstermoves;
	edog->hungrytime += nutrit;
	mon->mconf = 0;
}
mon->mlstmv = monstermoves; /* it takes a turn */
}

/*muse.c*/