Source:NetHack 3.6.1/src/steed.c

From NetHackWiki
(Redirected from Source:Steed.c)
Jump to navigation Jump to search

Below is the full text to steed.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/steed.c#line123]], for example.

Top of file

 /* NetHack 3.6	steed.c	$NHDT-Date: 1445906867 2015/10/27 00:47:47 $  $NHDT-Branch: master $:$NHDT-Revision: 1.47 $ */
 /* Copyright (c) Kevin Hugo, 1998-1999. */
 /* 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.

 
 #include "hack.h"
 
 /* Monsters that might be ridden */
 static NEARDATA const char steeds[] = { S_QUADRUPED, S_UNICORN, S_ANGEL,
                                         S_CENTAUR,   S_DRAGON,  S_JABBERWOCK,
                                         '\0' };
 
 STATIC_DCL boolean FDECL(landing_spot, (coord *, int, int));
 STATIC_DCL void FDECL(maybewakesteed, (struct monst *));
 

rider_cant_reach

 /* caller has decided that hero can't reach something while mounted */
 void
 rider_cant_reach()
 {
     You("aren't skilled enough to reach from %s.", y_monnam(u.usteed));
 }
 
 /*** Putting the saddle on ***/
 

can_saddle

 /* Can this monster wear a saddle? */
 boolean
 can_saddle(mtmp)
 struct monst *mtmp;
 {
     struct permonst *ptr = mtmp->data;
 
     return (index(steeds, ptr->mlet) && (ptr->msize >= MZ_MEDIUM)
             && (!humanoid(ptr) || ptr->mlet == S_CENTAUR) && !amorphous(ptr)
             && !noncorporeal(ptr) && !is_whirly(ptr) && !unsolid(ptr));
 }
 

use_saddle

 int
 use_saddle(otmp)
 struct obj *otmp;
 {
     struct monst *mtmp;
     struct permonst *ptr;
     int chance;
     const char *s;
 
     if (!u_handsy())
         return 0;
 
     /* Select an animal */
     if (u.uswallow || Underwater || !getdir((char *) 0)) {
         pline1(Never_mind);
         return 0;
     }
     if (!u.dx && !u.dy) {
         pline("Saddle yourself?  Very funny...");
         return 0;
     }
     if (!isok(u.ux + u.dx, u.uy + u.dy)
         || !(mtmp = m_at(u.ux + u.dx, u.uy + u.dy)) || !canspotmon(mtmp)) {
         pline("I see nobody there.");
         return 1;
     }
 
     /* Is this a valid monster? */
     if (mtmp->misc_worn_check & W_SADDLE || which_armor(mtmp, W_SADDLE)) {
         pline("%s doesn't need another one.", Monnam(mtmp));
         return 1;
     }
     ptr = mtmp->data;
     if (touch_petrifies(ptr) && !uarmg && !Stone_resistance) {
         char kbuf[BUFSZ];
 
         You("touch %s.", mon_nam(mtmp));
         if (!(poly_when_stoned(youmonst.data) && polymon(PM_STONE_GOLEM))) {
             Sprintf(kbuf, "attempting to saddle %s", an(mtmp->data->mname));
             instapetrify(kbuf);
         }
     }
     if (ptr == &mons[PM_INCUBUS] || ptr == &mons[PM_SUCCUBUS]) {
         pline("Shame on you!");
         exercise(A_WIS, FALSE);
         return 1;
     }
     if (mtmp->isminion || mtmp->isshk || mtmp->ispriest || mtmp->isgd
         || mtmp->iswiz) {
         pline("I think %s would mind.", mon_nam(mtmp));
         return 1;
     }
     if (!can_saddle(mtmp)) {
         You_cant("saddle such a creature.");
         return 1;
     }
 
     /* Calculate your chance */
     chance = ACURR(A_DEX) + ACURR(A_CHA) / 2 + 2 * mtmp->mtame;
     chance += u.ulevel * (mtmp->mtame ? 20 : 5);
     if (!mtmp->mtame)
         chance -= 10 * mtmp->m_lev;
     if (Role_if(PM_KNIGHT))
         chance += 20;
     switch (P_SKILL(P_RIDING)) {
     case P_ISRESTRICTED:
     case P_UNSKILLED:
     default:
         chance -= 20;
         break;
     case P_BASIC:
         break;
     case P_SKILLED:
         chance += 15;
         break;
     case P_EXPERT:
         chance += 30;
         break;
     }
     if (Confusion || Fumbling || Glib)
         chance -= 20;
     else if (uarmg && (s = OBJ_DESCR(objects[uarmg->otyp])) != (char *) 0
              && !strncmp(s, "riding ", 7))
         /* Bonus for wearing "riding" (but not fumbling) gloves */
         chance += 10;
     else if (uarmf && (s = OBJ_DESCR(objects[uarmf->otyp])) != (char *) 0
              && !strncmp(s, "riding ", 7))
         /* ... or for "riding boots" */
         chance += 10;
     if (otmp->cursed)
         chance -= 50;
 
     /* [intended] steed becomes alert if possible */
     maybewakesteed(mtmp);
 
     /* Make the attempt */
     if (rn2(100) < chance) {
         You("put the saddle on %s.", mon_nam(mtmp));
         if (otmp->owornmask)
             remove_worn_item(otmp, FALSE);
         freeinv(otmp);
         put_saddle_on_mon(otmp, mtmp);
     } else
         pline("%s resists!", Monnam(mtmp));
     return 1;
 }
 

put_saddle_on_mon

 void
 put_saddle_on_mon(saddle, mtmp)
 struct obj *saddle;
 struct monst *mtmp;
 {
     if (!can_saddle(mtmp) || which_armor(mtmp, W_SADDLE))
         return;
     if (mpickobj(mtmp, saddle))
         panic("merged saddle?");
     mtmp->misc_worn_check |= W_SADDLE;
     saddle->owornmask = W_SADDLE;
     saddle->leashmon = mtmp->m_id;
     update_mon_intrinsics(mtmp, saddle, TRUE, FALSE);
 }
 
 /*** Riding the monster ***/
 

can_ride

 /* Can we ride this monster?  Caller should also check can_saddle() */
 boolean
 can_ride(mtmp)
 struct monst *mtmp;
 {
     return (mtmp->mtame && humanoid(youmonst.data)
             && !verysmall(youmonst.data) && !bigmonst(youmonst.data)
             && (!Underwater || is_swimmer(mtmp->data)));
 }
 

doride

 int
 doride()
 {
     boolean forcemount = FALSE;
 
     if (u.usteed) {
         dismount_steed(DISMOUNT_BYCHOICE);
     } else if (getdir((char *) 0) && isok(u.ux + u.dx, u.uy + u.dy)) {
         if (wizard && yn("Force the mount to succeed?") == 'y')
             forcemount = TRUE;
         return (mount_steed(m_at(u.ux + u.dx, u.uy + u.dy), forcemount));
     } else {
         return 0;
     }
     return 1;
 }
 

mount_steed

 /* Start riding, with the given monster */
 boolean
 mount_steed(mtmp, force)
 struct monst *mtmp; /* The animal */
 boolean force;      /* Quietly force this animal */
 {
     struct obj *otmp;
     char buf[BUFSZ];
     struct permonst *ptr;
 
     /* Sanity checks */
     if (u.usteed) {
         You("are already riding %s.", mon_nam(u.usteed));
         return (FALSE);
     }
 
     /* Is the player in the right form? */
     if (Hallucination && !force) {
         pline("Maybe you should find a designated driver.");
         return (FALSE);
     }
     /* While riding Wounded_legs refers to the steed's,
      * not the hero's legs.
      * That opens up a potential abuse where the player
      * can mount a steed, then dismount immediately to
      * heal leg damage, because leg damage is always
      * healed upon dismount (Wounded_legs context switch).
      * By preventing a hero with Wounded_legs from
      * mounting a steed, the potential for abuse is
      * reduced.  However, dismounting still immediately
      * heals the steed's wounded legs.  [In 3.4.3 and
      * earlier, that unintentionally made the hero's
      * temporary 1 point Dex loss become permanent.]
      */
     if (Wounded_legs) {
         Your("%s are in no shape for riding.", makeplural(body_part(LEG)));
         if (force && wizard && yn("Heal your legs?") == 'y')
             HWounded_legs = EWounded_legs = 0;
         else
             return (FALSE);
     }
 
     if (Upolyd && (!humanoid(youmonst.data) || verysmall(youmonst.data)
                    || bigmonst(youmonst.data) || slithy(youmonst.data))) {
         You("won't fit on a saddle.");
         return (FALSE);
     }
     if (!force && (near_capacity() > SLT_ENCUMBER)) {
         You_cant("do that while carrying so much stuff.");
         return (FALSE);
     }
 
     /* Can the player reach and see the monster? */
     if (!mtmp || (!force && ((Blind && !Blind_telepat) || mtmp->mundetected
                              || mtmp->m_ap_type == M_AP_FURNITURE
                              || mtmp->m_ap_type == M_AP_OBJECT))) {
         pline("I see nobody there.");
         return (FALSE);
     }
     if (u.uswallow || u.ustuck || u.utrap || Punished
         || !test_move(u.ux, u.uy, mtmp->mx - u.ux, mtmp->my - u.uy,
                       TEST_MOVE)) {
         if (Punished || !(u.uswallow || u.ustuck || u.utrap))
             You("are unable to swing your %s over.", body_part(LEG));
         else
             You("are stuck here for now.");
         return (FALSE);
     }
 
     /* Is this a valid monster? */
     otmp = which_armor(mtmp, W_SADDLE);
     if (!otmp) {
         pline("%s is not saddled.", Monnam(mtmp));
         return (FALSE);
     }
     ptr = mtmp->data;
     if (touch_petrifies(ptr) && !Stone_resistance) {
         char kbuf[BUFSZ];
 
         You("touch %s.", mon_nam(mtmp));
         Sprintf(kbuf, "attempting to ride %s", an(mtmp->data->mname));
         instapetrify(kbuf);
     }
     if (!mtmp->mtame || mtmp->isminion) {
         pline("I think %s would mind.", mon_nam(mtmp));
         return (FALSE);
     }
     if (mtmp->mtrapped) {
         struct trap *t = t_at(mtmp->mx, mtmp->my);
 
         You_cant("mount %s while %s's trapped in %s.", mon_nam(mtmp),
                  mhe(mtmp), an(defsyms[trap_to_defsym(t->ttyp)].explanation));
         return (FALSE);
     }
 
     if (!force && !Role_if(PM_KNIGHT) && !(--mtmp->mtame)) {
         /* no longer tame */
         newsym(mtmp->mx, mtmp->my);
         pline("%s resists%s!", Monnam(mtmp),
               mtmp->mleashed ? " and its leash comes off" : "");
         if (mtmp->mleashed)
             m_unleash(mtmp, FALSE);
         return (FALSE);
     }
     if (!force && Underwater && !is_swimmer(ptr)) {
         You_cant("ride that creature while under %s.",
                  hliquid("water"));
         return (FALSE);
     }
     if (!can_saddle(mtmp) || !can_ride(mtmp)) {
         You_cant("ride such a creature.");
         return FALSE;
     }
 
     /* Is the player impaired? */
     if (!force && !is_floater(ptr) && !is_flyer(ptr) && Levitation
         && !Lev_at_will) {
         You("cannot reach %s.", mon_nam(mtmp));
         return (FALSE);
     }
     if (!force && uarm && is_metallic(uarm) && greatest_erosion(uarm)) {
         Your("%s armor is too stiff to be able to mount %s.",
              uarm->oeroded ? "rusty" : "corroded", mon_nam(mtmp));
         return (FALSE);
     }
     if (!force
         && (Confusion || Fumbling || Glib || Wounded_legs || otmp->cursed
             || (u.ulevel + mtmp->mtame < rnd(MAXULEV / 2 + 5)))) {
         if (Levitation) {
             pline("%s slips away from you.", Monnam(mtmp));
             return FALSE;
         }
         You("slip while trying to get on %s.", mon_nam(mtmp));
 
         Sprintf(buf, "slipped while mounting %s",
                 /* "a saddled mumak" or "a saddled pony called Dobbin" */
                 x_monnam(mtmp, ARTICLE_A, (char *) 0,
                          SUPPRESS_IT | SUPPRESS_INVISIBLE
                              | SUPPRESS_HALLUCINATION,
                          TRUE));
         losehp(Maybe_Half_Phys(rn1(5, 10)), buf, NO_KILLER_PREFIX);
         return (FALSE);
     }
 
     /* Success */
     maybewakesteed(mtmp);
     if (!force) {
         if (Levitation && !is_floater(ptr) && !is_flyer(ptr))
             /* Must have Lev_at_will at this point */
             pline("%s magically floats up!", Monnam(mtmp));
         You("mount %s.", mon_nam(mtmp));
     }
     /* setuwep handles polearms differently when you're mounted */
     if (uwep && is_pole(uwep))
         unweapon = FALSE;
     u.usteed = mtmp;
     remove_monster(mtmp->mx, mtmp->my);
     teleds(mtmp->mx, mtmp->my, TRUE);
     context.botl = TRUE;
     return TRUE;
 }
 

exercise_steed

 /* You and your steed have moved */
 void
 exercise_steed()
 {
     if (!u.usteed)
         return;
 
     /* It takes many turns of riding to exercise skill */
     if (u.urideturns++ >= 100) {
         u.urideturns = 0;
         use_skill(P_RIDING, 1);
     }
     return;
 }
 

kick_steed

 /* The player kicks or whips the steed */
 void
 kick_steed()
 {
     char He[4];
     if (!u.usteed)
         return;
 
     /* [ALI] Various effects of kicking sleeping/paralyzed steeds */
     if (u.usteed->msleeping || !u.usteed->mcanmove) {
         /* We assume a message has just been output of the form
          * "You kick <steed>."
          */
         Strcpy(He, mhe(u.usteed));
         *He = highc(*He);
         if ((u.usteed->mcanmove || u.usteed->mfrozen) && !rn2(2)) {
             if (u.usteed->mcanmove)
                 u.usteed->msleeping = 0;
             else if (u.usteed->mfrozen > 2)
                 u.usteed->mfrozen -= 2;
             else {
                 u.usteed->mfrozen = 0;
                 u.usteed->mcanmove = 1;
             }
             if (u.usteed->msleeping || !u.usteed->mcanmove)
                 pline("%s stirs.", He);
             else
                 pline("%s rouses %sself!", He, mhim(u.usteed));
         } else
             pline("%s does not respond.", He);
         return;
     }
 
     /* Make the steed less tame and check if it resists */
     if (u.usteed->mtame)
         u.usteed->mtame--;
     if (!u.usteed->mtame && u.usteed->mleashed)
         m_unleash(u.usteed, TRUE);
     if (!u.usteed->mtame
         || (u.ulevel + u.usteed->mtame < rnd(MAXULEV / 2 + 5))) {
         newsym(u.usteed->mx, u.usteed->my);
         dismount_steed(DISMOUNT_THROWN);
         return;
     }
 
     pline("%s gallops!", Monnam(u.usteed));
     u.ugallop += rn1(20, 30);
     return;
 }
 

landing_spot

 /*
  * Try to find a dismount point adjacent to the steed's location.
  * If all else fails, try enexto().  Use enexto() as a last resort because
  * enexto() chooses its point randomly, possibly even outside the
  * room's walls, which is not what we want.
  * Adapted from mail daemon code.
  */
 STATIC_OVL boolean
 landing_spot(spot, reason, forceit)
 coord *spot; /* landing position (we fill it in) */
 int reason;
 int forceit;
 {
     int i = 0, x, y, distance, min_distance = -1;
     boolean found = FALSE;
     struct trap *t;
 
     /* avoid known traps (i == 0) and boulders, but allow them as a backup */
     if (reason != DISMOUNT_BYCHOICE || Stunned || Confusion || Fumbling)
         i = 1;
     for (; !found && i < 2; ++i) {
         for (x = u.ux - 1; x <= u.ux + 1; x++)
             for (y = u.uy - 1; y <= u.uy + 1; y++) {
                 if (!isok(x, y) || (x == u.ux && y == u.uy))
                     continue;
 
                 if (accessible(x, y) && !MON_AT(x, y)) {
                     distance = distu(x, y);
                     if (min_distance < 0 || distance < min_distance
                         || (distance == min_distance && rn2(2))) {
                         if (i > 0 || (((t = t_at(x, y)) == 0 || !t->tseen)
                                       && (!sobj_at(BOULDER, x, y)
                                           || throws_rocks(youmonst.data)))) {
                             spot->x = x;
                             spot->y = y;
                             min_distance = distance;
                             found = TRUE;
                         }
                     }
                 }
             }
     }
 
     /* If we didn't find a good spot and forceit is on, try enexto(). */
     if (forceit && min_distance < 0
         && !enexto(spot, u.ux, u.uy, youmonst.data))
         return FALSE;
 
     return found;
 }
 

dismount_steed

 /* Stop riding the current steed */
 void
 dismount_steed(reason)
 int reason; /* Player was thrown off etc. */
 {
     struct monst *mtmp;
     struct obj *otmp;
     coord cc;
     const char *verb = "fall";
     boolean repair_leg_damage = (Wounded_legs != 0L);
     unsigned save_utrap = u.utrap;
     boolean have_spot = landing_spot(&cc, reason, 0);
 
     mtmp = u.usteed; /* make a copy of steed pointer */
     /* Sanity check */
     if (!mtmp) /* Just return silently */
         return;
 
     /* Check the reason for dismounting */
     otmp = which_armor(mtmp, W_SADDLE);
     switch (reason) {
     case DISMOUNT_THROWN:
         verb = "are thrown";
         /*FALLTHRU*/
     case DISMOUNT_FELL:
         You("%s off of %s!", verb, mon_nam(mtmp));
         if (!have_spot)
             have_spot = landing_spot(&cc, reason, 1);
         losehp(Maybe_Half_Phys(rn1(10, 10)), "riding accident", KILLED_BY_AN);
         set_wounded_legs(BOTH_SIDES, (int) HWounded_legs + rn1(5, 5));
         repair_leg_damage = FALSE;
         break;
     case DISMOUNT_POLY:
         You("can no longer ride %s.", mon_nam(u.usteed));
         if (!have_spot)
             have_spot = landing_spot(&cc, reason, 1);
         break;
     case DISMOUNT_ENGULFED:
         /* caller displays message */
         break;
     case DISMOUNT_BONES:
         /* hero has just died... */
         break;
     case DISMOUNT_GENERIC:
         /* no messages, just make it so */
         break;
     case DISMOUNT_BYCHOICE:
     default:
         if (otmp && otmp->cursed) {
             You("can't.  The saddle %s cursed.",
                 otmp->bknown ? "is" : "seems to be");
             otmp->bknown = TRUE;
             return;
         }
         if (!have_spot) {
             You("can't. There isn't anywhere for you to stand.");
             return;
         }
         if (!has_mname(mtmp)) {
             pline("You've been through the dungeon on %s with no name.",
                   an(mtmp->data->mname));
             if (Hallucination)
                 pline("It felt good to get out of the rain.");
         } else
             You("dismount %s.", mon_nam(mtmp));
     }
     /* While riding, Wounded_legs refers to the steed's legs;
        after dismounting, it reverts to the hero's legs. */
     if (repair_leg_damage) {
         /* [TODO: make heal_legs() take a parameter to handle this] */
         in_steed_dismounting = TRUE;
         heal_legs();
         in_steed_dismounting = FALSE;
     }
 
     /* Release the steed and saddle */
     u.usteed = 0;
     u.ugallop = 0L;
 
     /* Set player and steed's position.  Try moving the player first
        unless we're in the midst of creating a bones file. */
     if (reason == DISMOUNT_BONES) {
         /* move the steed to an adjacent square */
         if (enexto(&cc, u.ux, u.uy, mtmp->data))
             rloc_to(mtmp, cc.x, cc.y);
         else /* evidently no room nearby; move steed elsewhere */
             (void) rloc(mtmp, FALSE);
         return;
     }
     if (mtmp->mhp > 0) {
         place_monster(mtmp, u.ux, u.uy);
         if (!u.uswallow && !u.ustuck && have_spot) {
             struct permonst *mdat = mtmp->data;
 
             /* The steed may drop into water/lava */
             if (!is_flyer(mdat) && !is_floater(mdat) && !is_clinger(mdat)) {
                 if (is_pool(u.ux, u.uy)) {
                     if (!Underwater)
                         pline("%s falls into the %s!", Monnam(mtmp),
                               surface(u.ux, u.uy));
                     if (!is_swimmer(mdat) && !amphibious(mdat)) {
                         killed(mtmp);
                         adjalign(-1);
                     }
                 } else if (is_lava(u.ux, u.uy)) {
                     pline("%s is pulled into the %s!", Monnam(mtmp),
                           hliquid("lava"));
                     if (!likes_lava(mdat)) {
                         killed(mtmp);
                         adjalign(-1);
                     }
                 }
             }
             /* Steed dismounting consists of two steps: being moved to another
              * square, and descending to the floor.  We have functions to do
              * each of these activities, but they're normally called
              * individually and include an attempt to look at or pick up the
              * objects on the floor:
              * teleds() --> spoteffects() --> pickup()
              * float_down() --> pickup()
              * We use this kludge to make sure there is only one such attempt.
              *
              * Clearly this is not the best way to do it.  A full fix would
              * involve having these functions not call pickup() at all,
              * instead
              * calling them first and calling pickup() afterwards.  But it
              * would take a lot of work to keep this change from having any
              * unforeseen side effects (for instance, you would no longer be
              * able to walk onto a square with a hole, and autopickup before
              * falling into the hole).
              */
             /* [ALI] No need to move the player if the steed died. */
             if (mtmp->mhp > 0) {
                 /* Keep steed here, move the player to cc;
                  * teleds() clears u.utrap
                  */
                 in_steed_dismounting = TRUE;
                 teleds(cc.x, cc.y, TRUE);
                 in_steed_dismounting = FALSE;
 
                 /* Put your steed in your trap */
                 if (save_utrap)
                     (void) mintrap(mtmp);
             }
             /* Couldn't... try placing the steed */
         } else if (enexto(&cc, u.ux, u.uy, mtmp->data)) {
             /* Keep player here, move the steed to cc */
             rloc_to(mtmp, cc.x, cc.y);
             /* Player stays put */
             /* Otherwise, kill the steed */
         } else {
             killed(mtmp);
             adjalign(-1);
         }
     }
 
     /* Return the player to the floor */
     if (reason != DISMOUNT_ENGULFED) {
         in_steed_dismounting = TRUE;
         (void) float_down(0L, W_SADDLE);
         in_steed_dismounting = FALSE;
         context.botl = TRUE;
         (void) encumber_msg();
         vision_full_recalc = 1;
     } else
         context.botl = TRUE;
     /* polearms behave differently when not mounted */
     if (uwep && is_pole(uwep))
         unweapon = TRUE;
     return;
 }
 

maybewakesteed

 /* when attempting to saddle or mount a sleeping steed, try to wake it up
    (for the saddling case, it won't be u.usteed yet) */
 STATIC_OVL void
 maybewakesteed(steed)
 struct monst *steed;
 {
     int frozen = (int) steed->mfrozen;
     boolean wasimmobile = steed->msleeping || !steed->mcanmove;
 
     steed->msleeping = 0;
     if (frozen) {
         frozen = (frozen + 1) / 2; /* half */
         /* might break out of timed sleep or paralysis */
         if (!rn2(frozen)) {
             steed->mfrozen = 0;
             steed->mcanmove = 1;
         } else {
             /* didn't awake, but remaining duration is halved */
             steed->mfrozen = frozen;
         }
     }
     if (wasimmobile && !steed->msleeping && steed->mcanmove)
         pline("%s wakes up.", Monnam(steed));
     /* regardless of waking, terminate any meal in progress */
     finish_meating(steed);
 }
 

stucksteed

 /* decide whether hero's steed is able to move;
    doesn't check for holding traps--those affect the hero directly */
 boolean
 stucksteed(checkfeeding)
 boolean checkfeeding;
 {
     struct monst *steed = u.usteed;
 
     if (steed) {
         /* check whether steed can move */
         if (steed->msleeping || !steed->mcanmove) {
             pline("%s won't move!", upstart(y_monnam(steed)));
             return TRUE;
         }
         /* optionally check whether steed is in the midst of a meal */
         if (checkfeeding && steed->meating) {
             pline("%s is still eating.", upstart(y_monnam(steed)));
             return TRUE;
         }
     }
     return FALSE;
 }
 

place_monster

 void
 place_monster(mon, x, y)
 struct monst *mon;
 int x, y;
 {
     if (mon == u.usteed
         /* special case is for convoluted vault guard handling */
         || (DEADMONSTER(mon) && !(mon->isgd && x == 0 && y == 0))) {
         impossible("placing %s onto map?",
                    (mon == u.usteed) ? "steed" : "defunct monster");
         return;
     }
     mon->mx = x, mon->my = y;
     level.monsters[x][y] = mon;
 }
 
 /*steed.c*/