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Latest revision as of 06:52, 4 March 2008
Below is the full text to monmove.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/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 3.1 92/12/06 */ 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. #ifdef OVL0 10. 11. static int FDECL(disturb,(struct monst *)); 12. static void FDECL(distfleeck,(struct monst *,int *,int *,int *)); 13. 14. #endif /* OVL0 */ 15. #ifdef OVL1 16. 17. STATIC_OVL boolean FDECL(mdig_tunnel,(struct monst *)); 18. 19. #endif /* OVL1 */ 20. #ifdef OVLB 21. 22. boolean /* TRUE : mtmp died */ 23. mb_trapped(mtmp) 24. register struct monst *mtmp; 25. { 26. if (flags.verbose) { 27. if (cansee(mtmp->mx, mtmp->my)) 28. pline("KABOOM!! You see a door explode."); 29. else if (flags.soundok) 30. You("hear a distant explosion."); 31. } 32. mtmp->mstun = 1; 33. mtmp->mhp -= rnd(15); 34. if(mtmp->mhp <= 0) { 35. mondied(mtmp); 36. return(TRUE); 37. } 38. return(FALSE); 39. } 40. 41. #endif /* OVLB */ 42. #ifdef OVL1 43. 44. /* Return TRUE if monster died, FALSE otherwise. */ 45. STATIC_OVL boolean 46. mdig_tunnel(mtmp) 47. register struct monst *mtmp; 48. { 49. register struct rm *here; 50. register int pile; 51. 52. here = &levl[mtmp->mx][mtmp->my]; 53. if (here->typ == SDOOR) here->typ = DOOR; 54. 55. /* Eats away door if present & closed or locked */ 56. if(closed_door(mtmp->mx, mtmp->my)) { 57. if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE)) 58. add_damage(mtmp->mx, mtmp->my, 0L); 59. unblock_point(mtmp->mx,mtmp->my); /* vision */ 60. if(here->doormask & D_TRAPPED) { 61. here->doormask = D_NODOOR; 62. if(mb_trapped(mtmp)) { /* mtmp is killed */ 63. newsym(mtmp->mx,mtmp->my); 64. return TRUE; 65. } 66. } else { 67. if(!rn2(3) && flags.verbose) /* not too often.. */ 68. You("feel an unexpected draft of air."); 69. here->doormask = D_BROKEN; 70. } 71. newsym(mtmp->mx,mtmp->my); 72. return FALSE; 73. } else 74. if (!IS_ROCK(here->typ)) /* no dig */ 75. return(FALSE); 76. 77. /* Only rock and walls fall through to this point. */ 78. if ((here->diggable & W_NONDIGGABLE)) { 79. impossible("mdig_tunnel: %s at (%d,%d) is undiggable", 80. (IS_WALL(here->typ) ? "wall" : "stone"), 81. (int) mtmp->mx, (int) mtmp->my); 82. return FALSE; /* still alive */ 83. } 84. 85. if(IS_WALL(here->typ)) { 86. if(flags.soundok && flags.verbose && !rn2(5)) 87. You("hear the sound of crashing rock."); 88. if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE)) 89. add_damage(mtmp->mx, mtmp->my, 0L); 90. if (level.flags.is_maze_lev) { 91. here->typ = ROOM; 92. } else if (level.flags.is_cavernous_lev) { 93. here->typ = CORR; 94. } else { 95. here->typ = DOOR; 96. here->doormask = D_NODOOR; 97. } 98. } else 99. here->typ = CORR; 100. 101. pile = rnd(12); 102. if(pile < 5) /* leave behind some rocks? */ 103. (void) mksobj_at((pile == 1)? BOULDER : ROCK, 104. mtmp->mx, mtmp->my, TRUE); 105. newsym(mtmp->mx,mtmp->my); 106. if(sobj_at(BOULDER, mtmp->mx, mtmp->my) == (struct obj *)0) 107. unblock_point(mtmp->mx,mtmp->my); /* vision */ 108. return FALSE ; 109. } 110. 111. int 112. dochugw(mtmp) 113. register struct monst *mtmp; 114. { 115. register int x = mtmp->mx; 116. register int y = mtmp->my; 117. register int rd = dochug(mtmp); 118. register int dd; 119. 120. if(Warning && !rd && !mtmp->mpeaceful && 121. (dd = distu(mtmp->mx,mtmp->my)) < distu(x,y) && 122. dd < 100 && !canseemon(mtmp)) { 123. /* Note: this assumes we only want to warn against the monster to 124. * which the weapon does extra damage, as there is no "monster 125. * which the weapon warns against" field. 126. */ 127. if(spec_ability(uwep,SPFX_WARN) && spec_dbon(uwep,mtmp->data,1)) 128. warnlevel = 100; 129. else if ((int) (mtmp->m_lev / 4) > warnlevel) 130. warnlevel = (mtmp->m_lev / 4); 131. } 132. /* check whether hero notices monster and stops current activity */ 133. if (occupation && !rd && !Confusion && 134. (!mtmp->mpeaceful || Hallucination) && 135. canseemon(mtmp) && !cansee(x,y) && 136. distu(mtmp->mx,mtmp->my) <= (BOLT_LIM+1)*(BOLT_LIM+1)) 137. stop_occupation(); 138. 139. return(rd); 140. } 141. 142. #endif /* OVL1 */ 143. #ifdef OVL2 144. 145. boolean 146. onscary(x, y, mtmp) 147. int x, y; 148. struct monst *mtmp; 149. { 150. if (mtmp->isshk || mtmp->isgd || mtmp->iswiz || !mtmp->mcansee || 151. is_lminion(mtmp->data) || is_rider(mtmp->data) || 152. mtmp->data->mlet == S_HUMAN || mtmp->mpeaceful || 153. mtmp->data == &mons[PM_MINOTAUR]) 154. return(FALSE); 155. return( 156. #ifdef ELBERETH 157. sengr_at("Elbereth", x, y) || 158. #endif 159. sobj_at(SCR_SCARE_MONSTER, x, y) != (struct obj *)0); 160. } 161. 162. #endif /* OVL2 */ 163. #ifdef OVL0 164. 165. /* 166. * Possibly awaken the given monster. Return a 1 if the monster has been 167. * jolted awake. 168. */ 169. static int 170. disturb(mtmp) 171. register struct monst *mtmp; 172. { 173. /* 174. * + Ettins are hard to surprise. 175. * + Nymphs, jabberwocks, and leprechauns do not easily wake up. 176. * 177. * Wake up if: 178. * in direct LOS AND 179. * within 10 squares AND 180. * not stealthy or (mon is an ettin and 9/10) AND 181. * (mon is not a nymph, jabberwock, or leprechaun) or 1/50 AND 182. * Aggravate or mon is (dog or human) or 183. * (1/7 and mon is not mimicing furniture or object) 184. */ 185. if(couldsee(mtmp->mx,mtmp->my) && 186. distu(mtmp->mx,mtmp->my) <= 100 && 187. (!Stealth || (mtmp->data == &mons[PM_ETTIN] && rn2(10))) && 188. (!(mtmp->data->mlet == S_NYMPH 189. || mtmp->data == &mons[PM_JABBERWOCK] 190. || mtmp->data->mlet == S_LEPRECHAUN) || !rn2(50)) && 191. (Aggravate_monster 192. || (mtmp->data->mlet == S_DOG || 193. mtmp->data->mlet == S_HUMAN) 194. || (!rn2(7) && mtmp->m_ap_type != M_AP_FURNITURE && 195. mtmp->m_ap_type != M_AP_OBJECT) )) { 196. 197. mtmp->msleep = 0; 198. return(1); 199. } 200. return(0); 201. } 202. 203. static void 204. distfleeck(mtmp,inrange,nearby,scared) 205. register struct monst *mtmp; 206. int *inrange, *nearby, *scared; 207. { 208. int seescaryx, seescaryy; 209. 210. *inrange = (dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= 211. (BOLT_LIM * BOLT_LIM)); 212. *nearby = *inrange && monnear(mtmp, mtmp->mux, mtmp->muy); 213. 214. /* Note: if your image is displaced, the monster sees the Elbereth 215. * at your displaced position, thus never attacking your displaced 216. * position, but possibly attacking you by accident. If you are 217. * invisible, it sees the Elbereth at your real position, thus never 218. * running into you by accident but possibly attacking the spot 219. * where it guesses you are. 220. */ 221. if (Invis && !perceives(mtmp->data)) { 222. seescaryx = mtmp->mux; 223. seescaryy = mtmp->muy; 224. } else { 225. seescaryx = u.ux; 226. seescaryy = u.uy; 227. } 228. *scared = (*nearby && (onscary(seescaryx, seescaryy, mtmp) || 229. (!mtmp->mpeaceful && 230. in_your_sanctuary(mtmp->mx, mtmp->my)))); 231. 232. if(*scared && !mtmp->mflee) { 233. #ifdef POLYSELF 234. if (!sticks(uasmon)) 235. #endif 236. unstuck(mtmp); /* monster lets go when fleeing */ 237. mtmp->mflee = 1; 238. #ifdef STUPID 239. if (rn2(7)) 240. mtmp->mfleetim = rnd(10); 241. else 242. mtmp->mfleetim = rnd(100); 243. #else 244. mtmp->mfleetim = rnd(rn2(7) ? 10 : 100); 245. #endif 246. } 247. 248. } 249. 250. /* returns 1 if monster died moving, 0 otherwise */ 251. /* The whole dochugw/m_move/distfleeck/mfndpos section is serious spaghetti 252. * code. --KAA 253. */ 254. int 255. dochug(mtmp) 256. register struct monst *mtmp; 257. { 258. register struct permonst *mdat = mtmp->data; 259. register int tmp=0; 260. int inrange, nearby, scared; 261. 262. /* Pre-movement adjustments */ 263. 264. if(mtmp->cham && !rn2(6)) /* polymorph chameleons */ 265. (void) newcham(mtmp, (struct permonst *)0); 266. 267. /* regenerate monsters */ 268. if (mtmp->mhp < mtmp->mhpmax && (!(moves%20) || regenerates(mdat))) 269. mtmp->mhp++; 270. if(mtmp->mspec_used) mtmp->mspec_used--; 271. 272. /* polymorph lycanthropes */ 273. were_change(mtmp); 274. 275. /* check for waitmask status change */ 276. if((mtmp->data->mflags3 & M3_WAITFORU) && 277. (m_canseeu(mtmp) || mtmp->mhp < mtmp->mhpmax)) 278. mtmp->data->mflags3 &= ~M3_WAITFORU; 279. 280. #ifdef MULDGN 281. /* update quest status flags */ 282. quest_stat_check(mtmp); 283. #endif 284. 285. if(!mtmp->mcanmove || (mtmp->data->mflags3 & M3_WAITMASK)) { 286. if (Hallucination) newsym(mtmp->mx,mtmp->my); 287. #ifdef MULDGN 288. if(mtmp->mcanmove && (mtmp->data->mflags3 & M3_CLOSE) && 289. !mtmp->msleep && monnear(mtmp, u.ux, u.uy)) 290. quest_talk(mtmp); /* give the leaders a chance to speak */ 291. #endif 292. return(0); /* other frozen monsters can't do anything */ 293. } 294. 295. /* there is a chance we will wake it */ 296. if(mtmp->msleep && !disturb(mtmp)) { 297. if (Hallucination) newsym(mtmp->mx,mtmp->my); 298. return(0); 299. } 300. 301. /* not frozen or sleeping: wipe out texts written in the dust */ 302. wipe_engr_at(mtmp->mx, mtmp->my, 1); 303. 304. /* confused monsters get unconfused with small probability */ 305. if(mtmp->mconf && !rn2(50)) mtmp->mconf = 0; 306. 307. /* stunned monsters get un-stunned with larger probability */ 308. if(mtmp->mstun && !rn2(10)) mtmp->mstun = 0; 309. 310. /* some monsters teleport */ 311. if(mtmp->mflee && !rn2(40) && can_teleport(mdat) && !mtmp->iswiz) { 312. rloc(mtmp); 313. return(0); 314. } 315. if(mdat->msound == MS_SHRIEK && !um_dist(mtmp->mx, mtmp->my, 1)) 316. m_respond(mtmp); 317. if(mdat->mmove < rnd(6)) return(0); 318. 319. /* fleeing monsters might regain courage */ 320. if(mtmp->mflee && !mtmp->mfleetim 321. && mtmp->mhp == mtmp->mhpmax && !rn2(25)) mtmp->mflee = 0; 322. 323. set_apparxy(mtmp); 324. /* Must be done after you move and before the monster does. The 325. * set_apparxy() call in m_move() doesn't suffice since the variables 326. * inrange, etc. all depend on stuff set by set_apparxy(). 327. */ 328. 329. /* Monsters that want to acquire things */ 330. /* may teleport, so do it before inrange is set */ 331. if(is_covetous(mtmp->data)) (void) tactics(mtmp); 332. 333. /* check distance and scariness of attacks */ 334. distfleeck(mtmp,&inrange,&nearby,&scared); 335. 336. #ifdef MUSE 337. if(find_defensive(mtmp)) { 338. if (use_defensive(mtmp) != 0) 339. return 1; 340. } else if(find_misc(mtmp)) { 341. if (use_misc(mtmp) != 0) 342. return 1; 343. } 344. #endif 345. 346. /* Demonic Blackmail! */ 347. if(nearby && mdat->msound == MS_BRIBE && 348. mtmp->mpeaceful && !mtmp->mtame) { 349. if (mtmp->mux != u.ux || mtmp->muy != u.uy) { 350. pline("%s whispers something to thin air.", 351. cansee(mtmp->mux, mtmp->muy) ? Monnam(mtmp) : "It"); 352. #ifdef POLYSELF 353. if (is_demon(uasmon)) rloc(mtmp); 354. /* "Good hunting, brother" */ 355. else { 356. #endif 357. mtmp->minvis = 0; 358. /* Why? For the same reason in real demon talk */ 359. pline("%s gets angry.", Amonnam(mtmp)); 360. mtmp->mpeaceful = 0; 361. /* since no way is an image going to pay it off */ 362. #ifdef POLYSELF 363. } 364. #endif 365. } else if(demon_talk(mtmp)) return(1); /* you paid it off */ 366. } 367. 368. if (mdat == &mons[PM_MIND_FLAYER] && !rn2(20)) { 369. struct monst *m2, *nmon = (struct monst *)0; 370. 371. if (canseemon(mtmp)) 372. pline("%s concentrates.", Monnam(mtmp)); 373. if (distu(mtmp->mx, mtmp->my) > BOLT_LIM * BOLT_LIM) { 374. You("sense a faint wave of psychic energy."); 375. goto toofar; 376. } 377. You("sense a wave of psychic energy pouring over you!"); 378. if (mtmp->mpeaceful && 379. (!Conflict || resist(mtmp, RING_CLASS, 0, 0))) 380. pline("It seems quite soothing."); 381. else { 382. register boolean m_sen = sensemon(mtmp); 383. 384. if (m_sen || (Telepat && rn2(2)) || !rn2(10)) { 385. int dmg; 386. pline("It locks in on your %s!", 387. m_sen ? "telepathy" : 388. Telepat ? "latent telepathy" : "mind"); 389. dmg = rnd(15); 390. if (Half_spell_damage) dmg = (dmg+1) / 2; 391. losehp(dmg, "psychic blast", KILLED_BY_AN); 392. } 393. } 394. for(m2=fmon; m2; m2 = nmon) { 395. nmon = m2->nmon; 396. if (m2->mpeaceful != mtmp->mpeaceful) continue; 397. if (mindless(m2->data)) continue; 398. if (m2 == mtmp) continue; 399. if ((telepathic(m2->data) && 400. (rn2(2) || m2->mblinded)) || !rn2(10)) { 401. if (cansee(m2->mx, m2->my)) 402. pline("It locks in on %s.", mon_nam(m2)); 403. m2->mhp -= rnd(15); 404. if (m2->mhp <= 0) 405. monkilled(m2, "", AD_DRIN); 406. } 407. } 408. } 409. toofar: 410. #ifdef MUSE 411. /* If monster is nearby you, and has to wield a weapon, do so. This 412. * costs the monster a move, of course. 413. */ 414. if((!mtmp->mpeaceful || Conflict) && inrange && 415. dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= 8 416. && attacktype(mdat, AT_WEAP)) { 417. if (mtmp->weapon_check == NEED_WEAPON || !MON_WEP(mtmp)) { 418. mtmp->weapon_check = NEED_HTH_WEAPON; 419. if (mon_wield_item(mtmp) != 0) return(0); 420. } 421. } 422. #endif 423. /* Now the actual movement phase */ 424. 425. if(!nearby || mtmp->mflee || scared || 426. mtmp->mconf || mtmp->mstun || (mtmp->minvis && !rn2(3)) || 427. (mdat->mlet == S_LEPRECHAUN && !u.ugold && (mtmp->mgold || rn2(2))) || 428. (is_wanderer(mdat) && !rn2(4)) || (Conflict && !mtmp->iswiz) || 429. (!mtmp->mcansee && !rn2(4)) || mtmp->mpeaceful) { 430. 431. tmp = m_move(mtmp, 0); 432. distfleeck(mtmp,&inrange,&nearby,&scared); /* recalc */ 433. 434. switch (tmp) { 435. 436. case 0: /* no movement, but it can still attack you */ 437. case 3: /* absolutely no movement */ 438. /* for pets, case 0 and 3 are equivalent */ 439. /* During hallucination, monster appearance should 440. * still change - even if it doesn't move. 441. */ 442. if(Hallucination) newsym(mtmp->mx,mtmp->my); 443. break; 444. case 1: /* monster moved */ 445. /* Maybe it stepped on a trap and fell asleep... */ 446. if(mtmp->msleep || !mtmp->mcanmove) return(0); 447. if(!nearby && ranged_attk(mdat)) break; 448. else if(mdat->mmove <= 12) { 449. /* a monster that's digesting you can move at the 450. * same time -dlc 451. */ 452. if(u.uswallow && mtmp == u.ustuck) 453. return(mattacku(mtmp)); 454. return(0); 455. } 456. break; 457. case 2: /* monster died */ 458. return(1); 459. } 460. } 461. 462. /* Now, attack the player if possible - one attack set per monst */ 463. 464. if (!mtmp->mpeaceful || 465. (Conflict && !resist(mtmp, RING_CLASS, 0, 0))) { 466. if(inrange && !noattacks(mdat) && u.uhp > 0 && !scared && tmp != 3) 467. if(mattacku(mtmp)) return(1); /* monster died (e.g. exploded) */ 468. 469. if(mtmp->wormno) wormhitu(mtmp); 470. } 471. #ifdef MULDGN 472. /* special speeches for quest monsters */ 473. if(!mtmp->msleep && mtmp->mcanmove && nearby) 474. quest_talk(mtmp); 475. else 476. #endif 477. /* extra emotional attack for vile monsters */ 478. if(inrange && mtmp->data->msound == MS_CUSS && !mtmp->mpeaceful && 479. couldsee(mtmp->mx, mtmp->my) && !mtmp->minvis && !rn2(5)) 480. cuss(mtmp); 481. 482. /* extra movement for fast monsters */ 483. if(mdat->mmove-12 > rnd(12)) tmp = m_move(mtmp, 1); 484. return(tmp == 2); 485. } 486. 487. static const char NEARDATA practical[] = { WEAPON_CLASS, ARMOR_CLASS, GEM_CLASS, FOOD_CLASS, 0 }; 488. static const char NEARDATA magical[] = { 489. AMULET_CLASS, POTION_CLASS, SCROLL_CLASS, WAND_CLASS, RING_CLASS, 490. SPBOOK_CLASS, 0 }; 491. static const char NEARDATA indigestion[] = { BALL_CLASS, ROCK_CLASS, 0 }; 492. 493. #ifdef POLYSELF 494. boolean 495. itsstuck(mtmp) 496. register struct monst *mtmp; 497. { 498. if (sticks(uasmon) && mtmp==u.ustuck && !u.uswallow) { 499. pline("%s cannot escape from you!", Monnam(mtmp)); 500. return(TRUE); 501. } 502. return(FALSE); 503. } 504. #endif 505. 506. int 507. m_move(mtmp, after) 508. register struct monst *mtmp; 509. register int after; 510. { 511. register int appr; 512. xchar gx,gy,nix,niy,chcnt; 513. int chi; /* could be schar except for stupid Sun-2 compiler */ 514. boolean likegold=0, likegems=0, likeobjs=0, likemagic=0, conceals=0; 515. boolean likerock=0, can_tunnel=0; 516. boolean can_open=0, can_unlock=0, doorbuster=0; 517. #ifdef MUSE 518. boolean uses_items=0; 519. #endif 520. struct permonst *ptr; 521. schar mmoved = 0; /* not strictly nec.: chi >= 0 will do */ 522. long info[9]; 523. long flag; 524. int omx = mtmp->mx, omy = mtmp->my; 525. #ifdef MUSE 526. struct obj *mw_tmp; 527. #endif 528. 529. if(mtmp->mtrapped) { 530. int i = mintrap(mtmp); 531. if(i >= 2) { newsym(mtmp->mx,mtmp->my); return(2); }/* it died */ 532. if(i == 1) return(0); /* still in trap, so didn't move */ 533. } 534. ptr = mtmp->data; /* mintrap() can change mtmp->data -dlc */ 535. if(hides_under(ptr) && OBJ_AT(mtmp->mx, mtmp->my) && rn2(10)) 536. return(0); /* do not leave hiding place */ 537. if(mtmp->meating) { 538. mtmp->meating--; 539. return(3); /* still eating */ 540. } 541. 542. set_apparxy(mtmp); 543. /* where does mtmp think you are? */ 544. /* Not necessary if m_move called from this file, but necessary in 545. * other calls of m_move (ex. leprechauns dodging) 546. */ 547. can_tunnel = tunnels(ptr) && 548. #ifdef REINCARNATION 549. !Is_rogue_level(&u.uz) && 550. #endif 551. #ifdef MUSE 552. (!needspick(ptr) || 553. (m_carrying(mtmp, PICK_AXE) && 554. (mtmp->weapon_check != NO_WEAPON_WANTED || 555. !(mw_tmp = MON_WEP(mtmp)) || mw_tmp->otyp == PICK_AXE))); 556. #else 557. (!needspick(ptr) || m_carrying(mtmp, PICK_AXE)); 558. #endif 559. can_open = !(nohands(ptr) || verysmall(ptr)); 560. can_unlock = ((can_open && m_carrying(mtmp, SKELETON_KEY)) || mtmp->iswiz); 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 = (xchar)((mtmp->mstrategy >> 16) & 0xff), 588. ty = (xchar)((mtmp->mstrategy >> 8) & 0xff); 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. if(mattackm(mtmp, intruder) == 2) return(2); 598. mmoved = 1; 599. } else mmoved = 0; 600. goto postmov; 601. } 602. 603. /* and for the priest */ 604. if(mtmp->ispriest) { 605. mmoved = pri_move(mtmp); 606. if(mmoved == -2) return(2); 607. if(mmoved >= 0) goto postmov; 608. mmoved = 0; 609. } 610. 611. #ifdef MAIL 612. if(ptr == &mons[PM_MAIL_DAEMON]) { 613. if(flags.soundok && canseemon(mtmp)) 614. verbalize("I'm late!"); 615. mongone(mtmp); 616. return(2); 617. } 618. #endif 619. 620. /* teleport if that lies in our nature */ 621. if(ptr == &mons[PM_TENGU] && !rn2(5) && !mtmp->mcan) { 622. if(mtmp->mhp < 7 || mtmp->mpeaceful || rn2(2)) 623. rloc(mtmp); 624. else 625. mnexto(mtmp); 626. mmoved = 1; 627. goto postmov; 628. } 629. not_special: 630. if(u.uswallow && !mtmp->mflee && u.ustuck != mtmp) return(1); 631. appr = 1; 632. omx = mtmp->mx; 633. omy = mtmp->my; 634. gx = mtmp->mux; 635. gy = mtmp->muy; 636. if(mtmp->mflee) appr = -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)) || 647. #ifdef POLYSELF 648. (u.usym == S_MIMIC_DEF) || u.uundetected || 649. #endif 650. (mtmp->mpeaceful && !mtmp->isshk) || /* allow shks to follow */ 651. ((ptr->mlet == S_STALKER || ptr->mlet == S_BAT || 652. ptr->mlet == S_LIGHT) && !rn2(3))) 653. appr = 0; 654. 655. if(monsndx(ptr) == PM_LEPRECHAUN && (appr == 1) && 656. (mtmp->mgold > u.ugold)) 657. appr = -1; 658. 659. if (!should_see && can_track(ptr)) { 660. register coord *cp; 661. 662. cp = gettrack(omx,omy); 663. if (cp) { 664. gx = cp->x; 665. gy = cp->y; 666. } 667. } 668. } 669. 670. #ifdef REINCARNATION 671. if (!Is_rogue_level(&u.uz)) 672. #endif 673. { 674. register int pctload = (curr_mon_load(mtmp) * 100) / 675. max_mon_load(mtmp); 676. 677. /* look for gold or jewels nearby */ 678. likegold = (likes_gold(ptr) && pctload < 95); 679. likegems = (likes_gems(ptr) && pctload < 85); 680. #ifdef MUSE 681. uses_items = (!mindless(ptr) && !is_animal(ptr) 682. && pctload < 75); 683. #endif 684. likeobjs = (likes_objs(ptr) && pctload < 75); 685. likemagic = (likes_magic(ptr) && pctload < 85); 686. likerock = (throws_rocks(ptr) && pctload < 50); 687. conceals = hides_under(ptr); 688. } 689. 690. #define SQSRCHRADIUS 5 691. 692. { register int minr = SQSRCHRADIUS; /* not too far away */ 693. register struct obj *otmp; 694. register int xx, yy; 695. int oomx, oomy, lmx, lmy; 696. 697. /* cut down the search radius if it thinks character is closer. */ 698. if(distmin(mtmp->mux, mtmp->muy, omx, omy) < SQSRCHRADIUS && 699. !mtmp->mpeaceful) minr--; 700. /* guards shouldn't get too distracted */ 701. if(!mtmp->mpeaceful && is_mercenary(ptr)) minr = 1; 702. 703. if((likegold || likegems || likeobjs || likemagic || likerock || conceals) 704. && (!*in_rooms(omx, omy, SHOPBASE) || (!rn2(25) && !mtmp->isshk))) { 705. look_for_obj: 706. oomx = min(COLNO-1, omx+minr); 707. oomy = min(ROWNO-1, omy+minr); 708. lmx = max(1, omx-minr); 709. lmy = max(0, omy-minr); 710. for(otmp = fobj; otmp; otmp = otmp->nobj) { 711. xx = otmp->ox; 712. yy = otmp->oy; 713. if(xx >= lmx && xx <= oomx && yy >= lmy && yy <= oomy) { 714. if(((likegold && otmp->otyp == GOLD_PIECE) || 715. (likeobjs && index(practical, otmp->oclass)) || 716. (likemagic && index(magical, otmp->oclass)) || 717. #ifdef MUSE 718. (uses_items && searches_for_item(mtmp, otmp)) || 719. #endif 720. (likerock && otmp->otyp == BOULDER) || 721. (likegems && otmp->oclass == GEM_CLASS && 722. objects[otmp->otyp].oc_material != MINERAL) || 723. (conceals && !cansee(otmp->ox,otmp->oy)) || 724. (ptr == &mons[PM_GELATINOUS_CUBE] && 725. !index(indigestion, otmp->oclass) && 726. !(otmp->otyp == CORPSE && 727. otmp->corpsenm == PM_COCKATRICE)) 728. ) && touch_artifact(otmp,mtmp)) { 729. if(can_carry(mtmp,otmp) && 730. (throws_rocks(ptr) || 731. !sobj_at(BOULDER,xx,yy)) && 732. (ptr->mlet != S_UNICORN || 733. objects[otmp->otyp].oc_material == GEMSTONE)) { 734. minr = distmin(omx,omy,xx,yy); 735. oomx = min(COLNO-1, omx+minr); 736. oomy = min(ROWNO-1, omy+minr); 737. lmx = max(1, omx-minr); 738. lmy = max(0, omy-minr); 739. gx = otmp->ox; 740. gy = otmp->oy; 741. } 742. } 743. } 744. } 745. } else if(likegold) { 746. /* don't try to pick up anything else, but use the same loop */ 747. #ifdef MUSE 748. uses_items = 749. #endif 750. likegems = likeobjs = likemagic = likerock = conceals = 0; 751. goto look_for_obj; 752. } 753. 754. if(minr < SQSRCHRADIUS && appr == -1) { 755. if(distmin(omx,omy,mtmp->mux,mtmp->muy) <= 3) { 756. gx = mtmp->mux; 757. gy = mtmp->muy; 758. } else 759. appr = 1; 760. } 761. } 762. nix = omx; 763. niy = omy; 764. flag = ALLOW_TRAPS; 765. if (mtmp->mpeaceful && (!Conflict || resist(mtmp, RING_CLASS, 0, 0))) 766. flag |= (ALLOW_SANCT | ALLOW_SSM); 767. else flag |= ALLOW_U; 768. if (ptr->mlet == S_UNICORN) flag |= NOTONL; 769. if (passes_walls(ptr)) flag |= (ALLOW_WALL | ALLOW_ROCK); 770. if (can_tunnel) flag |= ALLOW_DIG; 771. if (is_human(ptr) || ptr == &mons[PM_MINOTAUR]) flag |= ALLOW_SSM; 772. if (is_undead(ptr)) flag |= NOGARLIC; 773. if (throws_rocks(ptr)) flag |= ALLOW_ROCK; 774. if (can_open) flag |= OPENDOOR; 775. if (can_unlock) flag |= UNLOCKDOOR; 776. if (doorbuster) flag |= BUSTDOOR; 777. { 778. register int i, j, nx, ny, nearer; 779. int jcnt, cnt; 780. int ndist, nidist; 781. register coord *mtrk; 782. coord poss[9]; 783. 784. cnt = mfndpos(mtmp, poss, info, flag); 785. chcnt = 0; 786. jcnt = min(MTSZ, cnt-1); 787. chi = -1; 788. nidist = dist2(nix,niy,gx,gy); 789. /* allow monsters be shortsighted on some levels for balance */ 790. if(!mtmp->mpeaceful && level.flags.shortsighted && 791. nidist > (couldsee(nix,niy) ? 144 : 36) && appr == 1) appr = 0; 792. 793. for(i=0; i < cnt; i++) { 794. nx = poss[i].x; 795. ny = poss[i].y; 796. 797. if (appr != 0) { 798. mtrk = &mtmp->mtrack[0]; 799. for(j=0; j < jcnt; mtrk++, j++) 800. if(nx == mtrk->x && ny == mtrk->y) 801. if(rn2(4*(cnt-j))) 802. goto nxti; 803. } 804. 805. nearer = ((ndist = dist2(nx,ny,gx,gy)) < nidist); 806. 807. if((appr == 1 && nearer) || (appr == -1 && !nearer) || 808. (!appr && !rn2(++chcnt)) || !mmoved) { 809. nix = nx; 810. niy = ny; 811. nidist = ndist; 812. chi = i; 813. mmoved = 1; 814. } 815. nxti: ; 816. } 817. } 818. 819. if(mmoved) { 820. register int j; 821. #ifdef POLYSELF 822. if (mmoved==1 && (u.ux != nix || u.uy != niy) && itsstuck(mtmp)) 823. return(3); 824. #endif 825. #ifdef MUSE 826. if (mmoved==1 && can_tunnel && needspick(ptr) && 827. (!(mw_tmp = MON_WEP(mtmp)) || mw_tmp->otyp != PICK_AXE)) { 828. mtmp->weapon_check = NEED_PICK_AXE; 829. (void)mon_wield_item(mtmp); 830. } 831. #endif 832. /* If ALLOW_U is set, either it's trying to attack you, or it 833. * thinks it is. In either case, attack this spot in preference to 834. * all others. 835. */ 836. if(info[chi] & ALLOW_U) { 837. nix = mtmp->mux; 838. niy = mtmp->muy; 839. } 840. if (nix == u.ux && niy == u.uy) { 841. mtmp->mux = u.ux; 842. mtmp->muy = u.uy; 843. return(0); 844. } 845. /* The monster may attack another based on 1 of 2 conditions: 846. * 1 - It may be confused. 847. * 2 - It may mistake the monster for your (displaced) image. 848. * Pets get taken care of above and shouldn't reach this code. 849. * Conflict gets handled even farther away (movemon()). 850. */ 851. if((info[chi] & ALLOW_M) || 852. (nix == mtmp->mux && niy == mtmp->muy)) { 853. struct monst *mtmp2; 854. int stat; 855. mtmp2 = m_at(nix,niy); 856. 857. stat = mattackm(mtmp, mtmp2); 858. 859. if (stat & MM_AGR_DIED) /* aggressor died */ 860. return 2; 861. 862. if ((stat & MM_HIT) && !(stat & MM_DEF_DIED) && 863. rn2(4) && mtmp2->mlstmv != monstermoves) { 864. stat = mattackm(mtmp2, mtmp); /* return attack */ 865. if (stat & MM_DEF_DIED) 866. return 2; 867. } 868. return 3; 869. } 870. 871. remove_monster(omx, omy); 872. place_monster(mtmp, nix, niy); 873. for(j = MTSZ-1; j > 0; j--) 874. mtmp->mtrack[j] = mtmp->mtrack[j-1]; 875. mtmp->mtrack[0].x = omx; 876. mtmp->mtrack[0].y = omy; 877. /* Place a segment at the old position. */ 878. if (mtmp->wormno) worm_move(mtmp); 879. } else { 880. if(ptr->mlet == S_UNICORN && rn2(2)) { 881. rloc(mtmp); 882. return(1); 883. } 884. if(mtmp->wormno) worm_nomove(mtmp); 885. } 886. postmov: 887. if(mmoved == 1) { 888. boolean canseeit = cansee(mtmp->mx, mtmp->my); 889. boolean abstain = (mtmp->mpeaceful && !mtmp->mtame); 890. 891. newsym(omx,omy); /* update the old position */ 892. if (mintrap(mtmp) >= 2) { 893. if(mtmp->mx) newsym(mtmp->mx,mtmp->my); 894. return(2); /* it died */ 895. } 896. ptr = mtmp->data; 897. 898. /* open a door, or crash through it, if you can */ 899. if(IS_DOOR(levl[mtmp->mx][mtmp->my].typ) 900. && !passes_walls(ptr) /* doesn't need to open doors */ 901. && !can_tunnel /* taken care of below */ 902. ) { 903. struct rm *here = &levl[mtmp->mx][mtmp->my]; 904. boolean btrapped = (here->doormask & D_TRAPPED); 905. 906. if(here->doormask & (D_LOCKED|D_CLOSED) && amorphous(ptr)) { 907. if (flags.verbose && canseeit) 908. pline("%s %ss under the door.", Monnam(mtmp), 909. (ptr == &mons[PM_FOG_CLOUD] || 910. ptr == &mons[PM_YELLOW_LIGHT]) 911. ? "flow" : "ooze"); 912. } else if(here->doormask & D_LOCKED && can_unlock) { 913. if(btrapped) { 914. here->doormask = D_NODOOR; 915. newsym(mtmp->mx, mtmp->my); 916. unblock_point(mtmp->mx,mtmp->my); /* vision */ 917. if(mb_trapped(mtmp)) return(2); 918. } else { 919. if (flags.verbose) { 920. if (canseeit) 921. You("see a door being unlocked and opened."); 922. else if (flags.soundok) 923. You("hear a door being unlocked and opened."); 924. } 925. here->doormask = D_ISOPEN; 926. /* newsym(mtmp->mx, mtmp->my); */ 927. unblock_point(mtmp->mx,mtmp->my); /* vision */ 928. } 929. } else if (here->doormask == D_CLOSED && can_open) { 930. if(btrapped) { 931. here->doormask = D_NODOOR; 932. newsym(mtmp->mx, mtmp->my); 933. unblock_point(mtmp->mx,mtmp->my); /* vision */ 934. if(mb_trapped(mtmp)) return(2); 935. } else { 936. if (flags.verbose) { 937. if (canseeit) 938. You("see a door being opened."); 939. else if (flags.soundok) 940. You("hear the sound of a door opening."); 941. } 942. here->doormask = D_ISOPEN; 943. /* newsym(mtmp->mx, mtmp->my); */ /* done below */ 944. unblock_point(mtmp->mx,mtmp->my); /* vision */ 945. } 946. } else if (here->doormask & (D_LOCKED|D_CLOSED)) { 947. /* mfndpos guarantees this must be a doorbuster */ 948. if(btrapped) { 949. here->doormask = D_NODOOR; 950. newsym(mtmp->mx, mtmp->my); 951. unblock_point(mtmp->mx,mtmp->my); /* vision */ 952. if(mb_trapped(mtmp)) return(2); 953. } else { 954. if (flags.verbose) { 955. if (canseeit) 956. You("see a door crash open."); 957. else if (flags.soundok) 958. You("hear the sound of a door crashing open."); 959. } 960. if (here->doormask & D_LOCKED && !rn2(2)) 961. here->doormask = D_NODOOR; 962. else here->doormask = D_BROKEN; 963. /* newsym(mtmp->mx, mtmp->my); */ /* done below */ 964. unblock_point(mtmp->mx,mtmp->my); /* vision */ 965. } 966. } 967. } 968. 969. /* possibly dig */ 970. if (can_tunnel && mdig_tunnel(mtmp)) 971. return(2); /* mon died (position already updated) */ 972. 973. /* set also in domove(), hack.c */ 974. if (u.uswallow && mtmp == u.ustuck && 975. (mtmp->mx != omx || mtmp->my != omy)) { 976. /* If the monster moved, then update */ 977. u.ux0 = u.ux; 978. u.uy0 = u.uy; 979. u.ux = mtmp->mx; 980. u.uy = mtmp->my; 981. swallowed(0); 982. } else 983. newsym(mtmp->mx,mtmp->my); 984. 985. if(OBJ_AT(mtmp->mx, mtmp->my) && mtmp->mcanmove) { 986. /* Maybe a rock mole just ate some metal object */ 987. if(metallivorous(ptr)) meatgold(mtmp); 988. 989. if(g_at(mtmp->mx,mtmp->my) && likegold && 990. (!abstain || !rn2(10))) mpickgold(mtmp); 991. 992. /* Maybe a cube ate just about anything */ 993. if(ptr == &mons[PM_GELATINOUS_CUBE]) meatobj(mtmp); 994. 995. if((!abstain || !rn2(10)) && 996. (!*in_rooms(mtmp->mx, mtmp->my, SHOPBASE) || !rn2(25))) { 997. if(likeobjs) mpickstuff(mtmp, practical); 998. if(likemagic) mpickstuff(mtmp, magical); 999. if(likerock || likegems) mpickgems(mtmp); 1000. #ifdef MUSE 1001. if(uses_items) mpickstuff(mtmp, (char *)0); 1002. #endif 1003. } 1004. 1005. if(mtmp->minvis) { 1006. newsym(mtmp->mx, mtmp->my); 1007. if (mtmp->wormno) see_wsegs(mtmp); 1008. } 1009. } 1010. 1011. if(hides_under(ptr)) { 1012. mtmp->mundetected = OBJ_AT(mtmp->mx, mtmp->my); 1013. newsym(mtmp->mx, mtmp->my); 1014. } 1015. } 1016. return(mmoved); 1017. } 1018. 1019. #endif /* OVL0 */ 1020. #ifdef OVL2 1021. 1022. boolean 1023. closed_door(x, y) 1024. register int x, y; 1025. { 1026. return(IS_DOOR(levl[x][y].typ) && 1027. (levl[x][y].doormask & (D_LOCKED | D_CLOSED))); 1028. } 1029. 1030. boolean 1031. accessible(x, y) 1032. register int x, y; 1033. { 1034. return(ACCESSIBLE(levl[x][y].typ) && !closed_door(x, y)); 1035. } 1036. 1037. #endif /* OVL2 */ 1038. #ifdef OVL0 1039. 1040. void 1041. set_apparxy(mtmp) /* where does mtmp think you are standing? */ 1042. register struct monst *mtmp; 1043. { 1044. #define notseen (Invis && !perceives(mtmp->data)) 1045. /* add cases as required. eg. Displacement ... */ 1046. register int disp = (Underwater ? 3 : notseen ? 1 : Displaced ? 2 : 0); 1047. 1048. /* without something like the following, invis. and displ. are too */ 1049. /* powerful. */ 1050. register boolean gotu = 1051. (notseen ? !rn2(3) : Displaced ? !rn2(4) : FALSE); 1052. 1053. /* Monsters which know where you are don't suddenly forget, if you 1054. didn't move away. */ 1055. if (mtmp->mux==u.ux && mtmp->muy==u.uy) gotu = 1; 1056. 1057. /* your dog follows your smell */ 1058. if(!disp || mtmp->mtame || gotu || 1059. /* Monsters touching you know where you are */ 1060. mtmp == u.ustuck || 1061. /* If invisible but not displaced, staying around gets you 'discovered' */ 1062. (!Displaced && u.dx == 0 && u.dy == 0)) { 1063. mtmp->mux = u.ux; 1064. mtmp->muy = u.uy; 1065. } 1066. else do { 1067. mtmp->mux = u.ux - disp + rn2(2*disp+1); 1068. mtmp->muy = u.uy - disp + rn2(2*disp+1); 1069. } while((mtmp->mux != u.ux || mtmp->muy != u.uy) && 1070. ( (!passes_walls(mtmp->data) && 1071. (!ACCESSIBLE(levl[mtmp->mux][mtmp->muy].typ) || 1072. (closed_door(mtmp->mux, mtmp->muy) && 1073. !amorphous(mtmp->data) 1074. ) 1075. ) 1076. ) || 1077. (disp==1 && mtmp->mux == mtmp->mx && mtmp->muy == mtmp->my) 1078. ) 1079. ); 1080. } 1081. 1082. #endif /* OVL0 */ 1083. 1084. /*monmove.c*/