Source:NetHack 3.3.0/monmove.c

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Below is the full text to monmove.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/monmove.c#line123]], for example.

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

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1.    /*	SCCS Id: @(#)monmove.c	3.3	1999/12/03	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #include "hack.h"
6.    #include "mfndpos.h"
7.    #include "artifact.h"
8.    
9.    extern boolean notonhead;
10.   
11.   #ifdef OVL0
12.   
13.   STATIC_DCL int FDECL(disturb,(struct monst *));
14.   STATIC_DCL void FDECL(distfleeck,(struct monst *,int *,int *,int *));
15.   STATIC_DCL int FDECL(m_arrival, (struct monst *));
16.   STATIC_DCL void FDECL(watch_on_duty,(struct monst *));
17.   
18.   #endif /* OVL0 */
19.   #ifdef OVLB
20.   
21.   boolean /* TRUE : mtmp died */
22.   mb_trapped(mtmp)
23.   register struct monst *mtmp;
24.   {
25.   	if (flags.verbose) {
26.   	    if (cansee(mtmp->mx, mtmp->my))
27.   		pline("KABOOM!!  You see a door explode.");
28.   	    else if (flags.soundok)
29.   		You_hear("a distant explosion.");
30.   	}
31.   	wake_nearto(mtmp->mx, mtmp->my, 7*7);
32.   	mtmp->mstun = 1;
33.   	mtmp->mhp -= rnd(15);
34.   	if(mtmp->mhp <= 0) {
35.   		mondied(mtmp);
36.   		if (mtmp->mhp > 0) /* lifesaved */
37.   			return(FALSE);
38.   		else
39.   			return(TRUE);
40.   	}
41.   	return(FALSE);
42.   }
43.   
44.   #endif /* OVLB */
45.   #ifdef OVL0
46.   
47.   STATIC_OVL void
48.   watch_on_duty(mtmp)
49.   register struct monst *mtmp;
50.   {
51.   	register s_level *slev = Is_special(&u.uz);
52.   	int	x, y;
53.   
54.   	if(slev && slev->flags.town && mtmp->mpeaceful &&
55.   	   mtmp->mcansee && m_canseeu(mtmp) && !rn2(3)) {
56.   
57.   	    if(picking_lock(&x, &y) && IS_DOOR(levl[x][y].typ) &&
58.   	       (levl[x][y].doormask & D_LOCKED)) {
59.   
60.   		if(couldsee(mtmp->mx, mtmp->my)) {
61.   
62.   		  pline("%s yells:", Amonnam(mtmp));
63.   		  if(levl[x][y].looted & D_WARNED) {
64.   			verbalize("Halt, thief!  You're under arrest!");
65.   			(void) angry_guards(!(flags.soundok));
66.   		  } else {
67.   			verbalize("Hey, stop picking that lock!");
68.   			levl[x][y].looted |=  D_WARNED;
69.   		  }
70.   		  stop_occupation();
71.   		}
72.   	    }
73.   	}
74.   }
75.   
76.   #endif /* OVL0 */
77.   #ifdef OVL1
78.   
79.   int
80.   dochugw(mtmp)
81.   	register struct monst *mtmp;
82.   {
83.   	register int x = mtmp->mx, y = mtmp->my;
84.   	boolean already_saw_mon = !occupation ? 0 : canspotmon(mtmp);
85.   	int rd = dochug(mtmp);
86.   	int dd;
87.   
88.   	if(Warning && !rd && !mtmp->mpeaceful &&
89.   			(dd = distu(mtmp->mx,mtmp->my)) < distu(x,y) &&
90.   			dd < 100 && !canseemon(mtmp)) {
91.   	    /* Note: this assumes we only want to warn against the monster to
92.   	     * which the weapon does extra damage, as there is no "monster
93.   	     * which the weapon warns against" field.
94.   	     */
95.   	    if (spec_ability(uwep, SPFX_WARN) && spec_dbon(uwep, mtmp, 1))
96.   		warnlevel = 100;
97.   	    else if ((int) (mtmp->m_lev / 4) > warnlevel)
98.   		warnlevel = (mtmp->m_lev / 4);
99.   	}
100.  
101.  	/* a similar check is in monster_nearby() in hack.c */
102.  	/* check whether hero notices monster and stops current activity */
103.  	if (occupation && !rd && !Confusion &&
104.  	    (!mtmp->mpeaceful || Hallucination) &&
105.  	    /* it's close enough to be a threat */
106.  	    distu(mtmp->mx,mtmp->my) <= (BOLT_LIM+1)*(BOLT_LIM+1) &&
107.  	    /* and either couldn't see it before, or it was too far away */
108.  	    (!already_saw_mon || !couldsee(x,y) ||
109.  		distu(x,y) > (BOLT_LIM+1)*(BOLT_LIM+1)) &&
110.  	    /* can see it now, or sense it and would normally see it */
111.  	    (canseemon(mtmp) ||
112.  		(sensemon(mtmp) && couldsee(mtmp->mx,mtmp->my))) &&
113.  	    !noattacks(mtmp->data) && !onscary(u.ux, u.uy, mtmp))
114.  		stop_occupation();
115.  
116.  	return(rd);
117.  }
118.  
119.  #endif /* OVL1 */
120.  #ifdef OVL2
121.  
122.  boolean
123.  onscary(x, y, mtmp)
124.  int x, y;
125.  struct monst *mtmp;
126.  {
127.  	if (mtmp->isshk || mtmp->isgd || mtmp->iswiz || !mtmp->mcansee ||
128.  			mtmp->mpeaceful || mtmp->data->mlet == S_HUMAN ||
129.  			is_lminion(mtmp->data) || is_rider(mtmp->data) ||
130.  			mtmp->data == &mons[PM_MINOTAUR])
131.  		return(FALSE);
132.  
133.  	return (boolean)(sobj_at(SCR_SCARE_MONSTER, x, y)
134.  #ifdef ELBERETH
135.  			 || sengr_at("Elbereth", x, y)
136.  #endif
137.  			 || (mtmp->data->mlet == S_VAMPIRE
138.  			     && IS_ALTAR(levl[x][y].typ)));
139.  }
140.  
141.  #endif /* OVL2 */
142.  #ifdef OVL0
143.  
144.  /* regenerate lost hit points */
145.  void
146.  mon_regen(mon, digest_meal)
147.  struct monst *mon;
148.  boolean digest_meal;
149.  {
150.  	if (mon->mhp < mon->mhpmax &&
151.  	    (moves % 20 == 0 || regenerates(mon->data))) mon->mhp++;
152.  	if (mon->mspec_used) mon->mspec_used--;
153.  	if (digest_meal) {
154.  	    if (mon->meating) mon->meating--;
155.  	}
156.  }
157.  
158.  /*
159.   * Possibly awaken the given monster.  Return a 1 if the monster has been
160.   * jolted awake.
161.   */
162.  STATIC_OVL int
163.  disturb(mtmp)
164.  	register struct monst *mtmp;
165.  {
166.  	/*
167.  	 * + Ettins are hard to surprise.
168.  	 * + Nymphs, jabberwocks, and leprechauns do not easily wake up.
169.  	 *
170.  	 * Wake up if:
171.  	 *	in direct LOS						AND
172.  	 *	within 10 squares					AND
173.  	 *	not stealthy or (mon is an ettin and 9/10)		AND
174.  	 *	(mon is not a nymph, jabberwock, or leprechaun) or 1/50	AND
175.  	 *	Aggravate or mon is (dog or human) or
176.  	 *	    (1/7 and mon is not mimicing furniture or object)
177.  	 */
178.  	if(couldsee(mtmp->mx,mtmp->my) &&
179.  		distu(mtmp->mx,mtmp->my) <= 100 &&
180.  		(!Stealth || (mtmp->data == &mons[PM_ETTIN] && rn2(10))) &&
181.  		(!(mtmp->data->mlet == S_NYMPH
182.  			|| mtmp->data == &mons[PM_JABBERWOCK]
183.  #if 0	/* DEFERRED */
184.  			|| mtmp->data == &mons[PM_VORPAL_JABBERWOCK]
185.  #endif
186.  			|| mtmp->data->mlet == S_LEPRECHAUN) || !rn2(50)) &&
187.  		(Aggravate_monster
188.  			|| (mtmp->data->mlet == S_DOG ||
189.  				mtmp->data->mlet == S_HUMAN)
190.  			|| (!rn2(7) && mtmp->m_ap_type != M_AP_FURNITURE &&
191.  				mtmp->m_ap_type != M_AP_OBJECT) )) {
192.  		mtmp->msleeping = 0;
193.  		return(1);
194.  	}
195.  	return(0);
196.  }
197.  
198.  STATIC_OVL void
199.  distfleeck(mtmp,inrange,nearby,scared)
200.  register struct monst *mtmp;
201.  int *inrange, *nearby, *scared;
202.  {
203.  	int seescaryx, seescaryy;
204.  
205.  	*inrange = (dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <=
206.  							(BOLT_LIM * BOLT_LIM));
207.  	*nearby = *inrange && monnear(mtmp, mtmp->mux, mtmp->muy);
208.  
209.  	/* Note: if your image is displaced, the monster sees the Elbereth
210.  	 * at your displaced position, thus never attacking your displaced
211.  	 * position, but possibly attacking you by accident.  If you are
212.  	 * invisible, it sees the Elbereth at your real position, thus never
213.  	 * running into you by accident but possibly attacking the spot
214.  	 * where it guesses you are.
215.  	 */
216.  	if (!mtmp->mcansee || (Invis && !perceives(mtmp->data))) {
217.  		seescaryx = mtmp->mux;
218.  		seescaryy = mtmp->muy;
219.  	} else {
220.  		seescaryx = u.ux;
221.  		seescaryy = u.uy;
222.  	}
223.  	*scared = (*nearby && (onscary(seescaryx, seescaryy, mtmp) ||
224.  			       (!mtmp->mpeaceful &&
225.  				    in_your_sanctuary(mtmp, 0, 0))));
226.  
227.  	if(*scared && !mtmp->mflee) {
228.  		if (!sticks(youmonst.data))
229.  			unstuck(mtmp);	/* monster lets go when fleeing */
230.  		mtmp->mflee = 1;
231.  #ifdef STUPID
232.  		if (rn2(7))
233.  		    mtmp->mfleetim = rnd(10);
234.  		else
235.  		    mtmp->mfleetim = rnd(100);
236.  #else
237.  		mtmp->mfleetim = rnd(rn2(7) ? 10 : 100);
238.  #endif
239.  	}
240.  
241.  }
242.  
243.  /* perform a special one-time action for a monster; returns -1 if nothing
244.     special happened, 0 if monster uses up its turn, 1 if monster is killed */
245.  STATIC_OVL int
246.  m_arrival(mon)
247.  struct monst *mon;
248.  {
249.  	mon->mstrategy &= ~STRAT_ARRIVE;	/* always reset */
250.  
251.  	return -1;
252.  }
253.  
254.  /* returns 1 if monster died moving, 0 otherwise */
255.  /* The whole dochugw/m_move/distfleeck/mfndpos section is serious spaghetti
256.   * code. --KAA
257.   */
258.  int
259.  dochug(mtmp)
260.  register struct monst *mtmp;
261.  {
262.  	register struct permonst *mdat;
263.  	register int tmp=0;
264.  	int inrange, nearby, scared;
265.  
266.  /*	Pre-movement adjustments	*/
267.  
268.  	if(mtmp->cham && !rn2(6))	/* polymorph chameleons */
269.  	    (void) newcham(mtmp, (struct permonst *)0);
270.  
271.  	/* regenerate monsters */
272.  	mon_regen(mtmp, FALSE);
273.  
274.  	/* polymorph lycanthropes */
275.  	were_change(mtmp);
276.  
277.  	mdat = mtmp->data; /* after newcham and were_change */
278.  
279.  	if (mtmp->mstrategy & STRAT_ARRIVE) {
280.  	    int res = m_arrival(mtmp);
281.  	    if (res >= 0) return res;
282.  	}
283.  
284.  	/* check for waitmask status change */
285.  	if ((mtmp->mstrategy & STRAT_WAITFORU) &&
286.  		(m_canseeu(mtmp) || mtmp->mhp < mtmp->mhpmax))
287.  	    mtmp->mstrategy &= ~STRAT_WAITFORU;
288.  
289.  	/* update quest status flags */
290.  	quest_stat_check(mtmp);
291.  
292.  	if (!mtmp->mcanmove || (mtmp->mstrategy & STRAT_WAITMASK)) {
293.  	    if (Hallucination) newsym(mtmp->mx,mtmp->my);
294.  	    if (mtmp->mcanmove && (mtmp->mstrategy & STRAT_CLOSE) &&
295.  	       !mtmp->msleeping && monnear(mtmp, u.ux, u.uy))
296.  		quest_talk(mtmp);	/* give the leaders a chance to speak */
297.  	    return(0);	/* other frozen monsters can't do anything */
298.  	}
299.  
300.  	/* there is a chance we will wake it */
301.  	if (mtmp->msleeping && !disturb(mtmp)) {
302.  		if (Hallucination) newsym(mtmp->mx,mtmp->my);
303.  		return(0);
304.  	}
305.  
306.  	/* not frozen or sleeping: wipe out texts written in the dust */
307.  	wipe_engr_at(mtmp->mx, mtmp->my, 1);
308.  
309.  	/* confused monsters get unconfused with small probability */
310.  	if (mtmp->mconf && !rn2(50)) mtmp->mconf = 0;
311.  
312.  	/* stunned monsters get un-stunned with larger probability */
313.  	if (mtmp->mstun && !rn2(10)) mtmp->mstun = 0;
314.  
315.  	/* some monsters teleport */
316.  	if (mtmp->mflee && !rn2(40) && can_teleport(mdat) && !mtmp->iswiz) {
317.  		rloc(mtmp);
318.  		return(0);
319.  	}
320.  	if (mdat->msound == MS_SHRIEK && !um_dist(mtmp->mx, mtmp->my, 1))
321.  	    m_respond(mtmp);
322.  	if (mdat == &mons[PM_MEDUSA] && cansee(mtmp->mx, mtmp->my))
323.  	    m_respond(mtmp);
324.  	if (mtmp->mhp <= 0) return(1); /* m_respond gaze can kill medusa */
325.  
326.  	/* fleeing monsters might regain courage */
327.  	if (mtmp->mflee && !mtmp->mfleetim
328.  	   && mtmp->mhp == mtmp->mhpmax && !rn2(25)) mtmp->mflee = 0;
329.  
330.  	set_apparxy(mtmp);
331.  	/* Must be done after you move and before the monster does.  The
332.  	 * set_apparxy() call in m_move() doesn't suffice since the variables
333.  	 * inrange, etc. all depend on stuff set by set_apparxy().
334.  	 */
335.  
336.  	/* Monsters that want to acquire things */
337.  	/* may teleport, so do it before inrange is set */
338.  	if(is_covetous(mdat)) (void) tactics(mtmp);
339.  
340.  	/* check distance and scariness of attacks */
341.  	distfleeck(mtmp,&inrange,&nearby,&scared);
342.  
343.  	if(find_defensive(mtmp)) {
344.  		if (use_defensive(mtmp) != 0)
345.  			return 1;
346.  	} else if(find_misc(mtmp)) {
347.  		if (use_misc(mtmp) != 0)
348.  			return 1;
349.  	}
350.  
351.  	/* Demonic Blackmail! */
352.  	if(nearby && mdat->msound == MS_BRIBE &&
353.  	   mtmp->mpeaceful && !mtmp->mtame && !u.uswallow) {
354.  		if (mtmp->mux != u.ux || mtmp->muy != u.uy) {
355.  			pline("%s whispers at thin air.",
356.  			    cansee(mtmp->mux, mtmp->muy) ? Monnam(mtmp) : "It");
357.  
358.  			if (is_demon(youmonst.data)) rloc(mtmp);
359.  			  /* "Good hunting, brother" */
360.  			else {
361.  			    mtmp->minvis = mtmp->perminvis = 0;
362.  			    /* Why?  For the same reason in real demon talk */
363.  			    pline("%s gets angry!", Amonnam(mtmp));
364.  			    mtmp->mpeaceful = 0;
365.  			    /* since no way is an image going to pay it off */
366.  			}
367.  		} else if(demon_talk(mtmp)) return(1);	/* you paid it off */
368.  	}
369.  
370.  	/* the watch will look around and see if you are up to no good :-) */
371.  	if (mdat == &mons[PM_WATCHMAN] || mdat == &mons[PM_WATCH_CAPTAIN])
372.  		watch_on_duty(mtmp);
373.  
374.  	else if (is_mind_flayer(mdat) && !rn2(20)) {
375.  		struct monst *m2, *nmon = (struct monst *)0;
376.  
377.  		if (canseemon(mtmp))
378.  			pline("%s concentrates.", Monnam(mtmp));
379.  		if (distu(mtmp->mx, mtmp->my) > BOLT_LIM * BOLT_LIM) {
380.  			You("sense a faint wave of psychic energy.");
381.  			goto toofar;
382.  		}
383.  		pline("A wave of psychic energy pours over you!");
384.  		if (mtmp->mpeaceful &&
385.  		    (!Conflict || resist(mtmp, RING_CLASS, 0, 0)))
386.  			pline("It feels quite soothing.");
387.  		else {
388.  			register boolean m_sen = sensemon(mtmp);
389.  
390.  			if (m_sen || (Blind_telepat && rn2(2)) || !rn2(10)) {
391.  				int dmg;
392.  				pline("It locks on to your %s!",
393.  					m_sen ? "telepathy" :
394.  					Blind_telepat ? "latent telepathy" : "mind");
395.  				dmg = rnd(15);
396.  				if (Half_spell_damage) dmg = (dmg+1) / 2;
397.  				losehp(dmg, "psychic blast", KILLED_BY_AN);
398.  			}
399.  		}
400.  		for(m2=fmon; m2; m2 = nmon) {
401.  			nmon = m2->nmon;
402.  			if (m2->mpeaceful != mtmp->mpeaceful) continue;
403.  			if (mindless(m2->data)) continue;
404.  			if (m2 == mtmp) continue;
405.  			if ((telepathic(m2->data) &&
406.  			    (rn2(2) || m2->mblinded)) || !rn2(10)) {
407.  				if (cansee(m2->mx, m2->my))
408.  				    pline("It locks on to %s.", mon_nam(m2));
409.  				m2->mhp -= rnd(15);
410.  				if (m2->mhp <= 0)
411.  				    monkilled(m2, "", AD_DRIN);
412.  			}
413.  		}
414.  	}
415.  toofar:
416.  	/* If monster is nearby you, and has to wield a weapon, do so.   This
417.  	 * costs the monster a move, of course.
418.  	 */
419.  	if((!mtmp->mpeaceful || Conflict) && inrange &&
420.  	   dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= 8
421.  	   && attacktype(mdat, AT_WEAP)) {
422.  	    if (mtmp->weapon_check == NEED_WEAPON || !MON_WEP(mtmp)) {
423.  		mtmp->weapon_check = NEED_HTH_WEAPON;
424.  		if (mon_wield_item(mtmp) != 0) return(0);
425.  	    }
426.  	}
427.  
428.  /*	Now the actual movement phase	*/
429.  
430.  	if(!nearby || mtmp->mflee || scared ||
431.  	   mtmp->mconf || mtmp->mstun || (mtmp->minvis && !rn2(3)) ||
432.  	   (mdat->mlet == S_LEPRECHAUN && !u.ugold && (mtmp->mgold || rn2(2))) ||
433.  	   (is_wanderer(mdat) && !rn2(4)) || (Conflict && !mtmp->iswiz) ||
434.  	   (!mtmp->mcansee && !rn2(4)) || mtmp->mpeaceful) {
435.  
436.  		tmp = m_move(mtmp, 0);
437.  		distfleeck(mtmp,&inrange,&nearby,&scared);	/* recalc */
438.  
439.  		switch (tmp) {
440.  		    case 0:	/* no movement, but it can still attack you */
441.  		    case 3:	/* absolutely no movement */
442.  				/* for pets, case 0 and 3 are equivalent */
443.  			/* During hallucination, monster appearance should
444.  			 * still change - even if it doesn't move.
445.  			 */
446.  			if(Hallucination) newsym(mtmp->mx,mtmp->my);
447.  			break;
448.  		    case 1:	/* monster moved */
449.  			/* Maybe it stepped on a trap and fell asleep... */
450.  			if (mtmp->msleeping || !mtmp->mcanmove) return(0);
451.  			if(!nearby &&
452.  			  (ranged_attk(mdat) || find_offensive(mtmp)))
453.  			    break;
454.   			else if(u.uswallow && mtmp == u.ustuck) {
455.  			    /* a monster that's digesting you can move at the
456.  			     * same time -dlc
457.  			     */
458.  			    return(mattacku(mtmp));
459.  			} else
460.  				return(0);
461.  			/*NOTREACHED*/
462.  			break;
463.  		    case 2:	/* monster died */
464.  			return(1);
465.  		}
466.  	}
467.  
468.  /*	Now, attack the player if possible - one attack set per monst	*/
469.  
470.  	if (!mtmp->mpeaceful ||
471.  	    (Conflict && !resist(mtmp, RING_CLASS, 0, 0))) {
472.  	    if(inrange && !noattacks(mdat) && u.uhp > 0 && !scared && tmp != 3)
473.  		if(mattacku(mtmp)) return(1); /* monster died (e.g. exploded) */
474.  
475.  	    if(mtmp->wormno) wormhitu(mtmp);
476.  	}
477.  	/* special speeches for quest monsters */
478.  	if (!mtmp->msleeping && mtmp->mcanmove && nearby)
479.  	    quest_talk(mtmp);
480.  	/* extra emotional attack for vile monsters */
481.  	if (inrange && mtmp->data->msound == MS_CUSS && !mtmp->mpeaceful &&
482.  		couldsee(mtmp->mx, mtmp->my) && !mtmp->minvis && !rn2(5))
483.  	    cuss(mtmp);
484.  
485.  	return(tmp == 2);
486.  }
487.  
488.  static NEARDATA const char practical[] = { WEAPON_CLASS, ARMOR_CLASS, GEM_CLASS, FOOD_CLASS, 0 };
489.  static NEARDATA const char magical[] = {
490.  	AMULET_CLASS, POTION_CLASS, SCROLL_CLASS, WAND_CLASS, RING_CLASS,
491.  	SPBOOK_CLASS, 0 };
492.  static NEARDATA const char indigestion[] = { BALL_CLASS, ROCK_CLASS, 0 };
493.  static NEARDATA const char boulder_class[] = { ROCK_CLASS, 0 };
494.  static NEARDATA const char gem_class[] = { GEM_CLASS, 0 };
495.  
496.  boolean
497.  itsstuck(mtmp)
498.  register struct monst *mtmp;
499.  {
500.  	if (sticks(youmonst.data) && mtmp==u.ustuck && !u.uswallow) {
501.  		pline("%s cannot escape from you!", Monnam(mtmp));
502.  		return(TRUE);
503.  	}
504.  	return(FALSE);
505.  }
506.  
507.  /* Return values:
508.   * 0: did not move, but can still attack and do other stuff.
509.   * 1: moved, possibly can attack.
510.   * 2: monster died.
511.   * 3: did not move, and can't do anything else either.
512.   */
513.  int
514.  m_move(mtmp, after)
515.  register struct monst *mtmp;
516.  register int after;
517.  {
518.  	register int appr;
519.  	xchar gx,gy,nix,niy,chcnt;
520.  	int chi;	/* could be schar except for stupid Sun-2 compiler */
521.  	boolean likegold=0, likegems=0, likeobjs=0, likemagic=0, conceals=0;
522.  	boolean likerock=0, can_tunnel=0;
523.  	boolean can_open=0, can_unlock=0, doorbuster=0;
524.  	boolean uses_items=0;
525.  	struct permonst *ptr;
526.  	struct monst *mtoo;
527.  	schar mmoved = 0;	/* not strictly nec.: chi >= 0 will do */
528.  	long info[9];
529.  	long flag;
530.  	int  omx = mtmp->mx, omy = mtmp->my;
531.  	struct obj *mw_tmp;
532.  
533.  	if(mtmp->mtrapped) {
534.  	    int i = mintrap(mtmp);
535.  	    if(i >= 2) { newsym(mtmp->mx,mtmp->my); return(2); }/* it died */
536.  	    if(i == 1) return(0);	/* still in trap, so didn't move */
537.  	}
538.  	ptr = mtmp->data; /* mintrap() can change mtmp->data -dlc */
539.  
540.  	if (mtmp->meating) {
541.  	    mtmp->meating--;
542.  	    return 3;			/* still eating */
543.  	}
544.  	if (hides_under(ptr) && OBJ_AT(mtmp->mx, mtmp->my) && rn2(10))
545.  	    return 0;		/* do not leave hiding place */
546.  
547.  	set_apparxy(mtmp);
548.  	/* where does mtmp think you are? */
549.  	/* Not necessary if m_move called from this file, but necessary in
550.  	 * other calls of m_move (ex. leprechauns dodging)
551.  	 */
552.  	can_tunnel = tunnels(ptr) &&
553.  #ifdef REINCARNATION
554.  		!Is_rogue_level(&u.uz) &&
555.  #endif
556.  		(!needspick(ptr) || m_carrying(mtmp, PICK_AXE) ||
557.  		m_carrying(mtmp, DWARVISH_MATTOCK));
558.  	can_open = !(nohands(ptr) || verysmall(ptr));
559.  	can_unlock = ((can_open && m_carrying(mtmp, SKELETON_KEY)) ||
560.  		      mtmp->iswiz || is_rider(ptr));
561.  	doorbuster = is_giant(ptr);
562.  	if(mtmp->wormno) goto not_special;
563.  	/* my dog gets special treatment */
564.  	if(mtmp->mtame) {
565.  	    mmoved = dog_move(mtmp, after);
566.  	    goto postmov;
567.  	}
568.  
569.  	/* likewise for shopkeeper */
570.  	if(mtmp->isshk) {
571.  	    mmoved = shk_move(mtmp);
572.  	    if(mmoved == -2) return(2);
573.  	    if(mmoved >= 0) goto postmov;
574.  	    mmoved = 0;		/* follow player outside shop */
575.  	}
576.  
577.  	/* and for the guard */
578.  	if(mtmp->isgd) {
579.  	    mmoved = gd_move(mtmp);
580.  	    if(mmoved == -2) return(2);
581.  	    if(mmoved >= 0) goto postmov;
582.  	    mmoved = 0;
583.  	}
584.  
585.  	/* and the acquisitive monsters get special treatment */
586.  	if(is_covetous(ptr)) {
587.  	    xchar tx = STRAT_GOALX(mtmp->mstrategy),
588.  		  ty = STRAT_GOALY(mtmp->mstrategy);
589.  	    struct monst *intruder = m_at(tx, ty);
590.  	    /*
591.  	     * if there's a monster on the object or in possesion of it,
592.  	     * attack it.
593.  	     */
594.  	    if((dist2(mtmp->mx, mtmp->my, tx, ty) < 2) &&
595.  	       intruder && (intruder != mtmp)) {
596.  
597.  		notonhead = (intruder->mx != tx || intruder->my != ty);
598.  		if(mattackm(mtmp, intruder) == 2) return(2);
599.  		mmoved = 1;
600.  	    } else mmoved = 0;
601.  	    goto postmov;
602.  	}
603.  
604.  	/* and for the priest */
605.  	if(mtmp->ispriest) {
606.  	    mmoved = pri_move(mtmp);
607.  	    if(mmoved == -2) return(2);
608.  	    if(mmoved >= 0) goto postmov;
609.  	    mmoved = 0;
610.  	}
611.  
612.  #ifdef MAIL
613.  	if(ptr == &mons[PM_MAIL_DAEMON]) {
614.  	    if(flags.soundok && canseemon(mtmp))
615.  		verbalize("I'm late!");
616.  	    mongone(mtmp);
617.  	    return(2);
618.  	}
619.  #endif
620.  
621.  	/* teleport if that lies in our nature */
622.  	if(ptr == &mons[PM_TENGU] && !rn2(5) && !mtmp->mcan) {
623.  	    if(mtmp->mhp < 7 || mtmp->mpeaceful || rn2(2))
624.  		rloc(mtmp);
625.  	    else
626.  		mnexto(mtmp);
627.  	    mmoved = 1;
628.  	    goto postmov;
629.  	}
630.  not_special:
631.  	if(u.uswallow && !mtmp->mflee && u.ustuck != mtmp) return(1);
632.  	omx = mtmp->mx;
633.  	omy = mtmp->my;
634.  	gx = mtmp->mux;
635.  	gy = mtmp->muy;
636.  	appr = mtmp->mflee ? -1 : 1;
637.  	if (mtmp->mconf || (u.uswallow && mtmp == u.ustuck))
638.  		appr = 0;
639.  	else {
640.  		boolean should_see = (couldsee(omx, omy) &&
641.  				      (levl[gx][gy].lit ||
642.  				       !levl[omx][omy].lit) &&
643.  				      (dist2(omx, omy, gx, gy) <= 36));
644.  
645.  		if (!mtmp->mcansee ||
646.  		    (should_see && Invis && !perceives(ptr) && rn2(11)) ||
647.  		    (youmonst.m_ap_type == M_AP_OBJECT && youmonst.mappearance == STRANGE_OBJECT) || u.uundetected ||
648.  		    (youmonst.m_ap_type == M_AP_OBJECT && youmonst.mappearance == GOLD_PIECE && !likes_gold(ptr)) ||
649.  		    (mtmp->mpeaceful && !mtmp->isshk) ||  /* allow shks to follow */
650.  		    ((monsndx(ptr) == PM_STALKER || ptr->mlet == S_BAT ||
651.  		      ptr->mlet == S_LIGHT) && !rn2(3)))
652.  			appr = 0;
653.  
654.  		if(monsndx(ptr) == PM_LEPRECHAUN && (appr == 1) &&
655.  		   (mtmp->mgold > u.ugold))
656.  			appr = -1;
657.  
658.  		if (!should_see && can_track(ptr)) {
659.  			register coord *cp;
660.  
661.  			cp = gettrack(omx,omy);
662.  			if (cp) {
663.  				gx = cp->x;
664.  				gy = cp->y;
665.  			}
666.  		}
667.  	}
668.  
669.  	if ((!mtmp->mpeaceful || !rn2(10))
670.  #ifdef REINCARNATION
671.  				    && (!Is_rogue_level(&u.uz))
672.  #endif
673.  							    ) {
674.  	    boolean in_line = lined_up(mtmp) &&
675.  		(distmin(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <=
676.  		    (throws_rocks(youmonst.data) ? 20 : ACURRSTR/2+1)
677.  		);
678.  
679.  	    if (appr != 1 || !in_line) {
680.  		/* Monsters in combat won't pick stuff up, avoiding the
681.  		 * situation where you toss arrows at it and it has nothing
682.  		 * better to do than pick the arrows up.
683.  		 */
684.  		register int pctload = (curr_mon_load(mtmp) * 100) /
685.  			max_mon_load(mtmp);
686.  
687.  		/* look for gold or jewels nearby */
688.  		likegold = (likes_gold(ptr) && pctload < 95);
689.  		likegems = (likes_gems(ptr) && pctload < 85);
690.  		uses_items = (!mindless(ptr) && !is_animal(ptr)
691.  			&& pctload < 75);
692.  		likeobjs = (likes_objs(ptr) && pctload < 75);
693.  		likemagic = (likes_magic(ptr) && pctload < 85);
694.  		likerock = (throws_rocks(ptr) && pctload < 50 && !In_sokoban(&u.uz));
695.  		conceals = hides_under(ptr);
696.  	    }
697.  	}
698.  
699.  #define SQSRCHRADIUS	5
700.  
701.        { register int minr = SQSRCHRADIUS;	/* not too far away */
702.  	register struct obj *otmp;
703.  	register int xx, yy;
704.  	int oomx, oomy, lmx, lmy;
705.  
706.  	/* cut down the search radius if it thinks character is closer. */
707.  	if(distmin(mtmp->mux, mtmp->muy, omx, omy) < SQSRCHRADIUS &&
708.  	    !mtmp->mpeaceful) minr--;
709.  	/* guards shouldn't get too distracted */
710.  	if(!mtmp->mpeaceful && is_mercenary(ptr)) minr = 1;
711.  
712.  	if((likegold || likegems || likeobjs || likemagic || likerock || conceals)
713.  	      && (!*in_rooms(omx, omy, SHOPBASE) || (!rn2(25) && !mtmp->isshk))) {
714.  	look_for_obj:
715.  	    oomx = min(COLNO-1, omx+minr);
716.  	    oomy = min(ROWNO-1, omy+minr);
717.  	    lmx = max(1, omx-minr);
718.  	    lmy = max(0, omy-minr);
719.  	    for(otmp = fobj; otmp; otmp = otmp->nobj) {
720.  		/* monsters may pick rocks up, but won't go out of their way
721.  		   to grab them; this might hamper sling wielders, but it cuts
722.  		   down on move overhead by filtering out most common item */
723.  		if (otmp->otyp == ROCK) continue;
724.  		xx = otmp->ox;
725.  		yy = otmp->oy;
726.  		/* Nymphs take everything.  Most other creatures should not
727.  		 * pick up corpses except as a special case like in
728.  		 * searches_for_item().  We need to do this check in
729.  		 * mpickstuff() as well.
730.  		 */
731.  		if(xx >= lmx && xx <= oomx && yy >= lmy && yy <= oomy) {
732.  		    /* don't get stuck circling around an object that's underneath
733.  		       an immobile or hidden monster; paralysis victims excluded */
734.  		    if ((mtoo = m_at(xx,yy)) != 0 &&
735.  			(mtoo->msleeping || mtoo->mundetected ||
736.  			 (mtoo->mappearance && !mtoo->iswiz) ||
737.  			 !mtoo->data->mmove)) continue;
738.  
739.  		    if(((likegold && otmp->oclass == GOLD_CLASS) ||
740.  		       (likeobjs && index(practical, otmp->oclass) &&
741.  			(otmp->otyp != CORPSE || (ptr->mlet == S_NYMPH
742.  			   && !is_rider(&mons[otmp->corpsenm])))) ||
743.  		       (likemagic && index(magical, otmp->oclass)) ||
744.  		       (uses_items && searches_for_item(mtmp, otmp)) ||
745.  		       (likerock && otmp->otyp == BOULDER) ||
746.  		       (likegems && otmp->oclass == GEM_CLASS &&
747.  			objects[otmp->otyp].oc_material != MINERAL) ||
748.  		       (conceals && !cansee(otmp->ox,otmp->oy)) ||
749.  		       (ptr == &mons[PM_GELATINOUS_CUBE] &&
750.  			!index(indigestion, otmp->oclass) &&
751.  			!(otmp->otyp == CORPSE &&
752.  			  touch_petrifies(&mons[otmp->corpsenm])))
753.  		      ) && touch_artifact(otmp,mtmp)) {
754.  			if(can_carry(mtmp,otmp) &&
755.  			   (throws_rocks(ptr) ||
756.  				!sobj_at(BOULDER,xx,yy)) &&
757.  			   (!is_unicorn(ptr) ||
758.  			    objects[otmp->otyp].oc_material == GEMSTONE) &&
759.  			   /* Don't get stuck circling an Elbereth */
760.  			   !(onscary(xx, yy, mtmp))) {
761.  			    minr = distmin(omx,omy,xx,yy);
762.  			    oomx = min(COLNO-1, omx+minr);
763.  			    oomy = min(ROWNO-1, omy+minr);
764.  			    lmx = max(1, omx-minr);
765.  			    lmy = max(0, omy-minr);
766.  			    gx = otmp->ox;
767.  			    gy = otmp->oy;
768.  			    if (gx == omx && gy == omy) {
769.  				mmoved = 3; /* actually unnecessary */
770.  				goto postmov;
771.  			    }
772.  			}
773.  		    }
774.  		}
775.  	    }
776.  	} else if(likegold) {
777.  	    /* don't try to pick up anything else, but use the same loop */
778.  	    uses_items = 0;
779.  	    likegems = likeobjs = likemagic = likerock = conceals = 0;
780.  	    goto look_for_obj;
781.  	}
782.  
783.  	if(minr < SQSRCHRADIUS && appr == -1) {
784.  	    if(distmin(omx,omy,mtmp->mux,mtmp->muy) <= 3) {
785.  		gx = mtmp->mux;
786.  		gy = mtmp->muy;
787.  	    } else
788.  		appr = 1;
789.  	}
790.        }
791.  
792.  	if (can_tunnel && needspick(ptr) &&
793.  		(mw_tmp = MON_WEP(mtmp)) != 0 && !is_pick(mw_tmp)) {
794.  	    /* not wielding its pick-axe yet; if its current weapon
795.  	       is cursed, then it can't switch; when approaching,
796.  	       it won't switch if the desired destination can be reached
797.  	       without digging [to inhibit repeated pick/weapon flip-flop] */
798.  	    if (mw_tmp->cursed || (appr > 0 && m_cansee(mtmp, gx, gy)))
799.  		can_tunnel = FALSE;
800.  	}
801.  
802.  	nix = omx;
803.  	niy = omy;
804.  	flag = 0L;
805.  	if (mtmp->mpeaceful && (!Conflict || resist(mtmp, RING_CLASS, 0, 0)))
806.  	    flag |= (ALLOW_SANCT | ALLOW_SSM);
807.  	else flag |= ALLOW_U;
808.  	if (is_minion(ptr) || is_rider(ptr)) flag |= ALLOW_SANCT;
809.  	if (is_unicorn(ptr)) flag |= NOTONL;
810.  	if (passes_walls(ptr)) flag |= (ALLOW_WALL | ALLOW_ROCK);
811.  	if (can_tunnel) flag |= ALLOW_DIG;
812.  	if (is_human(ptr) || ptr == &mons[PM_MINOTAUR]) flag |= ALLOW_SSM;
813.  	if (is_undead(ptr) && ptr->mlet != S_GHOST) flag |= NOGARLIC;
814.  	if (throws_rocks(ptr)) flag |= ALLOW_ROCK;
815.  	if (can_open) flag |= OPENDOOR;
816.  	if (can_unlock) flag |= UNLOCKDOOR;
817.  	if (doorbuster) flag |= BUSTDOOR;
818.  	{
819.  	    register int i, j, nx, ny, nearer;
820.  	    int jcnt, cnt;
821.  	    int ndist, nidist;
822.  	    register coord *mtrk;
823.  	    coord poss[9];
824.  
825.  	    cnt = mfndpos(mtmp, poss, info, flag);
826.  	    chcnt = 0;
827.  	    jcnt = min(MTSZ, cnt-1);
828.  	    chi = -1;
829.  	    nidist = dist2(nix,niy,gx,gy);
830.  	    /* allow monsters be shortsighted on some levels for balance */
831.  	    if(!mtmp->mpeaceful && level.flags.shortsighted &&
832.  	       nidist > (couldsee(nix,niy) ? 144 : 36) && appr == 1) appr = 0;
833.  
834.  	    for(i=0; i < cnt; i++) {
835.  		nx = poss[i].x;
836.  		ny = poss[i].y;
837.  
838.  		if (appr != 0) {
839.  		    mtrk = &mtmp->mtrack[0];
840.  		    for(j=0; j < jcnt; mtrk++, j++)
841.  			if(nx == mtrk->x && ny == mtrk->y)
842.  			    if(rn2(4*(cnt-j)))
843.  				goto nxti;
844.  		}
845.  
846.  		nearer = ((ndist = dist2(nx,ny,gx,gy)) < nidist);
847.  
848.  		if((appr == 1 && nearer) || (appr == -1 && !nearer) ||
849.  		   (!appr && !rn2(++chcnt)) || !mmoved) {
850.  		    nix = nx;
851.  		    niy = ny;
852.  		    nidist = ndist;
853.  		    chi = i;
854.  		    mmoved = 1;
855.  		}
856.  	    nxti:	;
857.  	    }
858.  	}
859.  
860.  	if(mmoved) {
861.  	    register int j;
862.  
863.  	    if (mmoved==1 && (u.ux != nix || u.uy != niy) && itsstuck(mtmp))
864.  		return(3);
865.  
866.  	    if (mmoved==1 && can_tunnel && needspick(ptr) &&
867.  		(!(mw_tmp = MON_WEP(mtmp)) || !is_pick(mw_tmp))) {
868.  		mtmp->weapon_check = NEED_PICK_AXE;
869.  		(void)mon_wield_item(mtmp);
870.  	    }
871.  	    /* If ALLOW_U is set, either it's trying to attack you, or it
872.  	     * thinks it is.  In either case, attack this spot in preference to
873.  	     * all others.
874.  	     */
875.  	/* Actually, this whole section of code doesn't work as you'd expect.
876.  	 * Most attacks are handled in dochug().  It calls distfleeck(), which
877.  	 * among other things sets nearby if the monster is near you--and if
878.  	 * nearby is set, we never call m_move unless it is a special case
879.  	 * (confused, stun, etc.)  The effect is that this ALLOW_U (and
880.  	 * mfndpos) has no effect for normal attacks, though it lets a confused
881.  	 * monster attack you by accident.
882.  	 */
883.  	    if(info[chi] & ALLOW_U) {
884.  		nix = mtmp->mux;
885.  		niy = mtmp->muy;
886.  	    }
887.  	    if (nix == u.ux && niy == u.uy) {
888.  		mtmp->mux = u.ux;
889.  		mtmp->muy = u.uy;
890.  		return(0);
891.  	    }
892.  	    /* The monster may attack another based on 1 of 2 conditions:
893.  	     * 1 - It may be confused.
894.  	     * 2 - It may mistake the monster for your (displaced) image.
895.  	     * Pets get taken care of above and shouldn't reach this code.
896.  	     * Conflict gets handled even farther away (movemon()).
897.  	     */
898.  	    if((info[chi] & ALLOW_M) ||
899.  		   (nix == mtmp->mux && niy == mtmp->muy)) {
900.  		struct monst *mtmp2;
901.  		int mstatus;
902.  		mtmp2 = m_at(nix,niy);
903.  
904.  		notonhead = mtmp2 && (nix != mtmp2->mx || niy != mtmp2->my);
905.  		/* note: mstatus returns 0 if mtmp2 is nonexistent */
906.  		mstatus = mattackm(mtmp, mtmp2);
907.  
908.  		if (mstatus & MM_AGR_DIED)		/* aggressor died */
909.  		    return 2;
910.  
911.  		if ((mstatus & MM_HIT) && !(mstatus & MM_DEF_DIED)  &&
912.  		    rn2(4) && mtmp2->movement >= NORMAL_SPEED) {
913.  		    mtmp2->movement -= NORMAL_SPEED;
914.  		    notonhead = 0;
915.  		    mstatus = mattackm(mtmp2, mtmp);	/* return attack */
916.  		    if (mstatus & MM_DEF_DIED)
917.  			return 2;
918.  		}
919.  		return 3;
920.  	    }
921.  
922.  	    if (!m_in_out_region(mtmp,nix,niy))
923.  	        return 3;
924.  	    remove_monster(omx, omy);
925.  	    place_monster(mtmp, nix, niy);
926.  	    for(j = MTSZ-1; j > 0; j--)
927.  		mtmp->mtrack[j] = mtmp->mtrack[j-1];
928.  	    mtmp->mtrack[0].x = omx;
929.  	    mtmp->mtrack[0].y = omy;
930.  	    /* Place a segment at the old position. */
931.  	    if (mtmp->wormno) worm_move(mtmp);
932.  	} else {
933.  	    if(is_unicorn(ptr) && rn2(2)) {
934.  		rloc(mtmp);
935.  		return(1);
936.  	    }
937.  	    if(mtmp->wormno) worm_nomove(mtmp);
938.  	}
939.  postmov:
940.  	if(mmoved == 1 || mmoved == 3) {
941.  	    boolean canseeit = cansee(mtmp->mx, mtmp->my);
942.  
943.  	    if(mmoved == 1) {
944.  		newsym(omx,omy);		/* update the old position */
945.  		if (mintrap(mtmp) >= 2) {
946.  		    if(mtmp->mx) newsym(mtmp->mx,mtmp->my);
947.  		    return(2);	/* it died */
948.  		}
949.  		ptr = mtmp->data;
950.  
951.  		/* open a door, or crash through it, if you can */
952.  		if(IS_DOOR(levl[mtmp->mx][mtmp->my].typ)
953.  			&& !passes_walls(ptr) /* doesn't need to open doors */
954.  			&& !can_tunnel /* taken care of below */
955.  		      ) {
956.  		    struct rm *here = &levl[mtmp->mx][mtmp->my];
957.  		    boolean btrapped = (here->doormask & D_TRAPPED);
958.  
959.  		    if(here->doormask & (D_LOCKED|D_CLOSED) && amorphous(ptr)) {
960.  			if (flags.verbose && canseeit)
961.  			    pline("%s %ss under the door.", Monnam(mtmp),
962.  				  (ptr == &mons[PM_FOG_CLOUD] ||
963.  				   ptr == &mons[PM_YELLOW_LIGHT])
964.  				  ? "flow" : "ooze");
965.  		    } else if(here->doormask & D_LOCKED && can_unlock) {
966.  			if(btrapped) {
967.  			    here->doormask = D_NODOOR;
968.  			    newsym(mtmp->mx, mtmp->my);
969.  			    unblock_point(mtmp->mx,mtmp->my); /* vision */
970.  			    if(mb_trapped(mtmp)) return(2);
971.  			} else {
972.  			    if (flags.verbose) {
973.  				if (canseeit)
974.  				   You("see a door unlock and open.");
975.  				else if (flags.soundok)
976.  				   You_hear("a door unlock and open.");
977.  			    }
978.  			    here->doormask = D_ISOPEN;
979.  			    /* newsym(mtmp->mx, mtmp->my); */
980.  			    unblock_point(mtmp->mx,mtmp->my); /* vision */
981.  			}
982.  		    } else if (here->doormask == D_CLOSED && can_open) {
983.  			if(btrapped) {
984.  			    here->doormask = D_NODOOR;
985.  			    newsym(mtmp->mx, mtmp->my);
986.  			    unblock_point(mtmp->mx,mtmp->my); /* vision */
987.  			    if(mb_trapped(mtmp)) return(2);
988.  			} else {
989.  			    if (flags.verbose) {
990.  				if (canseeit)
991.  				     You("see a door open.");
992.  				else if (flags.soundok)
993.  				     You_hear("a door open.");
994.  			    }
995.  			    here->doormask = D_ISOPEN;
996.  			    /* newsym(mtmp->mx, mtmp->my); */  /* done below */
997.  			    unblock_point(mtmp->mx,mtmp->my); /* vision */
998.  			}
999.  		    } else if (here->doormask & (D_LOCKED|D_CLOSED)) {
1000. 			/* mfndpos guarantees this must be a doorbuster */
1001. 			if(btrapped) {
1002. 			    here->doormask = D_NODOOR;
1003. 			    newsym(mtmp->mx, mtmp->my);
1004. 			    unblock_point(mtmp->mx,mtmp->my); /* vision */
1005. 			    if(mb_trapped(mtmp)) return(2);
1006. 			} else {
1007. 			    if (flags.verbose) {
1008. 				if (canseeit)
1009. 				    You("see a door crash open.");
1010. 				else if (flags.soundok)
1011. 				    You_hear("a door crash open.");
1012. 			    }
1013. 			    if (here->doormask & D_LOCKED && !rn2(2))
1014. 				    here->doormask = D_NODOOR;
1015. 			    else here->doormask = D_BROKEN;
1016. 			    /* newsym(mtmp->mx, mtmp->my); */ /* done below */
1017. 			    unblock_point(mtmp->mx,mtmp->my); /* vision */
1018. 			}
1019. 			/* if it's a shop door, schedule repair */
1020. 			if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE))
1021. 			    add_damage(mtmp->mx, mtmp->my, 0L);
1022. 		    }
1023. 		}
1024. 
1025. 		/* possibly dig */
1026. 		if (can_tunnel && mdig_tunnel(mtmp))
1027. 			return(2);  /* mon died (position already updated) */
1028. 
1029. 		/* set also in domove(), hack.c */
1030. 		if (u.uswallow && mtmp == u.ustuck &&
1031. 					(mtmp->mx != omx || mtmp->my != omy)) {
1032. 		    /* If the monster moved, then update */
1033. 		    u.ux0 = u.ux;
1034. 		    u.uy0 = u.uy;
1035. 		    u.ux = mtmp->mx;
1036. 		    u.uy = mtmp->my;
1037. 		    swallowed(0);
1038. 		} else
1039. 		newsym(mtmp->mx,mtmp->my);
1040. 	    }
1041. 	    if(OBJ_AT(mtmp->mx, mtmp->my) && mtmp->mcanmove) {
1042. 		/* Maybe a rock mole just ate some metal object */
1043. 		if (metallivorous(ptr)) {
1044. 		    if (meatgold(mtmp) == 2) return 2;	/* it died */
1045. 		}
1046. 
1047. 		if(g_at(mtmp->mx,mtmp->my) && likegold) mpickgold(mtmp);
1048. 
1049. 		/* Maybe a cube ate just about anything */
1050. 		if (ptr == &mons[PM_GELATINOUS_CUBE]) {
1051. 		    if (meatobj(mtmp) == 2) return 2;	/* it died */
1052. 		}
1053. 
1054. 		if(!*in_rooms(mtmp->mx, mtmp->my, SHOPBASE) || !rn2(25)) {
1055. 		    boolean picked = FALSE;
1056. 
1057. 		    if(likeobjs) picked |= mpickstuff(mtmp, practical);
1058. 		    if(likemagic) picked |= mpickstuff(mtmp, magical);
1059. 		    if(likerock) picked |= mpickstuff(mtmp, boulder_class);
1060. 		    if(likegems) picked |= mpickstuff(mtmp, gem_class);
1061. 		    if(uses_items) picked |= mpickstuff(mtmp, (char *)0);
1062. 		    if(picked) mmoved = 3;
1063. 		}
1064. 
1065. 		if(mtmp->minvis) {
1066. 		    newsym(mtmp->mx, mtmp->my);
1067. 		    if (mtmp->wormno) see_wsegs(mtmp);
1068. 		}
1069. 	    }
1070. 
1071. 	    if(hides_under(ptr) || ptr->mlet == S_EEL) {
1072. 		/* Always set--or reset--mundetected if it's already hidden
1073. 		   (just in case the object it was hiding under went away);
1074. 		   usually set mundetected unless monster can't move.  */
1075. 		if (mtmp->mundetected ||
1076. 			(mtmp->mcanmove && !mtmp->msleeping && rn2(5)))
1077. 		    mtmp->mundetected = (ptr->mlet != S_EEL) ?
1078. 			OBJ_AT(mtmp->mx, mtmp->my) :
1079. 			(is_pool(mtmp->mx, mtmp->my) && !Is_waterlevel(&u.uz));
1080. 		newsym(mtmp->mx, mtmp->my);
1081. 	    }
1082. 	}
1083. 	return(mmoved);
1084. }
1085. 
1086. #endif /* OVL0 */
1087. #ifdef OVL2
1088. 
1089. boolean
1090. closed_door(x, y)
1091. register int x, y;
1092. {
1093. 	return((boolean)(IS_DOOR(levl[x][y].typ) &&
1094. 			(levl[x][y].doormask & (D_LOCKED | D_CLOSED))));
1095. }
1096. 
1097. boolean
1098. accessible(x, y)
1099. register int x, y;
1100. {
1101. 	return((boolean)(ACCESSIBLE(levl[x][y].typ) && !closed_door(x, y)));
1102. }
1103. 
1104. #endif /* OVL2 */
1105. #ifdef OVL0
1106. 
1107. /* decide where the monster thinks you are standing */
1108. void
1109. set_apparxy(mtmp)
1110. register struct monst *mtmp;
1111. {
1112. 	boolean notseen, gotu;
1113. 	register int disp, mx = mtmp->mux, my = mtmp->muy;
1114. 
1115. 	/*
1116. 	 * do cheapest and/or most likely tests first
1117. 	 */
1118. 
1119. 	/* pet knows your smell; grabber still has hold of you */
1120. 	if (mtmp->mtame || mtmp == u.ustuck) goto found_you;
1121. 
1122. 	/* monsters which know where you are don't suddenly forget,
1123. 	   if you haven't moved away */
1124. 	if (mx == u.ux && my == u.uy) goto found_you;
1125. 
1126. 	notseen = (!mtmp->mcansee || (Invis && !perceives(mtmp->data)));
1127. 	/* add cases as required.  eg. Displacement ... */
1128. 	disp = ((notseen || Underwater) ? 1 :
1129. 		Displaced ? (couldsee(mx, my) ? 2 : 1) : 0);
1130. 	if (!disp) goto found_you;
1131. 
1132. 	/* without something like the following, invis. and displ.
1133. 	   are too powerful */
1134. 	gotu = notseen ? !rn2(3) : Displaced ? !rn2(4) : FALSE;
1135. 
1136. #if 0		/* this never worked as intended & isn't needed anyway */
1137. 	/* If invis but not displaced, staying around gets you 'discovered' */
1138. 	gotu |= (!Displaced && u.dx == 0 && u.dy == 0);
1139. #endif
1140. 
1141. 	if (!gotu) {
1142. 	    register int try_cnt = 0;
1143. 	    do {
1144. 		if (++try_cnt > 200) goto found_you;		/* punt */
1145. 		mx = u.ux - disp + rn2(2*disp+1);
1146. 		my = u.uy - disp + rn2(2*disp+1);
1147. 	    } while (!isok(mx,my)
1148. 		  || (disp != 2 && mx == mtmp->mx && my == mtmp->my)
1149. 		  || ((mx != u.ux || my != u.uy) &&
1150. 		      !passes_walls(mtmp->data) &&
1151. 		      (!ACCESSIBLE(levl[mx][my].typ) ||
1152. 			(closed_door(mx, my) && !can_ooze(mtmp)))));
1153. 	} else {
1154. found_you:
1155. 	    mx = u.ux;
1156. 	    my = u.uy;
1157. 	}
1158. 
1159. 	mtmp->mux = mx;
1160. 	mtmp->muy = my;
1161. }
1162. 
1163. boolean
1164. can_ooze(mtmp)
1165. struct monst *mtmp;
1166. {
1167. 	struct obj *chain, *obj;
1168. 
1169. 	if (!amorphous(mtmp->data)) return FALSE;
1170. 	if (mtmp == &youmonst) {
1171. 		if (u.ugold > 100L) return FALSE;
1172. 		chain = invent;
1173. 	} else {
1174. 		if (mtmp->mgold > 100L) return FALSE;
1175. 		chain = mtmp->minvent;
1176. 	}
1177. 	for (obj = chain; obj; obj = obj->nobj) {
1178. 		int typ = obj->otyp;
1179. 
1180. 		if (obj->oclass != GEM_CLASS &&
1181. 		    !(typ >= ARROW && typ <= BOOMERANG) &&
1182. 		    !(typ >= DAGGER && typ <= CRYSKNIFE) &&
1183. 		    typ != SLING &&
1184. 		    !is_cloak(obj) && typ != FEDORA &&
1185. 		    !is_gloves(obj) && typ != LEATHER_JACKET &&
1186. #ifdef TOURIST
1187. 		    typ != CREDIT_CARD && !is_shirt(obj) &&
1188. #endif
1189. 		    !(typ == CORPSE && verysmall(&mons[obj->corpsenm])) &&
1190. 		    typ != FORTUNE_COOKIE && typ != CANDY_BAR &&
1191. 		    typ != PANCAKE && typ != LEMBAS_WAFER &&
1192. 		    typ != LUMP_OF_ROYAL_JELLY &&
1193. 		    obj->oclass != AMULET_CLASS &&
1194. 		    obj->oclass != RING_CLASS &&
1195. #ifdef WIZARD
1196. 		    obj->oclass != VENOM_CLASS &&
1197. #endif
1198. 		    typ != SACK && typ != BAG_OF_HOLDING &&
1199. 		    typ != BAG_OF_TRICKS && !Is_candle(obj) &&
1200. 		    typ != OILSKIN_SACK && typ != LEASH &&
1201. 		    typ != STETHOSCOPE && typ != BLINDFOLD && typ != TOWEL &&
1202. 		    typ != TIN_WHISTLE && typ != MAGIC_WHISTLE &&
1203. 		    typ != MAGIC_MARKER && typ != TIN_OPENER &&
1204. 		    typ != SKELETON_KEY && typ != LOCK_PICK
1205. 		) return FALSE;
1206. 		if (Is_container(obj) && obj->cobj) return FALSE;
1207. 		    
1208. 	}
1209. 	return TRUE;
1210. }
1211. 
1212. #endif /* OVL0 */
1213. 
1214. /*monmove.c*/