Source:NetHack 3.4.0/steed.c

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Below is the full text to steed.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/steed.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: @(#)steed.c	3.4	2002/03/09	*/
2.    /* Copyright (c) Kevin Hugo, 1998-1999. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #include "hack.h"
6.    
7.    
8.    #ifdef STEED
9.    
10.   /* Monsters that might be ridden */
11.   static NEARDATA const char steeds[] = {
12.   	S_QUADRUPED, S_UNICORN, S_ANGEL, S_CENTAUR, S_DRAGON, S_JABBERWOCK, '\0'
13.   };
14.   
15.   STATIC_DCL boolean FDECL(landing_spot, (coord *, int));
16.   
17.   /*** Putting the saddle on ***/
18.   
19.   /* Can this monster wear a saddle? */
20.   boolean
21.   can_saddle(mtmp)
22.   	struct monst *mtmp;
23.   {
24.   	struct permonst *ptr = mtmp->data;
25.   
26.   	return (index(steeds, ptr->mlet) && (ptr->msize >= MZ_MEDIUM) &&
27.   			(!humanoid(ptr) || ptr->mlet == S_CENTAUR) &&
28.   			!amorphous(ptr) && !noncorporeal(ptr) &&
29.   			!is_whirly(ptr) && !unsolid(ptr));
30.   }
31.   
32.   
33.   int
34.   use_saddle(otmp)
35.   	struct obj *otmp;
36.   {
37.   	struct monst *mtmp;
38.   	struct permonst *ptr;
39.   	int chance;
40.   	const char *s;
41.   
42.   
43.   	/* Can you use it? */
44.   	if (nohands(youmonst.data)) {
45.   		You("have no hands!");	/* not `body_part(HAND)' */
46.   		return 0;
47.   	} else if (!freehand()) {
48.   		You("have no free %s.", body_part(HAND));
49.   		return 0;
50.   	}
51.   
52.   	/* Select an animal */
53.   	if (u.uswallow || Underwater || !getdir((char *)0)) {
54.   	    pline(Never_mind);
55.   	    return 0;
56.   	}
57.   	if (!u.dx && !u.dy) {
58.   	    pline("Saddle yourself?  Very funny...");
59.   	    return 0;
60.   	}
61.   	if (!isok(u.ux+u.dx, u.uy+u.dy) ||
62.   			!(mtmp = m_at(u.ux+u.dx, u.uy+u.dy)) ||
63.   			!canspotmon(mtmp)) {
64.   	    pline("I see nobody there.");
65.   	    return 1;
66.   	}
67.   
68.   	/* Is this a valid monster? */
69.   	if (mtmp->misc_worn_check & W_SADDLE ||
70.   			which_armor(mtmp, W_SADDLE)) {
71.   	    pline("%s doesn't need another one.", Monnam(mtmp));
72.   	    return 1;
73.   	}
74.   	ptr = mtmp->data;
75.   	if (touch_petrifies(ptr) && !Stone_resistance) {
76.   	    char kbuf[BUFSZ];
77.   
78.   	    You("touch %s.", mon_nam(mtmp));
79.    	    if (!(poly_when_stoned(youmonst.data) && polymon(PM_STONE_GOLEM))) {
80.   			Sprintf(kbuf, "attempting to saddle %s", a_monnam(mtmp));
81.   			instapetrify(kbuf);
82.    	    }
83.   	}
84.   	if (ptr == &mons[PM_INCUBUS] || ptr == &mons[PM_SUCCUBUS]) {
85.   	    pline("Shame on you!");
86.   	    exercise(A_WIS, FALSE);
87.   	    return 1;
88.   	}
89.   	if (mtmp->isminion || mtmp->isshk || mtmp->ispriest ||
90.   			mtmp->isgd || mtmp->iswiz) {
91.   	    pline("I think %s would mind.", mon_nam(mtmp));
92.   	    return 1;
93.   	}
94.   	if (!can_saddle(mtmp)) {
95.   		You_cant("saddle such a creature.");
96.   		return 1;
97.   	}
98.   
99.   	/* Calculate your chance */
100.  	chance = ACURR(A_DEX) + ACURR(A_CHA)/2 + 2*mtmp->mtame;
101.  	chance += u.ulevel * (mtmp->mtame ? 20 : 5);
102.  	if (!mtmp->mtame) chance -= 10*mtmp->m_lev;
103.  	if (Role_if(PM_KNIGHT))
104.  	    chance += 20;
105.  	switch (P_SKILL(P_RIDING)) {
106.  	case P_ISRESTRICTED:
107.  	case P_UNSKILLED:
108.  	default:
109.  	    chance -= 20;	break;
110.  	case P_BASIC:
111.  	    break;
112.  	case P_SKILLED:
113.  	    chance += 15;	break;
114.  	case P_EXPERT:
115.  	    chance += 30;	break;
116.  	}
117.  	if (Confusion || Fumbling || Glib)
118.  	    chance -= 20;
119.  	else if (uarmg &&
120.  		(s = OBJ_DESCR(objects[uarmg->otyp])) != (char *)0 &&
121.  		!strncmp(s, "riding ", 7))
122.  	    /* Bonus for wearing "riding" (but not fumbling) gloves */
123.  	    chance += 10;
124.  	else if (uarmf &&
125.  		(s = OBJ_DESCR(objects[uarmf->otyp])) != (char *)0 &&
126.  		!strncmp(s, "riding ", 7))
127.  	    /* ... or for "riding boots" */
128.  	    chance += 10;
129.  	if (otmp->cursed)
130.  	    chance -= 50;
131.  
132.  	/* Make the attempt */
133.  	if (rn2(100) < chance) {
134.  	    You("put the saddle on %s.", mon_nam(mtmp));
135.  	    freeinv(otmp);
136.  	    /* mpickobj may free otmp it if merges, but we have already
137.  	       checked for a saddle above, so no merger should happen */
138.  	    (void) mpickobj(mtmp, otmp);
139.  	    mtmp->misc_worn_check |= W_SADDLE;
140.  	    otmp->owornmask = W_SADDLE;
141.  	    otmp->leashmon = mtmp->m_id;
142.  	    update_mon_intrinsics(mtmp, otmp, TRUE);
143.  	} else
144.  	    pline("%s resists!", Monnam(mtmp));
145.  	return 1;
146.  }
147.  
148.  
149.  /*** Riding the monster ***/
150.  
151.  /* Can we ride this monster?  Caller should also check can_saddle() */
152.  boolean
153.  can_ride(mtmp)
154.  	struct monst *mtmp;
155.  {
156.  	return (mtmp->mtame && humanoid(youmonst.data) &&
157.  			!verysmall(youmonst.data) && !bigmonst(youmonst.data) &&
158.  			(!Underwater || is_swimmer(mtmp->data)));
159.  }
160.  
161.  
162.  int
163.  doride()
164.  {
165.  	boolean forcemount = FALSE;
166.  
167.  	if (u.usteed)
168.  	    dismount_steed(DISMOUNT_BYCHOICE);
169.  	else if (getdir((char *)0) && isok(u.ux+u.dx, u.uy+u.dy)) {
170.  #ifdef WIZARD
171.  	if (wizard && yn("Force the mount to succeed?") == 'y')
172.  		forcemount = TRUE;
173.  #endif
174.  	    return (mount_steed(m_at(u.ux+u.dx, u.uy+u.dy), forcemount));
175.  	} else
176.  	    return 0;
177.  	return 1;
178.  }
179.  
180.  
181.  /* Start riding, with the given monster */
182.  boolean
183.  mount_steed(mtmp, force)
184.  	struct monst *mtmp;	/* The animal */
185.  	boolean force;		/* Quietly force this animal */
186.  {
187.  	struct obj *otmp;
188.  	char buf[BUFSZ];
189.  	struct permonst *ptr;
190.  
191.  
192.  	/* Sanity checks */
193.  	if (u.usteed) {
194.  	    if (!force)
195.  	    	You("are already riding %s.", mon_nam(u.usteed));
196.  	    return (FALSE);
197.  	}
198.  
199.  	/* Is the player in the right form? */
200.  	if (Hallucination && !force) {
201.  	    pline("Maybe you should find a designated driver.");
202.  	    return (FALSE);
203.  	}
204.  	/* While riding Wounded_legs refers to the steed's,
205.  	 * not the hero's legs.
206.  	 * That opens up a potential abuse where the player
207.  	 * can mount a steed, then dismount immediately to
208.  	 * heal leg damage, because leg damage is always
209.  	 * healed upon dismount (Wounded_legs context switch).
210.  	 * By preventing a hero with Wounded_legs from
211.  	 * mounting a steed, the potential for abuse is
212.  	 * minimized, if not eliminated altogether.
213.  	 */
214.  	if (Wounded_legs) {
215.  	    Your("%s are in no shape for riding.", makeplural(body_part(LEG)));
216.  #ifdef WIZARD
217.  	    if (force && wizard && yn("Heal your legs?") == 'y')
218.  		HWounded_legs = EWounded_legs = 0;
219.  	    else
220.  #endif
221.  	    return (FALSE);
222.  	}
223.  	
224.  	if (Upolyd && (!humanoid(youmonst.data) || verysmall(youmonst.data) ||
225.  			bigmonst(youmonst.data))) {
226.  	    if (!force)
227.  	    	You("won't fit on a saddle.");
228.  	    return (FALSE);
229.  	}
230.  	if(!force && (near_capacity() > SLT_ENCUMBER)) {
231.  	    You_cant("do that while carrying so much stuff.");
232.  	    return (FALSE);
233.  	}
234.  
235.  	/* Can the player reach and see the monster? */
236.      if (u.uswallow || u.ustuck || u.utrap || Punished) {
237.          if (!force) {
238.  		if (Punished)
239.  			You("are unable to swing your %s over.",
240.  				body_part(LEG)); 
241.  		else
242.          		You("are stuck here for now.");
243.  	}
244.          return (FALSE);
245.      }
246.  	if (!mtmp || (!force && ((Blind && !Blind_telepat) ||
247.  		mtmp->mundetected ||
248.  		mtmp->m_ap_type == M_AP_FURNITURE ||
249.  		mtmp->m_ap_type == M_AP_OBJECT))) {
250.  	    if (!force)
251.  	    	pline("I see nobody there.");
252.  	    return (FALSE);
253.  	}
254.  
255.  	/* Is this a valid monster? */
256.  	otmp = which_armor(mtmp, W_SADDLE);
257.  	if (!otmp) {
258.  	    pline("%s is not saddled.", Monnam(mtmp));
259.  	    return (FALSE);
260.  	}
261.  	ptr = mtmp->data;
262.  	if (touch_petrifies(ptr) && !Stone_resistance) {
263.  	    char kbuf[BUFSZ];
264.  
265.  	    You("touch %s.", mon_nam(mtmp));
266.   	    Sprintf(kbuf, "attempting to ride %s", an(mtmp->data->mname));
267.  	    instapetrify(kbuf);
268.  	}
269.  	if (!mtmp->mtame || mtmp->isminion) {
270.  	    if (!force)
271.  	    	pline("I think %s would mind.", mon_nam(mtmp));
272.  	    return (FALSE);
273.  	}
274.  	if (!force && !Role_if(PM_KNIGHT) && !(--mtmp->mtame)) {
275.  	    /* no longer tame */
276.  	    newsym(mtmp->mx, mtmp->my);
277.  	    pline("%s resists%s!", Monnam(mtmp),
278.  		  mtmp->mleashed ? " and its leash comes off" : "");
279.  	    if (mtmp->mleashed) m_unleash(mtmp, FALSE);
280.  	    return (FALSE);
281.  	}
282.  	if (!force && Underwater && !is_swimmer(ptr)) {
283.  	    You_cant("ride that creature while under water.");
284.  	    return (FALSE);
285.  	}
286.  	if (!can_saddle(mtmp) || !can_ride(mtmp)) {
287.  	    if (!force)
288.  	    	You_cant("ride such a creature.");
289.  	    return (0);
290.  	}
291.  
292.  	/* Is the player impaired? */
293.  	if (!force && !is_floater(ptr) && !is_flyer(ptr) &&
294.  			Levitation && !Lev_at_will) {
295.  	    You("cannot reach %s.", mon_nam(mtmp));
296.  	    return (FALSE);
297.  	}
298.  	if (!force && uarm && is_metallic(uarm) &&
299.  			greatest_erosion(uarm)) {
300.  	    Your("%s armor is too stiff to be able to mount %s.",
301.  			uarm->oeroded ? "rusty" : "corroded",
302.  			mon_nam(mtmp));
303.  	    return (FALSE);
304.  	}
305.  	if (!force && (Confusion || Fumbling || Glib || Wounded_legs ||
306.  		otmp->cursed || (u.ulevel+mtmp->mtame < rnd(MAXULEV/2+5)))) {
307.  	    if (Levitation) {
308.  		pline("%s slips away from you.", Monnam(mtmp));
309.  		return FALSE;
310.  	    }
311.  	    You("slip while trying to get on %s.", mon_nam(mtmp));
312.  
313.  	    /* Unfortunately we don't have a version of the monster-naming
314.  	     * function that works well with "a" and "the" but ignores
315.  	     * hallucination.  Fortunately, we know the monster must be saddled
316.  	     * at this point, and that it can't have type_is_pname(), so we
317.  	     * don't need to worry about the special cases such a function
318.  	     * would have to consider.
319.  	     */
320.  	    Sprintf(buf, "slipped while mounting a saddled %s",
321.  		    m_monnam(mtmp));
322.  	    losehp(rn1(5,10), buf, NO_KILLER_PREFIX);
323.  	    return (FALSE);
324.  	}
325.  
326.  	/* Success */
327.  	if (!force) {
328.  	    if (Levitation && !is_floater(ptr) && !is_flyer(ptr))
329.  	    	/* Must have Lev_at_will at this point */
330.  	    	pline("%s magically floats up!", Monnam(mtmp));
331.  	    You("mount %s.", mon_nam(mtmp));
332.  	}
333.  	u.usteed = mtmp;
334.  	remove_monster(mtmp->mx, mtmp->my);
335.  	teleds(mtmp->mx, mtmp->my);
336.  	return (TRUE);
337.  }
338.  
339.  
340.  /* You and your steed have moved */
341.  void
342.  exercise_steed()
343.  {
344.  	if (!u.usteed)
345.  		return;
346.  
347.  	/* It takes many turns of riding to exercise skill */
348.  	if (u.urideturns++ >= 100) {
349.  	    u.urideturns = 0;
350.  	    use_skill(P_RIDING, 1);
351.  	}
352.  	return;
353.  }
354.  
355.  
356.  /* The player kicks or whips the steed */
357.  void
358.  kick_steed()
359.  {
360.  	char He[4];
361.  	if (!u.usteed)
362.  	    return;
363.  
364.  	/* [ALI] Various effects of kicking sleeping/paralyzed steeds */
365.  	if (u.usteed->msleeping || !u.usteed->mcanmove) {
366.  	    /* We assume a message has just been output of the form
367.  	     * "You kick <steed>."
368.  	     */
369.  	    Strcpy(He, mhe(u.usteed));
370.  	    *He = highc(*He);
371.  	    if ((u.usteed->mcanmove || u.usteed->mfrozen) && !rn2(2)) {
372.  		if (u.usteed->mcanmove)
373.  		    u.usteed->msleeping = 0;
374.  		else if (u.usteed->mfrozen > 2)
375.  		    u.usteed->mfrozen -= 2;
376.  		else {
377.  		    u.usteed->mfrozen = 0;
378.  		    u.usteed->mcanmove = 1;
379.  		}
380.  		if (u.usteed->msleeping || !u.usteed->mcanmove)
381.  		    pline("%s stirs.", He);
382.  		else
383.  		    pline("%s rouses %sself!", He, mhim(u.usteed));
384.  	    } else
385.  		pline("%s does not respond.", He);
386.  	    return;
387.  	}
388.  
389.  	/* Make the steed less tame and check if it resists */
390.  	if (u.usteed->mtame) u.usteed->mtame--;
391.  	if (!u.usteed->mtame && u.usteed->mleashed) m_unleash(u.usteed, TRUE);
392.  	if (!u.usteed->mtame || (u.ulevel+u.usteed->mtame < rnd(MAXULEV/2+5))) {
393.  	    newsym(u.usteed->mx, u.usteed->my);
394.  	    dismount_steed(DISMOUNT_THROWN);
395.  	    return;
396.  	}
397.  
398.  	pline("%s gallops!", Monnam(u.usteed));
399.  	u.ugallop += rn1(20, 30);
400.  	return;
401.  }
402.  
403.  /*
404.   * Try to find a dismount point adjacent to the steed's location.
405.   * If all else fails, try enexto().  Use enexto() as a last resort because
406.   * enexto() chooses its point randomly, possibly even outside the
407.   * room's walls, which is not what we want.
408.   * Adapted from mail daemon code.
409.   */
410.  STATIC_OVL boolean
411.  landing_spot(spot, forceit)
412.  coord *spot;	/* landing position (we fill it in) */
413.  int forceit;
414.  {
415.      int x, y, distance, min_distance = -1;
416.      boolean found = FALSE;
417.      
418.      for (x = u.ux-1; x <= u.ux+1; x++)
419.    	for (y = u.uy-1; y <= u.uy+1; y++) {
420.  	    if (!isok(x, y) || (x == u.ux && y == u.uy)) continue;
421.  
422.  	    if (ACCESSIBLE(levl[x][y].typ) &&
423.  			!MON_AT(x,y) && !closed_door(x,y)) {
424.  		distance = distu(x,y);
425.  		if (min_distance < 0 || distance < min_distance ||
426.  			(distance == min_distance && rn2(2))) {
427.  		    spot->x = x;
428.  		    spot->y = y;
429.  		    min_distance = distance;
430.  		    found = TRUE;
431.  		}
432.  	    }
433.  	}
434.      
435.      /* If we didn't find a good spot and forceit is on, try enexto(). */
436.      if (forceit && min_distance < 0 &&
437.  		!enexto(spot, u.ux, u.uy, youmonst.data))
438.  	return FALSE;
439.  
440.      return found;
441.  }
442.  
443.  /* Stop riding the current steed */
444.  void
445.  dismount_steed(reason)
446.  	int reason;		/* Player was thrown off etc. */
447.  {
448.  	struct monst *mtmp;
449.  	struct obj *otmp;
450.  	coord cc;
451.  	const char *verb = "fall";
452.  	boolean repair_leg_damage = TRUE;
453.  	unsigned save_utrap = u.utrap;
454.  	boolean have_spot = landing_spot(&cc,0);
455.  	
456.  	mtmp = u.usteed;		/* make a copy of steed pointer */
457.  	/* Sanity check */
458.  	if (!mtmp)		/* Just return silently */
459.  	    return;
460.  
461.  	/* Check the reason for dismounting */
462.  	otmp = which_armor(mtmp, W_SADDLE);
463.  	switch (reason) {
464.  	    case DISMOUNT_THROWN:
465.  		verb = "are thrown";
466.  	    case DISMOUNT_FELL:
467.  		You("%s off of %s!", verb, mon_nam(mtmp));
468.  		if (!have_spot) have_spot = landing_spot(&cc,1);
469.  		losehp(rn1(10,10), "riding accident", KILLED_BY_AN);
470.  		set_wounded_legs(BOTH_SIDES, (int)HWounded_legs + rn1(5,5));
471.  		repair_leg_damage = FALSE;
472.  		break;
473.  	    case DISMOUNT_POLY:
474.  		You("can no longer ride %s.", mon_nam(u.usteed));
475.  		if (!have_spot) have_spot = landing_spot(&cc,1);
476.  		break;
477.  	    case DISMOUNT_ENGULFED:
478.  		/* caller displays message */
479.  		break;
480.  	    case DISMOUNT_BONES:
481.  		/* hero has just died... */
482.  		break;
483.  	    case DISMOUNT_GENERIC:
484.  		/* no messages, just make it so */
485.  		break;
486.  	    case DISMOUNT_BYCHOICE:
487.  	    default:
488.  		if (otmp && otmp->cursed) {
489.  		    You("can't.  The saddle seems to be cursed.");
490.  		    otmp->bknown = TRUE;
491.  		    return;
492.  		}
493.  		if (!have_spot) {
494.  		    You("can't. There isn't anywhere for you to stand.");
495.  		    return;
496.  		}
497.  		if (!mtmp->mnamelth) {
498.  			pline("You've been through the dungeon on %s with no name.",
499.  				an(mtmp->data->mname));
500.  			if (Hallucination)
501.  				pline("It felt good to get out of the rain.");
502.  		} else
503.  			You("dismount %s.", mon_nam(mtmp));
504.  	}
505.  	/* While riding these refer to the steed's legs
506.  	 * so after dismounting they refer to the player's
507.  	 * legs once again.
508.  	 */
509.  	if (repair_leg_damage) HWounded_legs = EWounded_legs = 0;
510.  
511.  	/* Release the steed and saddle */
512.  	u.usteed = 0;
513.  	u.ugallop = 0L;
514.  
515.  	/* Set player and steed's position.  Try moving the player first
516.  	   unless we're in the midst of creating a bones file. */
517.  	if (reason == DISMOUNT_BONES) {
518.  	    /* move the steed to an adjacent square */
519.  	    if (enexto(&cc, u.ux, u.uy, mtmp->data))
520.  		rloc_to(mtmp, cc.x, cc.y);
521.  	    else	/* evidently no room nearby; move steed elsewhere */
522.  		rloc(mtmp);
523.  	    return;
524.  	}
525.  	if (!DEADMONSTER(mtmp)) {
526.  	    place_monster(mtmp, u.ux, u.uy);
527.  	    if (!u.uswallow && !u.ustuck && have_spot) {
528.  		struct permonst *mdat = mtmp->data;
529.  
530.  		/* The steed may drop into water/lava */
531.  		if (!is_flyer(mdat) && !is_floater(mdat) && !is_clinger(mdat)) {
532.  		    if (is_pool(u.ux, u.uy)) {
533.  			if (!Underwater)
534.  			    pline("%s falls into the %s!", Monnam(mtmp),
535.  							surface(u.ux, u.uy));
536.  			if (!is_swimmer(mdat) && !amphibious(mdat)) {
537.  			    killed(mtmp);
538.  			    adjalign(-1);
539.  			}
540.  		    } else if (is_lava(u.ux, u.uy)) {
541.  			pline("%s is pulled into the lava!", Monnam(mtmp));
542.  			if (!likes_lava(mdat)) {
543.  			    killed(mtmp);
544.  			    adjalign(-1);
545.  			}
546.  		    }
547.  		}
548.  	    /* Steed dismounting consists of two steps: being moved to another
549.  	     * square, and descending to the floor.  We have functions to do
550.  	     * each of these activities, but they're normally called
551.  	     * individually and include an attempt to look at or pick up the
552.  	     * objects on the floor:
553.  	     * teleds() --> spoteffects() --> pickup()
554.  	     * float_down() --> pickup()
555.  	     * We use this kludge to make sure there is only one such attempt.
556.  	     *
557.  	     * Clearly this is not the best way to do it.  A full fix would
558.  	     * involve having these functions not call pickup() at all, instead
559.  	     * calling them first and calling pickup() afterwards.  But it
560.  	     * would take a lot of work to keep this change from having any
561.  	     * unforseen side effects (for instance, you would no longer be
562.  	     * able to walk onto a square with a hole, and autopickup before
563.  	     * falling into the hole).
564.  	     */
565.  		/* [ALI] No need to move the player if the steed died. */
566.  		if (!DEADMONSTER(mtmp)) {
567.  		    /* Keep steed here, move the player to cc;
568.  		     * teleds() clears u.utrap
569.  		     */
570.  		    in_steed_dismounting = TRUE;
571.  		    teleds(cc.x, cc.y);
572.  		    in_steed_dismounting = FALSE;
573.  
574.  		    /* Put your steed in your trap */
575.  		    if (save_utrap)
576.  			(void) mintrap(mtmp);
577.  		}
578.  	    /* Couldn't... try placing the steed */
579.  	    } else if (enexto(&cc, u.ux, u.uy, mtmp->data)) {
580.  		/* Keep player here, move the steed to cc */
581.  		rloc_to(mtmp, cc.x, cc.y);
582.  		/* Player stays put */
583.  	    /* Otherwise, kill the steed */
584.  	    } else {
585.  		killed(mtmp);
586.  		adjalign(-1);
587.  	    }
588.  	}
589.  
590.  	/* Return the player to the floor */
591.  	in_steed_dismounting = TRUE;
592.  	(void) float_down(0L, W_SADDLE);
593.  	in_steed_dismounting = FALSE;
594.  	flags.botl = 1;
595.  	if (reason != DISMOUNT_ENGULFED) {
596.  		(void)encumber_msg();
597.  		vision_full_recalc = 1;
598.  	}
599.  	return;
600.  }
601.  
602.  void
603.  place_monster(mon, x, y)
604.  struct monst *mon;
605.  int x, y;
606.  {
607.      if (mon == u.usteed ||
608.  	    /* special case is for convoluted vault guard handling */
609.  	    (DEADMONSTER(mon) && !(mon->isgd && x == 0 && y == 0))) {
610.  	impossible("placing %s onto map?",
611.  		   (mon == u.usteed) ? "steed" : "defunct monster");
612.  	return;
613.      }
614.      mon->mx = x, mon->my = y;
615.      level.monsters[x][y] = mon;
616.  }
617.  
618.  #endif /* STEED */
619.  
620.  /*steed.c*/