Source:NetHack 3.4.3/src/monmove.c
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1. /* SCCS Id: @(#)monmove.c 3.4 2002/04/06 */ 2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4.
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.
5. #include "hack.h" 6. #include "mfndpos.h" 7. #include "artifact.h" 8. #include "epri.h" 9. 10. extern boolean notonhead; 11. 12. #ifdef OVL0 13. 14. STATIC_DCL int FDECL(disturb,(struct monst *)); 15. STATIC_DCL void FDECL(distfleeck,(struct monst *,int *,int *,int *)); 16. STATIC_DCL int FDECL(m_arrival, (struct monst *)); 17. STATIC_DCL void FDECL(watch_on_duty,(struct monst *)); 18. 19. #endif /* OVL0 */ 20. #ifdef OVLB 21.
mb_trapped
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. wake_nearto(mtmp->mx, mtmp->my, 7*7); 33. mtmp->mstun = 1; 34. mtmp->mhp -= rnd(15); 35. if(mtmp->mhp <= 0) { 36. mondied(mtmp); 37. if (mtmp->mhp > 0) /* lifesaved */ 38. return(FALSE); 39. else 40. return(TRUE); 41. } 42. return(FALSE); 43. } 44. 45. #endif /* OVLB */ 46. #ifdef OVL0 47.
watch_on_duty
48. STATIC_OVL void 49. watch_on_duty(mtmp) 50. register struct monst *mtmp; 51. { 52. int x, y; 53. 54. if(mtmp->mpeaceful && in_town(u.ux+u.dx, u.uy+u.dy) && 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. } else if (is_digging()) { 73. /* chewing, wand/spell of digging are checked elsewhere */ 74. watch_dig(mtmp, digging.pos.x, digging.pos.y, FALSE); 75. } 76. } 77. } 78. 79. #endif /* OVL0 */ 80. #ifdef OVL1 81.
dochugw
82. int 83. dochugw(mtmp) 84. register struct monst *mtmp; 85. { 86. register int x = mtmp->mx, y = mtmp->my; 87. boolean already_saw_mon = !occupation ? 0 : canspotmon(mtmp); 88. int rd = dochug(mtmp); 89. #if 0 90. /* part of the original warning code which was replaced in 3.3.1 */ 91. int dd; 92. 93. if(Warning && !rd && !mtmp->mpeaceful && 94. (dd = distu(mtmp->mx,mtmp->my)) < distu(x,y) && 95. dd < 100 && !canseemon(mtmp)) { 96. /* Note: this assumes we only want to warn against the monster to 97. * which the weapon does extra damage, as there is no "monster 98. * which the weapon warns against" field. 99. */ 100. if (spec_ability(uwep, SPFX_WARN) && spec_dbon(uwep, mtmp, 1)) 101. warnlevel = 100; 102. else if ((int) (mtmp->m_lev / 4) > warnlevel) 103. warnlevel = (mtmp->m_lev / 4); 104. } 105. #endif /* 0 */ 106. 107. /* a similar check is in monster_nearby() in hack.c */ 108. /* check whether hero notices monster and stops current activity */ 109. if (occupation && !rd && !Confusion && 110. (!mtmp->mpeaceful || Hallucination) && 111. /* it's close enough to be a threat */ 112. distu(mtmp->mx,mtmp->my) <= (BOLT_LIM+1)*(BOLT_LIM+1) && 113. /* and either couldn't see it before, or it was too far away */ 114. (!already_saw_mon || !couldsee(x,y) || 115. distu(x,y) > (BOLT_LIM+1)*(BOLT_LIM+1)) && 116. /* can see it now, or sense it and would normally see it */ 117. (canseemon(mtmp) || 118. (sensemon(mtmp) && couldsee(mtmp->mx,mtmp->my))) && 119. mtmp->mcanmove && 120. !noattacks(mtmp->data) && !onscary(u.ux, u.uy, mtmp)) 121. stop_occupation(); 122. 123. return(rd); 124. } 125. 126. #endif /* OVL1 */ 127. #ifdef OVL2 128.
onscary
129. boolean 130. onscary(x, y, mtmp) 131. int x, y; 132. struct monst *mtmp; 133. { 134. if (mtmp->isshk || mtmp->isgd || mtmp->iswiz || !mtmp->mcansee || 135. mtmp->mpeaceful || mtmp->data->mlet == S_HUMAN || 136. is_lminion(mtmp) || mtmp->data == &mons[PM_ANGEL] || 137. is_rider(mtmp->data) || mtmp->data == &mons[PM_MINOTAUR]) 138. return(FALSE); 139. 140. return (boolean)(sobj_at(SCR_SCARE_MONSTER, x, y) 141. #ifdef ELBERETH 142. || sengr_at("Elbereth", x, y) 143. #endif 144. || (mtmp->data->mlet == S_VAMPIRE 145. && IS_ALTAR(levl[x][y].typ))); 146. } 147. 148. #endif /* OVL2 */ 149. #ifdef OVL0 150.
mon_regen
151. /* regenerate lost hit points */ 152. void 153. mon_regen(mon, digest_meal) 154. struct monst *mon; 155. boolean digest_meal; 156. { 157. if (mon->mhp < mon->mhpmax && 158. (moves % 20 == 0 || regenerates(mon->data))) mon->mhp++; 159. if (mon->mspec_used) mon->mspec_used--; 160. if (digest_meal) { 161. if (mon->meating) mon->meating--; 162. } 163. } 164.
disturb
165. /* 166. * Possibly awaken the given monster. Return a 1 if the monster has been 167. * jolted awake. 168. */ 169. STATIC_OVL int 170. disturb(mtmp) 171. register struct monst *mtmp; 172. { 173. /* 174. * + Ettins are hard to surprise.
This is from Dungeons & Dragons, where ettins have two heads (and so presumably can see anyone sneaking up on them).
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))) &&
The 9-in-10 chance of an ettin waking up is also taken directly from D&D.
188. (!(mtmp->data->mlet == S_NYMPH 189. || mtmp->data == &mons[PM_JABBERWOCK] 190. #if 0 /* DEFERRED */ 191. || mtmp->data == &mons[PM_VORPAL_JABBERWOCK] 192. #endif 193. || mtmp->data->mlet == S_LEPRECHAUN) || !rn2(50)) && 194. (Aggravate_monster 195. || (mtmp->data->mlet == S_DOG || 196. mtmp->data->mlet == S_HUMAN) 197. || (!rn2(7) && mtmp->m_ap_type != M_AP_FURNITURE && 198. mtmp->m_ap_type != M_AP_OBJECT) )) { 199. mtmp->msleeping = 0; 200. return(1); 201. } 202. return(0); 203. } 204.
monflee
205. /* monster begins fleeing for the specified time, 0 means untimed flee 206. * if first, only adds fleetime if monster isn't already fleeing 207. * if fleemsg, prints a message about new flight, otherwise, caller should */ 208. void 209. monflee(mtmp, fleetime, first, fleemsg) 210. struct monst *mtmp; 211. int fleetime; 212. boolean first; 213. boolean fleemsg; 214. { 215. if (u.ustuck == mtmp) { 216. if (u.uswallow) 217. expels(mtmp, mtmp->data, TRUE); 218. else if (!sticks(youmonst.data)) { 219. unstuck(mtmp); /* monster lets go when fleeing */ 220. You("get released!"); 221. } 222. } 223. 224. if (!first || !mtmp->mflee) { 225. /* don't lose untimed scare */ 226. if (!fleetime) 227. mtmp->mfleetim = 0; 228. else if (!mtmp->mflee || mtmp->mfleetim) { 229. fleetime += mtmp->mfleetim; 230. /* ensure monster flees long enough to visibly stop fighting */ 231. if (fleetime == 1) fleetime++; 232. mtmp->mfleetim = min(fleetime, 127); 233. } 234. if (!mtmp->mflee && fleemsg && canseemon(mtmp) && !mtmp->mfrozen) 235. pline("%s turns to flee!", (Monnam(mtmp))); 236. mtmp->mflee = 1; 237. } 238. } 239.
distfleeck
240. STATIC_OVL void 241. distfleeck(mtmp,inrange,nearby,scared) 242. register struct monst *mtmp; 243. int *inrange, *nearby, *scared; 244. { 245. int seescaryx, seescaryy; 246. 247. *inrange = (dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= 248. (BOLT_LIM * BOLT_LIM)); 249. *nearby = *inrange && monnear(mtmp, mtmp->mux, mtmp->muy); 250. 251. /* Note: if your image is displaced, the monster sees the Elbereth 252. * at your displaced position, thus never attacking your displaced 253. * position, but possibly attacking you by accident. If you are 254. * invisible, it sees the Elbereth at your real position, thus never 255. * running into you by accident but possibly attacking the spot 256. * where it guesses you are. 257. */ 258. if (!mtmp->mcansee || (Invis && !perceives(mtmp->data))) { 259. seescaryx = mtmp->mux; 260. seescaryy = mtmp->muy; 261. } else { 262. seescaryx = u.ux; 263. seescaryy = u.uy; 264. } 265. *scared = (*nearby && (onscary(seescaryx, seescaryy, mtmp) || 266. (!mtmp->mpeaceful && 267. in_your_sanctuary(mtmp, 0, 0)))); 268. 269. if(*scared) { 270. if (rn2(7)) 271. monflee(mtmp, rnd(10), TRUE, TRUE); 272. else 273. monflee(mtmp, rnd(100), TRUE, TRUE); 274. } 275. 276. } 277.
m_arrival
278. /* perform a special one-time action for a monster; returns -1 if nothing 279. special happened, 0 if monster uses up its turn, 1 if monster is killed */ 280. STATIC_OVL int 281. m_arrival(mon) 282. struct monst *mon; 283. { 284. mon->mstrategy &= ~STRAT_ARRIVE; /* always reset */ 285. 286. return -1; 287. } 288.
dochug
289. /* returns 1 if monster died moving, 0 otherwise */ 290. /* The whole dochugw/m_move/distfleeck/mfndpos section is serious spaghetti 291. * code. --KAA 292. */ 293. int 294. dochug(mtmp) 295. register struct monst *mtmp; 296. { 297. register struct permonst *mdat; 298. register int tmp=0; 299. int inrange, nearby, scared; 300. #ifdef GOLDOBJ 301. struct obj *ygold = 0, *lepgold = 0; 302. #endif 303. 304. /* Pre-movement adjustments */ 305. 306. mdat = mtmp->data; 307. 308. if (mtmp->mstrategy & STRAT_ARRIVE) { 309. int res = m_arrival(mtmp); 310. if (res >= 0) return res; 311. } 312. 313. /* check for waitmask status change */ 314. if ((mtmp->mstrategy & STRAT_WAITFORU) && 315. (m_canseeu(mtmp) || mtmp->mhp < mtmp->mhpmax)) 316. mtmp->mstrategy &= ~STRAT_WAITFORU; 317. 318. /* update quest status flags */ 319. quest_stat_check(mtmp); 320. 321. if (!mtmp->mcanmove || (mtmp->mstrategy & STRAT_WAITMASK)) { 322. if (Hallucination) newsym(mtmp->mx,mtmp->my); 323. if (mtmp->mcanmove && (mtmp->mstrategy & STRAT_CLOSE) && 324. !mtmp->msleeping && monnear(mtmp, u.ux, u.uy)) 325. quest_talk(mtmp); /* give the leaders a chance to speak */ 326. return(0); /* other frozen monsters can't do anything */ 327. } 328. 329. /* there is a chance we will wake it */ 330. if (mtmp->msleeping && !disturb(mtmp)) { 331. if (Hallucination) newsym(mtmp->mx,mtmp->my); 332. return(0); 333. } 334. 335. /* not frozen or sleeping: wipe out texts written in the dust */ 336. wipe_engr_at(mtmp->mx, mtmp->my, 1); 337. 338. /* confused monsters get unconfused with small probability */ 339. if (mtmp->mconf && !rn2(50)) mtmp->mconf = 0; 340. 341. /* stunned monsters get un-stunned with larger probability */ 342. if (mtmp->mstun && !rn2(10)) mtmp->mstun = 0; 343. 344. /* some monsters teleport */ 345. if (mtmp->mflee && !rn2(40) && can_teleport(mdat) && !mtmp->iswiz && 346. !level.flags.noteleport) { 347. (void) rloc(mtmp, FALSE); 348. return(0); 349. } 350. if (mdat->msound == MS_SHRIEK && !um_dist(mtmp->mx, mtmp->my, 1)) 351. m_respond(mtmp); 352. if (mdat == &mons[PM_MEDUSA] && couldsee(mtmp->mx, mtmp->my)) 353. m_respond(mtmp); 354. if (mtmp->mhp <= 0) return(1); /* m_respond gaze can kill medusa */ 355. 356. /* fleeing monsters might regain courage */ 357. if (mtmp->mflee && !mtmp->mfleetim 358. && mtmp->mhp == mtmp->mhpmax && !rn2(25)) mtmp->mflee = 0; 359. 360. set_apparxy(mtmp); 361. /* Must be done after you move and before the monster does. The 362. * set_apparxy() call in m_move() doesn't suffice since the variables 363. * inrange, etc. all depend on stuff set by set_apparxy(). 364. */ 365. 366. /* Monsters that want to acquire things */ 367. /* may teleport, so do it before inrange is set */ 368. if(is_covetous(mdat)) (void) tactics(mtmp); 369. 370. /* check distance and scariness of attacks */ 371. distfleeck(mtmp,&inrange,&nearby,&scared); 372. 373. if(find_defensive(mtmp)) { 374. if (use_defensive(mtmp) != 0) 375. return 1; 376. } else if(find_misc(mtmp)) { 377. if (use_misc(mtmp) != 0) 378. return 1; 379. } 380. 381. /* Demonic Blackmail! */ 382. if(nearby && mdat->msound == MS_BRIBE && 383. mtmp->mpeaceful && !mtmp->mtame && !u.uswallow) { 384. if (mtmp->mux != u.ux || mtmp->muy != u.uy) { 385. pline("%s whispers at thin air.", 386. cansee(mtmp->mux, mtmp->muy) ? Monnam(mtmp) : "It"); 387. 388. if (is_demon(youmonst.data)) { 389. /* "Good hunting, brother" */ 390. if (!tele_restrict(mtmp)) (void) rloc(mtmp, FALSE); 391. } else { 392. mtmp->minvis = mtmp->perminvis = 0; 393. /* Why? For the same reason in real demon talk */ 394. pline("%s gets angry!", Amonnam(mtmp)); 395. mtmp->mpeaceful = 0; 396. /* since no way is an image going to pay it off */ 397. } 398. } else if(demon_talk(mtmp)) return(1); /* you paid it off */ 399. } 400. 401. /* the watch will look around and see if you are up to no good :-) */ 402. if (mdat == &mons[PM_WATCHMAN] || mdat == &mons[PM_WATCH_CAPTAIN]) 403. watch_on_duty(mtmp); 404. 405. else if (is_mind_flayer(mdat) && !rn2(20)) { 406. struct monst *m2, *nmon = (struct monst *)0; 407. 408. if (canseemon(mtmp)) 409. pline("%s concentrates.", Monnam(mtmp)); 410. if (distu(mtmp->mx, mtmp->my) > BOLT_LIM * BOLT_LIM) { 411. You("sense a faint wave of psychic energy."); 412. goto toofar; 413. } 414. pline("A wave of psychic energy pours over you!"); 415. if (mtmp->mpeaceful && 416. (!Conflict || resist(mtmp, RING_CLASS, 0, 0))) 417. pline("It feels quite soothing."); 418. else { 419. register boolean m_sen = sensemon(mtmp); 420. 421. if (m_sen || (Blind_telepat && rn2(2)) || !rn2(10)) { 422. int dmg; 423. pline("It locks on to your %s!", 424. m_sen ? "telepathy" : 425. Blind_telepat ? "latent telepathy" : "mind"); 426. dmg = rnd(15); 427. if (Half_spell_damage) dmg = (dmg+1) / 2; 428. losehp(dmg, "psychic blast", KILLED_BY_AN); 429. } 430. } 431. for(m2=fmon; m2; m2 = nmon) { 432. nmon = m2->nmon; 433. if (DEADMONSTER(m2)) continue; 434. if (m2->mpeaceful == mtmp->mpeaceful) continue; 435. if (mindless(m2->data)) continue; 436. if (m2 == mtmp) continue; 437. if ((telepathic(m2->data) && 438. (rn2(2) || m2->mblinded)) || !rn2(10)) { 439. if (cansee(m2->mx, m2->my)) 440. pline("It locks on to %s.", mon_nam(m2)); 441. m2->mhp -= rnd(15); 442. if (m2->mhp <= 0) 443. monkilled(m2, "", AD_DRIN); 444. else 445. m2->msleeping = 0; 446. } 447. } 448. } 449. toofar: 450. 451. /* If monster is nearby you, and has to wield a weapon, do so. This 452. * costs the monster a move, of course. 453. */ 454. if((!mtmp->mpeaceful || Conflict) && inrange && 455. dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= 8 456. && attacktype(mdat, AT_WEAP)) { 457. struct obj *mw_tmp; 458. 459. /* The scared check is necessary. Otherwise a monster that is 460. * one square near the player but fleeing into a wall would keep 461. * switching between pick-axe and weapon. If monster is stuck 462. * in a trap, prefer ranged weapon (wielding is done in thrwmu). 463. * This may cost the monster an attack, but keeps the monster 464. * from switching back and forth if carrying both. 465. */ 466. mw_tmp = MON_WEP(mtmp); 467. if (!(scared && mw_tmp && is_pick(mw_tmp)) && 468. mtmp->weapon_check == NEED_WEAPON && 469. !(mtmp->mtrapped && !nearby && select_rwep(mtmp))) { 470. mtmp->weapon_check = NEED_HTH_WEAPON; 471. if (mon_wield_item(mtmp) != 0) return(0); 472. } 473. } 474. 475. /* Now the actual movement phase */ 476. 477. #ifndef GOLDOBJ 478. if(!nearby || mtmp->mflee || scared || 479. mtmp->mconf || mtmp->mstun || (mtmp->minvis && !rn2(3)) || 480. (mdat->mlet == S_LEPRECHAUN && !u.ugold && (mtmp->mgold || rn2(2))) || 481. #else 482. if (mdat->mlet == S_LEPRECHAUN) { 483. ygold = findgold(invent); 484. lepgold = findgold(mtmp->minvent); 485. } 486. 487. if(!nearby || mtmp->mflee || scared || 488. mtmp->mconf || mtmp->mstun || (mtmp->minvis && !rn2(3)) || 489. (mdat->mlet == S_LEPRECHAUN && !ygold && (lepgold || rn2(2))) || 490. #endif 491. (is_wanderer(mdat) && !rn2(4)) || (Conflict && !mtmp->iswiz) || 492. (!mtmp->mcansee && !rn2(4)) || mtmp->mpeaceful) { 493. /* Possibly cast an undirected spell if not attacking you */ 494. /* note that most of the time castmu() will pick a directed 495. spell and do nothing, so the monster moves normally */ 496. /* arbitrary distance restriction to keep monster far away 497. from you from having cast dozens of sticks-to-snakes 498. or similar spells by the time you reach it */ 499. if (dist2(mtmp->mx, mtmp->my, u.ux, u.uy) <= 49 && !mtmp->mspec_used) { 500. struct attack *a; 501. 502. for (a = &mdat->mattk[0]; a < &mdat->mattk[NATTK]; a++) { 503. if (a->aatyp == AT_MAGC && (a->adtyp == AD_SPEL || a->adtyp == AD_CLRC)) { 504. if (castmu(mtmp, a, FALSE, FALSE)) { 505. tmp = 3; 506. break; 507. } 508. } 509. } 510. } 511. 512. tmp = m_move(mtmp, 0); 513. distfleeck(mtmp,&inrange,&nearby,&scared); /* recalc */ 514. 515. switch (tmp) { 516. case 0: /* no movement, but it can still attack you */ 517. case 3: /* absolutely no movement */ 518. /* for pets, case 0 and 3 are equivalent */ 519. /* vault guard might have vanished */ 520. if (mtmp->isgd && (mtmp->mhp < 1 || 521. (mtmp->mx == 0 && mtmp->my == 0))) 522. return 1; /* behave as if it died */ 523. /* During hallucination, monster appearance should 524. * still change - even if it doesn't move. 525. */ 526. if(Hallucination) newsym(mtmp->mx,mtmp->my); 527. break; 528. case 1: /* monster moved */ 529. /* Maybe it stepped on a trap and fell asleep... */ 530. if (mtmp->msleeping || !mtmp->mcanmove) return(0); 531. if(!nearby && 532. (ranged_attk(mdat) || find_offensive(mtmp))) 533. break; 534. else if(u.uswallow && mtmp == u.ustuck) { 535. /* a monster that's digesting you can move at the 536. * same time -dlc 537. */ 538. return(mattacku(mtmp)); 539. } else 540. return(0); 541. /*NOTREACHED*/ 542. break; 543. case 2: /* monster died */ 544. return(1); 545. } 546. } 547. 548. /* Now, attack the player if possible - one attack set per monst */ 549. 550. if (!mtmp->mpeaceful || 551. (Conflict && !resist(mtmp, RING_CLASS, 0, 0))) { 552. if(inrange && !noattacks(mdat) && u.uhp > 0 && !scared && tmp != 3) 553. if(mattacku(mtmp)) return(1); /* monster died (e.g. exploded) */ 554. 555. if(mtmp->wormno) wormhitu(mtmp); 556. } 557. /* special speeches for quest monsters */ 558. if (!mtmp->msleeping && mtmp->mcanmove && nearby) 559. quest_talk(mtmp); 560. /* extra emotional attack for vile monsters */ 561. if (inrange && mtmp->data->msound == MS_CUSS && !mtmp->mpeaceful && 562. couldsee(mtmp->mx, mtmp->my) && !mtmp->minvis && !rn2(5)) 563. cuss(mtmp); 564. 565. return(tmp == 2); 566. } 567. 568. static NEARDATA const char practical[] = { WEAPON_CLASS, ARMOR_CLASS, GEM_CLASS, FOOD_CLASS, 0 }; 569. static NEARDATA const char magical[] = { 570. AMULET_CLASS, POTION_CLASS, SCROLL_CLASS, WAND_CLASS, RING_CLASS, 571. SPBOOK_CLASS, 0 }; 572. static NEARDATA const char indigestion[] = { BALL_CLASS, ROCK_CLASS, 0 }; 573. static NEARDATA const char boulder_class[] = { ROCK_CLASS, 0 }; 574. static NEARDATA const char gem_class[] = { GEM_CLASS, 0 }; 575.
itsstuck
576. boolean 577. itsstuck(mtmp) 578. register struct monst *mtmp; 579. { 580. if (sticks(youmonst.data) && mtmp==u.ustuck && !u.uswallow) { 581. pline("%s cannot escape from you!", Monnam(mtmp)); 582. return(TRUE); 583. } 584. return(FALSE); 585. } 586.
m_move
587. /* Return values: 588. * 0: did not move, but can still attack and do other stuff. 589. * 1: moved, possibly can attack. 590. * 2: monster died. 591. * 3: did not move, and can't do anything else either. 592. */ 593. int 594. m_move(mtmp, after) 595. register struct monst *mtmp; 596. register int after; 597. { 598. register int appr; 599. xchar gx,gy,nix,niy,chcnt; 600. int chi; /* could be schar except for stupid Sun-2 compiler */ 601. boolean likegold=0, likegems=0, likeobjs=0, likemagic=0, conceals=0; 602. boolean likerock=0, can_tunnel=0; 603. boolean can_open=0, can_unlock=0, doorbuster=0; 604. boolean uses_items=0, setlikes=0; 605. boolean avoid=FALSE; 606. struct permonst *ptr; 607. struct monst *mtoo; 608. schar mmoved = 0; /* not strictly nec.: chi >= 0 will do */ 609. long info[9]; 610. long flag; 611. int omx = mtmp->mx, omy = mtmp->my; 612. struct obj *mw_tmp; 613. 614. if(mtmp->mtrapped) { 615. int i = mintrap(mtmp); 616. if(i >= 2) { newsym(mtmp->mx,mtmp->my); return(2); }/* it died */ 617. if(i == 1) return(0); /* still in trap, so didn't move */ 618. } 619. ptr = mtmp->data; /* mintrap() can change mtmp->data -dlc */ 620. 621. if (mtmp->meating) { 622. mtmp->meating--; 623. return 3; /* still eating */ 624. } 625. if (hides_under(ptr) && OBJ_AT(mtmp->mx, mtmp->my) && rn2(10)) 626. return 0; /* do not leave hiding place */ 627. 628. set_apparxy(mtmp); 629. /* where does mtmp think you are? */ 630. /* Not necessary if m_move called from this file, but necessary in 631. * other calls of m_move (ex. leprechauns dodging) 632. */ 633. #ifdef REINCARNATION 634. if (!Is_rogue_level(&u.uz)) 635. #endif 636. can_tunnel = tunnels(ptr); 637. can_open = !(nohands(ptr) || verysmall(ptr)); 638. can_unlock = ((can_open && m_carrying(mtmp, SKELETON_KEY)) || 639. mtmp->iswiz || is_rider(ptr)); 640. doorbuster = is_giant(ptr); 641. if(mtmp->wormno) goto not_special; 642. /* my dog gets special treatment */ 643. if(mtmp->mtame) { 644. mmoved = dog_move(mtmp, after); 645. goto postmov; 646. } 647. 648. /* likewise for shopkeeper */ 649. if(mtmp->isshk) { 650. mmoved = shk_move(mtmp); 651. if(mmoved == -2) return(2); 652. if(mmoved >= 0) goto postmov; 653. mmoved = 0; /* follow player outside shop */ 654. } 655. 656. /* and for the guard */ 657. if(mtmp->isgd) { 658. mmoved = gd_move(mtmp); 659. if(mmoved == -2) return(2); 660. if(mmoved >= 0) goto postmov; 661. mmoved = 0; 662. } 663. 664. /* and the acquisitive monsters get special treatment */ 665. if(is_covetous(ptr)) { 666. xchar tx = STRAT_GOALX(mtmp->mstrategy), 667. ty = STRAT_GOALY(mtmp->mstrategy); 668. struct monst *intruder = m_at(tx, ty); 669. /* 670. * if there's a monster on the object or in possesion of it, 671. * attack it. 672. */ 673. if((dist2(mtmp->mx, mtmp->my, tx, ty) < 2) && 674. intruder && (intruder != mtmp)) { 675. 676. notonhead = (intruder->mx != tx || intruder->my != ty); 677. if(mattackm(mtmp, intruder) == 2) return(2); 678. mmoved = 1; 679. } else mmoved = 0; 680. goto postmov; 681. } 682. 683. /* and for the priest */ 684. if(mtmp->ispriest) { 685. mmoved = pri_move(mtmp); 686. if(mmoved == -2) return(2); 687. if(mmoved >= 0) goto postmov; 688. mmoved = 0; 689. } 690. 691. #ifdef MAIL 692. if(ptr == &mons[PM_MAIL_DAEMON]) { 693. if(flags.soundok && canseemon(mtmp)) 694. verbalize("I'm late!"); 695. mongone(mtmp); 696. return(2); 697. } 698. #endif 699. 700. /* teleport if that lies in our nature */ 701. if(ptr == &mons[PM_TENGU] && !rn2(5) && !mtmp->mcan && 702. !tele_restrict(mtmp)) { 703. if(mtmp->mhp < 7 || mtmp->mpeaceful || rn2(2)) 704. (void) rloc(mtmp, FALSE); 705. else 706. mnexto(mtmp); 707. mmoved = 1; 708. goto postmov; 709. } 710. not_special: 711. if(u.uswallow && !mtmp->mflee && u.ustuck != mtmp) return(1); 712. omx = mtmp->mx; 713. omy = mtmp->my; 714. gx = mtmp->mux; 715. gy = mtmp->muy; 716. appr = mtmp->mflee ? -1 : 1; 717. if (mtmp->mconf || (u.uswallow && mtmp == u.ustuck)) 718. appr = 0; 719. else { 720. #ifdef GOLDOBJ 721. struct obj *lepgold, *ygold; 722. #endif 723. boolean should_see = (couldsee(omx, omy) && 724. (levl[gx][gy].lit || 725. !levl[omx][omy].lit) && 726. (dist2(omx, omy, gx, gy) <= 36)); 727. 728. if (!mtmp->mcansee || 729. (should_see && Invis && !perceives(ptr) && rn2(11)) || 730. (youmonst.m_ap_type == M_AP_OBJECT && youmonst.mappearance == STRANGE_OBJECT) || u.uundetected || 731. (youmonst.m_ap_type == M_AP_OBJECT && youmonst.mappearance == GOLD_PIECE && !likes_gold(ptr)) || 732. (mtmp->mpeaceful && !mtmp->isshk) || /* allow shks to follow */ 733. ((monsndx(ptr) == PM_STALKER || ptr->mlet == S_BAT || 734. ptr->mlet == S_LIGHT) && !rn2(3))) 735. appr = 0; 736. 737. if(monsndx(ptr) == PM_LEPRECHAUN && (appr == 1) && 738. #ifndef GOLDOBJ 739. (mtmp->mgold > u.ugold)) 740. #else 741. ( (lepgold = findgold(mtmp->minvent)) && 742. (lepgold->quan > ((ygold = findgold(invent)) ? ygold->quan : 0L)) )) 743. #endif 744. appr = -1; 745. 746. if (!should_see && can_track(ptr)) { 747. register coord *cp; 748. 749. cp = gettrack(omx,omy); 750. if (cp) { 751. gx = cp->x; 752. gy = cp->y; 753. } 754. } 755. } 756. 757. if ((!mtmp->mpeaceful || !rn2(10)) 758. #ifdef REINCARNATION 759. && (!Is_rogue_level(&u.uz)) 760. #endif 761. ) { 762. boolean in_line = lined_up(mtmp) && 763. (distmin(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= 764. (throws_rocks(youmonst.data) ? 20 : ACURRSTR/2+1) 765. ); 766. 767. if (appr != 1 || !in_line) { 768. /* Monsters in combat won't pick stuff up, avoiding the 769. * situation where you toss arrows at it and it has nothing 770. * better to do than pick the arrows up. 771. */ 772. register int pctload = (curr_mon_load(mtmp) * 100) / 773. max_mon_load(mtmp); 774. 775. /* look for gold or jewels nearby */ 776. likegold = (likes_gold(ptr) && pctload < 95); 777. likegems = (likes_gems(ptr) && pctload < 85); 778. uses_items = (!mindless(ptr) && !is_animal(ptr) 779. && pctload < 75); 780. likeobjs = (likes_objs(ptr) && pctload < 75); 781. likemagic = (likes_magic(ptr) && pctload < 85); 782. likerock = (throws_rocks(ptr) && pctload < 50 && !In_sokoban(&u.uz)); 783. conceals = hides_under(ptr); 784. setlikes = TRUE; 785. } 786. } 787. 788. #define SQSRCHRADIUS 5 789. 790. { register int minr = SQSRCHRADIUS; /* not too far away */ 791. register struct obj *otmp; 792. register int xx, yy; 793. int oomx, oomy, lmx, lmy; 794. 795. /* cut down the search radius if it thinks character is closer. */ 796. if(distmin(mtmp->mux, mtmp->muy, omx, omy) < SQSRCHRADIUS && 797. !mtmp->mpeaceful) minr--; 798. /* guards shouldn't get too distracted */ 799. if(!mtmp->mpeaceful && is_mercenary(ptr)) minr = 1; 800. 801. if((likegold || likegems || likeobjs || likemagic || likerock || conceals) 802. && (!*in_rooms(omx, omy, SHOPBASE) || (!rn2(25) && !mtmp->isshk))) { 803. look_for_obj: 804. oomx = min(COLNO-1, omx+minr); 805. oomy = min(ROWNO-1, omy+minr); 806. lmx = max(1, omx-minr); 807. lmy = max(0, omy-minr); 808. for(otmp = fobj; otmp; otmp = otmp->nobj) { 809. /* monsters may pick rocks up, but won't go out of their way 810. to grab them; this might hamper sling wielders, but it cuts 811. down on move overhead by filtering out most common item */ 812. if (otmp->otyp == ROCK) continue; 813. xx = otmp->ox; 814. yy = otmp->oy; 815. /* Nymphs take everything. Most other creatures should not 816. * pick up corpses except as a special case like in 817. * searches_for_item(). We need to do this check in 818. * mpickstuff() as well. 819. */ 820. if(xx >= lmx && xx <= oomx && yy >= lmy && yy <= oomy) { 821. /* don't get stuck circling around an object that's underneath 822. an immobile or hidden monster; paralysis victims excluded */ 823. if ((mtoo = m_at(xx,yy)) != 0 && 824. (mtoo->msleeping || mtoo->mundetected || 825. (mtoo->mappearance && !mtoo->iswiz) || 826. !mtoo->data->mmove)) continue; 827. 828. if(((likegold && otmp->oclass == COIN_CLASS) || 829. (likeobjs && index(practical, otmp->oclass) && 830. (otmp->otyp != CORPSE || (ptr->mlet == S_NYMPH 831. && !is_rider(&mons[otmp->corpsenm])))) || 832. (likemagic && index(magical, otmp->oclass)) || 833. (uses_items && searches_for_item(mtmp, otmp)) || 834. (likerock && otmp->otyp == BOULDER) || 835. (likegems && otmp->oclass == GEM_CLASS && 836. objects[otmp->otyp].oc_material != MINERAL) || 837. (conceals && !cansee(otmp->ox,otmp->oy)) || 838. (ptr == &mons[PM_GELATINOUS_CUBE] && 839. !index(indigestion, otmp->oclass) && 840. !(otmp->otyp == CORPSE && 841. touch_petrifies(&mons[otmp->corpsenm]))) 842. ) && touch_artifact(otmp,mtmp)) { 843. if(can_carry(mtmp,otmp) && 844. (throws_rocks(ptr) || 845. !sobj_at(BOULDER,xx,yy)) && 846. (!is_unicorn(ptr) || 847. objects[otmp->otyp].oc_material == GEMSTONE) && 848. /* Don't get stuck circling an Elbereth */ 849. !(onscary(xx, yy, mtmp))) { 850. minr = distmin(omx,omy,xx,yy); 851. oomx = min(COLNO-1, omx+minr); 852. oomy = min(ROWNO-1, omy+minr); 853. lmx = max(1, omx-minr); 854. lmy = max(0, omy-minr); 855. gx = otmp->ox; 856. gy = otmp->oy; 857. if (gx == omx && gy == omy) { 858. mmoved = 3; /* actually unnecessary */ 859. goto postmov; 860. } 861. } 862. } 863. } 864. } 865. } else if(likegold) { 866. /* don't try to pick up anything else, but use the same loop */ 867. uses_items = 0; 868. likegems = likeobjs = likemagic = likerock = conceals = 0; 869. goto look_for_obj; 870. } 871. 872. if(minr < SQSRCHRADIUS && appr == -1) { 873. if(distmin(omx,omy,mtmp->mux,mtmp->muy) <= 3) { 874. gx = mtmp->mux; 875. gy = mtmp->muy; 876. } else 877. appr = 1; 878. } 879. } 880. 881. /* don't tunnel if hostile and close enough to prefer a weapon */ 882. if (can_tunnel && needspick(ptr) && 883. ((!mtmp->mpeaceful || Conflict) && 884. dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= 8)) 885. can_tunnel = FALSE; 886. 887. nix = omx; 888. niy = omy; 889. flag = 0L; 890. if (mtmp->mpeaceful && (!Conflict || resist(mtmp, RING_CLASS, 0, 0))) 891. flag |= (ALLOW_SANCT | ALLOW_SSM); 892. else flag |= ALLOW_U; 893. if (is_minion(ptr) || is_rider(ptr)) flag |= ALLOW_SANCT; 894. /* unicorn may not be able to avoid hero on a noteleport level */ 895. if (is_unicorn(ptr) && !level.flags.noteleport) flag |= NOTONL; 896. if (passes_walls(ptr)) flag |= (ALLOW_WALL | ALLOW_ROCK); 897. if (passes_bars(ptr)) flag |= ALLOW_BARS; 898. if (can_tunnel) flag |= ALLOW_DIG; 899. if (is_human(ptr) || ptr == &mons[PM_MINOTAUR]) flag |= ALLOW_SSM; 900. if (is_undead(ptr) && ptr->mlet != S_GHOST) flag |= NOGARLIC; 901. if (throws_rocks(ptr)) flag |= ALLOW_ROCK; 902. if (can_open) flag |= OPENDOOR; 903. if (can_unlock) flag |= UNLOCKDOOR; 904. if (doorbuster) flag |= BUSTDOOR; 905. { 906. register int i, j, nx, ny, nearer; 907. int jcnt, cnt; 908. int ndist, nidist; 909. register coord *mtrk; 910. coord poss[9]; 911. 912. cnt = mfndpos(mtmp, poss, info, flag); 913. chcnt = 0; 914. jcnt = min(MTSZ, cnt-1); 915. chi = -1; 916. nidist = dist2(nix,niy,gx,gy); 917. /* allow monsters be shortsighted on some levels for balance */ 918. if(!mtmp->mpeaceful && level.flags.shortsighted && 919. nidist > (couldsee(nix,niy) ? 144 : 36) && appr == 1) appr = 0; 920. if (is_unicorn(ptr) && level.flags.noteleport) { 921. /* on noteleport levels, perhaps we cannot avoid hero */ 922. for(i = 0; i < cnt; i++) 923. if(!(info[i] & NOTONL)) avoid=TRUE; 924. } 925.
Monsters have only approximately 25% chance of retracing their last step. This code is responsible for the bug that "fleeing" monsters get stuck to you in corridors.
926. for(i=0; i < cnt; i++) { 927. if (avoid && (info[i] & NOTONL)) continue; 928. nx = poss[i].x; 929. ny = poss[i].y; 930. 931. if (appr != 0) { 932. mtrk = &mtmp->mtrack[0]; 933. for(j=0; j < jcnt; mtrk++, j++) 934. if(nx == mtrk->x && ny == mtrk->y) 935. if(rn2(4*(cnt-j))) 936. goto nxti; 937. } 938. 939. nearer = ((ndist = dist2(nx,ny,gx,gy)) < nidist); 940. 941. if((appr == 1 && nearer) || (appr == -1 && !nearer) || 942. (!appr && !rn2(++chcnt)) || !mmoved) { 943. nix = nx; 944. niy = ny; 945. nidist = ndist; 946. chi = i; 947. mmoved = 1; 948. } 949. nxti: ; 950. } 951. } 952. 953. if(mmoved) { 954. register int j; 955. 956. if (mmoved==1 && (u.ux != nix || u.uy != niy) && itsstuck(mtmp)) 957. return(3); 958. 959. if (((IS_ROCK(levl[nix][niy].typ) && may_dig(nix,niy)) || 960. closed_door(nix, niy)) && 961. mmoved==1 && can_tunnel && needspick(ptr)) { 962. if (closed_door(nix, niy)) { 963. if (!(mw_tmp = MON_WEP(mtmp)) || 964. !is_pick(mw_tmp) || !is_axe(mw_tmp)) 965. mtmp->weapon_check = NEED_PICK_OR_AXE; 966. } else if (IS_TREE(levl[nix][niy].typ)) { 967. if (!(mw_tmp = MON_WEP(mtmp)) || !is_axe(mw_tmp)) 968. mtmp->weapon_check = NEED_AXE; 969. } else if (!(mw_tmp = MON_WEP(mtmp)) || !is_pick(mw_tmp)) { 970. mtmp->weapon_check = NEED_PICK_AXE; 971. } 972. if (mtmp->weapon_check >= NEED_PICK_AXE && mon_wield_item(mtmp)) 973. return(3); 974. } 975. /* If ALLOW_U is set, either it's trying to attack you, or it 976. * thinks it is. In either case, attack this spot in preference to 977. * all others. 978. */ 979. /* Actually, this whole section of code doesn't work as you'd expect. 980. * Most attacks are handled in dochug(). It calls distfleeck(), which 981. * among other things sets nearby if the monster is near you--and if 982. * nearby is set, we never call m_move unless it is a special case 983. * (confused, stun, etc.) The effect is that this ALLOW_U (and 984. * mfndpos) has no effect for normal attacks, though it lets a confused 985. * monster attack you by accident. 986. */ 987. if(info[chi] & ALLOW_U) { 988. nix = mtmp->mux; 989. niy = mtmp->muy; 990. } 991. if (nix == u.ux && niy == u.uy) { 992. mtmp->mux = u.ux; 993. mtmp->muy = u.uy; 994. return(0); 995. } 996. /* The monster may attack another based on 1 of 2 conditions: 997. * 1 - It may be confused. 998. * 2 - It may mistake the monster for your (displaced) image. 999. * Pets get taken care of above and shouldn't reach this code. 1000. * Conflict gets handled even farther away (movemon()). 1001. */ 1002. if((info[chi] & ALLOW_M) || 1003. (nix == mtmp->mux && niy == mtmp->muy)) { 1004. struct monst *mtmp2; 1005. int mstatus; 1006. mtmp2 = m_at(nix,niy); 1007. 1008. notonhead = mtmp2 && (nix != mtmp2->mx || niy != mtmp2->my); 1009. /* note: mstatus returns 0 if mtmp2 is nonexistent */ 1010. mstatus = mattackm(mtmp, mtmp2); 1011. 1012. if (mstatus & MM_AGR_DIED) /* aggressor died */ 1013. return 2; 1014. 1015. if ((mstatus & MM_HIT) && !(mstatus & MM_DEF_DIED) && 1016. rn2(4) && mtmp2->movement >= NORMAL_SPEED) { 1017. mtmp2->movement -= NORMAL_SPEED; 1018. notonhead = 0; 1019. mstatus = mattackm(mtmp2, mtmp); /* return attack */ 1020. if (mstatus & MM_DEF_DIED) 1021. return 2; 1022. } 1023. return 3; 1024. } 1025. 1026. if (!m_in_out_region(mtmp,nix,niy)) 1027. return 3; 1028. remove_monster(omx, omy); 1029. place_monster(mtmp, nix, niy); 1030. for(j = MTSZ-1; j > 0; j--) 1031. mtmp->mtrack[j] = mtmp->mtrack[j-1]; 1032. mtmp->mtrack[0].x = omx; 1033. mtmp->mtrack[0].y = omy; 1034. /* Place a segment at the old position. */ 1035. if (mtmp->wormno) worm_move(mtmp); 1036. } else { 1037. if(is_unicorn(ptr) && rn2(2) && !tele_restrict(mtmp)) { 1038. (void) rloc(mtmp, FALSE); 1039. return(1); 1040. } 1041. if(mtmp->wormno) worm_nomove(mtmp); 1042. } 1043. postmov: 1044. if(mmoved == 1 || mmoved == 3) { 1045. boolean canseeit = cansee(mtmp->mx, mtmp->my); 1046. 1047. if(mmoved == 1) { 1048. newsym(omx,omy); /* update the old position */ 1049. if (mintrap(mtmp) >= 2) { 1050. if(mtmp->mx) newsym(mtmp->mx,mtmp->my); 1051. return(2); /* it died */ 1052. } 1053. ptr = mtmp->data; 1054. 1055. /* open a door, or crash through it, if you can */ 1056. if(IS_DOOR(levl[mtmp->mx][mtmp->my].typ) 1057. && !passes_walls(ptr) /* doesn't need to open doors */ 1058. && !can_tunnel /* taken care of below */ 1059. ) { 1060. struct rm *here = &levl[mtmp->mx][mtmp->my]; 1061. boolean btrapped = (here->doormask & D_TRAPPED); 1062. 1063. if(here->doormask & (D_LOCKED|D_CLOSED) && amorphous(ptr)) { 1064. if (flags.verbose && canseemon(mtmp)) 1065. pline("%s %s under the door.", Monnam(mtmp), 1066. (ptr == &mons[PM_FOG_CLOUD] || 1067. ptr == &mons[PM_YELLOW_LIGHT]) 1068. ? "flows" : "oozes"); 1069. } else if(here->doormask & D_LOCKED && can_unlock) { 1070. if(btrapped) { 1071. here->doormask = D_NODOOR; 1072. newsym(mtmp->mx, mtmp->my); 1073. unblock_point(mtmp->mx,mtmp->my); /* vision */ 1074. if(mb_trapped(mtmp)) return(2); 1075. } else { 1076. if (flags.verbose) { 1077. if (canseeit) 1078. You("see a door unlock and open."); 1079. else if (flags.soundok) 1080. You_hear("a door unlock and open."); 1081. } 1082. here->doormask = D_ISOPEN; 1083. /* newsym(mtmp->mx, mtmp->my); */ 1084. unblock_point(mtmp->mx,mtmp->my); /* vision */ 1085. } 1086. } else if (here->doormask == D_CLOSED && can_open) { 1087. if(btrapped) { 1088. here->doormask = D_NODOOR; 1089. newsym(mtmp->mx, mtmp->my); 1090. unblock_point(mtmp->mx,mtmp->my); /* vision */ 1091. if(mb_trapped(mtmp)) return(2); 1092. } else { 1093. if (flags.verbose) { 1094. if (canseeit) 1095. You("see a door open."); 1096. else if (flags.soundok) 1097. You_hear("a door open."); 1098. } 1099. here->doormask = D_ISOPEN; 1100. /* newsym(mtmp->mx, mtmp->my); */ /* done below */ 1101. unblock_point(mtmp->mx,mtmp->my); /* vision */ 1102. } 1103. } else if (here->doormask & (D_LOCKED|D_CLOSED)) { 1104. /* mfndpos guarantees this must be a doorbuster */ 1105. if(btrapped) { 1106. here->doormask = D_NODOOR; 1107. newsym(mtmp->mx, mtmp->my); 1108. unblock_point(mtmp->mx,mtmp->my); /* vision */ 1109. if(mb_trapped(mtmp)) return(2); 1110. } else { 1111. if (flags.verbose) { 1112. if (canseeit) 1113. You("see a door crash open."); 1114. else if (flags.soundok) 1115. You_hear("a door crash open."); 1116. } 1117. if (here->doormask & D_LOCKED && !rn2(2)) 1118. here->doormask = D_NODOOR; 1119. else here->doormask = D_BROKEN; 1120. /* newsym(mtmp->mx, mtmp->my); */ /* done below */ 1121. unblock_point(mtmp->mx,mtmp->my); /* vision */ 1122. } 1123. /* if it's a shop door, schedule repair */ 1124. if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE)) 1125. add_damage(mtmp->mx, mtmp->my, 0L); 1126. } 1127. } else if (levl[mtmp->mx][mtmp->my].typ == IRONBARS) { 1128. if (flags.verbose && canseemon(mtmp)) 1129. Norep("%s %s %s the iron bars.", Monnam(mtmp), 1130. /* pluralization fakes verb conjugation */ 1131. makeplural(locomotion(ptr, "pass")), 1132. passes_walls(ptr) ? "through" : "between"); 1133. } 1134. 1135. /* possibly dig */ 1136. if (can_tunnel && mdig_tunnel(mtmp)) 1137. return(2); /* mon died (position already updated) */ 1138. 1139. /* set also in domove(), hack.c */ 1140. if (u.uswallow && mtmp == u.ustuck && 1141. (mtmp->mx != omx || mtmp->my != omy)) { 1142. /* If the monster moved, then update */ 1143. u.ux0 = u.ux; 1144. u.uy0 = u.uy; 1145. u.ux = mtmp->mx; 1146. u.uy = mtmp->my; 1147. swallowed(0); 1148. } else 1149. newsym(mtmp->mx,mtmp->my); 1150. } 1151. if(OBJ_AT(mtmp->mx, mtmp->my) && mtmp->mcanmove) { 1152. /* recompute the likes tests, in case we polymorphed 1153. * or if the "likegold" case got taken above */ 1154. if (setlikes) { 1155. register int pctload = (curr_mon_load(mtmp) * 100) / 1156. max_mon_load(mtmp); 1157. 1158. /* look for gold or jewels nearby */ 1159. likegold = (likes_gold(ptr) && pctload < 95); 1160. likegems = (likes_gems(ptr) && pctload < 85); 1161. uses_items = (!mindless(ptr) && !is_animal(ptr) 1162. && pctload < 75); 1163. likeobjs = (likes_objs(ptr) && pctload < 75); 1164. likemagic = (likes_magic(ptr) && pctload < 85); 1165. likerock = (throws_rocks(ptr) && pctload < 50 && 1166. !In_sokoban(&u.uz)); 1167. conceals = hides_under(ptr); 1168. } 1169. 1170. /* Maybe a rock mole just ate some metal object */ 1171. if (metallivorous(ptr)) { 1172. if (meatmetal(mtmp) == 2) return 2; /* it died */ 1173. } 1174. 1175. if(g_at(mtmp->mx,mtmp->my) && likegold) mpickgold(mtmp); 1176. 1177. /* Maybe a cube ate just about anything */ 1178. if (ptr == &mons[PM_GELATINOUS_CUBE]) { 1179. if (meatobj(mtmp) == 2) return 2; /* it died */ 1180. } 1181. 1182. if(!*in_rooms(mtmp->mx, mtmp->my, SHOPBASE) || !rn2(25)) { 1183. boolean picked = FALSE; 1184. 1185. if(likeobjs) picked |= mpickstuff(mtmp, practical); 1186. if(likemagic) picked |= mpickstuff(mtmp, magical); 1187. if(likerock) picked |= mpickstuff(mtmp, boulder_class); 1188. if(likegems) picked |= mpickstuff(mtmp, gem_class); 1189. if(uses_items) picked |= mpickstuff(mtmp, (char *)0); 1190. if(picked) mmoved = 3; 1191. } 1192. 1193. if(mtmp->minvis) { 1194. newsym(mtmp->mx, mtmp->my); 1195. if (mtmp->wormno) see_wsegs(mtmp); 1196. } 1197. } 1198. 1199. if(hides_under(ptr) || ptr->mlet == S_EEL) { 1200. /* Always set--or reset--mundetected if it's already hidden 1201. (just in case the object it was hiding under went away); 1202. usually set mundetected unless monster can't move. */ 1203. if (mtmp->mundetected || 1204. (mtmp->mcanmove && !mtmp->msleeping && rn2(5))) 1205. mtmp->mundetected = (ptr->mlet != S_EEL) ? 1206. OBJ_AT(mtmp->mx, mtmp->my) : 1207. (is_pool(mtmp->mx, mtmp->my) && !Is_waterlevel(&u.uz)); 1208. newsym(mtmp->mx, mtmp->my); 1209. } 1210. if (mtmp->isshk) { 1211. after_shk_move(mtmp); 1212. } 1213. } 1214. return(mmoved); 1215. } 1216. 1217. #endif /* OVL0 */ 1218. #ifdef OVL2 1219.
closed_door
1220. boolean 1221. closed_door(x, y) 1222. register int x, y; 1223. { 1224. return((boolean)(IS_DOOR(levl[x][y].typ) && 1225. (levl[x][y].doormask & (D_LOCKED | D_CLOSED)))); 1226. } 1227.
accessible
1228. boolean 1229. accessible(x, y) 1230. register int x, y; 1231. { 1232. return((boolean)(ACCESSIBLE(levl[x][y].typ) && !closed_door(x, y))); 1233. } 1234. 1235. #endif /* OVL2 */ 1236. #ifdef OVL0 1237.
set_apparxy
1238. /* decide where the monster thinks you are standing */ 1239. void 1240. set_apparxy(mtmp) 1241. register struct monst *mtmp; 1242. { 1243. boolean notseen, gotu; 1244. register int disp, mx = mtmp->mux, my = mtmp->muy; 1245. #ifdef GOLDOBJ 1246. long umoney = money_cnt(invent); 1247. #endif 1248. 1249. /* 1250. * do cheapest and/or most likely tests first 1251. */ 1252. 1253. /* pet knows your smell; grabber still has hold of you */ 1254. if (mtmp->mtame || mtmp == u.ustuck) goto found_you; 1255. 1256. /* monsters which know where you are don't suddenly forget, 1257. if you haven't moved away */ 1258. if (mx == u.ux && my == u.uy) goto found_you; 1259. 1260. notseen = (!mtmp->mcansee || (Invis && !perceives(mtmp->data))); 1261. /* add cases as required. eg. Displacement ... */ 1262. if (notseen || Underwater) { 1263. /* Xorns can smell valuable metal like gold, treat as seen */ 1264. if ((mtmp->data == &mons[PM_XORN]) && 1265. #ifndef GOLDOBJ 1266. u.ugold 1267. #else 1268. umoney 1269. #endif 1270. && !Underwater) 1271. disp = 0; 1272. else 1273. disp = 1; 1274. } else if (Displaced) { 1275. disp = couldsee(mx, my) ? 2 : 1; 1276. } else disp = 0; 1277. if (!disp) goto found_you; 1278. 1279. /* without something like the following, invis. and displ. 1280. are too powerful */ 1281. gotu = notseen ? !rn2(3) : Displaced ? !rn2(4) : FALSE; 1282. 1283. #if 0 /* this never worked as intended & isn't needed anyway */ 1284. /* If invis but not displaced, staying around gets you 'discovered' */ 1285. gotu |= (!Displaced && u.dx == 0 && u.dy == 0); 1286. #endif 1287. 1288. if (!gotu) { 1289. register int try_cnt = 0; 1290. do { 1291. if (++try_cnt > 200) goto found_you; /* punt */ 1292. mx = u.ux - disp + rn2(2*disp+1); 1293. my = u.uy - disp + rn2(2*disp+1); 1294. } while (!isok(mx,my) 1295. || (disp != 2 && mx == mtmp->mx && my == mtmp->my) 1296. || ((mx != u.ux || my != u.uy) && 1297. !passes_walls(mtmp->data) && 1298. (!ACCESSIBLE(levl[mx][my].typ) || 1299. (closed_door(mx, my) && !can_ooze(mtmp)))) 1300. || !couldsee(mx, my)); 1301. } else { 1302. found_you: 1303. mx = u.ux; 1304. my = u.uy; 1305. } 1306. 1307. mtmp->mux = mx; 1308. mtmp->muy = my; 1309. } 1310.
can_ooze
1311. boolean 1312. can_ooze(mtmp) 1313. struct monst *mtmp; 1314. { 1315. struct obj *chain, *obj; 1316. 1317. if (!amorphous(mtmp->data)) return FALSE; 1318. if (mtmp == &youmonst) { 1319. #ifndef GOLDOBJ 1320. if (u.ugold > 100L) return FALSE; 1321. #endif 1322. chain = invent; 1323. } else { 1324. #ifndef GOLDOBJ 1325. if (mtmp->mgold > 100L) return FALSE; 1326. #endif 1327. chain = mtmp->minvent; 1328. } 1329. for (obj = chain; obj; obj = obj->nobj) { 1330. int typ = obj->otyp; 1331. 1332. #ifdef GOLDOBJ 1333. if (typ == COIN_CLASS && obj->quan > 100L) return FALSE; 1334. #endif 1335. if (obj->oclass != GEM_CLASS && 1336. !(typ >= ARROW && typ <= BOOMERANG) && 1337. !(typ >= DAGGER && typ <= CRYSKNIFE) && 1338. typ != SLING && 1339. !is_cloak(obj) && typ != FEDORA && 1340. !is_gloves(obj) && typ != LEATHER_JACKET && 1341. #ifdef TOURIST 1342. typ != CREDIT_CARD && !is_shirt(obj) && 1343. #endif 1344. !(typ == CORPSE && verysmall(&mons[obj->corpsenm])) && 1345. typ != FORTUNE_COOKIE && typ != CANDY_BAR && 1346. typ != PANCAKE && typ != LEMBAS_WAFER && 1347. typ != LUMP_OF_ROYAL_JELLY && 1348. obj->oclass != AMULET_CLASS && 1349. obj->oclass != RING_CLASS && 1350. #ifdef WIZARD 1351. obj->oclass != VENOM_CLASS && 1352. #endif 1353. typ != SACK && typ != BAG_OF_HOLDING && 1354. typ != BAG_OF_TRICKS && !Is_candle(obj) && 1355. typ != OILSKIN_SACK && typ != LEASH && 1356. typ != STETHOSCOPE && typ != BLINDFOLD && typ != TOWEL && 1357. typ != TIN_WHISTLE && typ != MAGIC_WHISTLE && 1358. typ != MAGIC_MARKER && typ != TIN_OPENER && 1359. typ != SKELETON_KEY && typ != LOCK_PICK 1360. ) return FALSE; 1361. if (Is_container(obj) && obj->cobj) return FALSE; 1362. 1363. } 1364. return TRUE; 1365. } 1366. 1367. #endif /* OVL0 */ 1368. 1369. /*monmove.c*/