Source:SLASH'EM 0.0.7E7F2/monmove.c
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Below is the full text to monmove.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[Source:SLASH'EM 0.0.7E7F2/monmove.c#line123]], for example.
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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. 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. /* WAC for breath door busting */ 19. static int FDECL(bust_door_breath, (struct monst *)); 20. 21. #endif /* OVL0 */ 22. #ifdef OVLB 23. 24. boolean /* TRUE : mtmp died */ 25. mb_trapped(mtmp) 26. register struct monst *mtmp; 27. { 28. if (flags.verbose) { 29. if (cansee(mtmp->mx, mtmp->my)) 30. pline("KABOOM!! You see a door explode."); 31. else if (flags.soundok) 32. You_hear("a distant explosion."); 33. } 34. wake_nearto(mtmp->mx, mtmp->my, 7*7); 35. mtmp->mstun = 1; 36. mtmp->mhp -= rnd(15); 37. if(mtmp->mhp <= 0) { 38. mondied(mtmp); 39. if (mtmp->mhp > 0) /* lifesaved */ 40. return(FALSE); 41. else 42. return(TRUE); 43. } 44. return(FALSE); 45. } 46. 47. #endif /* OVLB */ 48. #ifdef OVL0 49. 50. STATIC_OVL void 51. watch_on_duty(mtmp) 52. register struct monst *mtmp; 53. { 54. int x, y; 55. 56. if(mtmp->mpeaceful && in_town(u.ux+u.dx, u.uy+u.dy) && 57. mtmp->mcansee && m_canseeu(mtmp) && !rn2(3)) { 58. 59. if(picking_lock(&x, &y) && IS_DOOR(levl[x][y].typ) && 60. (levl[x][y].doormask & D_LOCKED)) { 61. 62. if(couldsee(mtmp->mx, mtmp->my)) { 63. 64. pline("%s yells:", Amonnam(mtmp)); 65. if(levl[x][y].looted & D_WARNED) { 66. verbalize("Halt, thief! You're under arrest!"); 67. (void) angry_guards(!(flags.soundok)); 68. } else { 69. int i; 70. verbalize("Hey, stop picking that lock!"); 71. /* [ALI] Since marking a door as warned will have 72. * the side effect of trapping the door, it must be 73. * included in the doors[] array in order that trap 74. * detection will find it. 75. */ 76. for(i = doorindex - 1; i >= 0; i--) 77. if (x == doors[i].x && y == doors[i].y) 78. break; 79. if (i < 0) 80. i = add_door(x, y, (struct mkroom *)0); 81. if (i >= 0) 82. levl[x][y].looted |= D_WARNED; 83. } 84. stop_occupation(); 85. } 86. } else if (is_digging()) { 87. /* chewing, wand/spell of digging are checked elsewhere */ 88. watch_dig(mtmp, digging.pos.x, digging.pos.y, FALSE); 89. } 90. } 91. } 92. 93. #endif /* OVL0 */ 94. #ifdef OVL1 95. 96. int 97. dochugw(mtmp) 98. register struct monst *mtmp; 99. { 100. register int x = mtmp->mx, y = mtmp->my; 101. boolean already_saw_mon = !occupation ? 0 : canspotmon(mtmp); 102. int rd = dochug(mtmp); 103. #if 0 104. /* part of the original warning code which was replaced in 3.3.1 */ 105. register struct permonst *mdat = mtmp->data; 106. int dd; 107. if(Warning && !rd && !mtmp->mpeaceful && 108. (dd = distu(mtmp->mx,mtmp->my)) < distu(x,y) && 109. dd < 100 && !canseemon(mtmp)) { 110. /* Note: this assumes we only want to warn against the monster to 111. * which the weapon does extra damage, as there is no "monster 112. * which the weapon warns against" field. 113. */ 114. if (spec_ability(uwep, SPFX_WARN) && spec_dbon(uwep, mtmp, 1)) 115. warnlevel = 100; 116. else if ((int) (mtmp->m_lev / 4) > warnlevel) 117. warnlevel = (mtmp->m_lev / 4); 118. /* STEPHEN WHITE'S NEW CODE */ 119. } else if(Undead_warning && !rd && !mtmp->mpeaceful && 120. (dd = distu(mtmp->mx,mtmp->my)) < distu(x,y) && 121. dd < 100 && !canseemon(mtmp) && is_undead(mdat)) { 122. /* 123. * The value of warnlevel coresponds to the 8 124. * cardinal directions, see mon.c. 125. */ 126. if(((mtmp->mx - u.ux) < 0) && ((mtmp->my - u.uy) < 0)) 127. warnlevel = 101; 128. if(((mtmp->mx - u.ux) == 0) && ((mtmp->my - u.uy) < 0)) 129. warnlevel = 102; 130. if(((mtmp->mx - u.ux) > 0) && ((mtmp->my - u.uy) < 0)) 131. warnlevel = 103; 132. if(((mtmp->mx - u.ux) < 0) && ((mtmp->my - u.uy) == 0)) 133. warnlevel = 104; 134. if(((mtmp->mx - u.ux) > 0) && ((mtmp->my - u.uy) == 0)) 135. warnlevel = 105; 136. if(((mtmp->mx - u.ux) < 0) && ((mtmp->my - u.uy) > 0)) 137. warnlevel = 106; 138. if(((mtmp->mx - u.ux) == 0) && ((mtmp->my - u.uy) > 0)) 139. warnlevel = 107; 140. if(((mtmp->mx - u.ux) > 0) && ((mtmp->my - u.uy) > 0)) 141. warnlevel = 108; 142. } 143. #endif /* 0 */ 144. 145. /* a similar check is in monster_nearby() in hack.c */ 146. /* check whether hero notices monster and stops current activity */ 147. if (occupation && !rd && !Confusion && 148. (!mtmp->mpeaceful || Hallucination) && 149. /* it's close enough to be a threat */ 150. distu(mtmp->mx,mtmp->my) <= (BOLT_LIM+1)*(BOLT_LIM+1) && 151. /* and either couldn't see it before, or it was too far away */ 152. (!already_saw_mon || !couldsee(x,y) || 153. distu(x,y) > (BOLT_LIM+1)*(BOLT_LIM+1)) && 154. /* can see it now, or sense it and would normally see it */ 155. (canseemon(mtmp) || 156. (sensemon(mtmp) && couldsee(mtmp->mx,mtmp->my))) && 157. mtmp->mcanmove && 158. !noattacks(mtmp->data) && !onscary(u.ux, u.uy, mtmp)) 159. stop_occupation(); 160. return(rd); 161. } 162. 163. #endif /* OVL1 */ 164. #ifdef OVL2 165. 166. boolean 167. onscary(x, y, mtmp) 168. int x, y; 169. struct monst *mtmp; 170. { 171. if (mtmp->isshk || mtmp->isgd || mtmp->iswiz || !mtmp->mcansee || 172. mtmp->mpeaceful || mtmp->data->mlet == S_HUMAN || 173. is_lminion(mtmp) || mtmp->data == &mons[PM_ANGEL] || 174. mtmp->data == &mons[PM_CTHULHU] || 175. is_rider(mtmp->data) || mtmp->data == &mons[PM_MINOTAUR]) 176. return(FALSE); 177. 178. return (boolean)(sobj_at(SCR_SCARE_MONSTER, x, y) 179. #ifdef ELBERETH 180. || sengr_at("Elbereth", x, y) 181. #endif 182. || (is_vampire(mtmp->data) 183. && IS_ALTAR(levl[x][y].typ))); 184. } 185. 186. #endif /* OVL2 */ 187. #ifdef OVL0 188. 189. /* regenerate lost hit points */ 190. void 191. mon_regen(mon, digest_meal) 192. struct monst *mon; 193. boolean digest_meal; 194. { 195. if (mon->mhp < mon->mhpmax && !is_golem(mon->data) && 196. (moves % 20 == 0 || regenerates(mon->data))) mon->mhp++; 197. if (mon->m_en < mon->m_enmax && 198. (moves % 20 == 0 || (rn2(mon->m_lev + 5) > 15))) { 199. mon->m_en += rn1((mon->m_lev % 10 + 1),1); 200. if (mon->m_en > mon->m_enmax) mon->m_en = mon->m_enmax; 201. } 202. if (mon->mspec_used) mon->mspec_used--; 203. if (digest_meal) { 204. if (mon->meating) mon->meating--; 205. } 206. } 207. 208. /* 209. * Possibly awaken the given monster. Return a 1 if the monster has been 210. * jolted awake. 211. */ 212. STATIC_OVL int 213. disturb(mtmp) 214. register struct monst *mtmp; 215. { 216. /* 217. * + Ettins are hard to surprise. 218. * + Nymphs, jabberwocks, and leprechauns do not easily wake up. 219. * 220. * Wake up if: 221. * in direct LOS AND 222. * within 10 squares AND 223. * not stealthy or (mon is an ettin and 9/10) AND 224. * (mon is not a nymph, jabberwock, or leprechaun) or 1/50 AND 225. * Aggravate or mon is (dog or human) or 226. * (1/7 and mon is not mimicing furniture or object) 227. */ 228. if(couldsee(mtmp->mx,mtmp->my) && 229. distu(mtmp->mx,mtmp->my) <= 100 && 230. (!Stealth || (mtmp->data == &mons[PM_ETTIN] && rn2(10))) && 231. (!(mtmp->data->mlet == S_NYMPH 232. || mtmp->data == &mons[PM_JABBERWOCK] 233. || mtmp->data == &mons[PM_VORPAL_JABBERWOCK] 234. #if 0 /* DEFERRED */ 235. || mtmp->data == &mons[PM_VORPAL_JABBERWOCK] 236. #endif 237. || mtmp->data->mlet == S_LEPRECHAUN) || !rn2(50)) && 238. (Aggravate_monster 239. || (mtmp->data->mlet == S_DOG || 240. mtmp->data->mlet == S_HUMAN) 241. || (!rn2(7) && mtmp->m_ap_type != M_AP_FURNITURE && 242. mtmp->m_ap_type != M_AP_OBJECT) )) { 243. mtmp->msleeping = 0; 244. return(1); 245. } 246. return(0); 247. } 248. 249. /* monster begins fleeing for the specified time, 0 means untimed flee 250. * if first, only adds fleetime if monster isn't already fleeing 251. * if fleemsg, prints a message about new flight, otherwise, caller should */ 252. void 253. monflee(mtmp, fleetime, first, fleemsg) 254. struct monst *mtmp; 255. int fleetime; 256. boolean first; 257. boolean fleemsg; 258. { 259. if (u.ustuck == mtmp) { 260. if (u.uswallow) 261. expels(mtmp, mtmp->data, TRUE); 262. else if (!sticks(youmonst.data)) { 263. unstuck(mtmp); /* monster lets go when fleeing */ 264. You("get released!"); 265. } 266. } 267. 268. if (!first || !mtmp->mflee) { 269. /* don't lose untimed scare */ 270. if (!fleetime) 271. mtmp->mfleetim = 0; 272. else if (!mtmp->mflee || mtmp->mfleetim) { 273. fleetime += mtmp->mfleetim; 274. /* ensure monster flees long enough to visibly stop fighting */ 275. if (fleetime == 1) fleetime++; 276. mtmp->mfleetim = min(fleetime, 127); 277. } 278. if (!mtmp->mflee && fleemsg && canseemon(mtmp) && !mtmp->mfrozen) 279. pline("%s turns to flee!", (Monnam(mtmp))); 280. mtmp->mflee = 1; 281. } 282. } 283. 284. STATIC_OVL void 285. distfleeck(mtmp,inrange,nearby,scared) 286. register struct monst *mtmp; 287. int *inrange, *nearby, *scared; 288. { 289. int seescaryx, seescaryy; 290. 291. *inrange = (dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= 292. (BOLT_LIM * BOLT_LIM)); 293. *nearby = *inrange && monnear(mtmp, mtmp->mux, mtmp->muy); 294. 295. /* Note: if your image is displaced, the monster sees the Elbereth 296. * at your displaced position, thus never attacking your displaced 297. * position, but possibly attacking you by accident. If you are 298. * invisible, it sees the Elbereth at your real position, thus never 299. * running into you by accident but possibly attacking the spot 300. * where it guesses you are. 301. */ 302. if (!mtmp->mcansee || (Invis && !perceives(mtmp->data))) { 303. seescaryx = mtmp->mux; 304. seescaryy = mtmp->muy; 305. } else { 306. seescaryx = u.ux; 307. seescaryy = u.uy; 308. } 309. *scared = (*nearby && (onscary(seescaryx, seescaryy, mtmp) || 310. (!mtmp->mpeaceful && 311. in_your_sanctuary(mtmp, 0, 0)))); 312. 313. if(*scared) { 314. if (rn2(7)) 315. monflee(mtmp, rnd(10), TRUE, TRUE); 316. else 317. monflee(mtmp, rnd(100), TRUE, TRUE); 318. } 319. 320. } 321. 322. /* perform a special one-time action for a monster; returns -1 if nothing 323. special happened, 0 if monster uses up its turn, 1 if monster is killed */ 324. STATIC_OVL int 325. m_arrival(mon) 326. struct monst *mon; 327. { 328. mon->mstrategy &= ~STRAT_ARRIVE; /* always reset */ 329. 330. return -1; 331. } 332. 333. /* returns 1 if monster died moving, 0 otherwise */ 334. /* The whole dochugw/m_move/distfleeck/mfndpos section is serious spaghetti 335. * code. --KAA 336. */ 337. int 338. dochug(mtmp) 339. register struct monst *mtmp; 340. { 341. register struct permonst *mdat; 342. register int tmp=0; 343. int inrange, nearby, scared; 344. #ifdef GOLDOBJ 345. struct obj *ygold = 0, *lepgold = 0; 346. #endif 347. 348. /* Pre-movement adjustments */ 349. 350. mdat = mtmp->data; 351. 352. if (mtmp->mstrategy & STRAT_ARRIVE) { 353. int res = m_arrival(mtmp); 354. if (res >= 0) return res; 355. } 356. 357. /* check for waitmask status change */ 358. if ((mtmp->mstrategy & STRAT_WAITFORU) && 359. (m_canseeu(mtmp) || mtmp->mhp < mtmp->mhpmax)) 360. mtmp->mstrategy &= ~STRAT_WAITFORU; 361. 362. /* update quest status flags */ 363. quest_stat_check(mtmp); 364. 365. if (!mtmp->mcanmove || (mtmp->mstrategy & STRAT_WAITMASK)) { 366. if (Hallucination) newsym(mtmp->mx,mtmp->my); 367. if (mtmp->mcanmove && (mtmp->mstrategy & STRAT_CLOSE) && 368. !mtmp->msleeping && monnear(mtmp, u.ux, u.uy)) 369. quest_talk(mtmp); /* give the leaders a chance to speak */ 370. return(0); /* other frozen monsters can't do anything */ 371. } 372. 373. /* there is a chance we will wake it */ 374. if (mtmp->msleeping && !disturb(mtmp)) { 375. if (Hallucination) newsym(mtmp->mx,mtmp->my); 376. return(0); 377. } 378. 379. /* not frozen or sleeping: wipe out texts written in the dust */ 380. wipe_engr_at(mtmp->mx, mtmp->my, 1); 381. 382. /* confused monsters get unconfused with small probability */ 383. if (mtmp->mconf && !rn2(50)) mtmp->mconf = 0; 384. 385. /* stunned monsters get un-stunned with larger probability */ 386. if (mtmp->mstun && !rn2(10)) mtmp->mstun = 0; 387. 388. /* some monsters teleport */ 389. if (mtmp->mflee && !rn2(40) && can_teleport(mdat) && !mtmp->iswiz && 390. !level.flags.noteleport) { 391. (void) rloc(mtmp, FALSE); 392. return(0); 393. } 394. if (mdat->msound == MS_SHRIEK && !um_dist(mtmp->mx, mtmp->my, 1)) 395. m_respond(mtmp); 396. if (mdat == &mons[PM_MEDUSA] && couldsee(mtmp->mx, mtmp->my)) 397. m_respond(mtmp); 398. if (mtmp->mhp <= 0) return(1); /* m_respond gaze can kill medusa */ 399. 400. /* fleeing monsters might regain courage */ 401. if (mtmp->mflee && !mtmp->mfleetim 402. && mtmp->mhp == mtmp->mhpmax && !rn2(25)) mtmp->mflee = 0; 403. 404. set_apparxy(mtmp); 405. /* Must be done after you move and before the monster does. The 406. * set_apparxy() call in m_move() doesn't suffice since the variables 407. * inrange, etc. all depend on stuff set by set_apparxy(). 408. */ 409. 410. /* Monsters that want to acquire things */ 411. /* may teleport, so do it before inrange is set */ 412. if(is_covetous(mdat)) (void) tactics(mtmp); 413. 414. /* check distance and scariness of attacks */ 415. distfleeck(mtmp,&inrange,&nearby,&scared); 416. 417. if(find_defensive(mtmp)) { 418. if (use_defensive(mtmp) != 0) 419. return 1; 420. } else if(find_misc(mtmp)) { 421. if (use_misc(mtmp) != 0) 422. return 1; 423. } 424. 425. /* Demonic Blackmail! */ 426. if(nearby && mdat->msound == MS_BRIBE && 427. mtmp->mpeaceful && !mtmp->mtame && !u.uswallow) { 428. if (mtmp->mux != u.ux || mtmp->muy != u.uy) { 429. pline("%s whispers at thin air.", 430. cansee(mtmp->mux, mtmp->muy) ? Monnam(mtmp) : "It"); 431. 432. if (is_demon(youmonst.data)) { 433. /* "Good hunting, brother" */ 434. if (!tele_restrict(mtmp)) (void) rloc(mtmp, FALSE); 435. } else { 436. mtmp->minvis = mtmp->perminvis = 0; 437. /* Why? For the same reason in real demon talk */ 438. pline("%s gets angry!", Amonnam(mtmp)); 439. mtmp->mpeaceful = 0; 440. /* since no way is an image going to pay it off */ 441. } 442. } else if(demon_talk(mtmp)) return(1); /* you paid it off */ 443. } 444. 445. /* the watch will look around and see if you are up to no good :-) */ 446. if (mdat == &mons[PM_WATCHMAN] || mdat == &mons[PM_WATCH_CAPTAIN]) 447. watch_on_duty(mtmp); 448. 449. /* [DS] Cthulhu also uses psychic blasts */ 450. else if ((is_mind_flayer(mdat) || mdat == &mons[PM_CTHULHU]) 451. && !rn2(20)) { 452. struct monst *m2, *nmon = (struct monst *)0; 453. 454. if (canseemon(mtmp)) 455. pline("%s concentrates.", Monnam(mtmp)); 456. if (distu(mtmp->mx, mtmp->my) > BOLT_LIM * BOLT_LIM) { 457. You("sense a faint wave of psychic energy."); 458. goto toofar; 459. } 460. pline("A wave of psychic energy pours over you!"); 461. if (mtmp->mpeaceful && 462. (!Conflict || resist(mtmp, RING_CLASS, 0, 0))) 463. pline("It feels quite soothing."); 464. else { 465. register boolean m_sen = sensemon(mtmp); 466. 467. if (m_sen || (Blind_telepat && rn2(2)) || !rn2(10)) { 468. int dmg; 469. pline("It locks on to your %s!", 470. m_sen ? "telepathy" : 471. Blind_telepat ? "latent telepathy" : "mind"); 472. dmg = (mdat == &mons[PM_CTHULHU])? 473. rn1(10, 10) : 474. rn1(4, 4); 475. if (Half_spell_damage) dmg = (dmg+1) / 2; 476. losehp(dmg, "psychic blast", KILLED_BY_AN); 477. } 478. } 479. for(m2=fmon; m2; m2 = nmon) { 480. nmon = m2->nmon; 481. if (DEADMONSTER(m2)) continue; 482. if (m2->mpeaceful == mtmp->mpeaceful) continue; 483. if (mindless(m2->data)) continue; 484. if (m2 == mtmp) continue; 485. if ((telepathic(m2->data) && 486. (rn2(2) || m2->mblinded)) || !rn2(10)) { 487. if (cansee(m2->mx, m2->my)) 488. pline("It locks on to %s.", mon_nam(m2)); 489. m2->mhp -= rnd(15); 490. if (m2->mhp <= 0) 491. if (mtmp->uexp) 492. mon_xkilled(m2, "", AD_DRIN); 493. else 494. monkilled(m2, "", AD_DRIN); 495. else 496. m2->msleeping = 0; 497. } 498. } 499. } 500. toofar: 501. 502. /* If monster is nearby you, and has to wield a weapon, do so. This 503. * costs the monster a move, of course. 504. */ 505. if((!mtmp->mpeaceful || Conflict) && inrange && 506. dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= 8 507. && attacktype(mdat, AT_WEAP)) { 508. struct obj *mw_tmp; 509. 510. /* The scared check is necessary. Otherwise a monster that is 511. * one square near the player but fleeing into a wall would keep 512. * switching between pick-axe and weapon. If monster is stuck 513. * in a trap, prefer ranged weapon (wielding is done in thrwmu). 514. * This may cost the monster an attack, but keeps the monster 515. * from switching back and forth if carrying both. 516. */ 517. mw_tmp = MON_WEP(mtmp); 518. if (!(scared && mw_tmp && is_pick(mw_tmp)) && 519. mtmp->weapon_check == NEED_WEAPON && 520. !(mtmp->mtrapped && !nearby && select_rwep(mtmp))) { 521. mtmp->weapon_check = NEED_HTH_WEAPON; 522. if (mon_wield_item(mtmp) != 0) return(0); 523. } 524. } 525. 526. /* Now the actual movement phase */ 527. 528. #ifndef GOLDOBJ 529. if(!nearby || mtmp->mflee || scared || 530. mtmp->mconf || mtmp->mstun || (mtmp->minvis && !rn2(3)) || 531. (mdat->mlet == S_LEPRECHAUN && !u.ugold && (mtmp->mgold || rn2(2))) || 532. 533. #else 534. if (mdat->mlet == S_LEPRECHAUN) { 535. ygold = findgold(invent); 536. lepgold = findgold(mtmp->minvent); 537. } 538. 539. if(!nearby || mtmp->mflee || scared || 540. mtmp->mconf || mtmp->mstun || (mtmp->minvis && !rn2(3)) || 541. (mdat->mlet == S_LEPRECHAUN && !ygold && (lepgold || rn2(2))) || 542. #endif 543. (is_wanderer(mdat) && !rn2(4)) || (Conflict && !mtmp->iswiz 544. #ifdef BLACKMARKET 545. && !Is_blackmarket(&u.uz) 546. #endif 547. ) || 548. (!mtmp->mcansee && !rn2(4)) || mtmp->mpeaceful) { 549. /* Possibly cast an undirected spell if not attacking you */ 550. /* note that most of the time castmu() will pick a directed 551. spell and do nothing, so the monster moves normally */ 552. /* arbitrary distance restriction to keep monster far away 553. from you from having cast dozens of sticks-to-snakes 554. or similar spells by the time you reach it */ 555. if (dist2(mtmp->mx, mtmp->my, u.ux, u.uy) <= 49 && !mtmp->mspec_used) { 556. struct attack *a; 557. 558. for (a = &mdat->mattk[0]; a < &mdat->mattk[NATTK]; a++) { 559. if (a->aatyp == AT_MAGC && (a->adtyp == AD_SPEL || a->adtyp == AD_CLRC)) { 560. if (castmu(mtmp, a, FALSE, FALSE)) { 561. tmp = 3; 562. break; 563. } 564. } 565. } 566. } 567. 568. tmp = m_move(mtmp, 0); 569. distfleeck(mtmp,&inrange,&nearby,&scared); /* recalc */ 570. switch (tmp) { 571. case 0: /* no movement, but it can still attack you */ 572. case 3: /* absolutely no movement */ 573. /* for pets, case 0 and 3 are equivalent */ 574. /* vault guard might have vanished */ 575. if (mtmp->isgd && (mtmp->mhp < 1 || 576. (mtmp->mx == 0 && mtmp->my == 0))) 577. return 1; /* behave as if it died */ 578. /* During hallucination, monster appearance should 579. * still change - even if it doesn't move. 580. */ 581. if(Hallucination) newsym(mtmp->mx,mtmp->my); 582. break; 583. case 1: /* monster moved */ 584. /* Maybe it stepped on a trap and fell asleep... */ 585. if (mtmp->msleeping || !mtmp->mcanmove) return(0); 586. if(!nearby && 587. (ranged_attk(mdat) || find_offensive(mtmp))) 588. break; 589. else if(u.uswallow && mtmp == u.ustuck) { 590. /* a monster that's digesting you can move at the 591. * same time -dlc 592. */ 593. return(mattacku(mtmp)); 594. } else 595. return(0); 596. /*NOTREACHED*/ 597. break; 598. case 2: /* monster died */ 599. return(1); 600. } 601. } 602. 603. /* Now, attack the player if possible - one attack set per monst */ 604. 605. if (!mtmp->mpeaceful || 606. (Conflict && !resist(mtmp, RING_CLASS, 0, 0) 607. #ifdef BLACKMARKET 608. && !Is_blackmarket(&u.uz) 609. #endif 610. )) { 611. if(inrange && !noattacks(mdat) && u.uhp > 0 && !scared && tmp != 3) 612. if(mattacku(mtmp)) return(1); /* monster died (e.g. exploded) */ 613. 614. if(mtmp->wormno) wormhitu(mtmp); 615. } 616. /* special speeches for quest monsters */ 617. if (!mtmp->msleeping && mtmp->mcanmove && nearby) 618. quest_talk(mtmp); 619. /* extra emotional attack for vile monsters */ 620. if(inrange && mtmp->data->msound == MS_CUSS && !mtmp->mpeaceful && 621. couldsee(mtmp->mx, mtmp->my) && !mtmp->minvis && !rn2(5)) 622. cuss(mtmp); 623. 624. return(tmp == 2); 625. } 626. 627. static NEARDATA const char practical[] = { 628. WEAPON_CLASS, ARMOR_CLASS, GEM_CLASS, FOOD_CLASS, 0 }; 629. static NEARDATA const char magical[] = { 630. AMULET_CLASS, POTION_CLASS, SCROLL_CLASS, WAND_CLASS, RING_CLASS, 631. SPBOOK_CLASS, 0 }; 632. static NEARDATA const char indigestion[] = { BALL_CLASS, ROCK_CLASS, 0 }; 633. static NEARDATA const char boulder_class[] = { ROCK_CLASS, 0 }; 634. static NEARDATA const char gem_class[] = { GEM_CLASS, 0 }; 635. 636. boolean 637. itsstuck(mtmp) 638. register struct monst *mtmp; 639. { 640. if (sticks(youmonst.data) && mtmp==u.ustuck && !u.uswallow) { 641. pline("%s cannot escape from you!", Monnam(mtmp)); 642. return(TRUE); 643. } 644. return(FALSE); 645. } 646. 647. /* Return values: 648. * 0: did not move, but can still attack and do other stuff. 649. * 1: moved, possibly can attack. 650. * 2: monster died. 651. * 3: did not move, and can't do anything else either. 652. */ 653. int 654. m_move(mtmp, after) 655. register struct monst *mtmp; 656. register int after; 657. { 658. register int appr; 659. xchar gx,gy,nix,niy,chcnt; 660. int chi; /* could be schar except for stupid Sun-2 compiler */ 661. boolean likegold=0, likegems=0, likeobjs=0, likemagic=0, conceals=0; 662. boolean likerock=0, can_tunnel=0; 663. boolean can_open=0, can_unlock=0, doorbuster=0; 664. boolean uses_items=0, setlikes=0; 665. boolean avoid=FALSE; 666. struct permonst *ptr; 667. struct monst *mtoo; 668. schar mmoved = 0; /* not strictly nec.: chi >= 0 will do */ 669. long info[9]; 670. long flag; 671. int omx = mtmp->mx, omy = mtmp->my; 672. struct obj *mw_tmp; 673. 674. if(mtmp->mtrapped) { 675. int i = mintrap(mtmp); 676. if(i >= 2) { newsym(mtmp->mx,mtmp->my); return(2); }/* it died */ 677. if(i == 1) return(0); /* still in trap, so didn't move */ 678. } 679. 680. ptr = mtmp->data; /* mintrap() can change mtmp->data -dlc */ 681. 682. if (mtmp->meating) { 683. mtmp->meating--; 684. return 3; /* still eating */ 685. } 686. 687. if (hides_under(ptr) && OBJ_AT(mtmp->mx, mtmp->my) && rn2(10)) 688. return 0; /* do not leave hiding place */ 689. 690. set_apparxy(mtmp); 691. /* where does mtmp think you are? */ 692. /* Not necessary if m_move called from this file, but necessary in 693. * other calls of m_move (ex. leprechauns dodging) 694. */ 695. #ifdef REINCARNATION 696. if (!Is_rogue_level(&u.uz)) 697. #endif 698. can_tunnel = tunnels(ptr); 699. can_open = !(nohands(ptr) || verysmall(ptr)); 700. can_unlock = ((can_open && m_carrying(mtmp, SKELETON_KEY)) || 701. mtmp->iswiz || is_rider(ptr)); 702. /* doorbuster = is_giant(ptr);*/ 703. 704. /* WAC add dragon breath */ 705. doorbuster = is_giant(ptr) || (bust_door_breath(mtmp) != -1); 706. 707. if(mtmp->wormno) goto not_special; 708. /* my dog gets special treatment */ 709. if(mtmp->mtame) { 710. mmoved = dog_move(mtmp, after); 711. goto postmov; 712. } 713. 714. /* likewise for shopkeeper */ 715. if(mtmp->isshk) { 716. mmoved = shk_move(mtmp); 717. if(mmoved == -2) return(2); 718. if(mmoved >= 0) goto postmov; 719. mmoved = 0; /* follow player outside shop */ 720. } 721. 722. /* and for the guard */ 723. if(mtmp->isgd) { 724. mmoved = gd_move(mtmp); 725. if(mmoved == -2) return(2); 726. if(mmoved >= 0) goto postmov; 727. mmoved = 0; 728. } 729. 730. /* and the acquisitive monsters get special treatment */ 731. if(is_covetous(ptr)) { 732. xchar tx = STRAT_GOALX(mtmp->mstrategy), 733. ty = STRAT_GOALY(mtmp->mstrategy); 734. struct monst *intruder = m_at(tx, ty); 735. /* 736. * if there's a monster on the object or in possesion of it, 737. * attack it. 738. */ 739. if((dist2(mtmp->mx, mtmp->my, tx, ty) < 2) && 740. intruder && (intruder != mtmp)) { 741. 742. notonhead = (intruder->mx != tx || intruder->my != ty); 743. if(mattackm(mtmp, intruder) == 2) return(2); 744. mmoved = 1; 745. } else mmoved = 0; 746. goto postmov; 747. } 748. 749. /* and for the priest */ 750. if(mtmp->ispriest) { 751. mmoved = pri_move(mtmp); 752. if(mmoved == -2) return(2); 753. if(mmoved >= 0) goto postmov; 754. mmoved = 0; 755. } 756. 757. #ifdef MAIL 758. if(ptr == &mons[PM_MAIL_DAEMON]) { 759. if(flags.soundok && canseemon(mtmp)) 760. verbalize("I'm late!"); 761. mongone(mtmp); 762. return(2); 763. } 764. #endif 765. 766. /* teleport if that lies in our nature */ 767. if(ptr == &mons[PM_TENGU] && !rn2(5) && !mtmp->mcan && 768. !tele_restrict(mtmp)) { 769. if(mtmp->mhp < 7 || mtmp->mpeaceful || rn2(2)) 770. (void) rloc(mtmp, FALSE); 771. else 772. mnexto(mtmp); 773. mmoved = 1; 774. goto postmov; 775. } 776. not_special: 777. if(u.uswallow && !mtmp->mflee && u.ustuck != mtmp) return(1); 778. omx = mtmp->mx; 779. omy = mtmp->my; 780. gx = mtmp->mux; 781. gy = mtmp->muy; 782. appr = mtmp->mflee ? -1 : 1; 783. if (mtmp->mconf || (u.uswallow && mtmp == u.ustuck)) 784. appr = 0; 785. else { 786. #ifdef GOLDOBJ 787. struct obj *lepgold, *ygold; 788. #endif 789. boolean should_see = (couldsee(omx, omy) && 790. (levl[gx][gy].lit || 791. !levl[omx][omy].lit) && 792. (dist2(omx, omy, gx, gy) <= 36)); 793. 794. if (!mtmp->mcansee || 795. (should_see && Invis && !perceives(ptr) && rn2(11)) || 796. (youmonst.m_ap_type == M_AP_OBJECT && youmonst.mappearance == STRANGE_OBJECT) || u.uundetected || 797. (youmonst.m_ap_type == M_AP_OBJECT && youmonst.mappearance == GOLD_PIECE && !likes_gold(ptr)) || 798. (mtmp->mpeaceful && !mtmp->isshk) || /* allow shks to follow */ 799. ((monsndx(ptr) == PM_STALKER || ptr->mlet == S_BAT || 800. ptr->mlet == S_LIGHT) && !rn2(3))) 801. appr = 0; 802. 803. if(monsndx(ptr) == PM_LEPRECHAUN && (appr == 1) && 804. #ifndef GOLDOBJ 805. (mtmp->mgold > u.ugold)) 806. #else 807. ( (lepgold = findgold(mtmp->minvent)) && 808. (lepgold->quan > ((ygold = findgold(invent)) ? ygold->quan : 0L)) )) 809. #endif 810. appr = -1; 811. 812. if (!should_see && can_track(ptr)) { 813. register coord *cp; 814. 815. cp = gettrack(omx,omy); 816. if (cp) { 817. gx = cp->x; 818. gy = cp->y; 819. } 820. } 821. } 822. 823. if ((!mtmp->mpeaceful || !rn2(10)) 824. #ifdef REINCARNATION 825. && (!Is_rogue_level(&u.uz)) 826. #endif 827. ) { 828. boolean in_line = lined_up(mtmp) && 829. (distmin(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= 830. (throws_rocks(youmonst.data) ? 20 : ACURRSTR/2+1) 831. ); 832. 833. if (appr != 1 || !in_line) { 834. /* Monsters in combat won't pick stuff up, avoiding the 835. * situation where you toss arrows at it and it has nothing 836. * better to do than pick the arrows up. 837. */ 838. register int pctload = (curr_mon_load(mtmp) * 100) / 839. max_mon_load(mtmp); 840. 841. /* look for gold or jewels nearby */ 842. likegold = (likes_gold(ptr) && pctload < 95); 843. likegems = (likes_gems(ptr) && pctload < 85); 844. uses_items = (!mindless(ptr) && !is_animal(ptr) 845. && pctload < 75); 846. likeobjs = (likes_objs(ptr) && pctload < 75); 847. likemagic = (likes_magic(ptr) && pctload < 85); 848. likerock = (throws_rocks(ptr) && pctload < 50 && !In_sokoban(&u.uz)); 849. conceals = hides_under(ptr); 850. setlikes = TRUE; 851. } 852. } 853. 854. #define SQSRCHRADIUS 5 855. 856. { register int minr = SQSRCHRADIUS; /* not too far away */ 857. register struct obj *otmp; 858. register int xx, yy; 859. int oomx, oomy, lmx, lmy; 860. 861. /* cut down the search radius if it thinks character is closer. */ 862. if(distmin(mtmp->mux, mtmp->muy, omx, omy) < SQSRCHRADIUS && 863. !mtmp->mpeaceful) minr--; 864. /* guards shouldn't get too distracted */ 865. if(!mtmp->mpeaceful && is_mercenary(ptr)) minr = 1; 866. 867. if((likegold || likegems || likeobjs || likemagic || likerock || conceals) 868. && (!*in_rooms(omx, omy, SHOPBASE) || (!rn2(25) && !mtmp->isshk))) { 869. look_for_obj: 870. oomx = min(COLNO-1, omx+minr); 871. oomy = min(ROWNO-1, omy+minr); 872. lmx = max(1, omx-minr); 873. lmy = max(0, omy-minr); 874. for(otmp = fobj; otmp; otmp = otmp->nobj) { 875. /* monsters may pick rocks up, but won't go out of their way 876. to grab them; this might hamper sling wielders, but it cuts 877. down on move overhead by filtering out most common item */ 878. if (otmp->otyp == ROCK) continue; 879. xx = otmp->ox; 880. yy = otmp->oy; 881. /* Nymphs take everything. Most other creatures should not 882. * pick up corpses except as a special case like in 883. * searches_for_item(). We need to do this check in 884. * mpickstuff() as well. 885. */ 886. if(xx >= lmx && xx <= oomx && yy >= lmy && yy <= oomy) { 887. /* don't get stuck circling around an object that's underneath 888. an immobile or hidden monster; paralysis victims excluded */ 889. if ((mtoo = m_at(xx,yy)) != 0 && 890. (mtoo->msleeping || mtoo->mundetected || 891. (mtoo->mappearance && !mtoo->iswiz) || 892. !mtoo->data->mmove)) continue; 893. 894. if(((likegold && otmp->oclass == COIN_CLASS) || 895. (likeobjs && index(practical, otmp->oclass) && 896. (otmp->otyp != CORPSE || (ptr->mlet == S_NYMPH 897. && !is_rider(&mons[otmp->corpsenm])))) || 898. (likemagic && index(magical, otmp->oclass)) || 899. (uses_items && searches_for_item(mtmp, otmp)) || 900. (likerock && otmp->otyp == BOULDER) || 901. (likegems && otmp->oclass == GEM_CLASS && 902. objects[otmp->otyp].oc_material != MINERAL) || 903. (conceals && !cansee(otmp->ox,otmp->oy)) || 904. (ptr == &mons[PM_GELATINOUS_CUBE] && 905. !index(indigestion, otmp->oclass) && 906. !(otmp->otyp == CORPSE && 907. touch_petrifies(&mons[otmp->corpsenm]))) 908. ) && touch_artifact(otmp,mtmp)) { 909. if(can_carry(mtmp,otmp) && 910. (throws_rocks(ptr) || 911. !sobj_at(BOULDER,xx,yy)) && 912. (!is_unicorn(ptr) || 913. objects[otmp->otyp].oc_material == GEMSTONE) && 914. /* Don't get stuck circling an Elbereth */ 915. !(onscary(xx, yy, mtmp))) { 916. minr = distmin(omx,omy,xx,yy); 917. oomx = min(COLNO-1, omx+minr); 918. oomy = min(ROWNO-1, omy+minr); 919. lmx = max(1, omx-minr); 920. lmy = max(0, omy-minr); 921. gx = otmp->ox; 922. gy = otmp->oy; 923. if (gx == omx && gy == omy) { 924. mmoved = 3; /* actually unnecessary */ 925. goto postmov; 926. } 927. } 928. } 929. } 930. } 931. } else if(likegold) { 932. /* don't try to pick up anything else, but use the same loop */ 933. uses_items = 0; 934. likegems = likeobjs = likemagic = likerock = conceals = 0; 935. goto look_for_obj; 936. } 937. 938. if(minr < SQSRCHRADIUS && appr == -1) { 939. if(distmin(omx,omy,mtmp->mux,mtmp->muy) <= 3) { 940. gx = mtmp->mux; 941. gy = mtmp->muy; 942. } else 943. appr = 1; 944. } 945. } 946. 947. /* don't tunnel if hostile and close enough to prefer a weapon */ 948. if (can_tunnel && needspick(ptr) && 949. ((!mtmp->mpeaceful || Conflict) && 950. dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= 8)) 951. can_tunnel = FALSE; 952. 953. nix = omx; 954. niy = omy; 955. flag = 0L; 956. if (mtmp->mpeaceful && (!Conflict || resist(mtmp, RING_CLASS, 0, 0))) 957. flag |= (ALLOW_SANCT | ALLOW_SSM); 958. else flag |= ALLOW_U; 959. if (is_minion(ptr) || is_rider(ptr)) flag |= ALLOW_SANCT; 960. /* unicorn may not be able to avoid hero on a noteleport level */ 961. if (is_unicorn(ptr) && !level.flags.noteleport) flag |= NOTONL; 962. if (passes_walls(ptr)) flag |= (ALLOW_WALL | ALLOW_ROCK); 963. if (passes_bars(ptr) && !In_sokoban(&u.uz)) flag |= ALLOW_BARS; 964. if (can_tunnel) flag |= ALLOW_DIG; 965. if (is_human(ptr) || ptr == &mons[PM_MINOTAUR]) flag |= ALLOW_SSM; 966. if (is_undead(ptr) && ptr->mlet != S_GHOST) flag |= NOGARLIC; 967. if (throws_rocks(ptr)) flag |= ALLOW_ROCK; 968. if (can_open) flag |= OPENDOOR; 969. if (can_unlock) flag |= UNLOCKDOOR; 970. if (doorbuster) flag |= BUSTDOOR; 971. { 972. register int i, j, nx, ny, nearer; 973. int jcnt, cnt; 974. int ndist, nidist; 975. register coord *mtrk; 976. coord poss[9]; 977. 978. cnt = mfndpos(mtmp, poss, info, flag); 979. chcnt = 0; 980. jcnt = min(MTSZ, cnt-1); 981. chi = -1; 982. nidist = dist2(nix,niy,gx,gy); 983. /* allow monsters be shortsighted on some levels for balance */ 984. if(!mtmp->mpeaceful && level.flags.shortsighted && 985. nidist > (couldsee(nix,niy) ? 144 : 36) && appr == 1) appr = 0; 986. if (is_unicorn(ptr) && level.flags.noteleport) { 987. /* on noteleport levels, perhaps we cannot avoid hero */ 988. for(i = 0; i < cnt; i++) 989. if(!(info[i] & NOTONL)) avoid=TRUE; 990. } 991. 992. for(i=0; i < cnt; i++) { 993. if (avoid && (info[i] & NOTONL)) continue; 994. nx = poss[i].x; 995. ny = poss[i].y; 996. 997. if (appr != 0) { 998. mtrk = &mtmp->mtrack[0]; 999. for(j=0; j < jcnt; mtrk++, j++) 1000. if(nx == mtrk->x && ny == mtrk->y) 1001. if(rn2(4*(cnt-j))) 1002. goto nxti; 1003. } 1004. 1005. nearer = ((ndist = dist2(nx,ny,gx,gy)) < nidist); 1006. 1007. if((appr == 1 && nearer) || (appr == -1 && !nearer) || 1008. (!appr && !rn2(++chcnt)) || !mmoved) { 1009. nix = nx; 1010. niy = ny; 1011. nidist = ndist; 1012. chi = i; 1013. mmoved = 1; 1014. } 1015. nxti: ; 1016. } 1017. } 1018. 1019. if(mmoved) { 1020. register int j; 1021. 1022. if (mmoved==1 && (u.ux != nix || u.uy != niy) && itsstuck(mtmp)) 1023. return(3); 1024. 1025. if (((IS_ROCK(levl[nix][niy].typ) && may_dig(nix,niy)) || 1026. closed_door(nix, niy)) && 1027. mmoved==1 && can_tunnel && needspick(ptr)) { 1028. if (closed_door(nix, niy)) { 1029. if (!(mw_tmp = MON_WEP(mtmp)) || 1030. !is_pick(mw_tmp) || !is_axe(mw_tmp)) 1031. mtmp->weapon_check = NEED_PICK_OR_AXE; 1032. } else if (IS_TREE(levl[nix][niy].typ)) { 1033. if (!(mw_tmp = MON_WEP(mtmp)) || !is_axe(mw_tmp)) 1034. mtmp->weapon_check = NEED_AXE; 1035. } else if (!(mw_tmp = MON_WEP(mtmp)) || !is_pick(mw_tmp)) { 1036. mtmp->weapon_check = NEED_PICK_AXE; 1037. } 1038. if (mtmp->weapon_check >= NEED_PICK_AXE && mon_wield_item(mtmp)) 1039. return(3); 1040. } 1041. /* If ALLOW_U is set, either it's trying to attack you, or it 1042. * thinks it is. In either case, attack this spot in preference to 1043. * all others. 1044. */ 1045. /* Actually, this whole section of code doesn't work as you'd expect. 1046. * Most attacks are handled in dochug(). It calls distfleeck(), which 1047. * among other things sets nearby if the monster is near you--and if 1048. * nearby is set, we never call m_move unless it is a special case 1049. * (confused, stun, etc.) The effect is that this ALLOW_U (and 1050. * mfndpos) has no effect for normal attacks, though it lets a confused 1051. * monster attack you by accident. 1052. */ 1053. if(info[chi] & ALLOW_U) { 1054. nix = mtmp->mux; 1055. niy = mtmp->muy; 1056. } 1057. if (nix == u.ux && niy == u.uy) { 1058. mtmp->mux = u.ux; 1059. mtmp->muy = u.uy; 1060. return(0); 1061. } 1062. /* The monster may attack another based on 1 of 2 conditions: 1063. * 1 - It may be confused. 1064. * 2 - It may mistake the monster for your (displaced) image. 1065. * Pets get taken care of above and shouldn't reach this code. 1066. * Conflict gets handled even farther away (movemon()). 1067. */ 1068. if((info[chi] & ALLOW_M) || 1069. (nix == mtmp->mux && niy == mtmp->muy)) { 1070. struct monst *mtmp2; 1071. int mstatus; 1072. mtmp2 = m_at(nix,niy); 1073. 1074. notonhead = mtmp2 && (nix != mtmp2->mx || niy != mtmp2->my); 1075. /* note: mstatus returns 0 if mtmp2 is nonexistent */ 1076. mstatus = mattackm(mtmp, mtmp2); 1077. 1078. if (mstatus & MM_AGR_DIED) /* aggressor died */ 1079. return 2; 1080. 1081. if ((mstatus & MM_HIT) && !(mstatus & MM_DEF_DIED) && 1082. rn2(4) && mtmp2->movement >= NORMAL_SPEED) { 1083. mtmp2->movement -= NORMAL_SPEED; 1084. notonhead = 0; 1085. mstatus = mattackm(mtmp2, mtmp); /* return attack */ 1086. if (mstatus & MM_DEF_DIED) 1087. return 2; 1088. } 1089. return 3; 1090. } 1091. 1092. if (!m_in_out_region(mtmp,nix,niy)) 1093. return 3; 1094. remove_monster(omx, omy); 1095. place_monster(mtmp, nix, niy); 1096. 1097. for(j = MTSZ-1; j > 0; j--) 1098. mtmp->mtrack[j] = mtmp->mtrack[j-1]; 1099. mtmp->mtrack[0].x = omx; 1100. mtmp->mtrack[0].y = omy; 1101. /* Place a segment at the old position. */ 1102. if (mtmp->wormno) worm_move(mtmp); 1103. } else { 1104. if(is_unicorn(ptr) && rn2(2) && !tele_restrict(mtmp)) { 1105. (void) rloc(mtmp, FALSE); 1106. return(1); 1107. } 1108. if(mtmp->wormno) worm_nomove(mtmp); 1109. } 1110. postmov: 1111. if(mmoved == 1 || mmoved == 3) { 1112. boolean canseeit = cansee(mtmp->mx, mtmp->my); 1113. 1114. if(mmoved == 1) { 1115. newsym(omx,omy); /* update the old position */ 1116. if (mintrap(mtmp) >= 2) { 1117. if(mtmp->mx) newsym(mtmp->mx,mtmp->my); 1118. return(2); /* it died */ 1119. } 1120. ptr = mtmp->data; 1121. 1122. /* open a door, or crash through it, if you can */ 1123. if(IS_DOOR(levl[mtmp->mx][mtmp->my].typ) 1124. && !passes_walls(ptr) /* doesn't need to open doors */ 1125. && !can_tunnel /* taken care of below */ 1126. ) { 1127. struct rm *here = &levl[mtmp->mx][mtmp->my]; 1128. boolean btrapped = (here->doormask & D_TRAPPED); 1129. 1130. if(here->doormask & (D_LOCKED|D_CLOSED) && amorphous(ptr)) { 1131. if (flags.verbose && canseemon(mtmp)) 1132. pline("%s %s under the door.", Monnam(mtmp), 1133. (ptr == &mons[PM_FOG_CLOUD] || 1134. ptr == &mons[PM_YELLOW_LIGHT]) 1135. ? "flows" : "oozes"); 1136. } else if(here->doormask & D_LOCKED && can_unlock) { 1137. if(btrapped) { 1138. here->doormask = D_NODOOR; 1139. newsym(mtmp->mx, mtmp->my); 1140. unblock_point(mtmp->mx,mtmp->my); /* vision */ 1141. if(mb_trapped(mtmp)) return(2); 1142. } else { 1143. if (flags.verbose) { 1144. if (canseeit) 1145. You("see a door unlock and open."); 1146. else if (flags.soundok) 1147. You_hear("a door unlock and open."); 1148. } 1149. here->doormask = D_ISOPEN; 1150. /* newsym(mtmp->mx, mtmp->my); */ 1151. unblock_point(mtmp->mx,mtmp->my); /* vision */ 1152. } 1153. } else if (here->doormask == D_CLOSED && can_open) { 1154. if(btrapped) { 1155. here->doormask = D_NODOOR; 1156. newsym(mtmp->mx, mtmp->my); 1157. unblock_point(mtmp->mx,mtmp->my); /* vision */ 1158. if(mb_trapped(mtmp)) return(2); 1159. } else { 1160. if (flags.verbose) { 1161. if (canseeit) 1162. You("see a door open."); 1163. else if (flags.soundok) 1164. You_hear("a door open."); 1165. } 1166. here->doormask = D_ISOPEN; 1167. /* newsym(mtmp->mx, mtmp->my); */ /* done below */ 1168. unblock_point(mtmp->mx,mtmp->my); /* vision */ 1169. } 1170. } else if (here->doormask & (D_LOCKED|D_CLOSED)) { 1171. /* mfndpos guarantees this must be a doorbuster */ 1172. /* WAC do dragons and breathers */ 1173. if (bust_door_breath(mtmp) != -1) { 1174. (void) breamspot(mtmp, 1175. &ptr->mattk[bust_door_breath(mtmp)], 1176. (nix-omx), (niy-omy)); 1177. } else 1178. if(btrapped) { 1179. here->doormask = D_NODOOR; 1180. newsym(mtmp->mx, mtmp->my); 1181. unblock_point(mtmp->mx,mtmp->my); /* vision */ 1182. if(mb_trapped(mtmp)) return(2); 1183. } else { 1184. if (flags.verbose) { 1185. if (canseeit) 1186. You("see a door crash open."); 1187. else if (flags.soundok) 1188. You_hear("a door crash open."); 1189. } 1190. if (here->doormask & D_LOCKED && !rn2(2)) 1191. here->doormask = D_NODOOR; 1192. else here->doormask = D_BROKEN; 1193. /* newsym(mtmp->mx, mtmp->my); */ /* done below */ 1194. unblock_point(mtmp->mx,mtmp->my); /* vision */ 1195. } 1196. /* if it's a shop door, schedule repair */ 1197. if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE)) 1198. add_damage(mtmp->mx, mtmp->my, 0L); 1199. } 1200. } else if (levl[mtmp->mx][mtmp->my].typ == IRONBARS) { 1201. if (flags.verbose && canseemon(mtmp)) 1202. Norep("%s %s %s the iron bars.", Monnam(mtmp), 1203. /* pluralization fakes verb conjugation */ 1204. makeplural(locomotion(ptr, "pass")), 1205. passes_walls(ptr) ? "through" : "between"); 1206. } 1207. 1208. /* possibly dig */ 1209. if (can_tunnel && mdig_tunnel(mtmp)) 1210. return(2); /* mon died (position already updated) */ 1211. 1212. /* set also in domove(), hack.c */ 1213. if (u.uswallow && mtmp == u.ustuck && 1214. (mtmp->mx != omx || mtmp->my != omy)) { 1215. /* If the monster moved, then update */ 1216. u.ux0 = u.ux; 1217. u.uy0 = u.uy; 1218. u.ux = mtmp->mx; 1219. u.uy = mtmp->my; 1220. swallowed(0); 1221. } else 1222. newsym(mtmp->mx,mtmp->my); 1223. } 1224. if(OBJ_AT(mtmp->mx, mtmp->my) && mtmp->mcanmove) { 1225. /* recompute the likes tests, in case we polymorphed 1226. * or if the "likegold" case got taken above */ 1227. if (setlikes) { 1228. register int pctload = (curr_mon_load(mtmp) * 100) / 1229. max_mon_load(mtmp); 1230. 1231. /* look for gold or jewels nearby */ 1232. likegold = (likes_gold(ptr) && pctload < 95); 1233. likegems = (likes_gems(ptr) && pctload < 85); 1234. uses_items = (!mindless(ptr) && !is_animal(ptr) 1235. && pctload < 75); 1236. likeobjs = (likes_objs(ptr) && pctload < 75); 1237. likemagic = (likes_magic(ptr) && pctload < 85); 1238. likerock = (throws_rocks(ptr) && pctload < 50 && 1239. !In_sokoban(&u.uz)); 1240. conceals = hides_under(ptr); 1241. } 1242. 1243. /* Maybe a rock mole just ate some metal object */ 1244. if (metallivorous(ptr)) { 1245. if (meatmetal(mtmp) == 2) return 2; /* it died */ 1246. } 1247. 1248. if(g_at(mtmp->mx,mtmp->my) && likegold) mpickgold(mtmp); 1249. 1250. /* Maybe a cube ate just about anything */ 1251. /* KMH -- Taz likes organics, too! */ 1252. if (ptr == &mons[PM_GELATINOUS_CUBE] || 1253. ptr == &mons[PM_TASMANIAN_DEVIL]) { 1254. if (meatobj(mtmp) == 2) return 2; /* it died */ 1255. } 1256. if (ptr == &mons[PM_GHOUL] || ptr == &mons[PM_GHAST]) meatcorpse(mtmp); 1257. 1258. if(!*in_rooms(mtmp->mx, mtmp->my, SHOPBASE) || !rn2(25)) { 1259. boolean picked = FALSE; 1260. 1261. if(likeobjs) picked |= mpickstuff(mtmp, practical); 1262. if(likemagic) picked |= mpickstuff(mtmp, magical); 1263. if(likerock) picked |= mpickstuff(mtmp, boulder_class); 1264. if(likegems) picked |= mpickstuff(mtmp, gem_class); 1265. if(uses_items) picked |= mpickstuff(mtmp, (char *)0); 1266. if(picked) mmoved = 3; 1267. } 1268. 1269. if(mtmp->minvis) { 1270. newsym(mtmp->mx, mtmp->my); 1271. if (mtmp->wormno) see_wsegs(mtmp); 1272. } 1273. } 1274. 1275. if(hides_under(ptr) || ptr->mlet == S_EEL) { 1276. /* Always set--or reset--mundetected if it's already hidden 1277. (just in case the object it was hiding under went away); 1278. usually set mundetected unless monster can't move. */ 1279. if (mtmp->mundetected || 1280. (mtmp->mcanmove && !mtmp->msleeping && rn2(5))) 1281. mtmp->mundetected = (ptr->mlet != S_EEL) ? 1282. OBJ_AT(mtmp->mx, mtmp->my) : 1283. (is_pool(mtmp->mx, mtmp->my) && !Is_waterlevel(&u.uz)); 1284. newsym(mtmp->mx, mtmp->my); 1285. } 1286. if (mtmp->isshk) { 1287. after_shk_move(mtmp); 1288. } 1289. } 1290. return(mmoved); 1291. } 1292. 1293. #endif /* OVL0 */ 1294. #ifdef OVL2 1295. 1296. boolean 1297. closed_door(x, y) 1298. register int x, y; 1299. { 1300. return((boolean)(IS_DOOR(levl[x][y].typ) && 1301. (levl[x][y].doormask & (D_LOCKED | D_CLOSED)))); 1302. } 1303. 1304. boolean 1305. accessible(x, y) 1306. register int x, y; 1307. { 1308. return((boolean)(ACCESSIBLE(levl[x][y].typ) && !closed_door(x, y))); 1309. } 1310. 1311. #endif /* OVL2 */ 1312. #ifdef OVL0 1313. 1314. /* decide where the monster thinks you are standing */ 1315. void 1316. set_apparxy(mtmp) 1317. register struct monst *mtmp; 1318. { 1319. boolean notseen, gotu; 1320. register int disp, mx = mtmp->mux, my = mtmp->muy; 1321. #ifdef GOLDOBJ 1322. long umoney = money_cnt(invent); 1323. #endif 1324. 1325. /* 1326. * do cheapest and/or most likely tests first 1327. */ 1328. 1329. /* pet knows your smell; grabber still has hold of you */ 1330. if (mtmp->mtame || mtmp == u.ustuck) goto found_you; 1331. 1332. /* monsters which know where you are don't suddenly forget, 1333. if you haven't moved away */ 1334. if (mx == u.ux && my == u.uy) goto found_you; 1335. 1336. notseen = (!mtmp->mcansee || (Invis && !perceives(mtmp->data))); 1337. /* add cases as required. eg. Displacement ... */ 1338. if (notseen || Underwater) { 1339. /* Xorns can smell valuable metal like gold, treat as seen */ 1340. if ((mtmp->data == &mons[PM_XORN]) && 1341. #ifndef GOLDOBJ 1342. u.ugold 1343. #else 1344. umoney 1345. #endif 1346. && !Underwater) 1347. disp = 0; 1348. else 1349. disp = 1; 1350. } else if (Displaced) { 1351. disp = couldsee(mx, my) ? 2 : 1; 1352. } else disp = 0; 1353. if (!disp) goto found_you; 1354. 1355. /* without something like the following, invis. and displ. 1356. are too powerful */ 1357. gotu = notseen ? !rn2(3) : Displaced ? !rn2(4) : FALSE; 1358. 1359. #if 0 /* this never worked as intended & isn't needed anyway */ 1360. /* If invis but not displaced, staying around gets you 'discovered' */ 1361. gotu |= (!Displaced && u.dx == 0 && u.dy == 0); 1362. #endif 1363. 1364. if (!gotu) { 1365. register int try_cnt = 0; 1366. do { 1367. if (++try_cnt > 200) goto found_you; /* punt */ 1368. mx = u.ux - disp + rn2(2*disp+1); 1369. my = u.uy - disp + rn2(2*disp+1); 1370. } while (!isok(mx,my) 1371. || (disp != 2 && mx == mtmp->mx && my == mtmp->my) 1372. || ((mx != u.ux || my != u.uy) && 1373. !passes_walls(mtmp->data) && 1374. (!ACCESSIBLE(levl[mx][my].typ) || 1375. (closed_door(mx, my) && !can_ooze(mtmp)))) 1376. || !couldsee(mx, my)); 1377. } else { 1378. found_you: 1379. mx = u.ux; 1380. my = u.uy; 1381. } 1382. 1383. mtmp->mux = mx; 1384. mtmp->muy = my; 1385. } 1386. 1387. boolean 1388. can_ooze(mtmp) 1389. struct monst *mtmp; 1390. { 1391. struct obj *chain, *obj; 1392. 1393. if (!amorphous(mtmp->data)) return FALSE; 1394. if (mtmp == &youmonst) { 1395. #ifndef GOLDOBJ 1396. if (u.ugold > 100L) return FALSE; 1397. #endif 1398. chain = invent; 1399. } else { 1400. #ifndef GOLDOBJ 1401. if (mtmp->mgold > 100L) return FALSE; 1402. #endif 1403. chain = mtmp->minvent; 1404. } 1405. for (obj = chain; obj; obj = obj->nobj) { 1406. int typ = obj->otyp; 1407. 1408. #ifdef GOLDOBJ 1409. if (typ == COIN_CLASS && obj->quan > 100L) return FALSE; 1410. #endif 1411. if (obj->oclass != GEM_CLASS && 1412. !(typ >= ARROW && typ <= BOOMERANG) && 1413. !(typ >= DAGGER && typ <= CRYSKNIFE) && 1414. typ != SLING && 1415. !is_cloak(obj) && typ != FEDORA && 1416. !is_gloves(obj) && typ != LEATHER_JACKET && 1417. #ifdef TOURIST 1418. typ != CREDIT_CARD && !is_shirt(obj) && 1419. #endif 1420. !(typ == CORPSE && verysmall(&mons[obj->corpsenm])) && 1421. typ != FORTUNE_COOKIE && typ != CANDY_BAR && 1422. typ != PANCAKE && typ != LEMBAS_WAFER && 1423. typ != LUMP_OF_ROYAL_JELLY && 1424. obj->oclass != AMULET_CLASS && 1425. obj->oclass != RING_CLASS && 1426. #ifdef WIZARD 1427. obj->oclass != VENOM_CLASS && 1428. #endif 1429. typ != SACK && typ != BAG_OF_HOLDING && 1430. typ != BAG_OF_TRICKS && !Is_candle(obj) && 1431. typ != OILSKIN_SACK && typ != LEASH && 1432. typ != STETHOSCOPE && typ != BLINDFOLD && typ != TOWEL && 1433. typ != TIN_WHISTLE && typ != MAGIC_WHISTLE && 1434. typ != MAGIC_MARKER && typ != TIN_OPENER && 1435. typ != SKELETON_KEY && typ != LOCK_PICK 1436. ) return FALSE; 1437. if (Is_container(obj) && obj->cobj) return FALSE; 1438. 1439. } 1440. return TRUE; 1441. } 1442. 1443. static int 1444. bust_door_breath(mtmp) 1445. register struct monst *mtmp; 1446. { 1447. struct permonst *ptr = mtmp->data; 1448. int i; 1449. 1450. 1451. if (mtmp->mcan || mtmp->mspec_used) return (-1); /* Cancelled/used up */ 1452. 1453. for(i = 0; i < NATTK; i++) 1454. if ((ptr->mattk[i].aatyp == AT_BREA) && 1455. (ptr->mattk[i].adtyp == AD_ACID || 1456. ptr->mattk[i].adtyp == AD_MAGM || 1457. ptr->mattk[i].adtyp == AD_DISN || 1458. ptr->mattk[i].adtyp == AD_ELEC || 1459. ptr->mattk[i].adtyp == AD_FIRE || 1460. ptr->mattk[i].adtyp == AD_COLD)) return(i); 1461. 1462. return(-1); 1463. } 1464. 1465. 1466. #endif /* OVL0 */ 1467. 1468. /*monmove.c*/