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monster.c revision 1.1
      1  1.1  cgd /*
      2  1.1  cgd  * Copyright (c) 1988 The Regents of the University of California.
      3  1.1  cgd  * All rights reserved.
      4  1.1  cgd  *
      5  1.1  cgd  * This code is derived from software contributed to Berkeley by
      6  1.1  cgd  * Timothy C. Stoehr.
      7  1.1  cgd  *
      8  1.1  cgd  * Redistribution and use in source and binary forms, with or without
      9  1.1  cgd  * modification, are permitted provided that the following conditions
     10  1.1  cgd  * are met:
     11  1.1  cgd  * 1. Redistributions of source code must retain the above copyright
     12  1.1  cgd  *    notice, this list of conditions and the following disclaimer.
     13  1.1  cgd  * 2. Redistributions in binary form must reproduce the above copyright
     14  1.1  cgd  *    notice, this list of conditions and the following disclaimer in the
     15  1.1  cgd  *    documentation and/or other materials provided with the distribution.
     16  1.1  cgd  * 3. All advertising materials mentioning features or use of this software
     17  1.1  cgd  *    must display the following acknowledgement:
     18  1.1  cgd  *	This product includes software developed by the University of
     19  1.1  cgd  *	California, Berkeley and its contributors.
     20  1.1  cgd  * 4. Neither the name of the University nor the names of its contributors
     21  1.1  cgd  *    may be used to endorse or promote products derived from this software
     22  1.1  cgd  *    without specific prior written permission.
     23  1.1  cgd  *
     24  1.1  cgd  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
     25  1.1  cgd  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     26  1.1  cgd  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
     27  1.1  cgd  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
     28  1.1  cgd  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
     29  1.1  cgd  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
     30  1.1  cgd  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
     31  1.1  cgd  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
     32  1.1  cgd  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
     33  1.1  cgd  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
     34  1.1  cgd  * SUCH DAMAGE.
     35  1.1  cgd  */
     36  1.1  cgd 
     37  1.1  cgd #ifndef lint
     38  1.1  cgd static char sccsid[] = "@(#)monster.c	5.3 (Berkeley) 6/1/90";
     39  1.1  cgd #endif /* not lint */
     40  1.1  cgd 
     41  1.1  cgd /*
     42  1.1  cgd  * monster.c
     43  1.1  cgd  *
     44  1.1  cgd  * This source herein may be modified and/or distributed by anybody who
     45  1.1  cgd  * so desires, with the following restrictions:
     46  1.1  cgd  *    1.)  No portion of this notice shall be removed.
     47  1.1  cgd  *    2.)  Credit shall not be taken for the creation of this source.
     48  1.1  cgd  *    3.)  This code is not to be traded, sold, or used for personal
     49  1.1  cgd  *         gain or profit.
     50  1.1  cgd  *
     51  1.1  cgd  */
     52  1.1  cgd 
     53  1.1  cgd #include "rogue.h"
     54  1.1  cgd 
     55  1.1  cgd object level_monsters;
     56  1.1  cgd boolean mon_disappeared;
     57  1.1  cgd 
     58  1.1  cgd char *m_names[] = {
     59  1.1  cgd 	"aquator",
     60  1.1  cgd 	"bat",
     61  1.1  cgd 	"centaur",
     62  1.1  cgd 	"dragon",
     63  1.1  cgd 	"emu",
     64  1.1  cgd 	"venus fly-trap",
     65  1.1  cgd 	"griffin",
     66  1.1  cgd 	"hobgoblin",
     67  1.1  cgd 	"ice monster",
     68  1.1  cgd 	"jabberwock",
     69  1.1  cgd 	"kestrel",
     70  1.1  cgd 	"leprechaun",
     71  1.1  cgd 	"medusa",
     72  1.1  cgd 	"nymph",
     73  1.1  cgd 	"orc",
     74  1.1  cgd 	"phantom",
     75  1.1  cgd 	"quagga",
     76  1.1  cgd 	"rattlesnake",
     77  1.1  cgd 	"snake",
     78  1.1  cgd 	"troll",
     79  1.1  cgd 	"black unicorn",
     80  1.1  cgd 	"vampire",
     81  1.1  cgd 	"wraith",
     82  1.1  cgd 	"xeroc",
     83  1.1  cgd 	"yeti",
     84  1.1  cgd 	"zombie"
     85  1.1  cgd };
     86  1.1  cgd 
     87  1.1  cgd object mon_tab[MONSTERS] = {
     88  1.1  cgd 	{(ASLEEP|WAKENS|WANDERS|RUSTS),"0d0",25,'A',20,9,18,100,0,0,0,0,0},
     89  1.1  cgd 	{(ASLEEP|WANDERS|FLITS|FLIES),"1d3",10,'B',2,1,8,60,0,0,0,0,0},
     90  1.1  cgd 	{(ASLEEP|WANDERS),"3d3/2d5",32,'C',15,7,16,85,0,10,0,0,0},
     91  1.1  cgd 	{(ASLEEP|WAKENS|FLAMES),"4d6/4d9",145,'D',5000,21,126,100,0,90,0,0,0},
     92  1.1  cgd 	{(ASLEEP|WAKENS),"1d3",11,'E',2,1,7,65,0,0,0,0,0},
     93  1.1  cgd 	{(HOLDS|STATIONARY),"5d5",73,'F',91,12,126,80,0,0,0,0,0},
     94  1.1  cgd 	{(ASLEEP|WAKENS|WANDERS|FLIES),"5d5/5d5",115,'G',
     95  1.1  cgd 			2000,20,126,85,0,10,0,0,0},
     96  1.1  cgd 	{(ASLEEP|WAKENS|WANDERS),"1d3/1d2",15,'H',3,1,10,67,0,0,0,0,0},
     97  1.1  cgd 	{(ASLEEP|FREEZES),"0d0",15,'I',5,2,11,68,0,0,0,0,0},
     98  1.1  cgd 	{(ASLEEP|WANDERS),"3d10/4d5",132,'J',3000,21,126,100,0,0,0,0,0},
     99  1.1  cgd 	{(ASLEEP|WAKENS|WANDERS|FLIES),"1d4",10,'K',2,1,6,60,0,0,0,0,0},
    100  1.1  cgd 	{(ASLEEP|STEALS_GOLD),"0d0",25,'L',21,6,16,75,0,0,0,0,0},
    101  1.1  cgd 	{(ASLEEP|WAKENS|WANDERS|CONFUSES),"4d4/3d7",97,'M',
    102  1.1  cgd 			250,18,126,85,0,25,0,0,0},
    103  1.1  cgd 	{(ASLEEP|STEALS_ITEM),"0d0",25,'N',39,10,19,75,0,100,0,0,0},
    104  1.1  cgd 	{(ASLEEP|WANDERS|WAKENS|SEEKS_GOLD),"1d6",25,'O',5,4,13,70,0,10,0,0,0},
    105  1.1  cgd 	{(ASLEEP|INVISIBLE|WANDERS|FLITS),"5d4",76,'P',120,15,24,80,0,50,0,0,0},
    106  1.1  cgd 	{(ASLEEP|WAKENS|WANDERS),"3d5",30,'Q',20,8,17,78,0,20,0,0,0},
    107  1.1  cgd 	{(ASLEEP|WAKENS|WANDERS|STINGS),"2d5",19,'R',10,3,12,70,0,0,0,0,0},
    108  1.1  cgd 	{(ASLEEP|WAKENS|WANDERS),"1d3",8,'S',2,1,9,50,0,0,0,0,0},
    109  1.1  cgd 	{(ASLEEP|WAKENS|WANDERS),"4d6/1d4",75,'T',125,13,22,75,0,33,0,0,0},
    110  1.1  cgd 	{(ASLEEP|WAKENS|WANDERS),"4d10",90,'U',
    111  1.1  cgd 			200,17,26,85,0,33,0,0,0},
    112  1.1  cgd 	{(ASLEEP|WAKENS|WANDERS|DRAINS_LIFE),"1d14/1d4",55,'V',
    113  1.1  cgd 			350,19,126,85,0,18,0,0,0},
    114  1.1  cgd 	{(ASLEEP|WANDERS|DROPS_LEVEL),"2d8",45,'W',55,14,23,75,0,0,0,0,0},
    115  1.1  cgd 	{(ASLEEP|IMITATES),"4d6",42,'X',110,16,25,75,0,0,0,0,0},
    116  1.1  cgd 	{(ASLEEP|WANDERS),"3d6",35,'Y',50,11,20,80,0,20,0,0,0},
    117  1.1  cgd 	{(ASLEEP|WAKENS|WANDERS),"1d7",21,'Z',8,5,14,69,0,0,0,0,0}
    118  1.1  cgd };
    119  1.1  cgd 
    120  1.1  cgd extern short cur_level;
    121  1.1  cgd extern short cur_room, party_room;
    122  1.1  cgd extern short blind, halluc, haste_self;
    123  1.1  cgd extern boolean detect_monster, see_invisible, r_see_invisible;
    124  1.1  cgd extern short stealthy;
    125  1.1  cgd 
    126  1.1  cgd put_mons()
    127  1.1  cgd {
    128  1.1  cgd 	short i;
    129  1.1  cgd 	short n;
    130  1.1  cgd 	object *monster;
    131  1.1  cgd 	short row, col;
    132  1.1  cgd 
    133  1.1  cgd 	n = get_rand(4, 6);
    134  1.1  cgd 
    135  1.1  cgd 	for (i = 0; i < n; i++) {
    136  1.1  cgd 		monster = gr_monster((object *) 0, 0);
    137  1.1  cgd 		if ((monster->m_flags & WANDERS) && coin_toss()) {
    138  1.1  cgd 			wake_up(monster);
    139  1.1  cgd 		}
    140  1.1  cgd 		gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
    141  1.1  cgd 		put_m_at(row, col, monster);
    142  1.1  cgd 	}
    143  1.1  cgd }
    144  1.1  cgd 
    145  1.1  cgd object *
    146  1.1  cgd gr_monster(monster, mn)
    147  1.1  cgd register object *monster;
    148  1.1  cgd register mn;
    149  1.1  cgd {
    150  1.1  cgd 	if (!monster) {
    151  1.1  cgd 		monster = alloc_object();
    152  1.1  cgd 
    153  1.1  cgd 		for (;;) {
    154  1.1  cgd 			mn = get_rand(0, MONSTERS-1);
    155  1.1  cgd 			if ((cur_level >= mon_tab[mn].first_level) &&
    156  1.1  cgd 			(cur_level <= mon_tab[mn].last_level)) {
    157  1.1  cgd 				break;
    158  1.1  cgd 			}
    159  1.1  cgd 		}
    160  1.1  cgd 	}
    161  1.1  cgd 	*monster = mon_tab[mn];
    162  1.1  cgd 	if (monster->m_flags & IMITATES) {
    163  1.1  cgd 		monster->disguise = gr_obj_char();
    164  1.1  cgd 	}
    165  1.1  cgd 	if (cur_level > (AMULET_LEVEL + 2)) {
    166  1.1  cgd 		monster->m_flags |= HASTED;
    167  1.1  cgd 	}
    168  1.1  cgd 	monster->trow = NO_ROOM;
    169  1.1  cgd 	return(monster);
    170  1.1  cgd }
    171  1.1  cgd 
    172  1.1  cgd mv_mons()
    173  1.1  cgd {
    174  1.1  cgd 	register object *monster, *next_monster;
    175  1.1  cgd 	boolean flew;
    176  1.1  cgd 
    177  1.1  cgd 	if (haste_self % 2) {
    178  1.1  cgd 		return;
    179  1.1  cgd 	}
    180  1.1  cgd 
    181  1.1  cgd 	monster = level_monsters.next_monster;
    182  1.1  cgd 
    183  1.1  cgd 	while (monster) {
    184  1.1  cgd 		next_monster = monster->next_monster;
    185  1.1  cgd 		mon_disappeared = 0;
    186  1.1  cgd 		if (monster->m_flags & HASTED) {
    187  1.1  cgd 			mv_1_monster(monster, rogue.row, rogue.col);
    188  1.1  cgd 			if (mon_disappeared) {
    189  1.1  cgd 				goto NM;
    190  1.1  cgd 			}
    191  1.1  cgd 		} else if (monster->m_flags & SLOWED) {
    192  1.1  cgd 			monster->slowed_toggle = !monster->slowed_toggle;
    193  1.1  cgd 			if (monster->slowed_toggle) {
    194  1.1  cgd 				goto NM;
    195  1.1  cgd 			}
    196  1.1  cgd 		}
    197  1.1  cgd 		if ((monster->m_flags & CONFUSED) && move_confused(monster)) {
    198  1.1  cgd 			goto NM;
    199  1.1  cgd 		}
    200  1.1  cgd 		flew = 0;
    201  1.1  cgd 		if (	(monster->m_flags & FLIES) &&
    202  1.1  cgd 				!(monster->m_flags & NAPPING) &&
    203  1.1  cgd 				!mon_can_go(monster, rogue.row, rogue.col)) {
    204  1.1  cgd 			flew = 1;
    205  1.1  cgd 			mv_1_monster(monster, rogue.row, rogue.col);
    206  1.1  cgd 			if (mon_disappeared) {
    207  1.1  cgd 				goto NM;
    208  1.1  cgd 			}
    209  1.1  cgd 		}
    210  1.1  cgd 		if (!(flew && mon_can_go(monster, rogue.row, rogue.col))) {
    211  1.1  cgd 			mv_1_monster(monster, rogue.row, rogue.col);
    212  1.1  cgd 		}
    213  1.1  cgd NM:		monster = next_monster;
    214  1.1  cgd 	}
    215  1.1  cgd }
    216  1.1  cgd 
    217  1.1  cgd party_monsters(rn, n)
    218  1.1  cgd int rn, n;
    219  1.1  cgd {
    220  1.1  cgd 	short i, j;
    221  1.1  cgd 	short row, col;
    222  1.1  cgd 	object *monster;
    223  1.1  cgd 	boolean found;
    224  1.1  cgd 
    225  1.1  cgd 	n += n;
    226  1.1  cgd 
    227  1.1  cgd 	for (i = 0; i < MONSTERS; i++) {
    228  1.1  cgd 		mon_tab[i].first_level -= (cur_level % 3);
    229  1.1  cgd 	}
    230  1.1  cgd 	for (i = 0; i < n; i++) {
    231  1.1  cgd 		if (no_room_for_monster(rn)) {
    232  1.1  cgd 			break;
    233  1.1  cgd 		}
    234  1.1  cgd 		for (j = found = 0; ((!found) && (j < 250)); j++) {
    235  1.1  cgd 			row = get_rand(rooms[rn].top_row+1,
    236  1.1  cgd 				rooms[rn].bottom_row-1);
    237  1.1  cgd 			col = get_rand(rooms[rn].left_col+1,
    238  1.1  cgd 				rooms[rn].right_col-1);
    239  1.1  cgd 			if ((!(dungeon[row][col] & MONSTER)) &&
    240  1.1  cgd 				(dungeon[row][col] & (FLOOR | TUNNEL))) {
    241  1.1  cgd 				found = 1;
    242  1.1  cgd 			}
    243  1.1  cgd 		}
    244  1.1  cgd 		if (found) {
    245  1.1  cgd 			monster = gr_monster((object *) 0, 0);
    246  1.1  cgd 			if (!(monster->m_flags & IMITATES)) {
    247  1.1  cgd 				monster->m_flags |= WAKENS;
    248  1.1  cgd 			}
    249  1.1  cgd 			put_m_at(row, col, monster);
    250  1.1  cgd 		}
    251  1.1  cgd 	}
    252  1.1  cgd 	for (i = 0; i < MONSTERS; i++) {
    253  1.1  cgd 		mon_tab[i].first_level += (cur_level % 3);
    254  1.1  cgd 	}
    255  1.1  cgd }
    256  1.1  cgd 
    257  1.1  cgd gmc_row_col(row, col)
    258  1.1  cgd register row, col;
    259  1.1  cgd {
    260  1.1  cgd 	register object *monster;
    261  1.1  cgd 
    262  1.1  cgd 	if (monster = object_at(&level_monsters, row, col)) {
    263  1.1  cgd 		if ((!(detect_monster || see_invisible || r_see_invisible) &&
    264  1.1  cgd 			(monster->m_flags & INVISIBLE)) || blind) {
    265  1.1  cgd 			return(monster->trail_char);
    266  1.1  cgd 		}
    267  1.1  cgd 		if (monster->m_flags & IMITATES) {
    268  1.1  cgd 			return(monster->disguise);
    269  1.1  cgd 		}
    270  1.1  cgd 		return(monster->m_char);
    271  1.1  cgd 	} else {
    272  1.1  cgd 		return('&');	/* BUG if this ever happens */
    273  1.1  cgd 	}
    274  1.1  cgd }
    275  1.1  cgd 
    276  1.1  cgd gmc(monster)
    277  1.1  cgd object *monster;
    278  1.1  cgd {
    279  1.1  cgd 	if ((!(detect_monster || see_invisible || r_see_invisible) &&
    280  1.1  cgd 		(monster->m_flags & INVISIBLE))
    281  1.1  cgd 		|| blind) {
    282  1.1  cgd 		return(monster->trail_char);
    283  1.1  cgd 	}
    284  1.1  cgd 	if (monster->m_flags & IMITATES) {
    285  1.1  cgd 		return(monster->disguise);
    286  1.1  cgd 	}
    287  1.1  cgd 	return(monster->m_char);
    288  1.1  cgd }
    289  1.1  cgd 
    290  1.1  cgd mv_1_monster(monster, row, col)
    291  1.1  cgd register object *monster;
    292  1.1  cgd short row, col;
    293  1.1  cgd {
    294  1.1  cgd 	short i, n;
    295  1.1  cgd 	boolean tried[6];
    296  1.1  cgd 
    297  1.1  cgd 	if (monster->m_flags & ASLEEP) {
    298  1.1  cgd 		if (monster->m_flags & NAPPING) {
    299  1.1  cgd 			if (--monster->nap_length <= 0) {
    300  1.1  cgd 				monster->m_flags &= (~(NAPPING | ASLEEP));
    301  1.1  cgd 			}
    302  1.1  cgd 			return;
    303  1.1  cgd 		}
    304  1.1  cgd 		if ((monster->m_flags & WAKENS) &&
    305  1.1  cgd 			 rogue_is_around(monster->row, monster->col) &&
    306  1.1  cgd 			 rand_percent(((stealthy > 0) ?
    307  1.1  cgd 			 	(WAKE_PERCENT / (STEALTH_FACTOR + stealthy)) :
    308  1.1  cgd 				WAKE_PERCENT))) {
    309  1.1  cgd 			wake_up(monster);
    310  1.1  cgd 		}
    311  1.1  cgd 		return;
    312  1.1  cgd 	} else if (monster->m_flags & ALREADY_MOVED) {
    313  1.1  cgd 		monster->m_flags &= (~ALREADY_MOVED);
    314  1.1  cgd 		return;
    315  1.1  cgd 	}
    316  1.1  cgd 	if ((monster->m_flags & FLITS) && flit(monster)) {
    317  1.1  cgd 		return;
    318  1.1  cgd 	}
    319  1.1  cgd 	if ((monster->m_flags & STATIONARY) &&
    320  1.1  cgd 		(!mon_can_go(monster, rogue.row, rogue.col))) {
    321  1.1  cgd 		return;
    322  1.1  cgd 	}
    323  1.1  cgd 	if (monster->m_flags & FREEZING_ROGUE) {
    324  1.1  cgd 		return;
    325  1.1  cgd 	}
    326  1.1  cgd 	if ((monster->m_flags & CONFUSES) && m_confuse(monster)) {
    327  1.1  cgd 		return;
    328  1.1  cgd 	}
    329  1.1  cgd 	if (mon_can_go(monster, rogue.row, rogue.col)) {
    330  1.1  cgd 		mon_hit(monster);
    331  1.1  cgd 		return;
    332  1.1  cgd 	}
    333  1.1  cgd 	if ((monster->m_flags & FLAMES) && flame_broil(monster)) {
    334  1.1  cgd 		return;
    335  1.1  cgd 	}
    336  1.1  cgd 	if ((monster->m_flags & SEEKS_GOLD) && seek_gold(monster)) {
    337  1.1  cgd 		return;
    338  1.1  cgd 	}
    339  1.1  cgd 	if ((monster->trow == monster->row) &&
    340  1.1  cgd 		   (monster->tcol == monster->col)) {
    341  1.1  cgd 		monster->trow = NO_ROOM;
    342  1.1  cgd 	} else if (monster->trow != NO_ROOM) {
    343  1.1  cgd 		row = monster->trow;
    344  1.1  cgd 		col = monster->tcol;
    345  1.1  cgd 	}
    346  1.1  cgd 	if (monster->row > row) {
    347  1.1  cgd 		row = monster->row - 1;
    348  1.1  cgd 	} else if (monster->row < row) {
    349  1.1  cgd 		row = monster->row + 1;
    350  1.1  cgd 	}
    351  1.1  cgd 	if ((dungeon[row][monster->col] & DOOR) &&
    352  1.1  cgd 		 mtry(monster, row, monster->col)) {
    353  1.1  cgd 		return;
    354  1.1  cgd 	}
    355  1.1  cgd 	if (monster->col > col) {
    356  1.1  cgd 		col = monster->col - 1;
    357  1.1  cgd 	} else if (monster->col < col) {
    358  1.1  cgd 		col = monster->col + 1;
    359  1.1  cgd 	}
    360  1.1  cgd 	if ((dungeon[monster->row][col] & DOOR) &&
    361  1.1  cgd 		 mtry(monster, monster->row, col)) {
    362  1.1  cgd 		return;
    363  1.1  cgd 	}
    364  1.1  cgd 	if (mtry(monster, row, col)) {
    365  1.1  cgd 		return;
    366  1.1  cgd 	}
    367  1.1  cgd 
    368  1.1  cgd 	for (i = 0; i <= 5; i++) tried[i] = 0;
    369  1.1  cgd 
    370  1.1  cgd 	for (i = 0; i < 6; i++) {
    371  1.1  cgd NEXT_TRY:	n = get_rand(0, 5);
    372  1.1  cgd 		switch(n) {
    373  1.1  cgd 		case 0:
    374  1.1  cgd 			if (!tried[n] && mtry(monster, row, monster->col-1)) {
    375  1.1  cgd 				goto O;
    376  1.1  cgd 			}
    377  1.1  cgd 			break;
    378  1.1  cgd 		case 1:
    379  1.1  cgd 			if (!tried[n] && mtry(monster, row, monster->col)) {
    380  1.1  cgd 				goto O;
    381  1.1  cgd 			}
    382  1.1  cgd 			break;
    383  1.1  cgd 		case 2:
    384  1.1  cgd 			if (!tried[n] && mtry(monster, row, monster->col+1)) {
    385  1.1  cgd 				goto O;
    386  1.1  cgd 			}
    387  1.1  cgd 			break;
    388  1.1  cgd 		case 3:
    389  1.1  cgd 			if (!tried[n] && mtry(monster, monster->row-1, col)) {
    390  1.1  cgd 				goto O;
    391  1.1  cgd 			}
    392  1.1  cgd 			break;
    393  1.1  cgd 		case 4:
    394  1.1  cgd 			if (!tried[n] && mtry(monster, monster->row, col)) {
    395  1.1  cgd 				goto O;
    396  1.1  cgd 			}
    397  1.1  cgd 			break;
    398  1.1  cgd 		case 5:
    399  1.1  cgd 			if (!tried[n] && mtry(monster, monster->row+1, col)) {
    400  1.1  cgd 				goto O;
    401  1.1  cgd 			}
    402  1.1  cgd 			break;
    403  1.1  cgd 		}
    404  1.1  cgd 		if (!tried[n]) {
    405  1.1  cgd 			tried[n] = 1;
    406  1.1  cgd 		} else {
    407  1.1  cgd 			goto NEXT_TRY;
    408  1.1  cgd 		}
    409  1.1  cgd 	}
    410  1.1  cgd O:
    411  1.1  cgd 	if ((monster->row == monster->o_row) && (monster->col == monster->o_col)) {
    412  1.1  cgd 		if (++(monster->o) > 4) {
    413  1.1  cgd 			if ((monster->trow == NO_ROOM) &&
    414  1.1  cgd 					(!mon_sees(monster, rogue.row, rogue.col))) {
    415  1.1  cgd 				monster->trow = get_rand(1, (DROWS - 2));
    416  1.1  cgd 				monster->tcol = get_rand(0, (DCOLS - 1));
    417  1.1  cgd 			} else {
    418  1.1  cgd 				monster->trow = NO_ROOM;
    419  1.1  cgd 				monster->o = 0;
    420  1.1  cgd 			}
    421  1.1  cgd 		}
    422  1.1  cgd 	} else {
    423  1.1  cgd 		monster->o_row = monster->row;
    424  1.1  cgd 		monster->o_col = monster->col;
    425  1.1  cgd 		monster->o = 0;
    426  1.1  cgd 	}
    427  1.1  cgd }
    428  1.1  cgd 
    429  1.1  cgd mtry(monster, row, col)
    430  1.1  cgd register object *monster;
    431  1.1  cgd register short row, col;
    432  1.1  cgd {
    433  1.1  cgd 	if (mon_can_go(monster, row, col)) {
    434  1.1  cgd 		move_mon_to(monster, row, col);
    435  1.1  cgd 		return(1);
    436  1.1  cgd 	}
    437  1.1  cgd 	return(0);
    438  1.1  cgd }
    439  1.1  cgd 
    440  1.1  cgd move_mon_to(monster, row, col)
    441  1.1  cgd register object *monster;
    442  1.1  cgd register short row, col;
    443  1.1  cgd {
    444  1.1  cgd 	short c;
    445  1.1  cgd 	register mrow, mcol;
    446  1.1  cgd 
    447  1.1  cgd 	mrow = monster->row;
    448  1.1  cgd 	mcol = monster->col;
    449  1.1  cgd 
    450  1.1  cgd 	dungeon[mrow][mcol] &= ~MONSTER;
    451  1.1  cgd 	dungeon[row][col] |= MONSTER;
    452  1.1  cgd 
    453  1.1  cgd 	c = mvinch(mrow, mcol);
    454  1.1  cgd 
    455  1.1  cgd 	if ((c >= 'A') && (c <= 'Z')) {
    456  1.1  cgd 		if (!detect_monster) {
    457  1.1  cgd 			mvaddch(mrow, mcol, monster->trail_char);
    458  1.1  cgd 		} else {
    459  1.1  cgd 			if (rogue_can_see(mrow, mcol)) {
    460  1.1  cgd 				mvaddch(mrow, mcol, monster->trail_char);
    461  1.1  cgd 			} else {
    462  1.1  cgd 				if (monster->trail_char == '.') {
    463  1.1  cgd 					monster->trail_char = ' ';
    464  1.1  cgd 				}
    465  1.1  cgd 				mvaddch(mrow, mcol, monster->trail_char);
    466  1.1  cgd 			}
    467  1.1  cgd 		}
    468  1.1  cgd 	}
    469  1.1  cgd 	monster->trail_char = mvinch(row, col);
    470  1.1  cgd 	if (!blind && (detect_monster || rogue_can_see(row, col))) {
    471  1.1  cgd 		if ((!(monster->m_flags & INVISIBLE) ||
    472  1.1  cgd 			(detect_monster || see_invisible || r_see_invisible))) {
    473  1.1  cgd 			mvaddch(row, col, gmc(monster));
    474  1.1  cgd 		}
    475  1.1  cgd 	}
    476  1.1  cgd 	if ((dungeon[row][col] & DOOR) &&
    477  1.1  cgd 		(get_room_number(row, col) != cur_room) &&
    478  1.1  cgd 		(dungeon[mrow][mcol] == FLOOR) && !blind) {
    479  1.1  cgd 			mvaddch(mrow, mcol, ' ');
    480  1.1  cgd 	}
    481  1.1  cgd 	if (dungeon[row][col] & DOOR) {
    482  1.1  cgd 			dr_course(monster, ((dungeon[mrow][mcol] & TUNNEL) ? 1 : 0),
    483  1.1  cgd 				row, col);
    484  1.1  cgd 	} else {
    485  1.1  cgd 		monster->row = row;
    486  1.1  cgd 		monster->col = col;
    487  1.1  cgd 	}
    488  1.1  cgd }
    489  1.1  cgd 
    490  1.1  cgd mon_can_go(monster, row, col)
    491  1.1  cgd register object *monster;
    492  1.1  cgd register short row, col;
    493  1.1  cgd {
    494  1.1  cgd 	object *obj;
    495  1.1  cgd 	short dr, dc;
    496  1.1  cgd 
    497  1.1  cgd 	dr = monster->row - row;	/* check if move distance > 1 */
    498  1.1  cgd 	if ((dr >= 2) || (dr <= -2)) {
    499  1.1  cgd 		return(0);
    500  1.1  cgd 	}
    501  1.1  cgd 	dc = monster->col - col;
    502  1.1  cgd 	if ((dc >= 2) || (dc <= -2)) {
    503  1.1  cgd 		return(0);
    504  1.1  cgd 	}
    505  1.1  cgd 	if ((!dungeon[monster->row][col]) || (!dungeon[row][monster->col])) {
    506  1.1  cgd 		return(0);
    507  1.1  cgd 	}
    508  1.1  cgd 	if ((!is_passable(row, col)) || (dungeon[row][col] & MONSTER)) {
    509  1.1  cgd 		return(0);
    510  1.1  cgd 	}
    511  1.1  cgd 	if ((monster->row!=row)&&(monster->col!=col)&&((dungeon[row][col]&DOOR) ||
    512  1.1  cgd 		(dungeon[monster->row][monster->col]&DOOR))) {
    513  1.1  cgd 		return(0);
    514  1.1  cgd 	}
    515  1.1  cgd 	if (!(monster->m_flags & (FLITS | CONFUSED | CAN_FLIT)) &&
    516  1.1  cgd 		(monster->trow == NO_ROOM)) {
    517  1.1  cgd 		if ((monster->row < rogue.row) && (row < monster->row)) return(0);
    518  1.1  cgd 		if ((monster->row > rogue.row) && (row > monster->row)) return(0);
    519  1.1  cgd 		if ((monster->col < rogue.col) && (col < monster->col)) return(0);
    520  1.1  cgd 		if ((monster->col > rogue.col) && (col > monster->col)) return(0);
    521  1.1  cgd 	}
    522  1.1  cgd 	if (dungeon[row][col] & OBJECT) {
    523  1.1  cgd 		obj = object_at(&level_objects, row, col);
    524  1.1  cgd 		if ((obj->what_is == SCROL) && (obj->which_kind == SCARE_MONSTER)) {
    525  1.1  cgd 			return(0);
    526  1.1  cgd 		}
    527  1.1  cgd 	}
    528  1.1  cgd 	return(1);
    529  1.1  cgd }
    530  1.1  cgd 
    531  1.1  cgd wake_up(monster)
    532  1.1  cgd object *monster;
    533  1.1  cgd {
    534  1.1  cgd 	if (!(monster->m_flags & NAPPING)) {
    535  1.1  cgd 		monster->m_flags &= (~(ASLEEP | IMITATES | WAKENS));
    536  1.1  cgd 	}
    537  1.1  cgd }
    538  1.1  cgd 
    539  1.1  cgd wake_room(rn, entering, row, col)
    540  1.1  cgd short rn;
    541  1.1  cgd boolean entering;
    542  1.1  cgd short row, col;
    543  1.1  cgd {
    544  1.1  cgd 	object *monster;
    545  1.1  cgd 	short wake_percent;
    546  1.1  cgd 	boolean in_room;
    547  1.1  cgd 
    548  1.1  cgd 	wake_percent = (rn == party_room) ? PARTY_WAKE_PERCENT : WAKE_PERCENT;
    549  1.1  cgd 	if (stealthy > 0) {
    550  1.1  cgd 		wake_percent /= (STEALTH_FACTOR + stealthy);
    551  1.1  cgd 	}
    552  1.1  cgd 
    553  1.1  cgd 	monster = level_monsters.next_monster;
    554  1.1  cgd 
    555  1.1  cgd 	while (monster) {
    556  1.1  cgd 		in_room = (rn == get_room_number(monster->row, monster->col));
    557  1.1  cgd 		if (in_room) {
    558  1.1  cgd 			if (entering) {
    559  1.1  cgd 				monster->trow = NO_ROOM;
    560  1.1  cgd 			} else {
    561  1.1  cgd 				monster->trow = row;
    562  1.1  cgd 				monster->tcol = col;
    563  1.1  cgd 			}
    564  1.1  cgd 		}
    565  1.1  cgd 		if ((monster->m_flags & WAKENS) &&
    566  1.1  cgd 			(rn == get_room_number(monster->row, monster->col))) {
    567  1.1  cgd 			if (rand_percent(wake_percent)) {
    568  1.1  cgd 				wake_up(monster);
    569  1.1  cgd 			}
    570  1.1  cgd 		}
    571  1.1  cgd 		monster = monster->next_monster;
    572  1.1  cgd 	}
    573  1.1  cgd }
    574  1.1  cgd 
    575  1.1  cgd char *
    576  1.1  cgd mon_name(monster)
    577  1.1  cgd object *monster;
    578  1.1  cgd {
    579  1.1  cgd 	short ch;
    580  1.1  cgd 
    581  1.1  cgd 	if (blind || ((monster->m_flags & INVISIBLE) &&
    582  1.1  cgd 		!(detect_monster || see_invisible || r_see_invisible))) {
    583  1.1  cgd 		return("something");
    584  1.1  cgd 	}
    585  1.1  cgd 	if (halluc) {
    586  1.1  cgd 		ch = get_rand('A', 'Z') - 'A';
    587  1.1  cgd 		return(m_names[ch]);
    588  1.1  cgd 	}
    589  1.1  cgd 	ch = monster->m_char - 'A';
    590  1.1  cgd 	return(m_names[ch]);
    591  1.1  cgd }
    592  1.1  cgd 
    593  1.1  cgd rogue_is_around(row, col)
    594  1.1  cgd register row, col;
    595  1.1  cgd {
    596  1.1  cgd 	short rdif, cdif, retval;
    597  1.1  cgd 
    598  1.1  cgd 	rdif = row - rogue.row;
    599  1.1  cgd 	cdif = col - rogue.col;
    600  1.1  cgd 
    601  1.1  cgd 	retval = (rdif >= -1) && (rdif <= 1) && (cdif >= -1) && (cdif <= 1);
    602  1.1  cgd 	return(retval);
    603  1.1  cgd }
    604  1.1  cgd 
    605  1.1  cgd wanderer()
    606  1.1  cgd {
    607  1.1  cgd 	object *monster;
    608  1.1  cgd 	short row, col, i;
    609  1.1  cgd 	boolean found = 0;
    610  1.1  cgd 
    611  1.1  cgd 	for (i = 0; ((i < 15) && (!found)); i++) {
    612  1.1  cgd 		monster = gr_monster((object *) 0, 0);
    613  1.1  cgd 		if (!(monster->m_flags & (WAKENS | WANDERS))) {
    614  1.1  cgd 			free_object(monster);
    615  1.1  cgd 		} else {
    616  1.1  cgd 			found = 1;
    617  1.1  cgd 		}
    618  1.1  cgd 	}
    619  1.1  cgd 	if (found) {
    620  1.1  cgd 		found = 0;
    621  1.1  cgd 		wake_up(monster);
    622  1.1  cgd 		for (i = 0; ((i < 25) && (!found)); i++) {
    623  1.1  cgd 			gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
    624  1.1  cgd 			if (!rogue_can_see(row, col)) {
    625  1.1  cgd 				put_m_at(row, col, monster);
    626  1.1  cgd 				found = 1;
    627  1.1  cgd 			}
    628  1.1  cgd 		}
    629  1.1  cgd 		if (!found) {
    630  1.1  cgd 			free_object(monster);
    631  1.1  cgd 		}
    632  1.1  cgd 	}
    633  1.1  cgd }
    634  1.1  cgd 
    635  1.1  cgd show_monsters()
    636  1.1  cgd {
    637  1.1  cgd 	object *monster;
    638  1.1  cgd 
    639  1.1  cgd 	detect_monster = 1;
    640  1.1  cgd 
    641  1.1  cgd 	if (blind) {
    642  1.1  cgd 		return;
    643  1.1  cgd 	}
    644  1.1  cgd 	monster = level_monsters.next_monster;
    645  1.1  cgd 
    646  1.1  cgd 	while (monster) {
    647  1.1  cgd 		mvaddch(monster->row, monster->col, monster->m_char);
    648  1.1  cgd 		if (monster->m_flags & IMITATES) {
    649  1.1  cgd 			monster->m_flags &= (~IMITATES);
    650  1.1  cgd 			monster->m_flags |= WAKENS;
    651  1.1  cgd 		}
    652  1.1  cgd 		monster = monster->next_monster;
    653  1.1  cgd 	}
    654  1.1  cgd }
    655  1.1  cgd 
    656  1.1  cgd create_monster()
    657  1.1  cgd {
    658  1.1  cgd 	short row, col;
    659  1.1  cgd 	short i;
    660  1.1  cgd 	boolean found = 0;
    661  1.1  cgd 	object *monster;
    662  1.1  cgd 
    663  1.1  cgd 	row = rogue.row;
    664  1.1  cgd 	col = rogue.col;
    665  1.1  cgd 
    666  1.1  cgd 	for (i = 0; i < 9; i++) {
    667  1.1  cgd 		rand_around(i, &row, &col);
    668  1.1  cgd 		if (((row == rogue.row) && (col = rogue.col)) ||
    669  1.1  cgd 				(row < MIN_ROW) || (row > (DROWS-2)) ||
    670  1.1  cgd 				(col < 0) || (col > (DCOLS-1))) {
    671  1.1  cgd 			continue;
    672  1.1  cgd 		}
    673  1.1  cgd 		if ((!(dungeon[row][col] & MONSTER)) &&
    674  1.1  cgd 			  (dungeon[row][col] & (FLOOR|TUNNEL|STAIRS|DOOR))) {
    675  1.1  cgd 			found = 1;
    676  1.1  cgd 			break;
    677  1.1  cgd 		}
    678  1.1  cgd 	}
    679  1.1  cgd 	if (found) {
    680  1.1  cgd 		monster = gr_monster((object *) 0, 0);
    681  1.1  cgd 		put_m_at(row, col, monster);
    682  1.1  cgd 		mvaddch(row, col, gmc(monster));
    683  1.1  cgd 		if (monster->m_flags & (WANDERS | WAKENS)) {
    684  1.1  cgd 			wake_up(monster);
    685  1.1  cgd 		}
    686  1.1  cgd 	} else {
    687  1.1  cgd 		message("you hear a faint cry of anguish in the distance", 0);
    688  1.1  cgd 	}
    689  1.1  cgd }
    690  1.1  cgd 
    691  1.1  cgd put_m_at(row, col, monster)
    692  1.1  cgd short row, col;
    693  1.1  cgd object *monster;
    694  1.1  cgd {
    695  1.1  cgd 	monster->row = row;
    696  1.1  cgd 	monster->col = col;
    697  1.1  cgd 	dungeon[row][col] |= MONSTER;
    698  1.1  cgd 	monster->trail_char = mvinch(row, col);
    699  1.1  cgd 	(void) add_to_pack(monster, &level_monsters, 0);
    700  1.1  cgd 	aim_monster(monster);
    701  1.1  cgd }
    702  1.1  cgd 
    703  1.1  cgd aim_monster(monster)
    704  1.1  cgd object *monster;
    705  1.1  cgd {
    706  1.1  cgd 	short i, rn, d, r;
    707  1.1  cgd 
    708  1.1  cgd 	rn = get_room_number(monster->row, monster->col);
    709  1.1  cgd 	r = get_rand(0, 12);
    710  1.1  cgd 
    711  1.1  cgd 	for (i = 0; i < 4; i++) {
    712  1.1  cgd 		d = (r + i) % 4;
    713  1.1  cgd 		if (rooms[rn].doors[d].oth_room != NO_ROOM) {
    714  1.1  cgd 			monster->trow = rooms[rn].doors[d].door_row;
    715  1.1  cgd 			monster->tcol = rooms[rn].doors[d].door_col;
    716  1.1  cgd 			break;
    717  1.1  cgd 		}
    718  1.1  cgd 	}
    719  1.1  cgd }
    720  1.1  cgd 
    721  1.1  cgd rogue_can_see(row, col)
    722  1.1  cgd register row, col;
    723  1.1  cgd {
    724  1.1  cgd 	register retval;
    725  1.1  cgd 
    726  1.1  cgd 	retval = !blind &&
    727  1.1  cgd 			(((get_room_number(row, col) == cur_room) &&
    728  1.1  cgd 					!(rooms[cur_room].is_room & R_MAZE)) ||
    729  1.1  cgd 			rogue_is_around(row, col));
    730  1.1  cgd 
    731  1.1  cgd 	return(retval);
    732  1.1  cgd }
    733  1.1  cgd 
    734  1.1  cgd move_confused(monster)
    735  1.1  cgd object *monster;
    736  1.1  cgd {
    737  1.1  cgd 	short i, row, col;
    738  1.1  cgd 
    739  1.1  cgd 	if (!(monster->m_flags & ASLEEP)) {
    740  1.1  cgd 		if (--monster->moves_confused <= 0) {
    741  1.1  cgd 			monster->m_flags &= (~CONFUSED);
    742  1.1  cgd 		}
    743  1.1  cgd 		if (monster->m_flags & STATIONARY) {
    744  1.1  cgd 			return(coin_toss() ? 1 : 0);
    745  1.1  cgd 		} else if (rand_percent(15)) {
    746  1.1  cgd 			return(1);
    747  1.1  cgd 		}
    748  1.1  cgd 		row = monster->row;
    749  1.1  cgd 		col = monster->col;
    750  1.1  cgd 
    751  1.1  cgd 		for (i = 0; i < 9; i++) {
    752  1.1  cgd 			rand_around(i, &row, &col);
    753  1.1  cgd 			if ((row == rogue.row) && (col == rogue.col)) {
    754  1.1  cgd 				return(0);
    755  1.1  cgd 			}
    756  1.1  cgd 			if (mtry(monster, row, col)) {
    757  1.1  cgd 				return(1);
    758  1.1  cgd 			}
    759  1.1  cgd 		}
    760  1.1  cgd 	}
    761  1.1  cgd 	return(0);
    762  1.1  cgd }
    763  1.1  cgd 
    764  1.1  cgd flit(monster)
    765  1.1  cgd object *monster;
    766  1.1  cgd {
    767  1.1  cgd 	short i, row, col;
    768  1.1  cgd 
    769  1.1  cgd 	if (!rand_percent(FLIT_PERCENT + ((monster->m_flags & FLIES) ? 20 : 0))) {
    770  1.1  cgd 		return(0);
    771  1.1  cgd 	}
    772  1.1  cgd 	if (rand_percent(10)) {
    773  1.1  cgd 		return(1);
    774  1.1  cgd 	}
    775  1.1  cgd 	row = monster->row;
    776  1.1  cgd 	col = monster->col;
    777  1.1  cgd 
    778  1.1  cgd 	for (i = 0; i < 9; i++) {
    779  1.1  cgd 		rand_around(i, &row, &col);
    780  1.1  cgd 		if ((row == rogue.row) && (col == rogue.col)) {
    781  1.1  cgd 			continue;
    782  1.1  cgd 		}
    783  1.1  cgd 		if (mtry(monster, row, col)) {
    784  1.1  cgd 			return(1);
    785  1.1  cgd 		}
    786  1.1  cgd 	}
    787  1.1  cgd 	return(1);
    788  1.1  cgd }
    789  1.1  cgd 
    790  1.1  cgd gr_obj_char()
    791  1.1  cgd {
    792  1.1  cgd 	short r;
    793  1.1  cgd 	char *rs = "%!?]=/):*";
    794  1.1  cgd 
    795  1.1  cgd 	r = get_rand(0, 8);
    796  1.1  cgd 
    797  1.1  cgd 	return(rs[r]);
    798  1.1  cgd }
    799  1.1  cgd 
    800  1.1  cgd no_room_for_monster(rn)
    801  1.1  cgd int rn;
    802  1.1  cgd {
    803  1.1  cgd 	short i, j;
    804  1.1  cgd 
    805  1.1  cgd 	for (i = rooms[rn].top_row+1; i < rooms[rn].bottom_row; i++) {
    806  1.1  cgd 		for (j = rooms[rn].left_col+1; j < rooms[rn].right_col; j++) {
    807  1.1  cgd 			if (!(dungeon[i][j] & MONSTER)) {
    808  1.1  cgd 				return(0);
    809  1.1  cgd 			}
    810  1.1  cgd 		}
    811  1.1  cgd 	}
    812  1.1  cgd 	return(1);
    813  1.1  cgd }
    814  1.1  cgd 
    815  1.1  cgd aggravate()
    816  1.1  cgd {
    817  1.1  cgd 	object *monster;
    818  1.1  cgd 
    819  1.1  cgd 	message("you hear a high pitched humming noise", 0);
    820  1.1  cgd 
    821  1.1  cgd 	monster = level_monsters.next_monster;
    822  1.1  cgd 
    823  1.1  cgd 	while (monster) {
    824  1.1  cgd 		wake_up(monster);
    825  1.1  cgd 		monster->m_flags &= (~IMITATES);
    826  1.1  cgd 		if (rogue_can_see(monster->row, monster->col)) {
    827  1.1  cgd 			mvaddch(monster->row, monster->col, monster->m_char);
    828  1.1  cgd 		}
    829  1.1  cgd 		monster = monster->next_monster;
    830  1.1  cgd 	}
    831  1.1  cgd }
    832  1.1  cgd 
    833  1.1  cgd boolean
    834  1.1  cgd mon_sees(monster, row, col)
    835  1.1  cgd object *monster;
    836  1.1  cgd {
    837  1.1  cgd 	short rn, rdif, cdif, retval;
    838  1.1  cgd 
    839  1.1  cgd 	rn = get_room_number(row, col);
    840  1.1  cgd 
    841  1.1  cgd 	if (	(rn != NO_ROOM) &&
    842  1.1  cgd 			(rn == get_room_number(monster->row, monster->col)) &&
    843  1.1  cgd 			!(rooms[rn].is_room & R_MAZE)) {
    844  1.1  cgd 		return(1);
    845  1.1  cgd 	}
    846  1.1  cgd 	rdif = row - monster->row;
    847  1.1  cgd 	cdif = col - monster->col;
    848  1.1  cgd 
    849  1.1  cgd 	retval = (rdif >= -1) && (rdif <= 1) && (cdif >= -1) && (cdif <= 1);
    850  1.1  cgd 	return(retval);
    851  1.1  cgd }
    852  1.1  cgd 
    853  1.1  cgd mv_aquatars()
    854  1.1  cgd {
    855  1.1  cgd 	object *monster;
    856  1.1  cgd 
    857  1.1  cgd 	monster = level_monsters.next_monster;
    858  1.1  cgd 
    859  1.1  cgd 	while (monster) {
    860  1.1  cgd 		if ((monster->m_char == 'A') &&
    861  1.1  cgd 			mon_can_go(monster, rogue.row, rogue.col)) {
    862  1.1  cgd 			mv_1_monster(monster, rogue.row, rogue.col);
    863  1.1  cgd 			monster->m_flags |= ALREADY_MOVED;
    864  1.1  cgd 		}
    865  1.1  cgd 		monster = monster->next_monster;
    866  1.1  cgd 	}
    867  1.1  cgd }
    868