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monster.c revision 1.16
      1  1.16  dholland /*	$NetBSD: monster.c,v 1.16 2009/10/19 02:34:40 dholland Exp $	*/
      2   1.3       cgd 
      3   1.1       cgd /*
      4   1.3       cgd  * Copyright (c) 1988, 1993
      5   1.3       cgd  *	The Regents of the University of California.  All rights reserved.
      6   1.1       cgd  *
      7   1.1       cgd  * This code is derived from software contributed to Berkeley by
      8   1.1       cgd  * Timothy C. Stoehr.
      9   1.1       cgd  *
     10   1.1       cgd  * Redistribution and use in source and binary forms, with or without
     11   1.1       cgd  * modification, are permitted provided that the following conditions
     12   1.1       cgd  * are met:
     13   1.1       cgd  * 1. Redistributions of source code must retain the above copyright
     14   1.1       cgd  *    notice, this list of conditions and the following disclaimer.
     15   1.1       cgd  * 2. Redistributions in binary form must reproduce the above copyright
     16   1.1       cgd  *    notice, this list of conditions and the following disclaimer in the
     17   1.1       cgd  *    documentation and/or other materials provided with the distribution.
     18   1.8       agc  * 3. Neither the name of the University nor the names of its contributors
     19   1.1       cgd  *    may be used to endorse or promote products derived from this software
     20   1.1       cgd  *    without specific prior written permission.
     21   1.1       cgd  *
     22   1.1       cgd  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
     23   1.1       cgd  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     24   1.1       cgd  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
     25   1.1       cgd  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
     26   1.1       cgd  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
     27   1.1       cgd  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
     28   1.1       cgd  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
     29   1.1       cgd  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
     30   1.1       cgd  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
     31   1.1       cgd  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
     32   1.1       cgd  * SUCH DAMAGE.
     33   1.1       cgd  */
     34   1.1       cgd 
     35   1.4     lukem #include <sys/cdefs.h>
     36   1.1       cgd #ifndef lint
     37   1.3       cgd #if 0
     38   1.3       cgd static char sccsid[] = "@(#)monster.c	8.1 (Berkeley) 5/31/93";
     39   1.3       cgd #else
     40  1.16  dholland __RCSID("$NetBSD: monster.c,v 1.16 2009/10/19 02:34:40 dholland Exp $");
     41   1.3       cgd #endif
     42   1.1       cgd #endif /* not lint */
     43   1.1       cgd 
     44   1.1       cgd /*
     45   1.1       cgd  * monster.c
     46   1.1       cgd  *
     47   1.1       cgd  * This source herein may be modified and/or distributed by anybody who
     48   1.1       cgd  * so desires, with the following restrictions:
     49   1.1       cgd  *    1.)  No portion of this notice shall be removed.
     50   1.1       cgd  *    2.)  Credit shall not be taken for the creation of this source.
     51   1.1       cgd  *    3.)  This code is not to be traded, sold, or used for personal
     52   1.1       cgd  *         gain or profit.
     53   1.1       cgd  *
     54   1.1       cgd  */
     55   1.1       cgd 
     56   1.1       cgd #include "rogue.h"
     57   1.1       cgd 
     58   1.1       cgd object level_monsters;
     59   1.1       cgd boolean mon_disappeared;
     60   1.1       cgd 
     61   1.7   hubertf const char *const m_names[] = {
     62   1.1       cgd 	"aquator",
     63   1.1       cgd 	"bat",
     64   1.1       cgd 	"centaur",
     65   1.1       cgd 	"dragon",
     66   1.1       cgd 	"emu",
     67   1.1       cgd 	"venus fly-trap",
     68   1.1       cgd 	"griffin",
     69   1.1       cgd 	"hobgoblin",
     70   1.1       cgd 	"ice monster",
     71   1.1       cgd 	"jabberwock",
     72   1.1       cgd 	"kestrel",
     73   1.1       cgd 	"leprechaun",
     74   1.1       cgd 	"medusa",
     75   1.1       cgd 	"nymph",
     76   1.1       cgd 	"orc",
     77   1.1       cgd 	"phantom",
     78   1.1       cgd 	"quagga",
     79   1.1       cgd 	"rattlesnake",
     80   1.1       cgd 	"snake",
     81   1.1       cgd 	"troll",
     82   1.1       cgd 	"black unicorn",
     83   1.1       cgd 	"vampire",
     84   1.1       cgd 	"wraith",
     85   1.1       cgd 	"xeroc",
     86   1.1       cgd 	"yeti",
     87   1.1       cgd 	"zombie"
     88   1.1       cgd };
     89   1.1       cgd 
     90  1.14  dholland static object mon_tab[MONSTERS] = {
     91   1.1       cgd 	{(ASLEEP|WAKENS|WANDERS|RUSTS),"0d0",25,'A',20,9,18,100,0,0,0,0,0},
     92   1.1       cgd 	{(ASLEEP|WANDERS|FLITS|FLIES),"1d3",10,'B',2,1,8,60,0,0,0,0,0},
     93   1.1       cgd 	{(ASLEEP|WANDERS),"3d3/2d5",32,'C',15,7,16,85,0,10,0,0,0},
     94   1.1       cgd 	{(ASLEEP|WAKENS|FLAMES),"4d6/4d9",145,'D',5000,21,126,100,0,90,0,0,0},
     95   1.1       cgd 	{(ASLEEP|WAKENS),"1d3",11,'E',2,1,7,65,0,0,0,0,0},
     96   1.1       cgd 	{(HOLDS|STATIONARY),"5d5",73,'F',91,12,126,80,0,0,0,0,0},
     97   1.1       cgd 	{(ASLEEP|WAKENS|WANDERS|FLIES),"5d5/5d5",115,'G',
     98   1.1       cgd 			2000,20,126,85,0,10,0,0,0},
     99   1.1       cgd 	{(ASLEEP|WAKENS|WANDERS),"1d3/1d2",15,'H',3,1,10,67,0,0,0,0,0},
    100   1.1       cgd 	{(ASLEEP|FREEZES),"0d0",15,'I',5,2,11,68,0,0,0,0,0},
    101   1.1       cgd 	{(ASLEEP|WANDERS),"3d10/4d5",132,'J',3000,21,126,100,0,0,0,0,0},
    102   1.1       cgd 	{(ASLEEP|WAKENS|WANDERS|FLIES),"1d4",10,'K',2,1,6,60,0,0,0,0,0},
    103   1.1       cgd 	{(ASLEEP|STEALS_GOLD),"0d0",25,'L',21,6,16,75,0,0,0,0,0},
    104   1.1       cgd 	{(ASLEEP|WAKENS|WANDERS|CONFUSES),"4d4/3d7",97,'M',
    105   1.1       cgd 			250,18,126,85,0,25,0,0,0},
    106   1.1       cgd 	{(ASLEEP|STEALS_ITEM),"0d0",25,'N',39,10,19,75,0,100,0,0,0},
    107   1.1       cgd 	{(ASLEEP|WANDERS|WAKENS|SEEKS_GOLD),"1d6",25,'O',5,4,13,70,0,10,0,0,0},
    108   1.1       cgd 	{(ASLEEP|INVISIBLE|WANDERS|FLITS),"5d4",76,'P',120,15,24,80,0,50,0,0,0},
    109   1.1       cgd 	{(ASLEEP|WAKENS|WANDERS),"3d5",30,'Q',20,8,17,78,0,20,0,0,0},
    110   1.1       cgd 	{(ASLEEP|WAKENS|WANDERS|STINGS),"2d5",19,'R',10,3,12,70,0,0,0,0,0},
    111   1.1       cgd 	{(ASLEEP|WAKENS|WANDERS),"1d3",8,'S',2,1,9,50,0,0,0,0,0},
    112   1.1       cgd 	{(ASLEEP|WAKENS|WANDERS),"4d6/1d4",75,'T',125,13,22,75,0,33,0,0,0},
    113   1.1       cgd 	{(ASLEEP|WAKENS|WANDERS),"4d10",90,'U',
    114   1.1       cgd 			200,17,26,85,0,33,0,0,0},
    115   1.1       cgd 	{(ASLEEP|WAKENS|WANDERS|DRAINS_LIFE),"1d14/1d4",55,'V',
    116   1.1       cgd 			350,19,126,85,0,18,0,0,0},
    117   1.1       cgd 	{(ASLEEP|WANDERS|DROPS_LEVEL),"2d8",45,'W',55,14,23,75,0,0,0,0,0},
    118   1.1       cgd 	{(ASLEEP|IMITATES),"4d6",42,'X',110,16,25,75,0,0,0,0,0},
    119   1.1       cgd 	{(ASLEEP|WANDERS),"3d6",35,'Y',50,11,20,80,0,20,0,0,0},
    120   1.1       cgd 	{(ASLEEP|WAKENS|WANDERS),"1d7",21,'Z',8,5,14,69,0,0,0,0,0}
    121   1.1       cgd };
    122   1.1       cgd 
    123  1.15  dholland static void aim_monster(object *);
    124  1.15  dholland static int flit(object *);
    125  1.15  dholland static int move_confused(object *);
    126  1.15  dholland static int mtry(object *, short, short);
    127  1.15  dholland static int no_room_for_monster(int);
    128  1.15  dholland static void put_m_at(short, short, object *);
    129  1.15  dholland static int rogue_is_around(int, int);
    130  1.15  dholland 
    131   1.4     lukem void
    132  1.14  dholland put_mons(void)
    133   1.1       cgd {
    134   1.1       cgd 	short i;
    135   1.1       cgd 	short n;
    136   1.1       cgd 	object *monster;
    137   1.1       cgd 	short row, col;
    138   1.1       cgd 
    139   1.1       cgd 	n = get_rand(4, 6);
    140   1.1       cgd 
    141   1.1       cgd 	for (i = 0; i < n; i++) {
    142  1.14  dholland 		monster = gr_monster(NULL, 0);
    143   1.1       cgd 		if ((monster->m_flags & WANDERS) && coin_toss()) {
    144   1.1       cgd 			wake_up(monster);
    145   1.1       cgd 		}
    146   1.1       cgd 		gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
    147   1.1       cgd 		put_m_at(row, col, monster);
    148   1.1       cgd 	}
    149   1.1       cgd }
    150   1.1       cgd 
    151   1.1       cgd object *
    152  1.14  dholland gr_monster(object *monster, int mn)
    153   1.1       cgd {
    154   1.1       cgd 	if (!monster) {
    155   1.1       cgd 		monster = alloc_object();
    156   1.1       cgd 
    157   1.1       cgd 		for (;;) {
    158   1.1       cgd 			mn = get_rand(0, MONSTERS-1);
    159   1.1       cgd 			if ((cur_level >= mon_tab[mn].first_level) &&
    160   1.1       cgd 			(cur_level <= mon_tab[mn].last_level)) {
    161   1.1       cgd 				break;
    162   1.1       cgd 			}
    163   1.1       cgd 		}
    164   1.1       cgd 	}
    165   1.1       cgd 	*monster = mon_tab[mn];
    166   1.1       cgd 	if (monster->m_flags & IMITATES) {
    167   1.1       cgd 		monster->disguise = gr_obj_char();
    168   1.1       cgd 	}
    169   1.1       cgd 	if (cur_level > (AMULET_LEVEL + 2)) {
    170   1.1       cgd 		monster->m_flags |= HASTED;
    171   1.1       cgd 	}
    172   1.1       cgd 	monster->trow = NO_ROOM;
    173   1.1       cgd 	return(monster);
    174   1.1       cgd }
    175   1.1       cgd 
    176   1.4     lukem void
    177  1.14  dholland mv_mons(void)
    178   1.1       cgd {
    179   1.5   hubertf 	object *monster, *next_monster, *test_mons;
    180   1.1       cgd 	boolean flew;
    181   1.1       cgd 
    182   1.1       cgd 	if (haste_self % 2) {
    183   1.1       cgd 		return;
    184   1.1       cgd 	}
    185   1.1       cgd 
    186   1.1       cgd 	monster = level_monsters.next_monster;
    187   1.1       cgd 
    188   1.1       cgd 	while (monster) {
    189   1.1       cgd 		next_monster = monster->next_monster;
    190   1.1       cgd 		mon_disappeared = 0;
    191   1.1       cgd 		if (monster->m_flags & HASTED) {
    192   1.1       cgd 			mv_1_monster(monster, rogue.row, rogue.col);
    193   1.1       cgd 			if (mon_disappeared) {
    194   1.1       cgd 				goto NM;
    195   1.1       cgd 			}
    196   1.1       cgd 		} else if (monster->m_flags & SLOWED) {
    197   1.1       cgd 			monster->slowed_toggle = !monster->slowed_toggle;
    198   1.1       cgd 			if (monster->slowed_toggle) {
    199   1.1       cgd 				goto NM;
    200   1.1       cgd 			}
    201   1.1       cgd 		}
    202   1.1       cgd 		if ((monster->m_flags & CONFUSED) && move_confused(monster)) {
    203   1.1       cgd 			goto NM;
    204   1.1       cgd 		}
    205   1.1       cgd 		flew = 0;
    206   1.1       cgd 		if (	(monster->m_flags & FLIES) &&
    207   1.1       cgd 				!(monster->m_flags & NAPPING) &&
    208   1.1       cgd 				!mon_can_go(monster, rogue.row, rogue.col)) {
    209   1.1       cgd 			flew = 1;
    210   1.1       cgd 			mv_1_monster(monster, rogue.row, rogue.col);
    211   1.1       cgd 			if (mon_disappeared) {
    212   1.1       cgd 				goto NM;
    213   1.1       cgd 			}
    214   1.1       cgd 		}
    215   1.1       cgd 		if (!(flew && mon_can_go(monster, rogue.row, rogue.col))) {
    216   1.1       cgd 			mv_1_monster(monster, rogue.row, rogue.col);
    217   1.1       cgd 		}
    218   1.5   hubertf NM:		test_mons = level_monsters.next_monster;
    219   1.5   hubertf 		monster = NULL;
    220   1.5   hubertf 		while (test_mons)
    221   1.5   hubertf 		{
    222   1.5   hubertf 			if (next_monster == test_mons)
    223   1.5   hubertf 			{
    224   1.5   hubertf 				monster = next_monster;
    225   1.5   hubertf 				break;
    226   1.5   hubertf 			}
    227   1.5   hubertf 			test_mons = test_mons -> next_monster;
    228   1.5   hubertf 		}
    229   1.1       cgd 	}
    230   1.1       cgd }
    231   1.1       cgd 
    232   1.4     lukem void
    233  1.14  dholland party_monsters(int rn, int n)
    234   1.1       cgd {
    235   1.1       cgd 	short i, j;
    236   1.1       cgd 	short row, col;
    237   1.1       cgd 	object *monster;
    238   1.1       cgd 	boolean found;
    239   1.1       cgd 
    240   1.4     lukem 	row = col = 0;
    241   1.1       cgd 	n += n;
    242   1.1       cgd 
    243   1.1       cgd 	for (i = 0; i < MONSTERS; i++) {
    244   1.1       cgd 		mon_tab[i].first_level -= (cur_level % 3);
    245   1.1       cgd 	}
    246   1.1       cgd 	for (i = 0; i < n; i++) {
    247   1.1       cgd 		if (no_room_for_monster(rn)) {
    248   1.1       cgd 			break;
    249   1.1       cgd 		}
    250   1.1       cgd 		for (j = found = 0; ((!found) && (j < 250)); j++) {
    251   1.1       cgd 			row = get_rand(rooms[rn].top_row+1,
    252   1.1       cgd 				rooms[rn].bottom_row-1);
    253   1.1       cgd 			col = get_rand(rooms[rn].left_col+1,
    254   1.1       cgd 				rooms[rn].right_col-1);
    255   1.1       cgd 			if ((!(dungeon[row][col] & MONSTER)) &&
    256   1.1       cgd 				(dungeon[row][col] & (FLOOR | TUNNEL))) {
    257   1.1       cgd 				found = 1;
    258   1.1       cgd 			}
    259   1.1       cgd 		}
    260   1.1       cgd 		if (found) {
    261  1.13  dholland 			monster = gr_monster((object *)0, 0);
    262   1.1       cgd 			if (!(monster->m_flags & IMITATES)) {
    263   1.1       cgd 				monster->m_flags |= WAKENS;
    264   1.1       cgd 			}
    265   1.1       cgd 			put_m_at(row, col, monster);
    266   1.1       cgd 		}
    267   1.1       cgd 	}
    268   1.1       cgd 	for (i = 0; i < MONSTERS; i++) {
    269   1.1       cgd 		mon_tab[i].first_level += (cur_level % 3);
    270   1.1       cgd 	}
    271   1.1       cgd }
    272   1.1       cgd 
    273   1.4     lukem char
    274  1.14  dholland gmc_row_col(int row, int col)
    275   1.1       cgd {
    276   1.4     lukem 	object *monster;
    277   1.1       cgd 
    278   1.4     lukem 	if ((monster = object_at(&level_monsters, row, col)) != NULL) {
    279   1.1       cgd 		if ((!(detect_monster || see_invisible || r_see_invisible) &&
    280   1.1       cgd 			(monster->m_flags & INVISIBLE)) || blind) {
    281   1.1       cgd 			return(monster->trail_char);
    282   1.1       cgd 		}
    283   1.1       cgd 		if (monster->m_flags & IMITATES) {
    284   1.1       cgd 			return(monster->disguise);
    285   1.1       cgd 		}
    286   1.1       cgd 		return(monster->m_char);
    287   1.1       cgd 	} else {
    288   1.1       cgd 		return('&');	/* BUG if this ever happens */
    289   1.1       cgd 	}
    290   1.1       cgd }
    291   1.1       cgd 
    292   1.4     lukem char
    293  1.14  dholland gmc(object *monster)
    294   1.1       cgd {
    295   1.1       cgd 	if ((!(detect_monster || see_invisible || r_see_invisible) &&
    296   1.1       cgd 		(monster->m_flags & INVISIBLE))
    297   1.1       cgd 		|| blind) {
    298   1.1       cgd 		return(monster->trail_char);
    299   1.1       cgd 	}
    300   1.1       cgd 	if (monster->m_flags & IMITATES) {
    301   1.1       cgd 		return(monster->disguise);
    302   1.1       cgd 	}
    303   1.1       cgd 	return(monster->m_char);
    304   1.1       cgd }
    305   1.1       cgd 
    306   1.4     lukem void
    307  1.14  dholland mv_1_monster(object *monster, short row, short col)
    308   1.1       cgd {
    309   1.1       cgd 	short i, n;
    310   1.1       cgd 	boolean tried[6];
    311   1.1       cgd 
    312   1.1       cgd 	if (monster->m_flags & ASLEEP) {
    313   1.1       cgd 		if (monster->m_flags & NAPPING) {
    314   1.1       cgd 			if (--monster->nap_length <= 0) {
    315   1.1       cgd 				monster->m_flags &= (~(NAPPING | ASLEEP));
    316   1.1       cgd 			}
    317   1.1       cgd 			return;
    318   1.1       cgd 		}
    319   1.1       cgd 		if ((monster->m_flags & WAKENS) &&
    320   1.1       cgd 			 rogue_is_around(monster->row, monster->col) &&
    321   1.1       cgd 			 rand_percent(((stealthy > 0) ?
    322   1.1       cgd 			 	(WAKE_PERCENT / (STEALTH_FACTOR + stealthy)) :
    323   1.1       cgd 				WAKE_PERCENT))) {
    324   1.1       cgd 			wake_up(monster);
    325   1.1       cgd 		}
    326   1.1       cgd 		return;
    327   1.1       cgd 	} else if (monster->m_flags & ALREADY_MOVED) {
    328   1.1       cgd 		monster->m_flags &= (~ALREADY_MOVED);
    329   1.1       cgd 		return;
    330   1.1       cgd 	}
    331   1.1       cgd 	if ((monster->m_flags & FLITS) && flit(monster)) {
    332   1.1       cgd 		return;
    333   1.1       cgd 	}
    334   1.1       cgd 	if ((monster->m_flags & STATIONARY) &&
    335   1.1       cgd 		(!mon_can_go(monster, rogue.row, rogue.col))) {
    336   1.1       cgd 		return;
    337   1.1       cgd 	}
    338   1.1       cgd 	if (monster->m_flags & FREEZING_ROGUE) {
    339   1.1       cgd 		return;
    340   1.1       cgd 	}
    341   1.1       cgd 	if ((monster->m_flags & CONFUSES) && m_confuse(monster)) {
    342   1.1       cgd 		return;
    343   1.1       cgd 	}
    344   1.1       cgd 	if (mon_can_go(monster, rogue.row, rogue.col)) {
    345   1.1       cgd 		mon_hit(monster);
    346   1.1       cgd 		return;
    347   1.1       cgd 	}
    348   1.1       cgd 	if ((monster->m_flags & FLAMES) && flame_broil(monster)) {
    349   1.1       cgd 		return;
    350   1.1       cgd 	}
    351   1.1       cgd 	if ((monster->m_flags & SEEKS_GOLD) && seek_gold(monster)) {
    352   1.1       cgd 		return;
    353   1.1       cgd 	}
    354   1.1       cgd 	if ((monster->trow == monster->row) &&
    355   1.1       cgd 		   (monster->tcol == monster->col)) {
    356   1.1       cgd 		monster->trow = NO_ROOM;
    357   1.1       cgd 	} else if (monster->trow != NO_ROOM) {
    358   1.1       cgd 		row = monster->trow;
    359   1.1       cgd 		col = monster->tcol;
    360   1.1       cgd 	}
    361   1.1       cgd 	if (monster->row > row) {
    362   1.1       cgd 		row = monster->row - 1;
    363   1.1       cgd 	} else if (monster->row < row) {
    364   1.1       cgd 		row = monster->row + 1;
    365   1.1       cgd 	}
    366   1.1       cgd 	if ((dungeon[row][monster->col] & DOOR) &&
    367   1.1       cgd 		 mtry(monster, row, monster->col)) {
    368   1.1       cgd 		return;
    369   1.1       cgd 	}
    370   1.1       cgd 	if (monster->col > col) {
    371   1.1       cgd 		col = monster->col - 1;
    372   1.1       cgd 	} else if (monster->col < col) {
    373   1.1       cgd 		col = monster->col + 1;
    374   1.1       cgd 	}
    375   1.1       cgd 	if ((dungeon[monster->row][col] & DOOR) &&
    376   1.1       cgd 		 mtry(monster, monster->row, col)) {
    377   1.1       cgd 		return;
    378   1.1       cgd 	}
    379   1.1       cgd 	if (mtry(monster, row, col)) {
    380   1.1       cgd 		return;
    381   1.1       cgd 	}
    382   1.1       cgd 
    383   1.1       cgd 	for (i = 0; i <= 5; i++) tried[i] = 0;
    384   1.1       cgd 
    385   1.1       cgd 	for (i = 0; i < 6; i++) {
    386   1.1       cgd NEXT_TRY:	n = get_rand(0, 5);
    387   1.1       cgd 		switch(n) {
    388   1.1       cgd 		case 0:
    389   1.1       cgd 			if (!tried[n] && mtry(monster, row, monster->col-1)) {
    390   1.1       cgd 				goto O;
    391   1.1       cgd 			}
    392   1.1       cgd 			break;
    393   1.1       cgd 		case 1:
    394   1.1       cgd 			if (!tried[n] && mtry(monster, row, monster->col)) {
    395   1.1       cgd 				goto O;
    396   1.1       cgd 			}
    397   1.1       cgd 			break;
    398   1.1       cgd 		case 2:
    399   1.1       cgd 			if (!tried[n] && mtry(monster, row, monster->col+1)) {
    400   1.1       cgd 				goto O;
    401   1.1       cgd 			}
    402   1.1       cgd 			break;
    403   1.1       cgd 		case 3:
    404   1.1       cgd 			if (!tried[n] && mtry(monster, monster->row-1, col)) {
    405   1.1       cgd 				goto O;
    406   1.1       cgd 			}
    407   1.1       cgd 			break;
    408   1.1       cgd 		case 4:
    409   1.1       cgd 			if (!tried[n] && mtry(monster, monster->row, col)) {
    410   1.1       cgd 				goto O;
    411   1.1       cgd 			}
    412   1.1       cgd 			break;
    413   1.1       cgd 		case 5:
    414   1.1       cgd 			if (!tried[n] && mtry(monster, monster->row+1, col)) {
    415   1.1       cgd 				goto O;
    416   1.1       cgd 			}
    417   1.1       cgd 			break;
    418   1.1       cgd 		}
    419   1.1       cgd 		if (!tried[n]) {
    420   1.1       cgd 			tried[n] = 1;
    421   1.1       cgd 		} else {
    422   1.1       cgd 			goto NEXT_TRY;
    423   1.1       cgd 		}
    424   1.1       cgd 	}
    425   1.1       cgd O:
    426   1.1       cgd 	if ((monster->row == monster->o_row) && (monster->col == monster->o_col)) {
    427   1.1       cgd 		if (++(monster->o) > 4) {
    428   1.1       cgd 			if ((monster->trow == NO_ROOM) &&
    429   1.1       cgd 					(!mon_sees(monster, rogue.row, rogue.col))) {
    430   1.1       cgd 				monster->trow = get_rand(1, (DROWS - 2));
    431   1.1       cgd 				monster->tcol = get_rand(0, (DCOLS - 1));
    432   1.1       cgd 			} else {
    433   1.1       cgd 				monster->trow = NO_ROOM;
    434   1.1       cgd 				monster->o = 0;
    435   1.1       cgd 			}
    436   1.1       cgd 		}
    437   1.1       cgd 	} else {
    438   1.1       cgd 		monster->o_row = monster->row;
    439   1.1       cgd 		monster->o_col = monster->col;
    440   1.1       cgd 		monster->o = 0;
    441   1.1       cgd 	}
    442   1.1       cgd }
    443   1.1       cgd 
    444  1.15  dholland static int
    445  1.14  dholland mtry(object *monster, short row, short col)
    446   1.1       cgd {
    447   1.1       cgd 	if (mon_can_go(monster, row, col)) {
    448   1.1       cgd 		move_mon_to(monster, row, col);
    449   1.1       cgd 		return(1);
    450   1.1       cgd 	}
    451   1.1       cgd 	return(0);
    452   1.1       cgd }
    453   1.1       cgd 
    454   1.4     lukem void
    455  1.14  dholland move_mon_to(object *monster, short row, short col)
    456   1.1       cgd {
    457   1.1       cgd 	short c;
    458   1.4     lukem 	int mrow, mcol;
    459   1.1       cgd 
    460   1.1       cgd 	mrow = monster->row;
    461   1.1       cgd 	mcol = monster->col;
    462   1.1       cgd 
    463   1.1       cgd 	dungeon[mrow][mcol] &= ~MONSTER;
    464   1.1       cgd 	dungeon[row][col] |= MONSTER;
    465   1.1       cgd 
    466   1.1       cgd 	c = mvinch(mrow, mcol);
    467   1.1       cgd 
    468   1.1       cgd 	if ((c >= 'A') && (c <= 'Z')) {
    469   1.1       cgd 		if (!detect_monster) {
    470   1.1       cgd 			mvaddch(mrow, mcol, monster->trail_char);
    471   1.1       cgd 		} else {
    472   1.1       cgd 			if (rogue_can_see(mrow, mcol)) {
    473   1.1       cgd 				mvaddch(mrow, mcol, monster->trail_char);
    474   1.1       cgd 			} else {
    475   1.1       cgd 				if (monster->trail_char == '.') {
    476   1.1       cgd 					monster->trail_char = ' ';
    477   1.1       cgd 				}
    478   1.1       cgd 				mvaddch(mrow, mcol, monster->trail_char);
    479   1.1       cgd 			}
    480   1.1       cgd 		}
    481   1.1       cgd 	}
    482   1.1       cgd 	monster->trail_char = mvinch(row, col);
    483   1.1       cgd 	if (!blind && (detect_monster || rogue_can_see(row, col))) {
    484   1.1       cgd 		if ((!(monster->m_flags & INVISIBLE) ||
    485   1.1       cgd 			(detect_monster || see_invisible || r_see_invisible))) {
    486   1.1       cgd 			mvaddch(row, col, gmc(monster));
    487   1.1       cgd 		}
    488   1.1       cgd 	}
    489   1.1       cgd 	if ((dungeon[row][col] & DOOR) &&
    490   1.1       cgd 		(get_room_number(row, col) != cur_room) &&
    491   1.1       cgd 		(dungeon[mrow][mcol] == FLOOR) && !blind) {
    492   1.1       cgd 			mvaddch(mrow, mcol, ' ');
    493   1.1       cgd 	}
    494   1.1       cgd 	if (dungeon[row][col] & DOOR) {
    495   1.1       cgd 			dr_course(monster, ((dungeon[mrow][mcol] & TUNNEL) ? 1 : 0),
    496   1.1       cgd 				row, col);
    497   1.1       cgd 	} else {
    498   1.1       cgd 		monster->row = row;
    499   1.1       cgd 		monster->col = col;
    500   1.1       cgd 	}
    501   1.1       cgd }
    502   1.1       cgd 
    503   1.4     lukem int
    504  1.14  dholland mon_can_go(const object *monster, short row, short col)
    505   1.1       cgd {
    506   1.1       cgd 	object *obj;
    507   1.1       cgd 	short dr, dc;
    508   1.1       cgd 
    509   1.1       cgd 	dr = monster->row - row;	/* check if move distance > 1 */
    510   1.1       cgd 	if ((dr >= 2) || (dr <= -2)) {
    511   1.1       cgd 		return(0);
    512   1.1       cgd 	}
    513   1.1       cgd 	dc = monster->col - col;
    514   1.1       cgd 	if ((dc >= 2) || (dc <= -2)) {
    515   1.1       cgd 		return(0);
    516   1.1       cgd 	}
    517   1.1       cgd 	if ((!dungeon[monster->row][col]) || (!dungeon[row][monster->col])) {
    518   1.1       cgd 		return(0);
    519   1.1       cgd 	}
    520   1.1       cgd 	if ((!is_passable(row, col)) || (dungeon[row][col] & MONSTER)) {
    521   1.1       cgd 		return(0);
    522   1.1       cgd 	}
    523   1.1       cgd 	if ((monster->row!=row)&&(monster->col!=col)&&((dungeon[row][col]&DOOR) ||
    524   1.1       cgd 		(dungeon[monster->row][monster->col]&DOOR))) {
    525   1.1       cgd 		return(0);
    526   1.1       cgd 	}
    527   1.1       cgd 	if (!(monster->m_flags & (FLITS | CONFUSED | CAN_FLIT)) &&
    528   1.1       cgd 		(monster->trow == NO_ROOM)) {
    529   1.1       cgd 		if ((monster->row < rogue.row) && (row < monster->row)) return(0);
    530   1.1       cgd 		if ((monster->row > rogue.row) && (row > monster->row)) return(0);
    531   1.1       cgd 		if ((monster->col < rogue.col) && (col < monster->col)) return(0);
    532   1.1       cgd 		if ((monster->col > rogue.col) && (col > monster->col)) return(0);
    533   1.1       cgd 	}
    534   1.1       cgd 	if (dungeon[row][col] & OBJECT) {
    535   1.1       cgd 		obj = object_at(&level_objects, row, col);
    536   1.1       cgd 		if ((obj->what_is == SCROL) && (obj->which_kind == SCARE_MONSTER)) {
    537   1.1       cgd 			return(0);
    538   1.1       cgd 		}
    539   1.1       cgd 	}
    540   1.1       cgd 	return(1);
    541   1.1       cgd }
    542   1.1       cgd 
    543   1.4     lukem void
    544  1.14  dholland wake_up(object *monster)
    545   1.1       cgd {
    546   1.1       cgd 	if (!(monster->m_flags & NAPPING)) {
    547   1.1       cgd 		monster->m_flags &= (~(ASLEEP | IMITATES | WAKENS));
    548   1.1       cgd 	}
    549   1.1       cgd }
    550   1.1       cgd 
    551   1.4     lukem void
    552  1.14  dholland wake_room(short rn, boolean entering, short row, short col)
    553   1.1       cgd {
    554   1.1       cgd 	object *monster;
    555   1.1       cgd 	short wake_percent;
    556   1.1       cgd 	boolean in_room;
    557   1.1       cgd 
    558   1.1       cgd 	wake_percent = (rn == party_room) ? PARTY_WAKE_PERCENT : WAKE_PERCENT;
    559   1.1       cgd 	if (stealthy > 0) {
    560   1.1       cgd 		wake_percent /= (STEALTH_FACTOR + stealthy);
    561   1.1       cgd 	}
    562   1.1       cgd 
    563   1.1       cgd 	monster = level_monsters.next_monster;
    564   1.1       cgd 
    565   1.1       cgd 	while (monster) {
    566   1.1       cgd 		in_room = (rn == get_room_number(monster->row, monster->col));
    567   1.1       cgd 		if (in_room) {
    568   1.1       cgd 			if (entering) {
    569   1.1       cgd 				monster->trow = NO_ROOM;
    570   1.1       cgd 			} else {
    571   1.1       cgd 				monster->trow = row;
    572   1.1       cgd 				monster->tcol = col;
    573   1.1       cgd 			}
    574   1.1       cgd 		}
    575   1.1       cgd 		if ((monster->m_flags & WAKENS) &&
    576   1.1       cgd 			(rn == get_room_number(monster->row, monster->col))) {
    577   1.1       cgd 			if (rand_percent(wake_percent)) {
    578   1.1       cgd 				wake_up(monster);
    579   1.1       cgd 			}
    580   1.1       cgd 		}
    581   1.1       cgd 		monster = monster->next_monster;
    582   1.1       cgd 	}
    583   1.1       cgd }
    584   1.1       cgd 
    585   1.7   hubertf const char *
    586  1.14  dholland mon_name(const object *monster)
    587   1.1       cgd {
    588   1.1       cgd 	short ch;
    589   1.1       cgd 
    590   1.1       cgd 	if (blind || ((monster->m_flags & INVISIBLE) &&
    591   1.1       cgd 		!(detect_monster || see_invisible || r_see_invisible))) {
    592   1.1       cgd 		return("something");
    593   1.1       cgd 	}
    594   1.1       cgd 	if (halluc) {
    595   1.1       cgd 		ch = get_rand('A', 'Z') - 'A';
    596   1.1       cgd 		return(m_names[ch]);
    597   1.1       cgd 	}
    598   1.1       cgd 	ch = monster->m_char - 'A';
    599   1.1       cgd 	return(m_names[ch]);
    600   1.1       cgd }
    601   1.1       cgd 
    602  1.15  dholland static int
    603  1.14  dholland rogue_is_around(int row, int col)
    604   1.1       cgd {
    605   1.1       cgd 	short rdif, cdif, retval;
    606   1.1       cgd 
    607   1.1       cgd 	rdif = row - rogue.row;
    608   1.1       cgd 	cdif = col - rogue.col;
    609   1.1       cgd 
    610   1.1       cgd 	retval = (rdif >= -1) && (rdif <= 1) && (cdif >= -1) && (cdif <= 1);
    611   1.1       cgd 	return(retval);
    612   1.1       cgd }
    613   1.1       cgd 
    614   1.4     lukem void
    615  1.14  dholland wanderer(void)
    616   1.1       cgd {
    617   1.1       cgd 	object *monster;
    618   1.1       cgd 	short row, col, i;
    619   1.1       cgd 	boolean found = 0;
    620   1.1       cgd 
    621  1.10      tron 	monster = NULL;		/* XXXGCC -Wuninitialized [powerpc] */
    622   1.9        he 
    623   1.1       cgd 	for (i = 0; ((i < 15) && (!found)); i++) {
    624  1.14  dholland 		monster = gr_monster(NULL, 0);
    625   1.1       cgd 		if (!(monster->m_flags & (WAKENS | WANDERS))) {
    626   1.1       cgd 			free_object(monster);
    627   1.1       cgd 		} else {
    628   1.1       cgd 			found = 1;
    629   1.1       cgd 		}
    630   1.1       cgd 	}
    631   1.1       cgd 	if (found) {
    632   1.1       cgd 		found = 0;
    633   1.1       cgd 		wake_up(monster);
    634   1.1       cgd 		for (i = 0; ((i < 25) && (!found)); i++) {
    635   1.1       cgd 			gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
    636   1.1       cgd 			if (!rogue_can_see(row, col)) {
    637   1.1       cgd 				put_m_at(row, col, monster);
    638   1.1       cgd 				found = 1;
    639   1.1       cgd 			}
    640   1.1       cgd 		}
    641   1.1       cgd 		if (!found) {
    642   1.1       cgd 			free_object(monster);
    643   1.1       cgd 		}
    644   1.1       cgd 	}
    645   1.1       cgd }
    646   1.1       cgd 
    647   1.4     lukem void
    648  1.14  dholland show_monsters(void)
    649   1.1       cgd {
    650   1.1       cgd 	object *monster;
    651   1.1       cgd 
    652   1.1       cgd 	detect_monster = 1;
    653   1.1       cgd 
    654   1.1       cgd 	if (blind) {
    655   1.1       cgd 		return;
    656   1.1       cgd 	}
    657   1.1       cgd 	monster = level_monsters.next_monster;
    658   1.1       cgd 
    659   1.1       cgd 	while (monster) {
    660   1.1       cgd 		mvaddch(monster->row, monster->col, monster->m_char);
    661   1.1       cgd 		if (monster->m_flags & IMITATES) {
    662   1.1       cgd 			monster->m_flags &= (~IMITATES);
    663   1.1       cgd 			monster->m_flags |= WAKENS;
    664   1.1       cgd 		}
    665   1.1       cgd 		monster = monster->next_monster;
    666   1.1       cgd 	}
    667   1.1       cgd }
    668   1.1       cgd 
    669   1.4     lukem void
    670  1.14  dholland create_monster(void)
    671   1.1       cgd {
    672   1.1       cgd 	short row, col;
    673   1.1       cgd 	short i;
    674   1.1       cgd 	boolean found = 0;
    675   1.1       cgd 	object *monster;
    676   1.1       cgd 
    677   1.1       cgd 	row = rogue.row;
    678   1.1       cgd 	col = rogue.col;
    679   1.1       cgd 
    680   1.1       cgd 	for (i = 0; i < 9; i++) {
    681   1.1       cgd 		rand_around(i, &row, &col);
    682  1.16  dholland 		if (((row == rogue.row) && (col == rogue.col)) ||
    683   1.1       cgd 				(row < MIN_ROW) || (row > (DROWS-2)) ||
    684   1.1       cgd 				(col < 0) || (col > (DCOLS-1))) {
    685   1.1       cgd 			continue;
    686   1.1       cgd 		}
    687   1.1       cgd 		if ((!(dungeon[row][col] & MONSTER)) &&
    688   1.1       cgd 			  (dungeon[row][col] & (FLOOR|TUNNEL|STAIRS|DOOR))) {
    689   1.1       cgd 			found = 1;
    690   1.1       cgd 			break;
    691   1.1       cgd 		}
    692   1.1       cgd 	}
    693   1.1       cgd 	if (found) {
    694  1.13  dholland 		monster = gr_monster((object *)0, 0);
    695   1.1       cgd 		put_m_at(row, col, monster);
    696   1.1       cgd 		mvaddch(row, col, gmc(monster));
    697   1.1       cgd 		if (monster->m_flags & (WANDERS | WAKENS)) {
    698   1.1       cgd 			wake_up(monster);
    699   1.1       cgd 		}
    700   1.1       cgd 	} else {
    701  1.12  dholland 		messagef(0, "you hear a faint cry of anguish in the distance");
    702   1.1       cgd 	}
    703   1.1       cgd }
    704   1.1       cgd 
    705  1.15  dholland static void
    706  1.14  dholland put_m_at(short row, short col, object *monster)
    707   1.1       cgd {
    708   1.1       cgd 	monster->row = row;
    709   1.1       cgd 	monster->col = col;
    710   1.1       cgd 	dungeon[row][col] |= MONSTER;
    711   1.1       cgd 	monster->trail_char = mvinch(row, col);
    712  1.13  dholland 	(void)add_to_pack(monster, &level_monsters, 0);
    713   1.1       cgd 	aim_monster(monster);
    714   1.1       cgd }
    715   1.1       cgd 
    716  1.15  dholland static void
    717  1.14  dholland aim_monster(object *monster)
    718   1.1       cgd {
    719   1.1       cgd 	short i, rn, d, r;
    720   1.1       cgd 
    721   1.1       cgd 	rn = get_room_number(monster->row, monster->col);
    722  1.11   jnemeth 	if (rn == NO_ROOM)
    723  1.11   jnemeth 		clean_up("aim_monster: monster not in room");
    724   1.1       cgd 	r = get_rand(0, 12);
    725   1.1       cgd 
    726   1.1       cgd 	for (i = 0; i < 4; i++) {
    727   1.1       cgd 		d = (r + i) % 4;
    728   1.1       cgd 		if (rooms[rn].doors[d].oth_room != NO_ROOM) {
    729   1.1       cgd 			monster->trow = rooms[rn].doors[d].door_row;
    730   1.1       cgd 			monster->tcol = rooms[rn].doors[d].door_col;
    731   1.1       cgd 			break;
    732   1.1       cgd 		}
    733   1.1       cgd 	}
    734   1.1       cgd }
    735   1.1       cgd 
    736   1.4     lukem int
    737  1.14  dholland rogue_can_see(int row, int col)
    738   1.1       cgd {
    739   1.4     lukem 	int retval;
    740   1.1       cgd 
    741   1.1       cgd 	retval = !blind &&
    742   1.1       cgd 			(((get_room_number(row, col) == cur_room) &&
    743   1.1       cgd 					!(rooms[cur_room].is_room & R_MAZE)) ||
    744   1.1       cgd 			rogue_is_around(row, col));
    745   1.1       cgd 
    746   1.1       cgd 	return(retval);
    747   1.1       cgd }
    748   1.1       cgd 
    749  1.15  dholland static int
    750  1.14  dholland move_confused(object *monster)
    751   1.1       cgd {
    752   1.1       cgd 	short i, row, col;
    753   1.1       cgd 
    754   1.1       cgd 	if (!(monster->m_flags & ASLEEP)) {
    755   1.1       cgd 		if (--monster->moves_confused <= 0) {
    756   1.1       cgd 			monster->m_flags &= (~CONFUSED);
    757   1.1       cgd 		}
    758   1.1       cgd 		if (monster->m_flags & STATIONARY) {
    759   1.1       cgd 			return(coin_toss() ? 1 : 0);
    760   1.1       cgd 		} else if (rand_percent(15)) {
    761   1.1       cgd 			return(1);
    762   1.1       cgd 		}
    763   1.1       cgd 		row = monster->row;
    764   1.1       cgd 		col = monster->col;
    765   1.1       cgd 
    766   1.1       cgd 		for (i = 0; i < 9; i++) {
    767   1.1       cgd 			rand_around(i, &row, &col);
    768   1.1       cgd 			if ((row == rogue.row) && (col == rogue.col)) {
    769   1.1       cgd 				return(0);
    770   1.1       cgd 			}
    771   1.1       cgd 			if (mtry(monster, row, col)) {
    772   1.1       cgd 				return(1);
    773   1.1       cgd 			}
    774   1.1       cgd 		}
    775   1.1       cgd 	}
    776   1.1       cgd 	return(0);
    777   1.1       cgd }
    778   1.1       cgd 
    779  1.15  dholland static int
    780  1.14  dholland flit(object *monster)
    781   1.1       cgd {
    782   1.1       cgd 	short i, row, col;
    783   1.1       cgd 
    784   1.1       cgd 	if (!rand_percent(FLIT_PERCENT + ((monster->m_flags & FLIES) ? 20 : 0))) {
    785   1.1       cgd 		return(0);
    786   1.1       cgd 	}
    787   1.1       cgd 	if (rand_percent(10)) {
    788   1.1       cgd 		return(1);
    789   1.1       cgd 	}
    790   1.1       cgd 	row = monster->row;
    791   1.1       cgd 	col = monster->col;
    792   1.1       cgd 
    793   1.1       cgd 	for (i = 0; i < 9; i++) {
    794   1.1       cgd 		rand_around(i, &row, &col);
    795   1.1       cgd 		if ((row == rogue.row) && (col == rogue.col)) {
    796   1.1       cgd 			continue;
    797   1.1       cgd 		}
    798   1.1       cgd 		if (mtry(monster, row, col)) {
    799   1.1       cgd 			return(1);
    800   1.1       cgd 		}
    801   1.1       cgd 	}
    802   1.1       cgd 	return(1);
    803   1.1       cgd }
    804   1.1       cgd 
    805   1.4     lukem char
    806  1.14  dholland gr_obj_char(void)
    807   1.1       cgd {
    808   1.1       cgd 	short r;
    809   1.7   hubertf 	const char *rs = "%!?]=/):*";
    810   1.1       cgd 
    811   1.1       cgd 	r = get_rand(0, 8);
    812   1.1       cgd 
    813   1.1       cgd 	return(rs[r]);
    814   1.1       cgd }
    815   1.1       cgd 
    816  1.15  dholland static int
    817  1.14  dholland no_room_for_monster(int rn)
    818   1.1       cgd {
    819   1.1       cgd 	short i, j;
    820   1.1       cgd 
    821   1.1       cgd 	for (i = rooms[rn].top_row+1; i < rooms[rn].bottom_row; i++) {
    822   1.1       cgd 		for (j = rooms[rn].left_col+1; j < rooms[rn].right_col; j++) {
    823   1.1       cgd 			if (!(dungeon[i][j] & MONSTER)) {
    824   1.1       cgd 				return(0);
    825   1.1       cgd 			}
    826   1.1       cgd 		}
    827   1.1       cgd 	}
    828   1.1       cgd 	return(1);
    829   1.1       cgd }
    830   1.1       cgd 
    831   1.4     lukem void
    832  1.14  dholland aggravate(void)
    833   1.1       cgd {
    834   1.1       cgd 	object *monster;
    835   1.1       cgd 
    836  1.12  dholland 	messagef(0, "you hear a high pitched humming noise");
    837   1.1       cgd 
    838   1.1       cgd 	monster = level_monsters.next_monster;
    839   1.1       cgd 
    840   1.1       cgd 	while (monster) {
    841   1.1       cgd 		wake_up(monster);
    842   1.1       cgd 		monster->m_flags &= (~IMITATES);
    843   1.1       cgd 		if (rogue_can_see(monster->row, monster->col)) {
    844   1.1       cgd 			mvaddch(monster->row, monster->col, monster->m_char);
    845   1.1       cgd 		}
    846   1.1       cgd 		monster = monster->next_monster;
    847   1.1       cgd 	}
    848   1.1       cgd }
    849   1.1       cgd 
    850   1.1       cgd boolean
    851  1.14  dholland mon_sees(const object *monster, int row, int col)
    852   1.1       cgd {
    853   1.1       cgd 	short rn, rdif, cdif, retval;
    854   1.1       cgd 
    855   1.1       cgd 	rn = get_room_number(row, col);
    856   1.1       cgd 
    857   1.1       cgd 	if (	(rn != NO_ROOM) &&
    858   1.1       cgd 			(rn == get_room_number(monster->row, monster->col)) &&
    859   1.1       cgd 			!(rooms[rn].is_room & R_MAZE)) {
    860   1.1       cgd 		return(1);
    861   1.1       cgd 	}
    862   1.1       cgd 	rdif = row - monster->row;
    863   1.1       cgd 	cdif = col - monster->col;
    864   1.1       cgd 
    865   1.1       cgd 	retval = (rdif >= -1) && (rdif <= 1) && (cdif >= -1) && (cdif <= 1);
    866   1.1       cgd 	return(retval);
    867   1.1       cgd }
    868   1.1       cgd 
    869   1.4     lukem void
    870  1.14  dholland mv_aquatars(void)
    871   1.1       cgd {
    872   1.1       cgd 	object *monster;
    873   1.1       cgd 
    874   1.1       cgd 	monster = level_monsters.next_monster;
    875   1.1       cgd 
    876   1.1       cgd 	while (monster) {
    877   1.1       cgd 		if ((monster->m_char == 'A') &&
    878   1.1       cgd 			mon_can_go(monster, rogue.row, rogue.col)) {
    879   1.1       cgd 			mv_1_monster(monster, rogue.row, rogue.col);
    880   1.1       cgd 			monster->m_flags |= ALREADY_MOVED;
    881   1.1       cgd 		}
    882   1.1       cgd 		monster = monster->next_monster;
    883   1.1       cgd 	}
    884   1.1       cgd }
    885