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monster.c revision 1.3
      1  1.3  cgd /*	$NetBSD: monster.c,v 1.3 1995/04/22 10:27:45 cgd 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  1.1  cgd  * 3. All advertising materials mentioning features or use of this software
     19  1.1  cgd  *    must display the following acknowledgement:
     20  1.1  cgd  *	This product includes software developed by the University of
     21  1.1  cgd  *	California, Berkeley and its contributors.
     22  1.1  cgd  * 4. Neither the name of the University nor the names of its contributors
     23  1.1  cgd  *    may be used to endorse or promote products derived from this software
     24  1.1  cgd  *    without specific prior written permission.
     25  1.1  cgd  *
     26  1.1  cgd  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
     27  1.1  cgd  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     28  1.1  cgd  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
     29  1.1  cgd  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
     30  1.1  cgd  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
     31  1.1  cgd  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
     32  1.1  cgd  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
     33  1.1  cgd  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
     34  1.1  cgd  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
     35  1.1  cgd  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
     36  1.1  cgd  * SUCH DAMAGE.
     37  1.1  cgd  */
     38  1.1  cgd 
     39  1.1  cgd #ifndef lint
     40  1.3  cgd #if 0
     41  1.3  cgd static char sccsid[] = "@(#)monster.c	8.1 (Berkeley) 5/31/93";
     42  1.3  cgd #else
     43  1.3  cgd static char rcsid[] = "$NetBSD: monster.c,v 1.3 1995/04/22 10:27:45 cgd Exp $";
     44  1.3  cgd #endif
     45  1.1  cgd #endif /* not lint */
     46  1.1  cgd 
     47  1.1  cgd /*
     48  1.1  cgd  * monster.c
     49  1.1  cgd  *
     50  1.1  cgd  * This source herein may be modified and/or distributed by anybody who
     51  1.1  cgd  * so desires, with the following restrictions:
     52  1.1  cgd  *    1.)  No portion of this notice shall be removed.
     53  1.1  cgd  *    2.)  Credit shall not be taken for the creation of this source.
     54  1.1  cgd  *    3.)  This code is not to be traded, sold, or used for personal
     55  1.1  cgd  *         gain or profit.
     56  1.1  cgd  *
     57  1.1  cgd  */
     58  1.1  cgd 
     59  1.1  cgd #include "rogue.h"
     60  1.1  cgd 
     61  1.1  cgd object level_monsters;
     62  1.1  cgd boolean mon_disappeared;
     63  1.1  cgd 
     64  1.1  cgd char *m_names[] = {
     65  1.1  cgd 	"aquator",
     66  1.1  cgd 	"bat",
     67  1.1  cgd 	"centaur",
     68  1.1  cgd 	"dragon",
     69  1.1  cgd 	"emu",
     70  1.1  cgd 	"venus fly-trap",
     71  1.1  cgd 	"griffin",
     72  1.1  cgd 	"hobgoblin",
     73  1.1  cgd 	"ice monster",
     74  1.1  cgd 	"jabberwock",
     75  1.1  cgd 	"kestrel",
     76  1.1  cgd 	"leprechaun",
     77  1.1  cgd 	"medusa",
     78  1.1  cgd 	"nymph",
     79  1.1  cgd 	"orc",
     80  1.1  cgd 	"phantom",
     81  1.1  cgd 	"quagga",
     82  1.1  cgd 	"rattlesnake",
     83  1.1  cgd 	"snake",
     84  1.1  cgd 	"troll",
     85  1.1  cgd 	"black unicorn",
     86  1.1  cgd 	"vampire",
     87  1.1  cgd 	"wraith",
     88  1.1  cgd 	"xeroc",
     89  1.1  cgd 	"yeti",
     90  1.1  cgd 	"zombie"
     91  1.1  cgd };
     92  1.1  cgd 
     93  1.1  cgd object mon_tab[MONSTERS] = {
     94  1.1  cgd 	{(ASLEEP|WAKENS|WANDERS|RUSTS),"0d0",25,'A',20,9,18,100,0,0,0,0,0},
     95  1.1  cgd 	{(ASLEEP|WANDERS|FLITS|FLIES),"1d3",10,'B',2,1,8,60,0,0,0,0,0},
     96  1.1  cgd 	{(ASLEEP|WANDERS),"3d3/2d5",32,'C',15,7,16,85,0,10,0,0,0},
     97  1.1  cgd 	{(ASLEEP|WAKENS|FLAMES),"4d6/4d9",145,'D',5000,21,126,100,0,90,0,0,0},
     98  1.1  cgd 	{(ASLEEP|WAKENS),"1d3",11,'E',2,1,7,65,0,0,0,0,0},
     99  1.1  cgd 	{(HOLDS|STATIONARY),"5d5",73,'F',91,12,126,80,0,0,0,0,0},
    100  1.1  cgd 	{(ASLEEP|WAKENS|WANDERS|FLIES),"5d5/5d5",115,'G',
    101  1.1  cgd 			2000,20,126,85,0,10,0,0,0},
    102  1.1  cgd 	{(ASLEEP|WAKENS|WANDERS),"1d3/1d2",15,'H',3,1,10,67,0,0,0,0,0},
    103  1.1  cgd 	{(ASLEEP|FREEZES),"0d0",15,'I',5,2,11,68,0,0,0,0,0},
    104  1.1  cgd 	{(ASLEEP|WANDERS),"3d10/4d5",132,'J',3000,21,126,100,0,0,0,0,0},
    105  1.1  cgd 	{(ASLEEP|WAKENS|WANDERS|FLIES),"1d4",10,'K',2,1,6,60,0,0,0,0,0},
    106  1.1  cgd 	{(ASLEEP|STEALS_GOLD),"0d0",25,'L',21,6,16,75,0,0,0,0,0},
    107  1.1  cgd 	{(ASLEEP|WAKENS|WANDERS|CONFUSES),"4d4/3d7",97,'M',
    108  1.1  cgd 			250,18,126,85,0,25,0,0,0},
    109  1.1  cgd 	{(ASLEEP|STEALS_ITEM),"0d0",25,'N',39,10,19,75,0,100,0,0,0},
    110  1.1  cgd 	{(ASLEEP|WANDERS|WAKENS|SEEKS_GOLD),"1d6",25,'O',5,4,13,70,0,10,0,0,0},
    111  1.1  cgd 	{(ASLEEP|INVISIBLE|WANDERS|FLITS),"5d4",76,'P',120,15,24,80,0,50,0,0,0},
    112  1.1  cgd 	{(ASLEEP|WAKENS|WANDERS),"3d5",30,'Q',20,8,17,78,0,20,0,0,0},
    113  1.1  cgd 	{(ASLEEP|WAKENS|WANDERS|STINGS),"2d5",19,'R',10,3,12,70,0,0,0,0,0},
    114  1.1  cgd 	{(ASLEEP|WAKENS|WANDERS),"1d3",8,'S',2,1,9,50,0,0,0,0,0},
    115  1.1  cgd 	{(ASLEEP|WAKENS|WANDERS),"4d6/1d4",75,'T',125,13,22,75,0,33,0,0,0},
    116  1.1  cgd 	{(ASLEEP|WAKENS|WANDERS),"4d10",90,'U',
    117  1.1  cgd 			200,17,26,85,0,33,0,0,0},
    118  1.1  cgd 	{(ASLEEP|WAKENS|WANDERS|DRAINS_LIFE),"1d14/1d4",55,'V',
    119  1.1  cgd 			350,19,126,85,0,18,0,0,0},
    120  1.1  cgd 	{(ASLEEP|WANDERS|DROPS_LEVEL),"2d8",45,'W',55,14,23,75,0,0,0,0,0},
    121  1.1  cgd 	{(ASLEEP|IMITATES),"4d6",42,'X',110,16,25,75,0,0,0,0,0},
    122  1.1  cgd 	{(ASLEEP|WANDERS),"3d6",35,'Y',50,11,20,80,0,20,0,0,0},
    123  1.1  cgd 	{(ASLEEP|WAKENS|WANDERS),"1d7",21,'Z',8,5,14,69,0,0,0,0,0}
    124  1.1  cgd };
    125  1.1  cgd 
    126  1.1  cgd extern short cur_level;
    127  1.1  cgd extern short cur_room, party_room;
    128  1.1  cgd extern short blind, halluc, haste_self;
    129  1.1  cgd extern boolean detect_monster, see_invisible, r_see_invisible;
    130  1.1  cgd extern short stealthy;
    131  1.1  cgd 
    132  1.1  cgd put_mons()
    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  1.1  cgd 		monster = gr_monster((object *) 0, 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  1.1  cgd gr_monster(monster, mn)
    153  1.1  cgd register object *monster;
    154  1.1  cgd register mn;
    155  1.1  cgd {
    156  1.1  cgd 	if (!monster) {
    157  1.1  cgd 		monster = alloc_object();
    158  1.1  cgd 
    159  1.1  cgd 		for (;;) {
    160  1.1  cgd 			mn = get_rand(0, MONSTERS-1);
    161  1.1  cgd 			if ((cur_level >= mon_tab[mn].first_level) &&
    162  1.1  cgd 			(cur_level <= mon_tab[mn].last_level)) {
    163  1.1  cgd 				break;
    164  1.1  cgd 			}
    165  1.1  cgd 		}
    166  1.1  cgd 	}
    167  1.1  cgd 	*monster = mon_tab[mn];
    168  1.1  cgd 	if (monster->m_flags & IMITATES) {
    169  1.1  cgd 		monster->disguise = gr_obj_char();
    170  1.1  cgd 	}
    171  1.1  cgd 	if (cur_level > (AMULET_LEVEL + 2)) {
    172  1.1  cgd 		monster->m_flags |= HASTED;
    173  1.1  cgd 	}
    174  1.1  cgd 	monster->trow = NO_ROOM;
    175  1.1  cgd 	return(monster);
    176  1.1  cgd }
    177  1.1  cgd 
    178  1.1  cgd mv_mons()
    179  1.1  cgd {
    180  1.1  cgd 	register object *monster, *next_monster;
    181  1.1  cgd 	boolean flew;
    182  1.1  cgd 
    183  1.1  cgd 	if (haste_self % 2) {
    184  1.1  cgd 		return;
    185  1.1  cgd 	}
    186  1.1  cgd 
    187  1.1  cgd 	monster = level_monsters.next_monster;
    188  1.1  cgd 
    189  1.1  cgd 	while (monster) {
    190  1.1  cgd 		next_monster = monster->next_monster;
    191  1.1  cgd 		mon_disappeared = 0;
    192  1.1  cgd 		if (monster->m_flags & HASTED) {
    193  1.1  cgd 			mv_1_monster(monster, rogue.row, rogue.col);
    194  1.1  cgd 			if (mon_disappeared) {
    195  1.1  cgd 				goto NM;
    196  1.1  cgd 			}
    197  1.1  cgd 		} else if (monster->m_flags & SLOWED) {
    198  1.1  cgd 			monster->slowed_toggle = !monster->slowed_toggle;
    199  1.1  cgd 			if (monster->slowed_toggle) {
    200  1.1  cgd 				goto NM;
    201  1.1  cgd 			}
    202  1.1  cgd 		}
    203  1.1  cgd 		if ((monster->m_flags & CONFUSED) && move_confused(monster)) {
    204  1.1  cgd 			goto NM;
    205  1.1  cgd 		}
    206  1.1  cgd 		flew = 0;
    207  1.1  cgd 		if (	(monster->m_flags & FLIES) &&
    208  1.1  cgd 				!(monster->m_flags & NAPPING) &&
    209  1.1  cgd 				!mon_can_go(monster, rogue.row, rogue.col)) {
    210  1.1  cgd 			flew = 1;
    211  1.1  cgd 			mv_1_monster(monster, rogue.row, rogue.col);
    212  1.1  cgd 			if (mon_disappeared) {
    213  1.1  cgd 				goto NM;
    214  1.1  cgd 			}
    215  1.1  cgd 		}
    216  1.1  cgd 		if (!(flew && mon_can_go(monster, rogue.row, rogue.col))) {
    217  1.1  cgd 			mv_1_monster(monster, rogue.row, rogue.col);
    218  1.1  cgd 		}
    219  1.1  cgd NM:		monster = next_monster;
    220  1.1  cgd 	}
    221  1.1  cgd }
    222  1.1  cgd 
    223  1.1  cgd party_monsters(rn, n)
    224  1.1  cgd int rn, n;
    225  1.1  cgd {
    226  1.1  cgd 	short i, j;
    227  1.1  cgd 	short row, col;
    228  1.1  cgd 	object *monster;
    229  1.1  cgd 	boolean found;
    230  1.1  cgd 
    231  1.1  cgd 	n += n;
    232  1.1  cgd 
    233  1.1  cgd 	for (i = 0; i < MONSTERS; i++) {
    234  1.1  cgd 		mon_tab[i].first_level -= (cur_level % 3);
    235  1.1  cgd 	}
    236  1.1  cgd 	for (i = 0; i < n; i++) {
    237  1.1  cgd 		if (no_room_for_monster(rn)) {
    238  1.1  cgd 			break;
    239  1.1  cgd 		}
    240  1.1  cgd 		for (j = found = 0; ((!found) && (j < 250)); j++) {
    241  1.1  cgd 			row = get_rand(rooms[rn].top_row+1,
    242  1.1  cgd 				rooms[rn].bottom_row-1);
    243  1.1  cgd 			col = get_rand(rooms[rn].left_col+1,
    244  1.1  cgd 				rooms[rn].right_col-1);
    245  1.1  cgd 			if ((!(dungeon[row][col] & MONSTER)) &&
    246  1.1  cgd 				(dungeon[row][col] & (FLOOR | TUNNEL))) {
    247  1.1  cgd 				found = 1;
    248  1.1  cgd 			}
    249  1.1  cgd 		}
    250  1.1  cgd 		if (found) {
    251  1.1  cgd 			monster = gr_monster((object *) 0, 0);
    252  1.1  cgd 			if (!(monster->m_flags & IMITATES)) {
    253  1.1  cgd 				monster->m_flags |= WAKENS;
    254  1.1  cgd 			}
    255  1.1  cgd 			put_m_at(row, col, monster);
    256  1.1  cgd 		}
    257  1.1  cgd 	}
    258  1.1  cgd 	for (i = 0; i < MONSTERS; i++) {
    259  1.1  cgd 		mon_tab[i].first_level += (cur_level % 3);
    260  1.1  cgd 	}
    261  1.1  cgd }
    262  1.1  cgd 
    263  1.1  cgd gmc_row_col(row, col)
    264  1.1  cgd register row, col;
    265  1.1  cgd {
    266  1.1  cgd 	register object *monster;
    267  1.1  cgd 
    268  1.1  cgd 	if (monster = object_at(&level_monsters, row, col)) {
    269  1.1  cgd 		if ((!(detect_monster || see_invisible || r_see_invisible) &&
    270  1.1  cgd 			(monster->m_flags & INVISIBLE)) || blind) {
    271  1.1  cgd 			return(monster->trail_char);
    272  1.1  cgd 		}
    273  1.1  cgd 		if (monster->m_flags & IMITATES) {
    274  1.1  cgd 			return(monster->disguise);
    275  1.1  cgd 		}
    276  1.1  cgd 		return(monster->m_char);
    277  1.1  cgd 	} else {
    278  1.1  cgd 		return('&');	/* BUG if this ever happens */
    279  1.1  cgd 	}
    280  1.1  cgd }
    281  1.1  cgd 
    282  1.1  cgd gmc(monster)
    283  1.1  cgd object *monster;
    284  1.1  cgd {
    285  1.1  cgd 	if ((!(detect_monster || see_invisible || r_see_invisible) &&
    286  1.1  cgd 		(monster->m_flags & INVISIBLE))
    287  1.1  cgd 		|| blind) {
    288  1.1  cgd 		return(monster->trail_char);
    289  1.1  cgd 	}
    290  1.1  cgd 	if (monster->m_flags & IMITATES) {
    291  1.1  cgd 		return(monster->disguise);
    292  1.1  cgd 	}
    293  1.1  cgd 	return(monster->m_char);
    294  1.1  cgd }
    295  1.1  cgd 
    296  1.1  cgd mv_1_monster(monster, row, col)
    297  1.1  cgd register object *monster;
    298  1.1  cgd short row, col;
    299  1.1  cgd {
    300  1.1  cgd 	short i, n;
    301  1.1  cgd 	boolean tried[6];
    302  1.1  cgd 
    303  1.1  cgd 	if (monster->m_flags & ASLEEP) {
    304  1.1  cgd 		if (monster->m_flags & NAPPING) {
    305  1.1  cgd 			if (--monster->nap_length <= 0) {
    306  1.1  cgd 				monster->m_flags &= (~(NAPPING | ASLEEP));
    307  1.1  cgd 			}
    308  1.1  cgd 			return;
    309  1.1  cgd 		}
    310  1.1  cgd 		if ((monster->m_flags & WAKENS) &&
    311  1.1  cgd 			 rogue_is_around(monster->row, monster->col) &&
    312  1.1  cgd 			 rand_percent(((stealthy > 0) ?
    313  1.1  cgd 			 	(WAKE_PERCENT / (STEALTH_FACTOR + stealthy)) :
    314  1.1  cgd 				WAKE_PERCENT))) {
    315  1.1  cgd 			wake_up(monster);
    316  1.1  cgd 		}
    317  1.1  cgd 		return;
    318  1.1  cgd 	} else if (monster->m_flags & ALREADY_MOVED) {
    319  1.1  cgd 		monster->m_flags &= (~ALREADY_MOVED);
    320  1.1  cgd 		return;
    321  1.1  cgd 	}
    322  1.1  cgd 	if ((monster->m_flags & FLITS) && flit(monster)) {
    323  1.1  cgd 		return;
    324  1.1  cgd 	}
    325  1.1  cgd 	if ((monster->m_flags & STATIONARY) &&
    326  1.1  cgd 		(!mon_can_go(monster, rogue.row, rogue.col))) {
    327  1.1  cgd 		return;
    328  1.1  cgd 	}
    329  1.1  cgd 	if (monster->m_flags & FREEZING_ROGUE) {
    330  1.1  cgd 		return;
    331  1.1  cgd 	}
    332  1.1  cgd 	if ((monster->m_flags & CONFUSES) && m_confuse(monster)) {
    333  1.1  cgd 		return;
    334  1.1  cgd 	}
    335  1.1  cgd 	if (mon_can_go(monster, rogue.row, rogue.col)) {
    336  1.1  cgd 		mon_hit(monster);
    337  1.1  cgd 		return;
    338  1.1  cgd 	}
    339  1.1  cgd 	if ((monster->m_flags & FLAMES) && flame_broil(monster)) {
    340  1.1  cgd 		return;
    341  1.1  cgd 	}
    342  1.1  cgd 	if ((monster->m_flags & SEEKS_GOLD) && seek_gold(monster)) {
    343  1.1  cgd 		return;
    344  1.1  cgd 	}
    345  1.1  cgd 	if ((monster->trow == monster->row) &&
    346  1.1  cgd 		   (monster->tcol == monster->col)) {
    347  1.1  cgd 		monster->trow = NO_ROOM;
    348  1.1  cgd 	} else if (monster->trow != NO_ROOM) {
    349  1.1  cgd 		row = monster->trow;
    350  1.1  cgd 		col = monster->tcol;
    351  1.1  cgd 	}
    352  1.1  cgd 	if (monster->row > row) {
    353  1.1  cgd 		row = monster->row - 1;
    354  1.1  cgd 	} else if (monster->row < row) {
    355  1.1  cgd 		row = monster->row + 1;
    356  1.1  cgd 	}
    357  1.1  cgd 	if ((dungeon[row][monster->col] & DOOR) &&
    358  1.1  cgd 		 mtry(monster, row, monster->col)) {
    359  1.1  cgd 		return;
    360  1.1  cgd 	}
    361  1.1  cgd 	if (monster->col > col) {
    362  1.1  cgd 		col = monster->col - 1;
    363  1.1  cgd 	} else if (monster->col < col) {
    364  1.1  cgd 		col = monster->col + 1;
    365  1.1  cgd 	}
    366  1.1  cgd 	if ((dungeon[monster->row][col] & DOOR) &&
    367  1.1  cgd 		 mtry(monster, monster->row, col)) {
    368  1.1  cgd 		return;
    369  1.1  cgd 	}
    370  1.1  cgd 	if (mtry(monster, row, col)) {
    371  1.1  cgd 		return;
    372  1.1  cgd 	}
    373  1.1  cgd 
    374  1.1  cgd 	for (i = 0; i <= 5; i++) tried[i] = 0;
    375  1.1  cgd 
    376  1.1  cgd 	for (i = 0; i < 6; i++) {
    377  1.1  cgd NEXT_TRY:	n = get_rand(0, 5);
    378  1.1  cgd 		switch(n) {
    379  1.1  cgd 		case 0:
    380  1.1  cgd 			if (!tried[n] && mtry(monster, row, monster->col-1)) {
    381  1.1  cgd 				goto O;
    382  1.1  cgd 			}
    383  1.1  cgd 			break;
    384  1.1  cgd 		case 1:
    385  1.1  cgd 			if (!tried[n] && mtry(monster, row, monster->col)) {
    386  1.1  cgd 				goto O;
    387  1.1  cgd 			}
    388  1.1  cgd 			break;
    389  1.1  cgd 		case 2:
    390  1.1  cgd 			if (!tried[n] && mtry(monster, row, monster->col+1)) {
    391  1.1  cgd 				goto O;
    392  1.1  cgd 			}
    393  1.1  cgd 			break;
    394  1.1  cgd 		case 3:
    395  1.1  cgd 			if (!tried[n] && mtry(monster, monster->row-1, col)) {
    396  1.1  cgd 				goto O;
    397  1.1  cgd 			}
    398  1.1  cgd 			break;
    399  1.1  cgd 		case 4:
    400  1.1  cgd 			if (!tried[n] && mtry(monster, monster->row, col)) {
    401  1.1  cgd 				goto O;
    402  1.1  cgd 			}
    403  1.1  cgd 			break;
    404  1.1  cgd 		case 5:
    405  1.1  cgd 			if (!tried[n] && mtry(monster, monster->row+1, col)) {
    406  1.1  cgd 				goto O;
    407  1.1  cgd 			}
    408  1.1  cgd 			break;
    409  1.1  cgd 		}
    410  1.1  cgd 		if (!tried[n]) {
    411  1.1  cgd 			tried[n] = 1;
    412  1.1  cgd 		} else {
    413  1.1  cgd 			goto NEXT_TRY;
    414  1.1  cgd 		}
    415  1.1  cgd 	}
    416  1.1  cgd O:
    417  1.1  cgd 	if ((monster->row == monster->o_row) && (monster->col == monster->o_col)) {
    418  1.1  cgd 		if (++(monster->o) > 4) {
    419  1.1  cgd 			if ((monster->trow == NO_ROOM) &&
    420  1.1  cgd 					(!mon_sees(monster, rogue.row, rogue.col))) {
    421  1.1  cgd 				monster->trow = get_rand(1, (DROWS - 2));
    422  1.1  cgd 				monster->tcol = get_rand(0, (DCOLS - 1));
    423  1.1  cgd 			} else {
    424  1.1  cgd 				monster->trow = NO_ROOM;
    425  1.1  cgd 				monster->o = 0;
    426  1.1  cgd 			}
    427  1.1  cgd 		}
    428  1.1  cgd 	} else {
    429  1.1  cgd 		monster->o_row = monster->row;
    430  1.1  cgd 		monster->o_col = monster->col;
    431  1.1  cgd 		monster->o = 0;
    432  1.1  cgd 	}
    433  1.1  cgd }
    434  1.1  cgd 
    435  1.1  cgd mtry(monster, row, col)
    436  1.1  cgd register object *monster;
    437  1.1  cgd register short row, col;
    438  1.1  cgd {
    439  1.1  cgd 	if (mon_can_go(monster, row, col)) {
    440  1.1  cgd 		move_mon_to(monster, row, col);
    441  1.1  cgd 		return(1);
    442  1.1  cgd 	}
    443  1.1  cgd 	return(0);
    444  1.1  cgd }
    445  1.1  cgd 
    446  1.1  cgd move_mon_to(monster, row, col)
    447  1.1  cgd register object *monster;
    448  1.1  cgd register short row, col;
    449  1.1  cgd {
    450  1.1  cgd 	short c;
    451  1.1  cgd 	register mrow, mcol;
    452  1.1  cgd 
    453  1.1  cgd 	mrow = monster->row;
    454  1.1  cgd 	mcol = monster->col;
    455  1.1  cgd 
    456  1.1  cgd 	dungeon[mrow][mcol] &= ~MONSTER;
    457  1.1  cgd 	dungeon[row][col] |= MONSTER;
    458  1.1  cgd 
    459  1.1  cgd 	c = mvinch(mrow, mcol);
    460  1.1  cgd 
    461  1.1  cgd 	if ((c >= 'A') && (c <= 'Z')) {
    462  1.1  cgd 		if (!detect_monster) {
    463  1.1  cgd 			mvaddch(mrow, mcol, monster->trail_char);
    464  1.1  cgd 		} else {
    465  1.1  cgd 			if (rogue_can_see(mrow, mcol)) {
    466  1.1  cgd 				mvaddch(mrow, mcol, monster->trail_char);
    467  1.1  cgd 			} else {
    468  1.1  cgd 				if (monster->trail_char == '.') {
    469  1.1  cgd 					monster->trail_char = ' ';
    470  1.1  cgd 				}
    471  1.1  cgd 				mvaddch(mrow, mcol, monster->trail_char);
    472  1.1  cgd 			}
    473  1.1  cgd 		}
    474  1.1  cgd 	}
    475  1.1  cgd 	monster->trail_char = mvinch(row, col);
    476  1.1  cgd 	if (!blind && (detect_monster || rogue_can_see(row, col))) {
    477  1.1  cgd 		if ((!(monster->m_flags & INVISIBLE) ||
    478  1.1  cgd 			(detect_monster || see_invisible || r_see_invisible))) {
    479  1.1  cgd 			mvaddch(row, col, gmc(monster));
    480  1.1  cgd 		}
    481  1.1  cgd 	}
    482  1.1  cgd 	if ((dungeon[row][col] & DOOR) &&
    483  1.1  cgd 		(get_room_number(row, col) != cur_room) &&
    484  1.1  cgd 		(dungeon[mrow][mcol] == FLOOR) && !blind) {
    485  1.1  cgd 			mvaddch(mrow, mcol, ' ');
    486  1.1  cgd 	}
    487  1.1  cgd 	if (dungeon[row][col] & DOOR) {
    488  1.1  cgd 			dr_course(monster, ((dungeon[mrow][mcol] & TUNNEL) ? 1 : 0),
    489  1.1  cgd 				row, col);
    490  1.1  cgd 	} else {
    491  1.1  cgd 		monster->row = row;
    492  1.1  cgd 		monster->col = col;
    493  1.1  cgd 	}
    494  1.1  cgd }
    495  1.1  cgd 
    496  1.1  cgd mon_can_go(monster, row, col)
    497  1.1  cgd register object *monster;
    498  1.1  cgd register short row, col;
    499  1.1  cgd {
    500  1.1  cgd 	object *obj;
    501  1.1  cgd 	short dr, dc;
    502  1.1  cgd 
    503  1.1  cgd 	dr = monster->row - row;	/* check if move distance > 1 */
    504  1.1  cgd 	if ((dr >= 2) || (dr <= -2)) {
    505  1.1  cgd 		return(0);
    506  1.1  cgd 	}
    507  1.1  cgd 	dc = monster->col - col;
    508  1.1  cgd 	if ((dc >= 2) || (dc <= -2)) {
    509  1.1  cgd 		return(0);
    510  1.1  cgd 	}
    511  1.1  cgd 	if ((!dungeon[monster->row][col]) || (!dungeon[row][monster->col])) {
    512  1.1  cgd 		return(0);
    513  1.1  cgd 	}
    514  1.1  cgd 	if ((!is_passable(row, col)) || (dungeon[row][col] & MONSTER)) {
    515  1.1  cgd 		return(0);
    516  1.1  cgd 	}
    517  1.1  cgd 	if ((monster->row!=row)&&(monster->col!=col)&&((dungeon[row][col]&DOOR) ||
    518  1.1  cgd 		(dungeon[monster->row][monster->col]&DOOR))) {
    519  1.1  cgd 		return(0);
    520  1.1  cgd 	}
    521  1.1  cgd 	if (!(monster->m_flags & (FLITS | CONFUSED | CAN_FLIT)) &&
    522  1.1  cgd 		(monster->trow == NO_ROOM)) {
    523  1.1  cgd 		if ((monster->row < rogue.row) && (row < monster->row)) return(0);
    524  1.1  cgd 		if ((monster->row > rogue.row) && (row > monster->row)) return(0);
    525  1.1  cgd 		if ((monster->col < rogue.col) && (col < monster->col)) return(0);
    526  1.1  cgd 		if ((monster->col > rogue.col) && (col > monster->col)) return(0);
    527  1.1  cgd 	}
    528  1.1  cgd 	if (dungeon[row][col] & OBJECT) {
    529  1.1  cgd 		obj = object_at(&level_objects, row, col);
    530  1.1  cgd 		if ((obj->what_is == SCROL) && (obj->which_kind == SCARE_MONSTER)) {
    531  1.1  cgd 			return(0);
    532  1.1  cgd 		}
    533  1.1  cgd 	}
    534  1.1  cgd 	return(1);
    535  1.1  cgd }
    536  1.1  cgd 
    537  1.1  cgd wake_up(monster)
    538  1.1  cgd object *monster;
    539  1.1  cgd {
    540  1.1  cgd 	if (!(monster->m_flags & NAPPING)) {
    541  1.1  cgd 		monster->m_flags &= (~(ASLEEP | IMITATES | WAKENS));
    542  1.1  cgd 	}
    543  1.1  cgd }
    544  1.1  cgd 
    545  1.1  cgd wake_room(rn, entering, row, col)
    546  1.1  cgd short rn;
    547  1.1  cgd boolean entering;
    548  1.1  cgd short row, col;
    549  1.1  cgd {
    550  1.1  cgd 	object *monster;
    551  1.1  cgd 	short wake_percent;
    552  1.1  cgd 	boolean in_room;
    553  1.1  cgd 
    554  1.1  cgd 	wake_percent = (rn == party_room) ? PARTY_WAKE_PERCENT : WAKE_PERCENT;
    555  1.1  cgd 	if (stealthy > 0) {
    556  1.1  cgd 		wake_percent /= (STEALTH_FACTOR + stealthy);
    557  1.1  cgd 	}
    558  1.1  cgd 
    559  1.1  cgd 	monster = level_monsters.next_monster;
    560  1.1  cgd 
    561  1.1  cgd 	while (monster) {
    562  1.1  cgd 		in_room = (rn == get_room_number(monster->row, monster->col));
    563  1.1  cgd 		if (in_room) {
    564  1.1  cgd 			if (entering) {
    565  1.1  cgd 				monster->trow = NO_ROOM;
    566  1.1  cgd 			} else {
    567  1.1  cgd 				monster->trow = row;
    568  1.1  cgd 				monster->tcol = col;
    569  1.1  cgd 			}
    570  1.1  cgd 		}
    571  1.1  cgd 		if ((monster->m_flags & WAKENS) &&
    572  1.1  cgd 			(rn == get_room_number(monster->row, monster->col))) {
    573  1.1  cgd 			if (rand_percent(wake_percent)) {
    574  1.1  cgd 				wake_up(monster);
    575  1.1  cgd 			}
    576  1.1  cgd 		}
    577  1.1  cgd 		monster = monster->next_monster;
    578  1.1  cgd 	}
    579  1.1  cgd }
    580  1.1  cgd 
    581  1.1  cgd char *
    582  1.1  cgd mon_name(monster)
    583  1.1  cgd object *monster;
    584  1.1  cgd {
    585  1.1  cgd 	short ch;
    586  1.1  cgd 
    587  1.1  cgd 	if (blind || ((monster->m_flags & INVISIBLE) &&
    588  1.1  cgd 		!(detect_monster || see_invisible || r_see_invisible))) {
    589  1.1  cgd 		return("something");
    590  1.1  cgd 	}
    591  1.1  cgd 	if (halluc) {
    592  1.1  cgd 		ch = get_rand('A', 'Z') - 'A';
    593  1.1  cgd 		return(m_names[ch]);
    594  1.1  cgd 	}
    595  1.1  cgd 	ch = monster->m_char - 'A';
    596  1.1  cgd 	return(m_names[ch]);
    597  1.1  cgd }
    598  1.1  cgd 
    599  1.1  cgd rogue_is_around(row, col)
    600  1.1  cgd register row, col;
    601  1.1  cgd {
    602  1.1  cgd 	short rdif, cdif, retval;
    603  1.1  cgd 
    604  1.1  cgd 	rdif = row - rogue.row;
    605  1.1  cgd 	cdif = col - rogue.col;
    606  1.1  cgd 
    607  1.1  cgd 	retval = (rdif >= -1) && (rdif <= 1) && (cdif >= -1) && (cdif <= 1);
    608  1.1  cgd 	return(retval);
    609  1.1  cgd }
    610  1.1  cgd 
    611  1.1  cgd wanderer()
    612  1.1  cgd {
    613  1.1  cgd 	object *monster;
    614  1.1  cgd 	short row, col, i;
    615  1.1  cgd 	boolean found = 0;
    616  1.1  cgd 
    617  1.1  cgd 	for (i = 0; ((i < 15) && (!found)); i++) {
    618  1.1  cgd 		monster = gr_monster((object *) 0, 0);
    619  1.1  cgd 		if (!(monster->m_flags & (WAKENS | WANDERS))) {
    620  1.1  cgd 			free_object(monster);
    621  1.1  cgd 		} else {
    622  1.1  cgd 			found = 1;
    623  1.1  cgd 		}
    624  1.1  cgd 	}
    625  1.1  cgd 	if (found) {
    626  1.1  cgd 		found = 0;
    627  1.1  cgd 		wake_up(monster);
    628  1.1  cgd 		for (i = 0; ((i < 25) && (!found)); i++) {
    629  1.1  cgd 			gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
    630  1.1  cgd 			if (!rogue_can_see(row, col)) {
    631  1.1  cgd 				put_m_at(row, col, monster);
    632  1.1  cgd 				found = 1;
    633  1.1  cgd 			}
    634  1.1  cgd 		}
    635  1.1  cgd 		if (!found) {
    636  1.1  cgd 			free_object(monster);
    637  1.1  cgd 		}
    638  1.1  cgd 	}
    639  1.1  cgd }
    640  1.1  cgd 
    641  1.1  cgd show_monsters()
    642  1.1  cgd {
    643  1.1  cgd 	object *monster;
    644  1.1  cgd 
    645  1.1  cgd 	detect_monster = 1;
    646  1.1  cgd 
    647  1.1  cgd 	if (blind) {
    648  1.1  cgd 		return;
    649  1.1  cgd 	}
    650  1.1  cgd 	monster = level_monsters.next_monster;
    651  1.1  cgd 
    652  1.1  cgd 	while (monster) {
    653  1.1  cgd 		mvaddch(monster->row, monster->col, monster->m_char);
    654  1.1  cgd 		if (monster->m_flags & IMITATES) {
    655  1.1  cgd 			monster->m_flags &= (~IMITATES);
    656  1.1  cgd 			monster->m_flags |= WAKENS;
    657  1.1  cgd 		}
    658  1.1  cgd 		monster = monster->next_monster;
    659  1.1  cgd 	}
    660  1.1  cgd }
    661  1.1  cgd 
    662  1.1  cgd create_monster()
    663  1.1  cgd {
    664  1.1  cgd 	short row, col;
    665  1.1  cgd 	short i;
    666  1.1  cgd 	boolean found = 0;
    667  1.1  cgd 	object *monster;
    668  1.1  cgd 
    669  1.1  cgd 	row = rogue.row;
    670  1.1  cgd 	col = rogue.col;
    671  1.1  cgd 
    672  1.1  cgd 	for (i = 0; i < 9; i++) {
    673  1.1  cgd 		rand_around(i, &row, &col);
    674  1.1  cgd 		if (((row == rogue.row) && (col = rogue.col)) ||
    675  1.1  cgd 				(row < MIN_ROW) || (row > (DROWS-2)) ||
    676  1.1  cgd 				(col < 0) || (col > (DCOLS-1))) {
    677  1.1  cgd 			continue;
    678  1.1  cgd 		}
    679  1.1  cgd 		if ((!(dungeon[row][col] & MONSTER)) &&
    680  1.1  cgd 			  (dungeon[row][col] & (FLOOR|TUNNEL|STAIRS|DOOR))) {
    681  1.1  cgd 			found = 1;
    682  1.1  cgd 			break;
    683  1.1  cgd 		}
    684  1.1  cgd 	}
    685  1.1  cgd 	if (found) {
    686  1.1  cgd 		monster = gr_monster((object *) 0, 0);
    687  1.1  cgd 		put_m_at(row, col, monster);
    688  1.1  cgd 		mvaddch(row, col, gmc(monster));
    689  1.1  cgd 		if (monster->m_flags & (WANDERS | WAKENS)) {
    690  1.1  cgd 			wake_up(monster);
    691  1.1  cgd 		}
    692  1.1  cgd 	} else {
    693  1.1  cgd 		message("you hear a faint cry of anguish in the distance", 0);
    694  1.1  cgd 	}
    695  1.1  cgd }
    696  1.1  cgd 
    697  1.1  cgd put_m_at(row, col, monster)
    698  1.1  cgd short row, col;
    699  1.1  cgd object *monster;
    700  1.1  cgd {
    701  1.1  cgd 	monster->row = row;
    702  1.1  cgd 	monster->col = col;
    703  1.1  cgd 	dungeon[row][col] |= MONSTER;
    704  1.1  cgd 	monster->trail_char = mvinch(row, col);
    705  1.1  cgd 	(void) add_to_pack(monster, &level_monsters, 0);
    706  1.1  cgd 	aim_monster(monster);
    707  1.1  cgd }
    708  1.1  cgd 
    709  1.1  cgd aim_monster(monster)
    710  1.1  cgd object *monster;
    711  1.1  cgd {
    712  1.1  cgd 	short i, rn, d, r;
    713  1.1  cgd 
    714  1.1  cgd 	rn = get_room_number(monster->row, monster->col);
    715  1.1  cgd 	r = get_rand(0, 12);
    716  1.1  cgd 
    717  1.1  cgd 	for (i = 0; i < 4; i++) {
    718  1.1  cgd 		d = (r + i) % 4;
    719  1.1  cgd 		if (rooms[rn].doors[d].oth_room != NO_ROOM) {
    720  1.1  cgd 			monster->trow = rooms[rn].doors[d].door_row;
    721  1.1  cgd 			monster->tcol = rooms[rn].doors[d].door_col;
    722  1.1  cgd 			break;
    723  1.1  cgd 		}
    724  1.1  cgd 	}
    725  1.1  cgd }
    726  1.1  cgd 
    727  1.1  cgd rogue_can_see(row, col)
    728  1.1  cgd register row, col;
    729  1.1  cgd {
    730  1.1  cgd 	register retval;
    731  1.1  cgd 
    732  1.1  cgd 	retval = !blind &&
    733  1.1  cgd 			(((get_room_number(row, col) == cur_room) &&
    734  1.1  cgd 					!(rooms[cur_room].is_room & R_MAZE)) ||
    735  1.1  cgd 			rogue_is_around(row, col));
    736  1.1  cgd 
    737  1.1  cgd 	return(retval);
    738  1.1  cgd }
    739  1.1  cgd 
    740  1.1  cgd move_confused(monster)
    741  1.1  cgd object *monster;
    742  1.1  cgd {
    743  1.1  cgd 	short i, row, col;
    744  1.1  cgd 
    745  1.1  cgd 	if (!(monster->m_flags & ASLEEP)) {
    746  1.1  cgd 		if (--monster->moves_confused <= 0) {
    747  1.1  cgd 			monster->m_flags &= (~CONFUSED);
    748  1.1  cgd 		}
    749  1.1  cgd 		if (monster->m_flags & STATIONARY) {
    750  1.1  cgd 			return(coin_toss() ? 1 : 0);
    751  1.1  cgd 		} else if (rand_percent(15)) {
    752  1.1  cgd 			return(1);
    753  1.1  cgd 		}
    754  1.1  cgd 		row = monster->row;
    755  1.1  cgd 		col = monster->col;
    756  1.1  cgd 
    757  1.1  cgd 		for (i = 0; i < 9; i++) {
    758  1.1  cgd 			rand_around(i, &row, &col);
    759  1.1  cgd 			if ((row == rogue.row) && (col == rogue.col)) {
    760  1.1  cgd 				return(0);
    761  1.1  cgd 			}
    762  1.1  cgd 			if (mtry(monster, row, col)) {
    763  1.1  cgd 				return(1);
    764  1.1  cgd 			}
    765  1.1  cgd 		}
    766  1.1  cgd 	}
    767  1.1  cgd 	return(0);
    768  1.1  cgd }
    769  1.1  cgd 
    770  1.1  cgd flit(monster)
    771  1.1  cgd object *monster;
    772  1.1  cgd {
    773  1.1  cgd 	short i, row, col;
    774  1.1  cgd 
    775  1.1  cgd 	if (!rand_percent(FLIT_PERCENT + ((monster->m_flags & FLIES) ? 20 : 0))) {
    776  1.1  cgd 		return(0);
    777  1.1  cgd 	}
    778  1.1  cgd 	if (rand_percent(10)) {
    779  1.1  cgd 		return(1);
    780  1.1  cgd 	}
    781  1.1  cgd 	row = monster->row;
    782  1.1  cgd 	col = monster->col;
    783  1.1  cgd 
    784  1.1  cgd 	for (i = 0; i < 9; i++) {
    785  1.1  cgd 		rand_around(i, &row, &col);
    786  1.1  cgd 		if ((row == rogue.row) && (col == rogue.col)) {
    787  1.1  cgd 			continue;
    788  1.1  cgd 		}
    789  1.1  cgd 		if (mtry(monster, row, col)) {
    790  1.1  cgd 			return(1);
    791  1.1  cgd 		}
    792  1.1  cgd 	}
    793  1.1  cgd 	return(1);
    794  1.1  cgd }
    795  1.1  cgd 
    796  1.1  cgd gr_obj_char()
    797  1.1  cgd {
    798  1.1  cgd 	short r;
    799  1.1  cgd 	char *rs = "%!?]=/):*";
    800  1.1  cgd 
    801  1.1  cgd 	r = get_rand(0, 8);
    802  1.1  cgd 
    803  1.1  cgd 	return(rs[r]);
    804  1.1  cgd }
    805  1.1  cgd 
    806  1.1  cgd no_room_for_monster(rn)
    807  1.1  cgd int rn;
    808  1.1  cgd {
    809  1.1  cgd 	short i, j;
    810  1.1  cgd 
    811  1.1  cgd 	for (i = rooms[rn].top_row+1; i < rooms[rn].bottom_row; i++) {
    812  1.1  cgd 		for (j = rooms[rn].left_col+1; j < rooms[rn].right_col; j++) {
    813  1.1  cgd 			if (!(dungeon[i][j] & MONSTER)) {
    814  1.1  cgd 				return(0);
    815  1.1  cgd 			}
    816  1.1  cgd 		}
    817  1.1  cgd 	}
    818  1.1  cgd 	return(1);
    819  1.1  cgd }
    820  1.1  cgd 
    821  1.1  cgd aggravate()
    822  1.1  cgd {
    823  1.1  cgd 	object *monster;
    824  1.1  cgd 
    825  1.1  cgd 	message("you hear a high pitched humming noise", 0);
    826  1.1  cgd 
    827  1.1  cgd 	monster = level_monsters.next_monster;
    828  1.1  cgd 
    829  1.1  cgd 	while (monster) {
    830  1.1  cgd 		wake_up(monster);
    831  1.1  cgd 		monster->m_flags &= (~IMITATES);
    832  1.1  cgd 		if (rogue_can_see(monster->row, monster->col)) {
    833  1.1  cgd 			mvaddch(monster->row, monster->col, monster->m_char);
    834  1.1  cgd 		}
    835  1.1  cgd 		monster = monster->next_monster;
    836  1.1  cgd 	}
    837  1.1  cgd }
    838  1.1  cgd 
    839  1.1  cgd boolean
    840  1.1  cgd mon_sees(monster, row, col)
    841  1.1  cgd object *monster;
    842  1.1  cgd {
    843  1.1  cgd 	short rn, rdif, cdif, retval;
    844  1.1  cgd 
    845  1.1  cgd 	rn = get_room_number(row, col);
    846  1.1  cgd 
    847  1.1  cgd 	if (	(rn != NO_ROOM) &&
    848  1.1  cgd 			(rn == get_room_number(monster->row, monster->col)) &&
    849  1.1  cgd 			!(rooms[rn].is_room & R_MAZE)) {
    850  1.1  cgd 		return(1);
    851  1.1  cgd 	}
    852  1.1  cgd 	rdif = row - monster->row;
    853  1.1  cgd 	cdif = col - monster->col;
    854  1.1  cgd 
    855  1.1  cgd 	retval = (rdif >= -1) && (rdif <= 1) && (cdif >= -1) && (cdif <= 1);
    856  1.1  cgd 	return(retval);
    857  1.1  cgd }
    858  1.1  cgd 
    859  1.1  cgd mv_aquatars()
    860  1.1  cgd {
    861  1.1  cgd 	object *monster;
    862  1.1  cgd 
    863  1.1  cgd 	monster = level_monsters.next_monster;
    864  1.1  cgd 
    865  1.1  cgd 	while (monster) {
    866  1.1  cgd 		if ((monster->m_char == 'A') &&
    867  1.1  cgd 			mon_can_go(monster, rogue.row, rogue.col)) {
    868  1.1  cgd 			mv_1_monster(monster, rogue.row, rogue.col);
    869  1.1  cgd 			monster->m_flags |= ALREADY_MOVED;
    870  1.1  cgd 		}
    871  1.1  cgd 		monster = monster->next_monster;
    872  1.1  cgd 	}
    873  1.1  cgd }
    874