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monster.c revision 1.8
      1  1.8      agc /*	$NetBSD: monster.c,v 1.8 2003/08/07 09:37:38 agc 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  1.8      agc __RCSID("$NetBSD: monster.c,v 1.8 2003/08/07 09:37:38 agc 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  1.1      cgd 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  1.4    lukem void
    124  1.1      cgd put_mons()
    125  1.1      cgd {
    126  1.1      cgd 	short i;
    127  1.1      cgd 	short n;
    128  1.1      cgd 	object *monster;
    129  1.1      cgd 	short row, col;
    130  1.1      cgd 
    131  1.1      cgd 	n = get_rand(4, 6);
    132  1.1      cgd 
    133  1.1      cgd 	for (i = 0; i < n; i++) {
    134  1.1      cgd 		monster = gr_monster((object *) 0, 0);
    135  1.1      cgd 		if ((monster->m_flags & WANDERS) && coin_toss()) {
    136  1.1      cgd 			wake_up(monster);
    137  1.1      cgd 		}
    138  1.1      cgd 		gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
    139  1.1      cgd 		put_m_at(row, col, monster);
    140  1.1      cgd 	}
    141  1.1      cgd }
    142  1.1      cgd 
    143  1.1      cgd object *
    144  1.1      cgd gr_monster(monster, mn)
    145  1.4    lukem 	object *monster;
    146  1.4    lukem 	int mn;
    147  1.1      cgd {
    148  1.1      cgd 	if (!monster) {
    149  1.1      cgd 		monster = alloc_object();
    150  1.1      cgd 
    151  1.1      cgd 		for (;;) {
    152  1.1      cgd 			mn = get_rand(0, MONSTERS-1);
    153  1.1      cgd 			if ((cur_level >= mon_tab[mn].first_level) &&
    154  1.1      cgd 			(cur_level <= mon_tab[mn].last_level)) {
    155  1.1      cgd 				break;
    156  1.1      cgd 			}
    157  1.1      cgd 		}
    158  1.1      cgd 	}
    159  1.1      cgd 	*monster = mon_tab[mn];
    160  1.1      cgd 	if (monster->m_flags & IMITATES) {
    161  1.1      cgd 		monster->disguise = gr_obj_char();
    162  1.1      cgd 	}
    163  1.1      cgd 	if (cur_level > (AMULET_LEVEL + 2)) {
    164  1.1      cgd 		monster->m_flags |= HASTED;
    165  1.1      cgd 	}
    166  1.1      cgd 	monster->trow = NO_ROOM;
    167  1.1      cgd 	return(monster);
    168  1.1      cgd }
    169  1.1      cgd 
    170  1.4    lukem void
    171  1.1      cgd mv_mons()
    172  1.1      cgd {
    173  1.5  hubertf 	object *monster, *next_monster, *test_mons;
    174  1.1      cgd 	boolean flew;
    175  1.1      cgd 
    176  1.1      cgd 	if (haste_self % 2) {
    177  1.1      cgd 		return;
    178  1.1      cgd 	}
    179  1.1      cgd 
    180  1.1      cgd 	monster = level_monsters.next_monster;
    181  1.1      cgd 
    182  1.1      cgd 	while (monster) {
    183  1.1      cgd 		next_monster = monster->next_monster;
    184  1.1      cgd 		mon_disappeared = 0;
    185  1.1      cgd 		if (monster->m_flags & HASTED) {
    186  1.1      cgd 			mv_1_monster(monster, rogue.row, rogue.col);
    187  1.1      cgd 			if (mon_disappeared) {
    188  1.1      cgd 				goto NM;
    189  1.1      cgd 			}
    190  1.1      cgd 		} else if (monster->m_flags & SLOWED) {
    191  1.1      cgd 			monster->slowed_toggle = !monster->slowed_toggle;
    192  1.1      cgd 			if (monster->slowed_toggle) {
    193  1.1      cgd 				goto NM;
    194  1.1      cgd 			}
    195  1.1      cgd 		}
    196  1.1      cgd 		if ((monster->m_flags & CONFUSED) && move_confused(monster)) {
    197  1.1      cgd 			goto NM;
    198  1.1      cgd 		}
    199  1.1      cgd 		flew = 0;
    200  1.1      cgd 		if (	(monster->m_flags & FLIES) &&
    201  1.1      cgd 				!(monster->m_flags & NAPPING) &&
    202  1.1      cgd 				!mon_can_go(monster, rogue.row, rogue.col)) {
    203  1.1      cgd 			flew = 1;
    204  1.1      cgd 			mv_1_monster(monster, rogue.row, rogue.col);
    205  1.1      cgd 			if (mon_disappeared) {
    206  1.1      cgd 				goto NM;
    207  1.1      cgd 			}
    208  1.1      cgd 		}
    209  1.1      cgd 		if (!(flew && mon_can_go(monster, rogue.row, rogue.col))) {
    210  1.1      cgd 			mv_1_monster(monster, rogue.row, rogue.col);
    211  1.1      cgd 		}
    212  1.5  hubertf NM:		test_mons = level_monsters.next_monster;
    213  1.5  hubertf 		monster = NULL;
    214  1.5  hubertf 		while (test_mons)
    215  1.5  hubertf 		{
    216  1.5  hubertf 			if (next_monster == test_mons)
    217  1.5  hubertf 			{
    218  1.5  hubertf 				monster = next_monster;
    219  1.5  hubertf 				break;
    220  1.5  hubertf 			}
    221  1.5  hubertf 			test_mons = test_mons -> next_monster;
    222  1.5  hubertf 		}
    223  1.1      cgd 	}
    224  1.1      cgd }
    225  1.1      cgd 
    226  1.4    lukem void
    227  1.1      cgd party_monsters(rn, n)
    228  1.4    lukem 	int rn, n;
    229  1.1      cgd {
    230  1.1      cgd 	short i, j;
    231  1.1      cgd 	short row, col;
    232  1.1      cgd 	object *monster;
    233  1.1      cgd 	boolean found;
    234  1.1      cgd 
    235  1.4    lukem 	row = col = 0;
    236  1.1      cgd 	n += n;
    237  1.1      cgd 
    238  1.1      cgd 	for (i = 0; i < MONSTERS; i++) {
    239  1.1      cgd 		mon_tab[i].first_level -= (cur_level % 3);
    240  1.1      cgd 	}
    241  1.1      cgd 	for (i = 0; i < n; i++) {
    242  1.1      cgd 		if (no_room_for_monster(rn)) {
    243  1.1      cgd 			break;
    244  1.1      cgd 		}
    245  1.1      cgd 		for (j = found = 0; ((!found) && (j < 250)); j++) {
    246  1.1      cgd 			row = get_rand(rooms[rn].top_row+1,
    247  1.1      cgd 				rooms[rn].bottom_row-1);
    248  1.1      cgd 			col = get_rand(rooms[rn].left_col+1,
    249  1.1      cgd 				rooms[rn].right_col-1);
    250  1.1      cgd 			if ((!(dungeon[row][col] & MONSTER)) &&
    251  1.1      cgd 				(dungeon[row][col] & (FLOOR | TUNNEL))) {
    252  1.1      cgd 				found = 1;
    253  1.1      cgd 			}
    254  1.1      cgd 		}
    255  1.1      cgd 		if (found) {
    256  1.1      cgd 			monster = gr_monster((object *) 0, 0);
    257  1.1      cgd 			if (!(monster->m_flags & IMITATES)) {
    258  1.1      cgd 				monster->m_flags |= WAKENS;
    259  1.1      cgd 			}
    260  1.1      cgd 			put_m_at(row, col, monster);
    261  1.1      cgd 		}
    262  1.1      cgd 	}
    263  1.1      cgd 	for (i = 0; i < MONSTERS; i++) {
    264  1.1      cgd 		mon_tab[i].first_level += (cur_level % 3);
    265  1.1      cgd 	}
    266  1.1      cgd }
    267  1.1      cgd 
    268  1.4    lukem char
    269  1.1      cgd gmc_row_col(row, col)
    270  1.4    lukem 	int row, col;
    271  1.1      cgd {
    272  1.4    lukem 	object *monster;
    273  1.1      cgd 
    274  1.4    lukem 	if ((monster = object_at(&level_monsters, row, col)) != NULL) {
    275  1.1      cgd 		if ((!(detect_monster || see_invisible || r_see_invisible) &&
    276  1.1      cgd 			(monster->m_flags & INVISIBLE)) || blind) {
    277  1.1      cgd 			return(monster->trail_char);
    278  1.1      cgd 		}
    279  1.1      cgd 		if (monster->m_flags & IMITATES) {
    280  1.1      cgd 			return(monster->disguise);
    281  1.1      cgd 		}
    282  1.1      cgd 		return(monster->m_char);
    283  1.1      cgd 	} else {
    284  1.1      cgd 		return('&');	/* BUG if this ever happens */
    285  1.1      cgd 	}
    286  1.1      cgd }
    287  1.1      cgd 
    288  1.4    lukem char
    289  1.1      cgd gmc(monster)
    290  1.4    lukem 	object *monster;
    291  1.1      cgd {
    292  1.1      cgd 	if ((!(detect_monster || see_invisible || r_see_invisible) &&
    293  1.1      cgd 		(monster->m_flags & INVISIBLE))
    294  1.1      cgd 		|| blind) {
    295  1.1      cgd 		return(monster->trail_char);
    296  1.1      cgd 	}
    297  1.1      cgd 	if (monster->m_flags & IMITATES) {
    298  1.1      cgd 		return(monster->disguise);
    299  1.1      cgd 	}
    300  1.1      cgd 	return(monster->m_char);
    301  1.1      cgd }
    302  1.1      cgd 
    303  1.4    lukem void
    304  1.1      cgd mv_1_monster(monster, row, col)
    305  1.4    lukem 	object *monster;
    306  1.4    lukem 	short row, col;
    307  1.1      cgd {
    308  1.1      cgd 	short i, n;
    309  1.1      cgd 	boolean tried[6];
    310  1.1      cgd 
    311  1.1      cgd 	if (monster->m_flags & ASLEEP) {
    312  1.1      cgd 		if (monster->m_flags & NAPPING) {
    313  1.1      cgd 			if (--monster->nap_length <= 0) {
    314  1.1      cgd 				monster->m_flags &= (~(NAPPING | ASLEEP));
    315  1.1      cgd 			}
    316  1.1      cgd 			return;
    317  1.1      cgd 		}
    318  1.1      cgd 		if ((monster->m_flags & WAKENS) &&
    319  1.1      cgd 			 rogue_is_around(monster->row, monster->col) &&
    320  1.1      cgd 			 rand_percent(((stealthy > 0) ?
    321  1.1      cgd 			 	(WAKE_PERCENT / (STEALTH_FACTOR + stealthy)) :
    322  1.1      cgd 				WAKE_PERCENT))) {
    323  1.1      cgd 			wake_up(monster);
    324  1.1      cgd 		}
    325  1.1      cgd 		return;
    326  1.1      cgd 	} else if (monster->m_flags & ALREADY_MOVED) {
    327  1.1      cgd 		monster->m_flags &= (~ALREADY_MOVED);
    328  1.1      cgd 		return;
    329  1.1      cgd 	}
    330  1.1      cgd 	if ((monster->m_flags & FLITS) && flit(monster)) {
    331  1.1      cgd 		return;
    332  1.1      cgd 	}
    333  1.1      cgd 	if ((monster->m_flags & STATIONARY) &&
    334  1.1      cgd 		(!mon_can_go(monster, rogue.row, rogue.col))) {
    335  1.1      cgd 		return;
    336  1.1      cgd 	}
    337  1.1      cgd 	if (monster->m_flags & FREEZING_ROGUE) {
    338  1.1      cgd 		return;
    339  1.1      cgd 	}
    340  1.1      cgd 	if ((monster->m_flags & CONFUSES) && m_confuse(monster)) {
    341  1.1      cgd 		return;
    342  1.1      cgd 	}
    343  1.1      cgd 	if (mon_can_go(monster, rogue.row, rogue.col)) {
    344  1.1      cgd 		mon_hit(monster);
    345  1.1      cgd 		return;
    346  1.1      cgd 	}
    347  1.1      cgd 	if ((monster->m_flags & FLAMES) && flame_broil(monster)) {
    348  1.1      cgd 		return;
    349  1.1      cgd 	}
    350  1.1      cgd 	if ((monster->m_flags & SEEKS_GOLD) && seek_gold(monster)) {
    351  1.1      cgd 		return;
    352  1.1      cgd 	}
    353  1.1      cgd 	if ((monster->trow == monster->row) &&
    354  1.1      cgd 		   (monster->tcol == monster->col)) {
    355  1.1      cgd 		monster->trow = NO_ROOM;
    356  1.1      cgd 	} else if (monster->trow != NO_ROOM) {
    357  1.1      cgd 		row = monster->trow;
    358  1.1      cgd 		col = monster->tcol;
    359  1.1      cgd 	}
    360  1.1      cgd 	if (monster->row > row) {
    361  1.1      cgd 		row = monster->row - 1;
    362  1.1      cgd 	} else if (monster->row < row) {
    363  1.1      cgd 		row = monster->row + 1;
    364  1.1      cgd 	}
    365  1.1      cgd 	if ((dungeon[row][monster->col] & DOOR) &&
    366  1.1      cgd 		 mtry(monster, row, monster->col)) {
    367  1.1      cgd 		return;
    368  1.1      cgd 	}
    369  1.1      cgd 	if (monster->col > col) {
    370  1.1      cgd 		col = monster->col - 1;
    371  1.1      cgd 	} else if (monster->col < col) {
    372  1.1      cgd 		col = monster->col + 1;
    373  1.1      cgd 	}
    374  1.1      cgd 	if ((dungeon[monster->row][col] & DOOR) &&
    375  1.1      cgd 		 mtry(monster, monster->row, col)) {
    376  1.1      cgd 		return;
    377  1.1      cgd 	}
    378  1.1      cgd 	if (mtry(monster, row, col)) {
    379  1.1      cgd 		return;
    380  1.1      cgd 	}
    381  1.1      cgd 
    382  1.1      cgd 	for (i = 0; i <= 5; i++) tried[i] = 0;
    383  1.1      cgd 
    384  1.1      cgd 	for (i = 0; i < 6; i++) {
    385  1.1      cgd NEXT_TRY:	n = get_rand(0, 5);
    386  1.1      cgd 		switch(n) {
    387  1.1      cgd 		case 0:
    388  1.1      cgd 			if (!tried[n] && mtry(monster, row, monster->col-1)) {
    389  1.1      cgd 				goto O;
    390  1.1      cgd 			}
    391  1.1      cgd 			break;
    392  1.1      cgd 		case 1:
    393  1.1      cgd 			if (!tried[n] && mtry(monster, row, monster->col)) {
    394  1.1      cgd 				goto O;
    395  1.1      cgd 			}
    396  1.1      cgd 			break;
    397  1.1      cgd 		case 2:
    398  1.1      cgd 			if (!tried[n] && mtry(monster, row, monster->col+1)) {
    399  1.1      cgd 				goto O;
    400  1.1      cgd 			}
    401  1.1      cgd 			break;
    402  1.1      cgd 		case 3:
    403  1.1      cgd 			if (!tried[n] && mtry(monster, monster->row-1, col)) {
    404  1.1      cgd 				goto O;
    405  1.1      cgd 			}
    406  1.1      cgd 			break;
    407  1.1      cgd 		case 4:
    408  1.1      cgd 			if (!tried[n] && mtry(monster, monster->row, col)) {
    409  1.1      cgd 				goto O;
    410  1.1      cgd 			}
    411  1.1      cgd 			break;
    412  1.1      cgd 		case 5:
    413  1.1      cgd 			if (!tried[n] && mtry(monster, monster->row+1, col)) {
    414  1.1      cgd 				goto O;
    415  1.1      cgd 			}
    416  1.1      cgd 			break;
    417  1.1      cgd 		}
    418  1.1      cgd 		if (!tried[n]) {
    419  1.1      cgd 			tried[n] = 1;
    420  1.1      cgd 		} else {
    421  1.1      cgd 			goto NEXT_TRY;
    422  1.1      cgd 		}
    423  1.1      cgd 	}
    424  1.1      cgd O:
    425  1.1      cgd 	if ((monster->row == monster->o_row) && (monster->col == monster->o_col)) {
    426  1.1      cgd 		if (++(monster->o) > 4) {
    427  1.1      cgd 			if ((monster->trow == NO_ROOM) &&
    428  1.1      cgd 					(!mon_sees(monster, rogue.row, rogue.col))) {
    429  1.1      cgd 				monster->trow = get_rand(1, (DROWS - 2));
    430  1.1      cgd 				monster->tcol = get_rand(0, (DCOLS - 1));
    431  1.1      cgd 			} else {
    432  1.1      cgd 				monster->trow = NO_ROOM;
    433  1.1      cgd 				monster->o = 0;
    434  1.1      cgd 			}
    435  1.1      cgd 		}
    436  1.1      cgd 	} else {
    437  1.1      cgd 		monster->o_row = monster->row;
    438  1.1      cgd 		monster->o_col = monster->col;
    439  1.1      cgd 		monster->o = 0;
    440  1.1      cgd 	}
    441  1.1      cgd }
    442  1.1      cgd 
    443  1.4    lukem int
    444  1.1      cgd mtry(monster, row, col)
    445  1.4    lukem 	object *monster;
    446  1.4    lukem 	short row, col;
    447  1.1      cgd {
    448  1.1      cgd 	if (mon_can_go(monster, row, col)) {
    449  1.1      cgd 		move_mon_to(monster, row, col);
    450  1.1      cgd 		return(1);
    451  1.1      cgd 	}
    452  1.1      cgd 	return(0);
    453  1.1      cgd }
    454  1.1      cgd 
    455  1.4    lukem void
    456  1.1      cgd move_mon_to(monster, row, col)
    457  1.4    lukem 	object *monster;
    458  1.4    lukem 	short row, col;
    459  1.1      cgd {
    460  1.1      cgd 	short c;
    461  1.4    lukem 	int mrow, mcol;
    462  1.1      cgd 
    463  1.1      cgd 	mrow = monster->row;
    464  1.1      cgd 	mcol = monster->col;
    465  1.1      cgd 
    466  1.1      cgd 	dungeon[mrow][mcol] &= ~MONSTER;
    467  1.1      cgd 	dungeon[row][col] |= MONSTER;
    468  1.1      cgd 
    469  1.1      cgd 	c = mvinch(mrow, mcol);
    470  1.1      cgd 
    471  1.1      cgd 	if ((c >= 'A') && (c <= 'Z')) {
    472  1.1      cgd 		if (!detect_monster) {
    473  1.1      cgd 			mvaddch(mrow, mcol, monster->trail_char);
    474  1.1      cgd 		} else {
    475  1.1      cgd 			if (rogue_can_see(mrow, mcol)) {
    476  1.1      cgd 				mvaddch(mrow, mcol, monster->trail_char);
    477  1.1      cgd 			} else {
    478  1.1      cgd 				if (monster->trail_char == '.') {
    479  1.1      cgd 					monster->trail_char = ' ';
    480  1.1      cgd 				}
    481  1.1      cgd 				mvaddch(mrow, mcol, monster->trail_char);
    482  1.1      cgd 			}
    483  1.1      cgd 		}
    484  1.1      cgd 	}
    485  1.1      cgd 	monster->trail_char = mvinch(row, col);
    486  1.1      cgd 	if (!blind && (detect_monster || rogue_can_see(row, col))) {
    487  1.1      cgd 		if ((!(monster->m_flags & INVISIBLE) ||
    488  1.1      cgd 			(detect_monster || see_invisible || r_see_invisible))) {
    489  1.1      cgd 			mvaddch(row, col, gmc(monster));
    490  1.1      cgd 		}
    491  1.1      cgd 	}
    492  1.1      cgd 	if ((dungeon[row][col] & DOOR) &&
    493  1.1      cgd 		(get_room_number(row, col) != cur_room) &&
    494  1.1      cgd 		(dungeon[mrow][mcol] == FLOOR) && !blind) {
    495  1.1      cgd 			mvaddch(mrow, mcol, ' ');
    496  1.1      cgd 	}
    497  1.1      cgd 	if (dungeon[row][col] & DOOR) {
    498  1.1      cgd 			dr_course(monster, ((dungeon[mrow][mcol] & TUNNEL) ? 1 : 0),
    499  1.1      cgd 				row, col);
    500  1.1      cgd 	} else {
    501  1.1      cgd 		monster->row = row;
    502  1.1      cgd 		monster->col = col;
    503  1.1      cgd 	}
    504  1.1      cgd }
    505  1.1      cgd 
    506  1.4    lukem int
    507  1.1      cgd mon_can_go(monster, row, col)
    508  1.7  hubertf 	const object *monster;
    509  1.4    lukem 	short row, col;
    510  1.1      cgd {
    511  1.1      cgd 	object *obj;
    512  1.1      cgd 	short dr, dc;
    513  1.1      cgd 
    514  1.1      cgd 	dr = monster->row - row;	/* check if move distance > 1 */
    515  1.1      cgd 	if ((dr >= 2) || (dr <= -2)) {
    516  1.1      cgd 		return(0);
    517  1.1      cgd 	}
    518  1.1      cgd 	dc = monster->col - col;
    519  1.1      cgd 	if ((dc >= 2) || (dc <= -2)) {
    520  1.1      cgd 		return(0);
    521  1.1      cgd 	}
    522  1.1      cgd 	if ((!dungeon[monster->row][col]) || (!dungeon[row][monster->col])) {
    523  1.1      cgd 		return(0);
    524  1.1      cgd 	}
    525  1.1      cgd 	if ((!is_passable(row, col)) || (dungeon[row][col] & MONSTER)) {
    526  1.1      cgd 		return(0);
    527  1.1      cgd 	}
    528  1.1      cgd 	if ((monster->row!=row)&&(monster->col!=col)&&((dungeon[row][col]&DOOR) ||
    529  1.1      cgd 		(dungeon[monster->row][monster->col]&DOOR))) {
    530  1.1      cgd 		return(0);
    531  1.1      cgd 	}
    532  1.1      cgd 	if (!(monster->m_flags & (FLITS | CONFUSED | CAN_FLIT)) &&
    533  1.1      cgd 		(monster->trow == NO_ROOM)) {
    534  1.1      cgd 		if ((monster->row < rogue.row) && (row < monster->row)) return(0);
    535  1.1      cgd 		if ((monster->row > rogue.row) && (row > monster->row)) return(0);
    536  1.1      cgd 		if ((monster->col < rogue.col) && (col < monster->col)) return(0);
    537  1.1      cgd 		if ((monster->col > rogue.col) && (col > monster->col)) return(0);
    538  1.1      cgd 	}
    539  1.1      cgd 	if (dungeon[row][col] & OBJECT) {
    540  1.1      cgd 		obj = object_at(&level_objects, row, col);
    541  1.1      cgd 		if ((obj->what_is == SCROL) && (obj->which_kind == SCARE_MONSTER)) {
    542  1.1      cgd 			return(0);
    543  1.1      cgd 		}
    544  1.1      cgd 	}
    545  1.1      cgd 	return(1);
    546  1.1      cgd }
    547  1.1      cgd 
    548  1.4    lukem void
    549  1.1      cgd wake_up(monster)
    550  1.4    lukem 	object *monster;
    551  1.1      cgd {
    552  1.1      cgd 	if (!(monster->m_flags & NAPPING)) {
    553  1.1      cgd 		monster->m_flags &= (~(ASLEEP | IMITATES | WAKENS));
    554  1.1      cgd 	}
    555  1.1      cgd }
    556  1.1      cgd 
    557  1.4    lukem void
    558  1.1      cgd wake_room(rn, entering, row, col)
    559  1.4    lukem 	short rn;
    560  1.4    lukem 	boolean entering;
    561  1.4    lukem 	short row, col;
    562  1.1      cgd {
    563  1.1      cgd 	object *monster;
    564  1.1      cgd 	short wake_percent;
    565  1.1      cgd 	boolean in_room;
    566  1.1      cgd 
    567  1.1      cgd 	wake_percent = (rn == party_room) ? PARTY_WAKE_PERCENT : WAKE_PERCENT;
    568  1.1      cgd 	if (stealthy > 0) {
    569  1.1      cgd 		wake_percent /= (STEALTH_FACTOR + stealthy);
    570  1.1      cgd 	}
    571  1.1      cgd 
    572  1.1      cgd 	monster = level_monsters.next_monster;
    573  1.1      cgd 
    574  1.1      cgd 	while (monster) {
    575  1.1      cgd 		in_room = (rn == get_room_number(monster->row, monster->col));
    576  1.1      cgd 		if (in_room) {
    577  1.1      cgd 			if (entering) {
    578  1.1      cgd 				monster->trow = NO_ROOM;
    579  1.1      cgd 			} else {
    580  1.1      cgd 				monster->trow = row;
    581  1.1      cgd 				monster->tcol = col;
    582  1.1      cgd 			}
    583  1.1      cgd 		}
    584  1.1      cgd 		if ((monster->m_flags & WAKENS) &&
    585  1.1      cgd 			(rn == get_room_number(monster->row, monster->col))) {
    586  1.1      cgd 			if (rand_percent(wake_percent)) {
    587  1.1      cgd 				wake_up(monster);
    588  1.1      cgd 			}
    589  1.1      cgd 		}
    590  1.1      cgd 		monster = monster->next_monster;
    591  1.1      cgd 	}
    592  1.1      cgd }
    593  1.1      cgd 
    594  1.7  hubertf const char *
    595  1.1      cgd mon_name(monster)
    596  1.7  hubertf 	const object *monster;
    597  1.1      cgd {
    598  1.1      cgd 	short ch;
    599  1.1      cgd 
    600  1.1      cgd 	if (blind || ((monster->m_flags & INVISIBLE) &&
    601  1.1      cgd 		!(detect_monster || see_invisible || r_see_invisible))) {
    602  1.1      cgd 		return("something");
    603  1.1      cgd 	}
    604  1.1      cgd 	if (halluc) {
    605  1.1      cgd 		ch = get_rand('A', 'Z') - 'A';
    606  1.1      cgd 		return(m_names[ch]);
    607  1.1      cgd 	}
    608  1.1      cgd 	ch = monster->m_char - 'A';
    609  1.1      cgd 	return(m_names[ch]);
    610  1.1      cgd }
    611  1.1      cgd 
    612  1.4    lukem int
    613  1.1      cgd rogue_is_around(row, col)
    614  1.4    lukem 	int row, col;
    615  1.1      cgd {
    616  1.1      cgd 	short rdif, cdif, retval;
    617  1.1      cgd 
    618  1.1      cgd 	rdif = row - rogue.row;
    619  1.1      cgd 	cdif = col - rogue.col;
    620  1.1      cgd 
    621  1.1      cgd 	retval = (rdif >= -1) && (rdif <= 1) && (cdif >= -1) && (cdif <= 1);
    622  1.1      cgd 	return(retval);
    623  1.1      cgd }
    624  1.1      cgd 
    625  1.4    lukem void
    626  1.1      cgd wanderer()
    627  1.1      cgd {
    628  1.1      cgd 	object *monster;
    629  1.1      cgd 	short row, col, i;
    630  1.1      cgd 	boolean found = 0;
    631  1.1      cgd 
    632  1.1      cgd 	for (i = 0; ((i < 15) && (!found)); i++) {
    633  1.1      cgd 		monster = gr_monster((object *) 0, 0);
    634  1.1      cgd 		if (!(monster->m_flags & (WAKENS | WANDERS))) {
    635  1.1      cgd 			free_object(monster);
    636  1.1      cgd 		} else {
    637  1.1      cgd 			found = 1;
    638  1.1      cgd 		}
    639  1.1      cgd 	}
    640  1.1      cgd 	if (found) {
    641  1.1      cgd 		found = 0;
    642  1.1      cgd 		wake_up(monster);
    643  1.1      cgd 		for (i = 0; ((i < 25) && (!found)); i++) {
    644  1.1      cgd 			gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
    645  1.1      cgd 			if (!rogue_can_see(row, col)) {
    646  1.1      cgd 				put_m_at(row, col, monster);
    647  1.1      cgd 				found = 1;
    648  1.1      cgd 			}
    649  1.1      cgd 		}
    650  1.1      cgd 		if (!found) {
    651  1.1      cgd 			free_object(monster);
    652  1.1      cgd 		}
    653  1.1      cgd 	}
    654  1.1      cgd }
    655  1.1      cgd 
    656  1.4    lukem void
    657  1.1      cgd show_monsters()
    658  1.1      cgd {
    659  1.1      cgd 	object *monster;
    660  1.1      cgd 
    661  1.1      cgd 	detect_monster = 1;
    662  1.1      cgd 
    663  1.1      cgd 	if (blind) {
    664  1.1      cgd 		return;
    665  1.1      cgd 	}
    666  1.1      cgd 	monster = level_monsters.next_monster;
    667  1.1      cgd 
    668  1.1      cgd 	while (monster) {
    669  1.1      cgd 		mvaddch(monster->row, monster->col, monster->m_char);
    670  1.1      cgd 		if (monster->m_flags & IMITATES) {
    671  1.1      cgd 			monster->m_flags &= (~IMITATES);
    672  1.1      cgd 			monster->m_flags |= WAKENS;
    673  1.1      cgd 		}
    674  1.1      cgd 		monster = monster->next_monster;
    675  1.1      cgd 	}
    676  1.1      cgd }
    677  1.1      cgd 
    678  1.4    lukem void
    679  1.1      cgd create_monster()
    680  1.1      cgd {
    681  1.1      cgd 	short row, col;
    682  1.1      cgd 	short i;
    683  1.1      cgd 	boolean found = 0;
    684  1.1      cgd 	object *monster;
    685  1.1      cgd 
    686  1.1      cgd 	row = rogue.row;
    687  1.1      cgd 	col = rogue.col;
    688  1.1      cgd 
    689  1.1      cgd 	for (i = 0; i < 9; i++) {
    690  1.1      cgd 		rand_around(i, &row, &col);
    691  1.1      cgd 		if (((row == rogue.row) && (col = rogue.col)) ||
    692  1.1      cgd 				(row < MIN_ROW) || (row > (DROWS-2)) ||
    693  1.1      cgd 				(col < 0) || (col > (DCOLS-1))) {
    694  1.1      cgd 			continue;
    695  1.1      cgd 		}
    696  1.1      cgd 		if ((!(dungeon[row][col] & MONSTER)) &&
    697  1.1      cgd 			  (dungeon[row][col] & (FLOOR|TUNNEL|STAIRS|DOOR))) {
    698  1.1      cgd 			found = 1;
    699  1.1      cgd 			break;
    700  1.1      cgd 		}
    701  1.1      cgd 	}
    702  1.1      cgd 	if (found) {
    703  1.1      cgd 		monster = gr_monster((object *) 0, 0);
    704  1.1      cgd 		put_m_at(row, col, monster);
    705  1.1      cgd 		mvaddch(row, col, gmc(monster));
    706  1.1      cgd 		if (monster->m_flags & (WANDERS | WAKENS)) {
    707  1.1      cgd 			wake_up(monster);
    708  1.1      cgd 		}
    709  1.1      cgd 	} else {
    710  1.1      cgd 		message("you hear a faint cry of anguish in the distance", 0);
    711  1.1      cgd 	}
    712  1.1      cgd }
    713  1.1      cgd 
    714  1.4    lukem void
    715  1.1      cgd put_m_at(row, col, monster)
    716  1.4    lukem 	short row, col;
    717  1.4    lukem 	object *monster;
    718  1.1      cgd {
    719  1.1      cgd 	monster->row = row;
    720  1.1      cgd 	monster->col = col;
    721  1.1      cgd 	dungeon[row][col] |= MONSTER;
    722  1.1      cgd 	monster->trail_char = mvinch(row, col);
    723  1.1      cgd 	(void) add_to_pack(monster, &level_monsters, 0);
    724  1.1      cgd 	aim_monster(monster);
    725  1.1      cgd }
    726  1.1      cgd 
    727  1.4    lukem void
    728  1.1      cgd aim_monster(monster)
    729  1.4    lukem 	object *monster;
    730  1.1      cgd {
    731  1.1      cgd 	short i, rn, d, r;
    732  1.1      cgd 
    733  1.1      cgd 	rn = get_room_number(monster->row, monster->col);
    734  1.1      cgd 	r = get_rand(0, 12);
    735  1.1      cgd 
    736  1.1      cgd 	for (i = 0; i < 4; i++) {
    737  1.1      cgd 		d = (r + i) % 4;
    738  1.1      cgd 		if (rooms[rn].doors[d].oth_room != NO_ROOM) {
    739  1.1      cgd 			monster->trow = rooms[rn].doors[d].door_row;
    740  1.1      cgd 			monster->tcol = rooms[rn].doors[d].door_col;
    741  1.1      cgd 			break;
    742  1.1      cgd 		}
    743  1.1      cgd 	}
    744  1.1      cgd }
    745  1.1      cgd 
    746  1.4    lukem int
    747  1.1      cgd rogue_can_see(row, col)
    748  1.4    lukem 	int row, col;
    749  1.1      cgd {
    750  1.4    lukem 	int retval;
    751  1.1      cgd 
    752  1.1      cgd 	retval = !blind &&
    753  1.1      cgd 			(((get_room_number(row, col) == cur_room) &&
    754  1.1      cgd 					!(rooms[cur_room].is_room & R_MAZE)) ||
    755  1.1      cgd 			rogue_is_around(row, col));
    756  1.1      cgd 
    757  1.1      cgd 	return(retval);
    758  1.1      cgd }
    759  1.1      cgd 
    760  1.4    lukem int
    761  1.1      cgd move_confused(monster)
    762  1.4    lukem 	object *monster;
    763  1.1      cgd {
    764  1.1      cgd 	short i, row, col;
    765  1.1      cgd 
    766  1.1      cgd 	if (!(monster->m_flags & ASLEEP)) {
    767  1.1      cgd 		if (--monster->moves_confused <= 0) {
    768  1.1      cgd 			monster->m_flags &= (~CONFUSED);
    769  1.1      cgd 		}
    770  1.1      cgd 		if (monster->m_flags & STATIONARY) {
    771  1.1      cgd 			return(coin_toss() ? 1 : 0);
    772  1.1      cgd 		} else if (rand_percent(15)) {
    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 				return(0);
    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 	}
    788  1.1      cgd 	return(0);
    789  1.1      cgd }
    790  1.1      cgd 
    791  1.4    lukem int
    792  1.1      cgd flit(monster)
    793  1.4    lukem 	object *monster;
    794  1.1      cgd {
    795  1.1      cgd 	short i, row, col;
    796  1.1      cgd 
    797  1.1      cgd 	if (!rand_percent(FLIT_PERCENT + ((monster->m_flags & FLIES) ? 20 : 0))) {
    798  1.1      cgd 		return(0);
    799  1.1      cgd 	}
    800  1.1      cgd 	if (rand_percent(10)) {
    801  1.1      cgd 		return(1);
    802  1.1      cgd 	}
    803  1.1      cgd 	row = monster->row;
    804  1.1      cgd 	col = monster->col;
    805  1.1      cgd 
    806  1.1      cgd 	for (i = 0; i < 9; i++) {
    807  1.1      cgd 		rand_around(i, &row, &col);
    808  1.1      cgd 		if ((row == rogue.row) && (col == rogue.col)) {
    809  1.1      cgd 			continue;
    810  1.1      cgd 		}
    811  1.1      cgd 		if (mtry(monster, row, col)) {
    812  1.1      cgd 			return(1);
    813  1.1      cgd 		}
    814  1.1      cgd 	}
    815  1.1      cgd 	return(1);
    816  1.1      cgd }
    817  1.1      cgd 
    818  1.4    lukem char
    819  1.1      cgd gr_obj_char()
    820  1.1      cgd {
    821  1.1      cgd 	short r;
    822  1.7  hubertf 	const char *rs = "%!?]=/):*";
    823  1.1      cgd 
    824  1.1      cgd 	r = get_rand(0, 8);
    825  1.1      cgd 
    826  1.1      cgd 	return(rs[r]);
    827  1.1      cgd }
    828  1.1      cgd 
    829  1.4    lukem int
    830  1.1      cgd no_room_for_monster(rn)
    831  1.4    lukem 	int rn;
    832  1.1      cgd {
    833  1.1      cgd 	short i, j;
    834  1.1      cgd 
    835  1.1      cgd 	for (i = rooms[rn].top_row+1; i < rooms[rn].bottom_row; i++) {
    836  1.1      cgd 		for (j = rooms[rn].left_col+1; j < rooms[rn].right_col; j++) {
    837  1.1      cgd 			if (!(dungeon[i][j] & MONSTER)) {
    838  1.1      cgd 				return(0);
    839  1.1      cgd 			}
    840  1.1      cgd 		}
    841  1.1      cgd 	}
    842  1.1      cgd 	return(1);
    843  1.1      cgd }
    844  1.1      cgd 
    845  1.4    lukem void
    846  1.1      cgd aggravate()
    847  1.1      cgd {
    848  1.1      cgd 	object *monster;
    849  1.1      cgd 
    850  1.1      cgd 	message("you hear a high pitched humming noise", 0);
    851  1.1      cgd 
    852  1.1      cgd 	monster = level_monsters.next_monster;
    853  1.1      cgd 
    854  1.1      cgd 	while (monster) {
    855  1.1      cgd 		wake_up(monster);
    856  1.1      cgd 		monster->m_flags &= (~IMITATES);
    857  1.1      cgd 		if (rogue_can_see(monster->row, monster->col)) {
    858  1.1      cgd 			mvaddch(monster->row, monster->col, monster->m_char);
    859  1.1      cgd 		}
    860  1.1      cgd 		monster = monster->next_monster;
    861  1.1      cgd 	}
    862  1.1      cgd }
    863  1.1      cgd 
    864  1.1      cgd boolean
    865  1.1      cgd mon_sees(monster, row, col)
    866  1.7  hubertf 	const object *monster;
    867  1.6  hubertf 	int row, col;
    868  1.1      cgd {
    869  1.1      cgd 	short rn, rdif, cdif, retval;
    870  1.1      cgd 
    871  1.1      cgd 	rn = get_room_number(row, col);
    872  1.1      cgd 
    873  1.1      cgd 	if (	(rn != NO_ROOM) &&
    874  1.1      cgd 			(rn == get_room_number(monster->row, monster->col)) &&
    875  1.1      cgd 			!(rooms[rn].is_room & R_MAZE)) {
    876  1.1      cgd 		return(1);
    877  1.1      cgd 	}
    878  1.1      cgd 	rdif = row - monster->row;
    879  1.1      cgd 	cdif = col - monster->col;
    880  1.1      cgd 
    881  1.1      cgd 	retval = (rdif >= -1) && (rdif <= 1) && (cdif >= -1) && (cdif <= 1);
    882  1.1      cgd 	return(retval);
    883  1.1      cgd }
    884  1.1      cgd 
    885  1.4    lukem void
    886  1.1      cgd mv_aquatars()
    887  1.1      cgd {
    888  1.1      cgd 	object *monster;
    889  1.1      cgd 
    890  1.1      cgd 	monster = level_monsters.next_monster;
    891  1.1      cgd 
    892  1.1      cgd 	while (monster) {
    893  1.1      cgd 		if ((monster->m_char == 'A') &&
    894  1.1      cgd 			mon_can_go(monster, rogue.row, rogue.col)) {
    895  1.1      cgd 			mv_1_monster(monster, rogue.row, rogue.col);
    896  1.1      cgd 			monster->m_flags |= ALREADY_MOVED;
    897  1.1      cgd 		}
    898  1.1      cgd 		monster = monster->next_monster;
    899  1.1      cgd 	}
    900  1.1      cgd }
    901