/* NetHack 3.7 steed.c $NHDT-Date: 1582155885 2020/02/19 23:44:45 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.79 $ */ /* Copyright (c) Kevin Hugo, 1998-1999. */ /* NetHack may be freely redistributed. See license for details. */ #include "hack.h" /* Monsters that might be ridden */ static NEARDATA const char steeds[] = { S_QUADRUPED, S_UNICORN, S_ANGEL, S_CENTAUR, S_DRAGON, S_JABBERWOCK, '\0' }; static boolean FDECL(landing_spot, (coord *, int, int)); static void FDECL(maybewakesteed, (struct monst *)); /* caller has decided that hero can't reach something while mounted */ void rider_cant_reach() { You("aren't skilled enough to reach from %s.", y_monnam(u.usteed)); } /*** Putting the saddle on ***/ /* Can this monster wear a saddle? */ boolean can_saddle(mtmp) struct monst *mtmp; { struct permonst *ptr = mtmp->data; return (index(steeds, ptr->mlet) && (ptr->msize >= MZ_MEDIUM) && (!humanoid(ptr) || ptr->mlet == S_CENTAUR) && !amorphous(ptr) && !noncorporeal(ptr) && !is_whirly(ptr) && !unsolid(ptr)); } int use_saddle(otmp) struct obj *otmp; { struct monst *mtmp; struct permonst *ptr; int chance; if (!u_handsy()) return 0; /* Select an animal */ if (u.uswallow || Underwater || !getdir((char *) 0)) { pline1(Never_mind); return 0; } if (!u.dx && !u.dy) { pline("Saddle yourself? Very funny..."); return 0; } if (!isok(u.ux + u.dx, u.uy + u.dy) || !(mtmp = m_at(u.ux + u.dx, u.uy + u.dy)) || !canspotmon(mtmp)) { pline("I see nobody there."); return 1; } /* Is this a valid monster? */ if (mtmp->misc_worn_check & W_SADDLE || which_armor(mtmp, W_SADDLE)) { pline("%s doesn't need another one.", Monnam(mtmp)); return 1; } ptr = mtmp->data; if (touch_petrifies(ptr) && !uarmg && !Stone_resistance) { char kbuf[BUFSZ]; You("touch %s.", mon_nam(mtmp)); if (!(poly_when_stoned(g.youmonst.data) && polymon(PM_STONE_GOLEM))) { Sprintf(kbuf, "attempting to saddle %s", an(mtmp->data->mname)); instapetrify(kbuf); } } if (ptr == &mons[PM_INCUBUS] || ptr == &mons[PM_SUCCUBUS]) { pline("Shame on you!"); exercise(A_WIS, FALSE); return 1; } if (mtmp->isminion || mtmp->isshk || mtmp->ispriest || mtmp->isgd || mtmp->iswiz) { pline("I think %s would mind.", mon_nam(mtmp)); return 1; } if (!can_saddle(mtmp)) { You_cant("saddle such a creature."); return 1; } /* Calculate your chance */ chance = ACURR(A_DEX) + ACURR(A_CHA) / 2 + 2 * mtmp->mtame; chance += u.ulevel * (mtmp->mtame ? 20 : 5); if (!mtmp->mtame) chance -= 10 * mtmp->m_lev; if (Role_if(PM_KNIGHT)) chance += 20; switch (P_SKILL(P_RIDING)) { case P_ISRESTRICTED: case P_UNSKILLED: default: chance -= 20; break; case P_BASIC: break; case P_SKILLED: chance += 15; break; case P_EXPERT: chance += 30; break; } if (Confusion || Fumbling || Glib) chance -= 20; else if (uarmg && objdescr_is(uarmg, "riding gloves")) /* Bonus for wearing "riding" (but not fumbling) gloves */ chance += 10; else if (uarmf && objdescr_is(uarmf, "riding boots")) /* ... or for "riding boots" */ chance += 10; if (otmp->cursed) chance -= 50; /* [intended] steed becomes alert if possible */ maybewakesteed(mtmp); /* Make the attempt */ if (rn2(100) < chance) { You("put the saddle on %s.", mon_nam(mtmp)); if (otmp->owornmask) remove_worn_item(otmp, FALSE); freeinv(otmp); put_saddle_on_mon(otmp, mtmp); } else pline("%s resists!", Monnam(mtmp)); return 1; } void put_saddle_on_mon(saddle, mtmp) struct obj *saddle; struct monst *mtmp; { if (!can_saddle(mtmp) || which_armor(mtmp, W_SADDLE)) return; if (mpickobj(mtmp, saddle)) panic("merged saddle?"); mtmp->misc_worn_check |= W_SADDLE; saddle->owornmask = W_SADDLE; saddle->leashmon = mtmp->m_id; update_mon_intrinsics(mtmp, saddle, TRUE, FALSE); } /*** Riding the monster ***/ /* Can we ride this monster? Caller should also check can_saddle() */ boolean can_ride(mtmp) struct monst *mtmp; { return (mtmp->mtame && humanoid(g.youmonst.data) && !verysmall(g.youmonst.data) && !bigmonst(g.youmonst.data) && (!Underwater || is_swimmer(mtmp->data))); } int doride() { boolean forcemount = FALSE; if (u.usteed) { dismount_steed(DISMOUNT_BYCHOICE); } else if (getdir((char *) 0) && isok(u.ux + u.dx, u.uy + u.dy)) { if (wizard && yn("Force the mount to succeed?") == 'y') forcemount = TRUE; return (mount_steed(m_at(u.ux + u.dx, u.uy + u.dy), forcemount)); } else { return 0; } return 1; } /* Start riding, with the given monster */ boolean mount_steed(mtmp, force) struct monst *mtmp; /* The animal */ boolean force; /* Quietly force this animal */ { struct obj *otmp; char buf[BUFSZ]; struct permonst *ptr; /* Sanity checks */ if (u.usteed) { You("are already riding %s.", mon_nam(u.usteed)); return (FALSE); } /* Is the player in the right form? */ if (Hallucination && !force) { pline("Maybe you should find a designated driver."); return (FALSE); } /* While riding Wounded_legs refers to the steed's, * not the hero's legs. * That opens up a potential abuse where the player * can mount a steed, then dismount immediately to * heal leg damage, because leg damage is always * healed upon dismount (Wounded_legs context switch). * By preventing a hero with Wounded_legs from * mounting a steed, the potential for abuse is * reduced. However, dismounting still immediately * heals the steed's wounded legs. [In 3.4.3 and * earlier, that unintentionally made the hero's * temporary 1 point Dex loss become permanent.] */ if (Wounded_legs) { char qbuf[QBUFSZ]; legs_in_no_shape("riding", FALSE); Sprintf(qbuf, "Heal your leg%s?", ((HWounded_legs & BOTH_SIDES) == BOTH_SIDES) ? "s" : ""); if (force && wizard && yn(qbuf) == 'y') heal_legs(0); else return (FALSE); } if (Upolyd && (!humanoid(g.youmonst.data) || verysmall(g.youmonst.data) || bigmonst(g.youmonst.data) || slithy(g.youmonst.data))) { You("won't fit on a saddle."); return (FALSE); } if (!force && (near_capacity() > SLT_ENCUMBER)) { You_cant("do that while carrying so much stuff."); return (FALSE); } /* Can the player reach and see the monster? */ if (!mtmp || (!force && ((Blind && !Blind_telepat) || mtmp->mundetected || M_AP_TYPE(mtmp) == M_AP_FURNITURE || M_AP_TYPE(mtmp) == M_AP_OBJECT))) { pline("I see nobody there."); return (FALSE); } if (mtmp->data == &mons[PM_LONG_WORM] && (u.ux + u.dx != mtmp->mx || u.uy + u.dy != mtmp->my)) { /* As of 3.6.2: test_move(below) is used to check for trying to mount diagonally into or out of a doorway or through a tight squeeze; attempting to mount a tail segment when hero was not adjacent to worm's head could trigger an impossible() in worm_cross() called from test_move(), so handle not-on-head before that */ You("couldn't ride %s, let alone its tail.", a_monnam(mtmp)); return FALSE; } if (u.uswallow || u.ustuck || u.utrap || Punished || !test_move(u.ux, u.uy, mtmp->mx - u.ux, mtmp->my - u.uy, TEST_MOVE)) { if (Punished || !(u.uswallow || u.ustuck || u.utrap)) You("are unable to swing your %s over.", body_part(LEG)); else You("are stuck here for now."); return (FALSE); } /* Is this a valid monster? */ otmp = which_armor(mtmp, W_SADDLE); if (!otmp) { pline("%s is not saddled.", Monnam(mtmp)); return (FALSE); } ptr = mtmp->data; if (touch_petrifies(ptr) && !Stone_resistance) { char kbuf[BUFSZ]; You("touch %s.", mon_nam(mtmp)); Sprintf(kbuf, "attempting to ride %s", an(mtmp->data->mname)); instapetrify(kbuf); } if (!mtmp->mtame || mtmp->isminion) { pline("I think %s would mind.", mon_nam(mtmp)); return (FALSE); } if (mtmp->mtrapped) { struct trap *t = t_at(mtmp->mx, mtmp->my); You_cant("mount %s while %s's trapped in %s.", mon_nam(mtmp), mhe(mtmp), an(trapname(t->ttyp, FALSE))); return (FALSE); } if (!force && !Role_if(PM_KNIGHT) && !(--mtmp->mtame)) { /* no longer tame */ newsym(mtmp->mx, mtmp->my); pline("%s resists%s!", Monnam(mtmp), mtmp->mleashed ? " and its leash comes off" : ""); if (mtmp->mleashed) m_unleash(mtmp, FALSE); return (FALSE); } if (!force && Underwater && !is_swimmer(ptr)) { You_cant("ride that creature while under %s.", hliquid("water")); return (FALSE); } if (!can_saddle(mtmp) || !can_ride(mtmp)) { You_cant("ride such a creature."); return FALSE; } /* Is the player impaired? */ if (!force && !is_floater(ptr) && !is_flyer(ptr) && Levitation && !Lev_at_will) { You("cannot reach %s.", mon_nam(mtmp)); return (FALSE); } if (!force && uarm && is_metallic(uarm) && greatest_erosion(uarm)) { Your("%s armor is too stiff to be able to mount %s.", uarm->oeroded ? "rusty" : "corroded", mon_nam(mtmp)); return (FALSE); } if (!force && (Confusion || Fumbling || Glib || Wounded_legs || otmp->cursed || (u.ulevel + mtmp->mtame < rnd(MAXULEV / 2 + 5)))) { if (Levitation) { pline("%s slips away from you.", Monnam(mtmp)); return FALSE; } You("slip while trying to get on %s.", mon_nam(mtmp)); Sprintf(buf, "slipped while mounting %s", /* "a saddled mumak" or "a saddled pony called Dobbin" */ x_monnam(mtmp, ARTICLE_A, (char *) 0, SUPPRESS_IT | SUPPRESS_INVISIBLE | SUPPRESS_HALLUCINATION, TRUE)); losehp(Maybe_Half_Phys(rn1(5, 10)), buf, NO_KILLER_PREFIX); return (FALSE); } /* Success */ maybewakesteed(mtmp); if (!force) { if (Levitation && !is_floater(ptr) && !is_flyer(ptr)) /* Must have Lev_at_will at this point */ pline("%s magically floats up!", Monnam(mtmp)); You("mount %s.", mon_nam(mtmp)); if (Flying) You("and %s take flight together.", mon_nam(mtmp)); } /* setuwep handles polearms differently when you're mounted */ if (uwep && is_pole(uwep)) g.unweapon = FALSE; u.usteed = mtmp; remove_monster(mtmp->mx, mtmp->my); teleds(mtmp->mx, mtmp->my, TELEDS_ALLOW_DRAG); g.context.botl = TRUE; return TRUE; } /* You and your steed have moved */ void exercise_steed() { if (!u.usteed) return; /* It takes many turns of riding to exercise skill */ if (++u.urideturns >= 100) { u.urideturns = 0; use_skill(P_RIDING, 1); } return; } /* The player kicks or whips the steed */ void kick_steed() { char He[BUFSZ]; /* monverbself() appends to the "He"/"She"/"It" value */ if (!u.usteed) return; /* [ALI] Various effects of kicking sleeping/paralyzed steeds */ if (u.usteed->msleeping || !u.usteed->mcanmove) { /* We assume a message has just been output of the form * "You kick ." */ Strcpy(He, mhe(u.usteed)); *He = highc(*He); if ((u.usteed->mcanmove || u.usteed->mfrozen) && !rn2(2)) { if (u.usteed->mcanmove) u.usteed->msleeping = 0; else if (u.usteed->mfrozen > 2) u.usteed->mfrozen -= 2; else { u.usteed->mfrozen = 0; u.usteed->mcanmove = 1; } if (u.usteed->msleeping || !u.usteed->mcanmove) pline("%s stirs.", He); else /* if hallucinating, might yield "He rouses herself" or "She rouses himself" */ pline("%s!", monverbself(u.usteed, He, "rouse", (char *) 0)); } else pline("%s does not respond.", He); return; } /* Make the steed less tame and check if it resists */ if (u.usteed->mtame) u.usteed->mtame--; if (!u.usteed->mtame && u.usteed->mleashed) m_unleash(u.usteed, TRUE); if (!u.usteed->mtame || (u.ulevel + u.usteed->mtame < rnd(MAXULEV / 2 + 5))) { newsym(u.usteed->mx, u.usteed->my); dismount_steed(DISMOUNT_THROWN); return; } pline("%s gallops!", Monnam(u.usteed)); u.ugallop += rn1(20, 30); return; } /* * Try to find a dismount point adjacent to the steed's location. * If all else fails, try enexto(). Use enexto() as a last resort because * enexto() chooses its point randomly, possibly even outside the * room's walls, which is not what we want. * Adapted from mail daemon code. */ static boolean landing_spot(spot, reason, forceit) coord *spot; /* landing position (we fill it in) */ int reason; int forceit; { int i = 0, x, y, distance, min_distance = -1; boolean found = FALSE; struct trap *t; /* avoid known traps (i == 0) and boulders, but allow them as a backup */ if (reason != DISMOUNT_BYCHOICE || Stunned || Confusion || Fumbling) i = 1; for (; !found && i < 2; ++i) { for (x = u.ux - 1; x <= u.ux + 1; x++) for (y = u.uy - 1; y <= u.uy + 1; y++) { if (!isok(x, y) || (x == u.ux && y == u.uy)) continue; if (accessible(x, y) && !MON_AT(x, y)) { distance = distu(x, y); if (min_distance < 0 || distance < min_distance || (distance == min_distance && rn2(2))) { if (i > 0 || (((t = t_at(x, y)) == 0 || !t->tseen) && (!sobj_at(BOULDER, x, y) || throws_rocks(g.youmonst.data)))) { spot->x = x; spot->y = y; min_distance = distance; found = TRUE; } } } } } /* If we didn't find a good spot and forceit is on, try enexto(). */ if (forceit && min_distance < 0 && !enexto(spot, u.ux, u.uy, g.youmonst.data)) return FALSE; return found; } /* Stop riding the current steed */ void dismount_steed(reason) int reason; /* Player was thrown off etc. */ { struct monst *mtmp; struct obj *otmp; coord cc, steedcc; const char *verb = "fall"; boolean repair_leg_damage = (Wounded_legs != 0L); unsigned save_utrap = u.utrap; boolean have_spot = landing_spot(&cc, reason, 0); mtmp = u.usteed; /* make a copy of steed pointer */ /* Sanity check */ if (!mtmp) /* Just return silently */ return; /* Check the reason for dismounting */ otmp = which_armor(mtmp, W_SADDLE); switch (reason) { case DISMOUNT_THROWN: verb = "are thrown"; /*FALLTHRU*/ case DISMOUNT_FELL: You("%s off of %s!", verb, mon_nam(mtmp)); if (!have_spot) have_spot = landing_spot(&cc, reason, 1); losehp(Maybe_Half_Phys(rn1(10, 10)), "riding accident", KILLED_BY_AN); set_wounded_legs(BOTH_SIDES, (int) HWounded_legs + rn1(5, 5)); repair_leg_damage = FALSE; break; case DISMOUNT_POLY: You("can no longer ride %s.", mon_nam(u.usteed)); if (!have_spot) have_spot = landing_spot(&cc, reason, 1); break; case DISMOUNT_ENGULFED: /* caller displays message */ break; case DISMOUNT_BONES: /* hero has just died... */ break; case DISMOUNT_GENERIC: /* no messages, just make it so */ break; case DISMOUNT_BYCHOICE: default: if (otmp && otmp->cursed) { You("can't. The saddle %s cursed.", otmp->bknown ? "is" : "seems to be"); otmp->bknown = 1; /* ok to skip set_bknown() here */ return; } if (!have_spot) { You("can't. There isn't anywhere for you to stand."); return; } if (!has_mname(mtmp)) { pline("You've been through the dungeon on %s with no name.", an(mtmp->data->mname)); if (Hallucination) pline("It felt good to get out of the rain."); } else You("dismount %s.", mon_nam(mtmp)); } /* While riding, Wounded_legs refers to the steed's legs; after dismounting, it reverts to the hero's legs. */ if (repair_leg_damage) heal_legs(1); /* Release the steed and saddle */ u.usteed = 0; u.ugallop = 0L; /* * rloc(), rloc_to(), and monkilled()->mondead()->m_detach() all * expect mtmp to be on the map or else have mtmp->mx be 0, but * setting the latter to 0 here would interfere with dropping * the saddle. Prior to 3.6.2, being off the map didn't matter. * * place_monster() expects mtmp to be alive and not be u.usteed. * * Unfortunately, (former steed's implicit location) * might now be occupied by an engulfer, so we can't just put mtmp * at that spot. An engulfer's previous spot will be unoccupied * but we don't know where that was and even if we did, it might * be hostile terrain. */ steedcc.x = u.ux, steedcc.y = u.uy; if (m_at(u.ux, u.uy)) { /* hero's spot has a monster in it; hero must have been plucked from saddle as engulfer moved into his spot--other dismounts shouldn't run into this situation; find nearest viable spot */ if (!enexto(&steedcc, u.ux, u.uy, mtmp->data) /* no spot? must have been engulfed by a lurker-above over water or lava; try requesting a location for a flyer */ && !enexto(&steedcc, u.ux, u.uy, &mons[PM_BAT])) /* still no spot; last resort is any spot within bounds */ (void) enexto(&steedcc, u.ux, u.uy, &mons[PM_GHOST]); } if (!m_at(steedcc.x, steedcc.y)) { if (mtmp->mhp < 1) mtmp->mhp = 0; /* make sure it isn't negative */ mtmp->mhp++; /* force at least one hit point, possibly resurrecting */ place_monster(mtmp, steedcc.x, steedcc.y); mtmp->mhp--; /* take the extra hit point away: cancel resurrection */ } else { impossible("Dismounting: can't place former steed on map."); } if (!DEADMONSTER(mtmp)) { /* if for bones, there's no reason to place the hero; we want to make room for potential ghost, so move steed */ if (reason == DISMOUNT_BONES) { /* move the steed to an adjacent square */ if (enexto(&cc, u.ux, u.uy, mtmp->data)) rloc_to(mtmp, cc.x, cc.y); else /* evidently no room nearby; move steed elsewhere */ (void) rloc(mtmp, FALSE); return; } /* Set hero's and/or steed's positions. Try moving the hero first. */ if (!u.uswallow && !u.ustuck && have_spot) { struct permonst *mdat = mtmp->data; /* The steed may drop into water/lava */ if (!is_flyer(mdat) && !is_floater(mdat) && !is_clinger(mdat)) { if (is_pool(u.ux, u.uy)) { if (!Underwater) pline("%s falls into the %s!", Monnam(mtmp), surface(u.ux, u.uy)); if (!is_swimmer(mdat) && !amphibious(mdat)) { killed(mtmp); adjalign(-1); } } else if (is_lava(u.ux, u.uy)) { pline("%s is pulled into the %s!", Monnam(mtmp), hliquid("lava")); if (!likes_lava(mdat)) { killed(mtmp); adjalign(-1); } } } /* Steed dismounting consists of two steps: being moved to another * square, and descending to the floor. We have functions to do * each of these activities, but they're normally called * individually and include an attempt to look at or pick up the * objects on the floor: * teleds() --> spoteffects() --> pickup() * float_down() --> pickup() * We use this kludge to make sure there is only one such attempt. * * Clearly this is not the best way to do it. A full fix would * involve having these functions not call pickup() at all, * instead * calling them first and calling pickup() afterwards. But it * would take a lot of work to keep this change from having any * unforeseen side effects (for instance, you would no longer be * able to walk onto a square with a hole, and autopickup before * falling into the hole). */ /* [ALI] No need to move the player if the steed died. */ if (!DEADMONSTER(mtmp)) { /* Keep steed here, move the player to cc; * teleds() clears u.utrap */ g.in_steed_dismounting = TRUE; teleds(cc.x, cc.y, TELEDS_ALLOW_DRAG); g.in_steed_dismounting = FALSE; /* Put your steed in your trap */ if (save_utrap) (void) mintrap(mtmp); } /* Couldn't move hero... try moving the steed. */ } else if (enexto(&cc, u.ux, u.uy, mtmp->data)) { /* Keep player here, move the steed to cc */ rloc_to(mtmp, cc.x, cc.y); /* Player stays put */ /* Otherwise, kill the steed. */ } else { if (reason == DISMOUNT_BYCHOICE) { /* [un]#ride: hero gets credit/blame for killing steed */ killed(mtmp); adjalign(-1); } else { /* other dismount: kill former steed with no penalty; damage type is just "neither AD_DGST nor -AD_RBRE" */ monkilled(mtmp, "", -AD_PHYS); } } } /* !DEADMONST(mtmp) */ /* usually return the hero to the surface */ if (reason != DISMOUNT_ENGULFED && reason != DISMOUNT_BONES) { g.in_steed_dismounting = TRUE; (void) float_down(0L, W_SADDLE); g.in_steed_dismounting = FALSE; g.context.botl = TRUE; (void) encumber_msg(); g.vision_full_recalc = 1; } else g.context.botl = TRUE; /* polearms behave differently when not mounted */ if (uwep && is_pole(uwep)) g.unweapon = TRUE; return; } /* when attempting to saddle or mount a sleeping steed, try to wake it up (for the saddling case, it won't be u.usteed yet) */ static void maybewakesteed(steed) struct monst *steed; { int frozen = (int) steed->mfrozen; boolean wasimmobile = steed->msleeping || !steed->mcanmove; steed->msleeping = 0; if (frozen) { frozen = (frozen + 1) / 2; /* half */ /* might break out of timed sleep or paralysis */ if (!rn2(frozen)) { steed->mfrozen = 0; steed->mcanmove = 1; } else { /* didn't awake, but remaining duration is halved */ steed->mfrozen = frozen; } } if (wasimmobile && !steed->msleeping && steed->mcanmove) pline("%s wakes up.", Monnam(steed)); /* regardless of waking, terminate any meal in progress */ finish_meating(steed); } /* decide whether hero's steed is able to move; doesn't check for holding traps--those affect the hero directly */ boolean stucksteed(checkfeeding) boolean checkfeeding; { struct monst *steed = u.usteed; if (steed) { /* check whether steed can move */ if (steed->msleeping || !steed->mcanmove) { pline("%s won't move!", upstart(y_monnam(steed))); return TRUE; } /* optionally check whether steed is in the midst of a meal */ if (checkfeeding && steed->meating) { pline("%s is still eating.", upstart(y_monnam(steed))); return TRUE; } } return FALSE; } void place_monster(mon, x, y) struct monst *mon; int x, y; { struct monst *othermon; const char *monnm, *othnm; char buf[QBUFSZ]; buf[0] = '\0'; /* normal map bounds are <1..COLNO-1,0..ROWNO-1> but sometimes vault guards (either living or dead) are parked at <0,0> */ if (!isok(x, y) && (x != 0 || y != 0 || !mon->isgd)) { describe_level(buf); impossible("trying to place %s at <%d,%d> mstate:%lx on %s", minimal_monnam(mon, TRUE), x, y, mon->mstate, buf); x = y = 0; } if (mon == u.usteed /* special case is for convoluted vault guard handling */ || (DEADMONSTER(mon) && !(mon->isgd && x == 0 && y == 0))) { describe_level(buf); impossible("placing %s onto map, mstate:%lx, on %s?", (mon == u.usteed) ? "steed" : "defunct monster", mon->mstate, buf); return; } if ((othermon = g.level.monsters[x][y]) != 0) { describe_level(buf); monnm = minimal_monnam(mon, FALSE); othnm = (mon != othermon) ? minimal_monnam(othermon, TRUE) : "itself"; impossible("placing %s over %s at <%d,%d>, mstates:%lx %lx on %s?", monnm, othnm, x, y, othermon->mstate, mon->mstate, buf); } mon->mx = x, mon->my = y; g.level.monsters[x][y] = mon; mon->mstate &= ~(MON_OFFMAP | MON_MIGRATING | MON_LIMBO | MON_BUBBLEMOVE | MON_ENDGAME_FREE | MON_ENDGAME_MIGR); } /*steed.c*/