Summary of spell changes: -- wimpiness of 'default' spell fixed by doing half damage for magic resistance instead of 1 damage, and using half monster level instead of 1/3. It may still need tweaking, but is much better than before. -- 'default' spell for cleric monsters is now the wounds spell, by analogy with wizard monsters. -- added clerical lightning strike, flame strike, gush of water -- all spells should now say the monster is casting a spell, and all spells should have messages. (Side effect: monsters speeding up by other means also give a message saying so). -- casting undirected spells is not affected by whether the monster knows where you are. Monsters that are attacking your displaced image, that are several squares away, or that are peaceful can use undirected spells. -- messages should correctly say whether the spell is undirected (a monster was always casting at thin air or pointing at you and cursing, without checking to see if the spell wouldn't require pointing) -- Monsters which are attacking your displaced image, etc. use up mspec_used. If they are casting an undirected spell, the spell still works. -- Monsters which are not attacking can cast spells that don't attack. -- If a monster didn't have ranged spellcasting ability (which most don't), it would print a curse message from buzzmu() every round it was at range, creating a useless stream of constant curse messages I still haven't made spellcasters "smarter" in the sense of noticing whether you have reflection, fire resistance, etc. That opens a big can of worms because it would mean giving monsters a memory. Known bug: the higher level a monster is, the more spells it has; since it chooses a noncombat spell by randomly picking a spell and casting if it happens to be noncombat, the higher level the monster is the greater the chance of getting nothing.
1347 lines
39 KiB
C
1347 lines
39 KiB
C
/* SCCS Id: @(#)monmove.c 3.3 2000/08/16 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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#include "mfndpos.h"
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#include "artifact.h"
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extern boolean notonhead;
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#ifdef OVL0
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STATIC_DCL int FDECL(disturb,(struct monst *));
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STATIC_DCL void FDECL(distfleeck,(struct monst *,int *,int *,int *));
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STATIC_DCL int FDECL(m_arrival, (struct monst *));
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STATIC_DCL void FDECL(watch_on_duty,(struct monst *));
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#endif /* OVL0 */
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#ifdef OVLB
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boolean /* TRUE : mtmp died */
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mb_trapped(mtmp)
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register struct monst *mtmp;
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{
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if (flags.verbose) {
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if (cansee(mtmp->mx, mtmp->my))
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pline("KABOOM!! You see a door explode.");
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else if (flags.soundok)
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You_hear("a distant explosion.");
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}
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wake_nearto(mtmp->mx, mtmp->my, 7*7);
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mtmp->mstun = 1;
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mtmp->mhp -= rnd(15);
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if(mtmp->mhp <= 0) {
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mondied(mtmp);
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if (mtmp->mhp > 0) /* lifesaved */
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return(FALSE);
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else
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return(TRUE);
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}
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return(FALSE);
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}
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#endif /* OVLB */
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#ifdef OVL0
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STATIC_OVL void
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watch_on_duty(mtmp)
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register struct monst *mtmp;
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{
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register s_level *slev = Is_special(&u.uz);
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int x, y;
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if(slev && slev->flags.town && mtmp->mpeaceful &&
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mtmp->mcansee && m_canseeu(mtmp) && !rn2(3)) {
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if(picking_lock(&x, &y) && IS_DOOR(levl[x][y].typ) &&
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(levl[x][y].doormask & D_LOCKED)) {
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if(couldsee(mtmp->mx, mtmp->my)) {
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pline("%s yells:", Amonnam(mtmp));
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if(levl[x][y].looted & D_WARNED) {
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verbalize("Halt, thief! You're under arrest!");
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(void) angry_guards(!(flags.soundok));
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} else {
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verbalize("Hey, stop picking that lock!");
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levl[x][y].looted |= D_WARNED;
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}
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stop_occupation();
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}
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} else if (is_digging()) {
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/* chewing, wand/spell of digging are checked elsewhere */
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watch_dig(mtmp, digging.pos.x, digging.pos.y, FALSE);
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}
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}
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}
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#endif /* OVL0 */
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#ifdef OVL1
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int
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dochugw(mtmp)
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register struct monst *mtmp;
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{
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register int x = mtmp->mx, y = mtmp->my;
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boolean already_saw_mon = !occupation ? 0 : canspotmon(mtmp);
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int rd = dochug(mtmp);
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#if 0
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/* part of the original warning code which was replaced in 3.3.1 */
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int dd;
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if(Warning && !rd && !mtmp->mpeaceful &&
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(dd = distu(mtmp->mx,mtmp->my)) < distu(x,y) &&
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dd < 100 && !canseemon(mtmp)) {
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/* Note: this assumes we only want to warn against the monster to
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* which the weapon does extra damage, as there is no "monster
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* which the weapon warns against" field.
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*/
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if (spec_ability(uwep, SPFX_WARN) && spec_dbon(uwep, mtmp, 1))
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warnlevel = 100;
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else if ((int) (mtmp->m_lev / 4) > warnlevel)
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warnlevel = (mtmp->m_lev / 4);
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}
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#endif /* 0 */
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/* a similar check is in monster_nearby() in hack.c */
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/* check whether hero notices monster and stops current activity */
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if (occupation && !rd && !Confusion &&
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(!mtmp->mpeaceful || Hallucination) &&
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/* it's close enough to be a threat */
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distu(mtmp->mx,mtmp->my) <= (BOLT_LIM+1)*(BOLT_LIM+1) &&
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/* and either couldn't see it before, or it was too far away */
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(!already_saw_mon || !couldsee(x,y) ||
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distu(x,y) > (BOLT_LIM+1)*(BOLT_LIM+1)) &&
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/* can see it now, or sense it and would normally see it */
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(canseemon(mtmp) ||
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(sensemon(mtmp) && couldsee(mtmp->mx,mtmp->my))) &&
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!noattacks(mtmp->data) && !onscary(u.ux, u.uy, mtmp))
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stop_occupation();
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return(rd);
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}
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#endif /* OVL1 */
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#ifdef OVL2
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boolean
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onscary(x, y, mtmp)
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int x, y;
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struct monst *mtmp;
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{
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if (mtmp->isshk || mtmp->isgd || mtmp->iswiz || !mtmp->mcansee ||
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mtmp->mpeaceful || mtmp->data->mlet == S_HUMAN ||
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is_lminion(mtmp->data) || is_rider(mtmp->data) ||
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mtmp->data == &mons[PM_MINOTAUR])
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return(FALSE);
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return (boolean)(sobj_at(SCR_SCARE_MONSTER, x, y)
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#ifdef ELBERETH
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|| sengr_at("Elbereth", x, y)
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#endif
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|| (mtmp->data->mlet == S_VAMPIRE
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&& IS_ALTAR(levl[x][y].typ)));
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}
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#endif /* OVL2 */
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#ifdef OVL0
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/* regenerate lost hit points */
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void
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mon_regen(mon, digest_meal)
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struct monst *mon;
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boolean digest_meal;
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{
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if (mon->mhp < mon->mhpmax &&
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(moves % 20 == 0 || regenerates(mon->data))) mon->mhp++;
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if (mon->mspec_used) mon->mspec_used--;
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if (digest_meal) {
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if (mon->meating) mon->meating--;
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}
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}
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/*
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* Possibly awaken the given monster. Return a 1 if the monster has been
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* jolted awake.
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*/
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STATIC_OVL int
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disturb(mtmp)
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register struct monst *mtmp;
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{
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/*
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* + Ettins are hard to surprise.
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* + Nymphs, jabberwocks, and leprechauns do not easily wake up.
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*
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* Wake up if:
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* in direct LOS AND
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* within 10 squares AND
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* not stealthy or (mon is an ettin and 9/10) AND
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* (mon is not a nymph, jabberwock, or leprechaun) or 1/50 AND
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* Aggravate or mon is (dog or human) or
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* (1/7 and mon is not mimicing furniture or object)
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*/
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if(couldsee(mtmp->mx,mtmp->my) &&
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distu(mtmp->mx,mtmp->my) <= 100 &&
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(!Stealth || (mtmp->data == &mons[PM_ETTIN] && rn2(10))) &&
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(!(mtmp->data->mlet == S_NYMPH
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|| mtmp->data == &mons[PM_JABBERWOCK]
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#if 0 /* DEFERRED */
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|| mtmp->data == &mons[PM_VORPAL_JABBERWOCK]
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#endif
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|| mtmp->data->mlet == S_LEPRECHAUN) || !rn2(50)) &&
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(Aggravate_monster
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|| (mtmp->data->mlet == S_DOG ||
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mtmp->data->mlet == S_HUMAN)
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|| (!rn2(7) && mtmp->m_ap_type != M_AP_FURNITURE &&
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mtmp->m_ap_type != M_AP_OBJECT) )) {
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mtmp->msleeping = 0;
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return(1);
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}
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return(0);
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}
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/* monster begins fleeing for the specified time, 0 means untimed flee
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* if first, only adds fleetime if monster isn't already fleeing
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* if fleemsg, prints a message about new flight, otherwise, caller should */
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void
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monflee(mtmp, fleetime, first, fleemsg)
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struct monst *mtmp;
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unsigned int fleetime;
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boolean first;
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boolean fleemsg;
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{
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if (u.ustuck == mtmp) {
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if (u.uswallow)
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expels(mtmp, mtmp->data, TRUE);
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else if (!sticks(youmonst.data)) {
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unstuck(mtmp); /* monster lets go when fleeing */
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You("get released!");
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}
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}
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if (!first || !mtmp->mflee) {
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/* don't lose untimed scare */
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if (!fleetime)
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mtmp->mfleetim = 0;
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else if (!mtmp->mflee || mtmp->mfleetim) {
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fleetime += mtmp->mfleetim;
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/* ensure monster flees long enough to visibly stop fighting */
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if (fleetime == 1) fleetime++;
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mtmp->mfleetim = min(fleetime, 127);
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}
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if (!mtmp->mflee && fleemsg && canseemon(mtmp))
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pline("%s turns to flee!", (Monnam(mtmp)));
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mtmp->mflee = 1;
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}
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}
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STATIC_OVL void
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distfleeck(mtmp,inrange,nearby,scared)
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register struct monst *mtmp;
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int *inrange, *nearby, *scared;
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{
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int seescaryx, seescaryy;
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*inrange = (dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <=
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(BOLT_LIM * BOLT_LIM));
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*nearby = *inrange && monnear(mtmp, mtmp->mux, mtmp->muy);
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/* Note: if your image is displaced, the monster sees the Elbereth
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* at your displaced position, thus never attacking your displaced
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* position, but possibly attacking you by accident. If you are
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* invisible, it sees the Elbereth at your real position, thus never
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* running into you by accident but possibly attacking the spot
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* where it guesses you are.
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*/
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if (!mtmp->mcansee || (Invis && !perceives(mtmp->data))) {
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seescaryx = mtmp->mux;
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seescaryy = mtmp->muy;
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} else {
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seescaryx = u.ux;
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seescaryy = u.uy;
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}
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*scared = (*nearby && (onscary(seescaryx, seescaryy, mtmp) ||
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(!mtmp->mpeaceful &&
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in_your_sanctuary(mtmp, 0, 0))));
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if(*scared) {
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if (rn2(7))
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monflee(mtmp, rnd(10), TRUE, TRUE);
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else
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monflee(mtmp, rnd(100), TRUE, TRUE);
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}
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}
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/* perform a special one-time action for a monster; returns -1 if nothing
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special happened, 0 if monster uses up its turn, 1 if monster is killed */
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STATIC_OVL int
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m_arrival(mon)
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struct monst *mon;
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{
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mon->mstrategy &= ~STRAT_ARRIVE; /* always reset */
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return -1;
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}
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/* returns 1 if monster died moving, 0 otherwise */
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/* The whole dochugw/m_move/distfleeck/mfndpos section is serious spaghetti
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* code. --KAA
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*/
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int
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dochug(mtmp)
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register struct monst *mtmp;
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{
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register struct permonst *mdat;
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register int tmp=0;
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int inrange, nearby, scared;
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#ifdef GOLDOBJ
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struct obj *ygold = 0, *lepgold = 0;
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#endif
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/* Pre-movement adjustments */
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mdat = mtmp->data;
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if (mtmp->mstrategy & STRAT_ARRIVE) {
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int res = m_arrival(mtmp);
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if (res >= 0) return res;
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}
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/* check for waitmask status change */
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if ((mtmp->mstrategy & STRAT_WAITFORU) &&
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(m_canseeu(mtmp) || mtmp->mhp < mtmp->mhpmax))
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mtmp->mstrategy &= ~STRAT_WAITFORU;
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/* update quest status flags */
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quest_stat_check(mtmp);
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if (!mtmp->mcanmove || (mtmp->mstrategy & STRAT_WAITMASK)) {
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if (Hallucination) newsym(mtmp->mx,mtmp->my);
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if (mtmp->mcanmove && (mtmp->mstrategy & STRAT_CLOSE) &&
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!mtmp->msleeping && monnear(mtmp, u.ux, u.uy))
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quest_talk(mtmp); /* give the leaders a chance to speak */
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return(0); /* other frozen monsters can't do anything */
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}
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/* there is a chance we will wake it */
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if (mtmp->msleeping && !disturb(mtmp)) {
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if (Hallucination) newsym(mtmp->mx,mtmp->my);
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return(0);
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}
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/* not frozen or sleeping: wipe out texts written in the dust */
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wipe_engr_at(mtmp->mx, mtmp->my, 1);
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/* confused monsters get unconfused with small probability */
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if (mtmp->mconf && !rn2(50)) mtmp->mconf = 0;
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/* stunned monsters get un-stunned with larger probability */
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if (mtmp->mstun && !rn2(10)) mtmp->mstun = 0;
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/* some monsters teleport */
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if (mtmp->mflee && !rn2(40) && can_teleport(mdat) && !mtmp->iswiz &&
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!level.flags.noteleport) {
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rloc(mtmp);
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return(0);
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}
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if (mdat->msound == MS_SHRIEK && !um_dist(mtmp->mx, mtmp->my, 1))
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m_respond(mtmp);
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if (mdat == &mons[PM_MEDUSA] && couldsee(mtmp->mx, mtmp->my))
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m_respond(mtmp);
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if (mtmp->mhp <= 0) return(1); /* m_respond gaze can kill medusa */
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/* fleeing monsters might regain courage */
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if (mtmp->mflee && !mtmp->mfleetim
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&& mtmp->mhp == mtmp->mhpmax && !rn2(25)) mtmp->mflee = 0;
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set_apparxy(mtmp);
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/* Must be done after you move and before the monster does. The
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* set_apparxy() call in m_move() doesn't suffice since the variables
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* inrange, etc. all depend on stuff set by set_apparxy().
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*/
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/* Monsters that want to acquire things */
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/* may teleport, so do it before inrange is set */
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if(is_covetous(mdat)) (void) tactics(mtmp);
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/* check distance and scariness of attacks */
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distfleeck(mtmp,&inrange,&nearby,&scared);
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if(find_defensive(mtmp)) {
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if (use_defensive(mtmp) != 0)
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return 1;
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} else if(find_misc(mtmp)) {
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if (use_misc(mtmp) != 0)
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return 1;
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}
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/* Demonic Blackmail! */
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if(nearby && mdat->msound == MS_BRIBE &&
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mtmp->mpeaceful && !mtmp->mtame && !u.uswallow) {
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if (mtmp->mux != u.ux || mtmp->muy != u.uy) {
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pline("%s whispers at thin air.",
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cansee(mtmp->mux, mtmp->muy) ? Monnam(mtmp) : "It");
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if (is_demon(youmonst.data)) {
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/* "Good hunting, brother" */
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if (!tele_restrict(mtmp)) rloc(mtmp);
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} else {
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mtmp->minvis = mtmp->perminvis = 0;
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/* Why? For the same reason in real demon talk */
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pline("%s gets angry!", Amonnam(mtmp));
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mtmp->mpeaceful = 0;
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/* since no way is an image going to pay it off */
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}
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} else if(demon_talk(mtmp)) return(1); /* you paid it off */
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}
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/* the watch will look around and see if you are up to no good :-) */
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if (mdat == &mons[PM_WATCHMAN] || mdat == &mons[PM_WATCH_CAPTAIN])
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watch_on_duty(mtmp);
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else if (is_mind_flayer(mdat) && !rn2(20)) {
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struct monst *m2, *nmon = (struct monst *)0;
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if (canseemon(mtmp))
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pline("%s concentrates.", Monnam(mtmp));
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if (distu(mtmp->mx, mtmp->my) > BOLT_LIM * BOLT_LIM) {
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You("sense a faint wave of psychic energy.");
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goto toofar;
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}
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pline("A wave of psychic energy pours over you!");
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if (mtmp->mpeaceful &&
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(!Conflict || resist(mtmp, RING_CLASS, 0, 0)))
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pline("It feels quite soothing.");
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else {
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register boolean m_sen = sensemon(mtmp);
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if (m_sen || (Blind_telepat && rn2(2)) || !rn2(10)) {
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int dmg;
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pline("It locks on to your %s!",
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m_sen ? "telepathy" :
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Blind_telepat ? "latent telepathy" : "mind");
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dmg = rnd(15);
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if (Half_spell_damage) dmg = (dmg+1) / 2;
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losehp(dmg, "psychic blast", KILLED_BY_AN);
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}
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}
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for(m2=fmon; m2; m2 = nmon) {
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nmon = m2->nmon;
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if (DEADMONSTER(m2)) continue;
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if (m2->mpeaceful == mtmp->mpeaceful) continue;
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if (mindless(m2->data)) continue;
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if (m2 == mtmp) continue;
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if ((telepathic(m2->data) &&
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(rn2(2) || m2->mblinded)) || !rn2(10)) {
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if (cansee(m2->mx, m2->my))
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pline("It locks on to %s.", mon_nam(m2));
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m2->mhp -= rnd(15);
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if (m2->mhp <= 0)
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monkilled(m2, "", AD_DRIN);
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else
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m2->msleeping = 0;
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}
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}
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}
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toofar:
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|
|
/* If monster is nearby you, and has to wield a weapon, do so. This
|
|
* costs the monster a move, of course.
|
|
*/
|
|
if((!mtmp->mpeaceful || Conflict) && inrange &&
|
|
dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= 8
|
|
&& attacktype(mdat, AT_WEAP)) {
|
|
struct obj *mw_tmp;
|
|
|
|
/* The scared check is necessary. Otherwise a monster that is
|
|
* one square near the player but fleeing into a wall would keep
|
|
* switching between pick-axe and weapon.
|
|
*/
|
|
mw_tmp = MON_WEP(mtmp);
|
|
if (!(scared && mw_tmp && is_pick(mw_tmp)) &&
|
|
mtmp->weapon_check == NEED_WEAPON) {
|
|
mtmp->weapon_check = NEED_HTH_WEAPON;
|
|
if (mon_wield_item(mtmp) != 0) return(0);
|
|
}
|
|
}
|
|
|
|
/* Now the actual movement phase */
|
|
|
|
#ifndef GOLDOBJ
|
|
if(!nearby || mtmp->mflee || scared ||
|
|
mtmp->mconf || mtmp->mstun || (mtmp->minvis && !rn2(3)) ||
|
|
(mdat->mlet == S_LEPRECHAUN && !u.ugold && (mtmp->mgold || rn2(2))) ||
|
|
#else
|
|
if (mdat->mlet == S_LEPRECHAUN) {
|
|
ygold = findgold(invent);
|
|
lepgold = findgold(mtmp->minvent);
|
|
}
|
|
|
|
if(!nearby || mtmp->mflee || scared ||
|
|
mtmp->mconf || mtmp->mstun || (mtmp->minvis && !rn2(3)) ||
|
|
(mdat->mlet == S_LEPRECHAUN && !ygold && (lepgold || rn2(2))) ||
|
|
#endif
|
|
(is_wanderer(mdat) && !rn2(4)) || (Conflict && !mtmp->iswiz) ||
|
|
(!mtmp->mcansee && !rn2(4)) || mtmp->mpeaceful) {
|
|
/* Possibly cast an undirected spell if not attacking you */
|
|
/* note that most of the time castmu() will pick a directed
|
|
spell and do nothing, so the monster moves normally */
|
|
/* arbitrary distance restriction to keep monster far away
|
|
from you from having cast dozens of sticks-to-snakes
|
|
or similar spells by the time you reach it */
|
|
if (dist2(mtmp->mx, mtmp->my, u.ux, u.uy) <= 64 && !mtmp->mspec_used) {
|
|
struct attack *a;
|
|
|
|
for (a = &mdat->mattk[0]; a < &mdat->mattk[NATTK]; a++) {
|
|
if (a->aatyp == AT_MAGC && (a->adtyp == AD_SPEL || a->adtyp == AD_CLRC)) {
|
|
if (castmu(mtmp, a, FALSE, FALSE)) {
|
|
tmp = 3;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
tmp = m_move(mtmp, 0);
|
|
distfleeck(mtmp,&inrange,&nearby,&scared); /* recalc */
|
|
|
|
switch (tmp) {
|
|
case 0: /* no movement, but it can still attack you */
|
|
case 3: /* absolutely no movement */
|
|
/* for pets, case 0 and 3 are equivalent */
|
|
/* vault guard might have vanished */
|
|
if (mtmp->isgd && (mtmp->mhp < 1 ||
|
|
(mtmp->mx == 0 && mtmp->my == 0)))
|
|
return 1; /* behave as if it died */
|
|
/* During hallucination, monster appearance should
|
|
* still change - even if it doesn't move.
|
|
*/
|
|
if(Hallucination) newsym(mtmp->mx,mtmp->my);
|
|
break;
|
|
case 1: /* monster moved */
|
|
/* Maybe it stepped on a trap and fell asleep... */
|
|
if (mtmp->msleeping || !mtmp->mcanmove) return(0);
|
|
if(!nearby &&
|
|
(ranged_attk(mdat) || find_offensive(mtmp)))
|
|
break;
|
|
else if(u.uswallow && mtmp == u.ustuck) {
|
|
/* a monster that's digesting you can move at the
|
|
* same time -dlc
|
|
*/
|
|
return(mattacku(mtmp));
|
|
} else
|
|
return(0);
|
|
/*NOTREACHED*/
|
|
break;
|
|
case 2: /* monster died */
|
|
return(1);
|
|
}
|
|
}
|
|
|
|
/* Now, attack the player if possible - one attack set per monst */
|
|
|
|
if (!mtmp->mpeaceful ||
|
|
(Conflict && !resist(mtmp, RING_CLASS, 0, 0))) {
|
|
if(inrange && !noattacks(mdat) && u.uhp > 0 && !scared && tmp != 3)
|
|
if(mattacku(mtmp)) return(1); /* monster died (e.g. exploded) */
|
|
|
|
if(mtmp->wormno) wormhitu(mtmp);
|
|
}
|
|
/* special speeches for quest monsters */
|
|
if (!mtmp->msleeping && mtmp->mcanmove && nearby)
|
|
quest_talk(mtmp);
|
|
/* extra emotional attack for vile monsters */
|
|
if (inrange && mtmp->data->msound == MS_CUSS && !mtmp->mpeaceful &&
|
|
couldsee(mtmp->mx, mtmp->my) && !mtmp->minvis && !rn2(5))
|
|
cuss(mtmp);
|
|
|
|
return(tmp == 2);
|
|
}
|
|
|
|
static NEARDATA const char practical[] = { WEAPON_CLASS, ARMOR_CLASS, GEM_CLASS, FOOD_CLASS, 0 };
|
|
static NEARDATA const char magical[] = {
|
|
AMULET_CLASS, POTION_CLASS, SCROLL_CLASS, WAND_CLASS, RING_CLASS,
|
|
SPBOOK_CLASS, 0 };
|
|
static NEARDATA const char indigestion[] = { BALL_CLASS, ROCK_CLASS, 0 };
|
|
static NEARDATA const char boulder_class[] = { ROCK_CLASS, 0 };
|
|
static NEARDATA const char gem_class[] = { GEM_CLASS, 0 };
|
|
|
|
boolean
|
|
itsstuck(mtmp)
|
|
register struct monst *mtmp;
|
|
{
|
|
if (sticks(youmonst.data) && mtmp==u.ustuck && !u.uswallow) {
|
|
pline("%s cannot escape from you!", Monnam(mtmp));
|
|
return(TRUE);
|
|
}
|
|
return(FALSE);
|
|
}
|
|
|
|
/* Return values:
|
|
* 0: did not move, but can still attack and do other stuff.
|
|
* 1: moved, possibly can attack.
|
|
* 2: monster died.
|
|
* 3: did not move, and can't do anything else either.
|
|
*/
|
|
int
|
|
m_move(mtmp, after)
|
|
register struct monst *mtmp;
|
|
register int after;
|
|
{
|
|
register int appr;
|
|
xchar gx,gy,nix,niy,chcnt;
|
|
int chi; /* could be schar except for stupid Sun-2 compiler */
|
|
boolean likegold=0, likegems=0, likeobjs=0, likemagic=0, conceals=0;
|
|
boolean likerock=0, can_tunnel=0;
|
|
boolean can_open=0, can_unlock=0, doorbuster=0;
|
|
boolean uses_items=0, setlikes=0;
|
|
boolean avoid=FALSE;
|
|
struct permonst *ptr;
|
|
struct monst *mtoo;
|
|
schar mmoved = 0; /* not strictly nec.: chi >= 0 will do */
|
|
long info[9];
|
|
long flag;
|
|
int omx = mtmp->mx, omy = mtmp->my;
|
|
struct obj *mw_tmp;
|
|
|
|
if(mtmp->mtrapped) {
|
|
int i = mintrap(mtmp);
|
|
if(i >= 2) { newsym(mtmp->mx,mtmp->my); return(2); }/* it died */
|
|
if(i == 1) return(0); /* still in trap, so didn't move */
|
|
}
|
|
ptr = mtmp->data; /* mintrap() can change mtmp->data -dlc */
|
|
|
|
if (mtmp->meating) {
|
|
mtmp->meating--;
|
|
return 3; /* still eating */
|
|
}
|
|
if (hides_under(ptr) && OBJ_AT(mtmp->mx, mtmp->my) && rn2(10))
|
|
return 0; /* do not leave hiding place */
|
|
|
|
set_apparxy(mtmp);
|
|
/* where does mtmp think you are? */
|
|
/* Not necessary if m_move called from this file, but necessary in
|
|
* other calls of m_move (ex. leprechauns dodging)
|
|
*/
|
|
can_tunnel = tunnels(ptr) &&
|
|
#ifdef REINCARNATION
|
|
!Is_rogue_level(&u.uz) &&
|
|
#endif
|
|
(!needspick(ptr) || m_carrying(mtmp, PICK_AXE) ||
|
|
(m_carrying(mtmp, DWARVISH_MATTOCK) && !which_armor(mtmp, W_ARMS)));
|
|
can_open = !(nohands(ptr) || verysmall(ptr));
|
|
can_unlock = ((can_open && m_carrying(mtmp, SKELETON_KEY)) ||
|
|
mtmp->iswiz || is_rider(ptr));
|
|
doorbuster = is_giant(ptr);
|
|
if(mtmp->wormno) goto not_special;
|
|
/* my dog gets special treatment */
|
|
if(mtmp->mtame) {
|
|
mmoved = dog_move(mtmp, after);
|
|
goto postmov;
|
|
}
|
|
|
|
/* likewise for shopkeeper */
|
|
if(mtmp->isshk) {
|
|
mmoved = shk_move(mtmp);
|
|
if(mmoved == -2) return(2);
|
|
if(mmoved >= 0) goto postmov;
|
|
mmoved = 0; /* follow player outside shop */
|
|
}
|
|
|
|
/* and for the guard */
|
|
if(mtmp->isgd) {
|
|
mmoved = gd_move(mtmp);
|
|
if(mmoved == -2) return(2);
|
|
if(mmoved >= 0) goto postmov;
|
|
mmoved = 0;
|
|
}
|
|
|
|
/* and the acquisitive monsters get special treatment */
|
|
if(is_covetous(ptr)) {
|
|
xchar tx = STRAT_GOALX(mtmp->mstrategy),
|
|
ty = STRAT_GOALY(mtmp->mstrategy);
|
|
struct monst *intruder = m_at(tx, ty);
|
|
/*
|
|
* if there's a monster on the object or in possesion of it,
|
|
* attack it.
|
|
*/
|
|
if((dist2(mtmp->mx, mtmp->my, tx, ty) < 2) &&
|
|
intruder && (intruder != mtmp)) {
|
|
|
|
notonhead = (intruder->mx != tx || intruder->my != ty);
|
|
if(mattackm(mtmp, intruder) == 2) return(2);
|
|
mmoved = 1;
|
|
} else mmoved = 0;
|
|
goto postmov;
|
|
}
|
|
|
|
/* and for the priest */
|
|
if(mtmp->ispriest) {
|
|
mmoved = pri_move(mtmp);
|
|
if(mmoved == -2) return(2);
|
|
if(mmoved >= 0) goto postmov;
|
|
mmoved = 0;
|
|
}
|
|
|
|
#ifdef MAIL
|
|
if(ptr == &mons[PM_MAIL_DAEMON]) {
|
|
if(flags.soundok && canseemon(mtmp))
|
|
verbalize("I'm late!");
|
|
mongone(mtmp);
|
|
return(2);
|
|
}
|
|
#endif
|
|
|
|
/* teleport if that lies in our nature */
|
|
if(ptr == &mons[PM_TENGU] && !rn2(5) && !mtmp->mcan &&
|
|
!tele_restrict(mtmp)) {
|
|
if(mtmp->mhp < 7 || mtmp->mpeaceful || rn2(2))
|
|
rloc(mtmp);
|
|
else
|
|
mnexto(mtmp);
|
|
mmoved = 1;
|
|
goto postmov;
|
|
}
|
|
not_special:
|
|
if(u.uswallow && !mtmp->mflee && u.ustuck != mtmp) return(1);
|
|
omx = mtmp->mx;
|
|
omy = mtmp->my;
|
|
gx = mtmp->mux;
|
|
gy = mtmp->muy;
|
|
appr = mtmp->mflee ? -1 : 1;
|
|
if (mtmp->mconf || (u.uswallow && mtmp == u.ustuck))
|
|
appr = 0;
|
|
else {
|
|
#ifdef GOLDOBJ
|
|
struct obj *lepgold, *ygold;
|
|
#endif
|
|
boolean should_see = (couldsee(omx, omy) &&
|
|
(levl[gx][gy].lit ||
|
|
!levl[omx][omy].lit) &&
|
|
(dist2(omx, omy, gx, gy) <= 36));
|
|
|
|
if (!mtmp->mcansee ||
|
|
(should_see && Invis && !perceives(ptr) && rn2(11)) ||
|
|
(youmonst.m_ap_type == M_AP_OBJECT && youmonst.mappearance == STRANGE_OBJECT) || u.uundetected ||
|
|
(youmonst.m_ap_type == M_AP_OBJECT && youmonst.mappearance == GOLD_PIECE && !likes_gold(ptr)) ||
|
|
(mtmp->mpeaceful && !mtmp->isshk) || /* allow shks to follow */
|
|
((monsndx(ptr) == PM_STALKER || ptr->mlet == S_BAT ||
|
|
ptr->mlet == S_LIGHT) && !rn2(3)))
|
|
appr = 0;
|
|
|
|
if(monsndx(ptr) == PM_LEPRECHAUN && (appr == 1) &&
|
|
#ifndef GOLDOBJ
|
|
(mtmp->mgold > u.ugold))
|
|
#else
|
|
( (lepgold = findgold(mtmp->minvent)) &&
|
|
(lepgold->quan > ((ygold = findgold(invent)) ? ygold->quan : 0L)) ))
|
|
#endif
|
|
appr = -1;
|
|
|
|
if (!should_see && can_track(ptr)) {
|
|
register coord *cp;
|
|
|
|
cp = gettrack(omx,omy);
|
|
if (cp) {
|
|
gx = cp->x;
|
|
gy = cp->y;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((!mtmp->mpeaceful || !rn2(10))
|
|
#ifdef REINCARNATION
|
|
&& (!Is_rogue_level(&u.uz))
|
|
#endif
|
|
) {
|
|
boolean in_line = lined_up(mtmp) &&
|
|
(distmin(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <=
|
|
(throws_rocks(youmonst.data) ? 20 : ACURRSTR/2+1)
|
|
);
|
|
|
|
if (appr != 1 || !in_line) {
|
|
/* Monsters in combat won't pick stuff up, avoiding the
|
|
* situation where you toss arrows at it and it has nothing
|
|
* better to do than pick the arrows up.
|
|
*/
|
|
register int pctload = (curr_mon_load(mtmp) * 100) /
|
|
max_mon_load(mtmp);
|
|
|
|
/* look for gold or jewels nearby */
|
|
likegold = (likes_gold(ptr) && pctload < 95);
|
|
likegems = (likes_gems(ptr) && pctload < 85);
|
|
uses_items = (!mindless(ptr) && !is_animal(ptr)
|
|
&& pctload < 75);
|
|
likeobjs = (likes_objs(ptr) && pctload < 75);
|
|
likemagic = (likes_magic(ptr) && pctload < 85);
|
|
likerock = (throws_rocks(ptr) && pctload < 50 && !In_sokoban(&u.uz));
|
|
conceals = hides_under(ptr);
|
|
setlikes = TRUE;
|
|
}
|
|
}
|
|
|
|
#define SQSRCHRADIUS 5
|
|
|
|
{ register int minr = SQSRCHRADIUS; /* not too far away */
|
|
register struct obj *otmp;
|
|
register int xx, yy;
|
|
int oomx, oomy, lmx, lmy;
|
|
|
|
/* cut down the search radius if it thinks character is closer. */
|
|
if(distmin(mtmp->mux, mtmp->muy, omx, omy) < SQSRCHRADIUS &&
|
|
!mtmp->mpeaceful) minr--;
|
|
/* guards shouldn't get too distracted */
|
|
if(!mtmp->mpeaceful && is_mercenary(ptr)) minr = 1;
|
|
|
|
if((likegold || likegems || likeobjs || likemagic || likerock || conceals)
|
|
&& (!*in_rooms(omx, omy, SHOPBASE) || (!rn2(25) && !mtmp->isshk))) {
|
|
look_for_obj:
|
|
oomx = min(COLNO-1, omx+minr);
|
|
oomy = min(ROWNO-1, omy+minr);
|
|
lmx = max(1, omx-minr);
|
|
lmy = max(0, omy-minr);
|
|
for(otmp = fobj; otmp; otmp = otmp->nobj) {
|
|
/* monsters may pick rocks up, but won't go out of their way
|
|
to grab them; this might hamper sling wielders, but it cuts
|
|
down on move overhead by filtering out most common item */
|
|
if (otmp->otyp == ROCK) continue;
|
|
xx = otmp->ox;
|
|
yy = otmp->oy;
|
|
/* Nymphs take everything. Most other creatures should not
|
|
* pick up corpses except as a special case like in
|
|
* searches_for_item(). We need to do this check in
|
|
* mpickstuff() as well.
|
|
*/
|
|
if(xx >= lmx && xx <= oomx && yy >= lmy && yy <= oomy) {
|
|
/* don't get stuck circling around an object that's underneath
|
|
an immobile or hidden monster; paralysis victims excluded */
|
|
if ((mtoo = m_at(xx,yy)) != 0 &&
|
|
(mtoo->msleeping || mtoo->mundetected ||
|
|
(mtoo->mappearance && !mtoo->iswiz) ||
|
|
!mtoo->data->mmove)) continue;
|
|
|
|
if(((likegold && otmp->oclass == GOLD_CLASS) ||
|
|
(likeobjs && index(practical, otmp->oclass) &&
|
|
(otmp->otyp != CORPSE || (ptr->mlet == S_NYMPH
|
|
&& !is_rider(&mons[otmp->corpsenm])))) ||
|
|
(likemagic && index(magical, otmp->oclass)) ||
|
|
(uses_items && searches_for_item(mtmp, otmp)) ||
|
|
(likerock && otmp->otyp == BOULDER) ||
|
|
(likegems && otmp->oclass == GEM_CLASS &&
|
|
objects[otmp->otyp].oc_material != MINERAL) ||
|
|
(conceals && !cansee(otmp->ox,otmp->oy)) ||
|
|
(ptr == &mons[PM_GELATINOUS_CUBE] &&
|
|
!index(indigestion, otmp->oclass) &&
|
|
!(otmp->otyp == CORPSE &&
|
|
touch_petrifies(&mons[otmp->corpsenm])))
|
|
) && touch_artifact(otmp,mtmp)) {
|
|
if(can_carry(mtmp,otmp) &&
|
|
(throws_rocks(ptr) ||
|
|
!sobj_at(BOULDER,xx,yy)) &&
|
|
(!is_unicorn(ptr) ||
|
|
objects[otmp->otyp].oc_material == GEMSTONE) &&
|
|
/* Don't get stuck circling an Elbereth */
|
|
!(onscary(xx, yy, mtmp))) {
|
|
minr = distmin(omx,omy,xx,yy);
|
|
oomx = min(COLNO-1, omx+minr);
|
|
oomy = min(ROWNO-1, omy+minr);
|
|
lmx = max(1, omx-minr);
|
|
lmy = max(0, omy-minr);
|
|
gx = otmp->ox;
|
|
gy = otmp->oy;
|
|
if (gx == omx && gy == omy) {
|
|
mmoved = 3; /* actually unnecessary */
|
|
goto postmov;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else if(likegold) {
|
|
/* don't try to pick up anything else, but use the same loop */
|
|
uses_items = 0;
|
|
likegems = likeobjs = likemagic = likerock = conceals = 0;
|
|
goto look_for_obj;
|
|
}
|
|
|
|
if(minr < SQSRCHRADIUS && appr == -1) {
|
|
if(distmin(omx,omy,mtmp->mux,mtmp->muy) <= 3) {
|
|
gx = mtmp->mux;
|
|
gy = mtmp->muy;
|
|
} else
|
|
appr = 1;
|
|
}
|
|
}
|
|
|
|
if (can_tunnel && needspick(ptr) &&
|
|
(mw_tmp = MON_WEP(mtmp)) != 0 && !is_pick(mw_tmp) &&
|
|
mw_tmp->cursed && mtmp->weapon_check == NO_WEAPON_WANTED)
|
|
can_tunnel = FALSE;
|
|
|
|
nix = omx;
|
|
niy = omy;
|
|
flag = 0L;
|
|
if (mtmp->mpeaceful && (!Conflict || resist(mtmp, RING_CLASS, 0, 0)))
|
|
flag |= (ALLOW_SANCT | ALLOW_SSM);
|
|
else flag |= ALLOW_U;
|
|
if (is_minion(ptr) || is_rider(ptr)) flag |= ALLOW_SANCT;
|
|
/* unicorn may not be able to avoid hero on a noteleport level */
|
|
if (is_unicorn(ptr) && !level.flags.noteleport) flag |= NOTONL;
|
|
if (passes_walls(ptr)) flag |= (ALLOW_WALL | ALLOW_ROCK);
|
|
if (can_tunnel) flag |= ALLOW_DIG;
|
|
if (is_human(ptr) || ptr == &mons[PM_MINOTAUR]) flag |= ALLOW_SSM;
|
|
if (is_undead(ptr) && ptr->mlet != S_GHOST) flag |= NOGARLIC;
|
|
if (throws_rocks(ptr)) flag |= ALLOW_ROCK;
|
|
if (can_open) flag |= OPENDOOR;
|
|
if (can_unlock) flag |= UNLOCKDOOR;
|
|
if (doorbuster) flag |= BUSTDOOR;
|
|
{
|
|
register int i, j, nx, ny, nearer;
|
|
int jcnt, cnt;
|
|
int ndist, nidist;
|
|
register coord *mtrk;
|
|
coord poss[9];
|
|
|
|
cnt = mfndpos(mtmp, poss, info, flag);
|
|
chcnt = 0;
|
|
jcnt = min(MTSZ, cnt-1);
|
|
chi = -1;
|
|
nidist = dist2(nix,niy,gx,gy);
|
|
/* allow monsters be shortsighted on some levels for balance */
|
|
if(!mtmp->mpeaceful && level.flags.shortsighted &&
|
|
nidist > (couldsee(nix,niy) ? 144 : 36) && appr == 1) appr = 0;
|
|
if (is_unicorn(ptr) && level.flags.noteleport) {
|
|
/* on noteleport levels, perhaps we cannot avoid hero */
|
|
for(i = 0; i < cnt; i++)
|
|
if(!(info[i] & NOTONL)) avoid=TRUE;
|
|
}
|
|
|
|
for(i=0; i < cnt; i++) {
|
|
if (avoid && (info[i] & NOTONL)) continue;
|
|
nx = poss[i].x;
|
|
ny = poss[i].y;
|
|
|
|
if (appr != 0) {
|
|
mtrk = &mtmp->mtrack[0];
|
|
for(j=0; j < jcnt; mtrk++, j++)
|
|
if(nx == mtrk->x && ny == mtrk->y)
|
|
if(rn2(4*(cnt-j)))
|
|
goto nxti;
|
|
}
|
|
|
|
nearer = ((ndist = dist2(nx,ny,gx,gy)) < nidist);
|
|
|
|
if((appr == 1 && nearer) || (appr == -1 && !nearer) ||
|
|
(!appr && !rn2(++chcnt)) || !mmoved) {
|
|
nix = nx;
|
|
niy = ny;
|
|
nidist = ndist;
|
|
chi = i;
|
|
mmoved = 1;
|
|
}
|
|
nxti: ;
|
|
}
|
|
}
|
|
|
|
if(mmoved) {
|
|
register int j;
|
|
|
|
if (mmoved==1 && (u.ux != nix || u.uy != niy) && itsstuck(mtmp))
|
|
return(3);
|
|
|
|
if(IS_ROCK(levl[nix][niy].typ) && may_dig(nix,niy) &&
|
|
mmoved==1 && can_tunnel && needspick(ptr) &&
|
|
(!(mw_tmp = MON_WEP(mtmp)) || !is_pick(mw_tmp))) {
|
|
mtmp->weapon_check = NEED_PICK_AXE;
|
|
if (mon_wield_item(mtmp))
|
|
return(3);
|
|
}
|
|
/* If ALLOW_U is set, either it's trying to attack you, or it
|
|
* thinks it is. In either case, attack this spot in preference to
|
|
* all others.
|
|
*/
|
|
/* Actually, this whole section of code doesn't work as you'd expect.
|
|
* Most attacks are handled in dochug(). It calls distfleeck(), which
|
|
* among other things sets nearby if the monster is near you--and if
|
|
* nearby is set, we never call m_move unless it is a special case
|
|
* (confused, stun, etc.) The effect is that this ALLOW_U (and
|
|
* mfndpos) has no effect for normal attacks, though it lets a confused
|
|
* monster attack you by accident.
|
|
*/
|
|
if(info[chi] & ALLOW_U) {
|
|
nix = mtmp->mux;
|
|
niy = mtmp->muy;
|
|
}
|
|
if (nix == u.ux && niy == u.uy) {
|
|
mtmp->mux = u.ux;
|
|
mtmp->muy = u.uy;
|
|
return(0);
|
|
}
|
|
/* The monster may attack another based on 1 of 2 conditions:
|
|
* 1 - It may be confused.
|
|
* 2 - It may mistake the monster for your (displaced) image.
|
|
* Pets get taken care of above and shouldn't reach this code.
|
|
* Conflict gets handled even farther away (movemon()).
|
|
*/
|
|
if((info[chi] & ALLOW_M) ||
|
|
(nix == mtmp->mux && niy == mtmp->muy)) {
|
|
struct monst *mtmp2;
|
|
int mstatus;
|
|
mtmp2 = m_at(nix,niy);
|
|
|
|
notonhead = mtmp2 && (nix != mtmp2->mx || niy != mtmp2->my);
|
|
/* note: mstatus returns 0 if mtmp2 is nonexistent */
|
|
mstatus = mattackm(mtmp, mtmp2);
|
|
|
|
if (mstatus & MM_AGR_DIED) /* aggressor died */
|
|
return 2;
|
|
|
|
if ((mstatus & MM_HIT) && !(mstatus & MM_DEF_DIED) &&
|
|
rn2(4) && mtmp2->movement >= NORMAL_SPEED) {
|
|
mtmp2->movement -= NORMAL_SPEED;
|
|
notonhead = 0;
|
|
mstatus = mattackm(mtmp2, mtmp); /* return attack */
|
|
if (mstatus & MM_DEF_DIED)
|
|
return 2;
|
|
}
|
|
return 3;
|
|
}
|
|
|
|
if (!m_in_out_region(mtmp,nix,niy))
|
|
return 3;
|
|
remove_monster(omx, omy);
|
|
place_monster(mtmp, nix, niy);
|
|
for(j = MTSZ-1; j > 0; j--)
|
|
mtmp->mtrack[j] = mtmp->mtrack[j-1];
|
|
mtmp->mtrack[0].x = omx;
|
|
mtmp->mtrack[0].y = omy;
|
|
/* Place a segment at the old position. */
|
|
if (mtmp->wormno) worm_move(mtmp);
|
|
} else {
|
|
if(is_unicorn(ptr) && rn2(2) && !tele_restrict(mtmp)) {
|
|
rloc(mtmp);
|
|
return(1);
|
|
}
|
|
if(mtmp->wormno) worm_nomove(mtmp);
|
|
}
|
|
postmov:
|
|
if(mmoved == 1 || mmoved == 3) {
|
|
boolean canseeit = cansee(mtmp->mx, mtmp->my);
|
|
|
|
if(mmoved == 1) {
|
|
newsym(omx,omy); /* update the old position */
|
|
if (mintrap(mtmp) >= 2) {
|
|
if(mtmp->mx) newsym(mtmp->mx,mtmp->my);
|
|
return(2); /* it died */
|
|
}
|
|
ptr = mtmp->data;
|
|
|
|
/* open a door, or crash through it, if you can */
|
|
if(IS_DOOR(levl[mtmp->mx][mtmp->my].typ)
|
|
&& !passes_walls(ptr) /* doesn't need to open doors */
|
|
&& !can_tunnel /* taken care of below */
|
|
) {
|
|
struct rm *here = &levl[mtmp->mx][mtmp->my];
|
|
boolean btrapped = (here->doormask & D_TRAPPED);
|
|
|
|
if(here->doormask & (D_LOCKED|D_CLOSED) && amorphous(ptr)) {
|
|
if (flags.verbose && canseemon(mtmp))
|
|
pline("%s %ss under the door.", Monnam(mtmp),
|
|
(ptr == &mons[PM_FOG_CLOUD] ||
|
|
ptr == &mons[PM_YELLOW_LIGHT])
|
|
? "flow" : "ooze");
|
|
} else if(here->doormask & D_LOCKED && can_unlock) {
|
|
if(btrapped) {
|
|
here->doormask = D_NODOOR;
|
|
newsym(mtmp->mx, mtmp->my);
|
|
unblock_point(mtmp->mx,mtmp->my); /* vision */
|
|
if(mb_trapped(mtmp)) return(2);
|
|
} else {
|
|
if (flags.verbose) {
|
|
if (canseeit)
|
|
You("see a door unlock and open.");
|
|
else if (flags.soundok)
|
|
You_hear("a door unlock and open.");
|
|
}
|
|
here->doormask = D_ISOPEN;
|
|
/* newsym(mtmp->mx, mtmp->my); */
|
|
unblock_point(mtmp->mx,mtmp->my); /* vision */
|
|
}
|
|
} else if (here->doormask == D_CLOSED && can_open) {
|
|
if(btrapped) {
|
|
here->doormask = D_NODOOR;
|
|
newsym(mtmp->mx, mtmp->my);
|
|
unblock_point(mtmp->mx,mtmp->my); /* vision */
|
|
if(mb_trapped(mtmp)) return(2);
|
|
} else {
|
|
if (flags.verbose) {
|
|
if (canseeit)
|
|
You("see a door open.");
|
|
else if (flags.soundok)
|
|
You_hear("a door open.");
|
|
}
|
|
here->doormask = D_ISOPEN;
|
|
/* newsym(mtmp->mx, mtmp->my); */ /* done below */
|
|
unblock_point(mtmp->mx,mtmp->my); /* vision */
|
|
}
|
|
} else if (here->doormask & (D_LOCKED|D_CLOSED)) {
|
|
/* mfndpos guarantees this must be a doorbuster */
|
|
if(btrapped) {
|
|
here->doormask = D_NODOOR;
|
|
newsym(mtmp->mx, mtmp->my);
|
|
unblock_point(mtmp->mx,mtmp->my); /* vision */
|
|
if(mb_trapped(mtmp)) return(2);
|
|
} else {
|
|
if (flags.verbose) {
|
|
if (canseeit)
|
|
You("see a door crash open.");
|
|
else if (flags.soundok)
|
|
You_hear("a door crash open.");
|
|
}
|
|
if (here->doormask & D_LOCKED && !rn2(2))
|
|
here->doormask = D_NODOOR;
|
|
else here->doormask = D_BROKEN;
|
|
/* newsym(mtmp->mx, mtmp->my); */ /* done below */
|
|
unblock_point(mtmp->mx,mtmp->my); /* vision */
|
|
}
|
|
/* if it's a shop door, schedule repair */
|
|
if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE))
|
|
add_damage(mtmp->mx, mtmp->my, 0L);
|
|
}
|
|
}
|
|
|
|
/* possibly dig */
|
|
if (can_tunnel && mdig_tunnel(mtmp))
|
|
return(2); /* mon died (position already updated) */
|
|
|
|
/* set also in domove(), hack.c */
|
|
if (u.uswallow && mtmp == u.ustuck &&
|
|
(mtmp->mx != omx || mtmp->my != omy)) {
|
|
/* If the monster moved, then update */
|
|
u.ux0 = u.ux;
|
|
u.uy0 = u.uy;
|
|
u.ux = mtmp->mx;
|
|
u.uy = mtmp->my;
|
|
swallowed(0);
|
|
} else
|
|
newsym(mtmp->mx,mtmp->my);
|
|
}
|
|
if(OBJ_AT(mtmp->mx, mtmp->my) && mtmp->mcanmove) {
|
|
/* recompute the likes tests, in case we polymorphed
|
|
* or if the "likegold" case got taken above */
|
|
if (setlikes) {
|
|
register int pctload = (curr_mon_load(mtmp) * 100) /
|
|
max_mon_load(mtmp);
|
|
|
|
/* look for gold or jewels nearby */
|
|
likegold = (likes_gold(ptr) && pctload < 95);
|
|
likegems = (likes_gems(ptr) && pctload < 85);
|
|
uses_items = (!mindless(ptr) && !is_animal(ptr)
|
|
&& pctload < 75);
|
|
likeobjs = (likes_objs(ptr) && pctload < 75);
|
|
likemagic = (likes_magic(ptr) && pctload < 85);
|
|
likerock = (throws_rocks(ptr) && pctload < 50 &&
|
|
!In_sokoban(&u.uz));
|
|
conceals = hides_under(ptr);
|
|
}
|
|
|
|
/* Maybe a rock mole just ate some metal object */
|
|
if (metallivorous(ptr)) {
|
|
if (meatmetal(mtmp) == 2) return 2; /* it died */
|
|
}
|
|
|
|
if(g_at(mtmp->mx,mtmp->my) && likegold) mpickgold(mtmp);
|
|
|
|
/* Maybe a cube ate just about anything */
|
|
if (ptr == &mons[PM_GELATINOUS_CUBE]) {
|
|
if (meatobj(mtmp) == 2) return 2; /* it died */
|
|
}
|
|
|
|
if(!*in_rooms(mtmp->mx, mtmp->my, SHOPBASE) || !rn2(25)) {
|
|
boolean picked = FALSE;
|
|
|
|
if(likeobjs) picked |= mpickstuff(mtmp, practical);
|
|
if(likemagic) picked |= mpickstuff(mtmp, magical);
|
|
if(likerock) picked |= mpickstuff(mtmp, boulder_class);
|
|
if(likegems) picked |= mpickstuff(mtmp, gem_class);
|
|
if(uses_items) picked |= mpickstuff(mtmp, (char *)0);
|
|
if(picked) mmoved = 3;
|
|
}
|
|
|
|
if(mtmp->minvis) {
|
|
newsym(mtmp->mx, mtmp->my);
|
|
if (mtmp->wormno) see_wsegs(mtmp);
|
|
}
|
|
}
|
|
|
|
if(hides_under(ptr) || ptr->mlet == S_EEL) {
|
|
/* Always set--or reset--mundetected if it's already hidden
|
|
(just in case the object it was hiding under went away);
|
|
usually set mundetected unless monster can't move. */
|
|
if (mtmp->mundetected ||
|
|
(mtmp->mcanmove && !mtmp->msleeping && rn2(5)))
|
|
mtmp->mundetected = (ptr->mlet != S_EEL) ?
|
|
OBJ_AT(mtmp->mx, mtmp->my) :
|
|
(is_pool(mtmp->mx, mtmp->my) && !Is_waterlevel(&u.uz));
|
|
newsym(mtmp->mx, mtmp->my);
|
|
}
|
|
}
|
|
return(mmoved);
|
|
}
|
|
|
|
#endif /* OVL0 */
|
|
#ifdef OVL2
|
|
|
|
boolean
|
|
closed_door(x, y)
|
|
register int x, y;
|
|
{
|
|
return((boolean)(IS_DOOR(levl[x][y].typ) &&
|
|
(levl[x][y].doormask & (D_LOCKED | D_CLOSED))));
|
|
}
|
|
|
|
boolean
|
|
accessible(x, y)
|
|
register int x, y;
|
|
{
|
|
return((boolean)(ACCESSIBLE(levl[x][y].typ) && !closed_door(x, y)));
|
|
}
|
|
|
|
#endif /* OVL2 */
|
|
#ifdef OVL0
|
|
|
|
/* decide where the monster thinks you are standing */
|
|
void
|
|
set_apparxy(mtmp)
|
|
register struct monst *mtmp;
|
|
{
|
|
boolean notseen, gotu;
|
|
register int disp, mx = mtmp->mux, my = mtmp->muy;
|
|
#ifdef GOLDOBJ
|
|
long umoney = money_cnt(invent);
|
|
#endif
|
|
|
|
/*
|
|
* do cheapest and/or most likely tests first
|
|
*/
|
|
|
|
/* pet knows your smell; grabber still has hold of you */
|
|
if (mtmp->mtame || mtmp == u.ustuck) goto found_you;
|
|
|
|
/* monsters which know where you are don't suddenly forget,
|
|
if you haven't moved away */
|
|
if (mx == u.ux && my == u.uy) goto found_you;
|
|
|
|
notseen = (!mtmp->mcansee || (Invis && !perceives(mtmp->data)));
|
|
/* add cases as required. eg. Displacement ... */
|
|
if (notseen || Underwater) {
|
|
/* Xorns can smell valuable metal like gold, treat as seen */
|
|
if ((mtmp->data == &mons[PM_XORN]) &&
|
|
#ifndef GOLDOBJ
|
|
u.ugold
|
|
#else
|
|
umoney
|
|
#endif
|
|
&& !Underwater)
|
|
disp = 0;
|
|
else
|
|
disp = 1;
|
|
} else if (Displaced) {
|
|
disp = couldsee(mx, my) ? 2 : 1;
|
|
} else disp = 0;
|
|
if (!disp) goto found_you;
|
|
|
|
/* without something like the following, invis. and displ.
|
|
are too powerful */
|
|
gotu = notseen ? !rn2(3) : Displaced ? !rn2(4) : FALSE;
|
|
|
|
#if 0 /* this never worked as intended & isn't needed anyway */
|
|
/* If invis but not displaced, staying around gets you 'discovered' */
|
|
gotu |= (!Displaced && u.dx == 0 && u.dy == 0);
|
|
#endif
|
|
|
|
if (!gotu) {
|
|
register int try_cnt = 0;
|
|
do {
|
|
if (++try_cnt > 200) goto found_you; /* punt */
|
|
mx = u.ux - disp + rn2(2*disp+1);
|
|
my = u.uy - disp + rn2(2*disp+1);
|
|
} while (!isok(mx,my)
|
|
|| (disp != 2 && mx == mtmp->mx && my == mtmp->my)
|
|
|| ((mx != u.ux || my != u.uy) &&
|
|
!passes_walls(mtmp->data) &&
|
|
(!ACCESSIBLE(levl[mx][my].typ) ||
|
|
(closed_door(mx, my) && !can_ooze(mtmp))))
|
|
|| !couldsee(mx, my));
|
|
} else {
|
|
found_you:
|
|
mx = u.ux;
|
|
my = u.uy;
|
|
}
|
|
|
|
mtmp->mux = mx;
|
|
mtmp->muy = my;
|
|
}
|
|
|
|
boolean
|
|
can_ooze(mtmp)
|
|
struct monst *mtmp;
|
|
{
|
|
struct obj *chain, *obj;
|
|
|
|
if (!amorphous(mtmp->data)) return FALSE;
|
|
if (mtmp == &youmonst) {
|
|
#ifndef GOLDOBJ
|
|
if (u.ugold > 100L) return FALSE;
|
|
#endif
|
|
chain = invent;
|
|
} else {
|
|
#ifndef GOLDOBJ
|
|
if (mtmp->mgold > 100L) return FALSE;
|
|
#endif
|
|
chain = mtmp->minvent;
|
|
}
|
|
for (obj = chain; obj; obj = obj->nobj) {
|
|
int typ = obj->otyp;
|
|
|
|
#ifdef GOLDOBJ
|
|
if (typ == GOLD_CLASS && obj->quan > 100L) return FALSE;
|
|
#endif
|
|
if (obj->oclass != GEM_CLASS &&
|
|
!(typ >= ARROW && typ <= BOOMERANG) &&
|
|
!(typ >= DAGGER && typ <= CRYSKNIFE) &&
|
|
typ != SLING &&
|
|
!is_cloak(obj) && typ != FEDORA &&
|
|
!is_gloves(obj) && typ != LEATHER_JACKET &&
|
|
#ifdef TOURIST
|
|
typ != CREDIT_CARD && !is_shirt(obj) &&
|
|
#endif
|
|
!(typ == CORPSE && verysmall(&mons[obj->corpsenm])) &&
|
|
typ != FORTUNE_COOKIE && typ != CANDY_BAR &&
|
|
typ != PANCAKE && typ != LEMBAS_WAFER &&
|
|
typ != LUMP_OF_ROYAL_JELLY &&
|
|
obj->oclass != AMULET_CLASS &&
|
|
obj->oclass != RING_CLASS &&
|
|
#ifdef WIZARD
|
|
obj->oclass != VENOM_CLASS &&
|
|
#endif
|
|
typ != SACK && typ != BAG_OF_HOLDING &&
|
|
typ != BAG_OF_TRICKS && !Is_candle(obj) &&
|
|
typ != OILSKIN_SACK && typ != LEASH &&
|
|
typ != STETHOSCOPE && typ != BLINDFOLD && typ != TOWEL &&
|
|
typ != TIN_WHISTLE && typ != MAGIC_WHISTLE &&
|
|
typ != MAGIC_MARKER && typ != TIN_OPENER &&
|
|
typ != SKELETON_KEY && typ != LOCK_PICK
|
|
) return FALSE;
|
|
if (Is_container(obj) && obj->cobj) return FALSE;
|
|
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
#endif /* OVL0 */
|
|
|
|
/*monmove.c*/
|