Files
nethack/src/monmove.c
Alex Smith 07fc4904c6 Add a new wand, the wand of stasis
A wand of stasis prevents teleportation (even in some cases where
it would normally not be prevented, e.g. the hero teleporting a
monster, or covetous monsters teleporting). This is intended to
provide an alternative tactic against covetous monsters (and their
AI has been adjusted to handle being under a stasis effect), but
might also be useful in other situations. It does not prevent
teleportation of objects, only the hero / monsters, and does not
at present prevent level teleportation (although I'm not sure about
this and it might well change in the future).

This breaks save compatibility, but is being pushed together with
other save-breaking changes to avoid the need for multiple bumps to
EDITLEVEL.
2026-03-19 01:16:30 +00:00

2395 lines
84 KiB
C

/* NetHack 3.7 monmove.c $NHDT-Date: 1737392015 2025/01/20 08:53:35 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.266 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Michael Allison, 2006. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#include "mfndpos.h"
#include "artifact.h"
staticfn void msg_mon_movement(struct monst *, coordxy, coordxy) NONNULLARG1;
staticfn void watch_on_duty(struct monst *);
staticfn int disturb(struct monst *);
staticfn void release_hero(struct monst *);
staticfn void distfleeck(struct monst *, int *, int *, int *);
staticfn int m_arrival(struct monst *);
staticfn void mind_blast(struct monst *);
staticfn boolean holds_up_web(coordxy, coordxy);
staticfn int count_webbing_walls(coordxy, coordxy);
staticfn boolean soko_allow_web(struct monst *);
staticfn boolean m_search_items(struct monst *, coordxy *, coordxy *, int *,
int *) NONNULLPTRS;
staticfn int postmov(struct monst *, struct permonst *, coordxy, coordxy, int,
unsigned, boolean, boolean, boolean) NONNULLPTRS;
staticfn boolean leppie_avoidance(struct monst *);
staticfn void leppie_stash(struct monst *);
staticfn int m_balks_at_approaching(int, struct monst *, int *, int *);
staticfn boolean stuff_prevents_passage(struct monst *);
staticfn int vamp_shift(struct monst *, struct permonst *, boolean);
staticfn void maybe_spin_web(struct monst *);
/* a11y: give a message when monster moved */
staticfn void
msg_mon_movement(struct monst *mtmp, coordxy omx, coordxy omy)
{
if (a11y.mon_movement && canspotmon(mtmp) && mtmp->mspotted) {
coordxy nix = mtmp->mx, niy = mtmp->my;
boolean n2u = next2u(nix, niy),
close = !n2u && (distu(nix, niy) <= (BOLT_LIM * BOLT_LIM)),
closer = !n2u && (distu(nix, niy) <= distu(omx, omy));
pline_xy(nix, niy, "%s %s%s.", Monnam(mtmp),
vtense((char *) 0, locomotion(mtmp->data, "move")),
n2u ? " next to you"
: (close && closer) ? " closer"
: (close && !closer) ? " further away"
: " in the distance");
}
}
/* monster has triggered trapped door lock or was present when it got
triggered remotely (at door spot, door hit by zap);
returns True if mtmp dies */
boolean
mb_trapped(struct monst *mtmp, boolean canseeit)
{
if (flags.verbose) {
if (canseeit && !Unaware)
pline_mon(mtmp, "KABOOM!! You see a door explode.");
else if (!Deaf)
You_hear("a %s explosion.",
(mdistu(mtmp) > 7 * 7) ? "distant" : "nearby");
}
wake_nearto(mtmp->mx, mtmp->my, 7 * 7);
mtmp->mstun = 1;
mtmp->mhp -= rnd(15);
if (DEADMONSTER(mtmp)) {
mondied(mtmp);
if (DEADMONSTER(mtmp))
return TRUE;
/* will get here if lifesaved */
}
mon_learns_traps(mtmp, TRAPPED_DOOR);
return FALSE;
}
/* push coordinate x,y to mtrack, making monster remember where it was */
void
mon_track_add(struct monst *mtmp, coordxy x, coordxy y)
{
int j;
for (j = MTSZ - 1; j > 0; j--)
mtmp->mtrack[j] = mtmp->mtrack[j - 1];
mtmp->mtrack[0].x = x;
mtmp->mtrack[0].y = y;
}
void
mon_track_clear(struct monst *mtmp)
{
memset(mtmp->mtrack, 0, sizeof(mtmp->mtrack));
}
/* check whether a monster is carrying a locking/unlocking tool */
boolean
monhaskey(
struct monst *mon,
boolean for_unlocking) /* true => credit card ok, false => not ok */
{
if (for_unlocking && m_carrying(mon, CREDIT_CARD))
return TRUE;
return m_carrying(mon, SKELETON_KEY) || m_carrying(mon, LOCK_PICK);
}
void
mon_yells(struct monst *mon, const char *shout)
{
if (Deaf) {
if (canspotmon(mon))
/* Sidenote on "A watchman angrily waves her arms!"
* Female being called watchman is correct (career name).
*/
pline_mon(mon, "%s angrily %s %s %s!",
Amonnam(mon),
nolimbs(mon->data) ? "shakes" : "waves",
mhis(mon),
nolimbs(mon->data) ? mbodypart(mon, HEAD)
: makeplural(mbodypart(mon, ARM)));
} else {
if (canspotmon(mon)) {
pline_mon(mon, "%s yells:", Amonnam(mon));
} else {
/* Soundeffect(se_someone_yells, 75); */
You_hear("someone yell:");
}
SetVoice(mon, 0, 80, 0);
verbalize1(shout);
}
}
/* can monster mtmp break boulders? */
boolean
m_can_break_boulder(struct monst *mtmp)
{
return (is_rider(mtmp->data)
|| (!mtmp->mspec_used
&& (mtmp->isshk || mtmp->ispriest
|| (mtmp->data->msound == MS_LEADER))));
}
/* monster mtmp breaks boulder at x,y */
void
m_break_boulder(struct monst *mtmp, coordxy x, coordxy y)
{
struct obj *otmp;
if (m_can_break_boulder(mtmp) && ((otmp = sobj_at(BOULDER, x, y)) != 0)) {
if (!is_rider(mtmp->data)) {
if (!Deaf && (mdistu(mtmp) < 4*4)) {
if (canspotmon(mtmp))
set_msg_xy(mtmp->mx, mtmp->my);
pline("%s mutters %s.",
Monnam(mtmp),
mtmp->ispriest ? "a prayer" : "an incantation");
}
mtmp->mspec_used += rn1(20, 10);
}
if (cansee(x, y)) {
set_msg_xy(x, y);
pline_The("boulder falls apart.");
}
/* boulders pushed onto shop's boundary or free spot are cases where
an item not in hero's inventory can have its unpaid flag set;
if the boulder isn't already on the bill, don't charge for it */
if (otmp->unpaid) {
/* remove original from bill + add cloned copy to used-up bill */
bill_dummy_object(otmp);
}
/* fracturing keeps otmp, changing its otyp from BOULDER to ROCK */
fracture_rock(otmp);
}
}
staticfn void
watch_on_duty(struct monst *mtmp)
{
coordxy x, y;
if (mtmp->mpeaceful && in_town(u.ux + u.dx, u.uy + u.dy)
&& mtmp->mcansee && m_canseeu(mtmp) && !rn2(3)) {
if (picking_lock(&x, &y) && IS_DOOR(levl[x][y].typ)
&& (levl[x][y].doormask & D_LOCKED)) {
if (couldsee(mtmp->mx, mtmp->my)) {
if (levl[x][y].looted & D_WARNED) {
mon_yells(mtmp, "Halt, thief! You're under arrest!");
(void) angry_guards(!!Deaf);
} else {
mon_yells(mtmp, "Hey, stop picking that lock!");
levl[x][y].looted |= D_WARNED;
}
stop_occupation();
}
} else if (is_digging()) {
/* chewing, wand/spell of digging are checked elsewhere */
watch_dig(mtmp, svc.context.digging.pos.x,
svc.context.digging.pos.y, FALSE);
}
}
}
/* move a monster; if a threat to busy hero, stop doing whatever it is */
int
dochugw(
struct monst *mtmp,
boolean chug) /* True: monster is moving;
* False: monster was just created or has teleported
* so perform stop-what-you're-doing-if-close-enough-
* to-be-a-threat check but don't move mtmp */
{
coordxy x = mtmp->mx, y = mtmp->my; /* 'mtmp's location before dochug() */
/* skip canspotmon() if occupation is Null */
boolean already_saw_mon = (chug && go.occupation) ? canspotmon(mtmp) : 0;
int rd = chug ? dochug(mtmp) : 0;
/*
* A similar check is in monster_nearby() in hack.c.
* [The two checks have a lot of differences and chances are high
* that some of those are unintentional.]
*/
/* check whether hero notices monster and stops current activity */
if (go.occupation && !rd
/* monster is hostile and can attack (or hallu distorts knowledge) */
&& (Hallucination || (!mtmp->mpeaceful && !noattacks(mtmp->data)))
/* it's close enough to be a threat */
&& mdistu(mtmp) <= (BOLT_LIM + 1) * (BOLT_LIM + 1)
/* and either couldn't see it before, or it was too far away */
&& (!already_saw_mon || !couldsee(x, y)
|| distu(x, y) > (BOLT_LIM + 1) * (BOLT_LIM + 1))
/* can see it now, or sense it and would normally see it */
&& canspotmon(mtmp) && couldsee(mtmp->mx, mtmp->my)
/* monster isn't paralyzed or afraid (scare monster/Elbereth) */
&& mtmp->mcanmove && !onscary(u.ux, u.uy, mtmp))
stop_occupation();
return rd;
}
boolean
onscary(coordxy x, coordxy y, struct monst *mtmp)
{
struct engr *ep;
/* <0,0> is used by musical scaring;
* it doesn't care about scrolls or engravings or dungeon branch */
boolean auditory_scare = (x == 0 && y == 0),
magical_scare = !auditory_scare;
/* creatures who are directly resistant to any type of scaring:
* Rodney, lawful minions, Angels, the Riders */
if (mtmp->iswiz || is_lminion(mtmp) || mtmp->data == &mons[PM_ANGEL]
|| is_rider(mtmp->data))
return FALSE;
/* creatures who are directly resistant to magical scaring
* based on the mere presence of something at a location:
* humans etc.
* uniques have ascended their base monster instincts */
if (magical_scare
&& (mtmp->data->mlet == S_HUMAN || unique_corpstat(mtmp->data)))
return FALSE;
/* creatues who resist scaring under particular circumstances:
* shopkeepers inside their own shop
* priests inside their own temple */
if ((mtmp->isshk && inhishop(mtmp))
|| (mtmp->ispriest && inhistemple(mtmp)))
return FALSE;
if (auditory_scare)
return TRUE;
/* should this still be true for defiled/molochian altars? */
if (IS_ALTAR(levl[x][y].typ)
&& (mtmp->data->mlet == S_VAMPIRE || is_vampshifter(mtmp)))
return TRUE;
/* the scare monster scroll doesn't have any of the below
* restrictions, being its own source of power */
if (sobj_at(SCR_SCARE_MONSTER, x, y))
return TRUE;
/*
* Creatures who don't (or can't) fear a written Elbereth:
* all the above plus shopkeepers (even if poly'd into non-human),
* vault guards (also even if poly'd), blind or peaceful monsters,
* humans and elves, and minotaurs.
*
* If the player isn't actually on the square OR the player's image
* isn't displaced to the square, no protection is being granted.
*
* Elbereth doesn't work in Gehennom, the Elemental Planes, or the
* Astral Plane; the influence of the Valar only reaches so far.
*/
return ((ep = sengr_at("Elbereth", x, y, TRUE)) != 0
&& (u_at(x, y)
|| (Displaced && mtmp->mux == x && mtmp->muy == y)
|| (ep->guardobjects && vobj_at(x, y)))
&& !(mtmp->isshk || mtmp->isgd || !mtmp->mcansee
|| mtmp->mpeaceful
|| mtmp->data == &mons[PM_MINOTAUR]
|| Inhell || In_endgame(&u.uz)));
}
/* regenerate lost hit points */
void
mon_regen(struct monst *mon, boolean digest_meal)
{
if (svm.moves % 20 == 0 || regenerates(mon->data))
healmon(mon, 1, 0);
if (mon->mspec_used)
mon->mspec_used--;
if (digest_meal) {
if (mon->meating) {
mon->meating--;
if (mon->meating <= 0)
finish_meating(mon);
}
}
}
/*
* Possibly awaken the given monster. Return a 1 if the monster has been
* jolted awake.
*/
staticfn int
disturb(struct monst *mtmp)
{
/*
* + Ettins are hard to surprise.
* + Nymphs, jabberwocks, and leprechauns do not easily wake up.
*
* Wake up if:
* in direct LOS AND
* within 10 squares AND
* not stealthy or (mon is an ettin and 9/10) AND
* (mon is not a nymph, jabberwock, or leprechaun) or 1/50 AND
* Aggravate or mon is (dog or human) or
* (1/7 and mon is not mimicking furniture or object)
*/
if (couldsee(mtmp->mx, mtmp->my) && mdistu(mtmp) <= 100
&& (!Stealth || (mtmp->data == &mons[PM_ETTIN] && rn2(10)))
&& (!(mtmp->data->mlet == S_NYMPH
|| mtmp->data == &mons[PM_JABBERWOCK]
#if 0 /* DEFERRED */
|| mtmp->data == &mons[PM_VORPAL_JABBERWOCK]
#endif
|| mtmp->data->mlet == S_LEPRECHAUN) || !rn2(50))
&& (Aggravate_monster
|| (mtmp->data->mlet == S_DOG || mtmp->data->mlet == S_HUMAN)
|| (!rn2(7) && M_AP_TYPE(mtmp) != M_AP_FURNITURE
&& M_AP_TYPE(mtmp) != M_AP_OBJECT))) {
wake_msg(mtmp, !mtmp->mpeaceful);
mtmp->msleeping = 0;
return 1;
}
return 0;
}
/* ungrab/expel held/swallowed hero */
staticfn void
release_hero(struct monst *mon)
{
if (mon == u.ustuck) {
if (u.uswallow) {
expels(mon, mon->data, TRUE);
} else if (!sticks(gy.youmonst.data)) {
unstuck(mon); /* let go */
You("get released!");
}
}
}
struct monst *
find_pmmonst(int pm)
{
struct monst *mtmp = 0;
if ((svm.mvitals[pm].mvflags & G_GENOD) == 0)
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp))
continue;
if (mtmp->data == &mons[pm])
break;
}
return mtmp;
}
/* killer bee 'mon' is on a spot containing lump of royal jelly 'obj' and
will eat it if there is no queen bee on the level; return 1: mon died,
0: mon ate jelly and lived; -1: mon didn't eat jelly to use its move */
int
bee_eat_jelly(struct monst *mon, struct obj *obj)
{
int m_delay;
struct monst *mtmp = find_pmmonst(PM_QUEEN_BEE);
/* if there's no queen on the level, eat the royal jelly and become one */
if (!mtmp) {
m_delay = obj->blessed ? 3 : !obj->cursed ? 5 : 7;
if (obj->quan > 1L)
obj = splitobj(obj, 1L);
if (canseemon(mon))
pline_mon(mon, "%s eats %s.", Monnam(mon), an(xname(obj)));
delobj(obj);
if ((int) mon->m_lev < mons[PM_QUEEN_BEE].mlevel - 1)
mon->m_lev = (uchar) (mons[PM_QUEEN_BEE].mlevel - 1);
/* there should be delay after eating, but that's too much
hassle; transform immediately, then have a short delay */
(void) grow_up(mon, (struct monst *) 0);
if (DEADMONSTER(mon))
return 1; /* dead; apparently queen bees have been genocided */
mon->mfrozen = m_delay, mon->mcanmove = 0;
return 0; /* bee used its move */
}
return -1; /* a queen is already present; ordinary bee hasn't moved yet */
}
/* gelatinous cube eats something from its inventory */
static int
gelcube_digests(struct monst *mtmp)
{
struct obj *otmp = mtmp->minvent;
if (mtmp->meating || !mtmp->minvent)
return -1;
while (otmp) {
if (is_organic(otmp) && !otmp->oartifact
&& !is_mines_prize(otmp) && !is_soko_prize(otmp))
break;
otmp = otmp->nobj;
}
if (!otmp)
return -1;
mtmp->meating = eaten_stat(mtmp->meating, otmp);
extract_from_minvent(mtmp, otmp, TRUE, TRUE);
m_consume_obj(mtmp, otmp);
return 0; /* used a move */
}
/* FIXME: gremlins don't flee from monsters wielding Sunsword or wearing
gold dragon scales/mail, nor from gold dragons, only from the hero */
#define flees_light(mon) \
((mon)->data == &mons[PM_GREMLIN] \
&& ((uwep && uwep->lamplit && artifact_light(uwep)) \
|| (uarm && uarm->lamplit && artifact_light(uarm))) \
/* not applicable if mon can't see or hero isn't in line of sight */ \
&& mon->mcansee && couldsee(mon->mx, mon->my)) \
/* doesn't matter if hero is invisible--light being emitted isn't */
/* monster begins fleeing for the specified time, 0 means untimed flee
* if first, only adds fleetime if monster isn't already fleeing
* if fleemsg, prints a message about new flight, otherwise, caller should */
void
monflee(
struct monst *mtmp,
int fleetime,
boolean first,
boolean fleemsg)
{
/* shouldn't happen; maybe warrants impossible()? */
if (DEADMONSTER(mtmp))
return;
if (mtmp == u.ustuck)
release_hero(mtmp); /* expels/unstuck */
if (!first || !mtmp->mflee) {
/* don't lose untimed scare */
if (!fleetime)
mtmp->mfleetim = 0;
else if (!mtmp->mflee || mtmp->mfleetim) {
fleetime += (int) mtmp->mfleetim;
/* ensure monster flees long enough to visibly stop fighting */
if (fleetime == 1)
fleetime++;
mtmp->mfleetim = (unsigned) min(fleetime, 127);
}
if (!mtmp->mflee && fleemsg && canseemon(mtmp)
&& M_AP_TYPE(mtmp) != M_AP_FURNITURE
&& M_AP_TYPE(mtmp) != M_AP_OBJECT) {
/* unfortunately we can't distinguish between temporary
sleep and temporary paralysis, so both conditions
receive the same alternate message */
if (!mtmp->mcanmove || !mtmp->data->mmove) {
pline_mon(mtmp, "%s seems to flinch.",
Adjmonnam(mtmp, "immobile"));
} else if (flees_light(mtmp)) {
if (Unaware) {
/* tell the player even if the hero is unconscious */
pline_mon(mtmp, "%s is frightened.", Monnam(mtmp));
} else if (rn2(10) || Deaf) {
/* via flees_light(), will always be either via uwep
(Sunsword) or uarm (gold dragon scales/mail) or both;
TODO? check for both and describe the one which is
emitting light with a bigger radius */
const char *lsrc = (uwep && artifact_light(uwep))
? bare_artifactname(uwep)
: (uarm && artifact_light(uarm))
? yname(uarm)
: "[its imagination?]";
pline_mon(mtmp, "%s flees from the painful light of %s.",
Monnam(mtmp), lsrc);
} else {
SetVoice(mtmp, 0, 80, 0);
verbalize("Bright light!");
}
} else {
pline_mon(mtmp, "%s turns to flee.", Monnam(mtmp));
}
}
if (mtmp->data == &mons[PM_VROCK] && !mtmp->mspec_used) {
mtmp->mspec_used = 75 + rn2(25);
(void) create_gas_cloud(mtmp->mx, mtmp->my, 5, 8);
}
mtmp->mflee = 1;
}
/* ignore recently-stepped spaces when made to flee */
mon_track_clear(mtmp);
}
staticfn void
distfleeck(
struct monst *mtmp,
int *inrange, int *nearby, int *scared) /* output */
{
int seescaryx, seescaryy;
boolean sawscary = FALSE, bravegremlin = (rn2(5) == 0);
*inrange = (dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy)
<= (BOLT_LIM * BOLT_LIM));
*nearby = *inrange && monnear(mtmp, mtmp->mux, mtmp->muy);
/* Note: if your image is displaced, the monster sees the Elbereth
* at your displaced position, thus never attacking your displaced
* position, but possibly attacking you by accident. If you are
* invisible, it sees the Elbereth at your real position, thus never
* running into you by accident but possibly attacking the spot
* where it guesses you are.
*/
if (!mtmp->mcansee || (Invis && !perceives(mtmp->data))) {
seescaryx = mtmp->mux;
seescaryy = mtmp->muy;
} else {
seescaryx = u.ux;
seescaryy = u.uy;
}
sawscary = onscary(seescaryx, seescaryy, mtmp);
if (*nearby && (sawscary
|| (flees_light(mtmp) && !bravegremlin)
|| (!mtmp->mpeaceful && in_your_sanctuary(mtmp, 0, 0)))) {
*scared = 1;
monflee(mtmp, rnd(rn2(7) ? 10 : 100), TRUE, TRUE);
} else
*scared = 0;
}
#undef flees_light
/* perform a special one-time action for a monster; returns -1 if nothing
special happened, 0 if monster uses up its turn, 1 if monster is killed */
staticfn int
m_arrival(struct monst *mon)
{
mon->mstrategy &= ~STRAT_ARRIVE; /* always reset */
return -1;
}
/* a mind flayer unleashes a mind blast */
staticfn void
mind_blast(struct monst *mtmp)
{
struct monst *m2, *nmon = (struct monst *) 0;
if (canseemon(mtmp))
pline_mon(mtmp, "%s concentrates.", Monnam(mtmp));
if (mdistu(mtmp) > BOLT_LIM * BOLT_LIM) {
You("sense a faint wave of psychic energy.");
return;
}
pline("A wave of psychic energy pours over you!");
if (mtmp->mpeaceful
&& (!Conflict || resist_conflict(mtmp))) {
pline("It feels quite soothing.");
} else if (!u.uinvulnerable) {
int dmg;
boolean m_sen = sensemon(mtmp);
if (m_sen || (Blind_telepat && rn2(2)) || !rn2(10)) {
/* hiding monsters are brought out of hiding when hit by
a psychic blast, so do the same for hiding poly'd hero */
if (u.uundetected) {
u.uundetected = 0;
newsym(u.ux, u.uy);
} else if (U_AP_TYPE != M_AP_NOTHING
/* hero has no way to hide as monster but
check for that theoretical case anyway */
&& U_AP_TYPE != M_AP_MONSTER) {
gy.youmonst.m_ap_type = M_AP_NOTHING;
gy.youmonst.mappearance = 0;
newsym(u.ux, u.uy);
}
pline("It locks on to your %s!",
m_sen ? "telepathy"
: Blind_telepat ? "latent telepathy"
: "mind"); /* note: hero is never mindless */
dmg = rnd(15);
if (Half_spell_damage)
dmg = (dmg + 1) / 2;
losehp(dmg, "psychic blast", KILLED_BY_AN);
}
}
for (m2 = fmon; m2; m2 = nmon) {
nmon = m2->nmon;
if (DEADMONSTER(m2))
continue;
if (m2->mpeaceful == mtmp->mpeaceful)
continue;
if (mindless(m2->data))
continue;
if (m2 == mtmp)
continue;
if ((telepathic(m2->data) && (rn2(2) || m2->mblinded)) || !rn2(10)) {
/* wake it up first, to bring hidden monster out of hiding */
wakeup(m2, FALSE);
if (cansee(m2->mx, m2->my))
pline("It locks on to %s.", mon_nam(m2));
m2->mhp -= rnd(15);
if (DEADMONSTER(m2))
monkilled(m2, "", AD_DRIN);
}
}
}
/* called every turn for each living monster on the map, and the hero;
caller makes sure that we're not called for DEADMONSTER() */
void
m_everyturn_effect(struct monst *mtmp)
{
boolean is_u = (mtmp == &gy.youmonst) ? TRUE : FALSE;
coordxy x = is_u ? u.ux : mtmp->mx,
y = is_u ? u.uy : mtmp->my;
if (mtmp->data == &mons[PM_FOG_CLOUD]) {
/* don't leave a vapor cloud if some other gas cloud is already
present, or when flowing under closed doors so that visibility
changes aren't mixed with messages about doing such */
if (!closed_door(x, y) && !visible_region_at(x, y))
create_gas_cloud(x, y, 1, 0); /* harmless vapor */
}
}
/* do whatever effects monster has after moving.
called for both monsters and polyed hero.
for hero, called after location changes,
to prevent spam messages for hero getting enveloped in a cloud.
for monsters, called before location changes,
because monsters don't have "previous location" field */
void
m_postmove_effect(struct monst *mtmp)
{
boolean is_u = (mtmp == &gy.youmonst) ? TRUE : FALSE;
coordxy x = is_u ? u.ux0 : mtmp->mx,
y = is_u ? u.uy0 : mtmp->my;
/* Hezrous create clouds of stench. This does not cost a move. */
if (mtmp->data == &mons[PM_HEZROU]) /* stench */
create_gas_cloud(x, y, 1, 8);
else if (mtmp->data == &mons[PM_STEAM_VORTEX] && !mtmp->mcan)
create_gas_cloud(x, y, 1, 0); /* harmless vapor */
}
/* returns 1 if monster died moving, 0 otherwise */
/* The whole dochugw/m_move/distfleeck/mfndpos section is serious spaghetti
* code. --KAA
*/
int
dochug(struct monst *mtmp)
{
struct permonst *mdat;
int status = MMOVE_NOTHING;
int inrange, nearby, scared, res;
struct obj *otmp;
boolean panicattk = FALSE;
/*
* PHASE ONE: Pre-movement adjustments
*/
mdat = mtmp->data;
if (mtmp->mstrategy & STRAT_ARRIVE) {
res = m_arrival(mtmp);
if (res >= 0)
return res;
}
/* check for waitmask status change */
if ((mtmp->mstrategy & STRAT_WAITFORU)
&& (m_canseeu(mtmp) || mtmp->mhp < mtmp->mhpmax))
mtmp->mstrategy &= ~STRAT_WAITFORU;
/* update quest status flags */
quest_stat_check(mtmp);
if (!mtmp->mcanmove || (mtmp->mstrategy & STRAT_WAITMASK)) {
if (Hallucination)
newsym(mtmp->mx, mtmp->my);
if (mtmp->mcanmove && (mtmp->mstrategy & STRAT_CLOSE)
&& !mtmp->msleeping && monnear(mtmp, u.ux, u.uy))
quest_talk(mtmp); /* give the leaders a chance to speak */
return 0; /* other frozen monsters can't do anything */
}
/* there is a chance we will wake it */
if (mtmp->msleeping && !disturb(mtmp)) {
if (Hallucination)
newsym(mtmp->mx, mtmp->my);
return 0;
}
/* not frozen or sleeping: wipe out texts written in the dust */
wipe_engr_at(mtmp->mx, mtmp->my, 1, FALSE);
/* confused monsters get unconfused with small probability */
if (mtmp->mconf && !rn2(50))
mtmp->mconf = 0;
/* stunned monsters get un-stunned with larger probability */
if (mtmp->mstun && !rn2(10))
mtmp->mstun = 0;
/* Some monsters teleport. Teleportation costs a turn. */
if (mtmp->mflee && !rn2(40) && can_teleport(mdat) && !mtmp->iswiz
&& !noteleport_level(mtmp)) {
if (rloc(mtmp, RLOC_MSG))
leppie_stash(mtmp);
return 0;
}
/* some monsters have special abilities */
m_respond(mtmp);
if (DEADMONSTER(mtmp))
return 1; /* m_respond gaze can kill medusa */
/* fleeing monsters might regain courage */
if (mtmp->mflee && !mtmp->mfleetim && mtmp->mhp == mtmp->mhpmax
&& !rn2(25))
mtmp->mflee = 0;
/* Cease conflict-induced swallow/grab if conflict has ended. Releasing
the hero in this way uses up the monster's turn. */
if (mtmp == u.ustuck && mtmp->mpeaceful && !mtmp->mconf && !Conflict) {
release_hero(mtmp);
return 0;
}
/*
* PHASE TWO: Special Movements and Actions
*/
/* The monster decides where it thinks you are. This call to set_apparxy()
must be done after you move and before the monster does. The
set_apparxy() call in m_move() doesn't suffice since the variables
inrange, etc. all depend on stuff set by set_apparxy().
*/
set_apparxy(mtmp);
/* Monsters that want to acquire things may teleport, so do it before
inrange is set. This costs a turn only if mstate is set. */
if (is_covetous(mdat)) {
(void) tactics(mtmp);
/* tactics -> mnexto -> deal_with_overcrowding */
if (mtmp->mstate)
return 0;
set_apparxy(mtmp);
}
/* check distance and scariness of attacks */
distfleeck(mtmp, &inrange, &nearby, &scared);
/* search for and potentially use defensive or miscellaneous items. */
if (find_defensive(mtmp, FALSE)) {
if (use_defensive(mtmp) != 0)
return 1;
} else if (find_misc(mtmp)) {
if (use_misc(mtmp) != 0)
return 1;
}
/* Demonic Blackmail! */
if (nearby && mdat->msound == MS_BRIBE && mtmp->mpeaceful && !mtmp->mtame
&& !u.uswallow) {
if (mtmp->mux != u.ux || mtmp->muy != u.uy) {
pline("%s whispers at thin air.",
cansee(mtmp->mux, mtmp->muy) ? Monnam(mtmp) : "It");
if (is_demon(gy.youmonst.data)) {
/* "Good hunting, brother" */
if (!tele_restrict(mtmp))
(void) rloc(mtmp, RLOC_MSG);
} else {
mtmp->minvis = mtmp->perminvis = 0;
/* Why? For the same reason in real demon talk */
if (canseemon(mtmp))
set_msg_xy(mtmp->mx, mtmp->my);
pline("%s gets angry!", Amonnam(mtmp));
mtmp->mpeaceful = 0;
set_malign(mtmp);
/* since no way is an image going to pay it off */
}
} else if (demon_talk(mtmp))
return 1; /* you paid it off */
}
/* the watch will look around and see if you are up to no good :-) */
if (is_watch(mdat)) {
watch_on_duty(mtmp);
/* mind flayers can make psychic attacks! */
} else if (is_mind_flayer(mdat) && !rn2(20)) {
mind_blast(mtmp);
set_apparxy(mtmp);
distfleeck(mtmp, &inrange, &nearby, &scared);
}
/* 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. If monster is stuck
* in a trap, prefer ranged weapon (wielding is done in thrwmu).
* This may cost the monster an attack, but keeps the monster
* from switching back and forth if carrying both.
*/
mw_tmp = MON_WEP(mtmp);
if (!(scared && mw_tmp && is_pick(mw_tmp))
&& mtmp->weapon_check == NEED_WEAPON
&& !(mtmp->mtrapped && !nearby && select_rwep(mtmp))) {
mtmp->weapon_check = NEED_HTH_WEAPON;
if (mon_wield_item(mtmp) != 0)
return 0;
}
}
/*
* PHASE THREE: Now the actual movement phase
*/
/* A killer bee may eat honey in order to turn into a queen bee,
costing it a move. */
if (mdat == &mons[PM_KILLER_BEE]
/* could be smarter and deliberately move to royal jelly, but
then we'd need to scan the level for queen bee in advance;
avoid that overhead and rely on serendipity... */
&& (otmp = sobj_at(LUMP_OF_ROYAL_JELLY, mtmp->mx, mtmp->my)) != 0
&& (res = bee_eat_jelly(mtmp, otmp)) >= 0)
return res;
if (mdat == &mons[PM_GELATINOUS_CUBE]
&& (res = gelcube_digests(mtmp)) >= 0)
return res;
/* A monster that passes the following checks has the opportunity
to move. Movement itself is handled by the m_move() function. */
if (!nearby || mtmp->mflee || scared || mtmp->mconf || mtmp->mstun
|| (mtmp->minvis && !rn2(3))
|| (mdat->mlet == S_LEPRECHAUN && !findgold(gi.invent)
&& (findgold(mtmp->minvent) || rn2(2)))
|| (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 (!mtmp->mspec_used
&& dist2(mtmp->mx, mtmp->my, u.ux, u.uy) <= 49) {
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) & M_ATTK_HIT)) {
status = MMOVE_DONE; /* bypass m_move() */
break;
}
}
}
}
if (!status)
status = m_move(mtmp, 0);
if (mon_offmap(mtmp))
return 1;
if (status != MMOVE_DIED)
distfleeck(mtmp, &inrange, &nearby, &scared); /* recalc */
switch (status) { /* for pets, cases 0 and 3 are equivalent */
case MMOVE_NOMOVES:
if (scared)
panicattk = TRUE;
FALLTHROUGH;
/*FALLTHRU*/
case MMOVE_NOTHING: /* no movement, but it can still attack you */
case MMOVE_DONE: /* absolutely no movement */
/* vault guard might have vanished */
if (mtmp->isgd && (DEADMONSTER(mtmp) || mtmp->mx == 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 MMOVE_MOVED: /* monster moved */
/* if confused grabber has wandered off, let go */
if (mtmp == u.ustuck && !m_next2u(mtmp))
unstuck(mtmp);
if (grounded(mdat))
disturb_buried_zombies(mtmp->mx, mtmp->my);
/* Maybe it stepped on a trap and fell asleep... */
if (helpless(mtmp))
return 0;
/* Monsters can move and then shoot on same turn;
our hero can't. Is that fair? */
if (!nearby
&& (ranged_attk_available(mtmp)
|| attacktype(mdat, AT_WEAP)
|| find_offensive(mtmp)))
break;
/* a monster that's digesting you can move at the
* same time -dlc
*/
if (engulfing_u(mtmp))
return mattacku(mtmp);
return 0;
case MMOVE_DIED: /* monster died */
return 1;
}
}
/*
* PHASE FOUR: Standard Attacks
*/
/* Now, attack the player if possible - one attack set per monst */
if (status != MMOVE_DONE && (!mtmp->mpeaceful
|| (Conflict && !resist_conflict(mtmp)))) {
if (((inrange && !scared) || panicattk) && !noattacks(mdat)
/* [is this hp check really needed?] */
&& (Upolyd ? u.mh : u.uhp) > 0) {
if (mattacku(mtmp))
return 1; /* monster died (e.g. exploded) */
}
if (mtmp->wormno) {
if (wormhitu(mtmp))
return 1; /* worm died (poly'd hero passive counter-attack) */
}
}
/* special speeches for quest monsters */
if (!helpless(mtmp) && 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);
/* note: can't get here when monster is dead, so this always returns 0 */
return (status == MMOVE_DIED);
}
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 };
/* monster mtmp would love to take object otmp? */
boolean
mon_would_take_item(struct monst *mtmp, struct obj *otmp)
{
int pctload = (curr_mon_load(mtmp) * 100) / max_mon_load(mtmp);
if (otmp == uball || otmp == uchain)
return FALSE;
if (mtmp->mtame && otmp->cursed)
return FALSE; /* note: will get overridden if mtmp will eat otmp */
if (is_unicorn(mtmp->data) && objects[otmp->otyp].oc_material != GEMSTONE)
return FALSE;
if (!mindless(mtmp->data) && !is_animal(mtmp->data) && pctload < 75
&& searches_for_item(mtmp, otmp))
return TRUE;
if (likes_gold(mtmp->data) && otmp->otyp == GOLD_PIECE && pctload < 95)
return TRUE;
if (likes_gems(mtmp->data) && otmp->oclass == GEM_CLASS
&& objects[otmp->otyp].oc_material != MINERAL && pctload < 85)
return TRUE;
if (likes_objs(mtmp->data) && strchr(practical, otmp->oclass)
&& pctload < 75)
return TRUE;
if (likes_magic(mtmp->data) && strchr(magical, otmp->oclass)
&& pctload < 85)
return TRUE;
if (throws_rocks(mtmp->data) && otmp->otyp == BOULDER
&& pctload < 50 && !Sokoban)
return TRUE;
if (mtmp->data == &mons[PM_GELATINOUS_CUBE]
&& otmp->oclass != ROCK_CLASS && otmp->oclass != BALL_CLASS
&& !(otmp->otyp == CORPSE && touch_petrifies(&mons[otmp->corpsenm])))
return TRUE;
return FALSE;
}
/* monster mtmp would love to consume object otmp, without picking it up */
boolean
mon_would_consume_item(struct monst *mtmp, struct obj *otmp)
{
int ftyp;
if (otmp->otyp == CORPSE && !touch_petrifies(&mons[otmp->corpsenm])
&& corpse_eater(mtmp->data))
return TRUE;
if (mtmp->mtame && has_edog(mtmp) /* has_edog(): not guardian angel */
&& (ftyp = dogfood(mtmp, otmp)) < MANFOOD
&& (ftyp < ACCFOOD || EDOG(mtmp)->hungrytime <= svm.moves))
return TRUE;
return FALSE;
}
boolean
itsstuck(struct monst *mtmp)
{
if (sticks(gy.youmonst.data) && mtmp == u.ustuck && !u.uswallow) {
pline_mon(mtmp, "%s cannot escape from you!", Monnam(mtmp));
return TRUE;
}
return FALSE;
}
/*
* should_displace()
*
* Displacement of another monster is a last resort and only
* used on approach. If there are better ways to get to target,
* those should be used instead. This function does that evaluation.
*/
boolean
should_displace(
struct monst *mtmp,
const struct mfndposdata *data,
coordxy ggx,
coordxy ggy)
{
int shortest_with_displacing = -1;
int shortest_without_displacing = -1;
int count_without_displacing = 0;
int i, nx, ny;
int ndist;
for (i = 0; i < data->cnt; i++) {
nx = data->poss[i].x;
ny = data->poss[i].y;
ndist = dist2(nx, ny, ggx, ggy);
if (MON_AT(nx, ny) && (data->info[i] & ALLOW_MDISP) && !(data->info[i] & ALLOW_M)
&& !undesirable_disp(mtmp, nx, ny)) {
if (shortest_with_displacing == -1
|| (ndist < shortest_with_displacing))
shortest_with_displacing = ndist;
} else {
if ((shortest_without_displacing == -1)
|| (ndist < shortest_without_displacing))
shortest_without_displacing = ndist;
count_without_displacing++;
}
}
if (shortest_with_displacing > -1
&& (shortest_with_displacing < shortest_without_displacing
|| !count_without_displacing))
return TRUE;
return FALSE;
}
/* have monster wield a pick-axe if it wants to dig and it has one;
return True if it spends this move wielding one, False otherwise */
boolean
m_digweapon_check(
struct monst *mtmp,
coordxy nix, coordxy niy)
{
boolean can_tunnel = FALSE;
struct obj *mw_tmp = MON_WEP(mtmp);
if (!Is_rogue_level(&u.uz))
can_tunnel = tunnels(mtmp->data);
if (can_tunnel && needspick(mtmp->data) && !mwelded(mw_tmp)
&& (may_dig(nix, niy) || closed_door(nix, niy))) {
/* may_dig() is either IS_STWALL or IS_TREE */
if (closed_door(nix, niy)) {
if (!mw_tmp || !is_pick(mw_tmp) || !is_axe(mw_tmp))
mtmp->weapon_check = NEED_PICK_OR_AXE;
} else if (IS_TREE(levl[nix][niy].typ)) {
if (!mw_tmp || !is_axe(mw_tmp))
mtmp->weapon_check = NEED_AXE;
} else if (IS_STWALL(levl[nix][niy].typ)) {
if (!mw_tmp || !is_pick(mw_tmp))
mtmp->weapon_check = NEED_PICK_AXE;
}
if (mtmp->weapon_check >= NEED_PICK_AXE && mon_wield_item(mtmp))
return TRUE;
}
return FALSE;
}
/* does leprechaun want to avoid the hero? */
staticfn boolean
leppie_avoidance(struct monst *mtmp)
{
struct obj *lepgold, *ygold;
if (mtmp->data == &mons[PM_LEPRECHAUN]
&& ((lepgold = findgold(mtmp->minvent))
&& (lepgold->quan
> ((ygold = findgold(gi.invent)) ? ygold->quan : 0L))))
return TRUE;
return FALSE;
}
/* unseen leprechaun with gold might stash it */
staticfn void
leppie_stash(struct monst *mtmp)
{
struct obj *gold;
if (mtmp->data == &mons[PM_LEPRECHAUN]
&& !DEADMONSTER(mtmp)
&& !m_canseeu(mtmp)
&& !*in_rooms(mtmp->mx, mtmp->my, SHOPBASE)
&& levl[mtmp->mx][mtmp->my].typ == ROOM
&& !t_at(mtmp->mx, mtmp->my)
&& rn2(4)
&& (gold = findgold(mtmp->minvent)) != 0) {
mdrop_obj(mtmp, gold, FALSE);
gold = g_at(mtmp->mx, mtmp->my);
if (gold)
(void) bury_an_obj(gold, (boolean *) 0);
}
}
/* does monster want to avoid you?
* returns the original value of appr if not.
* returns -1 if so.
* returns -2 if monster wants to adhere to a particular range,
* which may actually be further away,
* and sets *pdistmin and *pdistmax to describe that range
*/
staticfn int
m_balks_at_approaching(int oldappr, struct monst *mtmp, int *pdistmin,
int *pdistmax)
{
struct obj *mwep = MON_WEP(mtmp);
coordxy x = mtmp->mx, y = mtmp->my, ux = mtmp->mux, uy = mtmp->muy;
int edist = dist2(x, y, ux, uy);
const struct throw_and_return_weapon *arw;
if (pdistmin)
*pdistmin = 0;
if (pdistmax)
*pdistmax = 0;
/* peaceful, far away, or can't see you */
if (mtmp->mpeaceful || (edist >= 5 * 5) || !m_canseeu(mtmp))
return oldappr;
/* has ammo+launcher */
if (m_has_launcher_and_ammo(mtmp))
return -1;
/* is using a polearm and in range */
if (MON_WEP(mtmp) && is_pole(MON_WEP(mtmp))
&& edist <= MON_POLE_DIST)
return -1;
/* is using a throw-and-return weapon; provide min and max preferred range
*/
if (mwep && (arw = autoreturn_weapon(mwep)) != 0) {
if (pdistmin)
*pdistmin = 2 * 2;
if (pdistmax)
*pdistmax = arw->range;
return -2;
}
/* can attack from distance, and hp loss or attack not used */
if (ranged_attk_available(mtmp)
&& ((mtmp->mhp < (mtmp->mhpmax+1) / 3)
|| !mtmp->mspec_used))
return -1;
return oldappr; /* leaves appr unchanged */
}
staticfn boolean
holds_up_web(coordxy x, coordxy y)
{
stairway *sway;
if (!isok(x, y)
|| IS_OBSTRUCTED(levl[x][y].typ)
|| ((levl[x][y].typ == STAIRS || levl[x][y].typ == LADDER)
&& (sway = stairway_at(x, y)) != 0 && sway->up)
|| levl[x][y].typ == IRONBARS)
return TRUE;
return FALSE;
}
/* returns the number of walls in the four cardinal directions that could
hold up a web */
staticfn int
count_webbing_walls(coordxy x, coordxy y)
{
return (holds_up_web(x, y - 1) + holds_up_web(x + 1, y)
+ holds_up_web(x, y + 1) + holds_up_web(x - 1, y));
}
/* reject webs which interfere with solving Sokoban */
staticfn boolean
soko_allow_web(struct monst *mon)
{
stairway *stway;
/* for a non-Sokoban level or a solved Sokoban level, no restriction */
if (!Sokoban)
return TRUE;
/* not-yet-solved Sokoban level: allow web only when spinner can see
the stairs up [we really want 'is in same chamber as stairs up'] */
stway = stairway_find_dir(TRUE); /* stairs up */
if (stway && m_cansee(mon, stway->sx, stway->sy))
return TRUE;
return FALSE;
}
/* monster might spin a web */
staticfn void
maybe_spin_web(struct monst *mtmp)
{
if (webmaker(mtmp->data)
&& !helpless(mtmp) && !mtmp->mspec_used
&& !t_at(mtmp->mx, mtmp->my) && soko_allow_web(mtmp)) {
struct trap *trap;
int prob = ((((mtmp->data == &mons[PM_GIANT_SPIDER]) ? 15 : 5)
* (count_webbing_walls(mtmp->mx, mtmp->my) + 1))
- (3 * count_traps(WEB)));
if (rn2(1000) < prob
&& (trap = maketrap(mtmp->mx, mtmp->my, WEB)) != 0) {
mtmp->mspec_used = d(4, 4); /* 4..16 */
if (cansee(mtmp->mx, mtmp->my)) {
char mbuf[BUFSZ];
Strcpy(mbuf, canspotmon(mtmp) ? y_monnam(mtmp) : something);
pline_mon(mtmp, "%s spins a web.", upstart(mbuf));
trap->tseen = 1;
}
if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE))
add_damage(mtmp->mx, mtmp->my, 0L);
}
}
}
/* monster avoids a location nx, ny, if hero kicked that location */
boolean
m_avoid_kicked_loc(struct monst *mtmp, coordxy nx, coordxy ny)
{
if ((mtmp->mpeaceful || mtmp->mtame)
&& mtmp->mcansee
&& !mtmp->mconf && !mtmp->mstun
&& !Conflict
&& isok(gk.kickedloc.x, gk.kickedloc.y)
&& nx == gk.kickedloc.x && ny == gk.kickedloc.y
&& next2u(nx, ny))
return TRUE;
return FALSE;
}
/* monster avoids a location nx, ny, if we're in sokoban, and
there's a boulder between the location and hero */
boolean
m_avoid_soko_push_loc(struct monst *mtmp, coordxy nx, coordxy ny)
{
if (Sokoban
&& (mtmp->mpeaceful || mtmp->mtame)
&& !mtmp->mconf && !mtmp->mstun
&& !Conflict
&& (dist2(nx, ny, u.ux, u.uy) == 4)
&& sobj_at(BOULDER, nx + sgn(u.ux - nx), ny + sgn(u.uy - ny)))
return TRUE;
return FALSE;
}
/* max distmin() distance for monster to look for items */
#define SQSRCHRADIUS 5
/* monster looks for items it wants nearby */
staticfn boolean
m_search_items(
struct monst *mtmp,
coordxy *ggx, coordxy *ggy,
int *mmoved,
int *appr)
{
int minr = SQSRCHRADIUS; /* not too far away */
struct obj *otmp;
coordxy xx, yy;
coordxy hmx, hmy, lmx, lmy;
struct trap *ttmp;
coordxy omx = mtmp->mx, omy = mtmp->my;
struct permonst *ptr = mtmp->data;
struct monst *mtoo;
boolean costly;
/* 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;
/* in shop, usually skip */
if (*in_rooms(omx, omy, SHOPBASE) && (rn2(25) || mtmp->isshk))
goto finish_search;
/* distmin() gives a rectangular area */
hmx = min(COLNO - 1, omx + minr);
hmy = min(ROWNO - 1, omy + minr);
lmx = max(1, omx - minr);
lmy = max(0, omy - minr);
for (xx = lmx; xx <= hmx; xx++) {
for (yy = lmy; yy <= hmy; yy++) {
/* no object here */
if (!OBJ_AT(xx, yy))
continue;
/* found an object closer already */
if (minr < distmin(omx, omy, xx, yy))
continue;
/* the mfndpos() test for whether to allow a move to a
water location accepts flyers, but they can't reach
underwater objects, so being able to move to a spot
is insufficient for deciding whether to do so */
if (!could_reach_item(mtmp, xx, yy))
continue;
/* hiders avoid hero's line of sight */
if (hides_under(ptr) && cansee(xx, yy))
continue;
/* don't get stuck circling around object that's
underneath an immobile or hidden monster;
paralysis victims excluded */
if ((mtoo = m_at(xx, yy)) != 0
&& (helpless(mtoo) || mtoo->mundetected
|| (mtoo->mappearance && !mtoo->iswiz)
|| !mtoo->data->mmove))
continue;
/* Don't get stuck circling an Elbereth */
if (onscary(xx, yy, mtmp))
continue;
/* ignore obj if there's a trap and monster knows it */
if ((ttmp = t_at(xx, yy)) != 0
&& mon_knows_traps(mtmp, ttmp->ttyp)) {
if (*ggx == xx && *ggy == yy) {
*ggx = mtmp->mux;
*ggy = mtmp->muy;
}
continue;
}
/* avoid getting stuck on eg. items in niches */
if (!m_cansee(mtmp, xx, yy))
continue;
costly = costly_spot(xx, yy);
/* look through the items on this location */
for (otmp = svl.level.objects[xx][yy];
otmp; otmp = otmp->nexthere) {
/* 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;
/* avoid special items; once hero picks them up, they'll
cease being special */
if (is_mines_prize(otmp) || is_soko_prize(otmp))
continue;
/* skip shop merchandise */
if (costly && !otmp->no_charge)
continue;
if (((mon_would_take_item(mtmp, otmp)
&& (can_carry(mtmp, otmp) > 0))
|| mon_would_consume_item(mtmp, otmp))
&& can_touch_safely(mtmp, otmp)) {
minr = distmin(omx, omy, xx, yy);
*ggx = otmp->ox;
*ggy = otmp->oy;
if (*ggx == omx && *ggy == omy) {
*mmoved = MMOVE_DONE; /* actually unnecessary */
return TRUE;
}
/* found an item of interest; skip the rest of the pile */
break;
}
}
}
}
finish_search:
if (minr < SQSRCHRADIUS && *appr == -1) {
if (distmin(omx, omy, mtmp->mux, mtmp->muy) <= 3) {
*ggx = mtmp->mux;
*ggy = mtmp->muy;
} else
*appr = 1;
}
return FALSE;
}
#undef SQSRCHRADIUS
staticfn int
postmov(
struct monst *mtmp,
struct permonst *ptr,
coordxy omx, coordxy omy,
int mmoved,
unsigned seenflgs,
boolean can_tunnel,
boolean can_unlock,
boolean can_open)
{
coordxy nix, niy;
int etmp, trapret;
boolean canseeit = cansee(mtmp->mx, mtmp->my),
didseeit = canseeit;
notice_mon(mtmp);
if (mmoved == MMOVE_MOVED) {
nix = mtmp->mx, niy = mtmp->my;
/* sequencing issue: when monster movement decides that a
monster can move to a door location, it moves the monster
there before dealing with the door rather than after;
so a vampire/bat that is going to shift to fog cloud and
pass under the door is already there but transformation
into fog form--and its message, when in sight--has not
happened yet; we have to move monster back to previous
location before performing the vamp_shift() to make the
message happen at right time, then back to the door again
[if we did the shift sooner, before moving the monster,
we would need to duplicate it in dog_move()...] */
if (is_vampshifter(mtmp) && !amorphous(mtmp->data)
&& IS_DOOR(levl[nix][niy].typ)
&& ((levl[nix][niy].doormask & (D_LOCKED | D_CLOSED)) != 0)
&& can_fog(mtmp)) {
/* note: remove_monster()+place_monster is not right for
long worms but they won't reach here */
if (seenflgs) {
remove_monster(nix, niy);
place_monster(mtmp, omx, omy);
newsym(nix, niy), newsym(omx, omy);
}
if (vamp_shift(mtmp, &mons[PM_FOG_CLOUD],
((seenflgs & 1) != 0) ? TRUE : FALSE)) {
ptr = mtmp->data; /* update cached value */
nhUse(ptr);
}
if (seenflgs) {
remove_monster(omx, omy);
place_monster(mtmp, nix, niy);
newsym(omx, omy), newsym(nix, niy);
}
}
newsym(omx, omy); /* update the old position */
trapret = mintrap(mtmp, NO_TRAP_FLAGS);
if (trapret == Trap_Killed_Mon || trapret == Trap_Moved_Mon) {
if (mtmp->mx)
newsym(mtmp->mx, mtmp->my);
return MMOVE_DIED; /* it died */
}
ptr = mtmp->data; /* in case mintrap() caused polymorph */
/* open a door, or crash through it, if 'mtmp' 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) != 0;
/* used after monster 'who' has been moved to closed door spot 'where'
which will now be changed to door state 'what' with map update */
#define UnblockDoor(where,who,what) \
do { \
(where)->doormask = (what); \
newsym((who)->mx, (who)->my); \
recalc_block_point((who)->mx, (who)->my); \
vision_recalc(0); \
/* update cached value since it might change */ \
canseeit = didseeit || cansee((who)->mx, (who)->my); \
} while (0)
/* if mon has MKoT, disarm door trap; no message given */
if (btrapped && has_magic_key(mtmp)) {
/* BUG: this lets a vampire or blob or a doorbuster
holding the Key disarm the trap even though it isn't
using that Key when squeezing under or smashing the
door. Not significant enough to worry about; perhaps
the Key's magic is more powerful for monsters? */
here->doormask &= ~D_TRAPPED;
btrapped = FALSE;
}
if ((here->doormask & (D_LOCKED | D_CLOSED)) != 0
&& amorphous(ptr)) {
if (flags.verbose && canseemon(mtmp))
pline_mon(mtmp, "%s %s under the door.", YMonnam(mtmp),
(ptr == &mons[PM_FOG_CLOUD]
|| ptr->mlet == S_LIGHT) ? "flows" : "oozes");
} else if ((here->doormask & D_LOCKED) != 0 && can_unlock) {
/* like the vampshift hack, there are sequencing
issues when the monster is moved to the door's spot
first then door handling plus feedback comes after */
UnblockDoor(here, mtmp, !btrapped ? D_ISOPEN : D_NODOOR);
if (btrapped) {
if (mb_trapped(mtmp, canseeit))
return MMOVE_DIED;
} else {
Soundeffect(se_door_unlock_and_open, 50);
if (flags.verbose) {
if (canseeit && canspotmon(mtmp)) {
pline_mon(mtmp, "%s unlocks and opens a door.",
Monnam(mtmp));
} else if (canseeit) {
You_see("a door unlock and open.");
} else if (!Deaf) {
You_hear("a door unlock and open.");
}
}
}
} else if (here->doormask == D_CLOSED && can_open) {
UnblockDoor(here, mtmp, !btrapped ? D_ISOPEN : D_NODOOR);
if (btrapped) {
if (mb_trapped(mtmp, canseeit))
return MMOVE_DIED;
} else {
Soundeffect(se_door_open, 100);
if (flags.verbose) {
if (canseeit && canspotmon(mtmp)) {
pline_mon(mtmp, "%s opens a door.", Monnam(mtmp));
} else if (canseeit) {
You_see("a door open.");
} else if (!Deaf) {
You_hear("a door open.");
}
}
}
} else if ((here->doormask & (D_LOCKED | D_CLOSED)) != 0) {
/* mfndpos guarantees this must be a doorbuster */
unsigned mask;
mask = ((btrapped
|| ((here->doormask & D_LOCKED) != 0 && !rn2(2)))
? D_NODOOR
: D_BROKEN);
UnblockDoor(here, mtmp, mask);
if (btrapped) {
if (mb_trapped(mtmp, canseeit))
return MMOVE_DIED;
} else {
Soundeffect(se_door_crash_open, 50);
if (flags.verbose) {
if (canseeit && canspotmon(mtmp)) {
pline_mon(mtmp, "%s smashes down a door.",
Monnam(mtmp));
} else if (canseeit) {
You_see("a door crash open.");
} else if (!Deaf) {
You_hear("a door crash open.");
}
}
}
/* if it's a shop door, schedule repair */
if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE))
add_damage(mtmp->mx, mtmp->my, 0L);
}
#undef UnblockDoor
} else if (levl[mtmp->mx][mtmp->my].typ == IRONBARS) {
/* 3.6.2: was using may_dig() but that doesn't handle bars;
AD_RUST catches rust monsters but metallivorous() is
needed for xorns and rock moles */
if (!(levl[mtmp->mx][mtmp->my].wall_info & W_NONDIGGABLE)
&& (dmgtype(ptr, AD_RUST) || dmgtype(ptr, AD_CORR)
|| metallivorous(ptr))) {
if (canseemon(mtmp))
pline_mon(mtmp, "%s eats through the iron bars.",
Monnam(mtmp));
dissolve_bars(mtmp->mx, mtmp->my);
return MMOVE_DONE;
} else if (flags.verbose && canseemon(mtmp))
Norep("%s %s %s the iron bars.", Monnam(mtmp),
/* pluralization fakes verb conjugation */
makeplural(locomotion(ptr, "pass")),
passes_walls(ptr) ? "through" : "between");
} /* doors and bars */
/* possibly dig */
if (can_tunnel && may_dig(mtmp->mx, mtmp->my)
&& mdig_tunnel(mtmp))
return MMOVE_DIED; /* mon died (position already updated) */
/* set also in domove(), hack.c */
if (engulfing_u(mtmp) && (mtmp->mx != omx || mtmp->my != omy)) {
/* If the monster moved, then update */
u.ux0 = u.ux;
u.uy0 = u.uy;
u_on_newpos(mtmp->mx, mtmp->my);
swallowed(0);
} else {
newsym(mtmp->mx, mtmp->my);
}
} /* mmoved==MMOVE_MOVED */
if (mmoved == MMOVE_MOVED || mmoved == MMOVE_DONE) {
if (OBJ_AT(mtmp->mx, mtmp->my) && mtmp->mcanmove) {
/* Maybe a rock mole just ate some metal object */
if (metallivorous(ptr)) {
if (meatmetal(mtmp) == 2)
return MMOVE_DIED; /* it died */
}
/* Maybe a cube ate just about anything */
if (ptr == &mons[PM_GELATINOUS_CUBE]) {
if ((etmp = meatobj(mtmp)) >= 2)
return etmp; /* it died or got forced off the level */
}
/* Maybe a purple worm ate a corpse */
if (corpse_eater(ptr)) {
if ((etmp = meatcorpse(mtmp)) >= 2)
return etmp; /* it died or got forced off the level */
}
if (mpickstuff(mtmp))
mmoved = MMOVE_DONE;
if (mtmp->minvis) {
newsym(mtmp->mx, mtmp->my);
if (mtmp->wormno)
see_wsegs(mtmp);
}
}
maybe_spin_web(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 || (!helpless(mtmp) && rn2(5)))
(void) hideunder(mtmp);
newsym(mtmp->mx, mtmp->my);
}
if (mtmp->isshk) {
after_shk_move(mtmp);
}
}
return mmoved;
}
/* Handles the movement of a standard monster.
* 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(struct monst *mtmp, int after)
{
int appr;
coordxy ggx, ggy, nix, niy;
xint16 chcnt;
boolean can_tunnel = 0;
boolean can_open = 0, can_unlock = 0 /*, doorbuster = 0 */;
boolean getitems = FALSE;
boolean avoid = FALSE;
boolean better_with_displacing = FALSE;
unsigned seenflgs;
struct permonst *ptr;
int chi, mmoved = MMOVE_NOTHING, /* not strictly nec.: chi >= 0 will do */
preferredrange_min = 0, preferredrange_max = 0;
struct mfndposdata mfp;
long flag;
coordxy omx = mtmp->mx, omy = mtmp->my;
if (mtmp->mtrapped) {
int i = mintrap(mtmp, NO_TRAP_FLAGS);
if (i == Trap_Killed_Mon) {
newsym(mtmp->mx, mtmp->my);
return MMOVE_DIED;
} /* it died */
if (i == Trap_Caught_Mon)
return MMOVE_NOTHING; /* still in trap, so didn't move */
}
ptr = mtmp->data; /* mintrap() can change mtmp->data -dlc */
if (mtmp->meating) {
mtmp->meating--;
if (mtmp->meating <= 0)
finish_meating(mtmp);
return MMOVE_DONE; /* still eating */
}
if (hides_under(ptr) && OBJ_AT(mtmp->mx, mtmp->my)
&& can_hide_under_obj(svl.level.objects[mtmp->mx][mtmp->my])
&& rn2(10))
return MMOVE_NOTHING; /* do not leave hiding place */
/* set up pre-move visibility flags */
seenflgs = (canseemon(mtmp) ? 1 : 0) | (canspotmon(mtmp) ? 2 : 0);
/* Where does 'mtmp' think you are? Not necessary if m_move() called
from this file, but needed for other calls of m_move(). */
set_apparxy(mtmp); /* set mtmp->mux, mtmp->muy */
if (!Is_rogue_level(&u.uz))
can_tunnel = tunnels(ptr);
can_open = !(nohands(ptr) || verysmall(ptr));
can_unlock = ((can_open && monhaskey(mtmp, TRUE))
|| mtmp->iswiz || is_rider(ptr));
/* doorbuster = is_giant(ptr); */
if (mtmp->wormno)
goto not_special;
/* my dog gets special treatment */
if (mtmp->mtame) {
return postmov(mtmp, ptr, omx, omy, dog_move(mtmp, after),
seenflgs, can_tunnel, can_unlock, can_open);
}
/* and the acquisitive monsters get special treatment */
if (is_covetous(ptr)) { /* [should this include
* '&& mtmp->mstrategy != STRAT_NONE'?] */
int covetousattack;
coordxy tx = mtmp->mgoal.x,
ty = mtmp->mgoal.y;
struct monst *intruder = isok(tx, ty) ? m_at(tx, ty) : NULL;
/*
* if there's a monster on the object or in possession of it,
* attack it.
*/
if (intruder && intruder != mtmp
/* 3.7: this used to use 'dist2() < 2' which meant that intended
attack was disallowed if they were adjacent diagonally */
&& dist2(mtmp->mx, mtmp->my, tx, ty) <= 2) {
gb.bhitpos.x = tx, gb.bhitpos.y = ty;
gn.notonhead = (intruder->mx != tx || intruder->my != ty);
covetousattack = mattackm(mtmp, intruder);
/* 3.7: this used to erroneously use '== 2' (M_ATTK_DEF_DIED) */
if (covetousattack & M_ATTK_AGR_DIED)
return MMOVE_DIED;
mmoved = MMOVE_MOVED;
return postmov(mtmp, ptr, omx, omy, mmoved,
seenflgs, can_tunnel, can_unlock, can_open);
}
/* otherwise continue with normal AI routine */
}
/* likewise for shopkeeper, guard, or priest */
if (mtmp->isshk || mtmp->isgd || mtmp->ispriest) {
int xm = mtmp->isshk ? shk_move(mtmp)
: mtmp->isgd ? gd_move(mtmp)
: pri_move(mtmp);
switch (xm) {
case -2:
return MMOVE_DIED;
case -1:
mmoved = MMOVE_NOTHING; /* shk follow hero outside shop */
break;
default:
impossible("unknown shk/gd/pri_move return value (%d)", xm);
FALLTHROUGH;
/*FALLTHRU*/
case 0:
case 1:
return postmov(mtmp, ptr, omx, omy,
(xm != 1) ? MMOVE_NOTHING : MMOVE_MOVED,
seenflgs, can_tunnel, can_unlock, can_open);
}
}
#ifdef MAIL_STRUCTURES
if (ptr == &mons[PM_MAIL_DAEMON]) {
if (!Deaf && canseemon(mtmp)) {
SetVoice(mtmp, 0, 80, 0);
verbalize("I'm late!");
}
mongone(mtmp);
return MMOVE_DIED;
}
#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))
(void) rloc(mtmp, RLOC_MSG);
else
mnexto(mtmp, RLOC_MSG);
return postmov(mtmp, ptr, omx, omy, MMOVE_MOVED,
seenflgs, can_tunnel, can_unlock, can_open);
}
not_special:
if (u.uswallow && !mtmp->mflee && u.ustuck != mtmp)
return MMOVE_MOVED;
omx = mtmp->mx;
omy = mtmp->my;
ggx = mtmp->mux;
ggy = mtmp->muy;
appr = mtmp->mflee ? -1 : 1;
if (mtmp->mconf || engulfing_u(mtmp)) {
appr = 0;
} else {
boolean should_see = (couldsee(omx, omy)
&& (levl[ggx][ggy].lit || !levl[omx][omy].lit)
&& (dist2(omx, omy, ggx, ggy) <= 36));
if (!mtmp->mcansee
|| (should_see && Invis && !perceives(ptr) && rn2(11))
|| is_obj_mappear(&gy.youmonst, STRANGE_OBJECT) || u.uundetected
|| (is_obj_mappear(&gy.youmonst, 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 (appr == 1 && leppie_avoidance(mtmp))
appr = -1;
/* hostiles with ranged weapon or attack try to stay away */
appr = m_balks_at_approaching(appr, mtmp, &preferredrange_min, &preferredrange_max);
if (!should_see && can_track(ptr)) {
coord *cp;
cp = gettrack(omx, omy);
if (cp) {
ggx = cp->x;
ggy = cp->y;
}
}
}
if ((!mtmp->mpeaceful || !rn2(10)) && (!Is_rogue_level(&u.uz))) {
boolean in_line = (lined_up(mtmp)
&& (distmin(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy)
<= (throws_rocks(gy.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.
*/
getitems = TRUE;
}
}
if (getitems && m_search_items(mtmp, &ggx, &ggy, &mmoved, &appr))
return postmov(mtmp, ptr, omx, omy, mmoved,
seenflgs, can_tunnel, can_unlock, can_open);
/* don't tunnel if hostile and close enough to prefer a weapon */
if (can_tunnel && needspick(ptr)
&& ((!mtmp->mpeaceful || Conflict)
&& dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= 8))
can_tunnel = FALSE;
nix = omx;
niy = omy;
flag = mon_allowflags(mtmp);
{
int i, j, nx, ny, nearer;
int jcnt, cnt;
int ndist, nidist;
coord *mtrk;
cnt = mfndpos(mtmp, &mfp, flag);
if (cnt == 0 && !is_unicorn(mtmp->data)) {
if (find_defensive(mtmp, TRUE) && use_defensive(mtmp))
return MMOVE_DONE;
return MMOVE_NOMOVES;
}
chcnt = 0;
jcnt = min(MTSZ, cnt - 1);
chi = -1;
nidist = dist2(nix, niy, ggx, ggy);
/* allow monsters be shortsighted on some levels for balance */
if (!mtmp->mpeaceful && svl.level.flags.shortsighted
&& nidist > (couldsee(nix, niy) ? 144 : 36) && appr == 1)
appr = 0;
if (is_unicorn(ptr) && noteleport_level(mtmp)) {
/* on noteleport levels, perhaps we cannot avoid hero */
for (i = 0; i < cnt; i++)
if (!(mfp.info[i] & NOTONL))
avoid = TRUE;
}
better_with_displacing =
should_displace(mtmp, &mfp, ggx, ggy);
for (i = 0; i < cnt; i++) {
if (avoid && (mfp.info[i] & NOTONL))
continue;
nx = mfp.poss[i].x;
ny = mfp.poss[i].y;
if (m_avoid_kicked_loc(mtmp, nx, ny))
continue;
if (MON_AT(nx, ny) && (mfp.info[i] & ALLOW_MDISP)
&& !(mfp.info[i] & ALLOW_M) && !better_with_displacing)
continue;
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, ggx, ggy)) < nidist);
if ((appr == 1 && nearer) || (appr == -1 && !nearer)
|| (!appr && !rn2(++chcnt))
|| (appr == -2
&& ((ndist <= preferredrange_min && !nearer)
|| (ndist >= preferredrange_max && nearer)))
|| (mmoved == MMOVE_NOTHING)) {
nix = nx;
niy = ny;
nidist = ndist;
chi = i;
mmoved = MMOVE_MOVED;
}
nxti:
;
}
}
if (mmoved != MMOVE_NOTHING) {
if (mmoved == MMOVE_MOVED && !u_at(nix, niy) && itsstuck(mtmp))
return MMOVE_DONE;
if (mmoved == MMOVE_MOVED && m_digweapon_check(mtmp, nix, niy))
return MMOVE_DONE;
/* 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.
*/
assert(IndexOk(chi, mfp.info));
if (mfp.info[chi] & ALLOW_U) {
nix = mtmp->mux;
niy = mtmp->muy;
}
if (u_at(nix, niy)) {
mtmp->mux = u.ux;
mtmp->muy = u.uy;
return MMOVE_NOTHING;
}
/* 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 ((mfp.info[chi] & ALLOW_M) != 0
|| (nix == mtmp->mux && niy == mtmp->muy))
return m_move_aggress(mtmp, nix, niy);
if ((mfp.info[chi] & ALLOW_MDISP) != 0) {
struct monst *mtmp2;
int mstatus;
mtmp2 = m_at(nix, niy); /* ALLOW_MDISP implies m_at() is !Null */
mstatus = mdisplacem(mtmp, mtmp2, FALSE);
/*[if either dies, this reports mtmp has died; is that correct?]*/
if (mstatus & (M_ATTK_AGR_DIED | M_ATTK_DEF_DIED))
return MMOVE_DIED;
if (mstatus & M_ATTK_HIT)
return MMOVE_MOVED;
return MMOVE_DONE;
}
if (!m_in_out_region(mtmp, nix, niy))
return MMOVE_DONE;
if ((mfp.info[chi] & ALLOW_ROCK) && m_can_break_boulder(mtmp)) {
(void) m_break_boulder(mtmp, nix, niy);
return MMOVE_DONE;
}
m_postmove_effect(mtmp);
/* move a normal monster; for a long worm, remove_monster() and
place_monster() only manipulate the head; they leave tail as-is */
remove_monster(omx, omy);
place_monster(mtmp, nix, niy);
msg_mon_movement(mtmp, omx, omy);
/* for a long worm, insert a new segment to reconnect the head
with the tail; worm_move() keeps the end of the tail if worm
is scheduled to grow, removes that for move-without-growing */
if (mtmp->wormno)
worm_move(mtmp);
maybe_unhide_at(mtmp->mx, mtmp->my);
mon_track_add(mtmp, omx, omy);
} else {
if (is_unicorn(ptr) && rn2(2) && !tele_restrict(mtmp)) {
(void) rloc(mtmp, RLOC_MSG);
return MMOVE_MOVED;
}
/* for a long worm, shrink it (by discarding end of tail) when
it has failed to move */
if (mtmp->wormno)
worm_nomove(mtmp);
}
return postmov(mtmp, ptr, omx, omy, mmoved,
seenflgs, can_tunnel, can_unlock, can_open);
}
/* The part of m_move that deals with a monster attacking another monster (and
* that monster possibly retaliating).
* Extracted into its own function so that it can be called with monsters that
* have special move patterns (shopkeepers, priests, etc) that want to attack
* other monsters but aren't just roaming freely around the level (so allowing
* m_move to run fully for them could select an invalid move).
* x and y are the coordinates mtmp wants to attack.
* Return values are the same as for m_move, but this function only return 2
* (mtmp died) or 3 (mtmp made its move).
*/
int
m_move_aggress(struct monst *mtmp, coordxy x, coordxy y)
{
struct monst *mtmp2;
int mstatus = 0; /* M_ATTK_MISS */
mtmp2 = m_at(x, y);
if (mtmp2) {
gb.bhitpos.x = x, gb.bhitpos.y = y;
gn.notonhead = (x != mtmp2->mx || y != mtmp2->my);
mstatus = mattackm(mtmp, mtmp2);
}
if ((mstatus & M_ATTK_AGR_DIED) || DEADMONSTER(mtmp)) /* aggressor died */
return MMOVE_DIED;
if ((mstatus & (M_ATTK_HIT | M_ATTK_DEF_DIED)) == M_ATTK_HIT
&& rn2(4) && mtmp2->movement > rn2(NORMAL_SPEED)) {
if (mtmp2->movement > NORMAL_SPEED)
mtmp2->movement -= NORMAL_SPEED;
else
mtmp2->movement = 0;
gb.bhitpos.x = mtmp->mx, gb.bhitpos.y = mtmp->my;
gn.notonhead = FALSE;
mstatus = mattackm(mtmp2, mtmp); /* return attack */
/* note: at this point, defender is the original (moving) aggressor */
if (mstatus & M_ATTK_DEF_DIED)
return MMOVE_DIED;
}
return MMOVE_DONE;
}
/* returns TRUE if a mon can hide under the obj */
boolean
can_hide_under_obj(struct obj *obj)
{
/* uncomment '#define NO_HIDING_UNDER_STATUES' to prevent hiding under
* statues; that was introduced to avoid nullifying statue traps but
* isn't needed now that hiding at any non-pit trap site is disallowed */
/* #define NO_HIDING_UNDER_STATUES */
struct trap *t;
if (!obj || obj->where != OBJ_FLOOR)
return FALSE;
/* can't hide in/on/under traps (except pits) even when there is an
object here; since obj is on floor, its <ox,oy> are up to date */
if ((t = t_at(obj->ox, obj->oy)) != 0 && !is_pit(t->ttyp))
return FALSE;
/* can't hide under small amount of coins unless non-coins are also
present; we expect coins to be a single stack but don't assume that */
if (obj->oclass == COIN_CLASS) {
long coinquan = 0L;
do {
/* 10 coins is arbitrary amount considered enough to hide under */
if ((coinquan += obj->quan) >= 10L)
break; /* fall through to other checks */
obj = obj->nexthere;
if (!obj)
return FALSE; /* whole pile was less than 10 coins */
} while (obj->oclass == COIN_CLASS);
}
#ifdef NO_HIDING_UNDER_STATUES
/*
* 'obj' might have been changed, but only if we've skipped coins that
* are on the top of a pile. However, the statue loop will clobber it.
*/
/* can't hide under statues regardless of pile stacking order */
while (obj) {
if (obj->otyp == STATUE)
return FALSE;
obj = obj->nexthere;
}
/*
* If we reach here, 'obj' is now Null but wasn't earlier so the original
* 'obj' can be hidden beneath.
*/
#undef NO_HIDING_UNDER_STATUES
#endif
return TRUE; /* can hide under the object */
}
void
dissolve_bars(coordxy x, coordxy y)
{
levl[x][y].typ = (levl[x][y].edge == 1) ? DOOR
: (Is_special(&u.uz) || *in_rooms(x, y, 0)) ? ROOM : CORR;
levl[x][y].flags = 0; /* doormask = D_NODOOR */
newsym(x, y);
if (u_at(x, y))
switch_terrain();
}
boolean
closed_door(coordxy x, coordxy y)
{
return (boolean) (IS_DOOR(levl[x][y].typ)
&& (levl[x][y].doormask & (D_LOCKED | D_CLOSED)));
}
boolean
accessible(coordxy x, coordxy y)
{
/* use underlying terrain in front of closed drawbridge */
int levtyp = SURFACE_AT(x, y);
return (boolean) (ACCESSIBLE(levtyp) && !closed_door(x, y));
}
/* decide where the monster thinks you are standing */
void
set_apparxy(struct monst *mtmp)
{
boolean notseen, notthere, gotu;
int displ;
coordxy mx = mtmp->mux, my = mtmp->muy;
long umoney = money_cnt(gi.invent);
/*
* do cheapest and/or most likely tests first
*/
/* pet knows your smell; grabber still has hold of you; monsters which
know where you are don't suddenly forget, if you haven't moved away */
if (mtmp->mtame || mtmp == u.ustuck || u_at(mx, my)) {
mtmp->mux = u.ux;
mtmp->muy = u.uy;
return;
}
notseen = (!mtmp->mcansee || (Invis && !perceives(mtmp->data)));
notthere = (Displaced && mtmp->data != &mons[PM_DISPLACER_BEAST]);
/* add cases as required. eg. Displacement ... */
if (Underwater) {
displ = 1;
} else if (notseen) {
/* Xorns can smell quantities of valuable metal
like that in solid gold coins, treat as seen */
displ = (mtmp->data == &mons[PM_XORN] && umoney) ? 0 : 1;
} else if (notthere) {
displ = couldsee(mx, my) ? 2 : 1;
} else {
displ = 0;
}
if (!displ) {
mtmp->mux = u.ux;
mtmp->muy = u.uy;
return;
}
/* without something like the following, invisibility and displacement
are too powerful */
gotu = notseen ? !rn2(3) : notthere ? !rn2(4) : FALSE;
if (!gotu) {
int try_cnt = 0;
do {
if (++try_cnt > 200) {
mx = u.ux;
my = u.uy;
break; /* punt */
}
mx = u.ux - displ + rn2(2 * displ + 1);
my = u.uy - displ + rn2(2 * displ + 1);
} while (!isok(mx, my)
|| (displ != 2 && mx == mtmp->mx && my == mtmp->my)
|| ((mx != u.ux || my != u.uy) && !passes_walls(mtmp->data)
&& !(accessible(mx, my)
|| (closed_door(mx, my)
&& (can_ooze(mtmp) || can_fog(mtmp)))))
|| !couldsee(mx, my));
} else {
mx = u.ux;
my = u.uy;
}
mtmp->mux = mx;
mtmp->muy = my;
}
/*
* mon-to-mon displacement is a deliberate "get out of my way" act,
* not an accidental bump, so we don't consider mstun or mconf in
* undesired_disp().
*
* We do consider many other things about the target and its
* location however.
*/
boolean
undesirable_disp(
struct monst *mtmp, /* barging creature */
coordxy x,
coordxy y) /* spot 'mtmp' is considering moving to */
{
boolean is_pet = (mtmp->mtame && !mtmp->isminion);
struct trap *trap = t_at(x, y);
if (is_pet) {
/* Pets avoid a trap if you've seen it usually. */
if (trap && trap->tseen && rn2(40))
return TRUE;
/* Pets avoid cursed locations */
if (cursed_object_at(x, y))
return TRUE;
/* Monsters avoid a trap if they've seen that type before */
} else if (trap && rn2(40)
&& mon_knows_traps(mtmp, trap->ttyp)) {
return TRUE;
}
/* oversimplification: creatures that bargethrough can't swap places
when target monster is in rock or closed door or water (in particular,
avoid moving to spots where mondied() won't leave a corpse; doesn't
matter whether barger is capable of moving to such a target spot if
it were unoccupied) */
if (!accessible(x, y)
/* mondied() allows is_pool() as an exception to !accessible(),
but we'll only do that if 'mtmp' is already at a water location
so that we don't swap a water critter onto land */
&& !(is_pool(x, y) && is_pool(mtmp->mx, mtmp->my)))
return TRUE;
return FALSE;
}
/*
* Inventory prevents passage under door.
* Used by can_ooze() and can_fog().
*/
staticfn boolean
stuff_prevents_passage(struct monst *mtmp)
{
struct obj *chain, *obj;
if (mtmp == &gy.youmonst) {
chain = gi.invent;
} else {
chain = mtmp->minvent;
}
for (obj = chain; obj; obj = obj->nobj) {
int typ = obj->otyp;
if (typ == COIN_CLASS && obj->quan > 100L)
return TRUE;
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 && typ != CREDIT_CARD && !is_shirt(obj)
&& !(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
&& obj->oclass != VENOM_CLASS && 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 TRUE;
if (Is_container(obj) && obj->cobj)
return TRUE;
}
return FALSE;
}
boolean
can_ooze(struct monst *mtmp)
{
if (!amorphous(mtmp->data) || stuff_prevents_passage(mtmp))
return FALSE;
return TRUE;
}
/* monster can change form into a fog if necessary */
boolean
can_fog(struct monst *mtmp)
{
if (!(svm.mvitals[PM_FOG_CLOUD].mvflags & G_GENOD) && is_vampshifter(mtmp)
&& !Protection_from_shape_changers && !stuff_prevents_passage(mtmp))
return TRUE;
return FALSE;
}
/* this is called when a vampire turns into a fog cloud in order to move
under a closed door; if it was sensed via telepathy or seen via
infravision, its new fog cloud shape will disappear */
staticfn int
vamp_shift(
struct monst *mon,
struct permonst *ptr,
boolean domsg)
{
int reslt = 0;
if (mon->data == ptr) {
/* already right shape */
reslt = 1;
} else if (is_vampshifter(mon)) {
reslt = newcham(mon, ptr, domsg ? NC_SHOW_MSG : NO_NC_FLAGS);
/* shape-change message is given when vampshifter turns into a
fog cloud in order to move under a closed door */
display_nhwindow(WIN_MESSAGE, FALSE);
}
return reslt;
}
/*monmove.c*/