Files
nethack/src/monmove.c
nhmall be76727265 granular verbose message suppression mechanics
Switch to using a macro invocation Verbos(n, s) in place of the
flags.verbose checks.

Provide the mechanics for individual suppression of any of the
existing messages that were considered verbose.

Mechanics only - this code update does not provide any means of
setting the suppression bits.

iflags.verbose = 0
is still a master suppression of all the verbose messages.

iflags.verbose = 1
turns on the verbose messages only for those whose suppression
bit is 0 (not set).
2022-06-09 13:53:20 -04:00

1991 lines
73 KiB
C

/* NetHack 3.7 monmove.c $NHDT-Date: 1651886999 2022/05/07 01:29:59 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.179 $ */
/* 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"
static void watch_on_duty(struct monst *);
static int disturb(struct monst *);
static void release_hero(struct monst *);
static void distfleeck(struct monst *, int *, int *, int *);
static int m_arrival(struct monst *);
static boolean holds_up_web(xchar, xchar);
static int count_webbing_walls(xchar, xchar);
static boolean soko_allow_web(struct monst *);
static boolean leppie_avoidance(struct monst *);
static void leppie_stash(struct monst *);
static boolean m_balks_at_approaching(struct monst *);
static boolean stuff_prevents_passage(struct monst *);
static int vamp_shift(struct monst *, struct permonst *, boolean);
/* 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 (Verbose(2, mb_trapped)) {
if (canseeit && !Unaware)
pline("KABOOM!! You see a door explode.");
else if (!Deaf)
You_hear("a %s explosion.",
(distu(mtmp->mx, mtmp->my) > 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 */
}
mtmp->mtrapseen |= (1 << (TRAPPED_DOOR - 1));
return FALSE;
}
/* 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("%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("%s yells:", Amonnam(mon));
else
You_hear("someone yell:");
verbalize1(shout);
}
}
static void
watch_on_duty(register struct monst* mtmp)
{
int 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, g.context.digging.pos.x, g.context.digging.pos.y,
FALSE);
}
}
}
/* move a monster; if a threat to busy hero, stop doing whatever it is */
int
dochugw(
register 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 */
{
int x = mtmp->mx, y = mtmp->my; /* 'mtmp's location before dochug() */
/* skip canspotmon() if occupation is Null */
boolean already_saw_mon = (chug && g.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 (g.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 */
&& distu(mtmp->mx, mtmp->my) <= (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(int x, int y, struct monst* mtmp)
{
/* creatures who are directly resistant to magical scaring:
* humans aren't monsters
* uniques have ascended their base monster instincts
* Rodney, lawful minions, Angels, the Riders, shopkeepers
* inside their own shop, priests inside their own temple */
if (mtmp->iswiz || is_lminion(mtmp) || mtmp->data == &mons[PM_ANGEL]
|| is_rider(mtmp->data)
|| mtmp->data->mlet == S_HUMAN || unique_corpstat(mtmp->data)
|| (mtmp->isshk && inhishop(mtmp))
|| (mtmp->ispriest && inhistemple(mtmp)))
return FALSE;
/* <0,0> is used by musical scaring to check for the above;
* it doesn't care about scrolls or engravings or dungeon branch */
if (x == 0 && y == 0)
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 (sengr_at("Elbereth", x, y, TRUE)
&& (u_at(x, y) || (Displaced && mtmp->mux == x && mtmp->muy == y))
&& !(mtmp->isshk || mtmp->isgd || !mtmp->mcansee
|| mtmp->mpeaceful || mtmp->data->mlet == S_HUMAN
|| mtmp->data == &mons[PM_MINOTAUR]
|| Inhell || In_endgame(&u.uz)));
}
/* regenerate lost hit points */
void
mon_regen(struct monst* mon, boolean digest_meal)
{
if (mon->mhp < mon->mhpmax && (g.moves % 20 == 0 || regenerates(mon->data)))
mon->mhp++;
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.
*/
static int
disturb(register 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 mimicing furniture or object)
*/
if (couldsee(mtmp->mx, mtmp->my) && distu(mtmp->mx, mtmp->my) <= 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 */
static void
release_hero(struct monst* mon)
{
if (mon == u.ustuck) {
if (u.uswallow) {
expels(mon, mon->data, TRUE);
} else if (!sticks(g.youmonst.data)) {
unstuck(mon); /* let go */
You("get released!");
}
}
}
struct monst *
find_pmmonst(int pm)
{
struct monst *mtmp = 0;
if ((g.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("%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 */
}
/* 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("%s seems to flinch.", Adjmonnam(mtmp, "immobile"));
} else if (flees_light(mtmp)) {
if (Unaware) {
/* tell the player even if the hero is unconscious */
pline("%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("%s flees from the painful light of %s.",
Monnam(mtmp), lsrc);
} else {
verbalize("Bright light!");
}
} else {
pline("%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 */
memset(mtmp->mtrack, 0, sizeof(mtmp->mtrack));
}
static void
distfleeck(register struct monst* mtmp, int* inrange, int* nearby, int* scared)
{
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 */
static int
m_arrival(struct monst* mon)
{
mon->mstrategy &= ~STRAT_ARRIVE; /* always reset */
return -1;
}
/* returns 1 if monster died moving, 0 otherwise */
/* The whole dochugw/m_move/distfleeck/mfndpos section is serious spaghetti
* code. --KAA
*/
int
dochug(register struct monst* mtmp)
{
register struct permonst *mdat;
register int tmp = MMOVE_NOTHING;
int inrange, nearby, scared, res;
struct obj *otmp;
/* 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 */
if (mtmp->mflee && !rn2(40) && can_teleport(mdat) && !mtmp->iswiz
&& !noteleport_level(mtmp)) {
if (rloc(mtmp, RLOC_MSG))
leppie_stash(mtmp);
return 0;
}
if (mdat->msound == MS_SHRIEK && !um_dist(mtmp->mx, mtmp->my, 1))
m_respond(mtmp);
if (mdat == &mons[PM_MEDUSA] && couldsee(mtmp->mx, mtmp->my))
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 */
if (mtmp == u.ustuck && mtmp->mpeaceful && !mtmp->mconf && !Conflict) {
release_hero(mtmp);
return 0; /* uses up monster's turn */
}
set_apparxy(mtmp);
/* 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().
*/
/* Monsters that want to acquire things */
/* may teleport, so do it before inrange is set */
if (is_covetous(mdat)) {
(void) tactics(mtmp);
/* tactics -> mnexto -> deal_with_overcrowding */
if (mtmp->mstate)
return 0;
}
/* check distance and scariness of attacks */
distfleeck(mtmp, &inrange, &nearby, &scared);
if (find_defensive(mtmp)) {
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(g.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 */
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);
} else if (is_mind_flayer(mdat) && !rn2(20)) {
struct monst *m2, *nmon = (struct monst *) 0;
if (canseemon(mtmp))
pline("%s concentrates.", Monnam(mtmp));
if (distu(mtmp->mx, mtmp->my) > BOLT_LIM * BOLT_LIM) {
You("sense a faint wave of psychic energy.");
goto toofar;
}
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) {
g.youmonst.m_ap_type = M_AP_NOTHING;
g.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);
}
}
}
toofar:
/* 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;
}
}
/* Now the actual movement phase
*/
if (mtmp->data == &mons[PM_HEZROU]) /* stench */
create_gas_cloud(mtmp->mx, mtmp->my, 1, 8);
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 (!nearby || mtmp->mflee || scared || mtmp->mconf || mtmp->mstun
|| (mtmp->minvis && !rn2(3))
|| (mdat->mlet == S_LEPRECHAUN && !findgold(g.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)) {
tmp = MMOVE_DONE; /* bypass m_move() */
break;
}
}
}
}
if (!tmp)
tmp = m_move(mtmp, 0);
if (tmp != MMOVE_DIED)
distfleeck(mtmp, &inrange, &nearby, &scared); /* recalc */
switch (tmp) { /* for pets, cases 0 and 3 are equivalent */
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 */
/* 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(mdat) || find_offensive(mtmp)))
break;
/* engulfer/grabber checks */
if (mtmp == u.ustuck) {
/* a monster that's digesting you can move at the
* same time -dlc
*/
if (u.uswallow)
return mattacku(mtmp);
/* if confused grabber has wandered off, let go */
if (!next2u(mtmp->mx, mtmp->my))
unstuck(mtmp);
}
return 0;
case MMOVE_DIED: /* monster died */
return 1;
}
}
/* Now, attack the player if possible - one attack set per monst
*/
if (tmp != MMOVE_DONE && (!mtmp->mpeaceful
|| (Conflict && !resist_conflict(mtmp)))) {
if (inrange && !scared && !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 tmp==2 so this always returns 0 */
return (tmp == 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 };
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(register struct monst* mtmp)
{
if (sticks(g.youmonst.data) && mtmp == u.ustuck && !u.uswallow) {
pline("%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,
coord *poss, /* coord poss[9] */
long *info, /* long info[9] */
int cnt,
xchar gx,
xchar gy)
{
int shortest_with_displacing = -1;
int shortest_without_displacing = -1;
int count_without_displacing = 0;
register int i, nx, ny;
int ndist;
for (i = 0; i < cnt; i++) {
nx = poss[i].x;
ny = poss[i].y;
ndist = dist2(nx, ny, gx, gy);
if (MON_AT(nx, ny) && (info[i] & ALLOW_MDISP) && !(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;
}
boolean
m_digweapon_check(struct monst* mtmp, xchar nix, xchar niy)
{
boolean can_tunnel = 0;
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 = MON_WEP(mtmp)) || !is_axe(mw_tmp))
mtmp->weapon_check = NEED_AXE;
} else if (IS_STWALL(levl[nix][niy].typ)) {
if (!(mw_tmp = MON_WEP(mtmp)) || !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? */
static boolean
leppie_avoidance(struct monst *mtmp)
{
struct obj *lepgold, *ygold;
if (mtmp->data == &mons[PM_LEPRECHAUN]
&& ((lepgold = findgold(mtmp->minvent))
&& (lepgold->quan
> ((ygold = findgold(g.invent)) ? ygold->quan : 0L))))
return TRUE;
return FALSE;
}
/* unseen leprechaun with gold might stash it */
static 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? */
static boolean
m_balks_at_approaching(struct monst* mtmp)
{
/* peaceful, far away, or can't see you */
if (mtmp->mpeaceful
|| (dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) >= 5*5)
|| !m_canseeu(mtmp))
return FALSE;
/* has ammo+launcher or can spit */
if (m_has_launcher_and_ammo(mtmp)
|| attacktype(mtmp->data, AT_SPIT))
return TRUE;
/* is using a polearm and in range */
if (MON_WEP(mtmp) && is_pole(MON_WEP(mtmp))
&& dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= MON_POLE_DIST)
return TRUE;
/* breath attack, and hp loss or breath not used */
if (attacktype(mtmp->data, AT_BREA)
&& ((mtmp->mhp < (mtmp->mhpmax+1) / 3)
|| !mtmp->mspec_used))
return TRUE;
return FALSE;
}
static boolean
holds_up_web(xchar x, xchar y)
{
stairway *sway;
if (!isok(x, y)
|| IS_ROCK(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 */
static int
count_webbing_walls(xchar x, xchar 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 */
static 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 */
static 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("%s spins a web.", upstart(mbuf));
trap->tseen = 1;
}
if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE))
add_damage(mtmp->mx, mtmp->my, 0L);
}
}
}
/* 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(register struct monst* mtmp, register int after)
{
int appr, etmp;
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;
boolean better_with_displacing = FALSE;
boolean sawmon = canspotmon(mtmp); /* before it moved */
struct permonst *ptr;
struct monst *mtoo;
schar mmoved = MMOVE_NOTHING; /* not strictly nec.: chi >= 0 will do */
long info[9];
long flag;
int 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) && rn2(10))
return MMOVE_NOTHING; /* do not leave hiding place */
/* 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) {
mmoved = dog_move(mtmp, after);
goto postmov;
}
/* 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 possession of it,
* attack it.
*/
if ((dist2(mtmp->mx, mtmp->my, tx, ty) < 2) && intruder
&& (intruder != mtmp)) {
g.notonhead = (intruder->mx != tx || intruder->my != ty);
if (mattackm(mtmp, intruder) == 2)
return MMOVE_DIED;
mmoved = MMOVE_MOVED;
} else
mmoved = MMOVE_NOTHING;
goto postmov;
}
/* 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; break; /* shk follow hero outside shop */
case 0: mmoved = MMOVE_NOTHING; goto postmov;
case 1: mmoved = MMOVE_MOVED; goto postmov;
default: impossible("unknown shk/gd/pri_move return value (%i)", xm);
mmoved = MMOVE_NOTHING;
goto postmov;
}
}
#ifdef MAIL_STRUCTURES
if (ptr == &mons[PM_MAIL_DAEMON]) {
if (!Deaf && canseemon(mtmp))
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);
mmoved = MMOVE_MOVED;
goto postmov;
}
not_special:
if (u.uswallow && !mtmp->mflee && u.ustuck != mtmp)
return MMOVE_MOVED;
omx = mtmp->mx;
omy = mtmp->my;
gx = mtmp->mux;
gy = mtmp->muy;
appr = mtmp->mflee ? -1 : 1;
if (mtmp->mconf || engulfing_u(mtmp)) {
appr = 0;
} else {
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))
|| is_obj_mappear(&g.youmonst,STRANGE_OBJECT) || u.uundetected
|| (is_obj_mappear(&g.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 */
if (m_balks_at_approaching(mtmp))
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)) && (!Is_rogue_level(&u.uz))) {
boolean in_line = (lined_up(mtmp)
&& (distmin(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy)
<= (throws_rocks(g.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 && !Sokoban);
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;
/* avoid special items; once hero picks them up, they'll
cease being special */
if (is_mines_prize(otmp) || is_soko_prize(otmp))
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 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;
/* 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 ((is_pool(xx, yy) && !is_swimmer(ptr))
|| (is_lava(xx, yy) && !likes_lava(ptr)))
continue;
if (((likegold && otmp->oclass == COIN_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) > 0
&& (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 = MMOVE_DONE; /* 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;
}
}
/* 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);
{
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 && g.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 (!(info[i] & NOTONL))
avoid = TRUE;
}
better_with_displacing =
should_displace(mtmp, poss, info, cnt, gx, gy);
for (i = 0; i < cnt; i++) {
if (avoid && (info[i] & NOTONL))
continue;
nx = poss[i].x;
ny = poss[i].y;
if (MON_AT(nx, ny) && (info[i] & ALLOW_MDISP)
&& !(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, gx, gy)) < nidist);
if ((appr == 1 && nearer) || (appr == -1 && !nearer)
|| (!appr && !rn2(++chcnt)) || !mmoved) {
nix = nx;
niy = ny;
nidist = ndist;
chi = i;
mmoved = MMOVE_MOVED;
}
nxti:
;
}
}
if (mmoved) {
register int j;
if (mmoved == MMOVE_MOVED && (u.ux != nix || u.uy != 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.
*/
if (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 ((info[chi] & ALLOW_M) || (nix == mtmp->mux && niy == mtmp->muy))
return m_move_aggress(mtmp, nix, niy);
if ((info[chi] & ALLOW_MDISP)) {
struct monst *mtmp2;
int mstatus;
mtmp2 = m_at(nix, niy);
mstatus = mdisplacem(mtmp, mtmp2, FALSE);
if ((mstatus & MM_AGR_DIED) || (mstatus & MM_DEF_DIED))
return MMOVE_DIED;
if (mstatus & MM_HIT)
return MMOVE_MOVED;
return MMOVE_DONE;
}
if (!m_in_out_region(mtmp, nix, niy))
return MMOVE_DONE;
/* 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);
/* 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);
for (j = MTSZ - 1; j > 0; j--)
mtmp->mtrack[j] = mtmp->mtrack[j - 1];
mtmp->mtrack[0].x = omx;
mtmp->mtrack[0].y = 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);
}
postmov:
if (mmoved == MMOVE_MOVED || mmoved == MMOVE_DONE) {
boolean canseeit = cansee(mtmp->mx, mtmp->my),
didseeit = canseeit;
if (mmoved == MMOVE_MOVED) {
int trapret;
/* normal monster move will already have <nix,niy>,
but pet dog_move() with 'goto postmov' won't */
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 above, 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)) {
if (sawmon) {
remove_monster(nix, niy);
place_monster(mtmp, omx, omy);
newsym(nix, niy), newsym(omx, omy);
}
if (vamp_shift(mtmp, &mons[PM_FOG_CLOUD], sawmon)) {
ptr = mtmp->data; /* update cached value */
}
if (sawmon) {
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 2; /* 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); \
unblock_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 (Verbose(2, m_move1) && canseemon(mtmp))
pline("%s %s under the door.", Monnam(mtmp),
(ptr == &mons[PM_FOG_CLOUD]
|| ptr->mlet == S_LIGHT) ? "flows" : "oozes");
} else if (here->doormask & D_LOCKED && can_unlock) {
/* like the vampshift hack above, 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 2;
} else {
if (Verbose(2, m_move2)) {
if (canseeit && canspotmon(mtmp))
pline("%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 2;
} else {
if (Verbose(2, m_move3)) {
if (canseeit && canspotmon(mtmp))
pline("%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)) {
/* 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 2;
} else {
if (Verbose(2, m_move4)) {
if (canseeit && canspotmon(mtmp))
pline("%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);
}
} 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("%s eats through the iron bars.", Monnam(mtmp));
dissolve_bars(mtmp->mx, mtmp->my);
return 3;
} else if (Verbose(2, m_move5) && canseemon(mtmp))
Norep("%s %s %s the iron bars.", Monnam(mtmp),
/* pluralization fakes verb conjugation */
makeplural(locomotion(ptr, "pass")),
passes_walls(ptr) ? "through" : "between");
}
/* possibly dig */
if (can_tunnel && may_dig(mtmp->mx, mtmp->my)
&& mdig_tunnel(mtmp))
return 2; /* 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.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) {
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 && !Sokoban);
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 ((etmp = meatobj(mtmp)) >= 2)
return etmp; /* it died or got forced off the level */
}
/* Maybe a purple worm ate a corpse */
if (ptr == &mons[PM_PURPLE_WORM]
|| ptr == &mons[PM_BABY_PURPLE_WORM]) {
if ((etmp = meatcorpse(mtmp)) >= 2)
return etmp; /* it died or got forced off the level */
}
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 = 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;
}
/* 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, xchar x, xchar y)
{
struct monst *mtmp2;
int mstatus;
mtmp2 = m_at(x, y);
g.notonhead = mtmp2 && (x != mtmp2->mx || y != mtmp2->my);
/* note: mstatus returns 0 if mtmp2 is nonexistent */
mstatus = mattackm(mtmp, mtmp2);
if (mstatus & MM_AGR_DIED) /* aggressor died */
return MMOVE_DIED;
if ((mstatus & MM_HIT) && !(mstatus & MM_DEF_DIED) && rn2(4)
&& mtmp2->movement >= NORMAL_SPEED) {
mtmp2->movement -= NORMAL_SPEED;
g.notonhead = 0;
mstatus = mattackm(mtmp2, mtmp); /* return attack */
if (mstatus & MM_DEF_DIED)
return MMOVE_DIED;
}
return MMOVE_DONE;
}
void
dissolve_bars(register int x, register int y)
{
levl[x][y].typ = (Is_special(&u.uz) || *in_rooms(x, y, 0)) ? ROOM : CORR;
levl[x][y].flags = 0;
newsym(x, y);
if (u_at(x, y))
switch_terrain();
}
boolean
closed_door(register int x, register int y)
{
return (boolean) (IS_DOOR(levl[x][y].typ)
&& (levl[x][y].doormask & (D_LOCKED | D_CLOSED)));
}
boolean
accessible(register int x, register int y)
{
int levtyp = levl[x][y].typ;
/* use underlying terrain in front of closed drawbridge */
if (levtyp == DRAWBRIDGE_UP)
levtyp = db_under_typ(levl[x][y].drawbridgemask);
return (boolean) (ACCESSIBLE(levtyp) && !closed_door(x, y));
}
/* decide where the monster thinks you are standing */
void
set_apparxy(register struct monst* mtmp)
{
boolean notseen, notthere, gotu;
int disp, mx = mtmp->mux, my = mtmp->muy;
long umoney = money_cnt(g.invent);
/*
* 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 (u_at(mx, my))
goto found_you;
notseen = (!mtmp->mcansee || (Invis && !perceives(mtmp->data)));
notthere = (Displaced && mtmp->data != &mons[PM_DISPLACER_BEAST]);
/* add cases as required. eg. Displacement ... */
if (Underwater) {
disp = 1;
} else if (notseen) {
/* Xorns can smell quantities of valuable metal
like that in solid gold coins, treat as seen */
disp = (mtmp->data == &mons[PM_XORN] && umoney) ? 0 : 1;
} else if (notthere) {
disp = couldsee(mx, my) ? 2 : 1;
} else {
disp = 0;
}
if (!disp)
goto found_you;
/* without something like the following, invisibility and displacement
are too powerful */
gotu = notseen ? !rn2(3) : notthere ? !rn2(4) : FALSE;
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(mx, my)
|| (closed_door(mx, my)
&& (can_ooze(mtmp) || can_fog(mtmp)))))
|| !couldsee(mx, my));
} else {
found_you:
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 */
xchar x,
xchar y) /* spot 'mtmp' is considering moving to */
{
boolean is_pet = (mtmp && 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)
&& (mtmp->mtrapseen & (1 << (trap->ttyp - 1))) != 0) {
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().
*/
static boolean
stuff_prevents_passage(struct monst* mtmp)
{
struct obj *chain, *obj;
if (mtmp == &g.youmonst) {
chain = g.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 (!(g.mvitals[PM_FOG_CLOUD].mvflags & G_GENOD) && is_vampshifter(mtmp)
&& !Protection_from_shape_changers && !stuff_prevents_passage(mtmp))
return TRUE;
return FALSE;
}
static int
vamp_shift(
struct monst *mon,
struct permonst *ptr,
boolean domsg)
{
int reslt = 0;
char oldmtype[BUFSZ];
boolean sawmon = canseemon(mon); /* before shape change */
/* remember current monster type before shapechange */
Strcpy(oldmtype, domsg ? noname_monnam(mon, ARTICLE_THE) : "");
if (mon->data == ptr) {
/* already right shape */
reslt = 1;
domsg = FALSE;
} else if (is_vampshifter(mon)) {
reslt = newcham(mon, ptr, NO_NC_FLAGS);
}
if (reslt && domsg) {
/* might have seen vampire/bat/wolf with infravision then be
unable to see the same creature when it turns into a fog cloud */
if (canspotmon(mon))
You("%s %s where %s was.",
!canseemon(mon) ? "now detect" : "observe",
noname_monnam(mon, ARTICLE_A), oldmtype);
else
You("can no longer %s %s.", sawmon ? "see" : "sense", oldmtype);
/* this message is given when it turns into a fog cloud
in order to move under a closed door */
display_nhwindow(WIN_MESSAGE, FALSE);
}
return reslt;
}
/*monmove.c*/