/* SCCS Id: @(#)monmove.c 3.3 2000/07/24 */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* NetHack may be freely redistributed. See license for details. */ #include "hack.h" #include "mfndpos.h" #include "artifact.h" extern boolean notonhead; #ifdef OVL0 STATIC_DCL int FDECL(disturb,(struct monst *)); STATIC_DCL void FDECL(distfleeck,(struct monst *,int *,int *,int *)); STATIC_DCL int FDECL(m_arrival, (struct monst *)); STATIC_DCL void FDECL(watch_on_duty,(struct monst *)); #endif /* OVL0 */ #ifdef OVLB boolean /* TRUE : mtmp died */ mb_trapped(mtmp) register struct monst *mtmp; { if (flags.verbose) { if (cansee(mtmp->mx, mtmp->my)) pline("KABOOM!! You see a door explode."); else if (flags.soundok) You_hear("a distant explosion."); } wake_nearto(mtmp->mx, mtmp->my, 7*7); mtmp->mstun = 1; mtmp->mhp -= rnd(15); if(mtmp->mhp <= 0) { mondied(mtmp); if (mtmp->mhp > 0) /* lifesaved */ return(FALSE); else return(TRUE); } return(FALSE); } #endif /* OVLB */ #ifdef OVL0 STATIC_OVL void watch_on_duty(mtmp) register struct monst *mtmp; { register s_level *slev = Is_special(&u.uz); int x, y; if(slev && slev->flags.town && mtmp->mpeaceful && 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)) { pline("%s yells:", Amonnam(mtmp)); if(levl[x][y].looted & D_WARNED) { verbalize("Halt, thief! You're under arrest!"); (void) angry_guards(!(flags.soundok)); } else { verbalize("Hey, stop picking that lock!"); levl[x][y].looted |= D_WARNED; } stop_occupation(); } } } } #endif /* OVL0 */ #ifdef OVL1 int dochugw(mtmp) register struct monst *mtmp; { register int x = mtmp->mx, y = mtmp->my; boolean already_saw_mon = !occupation ? 0 : canspotmon(mtmp); int rd = dochug(mtmp); #if 0 /* part of the original warning code which was replaced in 3.3.1 */ int dd; if(Warning && !rd && !mtmp->mpeaceful && (dd = distu(mtmp->mx,mtmp->my)) < distu(x,y) && dd < 100 && !canseemon(mtmp)) { /* Note: this assumes we only want to warn against the monster to * which the weapon does extra damage, as there is no "monster * which the weapon warns against" field. */ if (spec_ability(uwep, SPFX_WARN) && spec_dbon(uwep, mtmp, 1)) warnlevel = 100; else if ((int) (mtmp->m_lev / 4) > warnlevel) warnlevel = (mtmp->m_lev / 4); } #endif /* 0 */ /* a similar check is in monster_nearby() in hack.c */ /* check whether hero notices monster and stops current activity */ if (occupation && !rd && !Confusion && (!mtmp->mpeaceful || Hallucination) && /* 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 */ (canseemon(mtmp) || (sensemon(mtmp) && couldsee(mtmp->mx,mtmp->my))) && !noattacks(mtmp->data) && !onscary(u.ux, u.uy, mtmp)) stop_occupation(); return(rd); } #endif /* OVL1 */ #ifdef OVL2 boolean onscary(x, y, mtmp) int x, y; struct monst *mtmp; { if (mtmp->isshk || mtmp->isgd || mtmp->iswiz || !mtmp->mcansee || mtmp->mpeaceful || mtmp->data->mlet == S_HUMAN || is_lminion(mtmp->data) || is_rider(mtmp->data) || mtmp->data == &mons[PM_MINOTAUR]) return(FALSE); return (boolean)(sobj_at(SCR_SCARE_MONSTER, x, y) #ifdef ELBERETH || sengr_at("Elbereth", x, y) #endif || (mtmp->data->mlet == S_VAMPIRE && IS_ALTAR(levl[x][y].typ))); } #endif /* OVL2 */ #ifdef OVL0 /* regenerate lost hit points */ void mon_regen(mon, digest_meal) struct monst *mon; boolean digest_meal; { if (mon->mhp < mon->mhpmax && (moves % 20 == 0 || regenerates(mon->data))) mon->mhp++; if (mon->mspec_used) mon->mspec_used--; if (digest_meal) { if (mon->meating) mon->meating--; } } /* * Possibly awaken the given monster. Return a 1 if the monster has been * jolted awake. */ STATIC_OVL int disturb(mtmp) 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) && mtmp->m_ap_type != M_AP_FURNITURE && mtmp->m_ap_type != M_AP_OBJECT) )) { mtmp->msleeping = 0; return(1); } return(0); } STATIC_OVL void distfleeck(mtmp,inrange,nearby,scared) register struct monst *mtmp; int *inrange, *nearby, *scared; { int seescaryx, seescaryy; *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; } *scared = (*nearby && (onscary(seescaryx, seescaryy, mtmp) || (!mtmp->mpeaceful && in_your_sanctuary(mtmp, 0, 0)))); if(*scared && !mtmp->mflee) { if (!sticks(youmonst.data)) unstuck(mtmp); /* monster lets go when fleeing */ mtmp->mflee = 1; #ifdef STUPID if (rn2(7)) mtmp->mfleetim = rnd(10); else mtmp->mfleetim = rnd(100); #else mtmp->mfleetim = rnd(rn2(7) ? 10 : 100); #endif } } /* 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_OVL int m_arrival(mon) 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(mtmp) register struct monst *mtmp; { register struct permonst *mdat; register int tmp=0; int inrange, nearby, scared; /* Pre-movement adjustments */ mdat = mtmp->data; if (mtmp->mstrategy & STRAT_ARRIVE) { int 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); /* 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 && !level.flags.noteleport) { rloc(mtmp); return(0); } if (mdat->msound == MS_SHRIEK && !um_dist(mtmp->mx, mtmp->my, 1)) m_respond(mtmp); if (mdat == &mons[PM_MEDUSA] && cansee(mtmp->mx, mtmp->my)) m_respond(mtmp); if (mtmp->mhp <= 0) 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; 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); /* 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(youmonst.data)) { /* "Good hunting, brother" */ if (!tele_restrict(mtmp)) rloc(mtmp); } else { mtmp->minvis = mtmp->perminvis = 0; /* Why? For the same reason in real demon talk */ pline("%s gets angry!", Amonnam(mtmp)); mtmp->mpeaceful = 0; /* 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 (mdat == &mons[PM_WATCHMAN] || mdat == &mons[PM_WATCH_CAPTAIN]) 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(mtmp, RING_CLASS, 0, 0))) pline("It feels quite soothing."); else { register boolean m_sen = sensemon(mtmp); if (m_sen || (Blind_telepat && rn2(2)) || !rn2(10)) { int dmg; pline("It locks on to your %s!", m_sen ? "telepathy" : Blind_telepat ? "latent telepathy" : "mind"); 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)) { if (cansee(m2->mx, m2->my)) pline("It locks on to %s.", mon_nam(m2)); m2->mhp -= rnd(15); if (m2->mhp <= 0) 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. */ mw_tmp = MON_WEP(mtmp); if (!(scared && mw_tmp && is_pick(mw_tmp)) && mtmp->weapon_check == NEED_WEAPON) { mtmp->weapon_check = NEED_HTH_WEAPON; if (mon_wield_item(mtmp) != 0) return(0); } } /* Now the actual movement phase */ if(!nearby || mtmp->mflee || scared || mtmp->mconf || mtmp->mstun || (mtmp->minvis && !rn2(3)) || (mdat->mlet == S_LEPRECHAUN && !u.ugold && (mtmp->mgold || rn2(2))) || (is_wanderer(mdat) && !rn2(4)) || (Conflict && !mtmp->iswiz) || (!mtmp->mcansee && !rn2(4)) || mtmp->mpeaceful) { tmp = m_move(mtmp, 0); distfleeck(mtmp,&inrange,&nearby,&scared); /* recalc */ switch (tmp) { case 0: /* no movement, but it can still attack you */ case 3: /* absolutely no movement */ /* for pets, case 0 and 3 are equivalent */ /* During hallucination, monster appearance should * still change - even if it doesn't move. */ if(Hallucination) newsym(mtmp->mx,mtmp->my); break; case 1: /* monster moved */ /* Maybe it stepped on a trap and fell asleep... */ if (mtmp->msleeping || !mtmp->mcanmove) return(0); if(!nearby && (ranged_attk(mdat) || find_offensive(mtmp))) break; else if(u.uswallow && mtmp == u.ustuck) { /* a monster that's digesting you can move at the * same time -dlc */ return(mattacku(mtmp)); } else return(0); /*NOTREACHED*/ break; case 2: /* monster died */ return(1); } } /* Now, attack the player if possible - one attack set per monst */ if (!mtmp->mpeaceful || (Conflict && !resist(mtmp, RING_CLASS, 0, 0))) { if(inrange && !noattacks(mdat) && u.uhp > 0 && !scared && tmp != 3) if(mattacku(mtmp)) return(1); /* monster died (e.g. exploded) */ if(mtmp->wormno) wormhitu(mtmp); } /* special speeches for quest monsters */ if (!mtmp->msleeping && mtmp->mcanmove && nearby) quest_talk(mtmp); /* extra emotional attack for vile monsters */ if (inrange && mtmp->data->msound == MS_CUSS && !mtmp->mpeaceful && couldsee(mtmp->mx, mtmp->my) && !mtmp->minvis && !rn2(5)) cuss(mtmp); return(tmp == 2); } static NEARDATA const char practical[] = { WEAPON_CLASS, ARMOR_CLASS, GEM_CLASS, FOOD_CLASS, 0 }; static NEARDATA const char magical[] = { AMULET_CLASS, POTION_CLASS, SCROLL_CLASS, WAND_CLASS, RING_CLASS, SPBOOK_CLASS, 0 }; static NEARDATA const char indigestion[] = { BALL_CLASS, ROCK_CLASS, 0 }; static NEARDATA const char boulder_class[] = { ROCK_CLASS, 0 }; static NEARDATA const char gem_class[] = { GEM_CLASS, 0 }; boolean itsstuck(mtmp) register struct monst *mtmp; { if (sticks(youmonst.data) && mtmp==u.ustuck && !u.uswallow) { pline("%s cannot escape from you!", Monnam(mtmp)); return(TRUE); } return(FALSE); } /* Return values: * 0: did not move, but can still attack and do other stuff. * 1: moved, possibly can attack. * 2: monster died. * 3: did not move, and can't do anything else either. */ int m_move(mtmp, after) register struct monst *mtmp; register int after; { register int appr; xchar gx,gy,nix,niy,chcnt; int chi; /* could be schar except for stupid Sun-2 compiler */ boolean likegold=0, likegems=0, likeobjs=0, likemagic=0, conceals=0; boolean likerock=0, can_tunnel=0; boolean can_open=0, can_unlock=0, doorbuster=0; boolean uses_items=0; struct permonst *ptr; struct monst *mtoo; schar mmoved = 0; /* not strictly nec.: chi >= 0 will do */ long info[9]; long flag; int omx = mtmp->mx, omy = mtmp->my; struct obj *mw_tmp; if(mtmp->mtrapped) { int i = mintrap(mtmp); if(i >= 2) { newsym(mtmp->mx,mtmp->my); return(2); }/* it died */ if(i == 1) return(0); /* still in trap, so didn't move */ } ptr = mtmp->data; /* mintrap() can change mtmp->data -dlc */ if (mtmp->meating) { mtmp->meating--; return 3; /* still eating */ } if (hides_under(ptr) && OBJ_AT(mtmp->mx, mtmp->my) && rn2(10)) return 0; /* do not leave hiding place */ set_apparxy(mtmp); /* where does mtmp think you are? */ /* Not necessary if m_move called from this file, but necessary in * other calls of m_move (ex. leprechauns dodging) */ can_tunnel = tunnels(ptr) && #ifdef REINCARNATION !Is_rogue_level(&u.uz) && #endif (!needspick(ptr) || m_carrying(mtmp, PICK_AXE) || (m_carrying(mtmp, DWARVISH_MATTOCK) && !which_armor(mtmp, W_ARMS))); can_open = !(nohands(ptr) || verysmall(ptr)); can_unlock = ((can_open && m_carrying(mtmp, SKELETON_KEY)) || mtmp->iswiz || is_rider(ptr)); doorbuster = is_giant(ptr); if(mtmp->wormno) goto not_special; /* my dog gets special treatment */ if(mtmp->mtame) { mmoved = dog_move(mtmp, after); goto postmov; } /* likewise for shopkeeper */ if(mtmp->isshk) { mmoved = shk_move(mtmp); if(mmoved == -2) return(2); if(mmoved >= 0) goto postmov; mmoved = 0; /* follow player outside shop */ } /* and for the guard */ if(mtmp->isgd) { mmoved = gd_move(mtmp); if(mmoved == -2) return(2); if(mmoved >= 0) goto postmov; mmoved = 0; } /* and the acquisitive monsters get special treatment */ if(is_covetous(ptr)) { xchar tx = STRAT_GOALX(mtmp->mstrategy), ty = STRAT_GOALY(mtmp->mstrategy); struct monst *intruder = m_at(tx, ty); /* * if there's a monster on the object or in possesion of it, * attack it. */ if((dist2(mtmp->mx, mtmp->my, tx, ty) < 2) && intruder && (intruder != mtmp)) { notonhead = (intruder->mx != tx || intruder->my != ty); if(mattackm(mtmp, intruder) == 2) return(2); mmoved = 1; } else mmoved = 0; goto postmov; } /* and for the priest */ if(mtmp->ispriest) { mmoved = pri_move(mtmp); if(mmoved == -2) return(2); if(mmoved >= 0) goto postmov; mmoved = 0; } #ifdef MAIL if(ptr == &mons[PM_MAIL_DAEMON]) { if(flags.soundok && canseemon(mtmp)) verbalize("I'm late!"); mongone(mtmp); return(2); } #endif /* teleport if that lies in our nature */ if(ptr == &mons[PM_TENGU] && !rn2(5) && !mtmp->mcan && !tele_restrict(mtmp)) { if(mtmp->mhp < 7 || mtmp->mpeaceful || rn2(2)) rloc(mtmp); else mnexto(mtmp); mmoved = 1; goto postmov; } not_special: if(u.uswallow && !mtmp->mflee && u.ustuck != mtmp) return(1); omx = mtmp->mx; omy = mtmp->my; gx = mtmp->mux; gy = mtmp->muy; appr = mtmp->mflee ? -1 : 1; if (mtmp->mconf || (u.uswallow && mtmp == u.ustuck)) appr = 0; else { boolean should_see = (couldsee(omx, omy) && (levl[gx][gy].lit || !levl[omx][omy].lit) && (dist2(omx, omy, gx, gy) <= 36)); if (!mtmp->mcansee || (should_see && Invis && !perceives(ptr) && rn2(11)) || (youmonst.m_ap_type == M_AP_OBJECT && youmonst.mappearance == STRANGE_OBJECT) || u.uundetected || (youmonst.m_ap_type == M_AP_OBJECT && youmonst.mappearance == GOLD_PIECE && !likes_gold(ptr)) || (mtmp->mpeaceful && !mtmp->isshk) || /* allow shks to follow */ ((monsndx(ptr) == PM_STALKER || ptr->mlet == S_BAT || ptr->mlet == S_LIGHT) && !rn2(3))) appr = 0; if(monsndx(ptr) == PM_LEPRECHAUN && (appr == 1) && (mtmp->mgold > u.ugold)) appr = -1; if (!should_see && can_track(ptr)) { register coord *cp; cp = gettrack(omx,omy); if (cp) { gx = cp->x; gy = cp->y; } } } if ((!mtmp->mpeaceful || !rn2(10)) #ifdef REINCARNATION && (!Is_rogue_level(&u.uz)) #endif ) { boolean in_line = lined_up(mtmp) && (distmin(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= (throws_rocks(youmonst.data) ? 20 : ACURRSTR/2+1) ); if (appr != 1 || !in_line) { /* Monsters in combat won't pick stuff up, avoiding the * situation where you toss arrows at it and it has nothing * better to do than pick the arrows up. */ register int pctload = (curr_mon_load(mtmp) * 100) / max_mon_load(mtmp); /* look for gold or jewels nearby */ likegold = (likes_gold(ptr) && pctload < 95); likegems = (likes_gems(ptr) && pctload < 85); uses_items = (!mindless(ptr) && !is_animal(ptr) && pctload < 75); likeobjs = (likes_objs(ptr) && pctload < 75); likemagic = (likes_magic(ptr) && pctload < 85); likerock = (throws_rocks(ptr) && pctload < 50 && !In_sokoban(&u.uz)); conceals = hides_under(ptr); } } #define SQSRCHRADIUS 5 { register int minr = SQSRCHRADIUS; /* not too far away */ register struct obj *otmp; register int xx, yy; int oomx, oomy, lmx, lmy; /* cut down the search radius if it thinks character is closer. */ if(distmin(mtmp->mux, mtmp->muy, omx, omy) < SQSRCHRADIUS && !mtmp->mpeaceful) minr--; /* guards shouldn't get too distracted */ if(!mtmp->mpeaceful && is_mercenary(ptr)) minr = 1; if((likegold || likegems || likeobjs || likemagic || likerock || conceals) && (!*in_rooms(omx, omy, SHOPBASE) || (!rn2(25) && !mtmp->isshk))) { look_for_obj: oomx = min(COLNO-1, omx+minr); oomy = min(ROWNO-1, omy+minr); lmx = max(1, omx-minr); lmy = max(0, omy-minr); for(otmp = fobj; otmp; otmp = otmp->nobj) { /* monsters may pick rocks up, but won't go out of their way to grab them; this might hamper sling wielders, but it cuts down on move overhead by filtering out most common item */ if (otmp->otyp == ROCK) continue; xx = otmp->ox; yy = otmp->oy; /* Nymphs take everything. Most other creatures should not * pick up corpses except as a special case like in * searches_for_item(). We need to do this check in * mpickstuff() as well. */ if(xx >= lmx && xx <= oomx && yy >= lmy && yy <= oomy) { /* don't get stuck circling around an object that's underneath an immobile or hidden monster; paralysis victims excluded */ if ((mtoo = m_at(xx,yy)) != 0 && (mtoo->msleeping || mtoo->mundetected || (mtoo->mappearance && !mtoo->iswiz) || !mtoo->data->mmove)) continue; if(((likegold && otmp->oclass == GOLD_CLASS) || (likeobjs && index(practical, otmp->oclass) && (otmp->otyp != CORPSE || (ptr->mlet == S_NYMPH && !is_rider(&mons[otmp->corpsenm])))) || (likemagic && index(magical, otmp->oclass)) || (uses_items && searches_for_item(mtmp, otmp)) || (likerock && otmp->otyp == BOULDER) || (likegems && otmp->oclass == GEM_CLASS && objects[otmp->otyp].oc_material != MINERAL) || (conceals && !cansee(otmp->ox,otmp->oy)) || (ptr == &mons[PM_GELATINOUS_CUBE] && !index(indigestion, otmp->oclass) && !(otmp->otyp == CORPSE && touch_petrifies(&mons[otmp->corpsenm]))) ) && touch_artifact(otmp,mtmp)) { if(can_carry(mtmp,otmp) && (throws_rocks(ptr) || !sobj_at(BOULDER,xx,yy)) && (!is_unicorn(ptr) || objects[otmp->otyp].oc_material == GEMSTONE) && /* Don't get stuck circling an Elbereth */ !(onscary(xx, yy, mtmp))) { minr = distmin(omx,omy,xx,yy); oomx = min(COLNO-1, omx+minr); oomy = min(ROWNO-1, omy+minr); lmx = max(1, omx-minr); lmy = max(0, omy-minr); gx = otmp->ox; gy = otmp->oy; if (gx == omx && gy == omy) { mmoved = 3; /* actually unnecessary */ goto postmov; } } } } } } else if(likegold) { /* don't try to pick up anything else, but use the same loop */ uses_items = 0; likegems = likeobjs = likemagic = likerock = conceals = 0; goto look_for_obj; } if(minr < SQSRCHRADIUS && appr == -1) { if(distmin(omx,omy,mtmp->mux,mtmp->muy) <= 3) { gx = mtmp->mux; gy = mtmp->muy; } else appr = 1; } } if (can_tunnel && needspick(ptr) && (mw_tmp = MON_WEP(mtmp)) != 0 && !is_pick(mw_tmp) && mw_tmp->cursed && mtmp->weapon_check == NO_WEAPON_WANTED) can_tunnel = FALSE; nix = omx; niy = omy; flag = 0L; if (mtmp->mpeaceful && (!Conflict || resist(mtmp, RING_CLASS, 0, 0))) flag |= (ALLOW_SANCT | ALLOW_SSM); else flag |= ALLOW_U; if (is_minion(ptr) || is_rider(ptr)) flag |= ALLOW_SANCT; if (is_unicorn(ptr)) flag |= NOTONL; if (passes_walls(ptr)) flag |= (ALLOW_WALL | ALLOW_ROCK); if (can_tunnel) flag |= ALLOW_DIG; if (is_human(ptr) || ptr == &mons[PM_MINOTAUR]) flag |= ALLOW_SSM; if (is_undead(ptr) && ptr->mlet != S_GHOST) flag |= NOGARLIC; if (throws_rocks(ptr)) flag |= ALLOW_ROCK; if (can_open) flag |= OPENDOOR; if (can_unlock) flag |= UNLOCKDOOR; if (doorbuster) flag |= BUSTDOOR; { register int i, j, nx, ny, nearer; int jcnt, cnt; int ndist, nidist; register coord *mtrk; coord poss[9]; cnt = mfndpos(mtmp, poss, info, flag); chcnt = 0; jcnt = min(MTSZ, cnt-1); chi = -1; nidist = dist2(nix,niy,gx,gy); /* allow monsters be shortsighted on some levels for balance */ if(!mtmp->mpeaceful && level.flags.shortsighted && nidist > (couldsee(nix,niy) ? 144 : 36) && appr == 1) appr = 0; for(i=0; i < cnt; i++) { nx = poss[i].x; ny = poss[i].y; if (appr != 0) { mtrk = &mtmp->mtrack[0]; for(j=0; j < jcnt; mtrk++, j++) if(nx == mtrk->x && ny == mtrk->y) if(rn2(4*(cnt-j))) goto nxti; } nearer = ((ndist = dist2(nx,ny,gx,gy)) < nidist); if((appr == 1 && nearer) || (appr == -1 && !nearer) || (!appr && !rn2(++chcnt)) || !mmoved) { nix = nx; niy = ny; nidist = ndist; chi = i; mmoved = 1; } nxti: ; } } if(mmoved) { register int j; if (mmoved==1 && (u.ux != nix || u.uy != niy) && itsstuck(mtmp)) return(3); if(IS_ROCK(levl[nix][niy].typ) && may_dig(nix,niy) && mmoved==1 && can_tunnel && needspick(ptr) && (!(mw_tmp = MON_WEP(mtmp)) || !is_pick(mw_tmp))) { mtmp->weapon_check = NEED_PICK_AXE; if (mon_wield_item(mtmp)) return(3); } /* If ALLOW_U is set, either it's trying to attack you, or it * thinks it is. In either case, attack this spot in preference to * all others. */ /* Actually, this whole section of code doesn't work as you'd expect. * Most attacks are handled in dochug(). It calls distfleeck(), which * among other things sets nearby if the monster is near you--and if * nearby is set, we never call m_move unless it is a special case * (confused, stun, etc.) The effect is that this ALLOW_U (and * mfndpos) has no effect for normal attacks, though it lets a confused * monster attack you by accident. */ if(info[chi] & ALLOW_U) { nix = mtmp->mux; niy = mtmp->muy; } if (nix == u.ux && niy == u.uy) { mtmp->mux = u.ux; mtmp->muy = u.uy; return(0); } /* The monster may attack another based on 1 of 2 conditions: * 1 - It may be confused. * 2 - It may mistake the monster for your (displaced) image. * Pets get taken care of above and shouldn't reach this code. * Conflict gets handled even farther away (movemon()). */ if((info[chi] & ALLOW_M) || (nix == mtmp->mux && niy == mtmp->muy)) { struct monst *mtmp2; int mstatus; mtmp2 = m_at(nix,niy); notonhead = mtmp2 && (nix != mtmp2->mx || niy != mtmp2->my); /* note: mstatus returns 0 if mtmp2 is nonexistent */ mstatus = mattackm(mtmp, mtmp2); if (mstatus & MM_AGR_DIED) /* aggressor died */ return 2; if ((mstatus & MM_HIT) && !(mstatus & MM_DEF_DIED) && rn2(4) && mtmp2->movement >= NORMAL_SPEED) { mtmp2->movement -= NORMAL_SPEED; notonhead = 0; mstatus = mattackm(mtmp2, mtmp); /* return attack */ if (mstatus & MM_DEF_DIED) return 2; } return 3; } if (!m_in_out_region(mtmp,nix,niy)) return 3; remove_monster(omx, omy); place_monster(mtmp, nix, niy); for(j = MTSZ-1; j > 0; j--) mtmp->mtrack[j] = mtmp->mtrack[j-1]; mtmp->mtrack[0].x = omx; mtmp->mtrack[0].y = omy; /* Place a segment at the old position. */ if (mtmp->wormno) worm_move(mtmp); } else { if(is_unicorn(ptr) && rn2(2) && !tele_restrict(mtmp)) { rloc(mtmp); return(1); } if(mtmp->wormno) worm_nomove(mtmp); } postmov: if(mmoved == 1 || mmoved == 3) { boolean canseeit = cansee(mtmp->mx, mtmp->my); if(mmoved == 1) { newsym(omx,omy); /* update the old position */ if (mintrap(mtmp) >= 2) { if(mtmp->mx) newsym(mtmp->mx,mtmp->my); return(2); /* it died */ } ptr = mtmp->data; /* open a door, or crash through it, if you can */ if(IS_DOOR(levl[mtmp->mx][mtmp->my].typ) && !passes_walls(ptr) /* doesn't need to open doors */ && !can_tunnel /* taken care of below */ ) { struct rm *here = &levl[mtmp->mx][mtmp->my]; boolean btrapped = (here->doormask & D_TRAPPED); if(here->doormask & (D_LOCKED|D_CLOSED) && amorphous(ptr)) { if (flags.verbose && canseemon(mtmp)) pline("%s %ss under the door.", Monnam(mtmp), (ptr == &mons[PM_FOG_CLOUD] || ptr == &mons[PM_YELLOW_LIGHT]) ? "flow" : "ooze"); } else if(here->doormask & D_LOCKED && can_unlock) { if(btrapped) { here->doormask = D_NODOOR; newsym(mtmp->mx, mtmp->my); unblock_point(mtmp->mx,mtmp->my); /* vision */ if(mb_trapped(mtmp)) return(2); } else { if (flags.verbose) { if (canseeit) You("see a door unlock and open."); else if (flags.soundok) You_hear("a door unlock and open."); } here->doormask = D_ISOPEN; /* newsym(mtmp->mx, mtmp->my); */ unblock_point(mtmp->mx,mtmp->my); /* vision */ } } else if (here->doormask == D_CLOSED && can_open) { if(btrapped) { here->doormask = D_NODOOR; newsym(mtmp->mx, mtmp->my); unblock_point(mtmp->mx,mtmp->my); /* vision */ if(mb_trapped(mtmp)) return(2); } else { if (flags.verbose) { if (canseeit) You("see a door open."); else if (flags.soundok) You_hear("a door open."); } here->doormask = D_ISOPEN; /* newsym(mtmp->mx, mtmp->my); */ /* done below */ unblock_point(mtmp->mx,mtmp->my); /* vision */ } } else if (here->doormask & (D_LOCKED|D_CLOSED)) { /* mfndpos guarantees this must be a doorbuster */ if(btrapped) { here->doormask = D_NODOOR; newsym(mtmp->mx, mtmp->my); unblock_point(mtmp->mx,mtmp->my); /* vision */ if(mb_trapped(mtmp)) return(2); } else { if (flags.verbose) { if (canseeit) You("see a door crash open."); else if (flags.soundok) You_hear("a door crash open."); } if (here->doormask & D_LOCKED && !rn2(2)) here->doormask = D_NODOOR; else here->doormask = D_BROKEN; /* newsym(mtmp->mx, mtmp->my); */ /* done below */ unblock_point(mtmp->mx,mtmp->my); /* vision */ } /* if it's a shop door, schedule repair */ if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE)) add_damage(mtmp->mx, mtmp->my, 0L); } } /* possibly dig */ if (can_tunnel && mdig_tunnel(mtmp)) return(2); /* mon died (position already updated) */ /* set also in domove(), hack.c */ if (u.uswallow && mtmp == u.ustuck && (mtmp->mx != omx || mtmp->my != omy)) { /* If the monster moved, then update */ u.ux0 = u.ux; u.uy0 = u.uy; u.ux = mtmp->mx; u.uy = mtmp->my; swallowed(0); } else newsym(mtmp->mx,mtmp->my); } if(OBJ_AT(mtmp->mx, mtmp->my) && mtmp->mcanmove) { /* Maybe a rock mole just ate some metal object */ if (metallivorous(ptr)) { if (meatgold(mtmp) == 2) return 2; /* it died */ } if(g_at(mtmp->mx,mtmp->my) && likegold) mpickgold(mtmp); /* Maybe a cube ate just about anything */ if (ptr == &mons[PM_GELATINOUS_CUBE]) { if (meatobj(mtmp) == 2) return 2; /* it died */ } if(!*in_rooms(mtmp->mx, mtmp->my, SHOPBASE) || !rn2(25)) { boolean picked = FALSE; if(likeobjs) picked |= mpickstuff(mtmp, practical); if(likemagic) picked |= mpickstuff(mtmp, magical); if(likerock) picked |= mpickstuff(mtmp, boulder_class); if(likegems) picked |= mpickstuff(mtmp, gem_class); if(uses_items) picked |= mpickstuff(mtmp, (char *)0); if(picked) mmoved = 3; } if(mtmp->minvis) { newsym(mtmp->mx, mtmp->my); if (mtmp->wormno) see_wsegs(mtmp); } } if(hides_under(ptr) || ptr->mlet == S_EEL) { /* Always set--or reset--mundetected if it's already hidden (just in case the object it was hiding under went away); usually set mundetected unless monster can't move. */ if (mtmp->mundetected || (mtmp->mcanmove && !mtmp->msleeping && rn2(5))) mtmp->mundetected = (ptr->mlet != S_EEL) ? OBJ_AT(mtmp->mx, mtmp->my) : (is_pool(mtmp->mx, mtmp->my) && !Is_waterlevel(&u.uz)); newsym(mtmp->mx, mtmp->my); } } return(mmoved); } #endif /* OVL0 */ #ifdef OVL2 boolean closed_door(x, y) register int x, y; { return((boolean)(IS_DOOR(levl[x][y].typ) && (levl[x][y].doormask & (D_LOCKED | D_CLOSED)))); } boolean accessible(x, y) register int x, y; { return((boolean)(ACCESSIBLE(levl[x][y].typ) && !closed_door(x, y))); } #endif /* OVL2 */ #ifdef OVL0 /* decide where the monster thinks you are standing */ void set_apparxy(mtmp) register struct monst *mtmp; { boolean notseen, gotu; register int disp, mx = mtmp->mux, my = mtmp->muy; /* * do cheapest and/or most likely tests first */ /* pet knows your smell; grabber still has hold of you */ if (mtmp->mtame || mtmp == u.ustuck) goto found_you; /* monsters which know where you are don't suddenly forget, if you haven't moved away */ if (mx == u.ux && my == u.uy) goto found_you; notseen = (!mtmp->mcansee || (Invis && !perceives(mtmp->data))); /* add cases as required. eg. Displacement ... */ disp = ((notseen || Underwater) ? 1 : Displaced ? (couldsee(mx, my) ? 2 : 1) : 0); if (!disp) goto found_you; /* without something like the following, invis. and displ. are too powerful */ gotu = notseen ? !rn2(3) : Displaced ? !rn2(4) : FALSE; #if 0 /* this never worked as intended & isn't needed anyway */ /* If invis but not displaced, staying around gets you 'discovered' */ gotu |= (!Displaced && u.dx == 0 && u.dy == 0); #endif if (!gotu) { register int try_cnt = 0; do { if (++try_cnt > 200) goto found_you; /* punt */ mx = u.ux - disp + rn2(2*disp+1); my = u.uy - disp + rn2(2*disp+1); } while (!isok(mx,my) || (disp != 2 && mx == mtmp->mx && my == mtmp->my) || ((mx != u.ux || my != u.uy) && !passes_walls(mtmp->data) && (!ACCESSIBLE(levl[mx][my].typ) || (closed_door(mx, my) && !can_ooze(mtmp))))); } else { found_you: mx = u.ux; my = u.uy; } mtmp->mux = mx; mtmp->muy = my; } boolean can_ooze(mtmp) struct monst *mtmp; { struct obj *chain, *obj; if (!amorphous(mtmp->data)) return FALSE; if (mtmp == &youmonst) { if (u.ugold > 100L) return FALSE; chain = invent; } else { if (mtmp->mgold > 100L) return FALSE; chain = mtmp->minvent; } for (obj = chain; obj; obj = obj->nobj) { int typ = obj->otyp; if (obj->oclass != GEM_CLASS && !(typ >= ARROW && typ <= BOOMERANG) && !(typ >= DAGGER && typ <= CRYSKNIFE) && typ != SLING && !is_cloak(obj) && typ != FEDORA && !is_gloves(obj) && typ != LEATHER_JACKET && #ifdef TOURIST typ != CREDIT_CARD && !is_shirt(obj) && #endif !(typ == CORPSE && verysmall(&mons[obj->corpsenm])) && typ != FORTUNE_COOKIE && typ != CANDY_BAR && typ != PANCAKE && typ != LEMBAS_WAFER && typ != LUMP_OF_ROYAL_JELLY && obj->oclass != AMULET_CLASS && obj->oclass != RING_CLASS && #ifdef WIZARD obj->oclass != VENOM_CLASS && #endif typ != SACK && typ != BAG_OF_HOLDING && typ != BAG_OF_TRICKS && !Is_candle(obj) && typ != OILSKIN_SACK && typ != LEASH && typ != STETHOSCOPE && typ != BLINDFOLD && typ != TOWEL && typ != TIN_WHISTLE && typ != MAGIC_WHISTLE && typ != MAGIC_MARKER && typ != TIN_OPENER && typ != SKELETON_KEY && typ != LOCK_PICK ) return FALSE; if (Is_container(obj) && obj->cobj) return FALSE; } return TRUE; } #endif /* OVL0 */ /*monmove.c*/