2 * Copyright (c) 1988, 1993
3 * The Regents of the University of California. All rights reserved.
5 * This code is derived from software contributed to Berkeley by
8 * Redistribution and use in source and binary forms, with or without
9 * modification, are permitted provided that the following conditions
11 * 1. Redistributions of source code must retain the above copyright
12 * notice, this list of conditions and the following disclaimer.
13 * 2. Redistributions in binary form must reproduce the above copyright
14 * notice, this list of conditions and the following disclaimer in the
15 * documentation and/or other materials provided with the distribution.
16 * 3. Neither the name of the University nor the names of its contributors
17 * may be used to endorse or promote products derived from this software
18 * without specific prior written permission.
20 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
21 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
22 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
23 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
24 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
25 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
26 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
27 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
28 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
29 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
32 * @(#)monster.c 8.1 (Berkeley) 5/31/93
33 * $FreeBSD: src/games/rogue/monster.c,v 1.6 1999/11/30 03:49:24 billf Exp $
39 * This source herein may be modified and/or distributed by anybody who
40 * so desires, with the following restrictions:
41 * 1.) No portion of this notice shall be removed.
42 * 2.) Credit shall not be taken for the creation of this source.
43 * 3.) This code is not to be traded, sold, or used for personal
50 object level_monsters
;
51 boolean mon_disappeared
;
53 const char *const m_names
[] = {
82 static object mon_tab
[MONSTERS
] = {
83 {(ASLEEP
|WAKENS
|WANDERS
|RUSTS
),"0d0",25,'A',20,9,18,100,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
84 {(ASLEEP
|WANDERS
|FLITS
|FLIES
),"1d3",10,'B',2,1,8,60,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
85 {(ASLEEP
|WANDERS
),"3d3/2d5",32,'C',15,7,16,85,0,10,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
86 {(ASLEEP
|WAKENS
|FLAMES
),"4d6/4d9",145,'D',5000,21,126,100,0,90,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
87 {(ASLEEP
|WAKENS
),"1d3",11,'E',2,1,7,65,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
88 {(HOLDS
|STATIONARY
),"5d5",73,'F',91,12,126,80,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
89 {(ASLEEP
|WAKENS
|WANDERS
|FLIES
),"5d5/5d5",115,'G',
90 2000,20,126,85,0,10,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
91 {(ASLEEP
|WAKENS
|WANDERS
),"1d3/1d2",15,'H',3,1,10,67,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
92 {(ASLEEP
|FREEZES
),"0d0",15,'I',5,2,11,68,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
93 {(ASLEEP
|WANDERS
),"3d10/4d5",132,'J',3000,21,126,100,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
94 {(ASLEEP
|WAKENS
|WANDERS
|FLIES
),"1d4",10,'K',2,1,6,60,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
95 {(ASLEEP
|STEALS_GOLD
),"0d0",25,'L',21,6,16,75,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
96 {(ASLEEP
|WAKENS
|WANDERS
|CONFUSES
),"4d4/3d7",97,'M',
97 250,18,126,85,0,25,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
98 {(ASLEEP
|STEALS_ITEM
),"0d0",25,'N',39,10,19,75,0,100,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
99 {(ASLEEP
|WANDERS
|WAKENS
|SEEKS_GOLD
),"1d6",25,'O',5,4,13,70,0,10,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
100 {(ASLEEP
|INVISIBLE
|WANDERS
|FLITS
),"5d4",76,'P',120,15,24,80,0,50,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
101 {(ASLEEP
|WAKENS
|WANDERS
),"3d5",30,'Q',20,8,17,78,0,20,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
102 {(ASLEEP
|WAKENS
|WANDERS
|STINGS
),"2d5",19,'R',10,3,12,70,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
103 {(ASLEEP
|WAKENS
|WANDERS
),"1d3",8,'S',2,1,9,50,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
104 {(ASLEEP
|WAKENS
|WANDERS
),"4d6/1d4",75,'T',125,13,22,75,0,33,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
105 {(ASLEEP
|WAKENS
|WANDERS
),"4d10",90,'U',
106 200,17,26,85,0,33,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
107 {(ASLEEP
|WAKENS
|WANDERS
|DRAINS_LIFE
),"1d14/1d4",55,'V',
108 350,19,126,85,0,18,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
109 {(ASLEEP
|WANDERS
|DROPS_LEVEL
),"2d8",45,'W',55,14,23,75,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
110 {(ASLEEP
|IMITATES
),"4d6",42,'X',110,16,25,75,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
111 {(ASLEEP
|WANDERS
),"3d6",35,'Y',50,11,20,80,0,20,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
112 {(ASLEEP
|WAKENS
|WANDERS
),"1d7",21,'Z',8,5,14,69,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
}
115 static void aim_monster(object
*);
116 static boolean
flit(object
*);
117 static boolean
move_confused(object
*);
118 static boolean
mtry(object
*, short, short);
119 static boolean
no_room_for_monster(int);
120 static void put_m_at(short, short, object
*);
121 static short rogue_is_around(int, int);
133 for (i
= 0; i
< n
; i
++) {
134 monster
= gr_monster(NULL
, 0);
135 if ((monster
->m_flags
& WANDERS
) && coin_toss()) {
138 gr_row_col(&row
, &col
, (FLOOR
| TUNNEL
| STAIRS
| OBJECT
));
139 put_m_at(row
, col
, monster
);
144 gr_monster(object
*monster
, int mn
)
147 monster
= alloc_object();
150 mn
= get_rand(0, MONSTERS
-1);
151 if ((cur_level
>= mon_tab
[mn
].first_level
) &&
152 (cur_level
<= mon_tab
[mn
].last_level
)) {
157 *monster
= mon_tab
[mn
];
158 if (monster
->m_flags
& IMITATES
) {
159 monster
->disguise
= gr_obj_char();
161 if (cur_level
> (AMULET_LEVEL
+ 2)) {
162 monster
->m_flags
|= HASTED
;
164 monster
->trow
= NO_ROOM
;
171 object
*monster
, *next_monster
, *test_mons
;
174 if (haste_self
% 2) {
178 monster
= level_monsters
.next_monster
;
181 next_monster
= monster
->next_monster
;
183 if (monster
->m_flags
& HASTED
) {
184 mv_1_monster(monster
, rogue
.row
, rogue
.col
);
185 if (mon_disappeared
) {
188 } else if (monster
->m_flags
& SLOWED
) {
189 monster
->slowed_toggle
= !monster
->slowed_toggle
;
190 if (monster
->slowed_toggle
) {
194 if ((monster
->m_flags
& CONFUSED
) && move_confused(monster
)) {
198 if ( (monster
->m_flags
& FLIES
) &&
199 !(monster
->m_flags
& NAPPING
) &&
200 !mon_can_go(monster
, rogue
.row
, rogue
.col
)) {
202 mv_1_monster(monster
, rogue
.row
, rogue
.col
);
203 if (mon_disappeared
) {
207 if (!(flew
&& mon_can_go(monster
, rogue
.row
, rogue
.col
))) {
208 mv_1_monster(monster
, rogue
.row
, rogue
.col
);
210 NM
: test_mons
= level_monsters
.next_monster
;
214 if (next_monster
== test_mons
)
216 monster
= next_monster
;
219 test_mons
= test_mons
-> next_monster
;
225 party_monsters(int rn
, int n
)
235 for (i
= 0; i
< MONSTERS
; i
++) {
236 mon_tab
[i
].first_level
-= (cur_level
% 3);
238 for (i
= 0; i
< n
; i
++) {
239 if (no_room_for_monster(rn
)) {
242 for (j
= found
= 0; ((!found
) && (j
< 250)); j
++) {
243 row
= get_rand(rooms
[rn
].top_row
+1,
244 rooms
[rn
].bottom_row
-1);
245 col
= get_rand(rooms
[rn
].left_col
+1,
246 rooms
[rn
].right_col
-1);
247 if ((!(dungeon
[row
][col
] & MONSTER
)) &&
248 (dungeon
[row
][col
] & (FLOOR
| TUNNEL
))) {
253 monster
= gr_monster(NULL
, 0);
254 if (!(monster
->m_flags
& IMITATES
)) {
255 monster
->m_flags
|= WAKENS
;
257 put_m_at(row
, col
, monster
);
260 for (i
= 0; i
< MONSTERS
; i
++) {
261 mon_tab
[i
].first_level
+= (cur_level
% 3);
266 gmc_row_col(int row
, int col
)
270 if ((monster
= object_at(&level_monsters
, row
, col
)) != NULL
) {
271 if ((!(detect_monster
|| see_invisible
|| r_see_invisible
) &&
272 (monster
->m_flags
& INVISIBLE
)) || blind
) {
273 return(monster
->trail_char
);
275 if (monster
->m_flags
& IMITATES
) {
276 return(monster
->disguise
);
278 return(monster
->m_char
);
280 return('&'); /* BUG if this ever happens */
287 if ((!(detect_monster
|| see_invisible
|| r_see_invisible
) &&
288 (monster
->m_flags
& INVISIBLE
))
290 return(monster
->trail_char
);
292 if (monster
->m_flags
& IMITATES
) {
293 return(monster
->disguise
);
295 return(monster
->m_char
);
299 mv_1_monster(object
*monster
, short row
, short col
)
304 if (monster
->m_flags
& ASLEEP
) {
305 if (monster
->m_flags
& NAPPING
) {
306 if (--monster
->nap_length
<= 0) {
307 monster
->m_flags
&= (~(NAPPING
| ASLEEP
));
311 if ((monster
->m_flags
& WAKENS
) &&
312 rogue_is_around(monster
->row
, monster
->col
) &&
313 rand_percent(((stealthy
> 0) ?
314 (WAKE_PERCENT
/ (STEALTH_FACTOR
+ stealthy
)) :
319 } else if (monster
->m_flags
& ALREADY_MOVED
) {
320 monster
->m_flags
&= (~ALREADY_MOVED
);
323 if ((monster
->m_flags
& FLITS
) && flit(monster
)) {
326 if ((monster
->m_flags
& STATIONARY
) &&
327 (!mon_can_go(monster
, rogue
.row
, rogue
.col
))) {
330 if (monster
->m_flags
& FREEZING_ROGUE
) {
333 if ((monster
->m_flags
& CONFUSES
) && m_confuse(monster
)) {
336 if (mon_can_go(monster
, rogue
.row
, rogue
.col
)) {
340 if ((monster
->m_flags
& FLAMES
) && flame_broil(monster
)) {
343 if ((monster
->m_flags
& SEEKS_GOLD
) && seek_gold(monster
)) {
346 if ((monster
->trow
== monster
->row
) &&
347 (monster
->tcol
== monster
->col
)) {
348 monster
->trow
= NO_ROOM
;
349 } else if (monster
->trow
!= NO_ROOM
) {
353 if (monster
->row
> row
) {
354 row
= monster
->row
- 1;
355 } else if (monster
->row
< row
) {
356 row
= monster
->row
+ 1;
358 if ((dungeon
[row
][monster
->col
] & DOOR
) &&
359 mtry(monster
, row
, monster
->col
)) {
362 if (monster
->col
> col
) {
363 col
= monster
->col
- 1;
364 } else if (monster
->col
< col
) {
365 col
= monster
->col
+ 1;
367 if ((dungeon
[monster
->row
][col
] & DOOR
) &&
368 mtry(monster
, monster
->row
, col
)) {
371 if (mtry(monster
, row
, col
)) {
375 for (i
= 0; i
<= 5; i
++) tried
[i
] = 0;
377 for (i
= 0; i
< 6; i
++) {
378 NEXT_TRY
: n
= get_rand(0, 5);
381 if (!tried
[n
] && mtry(monster
, row
, monster
->col
-1)) {
386 if (!tried
[n
] && mtry(monster
, row
, monster
->col
)) {
391 if (!tried
[n
] && mtry(monster
, row
, monster
->col
+1)) {
396 if (!tried
[n
] && mtry(monster
, monster
->row
-1, col
)) {
401 if (!tried
[n
] && mtry(monster
, monster
->row
, col
)) {
406 if (!tried
[n
] && mtry(monster
, monster
->row
+1, col
)) {
418 if ((monster
->row
== monster
->o_row
) && (monster
->col
== monster
->o_col
)) {
419 if (++(monster
->o
) > 4) {
420 if ((monster
->trow
== NO_ROOM
) &&
421 (!mon_sees(monster
, rogue
.row
, rogue
.col
))) {
422 monster
->trow
= get_rand(1, (DROWS
- 2));
423 monster
->tcol
= get_rand(0, (DCOLS
- 1));
425 monster
->trow
= NO_ROOM
;
430 monster
->o_row
= monster
->row
;
431 monster
->o_col
= monster
->col
;
437 mtry(object
*monster
, short row
, short col
)
439 if (mon_can_go(monster
, row
, col
)) {
440 move_mon_to(monster
, row
, col
);
447 move_mon_to(object
*monster
, short row
, short col
)
455 dungeon
[mrow
][mcol
] &= ~MONSTER
;
456 dungeon
[row
][col
] |= MONSTER
;
458 c
= mvinch(mrow
, mcol
);
460 if ((c
>= 'A') && (c
<= 'Z')) {
461 if (!detect_monster
) {
462 mvaddch(mrow
, mcol
, monster
->trail_char
);
464 if (rogue_can_see(mrow
, mcol
)) {
465 mvaddch(mrow
, mcol
, monster
->trail_char
);
467 if (monster
->trail_char
== '.') {
468 monster
->trail_char
= ' ';
470 mvaddch(mrow
, mcol
, monster
->trail_char
);
474 monster
->trail_char
= mvinch(row
, col
);
475 if (!blind
&& (detect_monster
|| rogue_can_see(row
, col
))) {
476 if ((!(monster
->m_flags
& INVISIBLE
) ||
477 (detect_monster
|| see_invisible
|| r_see_invisible
))) {
478 mvaddch(row
, col
, gmc(monster
));
481 if ((dungeon
[row
][col
] & DOOR
) &&
482 (get_room_number(row
, col
) != cur_room
) &&
483 (dungeon
[mrow
][mcol
] == FLOOR
) && !blind
) {
484 mvaddch(mrow
, mcol
, ' ');
486 if (dungeon
[row
][col
] & DOOR
) {
487 dr_course(monster
, ((dungeon
[mrow
][mcol
] & TUNNEL
) ? 1 : 0),
496 mon_can_go(const object
*monster
, short row
, short col
)
501 dr
= monster
->row
- row
; /* check if move distance > 1 */
502 if ((dr
>= 2) || (dr
<= -2)) {
505 dc
= monster
->col
- col
;
506 if ((dc
>= 2) || (dc
<= -2)) {
509 if ((!dungeon
[monster
->row
][col
]) || (!dungeon
[row
][monster
->col
])) {
512 if ((!is_passable(row
, col
)) || (dungeon
[row
][col
] & MONSTER
)) {
515 if ((monster
->row
!=row
)&&(monster
->col
!=col
)&&((dungeon
[row
][col
]&DOOR
) ||
516 (dungeon
[monster
->row
][monster
->col
]&DOOR
))) {
519 if (!(monster
->m_flags
& (FLITS
| CONFUSED
| CAN_FLIT
)) &&
520 (monster
->trow
== NO_ROOM
)) {
521 if ((monster
->row
< rogue
.row
) && (row
< monster
->row
)) return(0);
522 if ((monster
->row
> rogue
.row
) && (row
> monster
->row
)) return(0);
523 if ((monster
->col
< rogue
.col
) && (col
< monster
->col
)) return(0);
524 if ((monster
->col
> rogue
.col
) && (col
> monster
->col
)) return(0);
526 if (dungeon
[row
][col
] & OBJECT
) {
527 obj
= object_at(&level_objects
, row
, col
);
528 if ((obj
->what_is
== SCROL
) && (obj
->which_kind
== SCARE_MONSTER
)) {
536 wake_up(object
*monster
)
538 if (!(monster
->m_flags
& NAPPING
)) {
539 monster
->m_flags
&= (~(ASLEEP
| IMITATES
| WAKENS
));
544 wake_room(short rn
, boolean entering
, short row
, short col
)
550 wake_percent
= (rn
== party_room
) ? PARTY_WAKE_PERCENT
: WAKE_PERCENT
;
552 wake_percent
/= (STEALTH_FACTOR
+ stealthy
);
555 monster
= level_monsters
.next_monster
;
558 in_room
= (rn
== get_room_number(monster
->row
, monster
->col
));
561 monster
->trow
= NO_ROOM
;
567 if ((monster
->m_flags
& WAKENS
) &&
568 (rn
== get_room_number(monster
->row
, monster
->col
))) {
569 if (rand_percent(wake_percent
)) {
573 monster
= monster
->next_monster
;
578 mon_name(const object
*monster
)
582 if (blind
|| ((monster
->m_flags
& INVISIBLE
) &&
583 !(detect_monster
|| see_invisible
|| r_see_invisible
))) {
587 ch
= get_rand('A', 'Z') - 'A';
590 ch
= monster
->m_char
- 'A';
595 rogue_is_around(int row
, int col
)
597 short rdif
, cdif
, retval
;
599 rdif
= row
- rogue
.row
;
600 cdif
= col
- rogue
.col
;
602 retval
= (rdif
>= -1) && (rdif
<= 1) && (cdif
>= -1) && (cdif
<= 1);
613 for (i
= 0; ((i
< 15) && (!found
)); i
++) {
614 monster
= gr_monster(NULL
, 0);
615 if (!(monster
->m_flags
& (WAKENS
| WANDERS
))) {
616 free_object(monster
);
624 for (i
= 0; ((i
< 25) && (!found
)); i
++) {
625 gr_row_col(&row
, &col
, (FLOOR
| TUNNEL
| STAIRS
| OBJECT
));
626 if (!rogue_can_see(row
, col
)) {
627 put_m_at(row
, col
, monster
);
632 free_object(monster
);
647 monster
= level_monsters
.next_monster
;
650 mvaddch(monster
->row
, monster
->col
, monster
->m_char
);
651 if (monster
->m_flags
& IMITATES
) {
652 monster
->m_flags
&= (~IMITATES
);
653 monster
->m_flags
|= WAKENS
;
655 monster
= monster
->next_monster
;
670 for (i
= 0; i
< 9; i
++) {
671 rand_around(i
, &row
, &col
);
672 if (((row
== rogue
.row
) && (col
== rogue
.col
)) ||
673 (row
< MIN_ROW
) || (row
> (DROWS
-2)) ||
674 (col
< 0) || (col
> (DCOLS
-1))) {
677 if ((!(dungeon
[row
][col
] & MONSTER
)) &&
678 (dungeon
[row
][col
] & (FLOOR
|TUNNEL
|STAIRS
|DOOR
))) {
684 monster
= gr_monster(NULL
, 0);
685 put_m_at(row
, col
, monster
);
686 mvaddch(row
, col
, gmc(monster
));
687 if (monster
->m_flags
& (WANDERS
| WAKENS
)) {
691 message("you hear a faint cry of anguish in the distance", 0);
696 put_m_at(short row
, short col
, object
*monster
)
700 dungeon
[row
][col
] |= MONSTER
;
701 monster
->trail_char
= mvinch(row
, col
);
702 add_to_pack(monster
, &level_monsters
, 0);
703 aim_monster(monster
);
707 aim_monster(object
*monster
)
711 rn
= get_room_number(monster
->row
, monster
->col
);
713 clean_up("aim_monster: monster not in room");
716 for (i
= 0; i
< 4; i
++) {
718 if (rooms
[rn
].doors
[d
].oth_room
!= NO_ROOM
) {
719 monster
->trow
= rooms
[rn
].doors
[d
].door_row
;
720 monster
->tcol
= rooms
[rn
].doors
[d
].door_col
;
727 rogue_can_see(int row
, int col
)
732 (((get_room_number(row
, col
) == cur_room
) &&
733 !(rooms
[cur_room
].is_room
& R_MAZE
)) ||
734 rogue_is_around(row
, col
));
740 move_confused(object
*monster
)
744 if (!(monster
->m_flags
& ASLEEP
)) {
745 if (--monster
->moves_confused
<= 0) {
746 monster
->m_flags
&= (~CONFUSED
);
748 if (monster
->m_flags
& STATIONARY
) {
749 return(coin_toss() ? 1 : 0);
750 } else if (rand_percent(15)) {
756 for (i
= 0; i
< 9; i
++) {
757 rand_around(i
, &row
, &col
);
758 if ((row
== rogue
.row
) && (col
== rogue
.col
)) {
761 if (mtry(monster
, row
, col
)) {
770 flit(object
*monster
)
774 if (!rand_percent(FLIT_PERCENT
+ ((monster
->m_flags
& FLIES
) ? 20 : 0))) {
777 if (rand_percent(10)) {
783 for (i
= 0; i
< 9; i
++) {
784 rand_around(i
, &row
, &col
);
785 if ((row
== rogue
.row
) && (col
== rogue
.col
)) {
788 if (mtry(monster
, row
, col
)) {
799 const char *rs
= "%!?]=/):*";
807 no_room_for_monster(int rn
)
811 for (i
= rooms
[rn
].top_row
+1; i
< rooms
[rn
].bottom_row
; i
++) {
812 for (j
= rooms
[rn
].left_col
+1; j
< rooms
[rn
].right_col
; j
++) {
813 if (!(dungeon
[i
][j
] & MONSTER
)) {
826 message("you hear a high pitched humming noise", 0);
828 monster
= level_monsters
.next_monster
;
832 monster
->m_flags
&= (~IMITATES
);
833 if (rogue_can_see(monster
->row
, monster
->col
)) {
834 mvaddch(monster
->row
, monster
->col
, monster
->m_char
);
836 monster
= monster
->next_monster
;
841 mon_sees(const object
*monster
, int row
, int col
)
843 short rn
, rdif
, cdif
, retval
;
845 rn
= get_room_number(row
, col
);
847 if ( (rn
!= NO_ROOM
) &&
848 (rn
== get_room_number(monster
->row
, monster
->col
)) &&
849 !(rooms
[rn
].is_room
& R_MAZE
)) {
852 rdif
= row
- monster
->row
;
853 cdif
= col
- monster
->col
;
855 retval
= (rdif
>= -1) && (rdif
<= 1) && (cdif
>= -1) && (cdif
<= 1);
864 monster
= level_monsters
.next_monster
;
867 if ((monster
->m_char
== 'A') &&
868 mon_can_go(monster
, rogue
.row
, rogue
.col
)) {
869 mv_1_monster(monster
, rogue
.row
, rogue
.col
);
870 monster
->m_flags
|= ALREADY_MOVED
;
872 monster
= monster
->next_monster
;