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 $
34 * $DragonFly: src/games/rogue/monster.c,v 1.3 2006/09/02 19:31:07 pavalos Exp $
40 * This source herein may be modified and/or distributed by anybody who
41 * so desires, with the following restrictions:
42 * 1.) No portion of this notice shall be removed.
43 * 2.) Credit shall not be taken for the creation of this source.
44 * 3.) This code is not to be traded, sold, or used for personal
51 object level_monsters
;
52 boolean mon_disappeared
;
54 const char *const m_names
[] = {
83 object mon_tab
[MONSTERS
] = {
84 {(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
},
85 {(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
},
86 {(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
},
87 {(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
},
88 {(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
},
89 {(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
},
90 {(ASLEEP
|WAKENS
|WANDERS
|FLIES
),"5d5/5d5",115,'G',
91 2000,20,126,85,0,10,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
92 {(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
},
93 {(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
},
94 {(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
},
95 {(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
},
96 {(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
},
97 {(ASLEEP
|WAKENS
|WANDERS
|CONFUSES
),"4d4/3d7",97,'M',
98 250,18,126,85,0,25,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
99 {(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
},
100 {(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
},
101 {(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
},
102 {(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
},
103 {(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
},
104 {(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
},
105 {(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
},
106 {(ASLEEP
|WAKENS
|WANDERS
),"4d10",90,'U',
107 200,17,26,85,0,33,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
108 {(ASLEEP
|WAKENS
|WANDERS
|DRAINS_LIFE
),"1d14/1d4",55,'V',
109 350,19,126,85,0,18,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL
},
110 {(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
},
111 {(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
},
112 {(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
},
113 {(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
}
116 static void aim_monster(object
*);
117 static boolean
flit(object
*);
118 static boolean
move_confused(object
*);
119 static boolean
mtry(object
*, short, short);
120 static boolean
no_room_for_monster(int);
121 static void put_m_at(short, short, object
*);
122 static short rogue_is_around(int, int);
124 extern short cur_level
;
125 extern short cur_room
, party_room
;
126 extern short blind
, halluc
, haste_self
;
127 extern boolean detect_monster
, see_invisible
, r_see_invisible
;
128 extern short stealthy
;
140 for (i
= 0; i
< n
; i
++) {
141 monster
= gr_monster(NULL
, 0);
142 if ((monster
->m_flags
& WANDERS
) && coin_toss()) {
145 gr_row_col(&row
, &col
, (FLOOR
| TUNNEL
| STAIRS
| OBJECT
));
146 put_m_at(row
, col
, monster
);
151 gr_monster(object
*monster
, int mn
)
154 monster
= alloc_object();
157 mn
= get_rand(0, MONSTERS
-1);
158 if ((cur_level
>= mon_tab
[mn
].first_level
) &&
159 (cur_level
<= mon_tab
[mn
].last_level
)) {
164 *monster
= mon_tab
[mn
];
165 if (monster
->m_flags
& IMITATES
) {
166 monster
->disguise
= gr_obj_char();
168 if (cur_level
> (AMULET_LEVEL
+ 2)) {
169 monster
->m_flags
|= HASTED
;
171 monster
->trow
= NO_ROOM
;
178 object
*monster
, *next_monster
, *test_mons
;
181 if (haste_self
% 2) {
185 monster
= level_monsters
.next_monster
;
188 next_monster
= monster
->next_monster
;
190 if (monster
->m_flags
& HASTED
) {
191 mv_1_monster(monster
, rogue
.row
, rogue
.col
);
192 if (mon_disappeared
) {
195 } else if (monster
->m_flags
& SLOWED
) {
196 monster
->slowed_toggle
= !monster
->slowed_toggle
;
197 if (monster
->slowed_toggle
) {
201 if ((monster
->m_flags
& CONFUSED
) && move_confused(monster
)) {
205 if ( (monster
->m_flags
& FLIES
) &&
206 !(monster
->m_flags
& NAPPING
) &&
207 !mon_can_go(monster
, rogue
.row
, rogue
.col
)) {
209 mv_1_monster(monster
, rogue
.row
, rogue
.col
);
210 if (mon_disappeared
) {
214 if (!(flew
&& mon_can_go(monster
, rogue
.row
, rogue
.col
))) {
215 mv_1_monster(monster
, rogue
.row
, rogue
.col
);
217 NM
: test_mons
= level_monsters
.next_monster
;
221 if (next_monster
== test_mons
)
223 monster
= next_monster
;
226 test_mons
= test_mons
->next_monster
;
232 party_monsters(int rn
, int n
)
241 for (i
= 0; i
< MONSTERS
; i
++) {
242 mon_tab
[i
].first_level
-= (cur_level
% 3);
244 for (i
= 0; i
< n
; i
++) {
245 if (no_room_for_monster(rn
)) {
248 for (j
= found
= 0; ((!found
) && (j
< 250)); j
++) {
249 row
= get_rand(rooms
[rn
].top_row
+1,
250 rooms
[rn
].bottom_row
-1);
251 col
= get_rand(rooms
[rn
].left_col
+1,
252 rooms
[rn
].right_col
-1);
253 if ((!(dungeon
[row
][col
] & MONSTER
)) &&
254 (dungeon
[row
][col
] & (FLOOR
| TUNNEL
))) {
259 monster
= gr_monster(NULL
, 0);
260 if (!(monster
->m_flags
& IMITATES
)) {
261 monster
->m_flags
|= WAKENS
;
263 put_m_at(row
, col
, monster
);
266 for (i
= 0; i
< MONSTERS
; i
++) {
267 mon_tab
[i
].first_level
+= (cur_level
% 3);
272 gmc_row_col(int row
, int col
)
276 if ((monster
= object_at(&level_monsters
, row
, col
)) != NULL
) {
277 if ((!(detect_monster
|| see_invisible
|| r_see_invisible
) &&
278 (monster
->m_flags
& INVISIBLE
)) || blind
) {
279 return(monster
->trail_char
);
281 if (monster
->m_flags
& IMITATES
) {
282 return(monster
->disguise
);
284 return(monster
->m_char
);
286 return('&'); /* BUG if this ever happens */
293 if ((!(detect_monster
|| see_invisible
|| r_see_invisible
) &&
294 (monster
->m_flags
& INVISIBLE
))
296 return(monster
->trail_char
);
298 if (monster
->m_flags
& IMITATES
) {
299 return(monster
->disguise
);
301 return(monster
->m_char
);
305 mv_1_monster(object
*monster
, short row
, short col
)
310 if (monster
->m_flags
& ASLEEP
) {
311 if (monster
->m_flags
& NAPPING
) {
312 if (--monster
->nap_length
<= 0) {
313 monster
->m_flags
&= (~(NAPPING
| ASLEEP
));
317 if ((monster
->m_flags
& WAKENS
) &&
318 rogue_is_around(monster
->row
, monster
->col
) &&
319 rand_percent(((stealthy
> 0) ?
320 (WAKE_PERCENT
/ (STEALTH_FACTOR
+ stealthy
)) :
325 } else if (monster
->m_flags
& ALREADY_MOVED
) {
326 monster
->m_flags
&= (~ALREADY_MOVED
);
329 if ((monster
->m_flags
& FLITS
) && flit(monster
)) {
332 if ((monster
->m_flags
& STATIONARY
) &&
333 (!mon_can_go(monster
, rogue
.row
, rogue
.col
))) {
336 if (monster
->m_flags
& FREEZING_ROGUE
) {
339 if ((monster
->m_flags
& CONFUSES
) && m_confuse(monster
)) {
342 if (mon_can_go(monster
, rogue
.row
, rogue
.col
)) {
346 if ((monster
->m_flags
& FLAMES
) && flame_broil(monster
)) {
349 if ((monster
->m_flags
& SEEKS_GOLD
) && seek_gold(monster
)) {
352 if ((monster
->trow
== monster
->row
) &&
353 (monster
->tcol
== monster
->col
)) {
354 monster
->trow
= NO_ROOM
;
355 } else if (monster
->trow
!= NO_ROOM
) {
359 if (monster
->row
> row
) {
360 row
= monster
->row
- 1;
361 } else if (monster
->row
< row
) {
362 row
= monster
->row
+ 1;
364 if ((dungeon
[row
][monster
->col
] & DOOR
) &&
365 mtry(monster
, row
, monster
->col
)) {
368 if (monster
->col
> col
) {
369 col
= monster
->col
- 1;
370 } else if (monster
->col
< col
) {
371 col
= monster
->col
+ 1;
373 if ((dungeon
[monster
->row
][col
] & DOOR
) &&
374 mtry(monster
, monster
->row
, col
)) {
377 if (mtry(monster
, row
, col
)) {
381 for (i
= 0; i
<= 5; i
++) tried
[i
] = 0;
383 for (i
= 0; i
< 6; i
++) {
384 NEXT_TRY
: n
= get_rand(0, 5);
387 if (!tried
[n
] && mtry(monster
, row
, monster
->col
-1)) {
392 if (!tried
[n
] && mtry(monster
, row
, monster
->col
)) {
397 if (!tried
[n
] && mtry(monster
, row
, monster
->col
+1)) {
402 if (!tried
[n
] && mtry(monster
, monster
->row
-1, col
)) {
407 if (!tried
[n
] && mtry(monster
, monster
->row
, col
)) {
412 if (!tried
[n
] && mtry(monster
, monster
->row
+1, col
)) {
424 if ((monster
->row
== monster
->o_row
) && (monster
->col
== monster
->o_col
)) {
425 if (++(monster
->o
) > 4) {
426 if ((monster
->trow
== NO_ROOM
) &&
427 (!mon_sees(monster
, rogue
.row
, rogue
.col
))) {
428 monster
->trow
= get_rand(1, (DROWS
- 2));
429 monster
->tcol
= get_rand(0, (DCOLS
- 1));
431 monster
->trow
= NO_ROOM
;
436 monster
->o_row
= monster
->row
;
437 monster
->o_col
= monster
->col
;
443 mtry(object
*monster
, short row
, short col
)
445 if (mon_can_go(monster
, row
, col
)) {
446 move_mon_to(monster
, row
, col
);
453 move_mon_to(object
*monster
, short row
, short col
)
461 dungeon
[mrow
][mcol
] &= ~MONSTER
;
462 dungeon
[row
][col
] |= MONSTER
;
464 c
= mvinch(mrow
, mcol
);
466 if ((c
>= 'A') && (c
<= 'Z')) {
467 if (!detect_monster
) {
468 mvaddch(mrow
, mcol
, monster
->trail_char
);
470 if (rogue_can_see(mrow
, mcol
)) {
471 mvaddch(mrow
, mcol
, monster
->trail_char
);
473 if (monster
->trail_char
== '.') {
474 monster
->trail_char
= ' ';
476 mvaddch(mrow
, mcol
, monster
->trail_char
);
480 monster
->trail_char
= mvinch(row
, col
);
481 if (!blind
&& (detect_monster
|| rogue_can_see(row
, col
))) {
482 if ((!(monster
->m_flags
& INVISIBLE
) ||
483 (detect_monster
|| see_invisible
|| r_see_invisible
))) {
484 mvaddch(row
, col
, gmc(monster
));
487 if ((dungeon
[row
][col
] & DOOR
) &&
488 (get_room_number(row
, col
) != cur_room
) &&
489 (dungeon
[mrow
][mcol
] == FLOOR
) && !blind
) {
490 mvaddch(mrow
, mcol
, ' ');
492 if (dungeon
[row
][col
] & DOOR
) {
493 dr_course(monster
, ((dungeon
[mrow
][mcol
] & TUNNEL
) ? 1 : 0),
502 mon_can_go(const object
*monster
, short row
, short col
)
507 dr
= monster
->row
- row
; /* check if move distance > 1 */
508 if ((dr
>= 2) || (dr
<= -2)) {
511 dc
= monster
->col
- col
;
512 if ((dc
>= 2) || (dc
<= -2)) {
515 if ((!dungeon
[monster
->row
][col
]) || (!dungeon
[row
][monster
->col
])) {
518 if ((!is_passable(row
, col
)) || (dungeon
[row
][col
] & MONSTER
)) {
521 if ((monster
->row
!=row
)&&(monster
->col
!=col
)&&((dungeon
[row
][col
]&DOOR
) ||
522 (dungeon
[monster
->row
][monster
->col
]&DOOR
))) {
525 if (!(monster
->m_flags
& (FLITS
| CONFUSED
| CAN_FLIT
)) &&
526 (monster
->trow
== NO_ROOM
)) {
527 if ((monster
->row
< rogue
.row
) && (row
< monster
->row
)) return(0);
528 if ((monster
->row
> rogue
.row
) && (row
> monster
->row
)) return(0);
529 if ((monster
->col
< rogue
.col
) && (col
< monster
->col
)) return(0);
530 if ((monster
->col
> rogue
.col
) && (col
> monster
->col
)) return(0);
532 if (dungeon
[row
][col
] & OBJECT
) {
533 obj
= object_at(&level_objects
, row
, col
);
534 if ((obj
->what_is
== SCROL
) && (obj
->which_kind
== SCARE_MONSTER
)) {
542 wake_up(object
*monster
)
544 if (!(monster
->m_flags
& NAPPING
)) {
545 monster
->m_flags
&= (~(ASLEEP
| IMITATES
| WAKENS
));
550 wake_room(short rn
, boolean entering
, short row
, short col
)
556 wake_percent
= (rn
== party_room
) ? PARTY_WAKE_PERCENT
: WAKE_PERCENT
;
558 wake_percent
/= (STEALTH_FACTOR
+ stealthy
);
561 monster
= level_monsters
.next_monster
;
564 in_room
= (rn
== get_room_number(monster
->row
, monster
->col
));
567 monster
->trow
= NO_ROOM
;
573 if ((monster
->m_flags
& WAKENS
) &&
574 (rn
== get_room_number(monster
->row
, monster
->col
))) {
575 if (rand_percent(wake_percent
)) {
579 monster
= monster
->next_monster
;
584 mon_name(const object
*monster
)
588 if (blind
|| ((monster
->m_flags
& INVISIBLE
) &&
589 !(detect_monster
|| see_invisible
|| r_see_invisible
))) {
593 ch
= get_rand('A', 'Z') - 'A';
596 ch
= monster
->m_char
- 'A';
601 rogue_is_around(int row
, int col
)
603 short rdif
, cdif
, retval
;
605 rdif
= row
- rogue
.row
;
606 cdif
= col
- rogue
.col
;
608 retval
= (rdif
>= -1) && (rdif
<= 1) && (cdif
>= -1) && (cdif
<= 1);
619 for (i
= 0; ((i
< 15) && (!found
)); i
++) {
620 monster
= gr_monster(NULL
, 0);
621 if (!(monster
->m_flags
& (WAKENS
| WANDERS
))) {
622 free_object(monster
);
630 for (i
= 0; ((i
< 25) && (!found
)); i
++) {
631 gr_row_col(&row
, &col
, (FLOOR
| TUNNEL
| STAIRS
| OBJECT
));
632 if (!rogue_can_see(row
, col
)) {
633 put_m_at(row
, col
, monster
);
638 free_object(monster
);
653 monster
= level_monsters
.next_monster
;
656 mvaddch(monster
->row
, monster
->col
, monster
->m_char
);
657 if (monster
->m_flags
& IMITATES
) {
658 monster
->m_flags
&= (~IMITATES
);
659 monster
->m_flags
|= WAKENS
;
661 monster
= monster
->next_monster
;
676 for (i
= 0; i
< 9; i
++) {
677 rand_around(i
, &row
, &col
);
678 if (((row
== rogue
.row
) && (col
= rogue
.col
)) ||
679 (row
< MIN_ROW
) || (row
> (DROWS
-2)) ||
680 (col
< 0) || (col
> (DCOLS
-1))) {
683 if ((!(dungeon
[row
][col
] & MONSTER
)) &&
684 (dungeon
[row
][col
] & (FLOOR
|TUNNEL
|STAIRS
|DOOR
))) {
690 monster
= gr_monster(NULL
, 0);
691 put_m_at(row
, col
, monster
);
692 mvaddch(row
, col
, gmc(monster
));
693 if (monster
->m_flags
& (WANDERS
| WAKENS
)) {
697 message("you hear a faint cry of anguish in the distance", 0);
702 put_m_at(short row
, short col
, object
*monster
)
706 dungeon
[row
][col
] |= MONSTER
;
707 monster
->trail_char
= mvinch(row
, col
);
708 add_to_pack(monster
, &level_monsters
, 0);
709 aim_monster(monster
);
713 aim_monster(object
*monster
)
717 rn
= get_room_number(monster
->row
, monster
->col
);
720 for (i
= 0; i
< 4; i
++) {
722 if (rooms
[rn
].doors
[d
].oth_room
!= NO_ROOM
) {
723 monster
->trow
= rooms
[rn
].doors
[d
].door_row
;
724 monster
->tcol
= rooms
[rn
].doors
[d
].door_col
;
731 rogue_can_see(int row
, int col
)
736 (((get_room_number(row
, col
) == cur_room
) &&
737 !(rooms
[cur_room
].is_room
& R_MAZE
)) ||
738 rogue_is_around(row
, col
));
744 move_confused(object
*monster
)
748 if (!(monster
->m_flags
& ASLEEP
)) {
749 if (--monster
->moves_confused
<= 0) {
750 monster
->m_flags
&= (~CONFUSED
);
752 if (monster
->m_flags
& STATIONARY
) {
753 return(coin_toss() ? 1 : 0);
754 } else if (rand_percent(15)) {
760 for (i
= 0; i
< 9; i
++) {
761 rand_around(i
, &row
, &col
);
762 if ((row
== rogue
.row
) && (col
== rogue
.col
)) {
765 if (mtry(monster
, row
, col
)) {
774 flit(object
*monster
)
778 if (!rand_percent(FLIT_PERCENT
+ ((monster
->m_flags
& FLIES
) ? 20 : 0))) {
781 if (rand_percent(10)) {
787 for (i
= 0; i
< 9; i
++) {
788 rand_around(i
, &row
, &col
);
789 if ((row
== rogue
.row
) && (col
== rogue
.col
)) {
792 if (mtry(monster
, row
, col
)) {
803 const char *rs
= "%!?]=/):*";
811 no_room_for_monster(int rn
)
815 for (i
= rooms
[rn
].top_row
+1; i
< rooms
[rn
].bottom_row
; i
++) {
816 for (j
= rooms
[rn
].left_col
+1; j
< rooms
[rn
].right_col
; j
++) {
817 if (!(dungeon
[i
][j
] & MONSTER
)) {
830 message("you hear a high pitched humming noise", 0);
832 monster
= level_monsters
.next_monster
;
836 monster
->m_flags
&= (~IMITATES
);
837 if (rogue_can_see(monster
->row
, monster
->col
)) {
838 mvaddch(monster
->row
, monster
->col
, monster
->m_char
);
840 monster
= monster
->next_monster
;
845 mon_sees(const object
*monster
, int row
, int col
)
847 short rn
, rdif
, cdif
, retval
;
849 rn
= get_room_number(row
, col
);
851 if ( (rn
!= NO_ROOM
) &&
852 (rn
== get_room_number(monster
->row
, monster
->col
)) &&
853 !(rooms
[rn
].is_room
& R_MAZE
)) {
856 rdif
= row
- monster
->row
;
857 cdif
= col
- monster
->col
;
859 retval
= (rdif
>= -1) && (rdif
<= 1) && (cdif
>= -1) && (cdif
<= 1);
868 monster
= level_monsters
.next_monster
;
871 if ((monster
->m_char
== 'A') &&
872 mon_can_go(monster
, rogue
.row
, rogue
.col
)) {
873 mv_1_monster(monster
, rogue
.row
, rogue
.col
);
874 monster
->m_flags
|= ALREADY_MOVED
;
876 monster
= monster
->next_monster
;