root/games/rogue/monster.c
/*      $NetBSD: monster.c,v 1.18 2025/04/07 14:36:28 hgutch Exp $      */

/*
 * Copyright (c) 1988, 1993
 *      The Regents of the University of California.  All rights reserved.
 *
 * This code is derived from software contributed to Berkeley by
 * Timothy C. Stoehr.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 * 1. Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 * 3. Neither the name of the University nor the names of its contributors
 *    may be used to endorse or promote products derived from this software
 *    without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
 * SUCH DAMAGE.
 */

#include <sys/cdefs.h>
#ifndef lint
#if 0
static char sccsid[] = "@(#)monster.c   8.1 (Berkeley) 5/31/93";
#else
__RCSID("$NetBSD: monster.c,v 1.18 2025/04/07 14:36:28 hgutch Exp $");
#endif
#endif /* not lint */

/*
 * monster.c
 *
 * This source herein may be modified and/or distributed by anybody who
 * so desires, with the following restrictions:
 *    1.)  No portion of this notice shall be removed.
 *    2.)  Credit shall not be taken for the creation of this source.
 *    3.)  This code is not to be traded, sold, or used for personal
 *         gain or profit.
 *
 */

#include "rogue.h"

object level_monsters;
boolean mon_disappeared;

const char *const m_names[] = {
        "aquator",
        "bat",
        "centaur",
        "dragon",
        "emu",
        "venus fly-trap",
        "griffin",
        "hobgoblin",
        "ice monster",
        "jabberwock",
        "kestrel",
        "leprechaun",
        "medusa",
        "nymph",
        "orc",
        "phantom",
        "quagga",
        "rattlesnake",
        "snake",
        "troll",
        "black unicorn",
        "vampire",
        "wraith",
        "xeroc",
        "yeti",
        "zombie"
};

#define FILL 0,0,0,0,0,0,0,0,0,0,0,0,0,NULL

static object mon_tab[MONSTERS] = {
        {(ASLEEP|WAKENS|WANDERS|RUSTS),"0d0",25,'A',20,9,18,100,0,0, FILL},
        {(ASLEEP|WANDERS|FLITS|FLIES),"1d3",10,'B',2,1,8,60,0,0, FILL},
        {(ASLEEP|WANDERS),"3d3/2d5",32,'C',15,7,16,85,0,10, FILL},
        {(ASLEEP|WAKENS|FLAMES),"4d6/4d9",145,'D',5000,21,126,100,0,90, FILL},
        {(ASLEEP|WAKENS),"1d3",11,'E',2,1,7,65,0,0, FILL},
        {(HOLDS|STATIONARY),"5d5",73,'F',91,12,126,80,0,0, FILL},
        {(ASLEEP|WAKENS|WANDERS|FLIES),"5d5/5d5",115,'G',
                        2000,20,126,85,0,10, FILL},
        {(ASLEEP|WAKENS|WANDERS),"1d3/1d2",15,'H',3,1,10,67,0,0, FILL},
        {(ASLEEP|FREEZES),"0d0",15,'I',5,2,11,68,0,0, FILL},
        {(ASLEEP|WANDERS),"3d10/4d5",132,'J',3000,21,126,100,0,0, FILL},
        {(ASLEEP|WAKENS|WANDERS|FLIES),"1d4",10,'K',2,1,6,60,0,0, FILL},
        {(ASLEEP|STEALS_GOLD),"0d0",25,'L',21,6,16,75,0,0, FILL},
        {(ASLEEP|WAKENS|WANDERS|CONFUSES),"4d4/3d7",97,'M',
                        250,18,126,85,0,25, FILL},
        {(ASLEEP|STEALS_ITEM),"0d0",25,'N',39,10,19,75,0,100, FILL},
        {(ASLEEP|WANDERS|WAKENS|SEEKS_GOLD),"1d6",25,'O',5,4,13,70,0,10, FILL},
        {(ASLEEP|INVISIBLE|WANDERS|FLITS),"5d4",76,'P',120,15,24,80,0,50, FILL},
        {(ASLEEP|WAKENS|WANDERS),"3d5",30,'Q',20,8,17,78,0,20, FILL},
        {(ASLEEP|WAKENS|WANDERS|STINGS),"2d5",19,'R',10,3,12,70,0,0, FILL},
        {(ASLEEP|WAKENS|WANDERS),"1d3",8,'S',2,1,9,50,0,0, FILL},
        {(ASLEEP|WAKENS|WANDERS),"4d6/1d4",75,'T',125,13,22,75,0,33, FILL},
        {(ASLEEP|WAKENS|WANDERS),"4d10",90,'U',
                        200,17,26,85,0,33, FILL},
        {(ASLEEP|WAKENS|WANDERS|DRAINS_LIFE),"1d14/1d4",55,'V',
                        350,19,126,85,0,18, FILL},
        {(ASLEEP|WANDERS|DROPS_LEVEL),"2d8",45,'W',55,14,23,75,0,0, FILL},
        {(ASLEEP|IMITATES),"4d6",42,'X',110,16,25,75,0,0, FILL},
        {(ASLEEP|WANDERS),"3d6",35,'Y',50,11,20,80,0,20, FILL},
        {(ASLEEP|WAKENS|WANDERS),"1d7",21,'Z',8,5,14,69,0,0, FILL}
};

static void aim_monster(object *);
static int flit(object *);
static int move_confused(object *);
static int mtry(object *, short, short);
static int no_room_for_monster(int);
static void put_m_at(short, short, object *);
static int rogue_is_around(int, int);

void
set_monster_damage(object *obj)
{
        for (short i = 0; i < MONSTERS; i++) {
                if (obj->ichar == mon_tab[i].ichar) {
                        obj->damage = mon_tab[i].damage;
                        break;
                }
        }
}

void
put_mons(void)
{
        short i;
        short n;
        object *monster;
        short row, col;

        n = get_rand(4, 6);

        for (i = 0; i < n; i++) {
                monster = gr_monster(NULL, 0);
                if ((monster->m_flags & WANDERS) && coin_toss()) {
                        wake_up(monster);
                }
                gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
                put_m_at(row, col, monster);
        }
}

object *
gr_monster(object *monster, int mn)
{
        if (!monster) {
                monster = alloc_object();

                for (;;) {
                        mn = get_rand(0, MONSTERS-1);
                        if ((cur_level >= mon_tab[mn].first_level) &&
                        (cur_level <= mon_tab[mn].last_level)) {
                                break;
                        }
                }
        }
        *monster = mon_tab[mn];
        if (monster->m_flags & IMITATES) {
                monster->disguise = gr_obj_char();
        }
        if (cur_level > (AMULET_LEVEL + 2)) {
                monster->m_flags |= HASTED;
        }
        monster->trow = NO_ROOM;
        return(monster);
}

void
mv_mons(void)
{
        object *monster, *next_monster, *test_mons;
        boolean flew;

        if (haste_self % 2) {
                return;
        }

        monster = level_monsters.next_monster;

        while (monster) {
                next_monster = monster->next_monster;
                mon_disappeared = 0;
                if (monster->m_flags & HASTED) {
                        mv_1_monster(monster, rogue.row, rogue.col);
                        if (mon_disappeared) {
                                goto NM;
                        }
                } else if (monster->m_flags & SLOWED) {
                        monster->slowed_toggle = !monster->slowed_toggle;
                        if (monster->slowed_toggle) {
                                goto NM;
                        }
                }
                if ((monster->m_flags & CONFUSED) && move_confused(monster)) {
                        goto NM;
                }
                flew = 0;
                if (    (monster->m_flags & FLIES) &&
                                !(monster->m_flags & NAPPING) &&
                                !mon_can_go(monster, rogue.row, rogue.col)) {
                        flew = 1;
                        mv_1_monster(monster, rogue.row, rogue.col);
                        if (mon_disappeared) {
                                goto NM;
                        }
                }
                if (!(flew && mon_can_go(monster, rogue.row, rogue.col))) {
                        mv_1_monster(monster, rogue.row, rogue.col);
                }
NM:             test_mons = level_monsters.next_monster;
                monster = NULL;
                while (test_mons)
                {
                        if (next_monster == test_mons)
                        {
                                monster = next_monster;
                                break;
                        }
                        test_mons = test_mons -> next_monster;
                }
        }
}

void
party_monsters(int rn, int n)
{
        short i, j;
        short row, col;
        object *monster;
        boolean found;

        row = col = 0;
        n += n;

        for (i = 0; i < MONSTERS; i++) {
                mon_tab[i].first_level -= (cur_level % 3);
        }
        for (i = 0; i < n; i++) {
                if (no_room_for_monster(rn)) {
                        break;
                }
                for (j = found = 0; ((!found) && (j < 250)); j++) {
                        row = get_rand(rooms[rn].top_row+1,
                                rooms[rn].bottom_row-1);
                        col = get_rand(rooms[rn].left_col+1,
                                rooms[rn].right_col-1);
                        if ((!(dungeon[row][col] & MONSTER)) &&
                                (dungeon[row][col] & (FLOOR | TUNNEL))) {
                                found = 1;
                        }
                }
                if (found) {
                        monster = gr_monster((object *)0, 0);
                        if (!(monster->m_flags & IMITATES)) {
                                monster->m_flags |= WAKENS;
                        }
                        put_m_at(row, col, monster);
                }
        }
        for (i = 0; i < MONSTERS; i++) {
                mon_tab[i].first_level += (cur_level % 3);
        }
}

char
gmc_row_col(int row, int col)
{
        object *monster;

        if ((monster = object_at(&level_monsters, row, col)) != NULL) {
                if ((!(detect_monster || see_invisible || r_see_invisible) &&
                        (monster->m_flags & INVISIBLE)) || blind) {
                        return(monster->trail_char);
                }
                if (monster->m_flags & IMITATES) {
                        return(monster->disguise);
                }
                return(monster->m_char);
        } else {
                return('&');    /* BUG if this ever happens */
        }
}

char
gmc(object *monster)
{
        if ((!(detect_monster || see_invisible || r_see_invisible) &&
                (monster->m_flags & INVISIBLE))
                || blind) {
                return(monster->trail_char);
        }
        if (monster->m_flags & IMITATES) {
                return(monster->disguise);
        }
        return(monster->m_char);
}

void
mv_1_monster(object *monster, short row, short col)
{
        short i, n;
        boolean tried[6];

        if (monster->m_flags & ASLEEP) {
                if (monster->m_flags & NAPPING) {
                        if (--monster->nap_length <= 0) {
                                monster->m_flags &= (~(NAPPING | ASLEEP));
                        }
                        return;
                }
                if ((monster->m_flags & WAKENS) &&
                         rogue_is_around(monster->row, monster->col) &&
                         rand_percent(((stealthy > 0) ?
                                (WAKE_PERCENT / (STEALTH_FACTOR + stealthy)) :
                                WAKE_PERCENT))) {
                        wake_up(monster);
                }
                return;
        } else if (monster->m_flags & ALREADY_MOVED) {
                monster->m_flags &= (~ALREADY_MOVED);
                return;
        }
        if ((monster->m_flags & FLITS) && flit(monster)) {
                return;
        }
        if ((monster->m_flags & STATIONARY) &&
                (!mon_can_go(monster, rogue.row, rogue.col))) {
                return;
        }
        if (monster->m_flags & FREEZING_ROGUE) {
                return;
        }
        if ((monster->m_flags & CONFUSES) && m_confuse(monster)) {
                return;
        }
        if (mon_can_go(monster, rogue.row, rogue.col)) {
                mon_hit(monster);
                return;
        }
        if ((monster->m_flags & FLAMES) && flame_broil(monster)) {
                return;
        }
        if ((monster->m_flags & SEEKS_GOLD) && seek_gold(monster)) {
                return;
        }
        if ((monster->trow == monster->row) &&
                   (monster->tcol == monster->col)) {
                monster->trow = NO_ROOM;
        } else if (monster->trow != NO_ROOM) {
                row = monster->trow;
                col = monster->tcol;
        }
        if (monster->row > row) {
                row = monster->row - 1;
        } else if (monster->row < row) {
                row = monster->row + 1;
        }
        if ((dungeon[row][monster->col] & DOOR) &&
                 mtry(monster, row, monster->col)) {
                return;
        }
        if (monster->col > col) {
                col = monster->col - 1;
        } else if (monster->col < col) {
                col = monster->col + 1;
        }
        if ((dungeon[monster->row][col] & DOOR) &&
                 mtry(monster, monster->row, col)) {
                return;
        }
        if (mtry(monster, row, col)) {
                return;
        }

        for (i = 0; i <= 5; i++) tried[i] = 0;

        for (i = 0; i < 6; i++) {
NEXT_TRY:       n = get_rand(0, 5);
                switch(n) {
                case 0:
                        if (!tried[n] && mtry(monster, row, monster->col-1)) {
                                goto O;
                        }
                        break;
                case 1:
                        if (!tried[n] && mtry(monster, row, monster->col)) {
                                goto O;
                        }
                        break;
                case 2:
                        if (!tried[n] && mtry(monster, row, monster->col+1)) {
                                goto O;
                        }
                        break;
                case 3:
                        if (!tried[n] && mtry(monster, monster->row-1, col)) {
                                goto O;
                        }
                        break;
                case 4:
                        if (!tried[n] && mtry(monster, monster->row, col)) {
                                goto O;
                        }
                        break;
                case 5:
                        if (!tried[n] && mtry(monster, monster->row+1, col)) {
                                goto O;
                        }
                        break;
                }
                if (!tried[n]) {
                        tried[n] = 1;
                } else {
                        goto NEXT_TRY;
                }
        }
O:
        if ((monster->row == monster->o_row) && (monster->col == monster->o_col)) {
                if (++(monster->o) > 4) {
                        if ((monster->trow == NO_ROOM) &&
                                        (!mon_sees(monster, rogue.row, rogue.col))) {
                                monster->trow = get_rand(1, (DROWS - 2));
                                monster->tcol = get_rand(0, (DCOLS - 1));
                        } else {
                                monster->trow = NO_ROOM;
                                monster->o = 0;
                        }
                }
        } else {
                monster->o_row = monster->row;
                monster->o_col = monster->col;
                monster->o = 0;
        }
}

static int
mtry(object *monster, short row, short col)
{
        if (mon_can_go(monster, row, col)) {
                move_mon_to(monster, row, col);
                return(1);
        }
        return(0);
}

void
move_mon_to(object *monster, short row, short col)
{
        short c;
        int mrow, mcol;

        mrow = monster->row;
        mcol = monster->col;

        dungeon[mrow][mcol] &= ~MONSTER;
        dungeon[row][col] |= MONSTER;

        c = mvinch(mrow, mcol);

        if ((c >= 'A') && (c <= 'Z')) {
                if (!detect_monster) {
                        mvaddch(mrow, mcol, monster->trail_char);
                } else {
                        if (rogue_can_see(mrow, mcol)) {
                                mvaddch(mrow, mcol, monster->trail_char);
                        } else {
                                if (monster->trail_char == '.') {
                                        monster->trail_char = ' ';
                                }
                                mvaddch(mrow, mcol, monster->trail_char);
                        }
                }
        }
        monster->trail_char = mvinch(row, col);
        if (!blind && (detect_monster || rogue_can_see(row, col))) {
                if ((!(monster->m_flags & INVISIBLE) ||
                        (detect_monster || see_invisible || r_see_invisible))) {
                        mvaddch(row, col, gmc(monster));
                }
        }
        if ((dungeon[row][col] & DOOR) &&
                (get_room_number(row, col) != cur_room) &&
                (dungeon[mrow][mcol] == FLOOR) && !blind) {
                        mvaddch(mrow, mcol, ' ');
        }
        if (dungeon[row][col] & DOOR) {
                        dr_course(monster, ((dungeon[mrow][mcol] & TUNNEL) ? 1 : 0),
                                row, col);
        } else {
                monster->row = row;
                monster->col = col;
        }
}

int
mon_can_go(const object *monster, short row, short col)
{
        object *obj;
        short dr, dc;

        dr = monster->row - row;        /* check if move distance > 1 */
        if ((dr >= 2) || (dr <= -2)) {
                return(0);
        }
        dc = monster->col - col;
        if ((dc >= 2) || (dc <= -2)) {
                return(0);
        }
        if ((!dungeon[monster->row][col]) || (!dungeon[row][monster->col])) {
                return(0);
        }
        if ((!is_passable(row, col)) || (dungeon[row][col] & MONSTER)) {
                return(0);
        }
        if ((monster->row!=row)&&(monster->col!=col)&&((dungeon[row][col]&DOOR) ||
                (dungeon[monster->row][monster->col]&DOOR))) {
                return(0);
        }
        if (!(monster->m_flags & (FLITS | CONFUSED | CAN_FLIT)) &&
                (monster->trow == NO_ROOM)) {
                if ((monster->row < rogue.row) && (row < monster->row)) return(0);
                if ((monster->row > rogue.row) && (row > monster->row)) return(0);
                if ((monster->col < rogue.col) && (col < monster->col)) return(0);
                if ((monster->col > rogue.col) && (col > monster->col)) return(0);
        }
        if (dungeon[row][col] & OBJECT) {
                obj = object_at(&level_objects, row, col);
                if ((obj->what_is == SCROL) && (obj->which_kind == SCARE_MONSTER)) {
                        return(0);
                }
        }
        return(1);
}

void
wake_up(object *monster)
{
        if (!(monster->m_flags & NAPPING)) {
                monster->m_flags &= (~(ASLEEP | IMITATES | WAKENS));
        }
}

void
wake_room(short rn, boolean entering, short row, short col)
{
        object *monster;
        short wake_percent;
        boolean in_room;

        wake_percent = (rn == party_room) ? PARTY_WAKE_PERCENT : WAKE_PERCENT;
        if (stealthy > 0) {
                wake_percent /= (STEALTH_FACTOR + stealthy);
        }

        monster = level_monsters.next_monster;

        while (monster) {
                in_room = (rn == get_room_number(monster->row, monster->col));
                if (in_room) {
                        if (entering) {
                                monster->trow = NO_ROOM;
                        } else {
                                monster->trow = row;
                                monster->tcol = col;
                        }
                }
                if ((monster->m_flags & WAKENS) &&
                        (rn == get_room_number(monster->row, monster->col))) {
                        if (rand_percent(wake_percent)) {
                                wake_up(monster);
                        }
                }
                monster = monster->next_monster;
        }
}

const char *
mon_name(const object *monster)
{
        short ch;

        if (blind || ((monster->m_flags & INVISIBLE) &&
                !(detect_monster || see_invisible || r_see_invisible))) {
                return("something");
        }
        if (halluc) {
                ch = get_rand('A', 'Z') - 'A';
                return(m_names[ch]);
        }
        ch = monster->m_char - 'A';
        return(m_names[ch]);
}

static int
rogue_is_around(int row, int col)
{
        short rdif, cdif, retval;

        rdif = row - rogue.row;
        cdif = col - rogue.col;

        retval = (rdif >= -1) && (rdif <= 1) && (cdif >= -1) && (cdif <= 1);
        return(retval);
}

void
wanderer(void)
{
        object *monster;
        short row, col, i;
        boolean found = 0;

        monster = NULL;         /* XXXGCC -Wuninitialized [powerpc] */

        for (i = 0; ((i < 15) && (!found)); i++) {
                monster = gr_monster(NULL, 0);
                if (!(monster->m_flags & (WAKENS | WANDERS))) {
                        free_object(monster);
                } else {
                        found = 1;
                }
        }
        if (found) {
                found = 0;
                wake_up(monster);
                for (i = 0; ((i < 25) && (!found)); i++) {
                        gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
                        if (!rogue_can_see(row, col)) {
                                put_m_at(row, col, monster);
                                found = 1;
                        }
                }
                if (!found) {
                        free_object(monster);
                }
        }
}

void
show_monsters(void)
{
        object *monster;

        detect_monster = 1;

        if (blind) {
                return;
        }
        monster = level_monsters.next_monster;

        while (monster) {
                mvaddch(monster->row, monster->col, monster->m_char);
                if (monster->m_flags & IMITATES) {
                        monster->m_flags &= (~IMITATES);
                        monster->m_flags |= WAKENS;
                }
                monster = monster->next_monster;
        }
}

void
create_monster(void)
{
        short row, col;
        short i;
        boolean found = 0;
        object *monster;

        row = rogue.row;
        col = rogue.col;

        for (i = 0; i < 9; i++) {
                rand_around(i, &row, &col);
                if (((row == rogue.row) && (col == rogue.col)) ||
                                (row < MIN_ROW) || (row > (DROWS-2)) ||
                                (col < 0) || (col > (DCOLS-1))) {
                        continue;
                }
                if ((!(dungeon[row][col] & MONSTER)) &&
                          (dungeon[row][col] & (FLOOR|TUNNEL|STAIRS|DOOR))) {
                        found = 1;
                        break;
                }
        }
        if (found) {
                monster = gr_monster((object *)0, 0);
                put_m_at(row, col, monster);
                mvaddch(row, col, gmc(monster));
                if (monster->m_flags & (WANDERS | WAKENS)) {
                        wake_up(monster);
                }
        } else {
                messagef(0, "you hear a faint cry of anguish in the distance");
        }
}

static void
put_m_at(short row, short col, object *monster)
{
        monster->row = row;
        monster->col = col;
        dungeon[row][col] |= MONSTER;
        monster->trail_char = mvinch(row, col);
        (void)add_to_pack(monster, &level_monsters, 0);
        aim_monster(monster);
}

static void
aim_monster(object *monster)
{
        short i, rn, d, r;

        rn = get_room_number(monster->row, monster->col);
        if (rn == NO_ROOM)
                clean_up("aim_monster: monster not in room");
        r = get_rand(0, 12);

        for (i = 0; i < 4; i++) {
                d = (r + i) % 4;
                if (rooms[rn].doors[d].oth_room != NO_ROOM) {
                        monster->trow = rooms[rn].doors[d].door_row;
                        monster->tcol = rooms[rn].doors[d].door_col;
                        break;
                }
        }
}

int
rogue_can_see(int row, int col)
{
        int retval;

        retval = !blind &&
                        (((get_room_number(row, col) == cur_room) &&
                                        !(rooms[cur_room].is_room & R_MAZE)) ||
                        rogue_is_around(row, col));

        return(retval);
}

static int
move_confused(object *monster)
{
        short i, row, col;

        if (!(monster->m_flags & ASLEEP)) {
                if (--monster->moves_confused <= 0) {
                        monster->m_flags &= (~CONFUSED);
                }
                if (monster->m_flags & STATIONARY) {
                        return(coin_toss() ? 1 : 0);
                } else if (rand_percent(15)) {
                        return(1);
                }
                row = monster->row;
                col = monster->col;

                for (i = 0; i < 9; i++) {
                        rand_around(i, &row, &col);
                        if ((row == rogue.row) && (col == rogue.col)) {
                                return(0);
                        }
                        if (mtry(monster, row, col)) {
                                return(1);
                        }
                }
        }
        return(0);
}

static int
flit(object *monster)
{
        short i, row, col;

        if (!rand_percent(FLIT_PERCENT + ((monster->m_flags & FLIES) ? 20 : 0))) {
                return(0);
        }
        if (rand_percent(10)) {
                return(1);
        }
        row = monster->row;
        col = monster->col;

        for (i = 0; i < 9; i++) {
                rand_around(i, &row, &col);
                if ((row == rogue.row) && (col == rogue.col)) {
                        continue;
                }
                if (mtry(monster, row, col)) {
                        return(1);
                }
        }
        return(1);
}

char
gr_obj_char(void)
{
        short r;
        const char *rs = "%!?]=/):*";

        r = get_rand(0, 8);

        return(rs[r]);
}

static int
no_room_for_monster(int rn)
{
        short i, j;

        for (i = rooms[rn].top_row+1; i < rooms[rn].bottom_row; i++) {
                for (j = rooms[rn].left_col+1; j < rooms[rn].right_col; j++) {
                        if (!(dungeon[i][j] & MONSTER)) {
                                return(0);
                        }
                }
        }
        return(1);
}

void
aggravate(void)
{
        object *monster;

        messagef(0, "you hear a high pitched humming noise");

        monster = level_monsters.next_monster;

        while (monster) {
                wake_up(monster);
                monster->m_flags &= (~IMITATES);
                if (rogue_can_see(monster->row, monster->col)) {
                        mvaddch(monster->row, monster->col, monster->m_char);
                }
                monster = monster->next_monster;
        }
}

boolean
mon_sees(const object *monster, int row, int col)
{
        short rn, rdif, cdif, retval;

        rn = get_room_number(row, col);

        if (    (rn != NO_ROOM) &&
                        (rn == get_room_number(monster->row, monster->col)) &&
                        !(rooms[rn].is_room & R_MAZE)) {
                return(1);
        }
        rdif = row - monster->row;
        cdif = col - monster->col;

        retval = (rdif >= -1) && (rdif <= 1) && (cdif >= -1) && (cdif <= 1);
        return(retval);
}

void
mv_aquatars(void)
{
        object *monster;

        monster = level_monsters.next_monster;

        while (monster) {
                if ((monster->m_char == 'A') &&
                        mon_can_go(monster, rogue.row, rogue.col)) {
                        mv_1_monster(monster, rogue.row, rogue.col);
                        monster->m_flags |= ALREADY_MOVED;
                }
                monster = monster->next_monster;
        }
}