/*
 * 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. All advertising materials mentioning features or use of this software
 *    must display the following acknowledgement:
 *	This product includes software developed by the University of
 *	California, Berkeley and its contributors.
 * 4. 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.
 *
 * @(#)monster.c	8.1 (Berkeley) 5/31/93
 * $FreeBSD: src/games/rogue/monster.c,v 1.6 1999/11/30 03:49:24 billf Exp $
 * $DragonFly: src/games/rogue/monster.c,v 1.3 2006/09/02 19:31:07 pavalos Exp $
 */

/*
 * 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"

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

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"
};

object mon_tab[MONSTERS] = {
	{(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},
	{(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},
	{(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},
	{(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},
	{(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},
	{(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},
	{(ASLEEP|WAKENS|WANDERS|FLIES),"5d5/5d5",115,'G',
			2000,20,126,85,0,10,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL},
	{(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},
	{(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},
	{(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},
	{(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},
	{(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},
	{(ASLEEP|WAKENS|WANDERS|CONFUSES),"4d4/3d7",97,'M',
			250,18,126,85,0,25,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL},
	{(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},
	{(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},
	{(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},
	{(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},
	{(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},
	{(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},
	{(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},
	{(ASLEEP|WAKENS|WANDERS),"4d10",90,'U',
			200,17,26,85,0,33,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL},
	{(ASLEEP|WAKENS|WANDERS|DRAINS_LIFE),"1d14/1d4",55,'V',
			350,19,126,85,0,18,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL},
	{(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},
	{(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},
	{(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},
	{(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}
};

extern short cur_level;
extern short cur_room, party_room;
extern short blind, halluc, haste_self;
extern boolean detect_monster, see_invisible, r_see_invisible;
extern short stealthy;

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;

	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(NULL, 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);
	}
}

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

	if ((monster = object_at(&level_monsters, row, col))) {
		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 */
	}
}

short
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 boolean
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;
	}
}

boolean
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 short
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;

	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(NULL, 0);
		put_m_at(row, col, monster);
		mvaddch(row, col, gmc(monster));
		if (monster->m_flags & (WANDERS | WAKENS)) {
			wake_up(monster);
		}
	} else {
		message("you hear a faint cry of anguish in the distance", 0);
	}
}

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);
	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);
	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 boolean
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 boolean
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 boolean
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;

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

	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;
	}
}
