diff arogue7/monsters.c @ 125:adfa37e67084

Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
date Fri, 08 May 2015 15:24:40 -0400
parents
children b786053d2f37
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/arogue7/monsters.c	Fri May 08 15:24:40 2015 -0400
@@ -0,0 +1,827 @@
+/*
+ * monsters.c  -  File with various monster functions in it
+ *
+ * Advanced Rogue
+ * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
+ * All rights reserved.
+ *
+ * Based on "Rogue: Exploring the Dungeons of Doom"
+ * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
+ * All rights reserved.
+ *
+ * See the file LICENSE.TXT for full copyright and licensing information.
+ */
+
+/*
+ * File with various monster functions in it
+ *
+ */
+
+#include "curses.h"
+#include "rogue.h"
+#include <ctype.h>
+
+
+/*
+ * Check_residue takes care of any effect of the monster 
+ */
+check_residue(tp)
+register struct thing *tp;
+{
+    /*
+     * Take care of special abilities
+     */
+    if (on(*tp, DIDHOLD) && (--hold_count == 0)) {
+	turn_off(player, ISHELD);
+        turn_off(*tp, DIDHOLD);
+    }
+
+    /* If frightened of this monster, stop */
+    if (on(player, ISFLEE) &&
+	player.t_dest == &tp->t_pos) turn_off(player, ISFLEE);
+
+    /* If monster was suffocating player, stop it */
+    if (on(*tp, DIDSUFFOCATE)) {
+	extinguish(suffocate);
+	turn_off(*tp, DIDSUFFOCATE);
+    }
+
+    /* If something with fire, may darken */
+    if (on(*tp, HASFIRE)) {
+	register struct room *rp=roomin(&tp->t_pos);
+	register struct linked_list *fire_item;
+
+	if (rp) {
+	    for (fire_item = rp->r_fires; fire_item != NULL;
+		 fire_item = next(fire_item)) {
+		if (THINGPTR(fire_item) == tp) {
+		    detach(rp->r_fires, fire_item);
+		    destroy_item(fire_item);
+		    if (rp->r_fires == NULL) {
+			rp->r_flags &= ~HASFIRE;
+			if (cansee(tp->t_pos.y, tp->t_pos.x)) light(&hero);
+		    }
+		    break;
+		}
+	    }
+	}
+    }
+}
+
+/*
+ * Creat_mons creates the specified monster -- any if 0 
+ */
+
+bool
+creat_mons(person, monster, report)
+struct thing *person;	/* Where to create next to */
+short monster;
+bool report;
+{
+    struct linked_list *nitem;
+    register struct thing *tp;
+    struct room *rp;
+    coord *mp;
+
+    if (levtype == POSTLEV)
+	return(FALSE);
+    if ((mp = fallpos(&(person->t_pos), FALSE, 2)) != NULL) {
+	nitem = new_item(sizeof (struct thing));
+	new_monster(nitem,
+		    monster == 0 ? randmonster(FALSE, FALSE)
+				 : monster,
+		    mp,
+		    TRUE);
+	tp = THINGPTR(nitem);
+	runto(tp, &hero);
+	carry_obj(tp, monsters[tp->t_index].m_carry/2); /* only half chance */
+
+	/* since it just got here, it is disoriented */
+	tp->t_no_move = 2 * movement(tp);
+
+	if (on(*tp, HASFIRE)) {
+	    rp = roomin(&tp->t_pos);
+	    if (rp) {
+		register struct linked_list *fire_item;
+
+		/* Put the new fellow in the room list */
+		fire_item = creat_item();
+		ldata(fire_item) = (char *) tp;
+		attach(rp->r_fires, fire_item);
+
+		rp->r_flags |= HASFIRE;
+	    }
+	}
+
+	/* 
+	 * If we can see this monster, set oldch to ' ' to make light()
+	 * think the creature used to be invisible (ie. not seen here)
+	 */
+	if (cansee(tp->t_pos.y, tp->t_pos.x)) tp->t_oldch = ' ';
+	return(TRUE);
+    }
+    if (report) msg("You hear a faint cry of anguish in the distance.");
+    return(FALSE);
+}
+
+/*
+ * Genmonsters:
+ *	Generate at least 'least' monsters for this single room level.
+ *	'Treas' indicates whether this is a "treasure" level.
+ */
+
+void
+genmonsters(least, treas)
+register int least;
+bool treas;
+{
+    reg int i;
+    reg struct room *rp = &rooms[0];
+    reg struct linked_list *item;
+    reg struct thing *mp;
+    coord tp;
+
+    for (i = 0; i < level + least; i++) {
+	    if (!treas && rnd(100) < 50)	/* put in some little buggers */
+		    continue;
+	    /*
+	     * Put the monster in
+	     */
+	    item = new_item(sizeof *mp);
+	    mp = THINGPTR(item);
+	    do {
+		    rnd_pos(rp, &tp);
+	    } until(mvwinch(stdscr, tp.y, tp.x) == FLOOR);
+
+	    new_monster(item, randmonster(FALSE, FALSE), &tp, FALSE);
+	    /*
+	     * See if we want to give it a treasure to carry around.
+	     */
+	    carry_obj(mp, monsters[mp->t_index].m_carry);
+
+	    /* Calculate a movement rate */
+	    mp->t_no_move = movement(mp);
+
+	    /* Is it going to give us some light? */
+	    if (on(*mp, HASFIRE)) {
+		register struct linked_list *fire_item;
+
+		fire_item = creat_item();
+		ldata(fire_item) = (char *) mp;
+		attach(rp->r_fires, fire_item);
+		rp->r_flags |= HASFIRE;
+	    }
+    }
+}
+
+/*
+ * id_monst returns the index of the monster given its letter
+ */
+
+short
+id_monst(monster)
+register char monster;
+{
+    register short result;
+
+    result = NLEVMONS*vlevel;
+    if (result > NUMMONST) result = NUMMONST;
+
+    for(; result>0; result--)
+	if (monsters[result].m_appear == monster) return(result);
+    for (result=(NLEVMONS*vlevel)+1; result <= NUMMONST; result++)
+	if (monsters[result].m_appear == monster) return(result);
+    return(0);
+}
+
+
+/*
+ * new_monster:
+ *	Pick a new monster and add it to the list
+ */
+
+new_monster(item, type, cp, max_monster)
+struct linked_list *item;
+short type;
+coord *cp;
+bool max_monster;
+{
+    register struct thing *tp;
+    register struct monster *mp;
+    register char *ip, *hitp;
+    register int i, min_intel, max_intel;
+    register int num_dice, num_sides=8, num_extra=0;
+    char *strchr();
+
+    attach(mlist, item);
+    tp = THINGPTR(item);
+    tp->t_pack = NULL;
+    tp->t_index = type;
+    tp->t_wasshot = FALSE;
+    tp->t_type = monsters[type].m_appear;
+    tp->t_ctype = C_MONSTER;
+    tp->t_action = A_NIL;
+    tp->t_doorgoal = 0;
+    tp->t_quiet = 0;
+    tp->t_dest = NULL;
+    tp->t_name = NULL;
+    tp->t_pos = tp->t_oldpos = *cp;
+    tp->t_oldch = CCHAR( mvwinch(cw, cp->y, cp->x) );
+    mvwaddch(mw, cp->y, cp->x, tp->t_type);
+    mp = &monsters[tp->t_index];
+
+    /* Figure out monster's hit points */
+    hitp = mp->m_stats.s_hpt;
+    num_dice = atoi(hitp);
+    if ((hitp = strchr(hitp, 'd')) != NULL) {
+	num_sides = atoi(++hitp);
+	if ((hitp = strchr(hitp, '+')) != NULL)
+	    num_extra = atoi(++hitp);
+    }
+
+    tp->t_stats.s_lvladj = 0;
+    tp->t_stats.s_lvl = mp->m_stats.s_lvl;
+    tp->t_stats.s_arm = mp->m_stats.s_arm;
+    strncpy(tp->t_stats.s_dmg, mp->m_stats.s_dmg, sizeof(tp->t_stats.s_dmg));
+    tp->t_stats.s_str = mp->m_stats.s_str;
+    tp->t_stats.s_dext = mp->m_stats.s_dex;
+    tp->t_movement = mp->m_stats.s_move;
+    if (vlevel > HARDER) { /* the deeper, the meaner we get */
+	 tp->t_stats.s_lvl += (vlevel - HARDER);
+	 num_dice += (vlevel - HARDER)/2;
+	 tp->t_stats.s_arm -= (vlevel - HARDER) / 4;
+    }
+    if (max_monster)
+	tp->t_stats.s_hpt = num_dice * num_sides + num_extra;
+    else
+	tp->t_stats.s_hpt = roll(num_dice, num_sides) + num_extra;
+    tp->t_stats.s_exp = mp->m_stats.s_exp + mp->m_add_exp*tp->t_stats.s_hpt;
+
+    /*
+     * just initailize others values to something reasonable for now
+     * maybe someday will *really* put these in monster table
+     */
+    tp->t_stats.s_wisdom = 8 + rnd(4);
+    tp->t_stats.s_const = 8 + rnd(4);
+    tp->t_stats.s_charisma = 8 + rnd(4);
+
+    /* Set the initial flags */
+    for (i=0; i<16; i++) tp->t_flags[i] = 0;
+    for (i=0; i<MAXFLAGS; i++)
+	turn_on(*tp, mp->m_flags[i]);
+
+    /*
+     * these are the base chances that a creatures will do something
+     * assuming it can. These are(or can be) modified at runtime
+     * based on what the creature experiences
+     */
+    tp->t_breathe = 75;		/* base chance of breathing */
+    tp->t_artifact = 90;	/* base chance of using artifact */
+    tp->t_summon = 40;		/* base chance of summoning */
+    tp->t_cast = 75;		/* base chance of casting a spell */
+    tp->t_wand = on(*tp, ISUNIQUE) ? 35 : 50;	/* base chance of using wands */
+
+    /* suprising monsters don't always surprise you */
+    if (!max_monster		&& on(*tp, CANSURPRISE) && 
+	off(*tp, ISUNIQUE)	&& rnd(100) < 20)
+	    turn_off(*tp, CANSURPRISE);
+
+    /* If this monster is unique, gen it */
+    if (on(*tp, ISUNIQUE)) mp->m_normal = FALSE;
+
+    /* 
+     * If it is the quartermaster, then compute his level and exp pts
+     * based on the level. This will make it fair when thieves try to
+     * steal and give them reasonable experience if they succeed.
+     * Then fill his pack with his wares.
+     */
+    if (on(*tp, CANSELL)) {	
+	tp->t_stats.s_exp = vlevel * 100;
+	tp->t_stats.s_lvl = vlevel/2 + 1;
+	make_sell_pack(tp);
+    }
+
+    /* Normally scared monsters have a chance to not be scared */
+    if (on(*tp, ISFLEE) && (rnd(4) == 0)) turn_off(*tp, ISFLEE);
+
+    /* Figure intelligence */
+    min_intel = atoi(mp->m_intel);
+    if ((ip = (char *) strchr(mp->m_intel, '-')) == NULL)
+	tp->t_stats.s_intel = min_intel;
+    else {
+	max_intel = atoi(++ip);
+	if (max_monster)
+	    tp->t_stats.s_intel = max_intel;
+	else
+	    tp->t_stats.s_intel = min_intel + rnd(max_intel - min_intel);
+    }
+    if (vlevel > HARDER) 
+	 tp->t_stats.s_intel += ((vlevel - HARDER)/2);
+    tp->maxstats = tp->t_stats;
+
+    /* If the monster can shoot, it may have a weapon */
+    if (on(*tp, CANSHOOT) && ((rnd(100) < (22 + vlevel)) || max_monster)) {
+	struct linked_list *item1;
+	register struct object *cur, *cur1;
+
+	item = new_item(sizeof *cur);
+	item1 = new_item(sizeof *cur1);
+	cur = OBJPTR(item);
+	cur1 = OBJPTR(item1);
+	cur->o_hplus = (rnd(4) < 3) ? 0
+				    : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1);
+	cur->o_dplus = (rnd(4) < 3) ? 0
+				    : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1);
+	cur1->o_hplus = (rnd(4) < 3) ? 0
+				    : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1);
+	cur1->o_dplus = (rnd(4) < 3) ? 0
+				    : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1);
+
+        strncpy(cur->o_damage, "0d0", sizeof(cur->o_damage));  
+	strncpy(cur->o_hurldmg, "0d0", sizeof(cur->o_hurldmg));  
+	strncpy(cur1->o_damage, "0d0", sizeof(cur1->o_damage));  
+	strncpy(cur1->o_hurldmg, "0d0", sizeof(cur1->o_hurldmg));  
+
+	cur->o_ac = cur1->o_ac = 11;
+	cur->o_count = cur1->o_count = 1;
+	cur->o_group = cur1->o_group = 0;
+	cur->contents = cur1->contents = NULL;
+	if ((cur->o_hplus <= 0) && (cur->o_dplus <= 0)) cur->o_flags = ISCURSED;
+	if ((cur1->o_hplus <= 0) && (cur1->o_dplus <= 0))
+	    cur1->o_flags = ISCURSED;
+	cur->o_flags = cur1->o_flags = 0;
+	cur->o_type = cur1->o_type = WEAPON;
+	cur->o_mark[0] = cur1->o_mark[0] = '\0';
+
+	/* The monster may use a crossbow, sling, or an arrow */
+	i = rnd(100);
+	if (i < 10) {
+	    cur->o_which = CROSSBOW;
+	    cur1->o_which = BOLT;
+	    init_weapon(cur, CROSSBOW);
+	    init_weapon(cur1, BOLT);
+	}
+	else if (i < 70) {
+	    cur->o_which = BOW;
+	    cur1->o_which = ARROW;
+	    init_weapon(cur, BOW);
+	    init_weapon(cur1, ARROW);
+	}
+	else {
+	    cur->o_which = SLING;
+	    cur1->o_which = ROCK;
+	    init_weapon(cur, SLING);
+	    init_weapon(cur1, ROCK);
+	}
+
+	attach(tp->t_pack, item);
+	attach(tp->t_pack, item1);
+    }
+
+
+    /* Calculate the initial movement rate */
+    updpack(TRUE, tp);
+    tp->t_no_move = movement(tp);
+
+    if (ISWEARING(R_AGGR))
+	runto(tp, &hero);
+    if (on(*tp, ISDISGUISE))
+    {
+	char mch;
+
+	if (tp->t_pack != NULL)
+	    mch = (OBJPTR(tp->t_pack))->o_type;
+	else
+	    switch (rnd(10)) {
+		case 0: mch = GOLD;
+		when 1: mch = POTION;
+		when 2: mch = SCROLL;
+		when 3: mch = FOOD;
+		when 4: mch = WEAPON;
+		when 5: mch = ARMOR;
+		when 6: mch = RING;
+		when 7: mch = STICK;
+		when 8: mch = monsters[randmonster(FALSE, FALSE)].m_appear;
+		when 9: mch = MM;
+	    }
+	tp->t_disguise = mch;
+    }
+}
+
+/*
+ * randmonster:
+ *	Pick a monster to show up.  The lower the level,
+ *	the meaner the monster.
+ */
+
+short
+randmonster(wander, no_unique)
+register bool wander, no_unique;
+{
+    register int d, cur_level, range, i; 
+
+    /* 
+     * Do we want a merchant? Merchant is always in place 'NUMMONST' 
+     */
+    if (wander && monsters[NUMMONST].m_wander && rnd(100) < pstats.s_charisma/4)
+	return NUMMONST;
+
+    cur_level = vlevel;
+    range = 4*NLEVMONS;
+    i = 0;
+    do
+    {
+	if (i++ > range*10) { /* just in case all have be genocided */
+	    i = 0;
+	    if (--cur_level <= 0)
+		fatal("Rogue could not find a monster to make");
+	}
+	d = NLEVMONS*(cur_level - 1) + (rnd(range) - (range - 1 - NLEVMONS));
+	if (d < 1)
+	    d = rnd(NLEVMONS) + 1;
+	if (d > NUMMONST - NUMUNIQUE - 1) {
+	    if (no_unique)
+		d = rnd(range) + (NUMMONST - NUMUNIQUE - 1) - (range - 1);
+	    else if (d > NUMMONST - 1)
+		d = rnd(range+NUMUNIQUE) + (NUMMONST-1) - (range+NUMUNIQUE-1);
+	}
+    }
+    while  (wander ? !monsters[d].m_wander || !monsters[d].m_normal 
+		   : !monsters[d].m_normal);
+    return d;
+}
+
+/* Sell displays a menu of goods from which the player may choose
+ * to purchase something.
+ */
+
+sell(tp)
+register struct thing *tp;
+{
+    register struct linked_list *item, *seller;
+    register struct linked_list *sellpack;
+    register struct object *obj;
+    register int worth, min_worth;
+    char buffer[LINELEN];
+
+
+    /*
+     * Get a linked_list pointer to the seller.  We need this in case
+     * he disappears so we can set monst_dead.
+     */
+    seller = find_mons(tp->t_pos.y, tp->t_pos.x);
+
+    sellpack = tp->t_pack;
+    if (sellpack == NULL) {
+	msg("%s looks puzzled and departs.", prname(monster_name(tp), TRUE));
+
+	/* Get rid of the monster */
+	killed(seller, FALSE, FALSE, FALSE);
+	return;
+    }
+
+    /* See how much the minimum pack item is worth */
+    min_worth = 100000;
+    for (item = sellpack; item != NULL; item = next(item)) {
+	obj = OBJPTR(item);
+	obj->o_flags |= ISPOST;	/* Force a long description of the item */
+	worth = get_worth(obj);
+	if (worth < min_worth) min_worth = worth;
+    }
+
+    /* See if player can afford an item */
+    if (min_worth > purse) {
+	msg("%s eyes your small purse and departs.", 
+	    prname(monster_name(tp), TRUE));
+
+	/* Get rid of the monster */
+	killed(seller, FALSE, FALSE, FALSE);
+	return;
+    }
+
+    /* Announce our intentions */
+    msg("%s opens his pack.--More--", prname(monster_name(tp), TRUE));
+    wait_for(' ');
+
+    /* Try to sell something */
+    sprintf(buffer, "You got %d gold pieces.  Buy", purse);
+    item = get_item(sellpack, buffer, ALL, TRUE, TRUE);
+
+    /* Get rid of the monster */
+    if (item != NULL) detach(tp->t_pack, item);	/* Take it out of the pack */
+    killed(seller, FALSE, FALSE, FALSE);
+
+    if (item == NULL) return;
+
+    /* Can he afford the selected item? */
+    obj = OBJPTR(item);
+
+    worth = get_worth(obj);
+    if (worth > purse) {
+	msg("You cannot afford it.");
+	o_discard(item);
+	return;
+    }
+
+    /* Charge him through the nose */
+    purse -= worth;
+
+    /* If a stick or ring, let player know the type */
+    switch (obj->o_type) {
+	case RING:  r_know[obj->o_which] = TRUE;
+	when POTION:p_know[obj->o_which] = TRUE;
+	when SCROLL:s_know[obj->o_which] = TRUE;
+	when STICK: ws_know[obj->o_which] = TRUE;
+	when MM:    m_know[obj->o_which] = TRUE;
+
+    }
+
+    /* Remove the POST flag that we used for get_item() */
+    obj->o_flags &= ~ISPOST;
+
+    if (add_pack(item, FALSE, NULL) == FALSE) {
+	obj->o_pos = hero;
+	fall(item, TRUE);
+    }
+}
+
+
+
+/*
+ * what to do when the hero steps next to a monster
+ */
+struct linked_list *
+wake_monster(y, x)
+int y, x;
+{
+    register struct thing *tp;
+    register struct linked_list *it;
+    register struct room *trp;
+    register char *mname;
+    bool nasty;	/* Will the monster "attack"? */
+
+    if ((it = find_mons(y, x)) == NULL) {
+	msg("Wake:  can't find monster in show (%d, %d)", y, x);
+	return (NULL);
+    }
+    tp = THINGPTR(it);
+    if (on(*tp, ISSTONE)) /* if stoned, don't do anything */
+	return it;
+
+    /*
+     * For now, if we are a friendly monster, we won't do any of
+     * our special effects.
+     */
+    if (on(*tp, ISFRIENDLY)) return it;
+
+    trp = roomin(&tp->t_pos); /* Current room for monster */
+
+    /*
+     * Let greedy ones in a room guard gold
+     * (except in a maze where lots of creatures would all go for the 
+     * same piece of gold)
+     */
+    if (on(*tp, ISGREED)	&& off(*tp, ISRUN)	&& 
+	levtype != MAZELEV	&& trp != NULL		&&
+	lvl_obj != NULL) {
+	    register struct linked_list *item;
+	    register struct object *cur;
+
+	    for (item = lvl_obj; item != NULL; item = next(item)) {
+		cur = OBJPTR(item);
+		if ((cur->o_type == GOLD) && (roomin(&cur->o_pos) == trp)) {
+		    /* Run to the gold */
+		    runto(tp, &cur->o_pos);
+
+		    /* Make it worth protecting */
+		    cur->o_count += GOLDCALC + GOLDCALC;
+		    break;
+		}
+	    }
+    }
+
+    /*
+     * Every time he sees mean monster, it might start chasing him
+     */
+    if (on(*tp, ISMEAN)							&& 
+	off(*tp, ISHELD)						&& 
+	off(*tp, ISRUN)							&& 
+	rnd(100) > 33							&& 
+	(!is_stealth(&player) || (on(*tp, ISUNIQUE) && rnd(100) > 50))	&&
+	(off(player, ISINVIS) || on(*tp, CANSEE))			||
+	(trp != NULL && (trp->r_flags & ISTREAS))) {
+	runto(tp, &hero);
+    }
+
+    /*
+     * Get the name; we don't want to do it until here because we need to
+     * know whether the monster is still sleeping or not.
+     */
+    mname = monster_name(tp);
+
+    /* See if the monster will bother the player */
+    nasty = (on(*tp, ISRUN) && cansee(tp->t_pos.y, tp->t_pos.x));
+
+    /*
+     * if the creature is awake and can see the player and the
+     * player has the dreaded "eye of vecna" then see if the
+     * creature is turned to stone
+     */
+    if (cur_relic[EYE_VECNA] && nasty && off(*tp, NOSTONE) &&
+	(off(player, ISINVIS) || on(*tp, CANSEE))) {
+	turn_on(*tp, NOSTONE);	/* only have to save once */
+	if (!save(VS_PETRIFICATION, tp, -2)) {
+		turn_on(*tp, ISSTONE);
+		turn_off(*tp, ISRUN);
+		turn_off(*tp, ISINVIS);
+		turn_off(*tp, CANSURPRISE);
+		turn_off(*tp, ISDISGUISE);
+		msg("%s is turned to stone!", prname(mname, TRUE));
+		return it;
+	}
+    }
+
+    /* 
+     * Handle monsters that can gaze and do things while running
+     * Player must be able to see the monster and the monster must 
+     * not be asleep 
+     */
+    if (nasty && !invisible(tp)) {
+	/*
+	 * Confusion
+	 */
+	if (on(*tp, CANHUH)				 &&
+	   (off(*tp, ISINVIS)     || on(player, CANSEE)) &&
+	   (off(*tp, CANSURPRISE) || ISWEARING(R_ALERT))) {
+	    if (!save(VS_MAGIC, &player, 0)) {
+		if (off(player, ISCLEAR)) {
+		    if (find_slot(unconfuse))
+			lengthen(unconfuse, HUHDURATION);
+		    else {
+			fuse(unconfuse, 0, HUHDURATION, AFTER);
+			msg("%s's gaze has confused you.",prname(mname, TRUE));
+			turn_on(player, ISHUH);
+		    }
+		}
+		else msg("You feel dizzy for a moment, but it quickly passes.");
+	    }
+	    else if (rnd(100) < 67)
+		turn_off(*tp, CANHUH); /* Once you save, maybe that's it */
+	}
+
+	/* Sleep */
+	if(on(*tp, CANSNORE) &&  
+	   player.t_action != A_FREEZE && 
+	   !save(VS_PARALYZATION, &player, 0)) {
+	    if (ISWEARING(R_ALERT))
+		msg("You feel slightly drowsy for a moment.");
+	    else {
+		msg("%s's gaze puts you to sleep.", prname(mname, TRUE));
+		player.t_no_move += movement(&player) * SLEEPTIME;
+		player.t_action = A_FREEZE;
+		if (rnd(100) < 50) turn_off(*tp, CANSNORE);
+	    }
+	}
+
+	/* Fear */
+	if (on(*tp, CANFRIGHTEN) && !on(player, ISFLEE)) {
+	    turn_off(*tp, CANFRIGHTEN);
+	    if (!ISWEARING(R_HEROISM) && 
+		!save(VS_WAND, &player, -(tp->t_stats.s_lvl/10))) {
+		    turn_on(player, ISFLEE);
+		    player.t_dest = &tp->t_pos;
+		    msg("The sight of %s terrifies you.", prname(mname, FALSE));
+	    }
+	}
+
+	/* blinding creatures */
+	if(on(*tp, CANBLIND) && !find_slot(sight)) {
+	    turn_off(*tp, CANBLIND);
+	    if (!save(VS_WAND, &player, 0)) {
+		msg("The gaze of %s blinds you", prname(mname, FALSE));
+		turn_on(player, ISBLIND);
+		fuse(sight, 0, rnd(30)+20, AFTER);
+		light(&hero);
+	    }
+	}
+
+	/* the sight of the ghost can age you! */
+	if (on(*tp, CANAGE)) { 
+	    turn_off (*tp, CANAGE);
+	    if (!save(VS_MAGIC, &player, 0)) {
+		msg ("The sight of %s ages you!", prname(mname, FALSE));
+		pstats.s_const--;
+		max_stats.s_const--;
+		if (pstats.s_const < 0)
+		    death (D_CONSTITUTION);
+	    }
+	}
+
+
+	/* Turning to stone */
+	if (on(*tp, LOOKSTONE)) {
+	    turn_off(*tp, LOOKSTONE);
+
+	    if (on(player, CANINWALL))
+		msg("The gaze of %s has no effect.", prname(mname, FALSE));
+	    else {
+		if (!save(VS_PETRIFICATION, &player, 0) && rnd(100) < 5) {
+		    pstats.s_hpt = -1;
+		    msg("The gaze of %s petrifies you.", prname(mname, FALSE));
+		    msg("You are turned to stone !!! --More--");
+		    wait_for(' ');
+		    death(D_PETRIFY);
+		}
+		else {
+		    msg("The gaze of %s stiffens your limbs.", 
+			prname(mname, FALSE));
+		    player.t_no_move += movement(&player) * STONETIME;
+		    player.t_action = A_FREEZE;
+		}
+	    }
+	}
+    }
+
+    return it;
+}
+/*
+ * wanderer:
+ *	A wandering monster has awakened and is headed for the player
+ */
+
+wanderer()
+{
+    register int i;
+    register struct room *hr = roomin(&hero);
+    register struct linked_list *item;
+    register struct thing *tp;
+    register long *attr;	/* Points to monsters' attributes */
+    int carry;	/* Chance of wanderer carrying anything */
+    short rmonst;	/* Our random wanderer */
+    bool canteleport = FALSE,	/* Can the monster teleport? */
+	 seehim;	/* Is monster within sight? */
+    coord cp;
+
+    rmonst = randmonster(TRUE, FALSE);	/* Choose a random wanderer */
+    attr = &monsters[rmonst].m_flags[0]; /* Start of attributes */
+    for (i=0; i<MAXFLAGS; i++)
+	if (*attr++ == CANTELEPORT) {
+	    canteleport = TRUE;
+	    break;
+	}
+
+    /* Find a place for it -- avoid the player's room if can't teleport */
+    do {
+	do {
+	    i = rnd_room();
+	} until (canteleport || hr != &rooms[i] || levtype == MAZELEV ||
+		 levtype == OUTSIDE || levtype == POSTLEV);
+
+	/* Make sure the monster does not teleport on top of the player */
+	do {
+	    rnd_pos(&rooms[i], &cp);
+	} while (hr == &rooms[i] && ce(cp, hero));
+    } until (step_ok(cp.y, cp.x, NOMONST, NULL));
+
+    /* Create a new wandering monster */
+    item = new_item(sizeof *tp);
+    new_monster(item, rmonst, &cp, FALSE);
+    tp = THINGPTR(item);
+    runto(tp, &hero);
+    tp->t_pos = cp;	/* Assign the position to the monster */
+    seehim = cansee(tp->t_pos.y, tp->t_pos.x);
+    if (on(*tp, HASFIRE)) {
+	register struct room *rp;
+
+	rp = roomin(&tp->t_pos);
+	if (rp) {
+	    register struct linked_list *fire_item;
+
+	    fire_item = creat_item();
+	    ldata(fire_item) = (char *) tp;
+	    attach(rp->r_fires, fire_item);
+
+	    rp->r_flags |= HASFIRE;
+	    if (seehim && next(rp->r_fires) == NULL)
+		light(&hero);
+	}
+    }
+
+    /* See if we give the monster anything */
+    carry = monsters[tp->t_index].m_carry;
+    if (off(*tp, ISUNIQUE)) carry /= 2;	/* Non-unique has only a half chance */
+    carry_obj(tp, carry);
+
+    /* Calculate its movement rate */
+    tp->t_no_move = movement(tp);
+
+    /* Alert the player if a monster just teleported in */
+    if (hr == &rooms[i] && canteleport && seehim && !invisible(tp)) {
+	msg("A %s just teleported in", monster_name(tp));
+	light(&hero);
+	running = FALSE;
+    }
+
+    if (wizard)
+	msg("Started a wandering %s", monster_name(tp));
+}