diff xrogue/monsters.c @ 133:e6179860cb76

Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
date Tue, 21 Apr 2015 08:55:20 -0400
parents
children f54901b9c39b
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/xrogue/monsters.c	Tue Apr 21 08:55:20 2015 -0400
@@ -0,0 +1,865 @@
+/*
+    monsters.c - File with various monster functions in it
+    
+    XRogue: Expeditions into the Dungeons of Doom
+    Copyright (C) 1991 Robert Pietkivitch
+    All rights reserved.
+    
+    Based on "Advanced Rogue"
+    Copyright (C) 1984, 1985 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.
+*/
+
+#include <curses.h>
+#include <ctype.h>
+#include <string.h>
+#include "rogue.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 < (max(50, level) + least); i++) {
+            if (!treas && rnd(100) < 65)        /* 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;
+
+    if (levtype == OUTSIDE) {
+        result = NLEVMONS*vlevel + (NUMMONST-NUMDINOS-1);
+        if (result > NUMMONST) result = NUMMONST;
+    }
+    else {  
+        result = NLEVMONS*vlevel;
+        if (result > NUMMONST-NUMDINOS) result = NUMMONST-NUMDINOS;
+    }
+
+    if (levtype == OUTSIDE) {
+        for(; result>(NUMMONST-NUMDINOS-1); result--)
+            if (monsters[result].m_appear == monster) return(result);
+        for (result=(NLEVMONS*vlevel)+1; result <= NUMMONST-NUMDINOS; result++)
+            if (monsters[result].m_appear == monster) return(result);
+    }
+    else {
+        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;
+
+    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.x = tp->t_doorgoal.y = -1;
+    tp->t_quiet = 0;
+    tp->t_dest = NULL;
+    tp->t_name = NULL;
+    tp->t_pos = tp->t_oldpos = *cp;
+    tp->t_oldch = 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.ms_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.ms_lvl;
+    tp->t_stats.s_arm = mp->m_stats.ms_arm;
+    strcpy(tp->t_stats.s_dmg,mp->m_stats.ms_dmg);
+    tp->t_stats.s_str = mp->m_stats.ms_str;
+    tp->t_stats.s_dext = mp->m_stats.ms_dex;
+    tp->t_movement = mp->m_stats.ms_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.ms_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(7);
+    tp->t_stats.s_const = 8 + rnd(7);
+    tp->t_stats.s_charisma = 8 + rnd(7);
+
+    /* 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 = 70;         /* base chance of breathing */
+    tp->t_artifact = 90;        /* base chance of using artifact */
+    tp->t_summon = 50;          /* base chance of summoning */
+    tp->t_cast = 70;            /* 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) < 25)
+            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) < (20 + 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);
+        strcpy(cur->o_damage,"0d0");
+        strcpy(cur->o_hurldmg,"0d0");
+        strcpy(cur1->o_damage,"0d0");
+        strcpy(cur1->o_hurldmg,"0d0");
+        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 < 35) {
+            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 = 0;
+
+        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/3)
+        return NUMMONST;
+
+    cur_level = vlevel;
+    range = (4*NLEVMONS)+1;  /* range is 0 thru 12 */
+    i = 0;
+    do
+    {
+        if (i++ > NUMMONST-1) {    /* in case all have be genocided */
+            i = 0;
+            if (--cur_level <= 0)
+                fatal("rogue: Could not find a monster to make! ");
+        }
+        if (levtype == OUTSIDE) {                 /* create DINOSUARS */
+            d = (cur_level - rnd(range/2)) + (NUMMONST-NUMDINOS-1);
+            if (d < NUMMONST-NUMDINOS)
+                d = (NUMMONST-NUMDINOS) + rnd(range/2);
+            if (d > NUMMONST-1)
+                d = (NUMMONST-NUMDINOS) + rnd(NUMDINOS);
+        }
+        else {           /* Create NORMALs and UNIQs here */
+            d = (NLEVMONS*(cur_level-1) + rnd(range) - (range-NLEVMONS-1));
+            if (d < 1) d = rnd(6)+1;
+
+            if (d > NUMMONST-NUMDINOS-1) {    /* Entire range NORMs + UNIQs */
+        if (no_unique)   /* Choose from last 12 NORMAL monsters */
+                    d = (NUMMONST-NUMDINOS-NUMUNIQUE-1) - rnd(NUMUNIQUE/5);
+        else             /* Choose from entire UNIQ monsters + range */
+            d = (NUMMONST-NUMDINOS-1) - rnd(NUMUNIQUE+range);
+            }
+                     /* Half-way into the UNIQs now */
+            else if (d > (NUMMONST-NUMDINOS-(NUMUNIQUE/2)-1)) {
+        if (no_unique)   /* Choose from last 15 NORMAL monsters */
+                    d = (NUMMONST-NUMDINOS-NUMUNIQUE-1) - rnd(NUMUNIQUE/4);
+        else             /* Choose from entire UNIQ monsters + range */
+                    d = (NUMMONST-NUMDINOS-1) - rnd(NUMUNIQUE+range);
+        }
+                     /* End NORMALs and begin relic bearing UNIQs */
+            else if (d > (NUMMONST-NUMDINOS-NUMUNIQUE-1)) {
+        if (no_unique)   /* Choose from last 20 NORMAL monsters */
+                    d = (NUMMONST-NUMDINOS-NUMUNIQUE-1) - rnd(NUMUNIQUE/3);
+        else             /* Choose from first 20 UNIQ monsters */
+                    d = (NUMMONST-NUMDINOS-NUMUNIQUE-1) + rnd(NUMUNIQUE/3);
+        }
+        }
+    }
+    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 long 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 him ISDEAD.
+     */
+    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 %ld 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;
+
+    }
+
+    /* identify it */
+    whatis (item);
+
+    /* Remove the POST flag that we used for get_item() */
+    obj->o_flags &= ~ISPOST;
+
+    if (add_pack(item, FALSE) == 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) > 35    && 
+        (!is_stealth(&player) || (on(*tp, ISUNIQUE) && rnd(100) > 35)) &&
+        (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, (VOID *)NULL, 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 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, (VOID *)NULL, 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 < 1) {
+            pstats.s_hpt = -1;
+                    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);
+
+        /* 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, (struct thing *)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));
+}
+