view arogue7/monsters.c @ 239:837044d2c362

Merge the GCC5 and build fix branches. This fixes all warnings produced by GCC 5, except the ones related to system functions. Those could be fixed by including the proper headers, but it would be better to replace the system-dependent code with functions from mdport.c.
author John "Elwin" Edwards
date Fri, 11 Mar 2016 19:47:52 -0500
parents e1cd27c5464f
children 28e22fb35989
line wrap: on
line source

/*
 * 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>
#include <string.h>
#include <stdlib.h>


/*
 * Check_residue takes care of any effect of the monster 
 */
void
check_residue(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 
 * person: Where to create next to
 */

bool
creat_mons(struct thing *person, 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(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(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
 */

void
new_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 = 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(bool wander, bool 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.
 */

void
sell(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(int y, int 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, 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 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, 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 < 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
 */

void
wanderer(void)
{
    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));
}