view arogue7/move.c @ 278:c222f9d56776

Remove an extra bracket from some Autoconf macros.
author John "Elwin" Edwards
date Sun, 10 Sep 2017 17:30:13 -0400
parents f9ef86cf22b2
children e52a8a7ad4c5
line wrap: on
line source

/*
 * move.c  -  Hero movement commands
 *
 * 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.
 */

/*
 * Hero movement commands
 *
 */

#include "curses.h"
#include <ctype.h>
#include <string.h>
#include "rogue.h"
#ifdef PC7300
#include "menu.h"
#endif

/*
 * Used to hold the new hero position
 */

static coord nh;

static char Moves[3][3] = {
    { 'y', 'k', 'u' },
    { 'h', '.', 'l' },
    { 'b', 'j', 'n' }
};

/*
 * be_trapped:
 *	The guy stepped on a trap.... Make him pay.
 */

char
be_trapped(struct thing *th, coord *tc)
{
    register struct trap *tp;
    register char ch, *mname = "";
    register bool is_player = (th == &player),
	          can_see;
    register struct linked_list *mitem = NULL;
    register struct thing *mp;


    /* Can the player see the creature? */
    can_see = (cansee(tc->y, tc->x) && (is_player || !invisible(th)));

    tp = trap_at(tc->y, tc->x);
    /*
     * if he's wearing boots of elvenkind, he won't set off the trap
     * unless its a magic pool (they're not really traps)
     */
    if (is_player					&&
	cur_misc[WEAR_BOOTS] != NULL			&&
	cur_misc[WEAR_BOOTS]->o_which == MM_ELF_BOOTS	&&
	tp->tr_type != POOL)
	    return '\0';

    /*
     * if the creature is flying then it won't set off the trap
     */
     if (on(*th, ISFLY))
	return '\0';

    tp->tr_flags |= ISFOUND;

    if (!is_player) {
	mitem = find_mons(th->t_pos.y, th->t_pos.x);
	mname = monster_name(th);
    }
    else {
	count = running = FALSE;
	mvwaddch(cw, tp->tr_pos.y, tp->tr_pos.x, tp->tr_type);
    }
    switch (ch = tp->tr_type) {
	case TRAPDOOR:
	    if (is_player) {
		level++;
		pstats.s_hpt -= roll(1, 10);
		if (pstats.s_hpt <= 0) death(D_FALL);
		new_level(NORMLEV);
		msg("You fell into a trap!");
	    }
	    else {
		if (can_see) msg("%s fell into a trap!", prname(mname, TRUE));

		/* 
		 * See if the fall killed the monster 
		 * don't let a UNIQUE die since it might have an artifact
		 * that we need
		 */
		if (off(*th,ISUNIQUE) && (th->t_stats.s_hpt-=roll(1,10)) <= 0){
		    killed(mitem, FALSE, FALSE, FALSE);
		}
		else {	/* Just move monster to next level */
		    check_residue(th);

		    /* Erase the monster from the old position */
		    if (isalpha(mvwinch(cw, th->t_pos.y, th->t_pos.x)))
			mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch);
		    mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' ');

		    /* let him summon on next lvl */
		    if (on (*th, HASSUMMONED)) {
			    turn_off(*th, HASSUMMONED); 
			    turn_on(*th, CANSUMMON);
		    }
		    turn_on(*th,ISELSEWHERE);
		    detach(mlist, mitem);
		    attach(tlist, mitem);	/* remember him next level */

		    /* Make sure that no one is still chasing us */
		    for (mitem = mlist; mitem != NULL; mitem = next(mitem)) {
			mp = THINGPTR(mitem);
			if (mp->t_dest == &th->t_pos) {
			    mp->t_dest = &hero;
			    mp->t_wasshot = FALSE;
			    turn_off(*mp, ISFLEE);	/* Don't run away! */
			}
		    }

		    /* Make sure we were not chasing a monster here */
		    th->t_dest = &hero;
		    if (on(*th, ISFRIENDLY), turn_off(*th, ISFLEE));
		}
	    }
	when BEARTRAP:
	    if (is_stealth(th)) {
		if (is_player) msg("You pass a bear trap.");
		else if (can_see) msg("%s passes a bear trap.", 
				      prname(mname, TRUE));
	    }
	    else {
		th->t_no_move += movement(&player) * BEARTIME;
		th->t_action = A_FREEZE;
		if (is_player) msg("You are caught in a bear trap.");
		else if (can_see) msg("%s is caught in a bear trap.",
					prname(mname, TRUE));
	    }
	when SLEEPTRAP:
	    if (is_player) {
		msg("A strange white mist envelops you.");
		if (!ISWEARING(R_ALERT)) {
		    msg("You fall asleep.");
		    player.t_no_move += movement(&player) * SLEEPTIME;
		    player.t_action = A_FREEZE;
		}
	    }
	    else {
		if (can_see) 
		    msg("A strange white mist envelops %s.",
			prname(mname, FALSE));
		if (on(*th, ISUNDEAD)) {
		    if (can_see) 
			msg("The mist doesn't seem to affect %s.",
			   prname(mname, FALSE));
		}
		else {
		    th->t_no_move += movement(th) * SLEEPTIME;
		    th->t_action = A_FREEZE;
		}
	    }
	when ARROWTRAP:
	    if (swing(th->t_ctype, th->t_stats.s_lvl-1, th->t_stats.s_arm, 1))
	    {
		if (is_player) {
		    msg("Oh no! An arrow shot you.");
		    if ((pstats.s_hpt -= roll(1, 6)) <= 0) {
			msg("The arrow killed you.");
			death(D_ARROW);
		    }
		}
		else {
		    if (can_see) 
			msg("An arrow shot %s.", prname(mname, FALSE));
		    if ((th->t_stats.s_hpt -= roll(1, 6)) <= 0) {
			if (can_see) 
			    msg("The arrow killed %s.", prname(mname, FALSE));
			killed(mitem, FALSE, FALSE, TRUE);
		    }
		}
	    }
	    else
	    {
		register struct linked_list *item;
		register struct object *arrow;

		if (is_player) msg("An arrow shoots past you.");
		else if (can_see) 
			  msg("An arrow shoots by %s.", prname(mname, FALSE));
		item = new_item(sizeof *arrow);
		arrow = OBJPTR(item);
		arrow->o_type = WEAPON;
		arrow->contents = NULL;
		arrow->o_which = ARROW;
		arrow->o_hplus = rnd(3) - 1;
		arrow->o_dplus = rnd(3) - 1;
		init_weapon(arrow, ARROW);
		arrow->o_count = 1;
		arrow->o_pos = *tc;
		arrow->o_mark[0] = '\0';
		fall(item, FALSE);
	    }
	when TELTRAP:
	    if (is_player) teleport();
	    else {
		register int rm;
	        struct room *old_room;	/* old room of monster */

		/* 
		 * Erase the monster from the old position 
		 */
		if (isalpha(mvwinch(cw, th->t_pos.y, th->t_pos.x)))
		    mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch);
		mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' ');
		/*
		 * check to see if room should go dark
		 */
		if (on(*th, HASFIRE)) {
		    old_room=roomin(&th->t_pos);
		    if (old_room != NULL) {
			register struct linked_list *fire_item;

			for (fire_item = old_room->r_fires; fire_item != NULL;
			     fire_item = next(fire_item)) {
			    if (THINGPTR(fire_item) == th) {
				detach(old_room->r_fires, fire_item);
				destroy_item(fire_item);

				if (old_room->r_fires == NULL) {
				    old_room->r_flags &= ~HASFIRE;
				    if (can_see) light(&hero);
				}
			    }
			}
		    }
		}

		/* Get a new position */
		do {
		    rm = rnd_room();
		    rnd_pos(&rooms[rm], &th->t_pos);
		} until(winat(th->t_pos.y, th->t_pos.x) == FLOOR);

		/* Put it there */
		mvwaddch(mw, th->t_pos.y, th->t_pos.x, th->t_type);
		th->t_oldch = CCHAR( mvwinch(cw, th->t_pos.y, th->t_pos.x) );
		/*
		 * check to see if room that creature appears in should
		 * light up
		 */
	        if (on(*th, HASFIRE)) {
		    register struct linked_list *fire_item;

		    fire_item = creat_item();
		    ldata(fire_item) = (char *) th;
		    attach(rooms[rm].r_fires, fire_item);

		    rooms[rm].r_flags |= HASFIRE;
		    if(cansee(th->t_pos.y, th->t_pos.x) && 
		       next(rooms[rm].r_fires) == NULL)
			light(&hero);
		}
		if (can_see) 
		    msg("%s seems to have disappeared!", prname(mname, TRUE));
	    }
	when DARTTRAP:
	    if (swing(th->t_ctype, th->t_stats.s_lvl+1, th->t_stats.s_arm, 1)) {
		if (is_player) {
		    msg("A small dart just hit you in the shoulder.");
		    if ((pstats.s_hpt -= roll(1, 4)) <= 0) {
			msg("The dart killed you.");
			death(D_DART);
		    }

		    /* Now the poison */
		    if (!save(VS_POISON, &player, 0)) {
			/* 75% chance it will do point damage - else strength */
			if (rnd(100) < 75) {
			    pstats.s_hpt /= 2;
			    if (pstats.s_hpt == 0) death(D_POISON);
			}
			else if (!ISWEARING(R_SUSABILITY))
				chg_str(-1);
		    }
		}
		else {
		    if (can_see)
			msg("A small dart just hit %s in the shoulder.",
				prname(mname, FALSE));
		    if ((th->t_stats.s_hpt -= roll(1,4)) <= 0) {
			if (can_see) 
			    msg("The dart killed %s.", prname(mname, FALSE));
			killed(mitem, FALSE, FALSE, TRUE);
		    }
		    if (!save(VS_POISON, th, 0)) {
			th->t_stats.s_hpt /= 2;
			if (th->t_stats.s_hpt <= 0) {
			    if (can_see) 
				msg("The dart killed %s.", prname(mname,FALSE));
			    killed(mitem, FALSE, FALSE, TRUE);
			}
		    }
		}
	    }
	    else {
		if (is_player)
		    msg("A small dart whizzes by your ear and vanishes.");
		else if (can_see)
		    msg("A small dart whizzes by %s's ear and vanishes.",
			prname(mname, FALSE));
	    }
        when POOL: {
	    register int i;

	    i = rnd(100);
	    if (is_player) {
		if ((tp->tr_flags & ISGONE)) {
		    if (i < 30) {
			teleport();	   /* teleport away */
			pool_teleport = TRUE;
		    }
		    else if((i < 45) && level > 2) {
			level -= rnd(2) + 1;
			cur_max = level;
			new_level(NORMLEV);
			pool_teleport = TRUE;
			msg("You here a faint groan from below.");
		    }
		    else if(i < 70) {
			level += rnd(4) + 1;
			new_level(NORMLEV);
			pool_teleport = TRUE;
			msg("You find yourself in strange surroundings.");
		    }
		    else if(i > 95) {
			msg("Oh no!!! You drown in the pool!!! --More--");
			wait_for(' ');
			death(D_DROWN);
		    }
		}
	    }
	    else {
		if (i < 60) {
		    if (can_see) {
			/* Drowns */
			if (i < 30) 
			    msg("%s drowned in the pool!", prname(mname, TRUE));

			/* Teleported to another level */
			else msg("%s disappeared!", prname(mname, TRUE));
		    }
		    killed(mitem, FALSE, FALSE, TRUE);
		}
	    }
	}
    when MAZETRAP:
	if (is_player) {
	    pstats.s_hpt -= roll(1, 10);
	    level++;
	    msg("You fell through a trap door!");
	    if (pstats.s_hpt <= 0) death(D_FALL);
	    new_level(MAZELEV);
	    msg("You are surrounded by twisty passages!");
	}
	else {
	    if (can_see) msg("%s fell into a trap!", prname(mname, TRUE));

	    if (on(*th, ISUNIQUE)) {
		    check_residue(th);

		    /* Erase the monster from the old position */
		    if (isalpha(mvwinch(cw, th->t_pos.y, th->t_pos.x)))
			mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch);
		    mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' ');

		    /* let him summon on next lvl */
		    if (on (*th, HASSUMMONED)) {
			    turn_off(*th, HASSUMMONED); 
			    turn_on(*th, CANSUMMON);
		    }
		    turn_on(*th,ISELSEWHERE);
		    detach(mlist, mitem);
		    attach(tlist, mitem);	/* remember him next level */

		    /* Make sure that no one is still chasing us */
		    for (mitem = mlist; mitem != NULL; mitem = next(mitem)) {
			mp = THINGPTR(mitem);
			if (mp->t_dest == &th->t_pos) {
			    mp->t_dest = &hero;
			    mp->t_wasshot = FALSE;
			    turn_off(*mp, ISFLEE);	/* Don't run away! */
			}
		    }

		    /* Make sure we were not chasing a monster here */
		    th->t_dest = &hero;
		    if (on(*th, ISFRIENDLY), turn_off(*th, ISFLEE));
	    }
	    else
		    killed(mitem, FALSE, FALSE, FALSE);
	}
    }

    /* Move the cursor back onto the hero */
    wmove(cw, hero.y, hero.x);

    md_flushinp();
    return(ch);
}

/*
 * blue_light:
 *	magically light up a room (or level or make it dark)
 */

bool
blue_light(bool blessed, bool cursed)
{
    register struct room *rp;
    bool ret_val=FALSE;	/* Whether or not affect is known */

    rp = roomin(&hero);	/* What room is hero in? */

    /* Darken the room if the magic is cursed */
    if (cursed) {
	if ((rp == NULL) || !lit_room(rp)) msg(nothing);
	else {
	    rp->r_flags |= ISDARK;
	    if (!lit_room(rp) && (levtype != OUTSIDE || !daytime))
		msg("The %s suddenly goes dark.",
			levtype == OUTSIDE ? "area" : "room");
	    else msg(nothing);
	    ret_val = TRUE;
	}
    }
    else {
	ret_val = TRUE;
	if (rp && !lit_room(rp) &&
	    (levtype != OUTSIDE || !daytime)) {
	    addmsg("The %s is lit", levtype == OUTSIDE ? "area" : "room");
	    if (!terse)
		addmsg(" by a %s blue light.",
		    blessed ? "bright" : "shimmering");
	    endmsg();
	}
	else if (winat(hero.y, hero.x) == PASSAGE)
	    msg("The corridor glows %sand then fades",
		    blessed ? "brightly " : "");
	else {
	    ret_val = FALSE;
	    msg(nothing);
	}
	if (blessed) {
	    register int i;	/* Index through rooms */

	    for (i=0; i<MAXROOMS; i++)
		rooms[i].r_flags &= ~ISDARK;
	}
	else if (rp) rp->r_flags &= ~ISDARK;
    }

    /*
     * Light the room and put the player back up
     */
    light(&hero);
    mvwaddch(cw, hero.y, hero.x, PLAYER);
    return(ret_val);
}

/*
 * corr_move:
 *	Check to see that a move is legal.  If so, return correct character.
 * 	If not, if player came from a legal place, then try to turn him.
 */

void
corr_move(int dy, int dx)
{
    int legal=0;		/* Number of legal alternatives */
    register int y, x,		/* Indexes though possible positions */
		 locy, locx;	/* Hold delta of chosen location */

    /* New position */
    nh.y = hero.y + dy;
    nh.x = hero.x + dx;

    /* If it is a legal move, just return */
    if (nh.x >= 0 && nh.x < cols && nh.y > 0 && nh.y < lines - 2) {
        
	switch (winat(nh.y, nh.x)) {
	    case WALL:
	    case '|':
	    case '-':
		break;
	    default:
		if (diag_ok(&hero, &nh, &player))
			return;
	}
    }

    /* Check legal places surrounding the player -- ignore previous position */
    for (y = hero.y - 1; y <= hero.y + 1; y++) {
	if (y < 1 || y > lines - 3)
	    continue;
	for (x = hero.x - 1; x <= hero.x + 1; x++) {
	    /* Ignore borders of the screen */
	    if (x < 0 || x > cols - 1)
		continue;
	    
	    /* 
	     * Ignore where we came from, where we are, and where we couldn't go
	     */
	    if ((x == hero.x - dx && y == hero.y - dy) ||
		(x == hero.x + dx && y == hero.y + dy) ||
		(x == hero.x && y == hero.y))
		continue;

	    switch (winat(y, x)) {
		case WALL:
		case '|':
		case '-':
		    break;
		default:
		    nh.y = y;
		    nh.x = x;
		    if (diag_ok(&hero, &nh, &player)) {
			legal++;
			locy = y - (hero.y - 1);
			locx = x - (hero.x - 1);
		    }
	    }
	}
    }

    /* If we have 2 or more legal moves, make no change */
    if (legal != 1) {
	return;
    }

    runch = Moves[locy][locx];

    /*
     * For mazes, pretend like it is the beginning of a new run at each turn
     * in order to get the lighting correct.
     */
    if (levtype == MAZELEV) firstmove = TRUE;
    return;
}

/*
 * dip_it:
 *	Dip an object into a magic pool
 */
void
dip_it(void)
{
	reg struct linked_list *what;
	reg struct object *ob;
	reg struct trap *tp;
	reg int wh, i;

	tp = trap_at(hero.y,hero.x);
	if (tp == NULL || tp->tr_type != POOL) {
	    msg("I see no shimmering pool here");
	    return;
	}
	if (tp->tr_flags & ISGONE) {
	    msg("This shimmering pool appears to have been used once already.");
	    return;
	}

	/* It takes 3 movement periods to dip something */
	if (player.t_action != C_DIP) {
	    if ((what = get_item(pack, "dip", ALL, FALSE, FALSE)) == NULL) {
		msg("");
		after = FALSE;
		return;
	    }

	    ob = OBJPTR(what);
	    if (ob == cur_armor		 || 
		ob == cur_misc[WEAR_BOOTS]	 || ob == cur_misc[WEAR_JEWEL]	 ||
		ob == cur_misc[WEAR_GAUNTLET] ||
		ob == cur_misc[WEAR_CLOAK]	 ||
		ob == cur_misc[WEAR_BRACERS] ||
		ob == cur_misc[WEAR_NECKLACE]||
		ob == cur_ring[LEFT_1]	 || ob == cur_ring[LEFT_2]	 ||
		ob == cur_ring[LEFT_3]	 || ob == cur_ring[LEFT_4]	 ||
		ob == cur_ring[RIGHT_1]	 || ob == cur_ring[RIGHT_2]	 ||
		ob == cur_ring[RIGHT_3]	 || ob == cur_ring[RIGHT_4]) {
		mpos = 0;
		msg("You'll have to take it off first.");
		return;
	    }

	    player.t_using = what;	/* Remember what it is */
	    player.t_action = C_DIP;	/* We are dipping */
	    player.t_no_move = 3 * movement(&player);
	    return;
	}

	/* We have waited our time, let's dip it */
	what = player.t_using;
	player.t_using = NULL;
	player.t_action = A_NIL;

	ob = OBJPTR(what);

	tp->tr_flags |= ISGONE;
	if (ob != NULL) {
	    wh = ob->o_which;
	    ob->o_flags |= ISKNOW;
	    i = rnd(100);
	    switch(ob->o_type) {
		case WEAPON:
		    if(i < 50) {		/* enchant weapon here */
			if ((ob->o_flags & ISCURSED) == 0) {
				ob->o_hplus += 1;
				ob->o_dplus += 1;
			}
			else {		/* weapon was prev cursed here */
				ob->o_hplus = rnd(2);
				ob->o_dplus = rnd(2);
			}
			ob->o_flags &= ~ISCURSED;
		        msg("The %s glows blue for a moment.",weaps[wh].w_name);
		    }
		    else if(i < 70) {	/* curse weapon here */
			if ((ob->o_flags & ISCURSED) == 0) {
				ob->o_hplus = -(rnd(2)+1);
				ob->o_dplus = -(rnd(2)+1);
			}
			else {			/* if already cursed */
				ob->o_hplus--;
				ob->o_dplus--;
			}
			ob->o_flags |= ISCURSED;
		        msg("The %s glows red for a moment.",weaps[wh].w_name);
		    }			
		    else
			msg(nothing);
		when ARMOR:
		    if (i < 50) {	/* enchant armor */
			if((ob->o_flags & ISCURSED) == 0)
			    ob->o_ac -= rnd(2) + 1;
			else
			    ob->o_ac = -rnd(3)+ armors[wh].a_class;
			ob->o_flags &= ~ISCURSED;
		        msg("The %s glows blue for a moment",armors[wh].a_name);
		    }
		    else if(i < 75){	/* curse armor */
			if ((ob->o_flags & ISCURSED) == 0)
			    ob->o_ac = rnd(3)+ armors[wh].a_class;
			else
			    ob->o_ac += rnd(2) + 1;
			ob->o_flags |= ISCURSED;
		        msg("The %s glows red for a moment.",armors[wh].a_name);
		    }
		    else
			msg(nothing);
		when STICK: {
		    int j;
		    j = rnd(8) + 1;
		    if(i < 50) {		/* add charges */
			ob->o_charges += j;
		        ws_know[wh] = TRUE;
			if (ob->o_flags & ISCURSED)
			    ob->o_flags &= ~ISCURSED;
		        msg("The %s %s glows blue for a moment.",
			    ws_made[wh],ws_type[wh]);
		    }
		    else if(i < 65) {	/* remove charges */
			if ((ob->o_charges -= i) < 0)
			    ob->o_charges = 0;
		        ws_know[wh] = TRUE;
			if (ob->o_flags & ISBLESSED)
			    ob->o_flags &= ~ISBLESSED;
			else
			    ob->o_flags |= ISCURSED;
		        msg("The %s %s glows red for a moment.",
			    ws_made[wh],ws_type[wh]);
		    }
		    else 
			msg(nothing);
		}
		when SCROLL:
		    s_know[wh] = TRUE;
		    msg("The '%s' scroll unfurls.",s_names[wh]);
		when POTION:
		    p_know[wh] = TRUE;
		    msg("The %s potion bubbles for a moment.",p_colors[wh]);
		when RING:
		    if(i < 50) {	 /* enchant ring */
			if ((ob->o_flags & ISCURSED) == 0)
			    ob->o_ac += rnd(2) + 1;
			else
			    ob->o_ac = rnd(2) + 1;
			ob->o_flags &= ~ISCURSED;
		    }
		    else if(i < 80) { /* curse ring */
			if ((ob->o_flags & ISCURSED) == 0)
			    ob->o_ac = -(rnd(2) + 1);
			else
			    ob->o_ac -= (rnd(2) + 1);
			ob->o_flags |= ISCURSED;
		    }
		    r_know[wh] = TRUE;
		    msg("The %s ring vibrates for a moment.",r_stones[wh]);
		when MM:
		    m_know[wh] = TRUE;
		    switch (ob->o_which) {
		    case MM_BRACERS:
		    case MM_PROTECT:
			if(i < 50) {	 /* enchant item */
			    if ((ob->o_flags & ISCURSED) == 0)
				ob->o_ac += rnd(2) + 1;
			    else
				ob->o_ac = rnd(2) + 1;
			    ob->o_flags &= ~ISCURSED;
			}
			else if(i < 80) { /* curse item */
			    if ((ob->o_flags & ISCURSED) == 0)
				ob->o_ac = -(rnd(2) + 1);
			    else
				ob->o_ac -= (rnd(2) + 1);
			    ob->o_flags |= ISCURSED;
			}
			msg("The item vibrates for a moment.");
		    when MM_CHOKE:
		    case MM_DISAPPEAR:
			ob->o_ac = 0;
			msg ("The dust dissolves in the pool!");
		    }
		otherwise:
		msg("The pool bubbles for a moment.");
	    }
	    updpack(FALSE, &player);
	}
	else
	    msg(nothing);
}

/*
 * do_move:
 *	Check to see that a move is legal.  If it is handle the
 * consequences (fighting, picking up, etc.)
 */

void
do_move(int dy, int dx)
{
    register struct room *rp, *orp;
    register char ch;
    struct linked_list *item;
    register struct thing *tp = NULL;
    coord old_hero;
    register int wasfirstmove, moved, num_hits;
    bool changed=FALSE;	/* Did we switch places with a friendly monster? */

    wasfirstmove = firstmove;
    firstmove = FALSE;
    curprice = -1;		/* if in trading post, we've moved off obj */

    /*
     * Do a confused move (maybe)
     */
    if (player.t_action == A_NIL &&
	((on(player, ISHUH) && rnd(100) < 80) || 
	 (on(player, ISDANCE) && rnd(100) < 80) || 
	 (ISWEARING(R_DELUSION) && rnd(100) < 25)))
	/* Get a random move */
	nh = *rndmove(&player);
    else {
	nh.y = hero.y + dy;
	nh.x = hero.x + dx;
    }

    /*
     * Check if he tried to move off the screen or make an illegal
     * diagonal move, and stop him if he did.
     */
    if (nh.x < 0 || nh.x > cols-1 || nh.y < 1 || nh.y >= lines - 2
	|| !diag_ok(&hero, &nh, &player))
    {
	after = running = FALSE;
	player.t_action = A_NIL;
	return;
    }
    if (running && ce(hero, nh))
	after = running = FALSE;
    ch = CCHAR( winat(nh.y, nh.x) );

    /* Take care of hero trying to move close to something frightening */
    if (on(player, ISFLEE)) {
	if (rnd(100) < 10) {
	    turn_off(player, ISFLEE);
	    msg("You regain your composure.");
	}
	else if (DISTANCE(nh.y, nh.x, player.t_dest->y, player.t_dest->x) <
		 DISTANCE(hero.y, hero.x, player.t_dest->y, player.t_dest->x)) {
			running = FALSE;
			msg("You are too terrified to move that way");
			player.t_action = A_NIL;
			player.t_no_move = movement(&player);
			return;
	}
    }

    /* If we want to move to a monster, see what it is */
    if (isalpha(ch)) {
	item = find_mons(nh.y, nh.x);
	if (item == NULL) {
	    debug("Cannot find monster in move.");
	    player.t_action = A_NIL;
	    return;
	}
	tp = THINGPTR(item);
    }

    /*
     * Take care of hero being held.  If the player is being held, he
     * can't move unless he is either attacking a non-friendly monster
     * or attacking a friendly monster that can't move.
     */
    if (on(player, ISHELD) &&
	(!isalpha(ch) || (on(*tp, ISFRIENDLY) && off(*tp, ISHELD)))) {
	msg("You are being held.");
	player.t_action = A_NIL;
	return;
    }

    /* See if we have to wait for our movement rate */
    if (player.t_action == A_NIL) {
	after = FALSE;
	firstmove = wasfirstmove;	/* Remember if this is first move */
	player.t_no_move = movement(&player);
	if (player.t_ctype == C_MONK)
	    player.t_no_move -= pstats.s_lvl/6;
	if (on(player, ISFLY)) 
	    player.t_no_move /= 2; /* If flying, speed him up */

	if (player.t_no_move < 1) player.t_no_move = 1;

	/* Remember our action */
	player.t_action = Moves[dy+1][dx+1];
	return;
    }

    /* Now let's forget the old move and just do it */
    player.t_action = A_NIL;

    /* If we're moving onto a friendly monster, let's change places. */
    if (isalpha(ch) && on(*tp, ISFRIENDLY) && off(*tp, ISHELD)) {
	coord tpos,	/* Where monster may have been going */
	      current;	/* Current hero position */