/*
* 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));
}