Hallucination ? rndmonnam()

in src/muse.c [96:1483]


                              Hallucination ? rndmonnam(NULL)
                                            : (const char *) "ghost");
                        pline("%s is frightened to death, and unable to move.",
                              Monnam(mon));
                    }
                    paralyze_monst(mon, 3);
                }
                return 2;
            }
        }
        if (potion_descr && !strcmp(potion_descr, "smoky")
            && !(mvitals[PM_DJINNI].mvflags & G_GONE)
            && !rn2(POTION_OCCUPANT_CHANCE(mvitals[PM_DJINNI].born))) {
            if (!enexto(&cc, mon->mx, mon->my, &mons[PM_DJINNI]))
                return 0;
            mquaffmsg(mon, obj);
            m_useup(mon, obj);
            mtmp = makemon(&mons[PM_DJINNI], cc.x, cc.y, NO_MM_FLAGS);
            if (!mtmp) {
                if (vis)
                    pline1(empty);
            } else {
                if (vis)
                    pline("In a cloud of smoke, %s emerges!", a_monnam(mtmp));
                pline("%s speaks.", vis ? Monnam(mtmp) : Something);
                /* I suspect few players will be upset that monsters */
                /* can't wish for wands of death here.... */
                if (rn2(2)) {
                    verbalize("You freed me!");
                    mtmp->mpeaceful = 1;
                    set_malign(mtmp);
                } else {
                    verbalize("It is about time.");
                    if (vis)
                        pline("%s vanishes.", Monnam(mtmp));
                    mongone(mtmp);
                }
            }
            return 2;
        }
    }
    if (obj->oclass == WAND_CLASS && obj->cursed
        && !rn2(WAND_BACKFIRE_CHANCE)) {
        int dam = d(obj->spe + 2, 6);

        /* 3.6.1: no Deaf filter; 'if' message doesn't warrant it, 'else'
           message doesn't need it since You_hear() has one of its own */
        if (vis) {
            pline("%s zaps %s, which suddenly explodes!", Monnam(mon),
                  an(xname(obj)));
        } else {
            /* same near/far threshold as mzapwand() */
            int range = couldsee(mon->mx, mon->my) /* 9 or 5 */
                           ? (BOLT_LIM + 1) : (BOLT_LIM - 3);

            You_hear("a zap and an explosion %s.",
                     (distu(mon->mx, mon->my) <= range * range)
                        ? "nearby" : "in the distance");
        }
        m_useup(mon, obj);
        mon->mhp -= dam;
        if (DEADMONSTER(mon)) {
            monkilled(mon, "", AD_RBRE);
            return 1;
        }
        m.has_defense = m.has_offense = m.has_misc = 0;
        /* Only one needed to be set to 0 but the others are harmless */
    }
    return 0;
}

/* when a monster zaps a wand give a message, deduct a charge, and if it
   isn't directly seen, remove hero's memory of the number of charges */
STATIC_OVL void
mzapwand(mtmp, otmp, self)
struct monst *mtmp;
struct obj *otmp;
boolean self;
{
    if (!canseemon(mtmp)) {
        int range = couldsee(mtmp->mx, mtmp->my) /* 9 or 5 */
                       ? (BOLT_LIM + 1) : (BOLT_LIM - 3);

        You_hear("a %s zap.", (distu(mtmp->mx, mtmp->my) <= range * range)
                                 ? "nearby" : "distant");
        otmp->known = 0;
    } else if (self) {
        pline("%s zaps %sself with %s!", Monnam(mtmp), mhim(mtmp),
              doname(otmp));
    } else {
        pline("%s zaps %s!", Monnam(mtmp), an(xname(otmp)));
        stop_occupation();
    }
    otmp->spe -= 1;
}

/* similar to mzapwand() but for magical horns (only instrument mons play) */
STATIC_OVL void
mplayhorn(mtmp, otmp, self)
struct monst *mtmp;
struct obj *otmp;
boolean self;
{
    if (!canseemon(mtmp)) {
        int range = couldsee(mtmp->mx, mtmp->my) /* 9 or 5 */
                       ? (BOLT_LIM + 1) : (BOLT_LIM - 3);

        You_hear("a horn being played %s.",
                 (distu(mtmp->mx, mtmp->my) <= range * range)
                 ? "nearby" : "in the distance");
        otmp->known = 0; /* hero doesn't know how many charges are left */
    } else {
        otmp->dknown = 1;
        pline("%s plays a %s directed at %s!", Monnam(mtmp), xname(otmp),
              self ? mon_nam_too(mtmp, mtmp) : (char *) "you");
        makeknown(otmp->otyp); /* (wands handle this slightly differently) */
        if (!self)
            stop_occupation();
    }
    otmp->spe -= 1; /* use a charge */
}

STATIC_OVL void
mreadmsg(mtmp, otmp)
struct monst *mtmp;
struct obj *otmp;
{
    boolean vismon = canseemon(mtmp);
    char onambuf[BUFSZ];
    short saverole;
    unsigned savebknown;

    if (!vismon && Deaf)
        return; /* no feedback */

    otmp->dknown = 1; /* seeing or hearing it read reveals its label */
    /* shouldn't be able to hear curse/bless status of unseen scrolls;
       for priest characters, bknown will always be set during naming */
    savebknown = otmp->bknown;
    saverole = Role_switch;
    if (!vismon) {
        otmp->bknown = 0;
        if (Role_if(PM_PRIEST))
            Role_switch = 0;
    }
    Strcpy(onambuf, singular(otmp, doname));
    Role_switch = saverole;
    otmp->bknown = savebknown;

    if (vismon)
        pline("%s reads %s!", Monnam(mtmp), onambuf);
    else
        You_hear("%s reading %s.",
                 x_monnam(mtmp, ARTICLE_A, (char *) 0,
                          (SUPPRESS_IT | SUPPRESS_INVISIBLE | SUPPRESS_SADDLE),
                          FALSE),
                 onambuf);

    if (mtmp->mconf)
        pline("Being confused, %s mispronounces the magic words...",
              vismon ? mon_nam(mtmp) : mhe(mtmp));
}

STATIC_OVL void
mquaffmsg(mtmp, otmp)
struct monst *mtmp;
struct obj *otmp;
{
    if (canseemon(mtmp)) {
        otmp->dknown = 1;
        pline("%s drinks %s!", Monnam(mtmp), singular(otmp, doname));
    } else if (!Deaf)
        You_hear("a chugging sound.");
}

/* Defines for various types of stuff.  The order in which monsters prefer
 * to use them is determined by the order of the code logic, not the
 * numerical order in which they are defined.
 */
#define MUSE_SCR_TELEPORTATION 1
#define MUSE_WAN_TELEPORTATION_SELF 2
#define MUSE_POT_HEALING 3
#define MUSE_POT_EXTRA_HEALING 4
#define MUSE_WAN_DIGGING 5
#define MUSE_TRAPDOOR 6
#define MUSE_TELEPORT_TRAP 7
#define MUSE_UPSTAIRS 8
#define MUSE_DOWNSTAIRS 9
#define MUSE_WAN_CREATE_MONSTER 10
#define MUSE_SCR_CREATE_MONSTER 11
#define MUSE_UP_LADDER 12
#define MUSE_DN_LADDER 13
#define MUSE_SSTAIRS 14
#define MUSE_WAN_TELEPORTATION 15
#define MUSE_BUGLE 16
#define MUSE_UNICORN_HORN 17
#define MUSE_POT_FULL_HEALING 18
#define MUSE_LIZARD_CORPSE 19
/*
#define MUSE_INNATE_TPT 9999
 * We cannot use this.  Since monsters get unlimited teleportation, if they
 * were allowed to teleport at will you could never catch them.  Instead,
 * assume they only teleport at random times, despite the inconsistency
 * that if you polymorph into one you teleport at will.
 */

STATIC_OVL boolean
m_use_healing(mtmp)
struct monst *mtmp;
{
    struct obj *obj = 0;
    if ((obj = m_carrying(mtmp, POT_FULL_HEALING)) != 0) {
        m.defensive = obj;
        m.has_defense = MUSE_POT_FULL_HEALING;
        return TRUE;
    }
    if ((obj = m_carrying(mtmp, POT_EXTRA_HEALING)) != 0) {
        m.defensive = obj;
        m.has_defense = MUSE_POT_EXTRA_HEALING;
        return TRUE;
    }
    if ((obj = m_carrying(mtmp, POT_HEALING)) != 0) {
        m.defensive = obj;
        m.has_defense = MUSE_POT_HEALING;
        return TRUE;
    }
    return FALSE;
}

/* Select a defensive item/action for a monster.  Returns TRUE iff one is
   found. */
boolean
find_defensive(mtmp)
struct monst *mtmp;
{
    register struct obj *obj = 0;
    struct trap *t;
    int x = mtmp->mx, y = mtmp->my;
    boolean stuck = (mtmp == u.ustuck);
    boolean immobile = (mtmp->data->mmove == 0);
    int fraction;

    if (is_animal(mtmp->data) || mindless(mtmp->data))
        return FALSE;
    if (dist2(x, y, mtmp->mux, mtmp->muy) > 25)
        return FALSE;
    if (u.uswallow && stuck)
        return FALSE;

    m.defensive = (struct obj *) 0;
    m.has_defense = 0;

    /* since unicorn horns don't get used up, the monster would look
     * silly trying to use the same cursed horn round after round
     */
    if (mtmp->mconf || mtmp->mstun || !mtmp->mcansee) {
        if (!is_unicorn(mtmp->data) && !nohands(mtmp->data)) {
            for (obj = mtmp->minvent; obj; obj = obj->nobj)
                if (obj->otyp == UNICORN_HORN && !obj->cursed)
                    break;
        }
        if (obj || is_unicorn(mtmp->data)) {
            m.defensive = obj;
            m.has_defense = MUSE_UNICORN_HORN;
            return TRUE;
        }
    }

    if (mtmp->mconf || mtmp->mstun) {
        struct obj *liztin = 0;

        for (obj = mtmp->minvent; obj; obj = obj->nobj) {
            if (obj->otyp == CORPSE && obj->corpsenm == PM_LIZARD) {
                m.defensive = obj;
                m.has_defense = MUSE_LIZARD_CORPSE;
                return TRUE;
            } else if (obj->otyp == TIN && obj->corpsenm == PM_LIZARD) {
                liztin = obj;
            }
        }
        /* confused or stunned monster might not be able to open tin */
        if (liztin && mcould_eat_tin(mtmp) && rn2(3)) {
            m.defensive = liztin;
            /* tin and corpse ultimately end up being handled the same */
            m.has_defense = MUSE_LIZARD_CORPSE;
            return TRUE;
        }
    }

    /* It so happens there are two unrelated cases when we might want to
     * check specifically for healing alone.  The first is when the monster
     * is blind (healing cures blindness).  The second is when the monster
     * is peaceful; then we don't want to flee the player, and by
     * coincidence healing is all there is that doesn't involve fleeing.
     * These would be hard to combine because of the control flow.
     * Pestilence won't use healing even when blind.
     */
    if (!mtmp->mcansee && !nohands(mtmp->data)
        && mtmp->data != &mons[PM_PESTILENCE]) {
        if (m_use_healing(mtmp))
            return TRUE;
    }

    fraction = u.ulevel < 10 ? 5 : u.ulevel < 14 ? 4 : 3;
    if (mtmp->mhp >= mtmp->mhpmax
        || (mtmp->mhp >= 10 && mtmp->mhp * fraction >= mtmp->mhpmax))
        return FALSE;

    if (mtmp->mpeaceful) {
        if (!nohands(mtmp->data)) {
            if (m_use_healing(mtmp))
                return TRUE;
        }
        return FALSE;
    }

    if (stuck || immobile) {
        ; /* fleeing by stairs or traps is not possible */
    } else if (levl[x][y].typ == STAIRS) {
        if (x == xdnstair && y == ydnstair) {
            if (!is_floater(mtmp->data))
                m.has_defense = MUSE_DOWNSTAIRS;
        } else if (x == xupstair && y == yupstair) {
            m.has_defense = MUSE_UPSTAIRS;
        } else if (sstairs.sx && x == sstairs.sx && y == sstairs.sy) {
            if (sstairs.up || !is_floater(mtmp->data))
                m.has_defense = MUSE_SSTAIRS;
        }
    } else if (levl[x][y].typ == LADDER) {
        if (x == xupladder && y == yupladder) {
            m.has_defense = MUSE_UP_LADDER;
        } else if (x == xdnladder && y == ydnladder) {
            if (!is_floater(mtmp->data))
                m.has_defense = MUSE_DN_LADDER;
        } else if (sstairs.sx && x == sstairs.sx && y == sstairs.sy) {
            if (sstairs.up || !is_floater(mtmp->data))
                m.has_defense = MUSE_SSTAIRS;
        }
    } else {
        /* Note: trap doors take precedence over teleport traps. */
        int xx, yy, i, locs[10][2];
        boolean ignore_boulders = (verysmall(mtmp->data)
                                   || throws_rocks(mtmp->data)
                                   || passes_walls(mtmp->data)),
            diag_ok = !NODIAG(monsndx(mtmp->data));

        for (i = 0; i < 10; ++i) /* 10: 9 spots plus sentinel */
            locs[i][0] = locs[i][1] = 0;
        /* collect viable spots; monster's <mx,my> comes first */
        locs[0][0] = x, locs[0][1] = y;
        i = 1;
        for (xx = x - 1; xx <= x + 1; xx++)
            for (yy = y - 1; yy <= y + 1; yy++)
                if (isok(xx, yy) && (xx != x || yy != y)) {
                    locs[i][0] = xx, locs[i][1] = yy;
                    ++i;
                }
        /* look for a suitable trap among the viable spots */
        for (i = 0; i < 10; ++i) {
            xx = locs[i][0], yy = locs[i][1];
            if (!xx)
                break; /* we've run out of spots */
            /* skip if it's hero's location
               or a diagonal spot and monster can't move diagonally
               or some other monster is there */
            if ((xx == u.ux && yy == u.uy)
                || (xx != x && yy != y && !diag_ok)
                || (level.monsters[xx][yy] && !(xx == x && yy == y)))
                continue;
            /* skip if there's no trap or can't/won't move onto trap */
            if ((t = t_at(xx, yy)) == 0
                || (!ignore_boulders && sobj_at(BOULDER, xx, yy))
                || onscary(xx, yy, mtmp))
                continue;
            /* use trap if it's the correct type */
            if (is_hole(t->ttyp)
                && !is_floater(mtmp->data)
                && !mtmp->isshk && !mtmp->isgd && !mtmp->ispriest
                && Can_fall_thru(&u.uz)) {
                trapx = xx;
                trapy = yy;
                m.has_defense = MUSE_TRAPDOOR;
                break; /* no need to look at any other spots */
            } else if (t->ttyp == TELEP_TRAP) {
                trapx = xx;
                trapy = yy;
                m.has_defense = MUSE_TELEPORT_TRAP;
            }
        }
    }

    if (nohands(mtmp->data)) /* can't use objects */
        goto botm;

    if (is_mercenary(mtmp->data) && (obj = m_carrying(mtmp, BUGLE)) != 0) {
        int xx, yy;
        struct monst *mon;

        /* Distance is arbitrary.  What we really want to do is
         * have the soldier play the bugle when it sees or
         * remembers soldiers nearby...
         */
        for (xx = x - 3; xx <= x + 3; xx++) {
            for (yy = y - 3; yy <= y + 3; yy++) {
                if (!isok(xx, yy) || (xx == x && yy == y))
                    continue;
                if ((mon = m_at(xx, yy)) != 0 && is_mercenary(mon->data)
                    && mon->data != &mons[PM_GUARD]
                    && (mon->msleeping || !mon->mcanmove)) {
                    m.defensive = obj;
                    m.has_defense = MUSE_BUGLE;
                    goto toot; /* double break */
                }
            }
        }
 toot:
        ;
    }

    /* use immediate physical escape prior to attempting magic */
    if (m.has_defense) /* stairs, trap door or tele-trap, bugle alert */
        goto botm;

    /* kludge to cut down on trap destruction (particularly portals) */
    t = t_at(x, y);
    if (t && (is_pit(t->ttyp) || t->ttyp == WEB
              || t->ttyp == BEAR_TRAP))
        t = 0; /* ok for monster to dig here */

#define nomore(x)       if (m.has_defense == x) continue;
    /* selection could be improved by collecting all possibilities
       into an array and then picking one at random */
    for (obj = mtmp->minvent; obj; obj = obj->nobj) {
        /* don't always use the same selection pattern */
        if (m.has_defense && !rn2(3))
            break;

        /* nomore(MUSE_WAN_DIGGING); */
        if (m.has_defense == MUSE_WAN_DIGGING)
            break;
        if (obj->otyp == WAN_DIGGING && obj->spe > 0 && !stuck && !t
            && !mtmp->isshk && !mtmp->isgd && !mtmp->ispriest
            && !is_floater(mtmp->data)
            /* monsters digging in Sokoban can ruin things */
            && !Sokoban
            /* digging wouldn't be effective; assume they know that */
            && !(levl[x][y].wall_info & W_NONDIGGABLE)
            && !(Is_botlevel(&u.uz) || In_endgame(&u.uz))
            && !(is_ice(x, y) || is_pool(x, y) || is_lava(x, y))
            && !(mtmp->data == &mons[PM_VLAD_THE_IMPALER]
                 && In_V_tower(&u.uz))) {
            m.defensive = obj;
            m.has_defense = MUSE_WAN_DIGGING;
        }
        nomore(MUSE_WAN_TELEPORTATION_SELF);
        nomore(MUSE_WAN_TELEPORTATION);
        if (obj->otyp == WAN_TELEPORTATION && obj->spe > 0) {
            /* use the TELEP_TRAP bit to determine if they know
             * about noteleport on this level or not.  Avoids
             * ineffective re-use of teleportation.  This does
             * mean if the monster leaves the level, they'll know
             * about teleport traps.
             */
            if (!level.flags.noteleport
                || !(mtmp->mtrapseen & (1 << (TELEP_TRAP - 1)))) {
                m.defensive = obj;
                m.has_defense = (mon_has_amulet(mtmp))
                                    ? MUSE_WAN_TELEPORTATION
                                    : MUSE_WAN_TELEPORTATION_SELF;
            }
        }
        nomore(MUSE_SCR_TELEPORTATION);
        if (obj->otyp == SCR_TELEPORTATION && mtmp->mcansee
            && haseyes(mtmp->data)
            && (!obj->cursed || (!(mtmp->isshk && inhishop(mtmp))
                                 && !mtmp->isgd && !mtmp->ispriest))) {
            /* see WAN_TELEPORTATION case above */
            if (!level.flags.noteleport
                || !(mtmp->mtrapseen & (1 << (TELEP_TRAP - 1)))) {
                m.defensive = obj;
                m.has_defense = MUSE_SCR_TELEPORTATION;
            }
        }

        if (mtmp->data != &mons[PM_PESTILENCE]) {
            nomore(MUSE_POT_FULL_HEALING);
            if (obj->otyp == POT_FULL_HEALING) {
                m.defensive = obj;
                m.has_defense = MUSE_POT_FULL_HEALING;
            }
            nomore(MUSE_POT_EXTRA_HEALING);
            if (obj->otyp == POT_EXTRA_HEALING) {
                m.defensive = obj;
                m.has_defense = MUSE_POT_EXTRA_HEALING;
            }
            nomore(MUSE_WAN_CREATE_MONSTER);
            if (obj->otyp == WAN_CREATE_MONSTER && obj->spe > 0) {
                m.defensive = obj;
                m.has_defense = MUSE_WAN_CREATE_MONSTER;
            }
            nomore(MUSE_POT_HEALING);
            if (obj->otyp == POT_HEALING) {
                m.defensive = obj;
                m.has_defense = MUSE_POT_HEALING;
            }
        } else { /* Pestilence */
            nomore(MUSE_POT_FULL_HEALING);
            if (obj->otyp == POT_SICKNESS) {
                m.defensive = obj;
                m.has_defense = MUSE_POT_FULL_HEALING;
            }
            nomore(MUSE_WAN_CREATE_MONSTER);
            if (obj->otyp == WAN_CREATE_MONSTER && obj->spe > 0) {
                m.defensive = obj;
                m.has_defense = MUSE_WAN_CREATE_MONSTER;
            }
        }
        nomore(MUSE_SCR_CREATE_MONSTER);
        if (obj->otyp == SCR_CREATE_MONSTER) {
            m.defensive = obj;
            m.has_defense = MUSE_SCR_CREATE_MONSTER;
        }
    }
 botm:
    return (boolean) !!m.has_defense;
#undef nomore
}

/* Perform a defensive action for a monster.  Must be called immediately
 * after find_defensive().  Return values are 0: did something, 1: died,
 * 2: did something and can't attack again (i.e. teleported).
 */
int
use_defensive(mtmp)
struct monst *mtmp;
{
    int i, fleetim, how = 0;
    struct obj *otmp = m.defensive;
    boolean vis, vismon, oseen;
    const char *Mnam;

    if ((i = precheck(mtmp, otmp)) != 0)
        return i;
    vis = cansee(mtmp->mx, mtmp->my);
    vismon = canseemon(mtmp);
    oseen = otmp && vismon;

    /* when using defensive choice to run away, we want monster to avoid
       rushing right straight back; don't override if already scared */
    fleetim = !mtmp->mflee ? (33 - (30 * mtmp->mhp / mtmp->mhpmax)) : 0;
#define m_flee(m)                          \
    if (fleetim && !m->iswiz) {            \
        monflee(m, fleetim, FALSE, FALSE); \
    }

    switch (m.has_defense) {
    case MUSE_UNICORN_HORN:
        if (vismon) {
            if (otmp)
                pline("%s uses a unicorn horn!", Monnam(mtmp));
            else
                pline_The("tip of %s's horn glows!", mon_nam(mtmp));
        }
        if (!mtmp->mcansee) {
            mcureblindness(mtmp, vismon);
        } else if (mtmp->mconf || mtmp->mstun) {
            mtmp->mconf = mtmp->mstun = 0;
            if (vismon)
                pline("%s seems steadier now.", Monnam(mtmp));
        } else
            impossible("No need for unicorn horn?");
        return 2;
    case MUSE_BUGLE:
        if (vismon)
            pline("%s plays %s!", Monnam(mtmp), doname(otmp));
        else if (!Deaf)
            You_hear("a bugle playing reveille!");
        awaken_soldiers(mtmp);
        return 2;
    case MUSE_WAN_TELEPORTATION_SELF:
        if ((mtmp->isshk && inhishop(mtmp)) || mtmp->isgd || mtmp->ispriest)
            return 2;
        m_flee(mtmp);
        mzapwand(mtmp, otmp, TRUE);
        how = WAN_TELEPORTATION;
 mon_tele:
        if (tele_restrict(mtmp)) { /* mysterious force... */
            if (vismon && how)     /* mentions 'teleport' */
                makeknown(how);
            /* monster learns that teleportation isn't useful here */
            if (level.flags.noteleport)
                mtmp->mtrapseen |= (1 << (TELEP_TRAP - 1));
            return 2;
        }
        if ((mon_has_amulet(mtmp) || On_W_tower_level(&u.uz)) && !rn2(3)) {
            if (vismon)
                pline("%s seems disoriented for a moment.", Monnam(mtmp));
            return 2;
        }
        if (oseen && how)
            makeknown(how);
        (void) rloc(mtmp, TRUE);
        return 2;
    case MUSE_WAN_TELEPORTATION:
        zap_oseen = oseen;
        mzapwand(mtmp, otmp, FALSE);
        m_using = TRUE;
        mbhit(mtmp, rn1(8, 6), mbhitm, bhito, otmp);
        /* monster learns that teleportation isn't useful here */
        if (level.flags.noteleport)
            mtmp->mtrapseen |= (1 << (TELEP_TRAP - 1));
        m_using = FALSE;
        return 2;
    case MUSE_SCR_TELEPORTATION: {
        int obj_is_cursed = otmp->cursed;

        if (mtmp->isshk || mtmp->isgd || mtmp->ispriest)
            return 2;
        m_flee(mtmp);
        mreadmsg(mtmp, otmp);
        m_useup(mtmp, otmp); /* otmp might be free'ed */
        how = SCR_TELEPORTATION;
        if (obj_is_cursed || mtmp->mconf) {
            int nlev;
            d_level flev;

            if (mon_has_amulet(mtmp) || In_endgame(&u.uz)) {
                if (vismon)
                    pline("%s seems very disoriented for a moment.",
                          Monnam(mtmp));
                return 2;
            }
            nlev = random_teleport_level();
            if (nlev == depth(&u.uz)) {
                if (vismon)
                    pline("%s shudders for a moment.", Monnam(mtmp));
                return 2;
            }
            get_level(&flev, nlev);
            migrate_to_level(mtmp, ledger_no(&flev), MIGR_RANDOM,
                             (coord *) 0);
            if (oseen)
                makeknown(SCR_TELEPORTATION);
        } else
            goto mon_tele;
        return 2;
    }
    case MUSE_WAN_DIGGING: {
        struct trap *ttmp;

        m_flee(mtmp);
        mzapwand(mtmp, otmp, FALSE);
        if (oseen)
            makeknown(WAN_DIGGING);
        if (IS_FURNITURE(levl[mtmp->mx][mtmp->my].typ)
            || IS_DRAWBRIDGE(levl[mtmp->mx][mtmp->my].typ)
            || (is_drawbridge_wall(mtmp->mx, mtmp->my) >= 0)
            || (sstairs.sx && sstairs.sx == mtmp->mx
                && sstairs.sy == mtmp->my)) {
            pline_The("digging ray is ineffective.");
            return 2;
        }
        if (!Can_dig_down(&u.uz) && !levl[mtmp->mx][mtmp->my].candig) {
            if (canseemon(mtmp))
                pline_The("%s here is too hard to dig in.",
                          surface(mtmp->mx, mtmp->my));
            return 2;
        }
        ttmp = maketrap(mtmp->mx, mtmp->my, HOLE);
        if (!ttmp)
            return 2;
        seetrap(ttmp);
        if (vis) {
            pline("%s has made a hole in the %s.", Monnam(mtmp),
                  surface(mtmp->mx, mtmp->my));
            pline("%s %s through...", Monnam(mtmp),
                  is_flyer(mtmp->data) ? "dives" : "falls");
        } else if (!Deaf)
            You_hear("%s crash through the %s.", something,
                     surface(mtmp->mx, mtmp->my));
        /* we made sure that there is a level for mtmp to go to */
        migrate_to_level(mtmp, ledger_no(&u.uz) + 1, MIGR_RANDOM,
                         (coord *) 0);
        return 2;
    }
    case MUSE_WAN_CREATE_MONSTER: {
        coord cc;
        /* pm: 0 => random, eel => aquatic, croc => amphibious */
        struct permonst *pm =
            !is_pool(mtmp->mx, mtmp->my)
                ? 0
                : &mons[u.uinwater ? PM_GIANT_EEL : PM_CROCODILE];
        struct monst *mon;

        if (!enexto(&cc, mtmp->mx, mtmp->my, pm))
            return 0;
        mzapwand(mtmp, otmp, FALSE);
        mon = makemon((struct permonst *) 0, cc.x, cc.y, NO_MM_FLAGS);
        if (mon && canspotmon(mon) && oseen)
            makeknown(WAN_CREATE_MONSTER);
        return 2;
    }
    case MUSE_SCR_CREATE_MONSTER: {
        coord cc;
        struct permonst *pm = 0, *fish = 0;
        int cnt = 1;
        struct monst *mon;
        boolean known = FALSE;

        if (!rn2(73))
            cnt += rnd(4);
        if (mtmp->mconf || otmp->cursed)
            cnt += 12;
        if (mtmp->mconf)
            pm = fish = &mons[PM_ACID_BLOB];
        else if (is_pool(mtmp->mx, mtmp->my))
            fish = &mons[u.uinwater ? PM_GIANT_EEL : PM_CROCODILE];
        mreadmsg(mtmp, otmp);
        while (cnt--) {
            /* `fish' potentially gives bias towards water locations;
               `pm' is what to actually create (0 => random) */
            if (!enexto(&cc, mtmp->mx, mtmp->my, fish))
                break;
            mon = makemon(pm, cc.x, cc.y, NO_MM_FLAGS);
            if (mon && canspotmon(mon))
                known = TRUE;
        }
        /* The only case where we don't use oseen.  For wands, you
         * have to be able to see the monster zap the wand to know
         * what type it is.  For teleport scrolls, you have to see
         * the monster to know it teleported.
         */
        if (known)
            makeknown(SCR_CREATE_MONSTER);
        else if (!objects[SCR_CREATE_MONSTER].oc_name_known
                 && !objects[SCR_CREATE_MONSTER].oc_uname)
            docall(otmp);
        m_useup(mtmp, otmp);
        return 2;
    }
    case MUSE_TRAPDOOR:
        /* trap doors on "bottom" levels of dungeons are rock-drop
         * trap doors, not holes in the floor.  We check here for
         * safety.
         */
        if (Is_botlevel(&u.uz))
            return 0;
        m_flee(mtmp);
        if (vis) {
            struct trap *t = t_at(trapx, trapy);

            Mnam = Monnam(mtmp);
            pline("%s %s into a %s!", Mnam,
                  vtense(fakename[0], locomotion(mtmp->data, "jump")),
                  (t->ttyp == TRAPDOOR) ? "trap door" : "hole");
            if (levl[trapx][trapy].typ == SCORR) {
                levl[trapx][trapy].typ = CORR;
                unblock_point(trapx, trapy);
            }
            seetrap(t_at(trapx, trapy));
        }

        /*  don't use rloc_to() because worm tails must "move" */
        remove_monster(mtmp->mx, mtmp->my);
        newsym(mtmp->mx, mtmp->my); /* update old location */
        place_monster(mtmp, trapx, trapy);
        if (mtmp->wormno)
            worm_move(mtmp);
        newsym(trapx, trapy);

        migrate_to_level(mtmp, ledger_no(&u.uz) + 1, MIGR_RANDOM,
                         (coord *) 0);
        return 2;
    case MUSE_UPSTAIRS:
        m_flee(mtmp);
        if (ledger_no(&u.uz) == 1)
            goto escape; /* impossible; level 1 upstairs are SSTAIRS */
        if (Inhell && mon_has_amulet(mtmp) && !rn2(4)
            && (dunlev(&u.uz) < dunlevs_in_dungeon(&u.uz) - 3)) {
            if (vismon)
                pline(
    "As %s climbs the stairs, a mysterious force momentarily surrounds %s...",
                      mon_nam(mtmp), mhim(mtmp));
            /* simpler than for the player; this will usually be
               the Wizard and he'll immediately go right to the
               upstairs, so there's not much point in having any
               chance for a random position on the current level */
            migrate_to_level(mtmp, ledger_no(&u.uz) + 1, MIGR_RANDOM,
                             (coord *) 0);
        } else {
            if (vismon)
                pline("%s escapes upstairs!", Monnam(mtmp));
            migrate_to_level(mtmp, ledger_no(&u.uz) - 1, MIGR_STAIRS_DOWN,
                             (coord *) 0);
        }
        return 2;
    case MUSE_DOWNSTAIRS:
        m_flee(mtmp);
        if (vismon)
            pline("%s escapes downstairs!", Monnam(mtmp));
        migrate_to_level(mtmp, ledger_no(&u.uz) + 1, MIGR_STAIRS_UP,
                         (coord *) 0);
        return 2;
    case MUSE_UP_LADDER:
        m_flee(mtmp);
        if (vismon)
            pline("%s escapes up the ladder!", Monnam(mtmp));
        migrate_to_level(mtmp, ledger_no(&u.uz) - 1, MIGR_LADDER_DOWN,
                         (coord *) 0);
        return 2;
    case MUSE_DN_LADDER:
        m_flee(mtmp);
        if (vismon)
            pline("%s escapes down the ladder!", Monnam(mtmp));
        migrate_to_level(mtmp, ledger_no(&u.uz) + 1, MIGR_LADDER_UP,
                         (coord *) 0);
        return 2;
    case MUSE_SSTAIRS:
        m_flee(mtmp);
        if (ledger_no(&u.uz) == 1) {
 escape:
            /* Monsters without the Amulet escape the dungeon and
             * are gone for good when they leave up the up stairs.
             * A monster with the Amulet would leave it behind
             * (mongone -> mdrop_special_objs) but we force any
             * monster who manages to acquire it or the invocation
             * tools to stick around instead of letting it escape.
             */
            if (mon_has_special(mtmp))
                return 0;
            if (vismon)
                pline("%s escapes the dungeon!", Monnam(mtmp));
            mongone(mtmp);
            return 2;
        }
        if (vismon)
            pline("%s escapes %sstairs!", Monnam(mtmp),
                  sstairs.up ? "up" : "down");
        /* going from the Valley to Castle (Stronghold) has no sstairs
           to target, but having sstairs.<sx,sy> == <0,0> will work the
           same as specifying MIGR_RANDOM when mon_arrive() eventually
           places the monster, so we can use MIGR_SSTAIRS unconditionally */
        migrate_to_level(mtmp, ledger_no(&sstairs.tolev), MIGR_SSTAIRS,
                         (coord *) 0);
        return 2;
    case MUSE_TELEPORT_TRAP:
        m_flee(mtmp);
        if (vis) {
            Mnam = Monnam(mtmp);
            pline("%s %s onto a teleport trap!", Mnam,
                  vtense(fakename[0], locomotion(mtmp->data, "jump")));
            seetrap(t_at(trapx, trapy));
        }
        /*  don't use rloc_to() because worm tails must "move" */
        remove_monster(mtmp->mx, mtmp->my);
        newsym(mtmp->mx, mtmp->my); /* update old location */
        place_monster(mtmp, trapx, trapy);
        if (mtmp->wormno)
            worm_move(mtmp);
        newsym(trapx, trapy);

        goto mon_tele;
    case MUSE_POT_HEALING:
        mquaffmsg(mtmp, otmp);
        i = d(6 + 2 * bcsign(otmp), 4);
        mtmp->mhp += i;
        if (mtmp->mhp > mtmp->mhpmax)
            mtmp->mhp = ++mtmp->mhpmax;
        if (!otmp->cursed && !mtmp->mcansee)
            mcureblindness(mtmp, vismon);
        if (vismon)
            pline("%s looks better.", Monnam(mtmp));
        if (oseen)
            makeknown(POT_HEALING);
        m_useup(mtmp, otmp);
        return 2;
    case MUSE_POT_EXTRA_HEALING:
        mquaffmsg(mtmp, otmp);
        i = d(6 + 2 * bcsign(otmp), 8);
        mtmp->mhp += i;
        if (mtmp->mhp > mtmp->mhpmax)
            mtmp->mhp = (mtmp->mhpmax += (otmp->blessed ? 5 : 2));
        if (!mtmp->mcansee)
            mcureblindness(mtmp, vismon);
        if (vismon)
            pline("%s looks much better.", Monnam(mtmp));
        if (oseen)
            makeknown(POT_EXTRA_HEALING);
        m_useup(mtmp, otmp);
        return 2;
    case MUSE_POT_FULL_HEALING:
        mquaffmsg(mtmp, otmp);
        if (otmp->otyp == POT_SICKNESS)
            unbless(otmp); /* Pestilence */
        mtmp->mhp = (mtmp->mhpmax += (otmp->blessed ? 8 : 4));
        if (!mtmp->mcansee && otmp->otyp != POT_SICKNESS)
            mcureblindness(mtmp, vismon);
        if (vismon)
            pline("%s looks completely healed.", Monnam(mtmp));
        if (oseen)
            makeknown(otmp->otyp);
        m_useup(mtmp, otmp);
        return 2;
    case MUSE_LIZARD_CORPSE:
        /* not actually called for its unstoning effect */
        mon_consume_unstone(mtmp, otmp, FALSE, FALSE);
        return 2;
    case 0:
        return 0; /* i.e. an exploded wand */
    default:
        impossible("%s wanted to perform action %d?", Monnam(mtmp),
                   m.has_defense);
        break;
    }
    return 0;
#undef m_flee
}

int
rnd_defensive_item(mtmp)
struct monst *mtmp;
{
    struct permonst *pm = mtmp->data;
    int difficulty = mons[(monsndx(pm))].difficulty;
    int trycnt = 0;

    if (is_animal(pm) || attacktype(pm, AT_EXPL) || mindless(mtmp->data)
        || pm->mlet == S_GHOST || pm->mlet == S_KOP)
        return 0;
 try_again:
    switch (rn2(8 + (difficulty > 3) + (difficulty > 6) + (difficulty > 8))) {
    case 6:
    case 9:
        if (level.flags.noteleport && ++trycnt < 2)
            goto try_again;
        if (!rn2(3))
            return WAN_TELEPORTATION;
        /*FALLTHRU*/
    case 0:
    case 1:
        return SCR_TELEPORTATION;
    case 8:
    case 10:
        if (!rn2(3))
            return WAN_CREATE_MONSTER;
        /*FALLTHRU*/
    case 2:
        return SCR_CREATE_MONSTER;
    case 3:
        return POT_HEALING;
    case 4:
        return POT_EXTRA_HEALING;
    case 5:
        return (mtmp->data != &mons[PM_PESTILENCE]) ? POT_FULL_HEALING
                                                    : POT_SICKNESS;
    case 7:
        if (is_floater(pm) || mtmp->isshk || mtmp->isgd || mtmp->ispriest)
            return 0;
        else
            return WAN_DIGGING;
    }
    /*NOTREACHED*/
    return 0;
}

#define MUSE_WAN_DEATH 1
#define MUSE_WAN_SLEEP 2
#define MUSE_WAN_FIRE 3
#define MUSE_WAN_COLD 4
#define MUSE_WAN_LIGHTNING 5
#define MUSE_WAN_MAGIC_MISSILE 6
#define MUSE_WAN_STRIKING 7
#define MUSE_SCR_FIRE 8
#define MUSE_POT_PARALYSIS 9
#define MUSE_POT_BLINDNESS 10
#define MUSE_POT_CONFUSION 11
#define MUSE_FROST_HORN 12
#define MUSE_FIRE_HORN 13
#define MUSE_POT_ACID 14
/*#define MUSE_WAN_TELEPORTATION 15*/
#define MUSE_POT_SLEEPING 16
#define MUSE_SCR_EARTH 17

/* Select an offensive item/action for a monster.  Returns TRUE iff one is
 * found.
 */
boolean
find_offensive(mtmp)
struct monst *mtmp;
{
    register struct obj *obj;
    boolean reflection_skip = (Reflecting && rn2(2));
    struct obj *helmet = which_armor(mtmp, W_ARMH);

    m.offensive = (struct obj *) 0;
    m.has_offense = 0;
    if (mtmp->mpeaceful || is_animal(mtmp->data) || mindless(mtmp->data)
        || nohands(mtmp->data))
        return FALSE;
    if (u.uswallow)
        return FALSE;
    if (in_your_sanctuary(mtmp, 0, 0))
        return FALSE;
    if (dmgtype(mtmp->data, AD_HEAL)
        && !uwep && !uarmu && !uarm && !uarmh
        && !uarms && !uarmg && !uarmc && !uarmf)
        return FALSE;
    /* all offensive items require orthogonal or diagonal targetting */
    if (!lined_up(mtmp))
        return FALSE;

#define nomore(x)       if (m.has_offense == x) continue;
    /* this picks the last viable item rather than prioritizing choices */
    for (obj = mtmp->minvent; obj; obj = obj->nobj) {
        if (!reflection_skip) {
            nomore(MUSE_WAN_DEATH);
            if (obj->otyp == WAN_DEATH && obj->spe > 0) {
                m.offensive = obj;
                m.has_offense = MUSE_WAN_DEATH;
            }
            nomore(MUSE_WAN_SLEEP);
            if (obj->otyp == WAN_SLEEP && obj->spe > 0 && multi >= 0) {
                m.offensive = obj;
                m.has_offense = MUSE_WAN_SLEEP;
            }
            nomore(MUSE_WAN_FIRE);
            if (obj->otyp == WAN_FIRE && obj->spe > 0) {
                m.offensive = obj;
                m.has_offense = MUSE_WAN_FIRE;
            }
            nomore(MUSE_FIRE_HORN);
            if (obj->otyp == FIRE_HORN && obj->spe > 0 && can_blow(mtmp)) {
                m.offensive = obj;
                m.has_offense = MUSE_FIRE_HORN;
            }
            nomore(MUSE_WAN_COLD);
            if (obj->otyp == WAN_COLD && obj->spe > 0) {
                m.offensive = obj;
                m.has_offense = MUSE_WAN_COLD;
            }
            nomore(MUSE_FROST_HORN);
            if (obj->otyp == FROST_HORN && obj->spe > 0 && can_blow(mtmp)) {
                m.offensive = obj;
                m.has_offense = MUSE_FROST_HORN;
            }
            nomore(MUSE_WAN_LIGHTNING);
            if (obj->otyp == WAN_LIGHTNING && obj->spe > 0) {
                m.offensive = obj;
                m.has_offense = MUSE_WAN_LIGHTNING;
            }
            nomore(MUSE_WAN_MAGIC_MISSILE);
            if (obj->otyp == WAN_MAGIC_MISSILE && obj->spe > 0) {
                m.offensive = obj;
                m.has_offense = MUSE_WAN_MAGIC_MISSILE;
            }
        }
        nomore(MUSE_WAN_STRIKING);
        if (obj->otyp == WAN_STRIKING && obj->spe > 0) {
            m.offensive = obj;
            m.has_offense = MUSE_WAN_STRIKING;
        }
#if 0   /* use_offensive() has had some code to support wand of teleportation
         * for a long time, but find_offensive() never selected one;
         * so for the time being, this is still disabled */
        nomore(MUSE_WAN_TELEPORTATION);
        if (obj->otyp == WAN_TELEPORTATION && obj->spe > 0
            /* don't give controlled hero a free teleport */
            && !Teleport_control
            /* do try to move hero to a more vulnerable spot */
            && (onscary(u.ux, u.uy, mtmp)
                || (u.ux == xupstair && u.uy == yupstair)
                || (u.ux == xdnstair && u.uy == ydnstair)
                || (u.ux == sstairs.sx && u.uy == sstairs.sy)
                || (u.ux == xupladder && u.uy == yupladder)
                || (u.ux == xdnladder && u.uy == ydnladder))) {
            m.offensive = obj;
            m.has_offense = MUSE_WAN_TELEPORTATION;
        }
#endif
        nomore(MUSE_POT_PARALYSIS);
        if (obj->otyp == POT_PARALYSIS && multi >= 0) {
            m.offensive = obj;
            m.has_offense = MUSE_POT_PARALYSIS;
        }
        nomore(MUSE_POT_BLINDNESS);
        if (obj->otyp == POT_BLINDNESS && !attacktype(mtmp->data, AT_GAZE)) {
            m.offensive = obj;
            m.has_offense = MUSE_POT_BLINDNESS;
        }
        nomore(MUSE_POT_CONFUSION);
        if (obj->otyp == POT_CONFUSION) {
            m.offensive = obj;
            m.has_offense = MUSE_POT_CONFUSION;
        }
        nomore(MUSE_POT_SLEEPING);
        if (obj->otyp == POT_SLEEPING) {
            m.offensive = obj;
            m.has_offense = MUSE_POT_SLEEPING;
        }
        nomore(MUSE_POT_ACID);
        if (obj->otyp == POT_ACID) {
            m.offensive = obj;
            m.has_offense = MUSE_POT_ACID;
        }
        /* we can safely put this scroll here since the locations that
         * are in a 1 square radius are a subset of the locations that
         * are in wand or throwing range (in other words, always lined_up())
         */
        nomore(MUSE_SCR_EARTH);
        if (obj->otyp == SCR_EARTH
            && ((helmet && is_metallic(helmet)) || mtmp->mconf
                || amorphous(mtmp->data) || passes_walls(mtmp->data)
                || noncorporeal(mtmp->data) || unsolid(mtmp->data)
                || !rn2(10))
            && dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= 2
            && mtmp->mcansee && haseyes(mtmp->data)
            && !Is_rogue_level(&u.uz)
            && (!In_endgame(&u.uz) || Is_earthlevel(&u.uz))) {
            m.offensive = obj;
            m.has_offense = MUSE_SCR_EARTH;
        }
#if 0
        nomore(MUSE_SCR_FIRE);
        if (obj->otyp == SCR_FIRE && resists_fire(mtmp)
            && dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= 2
            && mtmp->mcansee && haseyes(mtmp->data)) {
            m.offensive = obj;
            m.has_offense = MUSE_SCR_FIRE;
        }
#endif /* 0 */
    }
    return (boolean) !!m.has_offense;
#undef nomore
}

STATIC_PTR
int
mbhitm(mtmp, otmp)
register struct monst *mtmp;
register struct obj *otmp;
{
    int tmp;
    boolean reveal_invis = FALSE;

    if (mtmp != &youmonst) {
        mtmp->msleeping = 0;
        if (mtmp->m_ap_type)
            seemimic(mtmp);
    }
    switch (otmp->otyp) {
    case WAN_STRIKING:
        reveal_invis = TRUE;
        if (mtmp == &youmonst) {
            if (zap_oseen)
                makeknown(WAN_STRIKING);
            if (Antimagic) {
                shieldeff(u.ux, u.uy);
                pline("Boing!");
            } else if (rnd(20) < 10 + u.uac) {
                pline_The("wand hits you!");
                tmp = d(2, 12);
                if (Half_spell_damage)
                    tmp = (tmp + 1) / 2;
                losehp(tmp, "wand", KILLED_BY_AN);
            } else
                pline_The("wand misses you.");
            stop_occupation();
            nomul(0);
        } else if (resists_magm(mtmp)) {
            shieldeff(mtmp->mx, mtmp->my);
            pline("Boing!");
        } else if (rnd(20) < 10 + find_mac(mtmp)) {
            tmp = d(2, 12);
            hit("wand", mtmp, exclam(tmp));
            (void) resist(mtmp, otmp->oclass, tmp, TELL);
            if (cansee(mtmp->mx, mtmp->my) && zap_oseen)
                makeknown(WAN_STRIKING);
        } else {
            miss("wand", mtmp);
            if (cansee(mtmp->mx, mtmp->my) && zap_oseen)
                makeknown(WAN_STRIKING);
        }
        break;
#if 0   /* disabled because find_offensive() never picks WAN_TELEPORTATION */
    case WAN_TELEPORTATION:
        if (mtmp == &youmonst) {
            if (zap_oseen)
                makeknown(WAN_TELEPORTATION);
            tele();
        } else {
            /* for consistency with zap.c, don't identify */
            if (mtmp->ispriest && *in_rooms(mtmp->mx, mtmp->my, TEMPLE)) {
                if (cansee(mtmp->mx, mtmp->my))
                    pline("%s resists the magic!", Monnam(mtmp));
            } else if (!tele_restrict(mtmp))
                (void) rloc(mtmp, TRUE);
        }
        break;
#endif
    case WAN_CANCELLATION:
    case SPE_CANCELLATION:
        (void) cancel_monst(mtmp, otmp, FALSE, TRUE, FALSE);
        break;
    }
    if (reveal_invis) {
        if (!DEADMONSTER(mtmp) && cansee(bhitpos.x, bhitpos.y)
            && !canspotmon(mtmp))
            map_invisible(bhitpos.x, bhitpos.y);
    }
    return 0;
}

/* A modified bhit() for monsters.  Based on bhit() in zap.c.  Unlike
 * buzz(), bhit() doesn't take into account the possibility of a monster
 * zapping you, so we need a special function for it.  (Unless someone wants
 * to merge the two functions...)
 */
STATIC_OVL void
mbhit(mon, range, fhitm, fhito, obj)
struct monst *mon;  /* monster shooting the wand */
register int range; /* direction and range */
int FDECL((*fhitm), (MONST_P, OBJ_P));
int FDECL((*fhito), (OBJ_P, OBJ_P)); /* fns called when mon/obj hit */
struct obj *obj;                     /* 2nd arg to fhitm/fhito */
{
    register struct monst *mtmp;
    register struct obj *otmp;
    register uchar typ;
    int ddx, ddy;

    bhitpos.x = mon->mx;
    bhitpos.y = mon->my;
    ddx = sgn(mon->mux - mon->mx);
    ddy = sgn(mon->muy - mon->my);

    while (range-- > 0) {
        int x, y;

        bhitpos.x += ddx;
        bhitpos.y += ddy;
        x = bhitpos.x;
        y = bhitpos.y;

        if (!isok(x, y)) {
            bhitpos.x -= ddx;
            bhitpos.y -= ddy;
            break;
        }
        if (find_drawbridge(&x, &y))
            switch (obj->otyp) {
            case WAN_STRIKING:
                destroy_drawbridge(x, y);
            }
        if (bhitpos.x == u.ux && bhitpos.y == u.uy) {
            (*fhitm)(&youmonst, obj);
            range -= 3;
        } else if ((mtmp = m_at(bhitpos.x, bhitpos.y)) != 0) {
            if (cansee(bhitpos.x, bhitpos.y) && !canspotmon(mtmp))
                map_invisible(bhitpos.x, bhitpos.y);
            (*fhitm)(mtmp, obj);
            range -= 3;
        }
        /* modified by GAN to hit all objects */
        if (fhito) {
            int hitanything = 0;
            register struct obj *next_obj;

            for (otmp = level.objects[bhitpos.x][bhitpos.y]; otmp;
                 otmp = next_obj) {
                /* Fix for polymorph bug, Tim Wright */
                next_obj = otmp->nexthere;
                hitanything += (*fhito)(otmp, obj);
            }
            if (hitanything)
                range--;
        }
        typ = levl[bhitpos.x][bhitpos.y].typ;
        if (IS_DOOR(typ) || typ == SDOOR) {
            switch (obj->otyp) {
            /* note: monsters don't use opening or locking magic
               at present, but keep these as placeholders */
            case WAN_OPENING:
            case WAN_LOCKING:
            case WAN_STRIKING:
                if (doorlock(obj, bhitpos.x, bhitpos.y)) {
                    if (zap_oseen)
                        makeknown(obj->otyp);
                    /* if a shop door gets broken, add it to
                       the shk's fix list (no cost to player) */
                    if (levl[bhitpos.x][bhitpos.y].doormask == D_BROKEN
                        && *in_rooms(bhitpos.x, bhitpos.y, SHOPBASE))
                        add_damage(bhitpos.x, bhitpos.y, 0L);
                }
                break;
            }
        }
        if (!ZAP_POS(typ)
            || (IS_DOOR(typ) && (levl[bhitpos.x][bhitpos.y].doormask
                                 & (D_LOCKED | D_CLOSED)))) {
            bhitpos.x -= ddx;
            bhitpos.y -= ddy;
            break;
        }
    }
}

/* Perform an offensive action for a monster.  Must be called immediately
 * after find_offensive().  Return values are same as use_defensive().
 */
int
use_offensive(mtmp)
struct monst *mtmp;
{
    int i;
    struct obj *otmp = m.offensive;
    boolean oseen;

    /* offensive potions are not drunk, they're thrown */
    if (otmp->oclass != POTION_CLASS && (i = precheck(mtmp, otmp)) != 0)
        return i;
    oseen = otmp && canseemon(mtmp);

    switch (m.has_offense) {
    case MUSE_WAN_DEATH:
    case MUSE_WAN_SLEEP:
    case MUSE_WAN_FIRE:
    case MUSE_WAN_COLD:
    case MUSE_WAN_LIGHTNING:
    case MUSE_WAN_MAGIC_MISSILE:
        mzapwand(mtmp, otmp, FALSE);
        if (oseen)
            makeknown(otmp->otyp);
        m_using = TRUE;
        buzz((int) (-30 - (otmp->otyp - WAN_MAGIC_MISSILE)),
             (otmp->otyp == WAN_MAGIC_MISSILE) ? 2 : 6, mtmp->mx, mtmp->my,
             sgn(mtmp->mux - mtmp->mx), sgn(mtmp->muy - mtmp->my));
        m_using = FALSE;
        return (DEADMONSTER(mtmp)) ? 1 : 2;
    case MUSE_FIRE_HORN:
    case MUSE_FROST_HORN:
        mplayhorn(mtmp, otmp, FALSE);
        m_using = TRUE;
        buzz(-30 - ((otmp->otyp == FROST_HORN) ? AD_COLD - 1 : AD_FIRE - 1),
             rn1(6, 6), mtmp->mx, mtmp->my, sgn(mtmp->mux - mtmp->mx),
             sgn(mtmp->muy - mtmp->my));
        m_using = FALSE;
        return (DEADMONSTER(mtmp)) ? 1 : 2;
    case MUSE_WAN_TELEPORTATION:
    case MUSE_WAN_STRIKING:
        zap_oseen = oseen;
        mzapwand(mtmp, otmp, FALSE);
        m_using = TRUE;
        mbhit(mtmp, rn1(8, 6), mbhitm, bhito, otmp);
        m_using = FALSE;
        return 2;
    case MUSE_SCR_EARTH: {
        /* TODO: handle steeds */
        register int x, y;
        /* don't use monster fields after killing it */
        boolean confused = (mtmp->mconf ? TRUE : FALSE);
        int mmx = mtmp->mx, mmy = mtmp->my;
        boolean is_cursed = otmp->cursed;

        mreadmsg(mtmp, otmp);
        /* Identify the scroll */
        if (canspotmon(mtmp)) {
            pline_The("%s rumbles %s %s!", ceiling(mtmp->mx, mtmp->my),
                      otmp->blessed ? "around" : "above", mon_nam(mtmp));
            if (oseen)
                makeknown(otmp->otyp);
        } else if (cansee(mtmp->mx, mtmp->my)) {
            pline_The("%s rumbles in the middle of nowhere!",
                      ceiling(mtmp->mx, mtmp->my));
            if (mtmp->minvis)
                map_invisible(mtmp->mx, mtmp->my);
            if (oseen)
                makeknown(otmp->otyp);
        }

        /* Loop through the surrounding squares */
        for (x = mmx - 1; x <= mmx + 1; x++) {
            for (y = mmy - 1; y <= mmy + 1; y++) {
                /* Is this a suitable spot? */
                if (isok(x, y) && !closed_door(x, y)
                    && !IS_ROCK(levl[x][y].typ) && !IS_AIR(levl[x][y].typ)
                    && (((x == mmx) && (y == mmy)) ? !otmp->blessed
                                                   : !otmp->cursed)
                    && (x != u.ux || y != u.uy)) {