/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* hack.vault.c - version 1.0.2 */ #include "hack.h" #ifdef QUEST setgd(/* mtmp */) /* struct monst *mtmp; */ {} gd_move() { return(2); } gddead(mtmp) struct monst *mtmp; {} replgd(mtmp,mtmp2) struct monst *mtmp, *mtmp2; {} invault(){} #else #include "def.mkroom.h" extern struct monst *makemon(); #define FCSIZ (ROWNO+COLNO) struct fakecorridor { xchar fx,fy,ftyp; }; struct egd { int fcbeg, fcend; /* fcend: first unused pos */ xchar gdx, gdy; /* goal of guard's walk */ unsigned gddone:1; struct fakecorridor fakecorr[FCSIZ]; }; static struct permonst pm_guard = { "guard", '@', 12, 12, -1, 4, 10, sizeof(struct egd) }; static struct monst *guard; static int gdlevel; #define EGD ((struct egd *)(&(guard->mextra[0]))) static restfakecorr() { register fcx,fcy,fcbeg; register struct rm *crm; while((fcbeg = EGD->fcbeg) < EGD->fcend) { fcx = EGD->fakecorr[fcbeg].fx; fcy = EGD->fakecorr[fcbeg].fy; if((u.ux == fcx && u.uy == fcy) || cansee(fcx,fcy) || m_at(fcx,fcy)) return; crm = &levl[fcx][fcy]; crm->typ = EGD->fakecorr[fcbeg].ftyp; if(!crm->typ) crm->seen = 0; newsym(fcx,fcy); EGD->fcbeg++; } /* it seems he left the corridor - let the guard disappear */ mondead(guard); guard = 0; } static goldincorridor() { register int fci; for(fci = EGD->fcbeg; fci < EGD->fcend; fci++) if(g_at(EGD->fakecorr[fci].fx, EGD->fakecorr[fci].fy)) return(1); return(0); } setgd(){ register struct monst *mtmp; for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) if(mtmp->isgd){ guard = mtmp; gdlevel = dlevel; return; } guard = 0; } invault(){ register tmp = inroom(u.ux, u.uy); if(tmp < 0 || rooms[tmp].rtype != VAULT) { u.uinvault = 0; return; } if(++u.uinvault % 50 == 0 && (!guard || gdlevel != dlevel)) { char buf[BUFSZ]; register x,y,dd,gx,gy; /* first find the goal for the guard */ for(dd = 1; (dd < ROWNO || dd < COLNO); dd++) { for(y = u.uy-dd; y <= u.uy+dd; y++) { if(y < 0 || y > ROWNO-1) continue; for(x = u.ux-dd; x <= u.ux+dd; x++) { if(y != u.uy-dd && y != u.uy+dd && x != u.ux-dd) x = u.ux+dd; if(x < 0 || x > COLNO-1) continue; if(levl[x][y].typ == CORR) goto fnd; } } } impossible("Not a single corridor on this level??"); tele(); return; fnd: gx = x; gy = y; /* next find a good place for a door in the wall */ x = u.ux; y = u.uy; while(levl[x][y].typ == ROOM) { register int dx,dy; dx = (gx > x) ? 1 : (gx < x) ? -1 : 0; dy = (gy > y) ? 1 : (gy < y) ? -1 : 0; if(abs(gx-x) >= abs(gy-y)) x += dx; else y += dy; } /* make something interesting happen */ if(!(guard = makemon(&pm_guard,x,y))) return; guard->isgd = guard->mpeaceful = 1; EGD->gddone = 0; gdlevel = dlevel; if(!cansee(guard->mx, guard->my)) { mondead(guard); guard = 0; return; } pline("Suddenly one of the Vault's guards enters!"); pmon(guard); do { pline("\"Hello stranger, who are you?\" - "); getlin(buf); } while (!letter(buf[0])); if(!strcmp(buf, "Croesus") || !strcmp(buf, "Kroisos")) { pline("\"Oh, yes - of course. Sorry to have disturbed you.\""); mondead(guard); guard = 0; return; } clrlin(); pline("\"I don't know you.\""); if(!u.ugold) pline("\"Please follow me.\""); else { pline("\"Most likely all that gold was stolen from this vault.\""); pline("\"Please drop your gold (say d$ ) and follow me.\""); } EGD->gdx = gx; EGD->gdy = gy; EGD->fcbeg = 0; EGD->fakecorr[0].fx = x; EGD->fakecorr[0].fy = y; EGD->fakecorr[0].ftyp = levl[x][y].typ; levl[x][y].typ = DOOR; EGD->fcend = 1; } } gd_move(){ register int x,y,dx,dy,gx,gy,nx,ny,typ; register struct fakecorridor *fcp; register struct rm *crm; if(!guard || gdlevel != dlevel){ impossible("Where is the guard?"); return(2); /* died */ } if(u.ugold || goldincorridor()) return(0); /* didnt move */ if(dist(guard->mx,guard->my) > 1 || EGD->gddone) { restfakecorr(); return(0); /* didnt move */ } x = guard->mx; y = guard->my; /* look around (hor & vert only) for accessible places */ for(nx = x-1; nx <= x+1; nx++) for(ny = y-1; ny <= y+1; ny++) { if(nx == x || ny == y) if(nx != x || ny != y) if(isok(nx,ny)) if(!IS_WALL(typ = (crm = &levl[nx][ny])->typ) && typ != POOL) { register int i; for(i = EGD->fcbeg; i < EGD->fcend; i++) if(EGD->fakecorr[i].fx == nx && EGD->fakecorr[i].fy == ny) goto nextnxy; if((i = inroom(nx,ny)) >= 0 && rooms[i].rtype == VAULT) goto nextnxy; /* seems we found a good place to leave him alone */ EGD->gddone = 1; if(ACCESSIBLE(typ)) goto newpos; crm->typ = (typ == SCORR) ? CORR : DOOR; goto proceed; } nextnxy: ; } nx = x; ny = y; gx = EGD->gdx; gy = EGD->gdy; dx = (gx > x) ? 1 : (gx < x) ? -1 : 0; dy = (gy > y) ? 1 : (gy < y) ? -1 : 0; if(abs(gx-x) >= abs(gy-y)) nx += dx; else ny += dy; while((typ = (crm = &levl[nx][ny])->typ) != 0) { /* in view of the above we must have IS_WALL(typ) or typ == POOL */ /* must be a wall here */ if(isok(nx+nx-x,ny+ny-y) && typ != POOL && ZAP_POS(levl[nx+nx-x][ny+ny-y].typ)){ crm->typ = DOOR; goto proceed; } if(dy && nx != x) { nx = x; ny = y+dy; continue; } if(dx && ny != y) { ny = y; nx = x+dx; dy = 0; continue; } /* I don't like this, but ... */ crm->typ = DOOR; goto proceed; } crm->typ = CORR; proceed: if(cansee(nx,ny)) { mnewsym(nx,ny); prl(nx,ny); } fcp = &(EGD->fakecorr[EGD->fcend]); if(EGD->fcend++ == FCSIZ) panic("fakecorr overflow"); fcp->fx = nx; fcp->fy = ny; fcp->ftyp = typ; newpos: if(EGD->gddone) nx = ny = 0; guard->mx = nx; guard->my = ny; pmon(guard); restfakecorr(); return(1); } gddead(){ guard = 0; } replgd(mtmp,mtmp2) register struct monst *mtmp, *mtmp2; { if(mtmp == guard) guard = mtmp2; } #endif QUEST