/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* hack.vault.c - version 1.0.2 */ /* $FreeBSD: src/games/hack/hack.vault.c,v 1.4 1999/11/16 10:26:38 marcel Exp $ */ #include "hack.h" #ifdef QUEST void setgd(void) { } int gd_move(void) { return (2); } void gddead(struct monst *mtmp __unused) { } void replgd(struct monst *mtmp __unused, struct monst *mtmp2 __unused) { } void invault(void) { } #else #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 void restfakecorr(void); static bool goldincorridor(void); static void restfakecorr(void) { int fcx, fcy, fcbeg; 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 = NULL; } static bool goldincorridor(void) { 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); } void setgd(void) { struct monst *mtmp; for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) if (mtmp->isgd) { guard = mtmp; gdlevel = dlevel; return; } guard = NULL; } void invault(void) { int 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]; int 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) { 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 = NULL; 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 = NULL; 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; } } int gd_move(void) { int x, y, dx, dy, gx, gy, nx, ny, typ; struct fakecorridor *fcp; 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) { 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); } void gddead(void) { guard = NULL; } void replgd(struct monst *mtmp, struct monst *mtmp2) { if (mtmp == guard) guard = mtmp2; } #endif /* QUEST */