Source:NetHack 3.4.0/vault.c
Revision as of 14:18, 4 March 2008 by Kernigh bot (talk | contribs) (NetHack 3.4.0/vault.c moved to Source:NetHack 3.4.0/vault.c: Robot: moved page)
Below is the full text to vault.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/vault.c#line123]], for example.
Warning! This is the source code from an old release. For the latest release, see Source code
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.
1. /* SCCS Id: @(#)vault.c 3.4 2001/05/24 */ 2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4. 5. #include "hack.h" 6. #include "vault.h" 7. 8. STATIC_DCL struct monst *NDECL(findgd); 9. 10. #define g_monnam(mtmp) \ 11. x_monnam(mtmp, ARTICLE_NONE, (char *)0, SUPPRESS_IT, FALSE) 12. 13. #ifdef OVLB 14. 15. STATIC_DCL boolean FDECL(clear_fcorr, (struct monst *,BOOLEAN_P)); 16. STATIC_DCL void FDECL(restfakecorr,(struct monst *)); 17. STATIC_DCL boolean FDECL(in_fcorridor, (struct monst *,int,int)); 18. STATIC_DCL void FDECL(move_gold,(struct obj *,int)); 19. STATIC_DCL void FDECL(wallify_vault,(struct monst *)); 20. 21. STATIC_OVL boolean 22. clear_fcorr(grd, forceshow) 23. register struct monst *grd; 24. register boolean forceshow; 25. { 26. register int fcx, fcy, fcbeg; 27. register struct monst *mtmp; 28. 29. if (!on_level(&(EGD(grd)->gdlevel), &u.uz)) return TRUE; 30. 31. while((fcbeg = EGD(grd)->fcbeg) < EGD(grd)->fcend) { 32. fcx = EGD(grd)->fakecorr[fcbeg].fx; 33. fcy = EGD(grd)->fakecorr[fcbeg].fy; 34. if((grd->mhp <= 0 || !in_fcorridor(grd, u.ux, u.uy)) && 35. EGD(grd)->gddone) 36. forceshow = TRUE; 37. if((u.ux == fcx && u.uy == fcy && grd->mhp > 0) 38. || (!forceshow && couldsee(fcx,fcy)) 39. || (Punished && !carried(uball) 40. && uball->ox == fcx && uball->oy == fcy)) 41. return FALSE; 42. 43. if ((mtmp = m_at(fcx,fcy)) != 0) { 44. if(mtmp->isgd) return(FALSE); 45. else if(!in_fcorridor(grd, u.ux, u.uy)) { 46. if(mtmp->mtame) yelp(mtmp); 47. rloc(mtmp); 48. } 49. } 50. levl[fcx][fcy].typ = EGD(grd)->fakecorr[fcbeg].ftyp; 51. map_location(fcx, fcy, 1); /* bypass vision */ 52. if(!ACCESSIBLE(levl[fcx][fcy].typ)) block_point(fcx,fcy); 53. EGD(grd)->fcbeg++; 54. } 55. if(grd->mhp <= 0) { 56. pline_The("corridor disappears."); 57. if(IS_ROCK(levl[u.ux][u.uy].typ)) You("are encased in rock."); 58. } 59. return(TRUE); 60. } 61. 62. STATIC_OVL void 63. restfakecorr(grd) 64. register struct monst *grd; 65. { 66. /* it seems you left the corridor - let the guard disappear */ 67. if(clear_fcorr(grd, FALSE)) mongone(grd); 68. } 69. 70. boolean 71. grddead(grd) /* called in mon.c */ 72. register struct monst *grd; 73. { 74. register boolean dispose = clear_fcorr(grd, TRUE); 75. 76. if(!dispose) { 77. /* see comment by newpos in gd_move() */ 78. remove_monster(grd->mx, grd->my); 79. newsym(grd->mx, grd->my); 80. place_monster(grd, 0, 0); 81. EGD(grd)->ogx = grd->mx; 82. EGD(grd)->ogy = grd->my; 83. dispose = clear_fcorr(grd, TRUE); 84. } 85. return(dispose); 86. } 87. 88. STATIC_OVL boolean 89. in_fcorridor(grd, x, y) 90. register struct monst *grd; 91. int x, y; 92. { 93. register int fci; 94. 95. for(fci = EGD(grd)->fcbeg; fci < EGD(grd)->fcend; fci++) 96. if(x == EGD(grd)->fakecorr[fci].fx && 97. y == EGD(grd)->fakecorr[fci].fy) 98. return(TRUE); 99. return(FALSE); 100. } 101. 102. STATIC_OVL 103. struct monst * 104. findgd() 105. { 106. register struct monst *mtmp; 107. 108. for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) 109. if(mtmp->isgd && !DEADMONSTER(mtmp) && on_level(&(EGD(mtmp)->gdlevel), &u.uz)) 110. return(mtmp); 111. return((struct monst *)0); 112. } 113. 114. #endif /* OVLB */ 115. #ifdef OVL0 116. 117. char 118. vault_occupied(array) 119. char *array; 120. { 121. register char *ptr; 122. 123. for (ptr = array; *ptr; ptr++) 124. if (rooms[*ptr - ROOMOFFSET].rtype == VAULT) 125. return(*ptr); 126. return('\0'); 127. } 128. 129. void 130. invault() 131. { 132. #ifdef BSD_43_BUG 133. int dummy; /* hack to avoid schain botch */ 134. #endif 135. struct monst *guard; 136. int vaultroom = (int)vault_occupied(u.urooms); 137. 138. if(!vaultroom) { 139. u.uinvault = 0; 140. return; 141. } 142. 143. vaultroom -= ROOMOFFSET; 144. 145. guard = findgd(); 146. if(++u.uinvault % 30 == 0 && !guard) { /* if time ok and no guard now. */ 147. char buf[BUFSZ]; 148. register int x, y, dd, gx, gy; 149. int lx = 0, ly = 0; 150. #ifdef GOLDOBJ 151. long umoney; 152. #endif 153. /* first find the goal for the guard */ 154. for(dd = 2; (dd < ROWNO || dd < COLNO); dd++) { 155. for(y = u.uy-dd; y <= u.uy+dd; ly = y, y++) { 156. if(y < 0 || y > ROWNO-1) continue; 157. for(x = u.ux-dd; x <= u.ux+dd; lx = x, x++) { 158. if(y != u.uy-dd && y != u.uy+dd && x != u.ux-dd) 159. x = u.ux+dd; 160. if(x < 1 || x > COLNO-1) continue; 161. if(levl[x][y].typ == CORR) { 162. if(x < u.ux) lx = x + 1; 163. else if(x > u.ux) lx = x - 1; 164. else lx = x; 165. if(y < u.uy) ly = y + 1; 166. else if(y > u.uy) ly = y - 1; 167. else ly = y; 168. if(levl[lx][ly].typ != STONE && levl[lx][ly].typ != CORR) 169. goto incr_radius; 170. goto fnd; 171. } 172. } 173. } 174. incr_radius: ; 175. } 176. impossible("Not a single corridor on this level??"); 177. tele(); 178. return; 179. fnd: 180. gx = x; gy = y; 181. 182. /* next find a good place for a door in the wall */ 183. x = u.ux; y = u.uy; 184. if(levl[x][y].typ != ROOM) { /* player dug a door and is in it */ 185. if(levl[x+1][y].typ == ROOM) x = x + 1; 186. else if(levl[x][y+1].typ == ROOM) y = y + 1; 187. else if(levl[x-1][y].typ == ROOM) x = x - 1; 188. else if(levl[x][y-1].typ == ROOM) y = y - 1; 189. else if(levl[x+1][y+1].typ == ROOM) { 190. x = x + 1; 191. y = y + 1; 192. } else if (levl[x-1][y-1].typ == ROOM) { 193. x = x - 1; 194. y = y - 1; 195. } else if (levl[x+1][y-1].typ == ROOM) { 196. x = x + 1; 197. y = y - 1; 198. } else if (levl[x-1][y+1].typ == ROOM) { 199. x = x - 1; 200. y = y + 1; 201. } 202. } 203. while(levl[x][y].typ == ROOM) { 204. register int dx,dy; 205. 206. dx = (gx > x) ? 1 : (gx < x) ? -1 : 0; 207. dy = (gy > y) ? 1 : (gy < y) ? -1 : 0; 208. if(abs(gx-x) >= abs(gy-y)) 209. x += dx; 210. else 211. y += dy; 212. } 213. if(x == u.ux && y == u.uy) { 214. if(levl[x+1][y].typ == HWALL || levl[x+1][y].typ == DOOR) 215. x = x + 1; 216. else if(levl[x-1][y].typ == HWALL || levl[x-1][y].typ == DOOR) 217. x = x - 1; 218. else if(levl[x][y+1].typ == VWALL || levl[x][y+1].typ == DOOR) 219. y = y + 1; 220. else if(levl[x][y-1].typ == VWALL || levl[x][y-1].typ == DOOR) 221. y = y - 1; 222. else return; 223. } 224. 225. /* make something interesting happen */ 226. if(!(guard = makemon(&mons[PM_GUARD], x, y, NO_MM_FLAGS))) return; 227. guard->isgd = 1; 228. guard->mpeaceful = 1; 229. set_malign(guard); 230. EGD(guard)->gddone = 0; 231. EGD(guard)->ogx = x; 232. EGD(guard)->ogy = y; 233. assign_level(&(EGD(guard)->gdlevel), &u.uz); 234. EGD(guard)->vroom = vaultroom; 235. EGD(guard)->warncnt = 0; 236. 237. if(!cansee(guard->mx, guard->my)) { 238. mongone(guard); 239. return; 240. } 241. 242. reset_faint(); /* if fainted - wake up */ 243. pline("Suddenly one of the Vault's %s enters!", 244. makeplural(g_monnam(guard))); 245. newsym(guard->mx,guard->my); 246. if ((youmonst.m_ap_type == M_AP_OBJECT && 247. youmonst.mappearance == GOLD_PIECE) || u.uundetected) { 248. /* You're mimicking a pile of gold or you're hidden. */ 249. pline("Puzzled, %s turns around and leaves.", mhe(guard)); 250. mongone(guard); 251. return; 252. } 253. if (Strangled || is_silent(youmonst.data)) { 254. verbalize("I'll be back when you're ready to speak to me!"); 255. mongone(guard); 256. return; 257. } 258. stop_occupation(); /* if occupied, stop it *now* */ 259. do { 260. getlin("\"Hello stranger, who are you?\" -",buf); 261. } while (!letter(buf[0])); 262. 263. if (u.ualign.type == A_LAWFUL && 264. /* ignore trailing text, in case player includes character's rank */ 265. strncmpi(buf, plname, (int) strlen(plname)) != 0) { 266. adjalign(-1); /* Liar! */ 267. } 268. 269. if (!strcmpi(buf, "Croesus") || !strcmpi(buf, "Kroisos") 270. #ifdef TOURIST 271. || !strcmpi(buf, "Creosote") 272. #endif 273. ) { 274. if (!mvitals[PM_CROESUS].died) { 275. verbalize("Oh, yes, of course. Sorry to have disturbed you."); 276. mongone(guard); 277. } else { 278. setmangry(guard); 279. verbalize("Back from the dead, are you? I'll remedy that!"); 280. /* don't want guard to waste next turn wielding a weapon */ 281. if (!MON_WEP(guard)) { 282. guard->weapon_check = NEED_HTH_WEAPON; 283. (void) mon_wield_item(guard); 284. } 285. } 286. return; 287. } 288. verbalize("I don't know you."); 289. #ifndef GOLDOBJ 290. if (!u.ugold && !hidden_gold()) 291. verbalize("Please follow me."); 292. else { 293. if (!u.ugold) 294. verbalize("You have hidden gold."); 295. verbalize("Most likely all your gold was stolen from this vault."); 296. verbalize("Please drop that gold and follow me."); 297. } 298. #else 299. umoney = money_cnt(invent); 300. if (!umoney && !hidden_gold()) 301. verbalize("Please follow me."); 302. else { 303. if (!umoney) 304. verbalize("You have hidden money."); 305. verbalize("Most likely all your money was stolen from this vault."); 306. verbalize("Please drop that money and follow me."); 307. } 308. #endif 309. EGD(guard)->gdx = gx; 310. EGD(guard)->gdy = gy; 311. EGD(guard)->fcbeg = 0; 312. EGD(guard)->fakecorr[0].fx = x; 313. EGD(guard)->fakecorr[0].fy = y; 314. if(IS_WALL(levl[x][y].typ)) 315. EGD(guard)->fakecorr[0].ftyp = levl[x][y].typ; 316. else { /* the initial guard location is a dug door */ 317. int vlt = EGD(guard)->vroom; 318. xchar lowx = rooms[vlt].lx, hix = rooms[vlt].hx; 319. xchar lowy = rooms[vlt].ly, hiy = rooms[vlt].hy; 320. 321. if(x == lowx-1 && y == lowy-1) 322. EGD(guard)->fakecorr[0].ftyp = TLCORNER; 323. else if(x == hix+1 && y == lowy-1) 324. EGD(guard)->fakecorr[0].ftyp = TRCORNER; 325. else if(x == lowx-1 && y == hiy+1) 326. EGD(guard)->fakecorr[0].ftyp = BLCORNER; 327. else if(x == hix+1 && y == hiy+1) 328. EGD(guard)->fakecorr[0].ftyp = BRCORNER; 329. else if(y == lowy-1 || y == hiy+1) 330. EGD(guard)->fakecorr[0].ftyp = HWALL; 331. else if(x == lowx-1 || x == hix+1) 332. EGD(guard)->fakecorr[0].ftyp = VWALL; 333. } 334. levl[x][y].typ = DOOR; 335. levl[x][y].doormask = D_NODOOR; 336. unblock_point(x, y); /* doesn't block light */ 337. EGD(guard)->fcend = 1; 338. EGD(guard)->warncnt = 1; 339. } 340. } 341. 342. #endif /* OVL0 */ 343. #ifdef OVLB 344. 345. STATIC_OVL void 346. move_gold(gold, vroom) 347. struct obj *gold; 348. int vroom; 349. { 350. xchar nx, ny; 351. 352. remove_object(gold); 353. newsym(gold->ox, gold->oy); 354. nx = rooms[vroom].lx + rn2(2); 355. ny = rooms[vroom].ly + rn2(2); 356. place_object(gold, nx, ny); 357. stackobj(gold); 358. newsym(nx,ny); 359. } 360. 361. STATIC_OVL void 362. wallify_vault(grd) 363. struct monst *grd; 364. { 365. int x, y; 366. int vlt = EGD(grd)->vroom; 367. char tmp_viz; 368. xchar lowx = rooms[vlt].lx, hix = rooms[vlt].hx; 369. xchar lowy = rooms[vlt].ly, hiy = rooms[vlt].hy; 370. register struct obj *gold; 371. register boolean fixed = FALSE; 372. register boolean movedgold = FALSE; 373. 374. for(x = lowx-1; x <= hix+1; x++) 375. for(y = lowy-1; y <= hiy+1; y += (hiy-lowy+2)) { 376. if(!IS_WALL(levl[x][y].typ) && !in_fcorridor(grd, x, y)) { 377. if(MON_AT(x, y) && grd->mx != x && grd->my != y) { 378. struct monst *mon = m_at(x,y); 379. if (mon->mtame) yelp(mon); 380. rloc(mon); 381. } 382. if ((gold = g_at(x, y)) != 0) { 383. move_gold(gold, EGD(grd)->vroom); 384. movedgold = TRUE; 385. } 386. if(x == lowx-1 && y == lowy-1) 387. levl[x][y].typ = TLCORNER; 388. else if(x == hix+1 && y == lowy-1) 389. levl[x][y].typ = TRCORNER; 390. else if(x == lowx-1 && y == hiy+1) 391. levl[x][y].typ = BLCORNER; 392. else if(x == hix+1 && y == hiy+1) 393. levl[x][y].typ = BRCORNER; 394. else levl[x][y].typ = HWALL; 395. 396. levl[x][y].doormask = 0; 397. /* 398. * hack: player knows walls are restored because of the 399. * message, below, so show this on the screen. 400. */ 401. tmp_viz = viz_array[y][x]; 402. viz_array[y][x] = IN_SIGHT|COULD_SEE; 403. newsym(x,y); 404. viz_array[y][x] = tmp_viz; 405. block_point(x,y); 406. fixed = TRUE; 407. } 408. } 409. for(x = lowx-1; x <= hix+1; x += (hix-lowx+2)) 410. for(y = lowy; y <= hiy; y++) { 411. if(!IS_WALL(levl[x][y].typ) && !in_fcorridor(grd, x, y)) { 412. if(MON_AT(x, y) && grd->mx != x && grd->my != y) { 413. struct monst *mon = m_at(x,y); 414. if (mon->mtame) yelp(mon); 415. rloc(mon); 416. } 417. if ((gold = g_at(x, y)) != 0) { 418. move_gold(gold, EGD(grd)->vroom); 419. movedgold = TRUE; 420. } 421. levl[x][y].typ = VWALL; 422. levl[x][y].doormask = 0; 423. tmp_viz = viz_array[y][x]; 424. viz_array[y][x] = IN_SIGHT|COULD_SEE; 425. newsym(x,y); 426. viz_array[y][x] = tmp_viz; 427. block_point(x,y); 428. fixed = TRUE; 429. } 430. } 431. 432. if(movedgold || fixed) { 433. if(in_fcorridor(grd, grd->mx, grd->my) || cansee(grd->mx, grd->my)) 434. pline_The("%s whispers an incantation.", g_monnam(grd)); 435. else You_hear("a distant chant."); 436. if(movedgold) 437. pline("A mysterious force moves the gold into the vault."); 438. if(fixed) 439. pline_The("damaged vault's walls are magically restored!"); 440. } 441. } 442. 443. /* 444. * return 1: guard moved, 0: guard didn't, -1: let m_move do it, -2: died 445. */ 446. int 447. gd_move(grd) 448. register struct monst *grd; 449. { 450. int x, y, nx, ny, m, n; 451. int dx, dy, gx, gy, fci; 452. uchar typ; 453. struct fakecorridor *fcp; 454. register struct egd *egrd = EGD(grd); 455. register struct rm *crm; 456. register boolean goldincorridor = FALSE, 457. u_in_vault = vault_occupied(u.urooms)? TRUE : FALSE, 458. grd_in_vault = *in_rooms(grd->mx, grd->my, VAULT)? 459. TRUE : FALSE; 460. boolean disappear_msg_seen = FALSE, semi_dead = (grd->mhp <= 0); 461. #ifndef GOLDOBJ 462. register boolean u_carry_gold = ((u.ugold + hidden_gold()) > 0L); 463. #else 464. long umoney = money_cnt(invent); 465. register boolean u_carry_gold = ((umoney + hidden_gold()) > 0L); 466. #endif 467. if(!on_level(&(egrd->gdlevel), &u.uz)) return(-1); 468. nx = ny = m = n = 0; 469. if(!u_in_vault && !grd_in_vault) 470. wallify_vault(grd); 471. if(!grd->mpeaceful) { 472. if(semi_dead) { 473. egrd->gddone =1; 474. goto newpos; 475. } 476. if(!u_in_vault && 477. (grd_in_vault || 478. (in_fcorridor(grd, grd->mx, grd->my) && 479. !in_fcorridor(grd, u.ux, u.uy)))) { 480. rloc(grd); 481. wallify_vault(grd); 482. (void) clear_fcorr(grd, TRUE); 483. goto letknow; 484. } 485. if(!in_fcorridor(grd, grd->mx, grd->my)) 486. (void) clear_fcorr(grd, TRUE); 487. return(-1); 488. } 489. if(abs(egrd->ogx - grd->mx) > 1 || 490. abs(egrd->ogy - grd->my) > 1) 491. return(-1); /* teleported guard - treat as monster */ 492. if(egrd->fcend == 1) { 493. if(u_in_vault && 494. (u_carry_gold || um_dist(grd->mx, grd->my, 1))) { 495. if(egrd->warncnt == 3) 496. verbalize("I repeat, %sfollow me!", 497. u_carry_gold ? ( 498. #ifndef GOLDOBJ 499. !u.ugold ? 500. "drop that hidden gold and " : 501. "drop that gold and ") : ""); 502. #else 503. !umoney ? 504. "drop that hidden money and " : 505. "drop that money and ") : ""); 506. #endif 507. if(egrd->warncnt == 7) { 508. m = grd->mx; 509. n = grd->my; 510. verbalize("You've been warned, knave!"); 511. mnexto(grd); 512. levl[m][n].typ = egrd->fakecorr[0].ftyp; 513. newsym(m,n); 514. grd->mpeaceful = 0; 515. return(-1); 516. } 517. /* not fair to get mad when (s)he's fainted or paralyzed */ 518. if(!is_fainted() && multi >= 0) egrd->warncnt++; 519. return(0); 520. } 521. 522. if (!u_in_vault) { 523. if (u_carry_gold) { /* player teleported */ 524. m = grd->mx; 525. n = grd->my; 526. rloc(grd); 527. levl[m][n].typ = egrd->fakecorr[0].ftyp; 528. newsym(m,n); 529. grd->mpeaceful = 0; 530. letknow: 531. if (!cansee(grd->mx, grd->my) || !mon_visible(grd)) 532. You_hear("the shrill sound of a guard's whistle."); 533. else 534. You(um_dist(grd->mx, grd->my, 2) ? 535. "see an angry %s approaching." : 536. "are confronted by an angry %s.", 537. g_monnam(grd)); 538. return(-1); 539. } else { 540. verbalize("Well, begone."); 541. wallify_vault(grd); 542. egrd->gddone = 1; 543. goto cleanup; 544. } 545. } 546. } 547. 548. if(egrd->fcend > 1) { 549. if(egrd->fcend > 2 && in_fcorridor(grd, grd->mx, grd->my) && 550. !egrd->gddone && !in_fcorridor(grd, u.ux, u.uy) && 551. levl[egrd->fakecorr[0].fx][egrd->fakecorr[0].fy].typ 552. == egrd->fakecorr[0].ftyp) { 553. pline_The("%s, confused, disappears.", g_monnam(grd)); 554. disappear_msg_seen = TRUE; 555. goto cleanup; 556. } 557. if(u_carry_gold && 558. (in_fcorridor(grd, u.ux, u.uy) || 559. /* cover a 'blind' spot */ 560. (egrd->fcend > 1 && u_in_vault))) { 561. if(!grd->mx) { 562. restfakecorr(grd); 563. return(-2); 564. } 565. if(egrd->warncnt < 6) { 566. egrd->warncnt = 6; 567. verbalize("Drop all your gold, scoundrel!"); 568. return(0); 569. } else { 570. verbalize("So be it, rogue!"); 571. grd->mpeaceful = 0; 572. return(-1); 573. } 574. } 575. } 576. for(fci = egrd->fcbeg; fci < egrd->fcend; fci++) 577. if(g_at(egrd->fakecorr[fci].fx, egrd->fakecorr[fci].fy)){ 578. m = egrd->fakecorr[fci].fx; 579. n = egrd->fakecorr[fci].fy; 580. goldincorridor = TRUE; 581. } 582. if(goldincorridor && !egrd->gddone) { 583. x = grd->mx; 584. y = grd->my; 585. if (m == u.ux && n == u.uy) { 586. struct obj *gold = g_at(m,n); 587. /* Grab the gold from between the hero's feet. */ 588. #ifndef GOLDOBJ 589. grd->mgold += gold->quan; 590. delobj(gold); 591. #else 592. obj_extract_self(gold); 593. add_to_minv(grd, gold); 594. #endif 595. newsym(m,n); 596. } else if (m == x && n == y) { 597. mpickgold(grd); /* does a newsym */ 598. } else { 599. /* just for insurance... */ 600. if (MON_AT(m, n) && m != grd->mx && n != grd->my) { 601. verbalize("Out of my way, scum!"); 602. rloc(m_at(m, n)); 603. } 604. remove_monster(grd->mx, grd->my); 605. newsym(grd->mx, grd->my); 606. place_monster(grd, m, n); 607. mpickgold(grd); /* does a newsym */ 608. } 609. if(cansee(m,n)) 610. pline("%s%s picks up the gold.", Monnam(grd), 611. grd->mpeaceful ? " calms down and" : ""); 612. if(x != grd->mx || y != grd->my) { 613. remove_monster(grd->mx, grd->my); 614. newsym(grd->mx, grd->my); 615. place_monster(grd, x, y); 616. newsym(x, y); 617. } 618. if(!grd->mpeaceful) return(-1); 619. else { 620. egrd->warncnt = 5; 621. return(0); 622. } 623. } 624. if(um_dist(grd->mx, grd->my, 1) || egrd->gddone) { 625. if(!egrd->gddone && !rn2(10)) verbalize("Move along!"); 626. restfakecorr(grd); 627. return(0); /* didn't move */ 628. } 629. x = grd->mx; 630. y = grd->my; 631. 632. if(u_in_vault) goto nextpos; 633. 634. /* look around (hor & vert only) for accessible places */ 635. for(nx = x-1; nx <= x+1; nx++) for(ny = y-1; ny <= y+1; ny++) { 636. if((nx == x || ny == y) && (nx != x || ny != y) && isok(nx, ny)) { 637. 638. typ = (crm = &levl[nx][ny])->typ; 639. if(!IS_STWALL(typ) && !IS_POOL(typ)) { 640. 641. if(in_fcorridor(grd, nx, ny)) 642. goto nextnxy; 643. 644. if(*in_rooms(nx,ny,VAULT)) 645. continue; 646. 647. /* seems we found a good place to leave him alone */ 648. egrd->gddone = 1; 649. if(ACCESSIBLE(typ)) goto newpos; 650. #ifdef STUPID 651. if (typ == SCORR) 652. crm->typ = CORR; 653. else 654. crm->typ = DOOR; 655. #else 656. crm->typ = (typ == SCORR) ? CORR : DOOR; 657. #endif 658. if(crm->typ == DOOR) crm->doormask = D_NODOOR; 659. goto proceed; 660. } 661. } 662. nextnxy: ; 663. } 664. nextpos: 665. nx = x; 666. ny = y; 667. gx = egrd->gdx; 668. gy = egrd->gdy; 669. dx = (gx > x) ? 1 : (gx < x) ? -1 : 0; 670. dy = (gy > y) ? 1 : (gy < y) ? -1 : 0; 671. if(abs(gx-x) >= abs(gy-y)) nx += dx; else ny += dy; 672. 673. while((typ = (crm = &levl[nx][ny])->typ) != 0) { 674. /* in view of the above we must have IS_WALL(typ) or typ == POOL */ 675. /* must be a wall here */ 676. if(isok(nx+nx-x,ny+ny-y) && !IS_POOL(typ) && 677. IS_ROOM(levl[nx+nx-x][ny+ny-y].typ)){ 678. crm->typ = DOOR; 679. crm->doormask = D_NODOOR; 680. goto proceed; 681. } 682. if(dy && nx != x) { 683. nx = x; ny = y+dy; 684. continue; 685. } 686. if(dx && ny != y) { 687. ny = y; nx = x+dx; dy = 0; 688. continue; 689. } 690. /* I don't like this, but ... */ 691. if(IS_ROOM(typ)) { 692. crm->typ = DOOR; 693. crm->doormask = D_NODOOR; 694. goto proceed; 695. } 696. break; 697. } 698. crm->typ = CORR; 699. proceed: 700. unblock_point(nx, ny); /* doesn't block light */ 701. if (cansee(nx,ny)) 702. newsym(nx,ny); 703. 704. fcp = &(egrd->fakecorr[egrd->fcend]); 705. if(egrd->fcend++ == FCSIZ) panic("fakecorr overflow"); 706. fcp->fx = nx; 707. fcp->fy = ny; 708. fcp->ftyp = typ; 709. newpos: 710. if(egrd->gddone) { 711. /* The following is a kludge. We need to keep */ 712. /* the guard around in order to be able to make */ 713. /* the fake corridor disappear as the player */ 714. /* moves out of it, but we also need the guard */ 715. /* out of the way. We send the guard to never- */ 716. /* never land. We set ogx ogy to mx my in order */ 717. /* to avoid a check at the top of this function. */ 718. /* At the end of the process, the guard is killed */ 719. /* in restfakecorr(). */ 720. cleanup: 721. x = grd->mx; y = grd->my; 722. 723. wallify_vault(grd); 724. remove_monster(grd->mx, grd->my); 725. newsym(grd->mx,grd->my); 726. place_monster(grd, 0, 0); 727. egrd->ogx = grd->mx; 728. egrd->ogy = grd->my; 729. restfakecorr(grd); 730. if(!semi_dead && (in_fcorridor(grd, u.ux, u.uy) || 731. cansee(x, y))) { 732. if (!disappear_msg_seen) 733. pline("Suddenly, the %s disappears.", g_monnam(grd)); 734. return(1); 735. } 736. return(-2); 737. } 738. egrd->ogx = grd->mx; /* update old positions */ 739. egrd->ogy = grd->my; 740. remove_monster(grd->mx, grd->my); 741. place_monster(grd, nx, ny); 742. newsym(grd->mx,grd->my); 743. restfakecorr(grd); 744. return(1); 745. } 746. 747. /* Routine when dying or quitting with a vault guard around */ 748. void 749. paygd() 750. { 751. register struct monst *grd = findgd(); 752. #ifndef GOLDOBJ 753. struct obj *gold; 754. #else 755. long umoney = money_cnt(invent); 756. struct obj *coins, *nextcoins; 757. #endif 758. int gx,gy; 759. char buf[BUFSZ]; 760. 761. #ifndef GOLDOBJ 762. if (!u.ugold || !grd) return; 763. #else 764. if (!umoney || !grd) return; 765. #endif 766. 767. if (u.uinvault) { 768. Your("%ld %s goes into the Magic Memory Vault.", 769. #ifndef GOLDOBJ 770. u.ugold, 771. currency(u.ugold)); 772. #else 773. umoney, 774. currency(umoney)); 775. #endif 776. gx = u.ux; 777. gy = u.uy; 778. } else { 779. if(grd->mpeaceful) { /* guard has no "right" to your gold */ 780. mongone(grd); 781. return; 782. } 783. mnexto(grd); 784. pline("%s remits your gold to the vault.", Monnam(grd)); 785. gx = rooms[EGD(grd)->vroom].lx + rn2(2); 786. gy = rooms[EGD(grd)->vroom].ly + rn2(2); 787. Sprintf(buf, 788. "To Croesus: here's the gold recovered from %s the %s.", 789. plname, mons[u.umonster].mname); 790. make_grave(gx, gy, buf); 791. } 792. #ifndef GOLDOBJ 793. place_object(gold = mkgoldobj(u.ugold), gx, gy); 794. stackobj(gold); 795. #else 796. for (coins = invent; coins; coins = nextcoins) { 797. nextcoins = coins->nobj; 798. if (objects[coins->otyp].oc_class == GOLD_CLASS) { 799. freeinv(coins); 800. place_object(coins, gx, gy); 801. stackobj(coins); 802. } 803. } 804. #endif 805. mongone(grd); 806. } 807. 808. long 809. hidden_gold() 810. { 811. register long value = 0L; 812. register struct obj *obj; 813. 814. for (obj = invent; obj; obj = obj->nobj) 815. if (Has_contents(obj)) 816. value += contained_gold(obj); 817. /* unknown gold stuck inside statues may cause some consternation... */ 818. 819. return(value); 820. } 821. 822. boolean 823. gd_sound() /* prevent "You hear footsteps.." when inappropriate */ 824. { 825. register struct monst *grd = findgd(); 826. 827. if (vault_occupied(u.urooms)) return(FALSE); 828. else return((boolean)(grd == (struct monst *)0)); 829. } 830. 831. #endif /* OVLB */ 832. 833. /*vault.c*/