Source:NetHack 3.4.3/src/vault.c
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Below is the full text to src/vault.c from NetHack 3.4.3. To link to a particular line, write [[vault.c#line123]], for example.
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1. /* SCCS Id: @(#)vault.c 3.4 2003/01/15 */ 2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4.
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.
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.
clear_fcorr
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. (void) rloc(mtmp, FALSE); 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.
restfakecorr
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.
grddead
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.
in_fcorridor
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.
findgd
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.
vault_occupied
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.
invault
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 trycount, 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. reset_faint(); /* if fainted - wake up */ 238. if (canspotmon(guard)) 239. pline("Suddenly one of the Vault's %s enters!", 240. makeplural(g_monnam(guard))); 241. else 242. pline("Someone else has entered the Vault."); 243. newsym(guard->mx,guard->my); 244. if (youmonst.m_ap_type == M_AP_OBJECT || u.uundetected) { 245. if (youmonst.m_ap_type == M_AP_OBJECT && 246. youmonst.mappearance != GOLD_PIECE) 247. verbalize("Hey! Who left that %s in here?", mimic_obj_name(&youmonst)); 248. /* You're mimicking some object 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) || multi < 0) { 254. /* [we ought to record whether this this message has already 255. been given in order to vary it upon repeat visits, but 256. discarding the monster and its egd data renders that hard] */ 257. verbalize("I'll be back when you're ready to speak to me!"); 258. mongone(guard); 259. return; 260. } 261. 262. stop_occupation(); /* if occupied, stop it *now* */ 263. if (multi > 0) { nomul(0); unmul((char *)0); } 264. trycount = 5; 265. do { 266. getlin("\"Hello stranger, who are you?\" -", buf); 267. (void) mungspaces(buf); 268. } while (!letter(buf[0]) && --trycount > 0); 269. 270. if (u.ualign.type == A_LAWFUL && 271. /* ignore trailing text, in case player includes character's rank */ 272. strncmpi(buf, plname, (int) strlen(plname)) != 0) { 273. adjalign(-1); /* Liar! */ 274. } 275. 276. if (!strcmpi(buf, "Croesus") || !strcmpi(buf, "Kroisos") 277. #ifdef TOURIST 278. || !strcmpi(buf, "Creosote") 279. #endif 280. ) { 281. if (!mvitals[PM_CROESUS].died) { 282. verbalize("Oh, yes, of course. Sorry to have disturbed you."); 283. mongone(guard); 284. } else { 285. setmangry(guard); 286. verbalize("Back from the dead, are you? I'll remedy that!"); 287. /* don't want guard to waste next turn wielding a weapon */ 288. if (!MON_WEP(guard)) { 289. guard->weapon_check = NEED_HTH_WEAPON; 290. (void) mon_wield_item(guard); 291. } 292. } 293. return; 294. } 295. verbalize("I don't know you."); 296. #ifndef GOLDOBJ 297. if (!u.ugold && !hidden_gold()) 298. verbalize("Please follow me."); 299. else { 300. if (!u.ugold) 301. verbalize("You have hidden gold."); 302. verbalize("Most likely all your gold was stolen from this vault."); 303. verbalize("Please drop that gold and follow me."); 304. } 305. #else 306. umoney = money_cnt(invent); 307. if (!umoney && !hidden_gold()) 308. verbalize("Please follow me."); 309. else { 310. if (!umoney) 311. verbalize("You have hidden money."); 312. verbalize("Most likely all your money was stolen from this vault."); 313. verbalize("Please drop that money and follow me."); 314. } 315. #endif 316. EGD(guard)->gdx = gx; 317. EGD(guard)->gdy = gy; 318. EGD(guard)->fcbeg = 0; 319. EGD(guard)->fakecorr[0].fx = x; 320. EGD(guard)->fakecorr[0].fy = y; 321. if(IS_WALL(levl[x][y].typ)) 322. EGD(guard)->fakecorr[0].ftyp = levl[x][y].typ; 323. else { /* the initial guard location is a dug door */ 324. int vlt = EGD(guard)->vroom; 325. xchar lowx = rooms[vlt].lx, hix = rooms[vlt].hx; 326. xchar lowy = rooms[vlt].ly, hiy = rooms[vlt].hy; 327. 328. if(x == lowx-1 && y == lowy-1) 329. EGD(guard)->fakecorr[0].ftyp = TLCORNER; 330. else if(x == hix+1 && y == lowy-1) 331. EGD(guard)->fakecorr[0].ftyp = TRCORNER; 332. else if(x == lowx-1 && y == hiy+1) 333. EGD(guard)->fakecorr[0].ftyp = BLCORNER; 334. else if(x == hix+1 && y == hiy+1) 335. EGD(guard)->fakecorr[0].ftyp = BRCORNER; 336. else if(y == lowy-1 || y == hiy+1) 337. EGD(guard)->fakecorr[0].ftyp = HWALL; 338. else if(x == lowx-1 || x == hix+1) 339. EGD(guard)->fakecorr[0].ftyp = VWALL; 340. } 341. levl[x][y].typ = DOOR; 342. levl[x][y].doormask = D_NODOOR; 343. unblock_point(x, y); /* doesn't block light */ 344. EGD(guard)->fcend = 1; 345. EGD(guard)->warncnt = 1; 346. } 347. } 348. 349. #endif /* OVL0 */ 350. #ifdef OVLB 351.
move_gold
352. STATIC_OVL void 353. move_gold(gold, vroom) 354. struct obj *gold; 355. int vroom; 356. { 357. xchar nx, ny; 358. 359. remove_object(gold); 360. newsym(gold->ox, gold->oy); 361. nx = rooms[vroom].lx + rn2(2); 362. ny = rooms[vroom].ly + rn2(2); 363. place_object(gold, nx, ny); 364. stackobj(gold); 365. newsym(nx,ny); 366. } 367.
wallify_vault
368. STATIC_OVL void 369. wallify_vault(grd) 370. struct monst *grd; 371. { 372. int x, y, typ; 373. int vlt = EGD(grd)->vroom; 374. char tmp_viz; 375. xchar lox = rooms[vlt].lx - 1, hix = rooms[vlt].hx + 1, 376. loy = rooms[vlt].ly - 1, hiy = rooms[vlt].hy + 1; 377. struct monst *mon; 378. struct obj *gold; 379. struct trap *trap; 380. boolean fixed = FALSE; 381. boolean movedgold = FALSE; 382. 383. for (x = lox; x <= hix; x++) 384. for (y = loy; y <= hiy; y++) { 385. /* if not on the room boundary, skip ahead */ 386. if (x != lox && x != hix && y != loy && y != hiy) continue; 387. 388. if (!IS_WALL(levl[x][y].typ) && !in_fcorridor(grd, x, y)) { 389. if ((mon = m_at(x, y)) != 0 && mon != grd) { 390. if (mon->mtame) yelp(mon); 391. (void) rloc(mon, FALSE); 392. } 393. if ((gold = g_at(x, y)) != 0) { 394. move_gold(gold, EGD(grd)->vroom); 395. movedgold = TRUE; 396. } 397. if ((trap = t_at(x, y)) != 0) 398. deltrap(trap); 399. if (x == lox) 400. typ = (y == loy) ? TLCORNER : 401. (y == hiy) ? BLCORNER : VWALL; 402. else if (x == hix) 403. typ = (y == loy) ? TRCORNER : 404. (y == hiy) ? BRCORNER : VWALL; 405. else /* not left or right side, must be top or bottom */ 406. typ = HWALL; 407. levl[x][y].typ = typ; 408. levl[x][y].doormask = 0; 409. /* 410. * hack: player knows walls are restored because of the 411. * message, below, so show this on the screen. 412. */ 413. tmp_viz = viz_array[y][x]; 414. viz_array[y][x] = IN_SIGHT|COULD_SEE; 415. newsym(x,y); 416. viz_array[y][x] = tmp_viz; 417. block_point(x,y); 418. fixed = TRUE; 419. } 420. } 421. 422. if(movedgold || fixed) { 423. if(in_fcorridor(grd, grd->mx, grd->my) || cansee(grd->mx, grd->my)) 424. pline_The("%s whispers an incantation.", g_monnam(grd)); 425. else You_hear("a distant chant."); 426. if(movedgold) 427. pline("A mysterious force moves the gold into the vault."); 428. if(fixed) 429. pline_The("damaged vault's walls are magically restored!"); 430. } 431. } 432.
gd_move
433. /* 434. * return 1: guard moved, 0: guard didn't, -1: let m_move do it, -2: died 435. */ 436. int 437. gd_move(grd) 438. register struct monst *grd; 439. { 440. int x, y, nx, ny, m, n; 441. int dx, dy, gx, gy, fci; 442. uchar typ; 443. struct fakecorridor *fcp; 444. register struct egd *egrd = EGD(grd); 445. register struct rm *crm; 446. register boolean goldincorridor = FALSE, 447. u_in_vault = vault_occupied(u.urooms)? TRUE : FALSE, 448. grd_in_vault = *in_rooms(grd->mx, grd->my, VAULT)? 449. TRUE : FALSE; 450. boolean disappear_msg_seen = FALSE, semi_dead = (grd->mhp <= 0); 451. #ifndef GOLDOBJ 452. register boolean u_carry_gold = ((u.ugold + hidden_gold()) > 0L); 453. #else 454. long umoney = money_cnt(invent); 455. register boolean u_carry_gold = ((umoney + hidden_gold()) > 0L); 456. #endif 457. boolean see_guard; 458. 459. if(!on_level(&(egrd->gdlevel), &u.uz)) return(-1); 460. nx = ny = m = n = 0; 461. if(!u_in_vault && !grd_in_vault) 462. wallify_vault(grd); 463. if(!grd->mpeaceful) { 464. if(semi_dead) { 465. egrd->gddone =1; 466. goto newpos; 467. } 468. if(!u_in_vault && 469. (grd_in_vault || 470. (in_fcorridor(grd, grd->mx, grd->my) && 471. !in_fcorridor(grd, u.ux, u.uy)))) { 472. (void) rloc(grd, FALSE); 473. wallify_vault(grd); 474. (void) clear_fcorr(grd, TRUE); 475. goto letknow; 476. } 477. if(!in_fcorridor(grd, grd->mx, grd->my)) 478. (void) clear_fcorr(grd, TRUE); 479. return(-1); 480. } 481. if(abs(egrd->ogx - grd->mx) > 1 || 482. abs(egrd->ogy - grd->my) > 1) 483. return(-1); /* teleported guard - treat as monster */ 484. if(egrd->fcend == 1) { 485. if(u_in_vault && 486. (u_carry_gold || um_dist(grd->mx, grd->my, 1))) { 487. if(egrd->warncnt == 3) 488. verbalize("I repeat, %sfollow me!", 489. u_carry_gold ? ( 490. #ifndef GOLDOBJ 491. !u.ugold ? 492. "drop that hidden gold and " : 493. "drop that gold and ") : ""); 494. #else 495. !umoney ? 496. "drop that hidden money and " : 497. "drop that money and ") : ""); 498. #endif 499. if(egrd->warncnt == 7) { 500. m = grd->mx; 501. n = grd->my; 502. verbalize("You've been warned, knave!"); 503. mnexto(grd); 504. levl[m][n].typ = egrd->fakecorr[0].ftyp; 505. newsym(m,n); 506. grd->mpeaceful = 0; 507. return(-1); 508. } 509. /* not fair to get mad when (s)he's fainted or paralyzed */ 510. if(!is_fainted() && multi >= 0) egrd->warncnt++; 511. return(0); 512. } 513. 514. if (!u_in_vault) { 515. if (u_carry_gold) { /* player teleported */ 516. m = grd->mx; 517. n = grd->my; 518. (void) rloc(grd, FALSE); 519. levl[m][n].typ = egrd->fakecorr[0].ftyp; 520. newsym(m,n); 521. grd->mpeaceful = 0; 522. letknow: 523. if (!cansee(grd->mx, grd->my) || !mon_visible(grd)) 524. You_hear("the shrill sound of a guard's whistle."); 525. else 526. You(um_dist(grd->mx, grd->my, 2) ? 527. "see an angry %s approaching." : 528. "are confronted by an angry %s.", 529. g_monnam(grd)); 530. return(-1); 531. } else { 532. verbalize("Well, begone."); 533. wallify_vault(grd); 534. egrd->gddone = 1; 535. goto cleanup; 536. } 537. } 538. } 539. 540. if(egrd->fcend > 1) { 541. if(egrd->fcend > 2 && in_fcorridor(grd, grd->mx, grd->my) && 542. !egrd->gddone && !in_fcorridor(grd, u.ux, u.uy) && 543. levl[egrd->fakecorr[0].fx][egrd->fakecorr[0].fy].typ 544. == egrd->fakecorr[0].ftyp) { 545. pline_The("%s, confused, disappears.", g_monnam(grd)); 546. disappear_msg_seen = TRUE; 547. goto cleanup; 548. } 549. if(u_carry_gold && 550. (in_fcorridor(grd, u.ux, u.uy) || 551. /* cover a 'blind' spot */ 552. (egrd->fcend > 1 && u_in_vault))) { 553. if(!grd->mx) { 554. restfakecorr(grd); 555. return(-2); 556. } 557. if(egrd->warncnt < 6) { 558. egrd->warncnt = 6; 559. verbalize("Drop all your gold, scoundrel!"); 560. return(0); 561. } else { 562. verbalize("So be it, rogue!"); 563. grd->mpeaceful = 0; 564. return(-1); 565. } 566. } 567. } 568. for(fci = egrd->fcbeg; fci < egrd->fcend; fci++) 569. if(g_at(egrd->fakecorr[fci].fx, egrd->fakecorr[fci].fy)){ 570. m = egrd->fakecorr[fci].fx; 571. n = egrd->fakecorr[fci].fy; 572. goldincorridor = TRUE; 573. } 574. if(goldincorridor && !egrd->gddone) { 575. x = grd->mx; 576. y = grd->my; 577. if (m == u.ux && n == u.uy) { 578. struct obj *gold = g_at(m,n); 579. /* Grab the gold from between the hero's feet. */ 580. #ifndef GOLDOBJ 581. grd->mgold += gold->quan; 582. delobj(gold); 583. #else 584. obj_extract_self(gold); 585. add_to_minv(grd, gold); 586. #endif 587. newsym(m,n); 588. } else if (m == x && n == y) { 589. mpickgold(grd); /* does a newsym */ 590. } else { 591. /* just for insurance... */ 592. if (MON_AT(m, n) && m != grd->mx && n != grd->my) { 593. verbalize("Out of my way, scum!"); 594. (void) rloc(m_at(m, n), FALSE); 595. } 596. remove_monster(grd->mx, grd->my); 597. newsym(grd->mx, grd->my); 598. place_monster(grd, m, n); 599. mpickgold(grd); /* does a newsym */ 600. } 601. if(cansee(m,n)) 602. pline("%s%s picks up the gold.", Monnam(grd), 603. grd->mpeaceful ? " calms down and" : ""); 604. if(x != grd->mx || y != grd->my) { 605. remove_monster(grd->mx, grd->my); 606. newsym(grd->mx, grd->my); 607. place_monster(grd, x, y); 608. newsym(x, y); 609. } 610. if(!grd->mpeaceful) return(-1); 611. else { 612. egrd->warncnt = 5; 613. return(0); 614. } 615. } 616. if(um_dist(grd->mx, grd->my, 1) || egrd->gddone) { 617. if(!egrd->gddone && !rn2(10)) verbalize("Move along!"); 618. restfakecorr(grd); 619. return(0); /* didn't move */ 620. } 621. x = grd->mx; 622. y = grd->my; 623. 624. if(u_in_vault) goto nextpos; 625. 626. /* look around (hor & vert only) for accessible places */ 627. for(nx = x-1; nx <= x+1; nx++) for(ny = y-1; ny <= y+1; ny++) { 628. if((nx == x || ny == y) && (nx != x || ny != y) && isok(nx, ny)) { 629. 630. typ = (crm = &levl[nx][ny])->typ; 631. if(!IS_STWALL(typ) && !IS_POOL(typ)) { 632. 633. if(in_fcorridor(grd, nx, ny)) 634. goto nextnxy; 635. 636. if(*in_rooms(nx,ny,VAULT)) 637. continue; 638. 639. /* seems we found a good place to leave him alone */ 640. egrd->gddone = 1; 641. if(ACCESSIBLE(typ)) goto newpos; 642. #ifdef STUPID 643. if (typ == SCORR) 644. crm->typ = CORR; 645. else 646. crm->typ = DOOR; 647. #else 648. crm->typ = (typ == SCORR) ? CORR : DOOR; 649. #endif 650. if(crm->typ == DOOR) crm->doormask = D_NODOOR; 651. goto proceed; 652. } 653. } 654. nextnxy: ; 655. } 656. nextpos: 657. nx = x; 658. ny = y; 659. gx = egrd->gdx; 660. gy = egrd->gdy; 661. dx = (gx > x) ? 1 : (gx < x) ? -1 : 0; 662. dy = (gy > y) ? 1 : (gy < y) ? -1 : 0; 663. if(abs(gx-x) >= abs(gy-y)) nx += dx; else ny += dy; 664. 665. while((typ = (crm = &levl[nx][ny])->typ) != 0) { 666. /* in view of the above we must have IS_WALL(typ) or typ == POOL */ 667. /* must be a wall here */ 668. if(isok(nx+nx-x,ny+ny-y) && !IS_POOL(typ) && 669. IS_ROOM(levl[nx+nx-x][ny+ny-y].typ)){ 670. crm->typ = DOOR; 671. crm->doormask = D_NODOOR; 672. goto proceed; 673. } 674. if(dy && nx != x) { 675. nx = x; ny = y+dy; 676. continue; 677. } 678. if(dx && ny != y) { 679. ny = y; nx = x+dx; dy = 0; 680. continue; 681. } 682. /* I don't like this, but ... */ 683. if(IS_ROOM(typ)) { 684. crm->typ = DOOR; 685. crm->doormask = D_NODOOR; 686. goto proceed; 687. } 688. break; 689. } 690. crm->typ = CORR; 691. proceed: 692. unblock_point(nx, ny); /* doesn't block light */ 693. if (cansee(nx,ny)) 694. newsym(nx,ny); 695. 696. fcp = &(egrd->fakecorr[egrd->fcend]); 697. if(egrd->fcend++ == FCSIZ) panic("fakecorr overflow"); 698. fcp->fx = nx; 699. fcp->fy = ny; 700. fcp->ftyp = typ; 701. newpos: 702. if(egrd->gddone) { 703. /* The following is a kludge. We need to keep */ 704. /* the guard around in order to be able to make */ 705. /* the fake corridor disappear as the player */ 706. /* moves out of it, but we also need the guard */ 707. /* out of the way. We send the guard to never- */ 708. /* never land. We set ogx ogy to mx my in order */ 709. /* to avoid a check at the top of this function. */ 710. /* At the end of the process, the guard is killed */ 711. /* in restfakecorr(). */ 712. cleanup: 713. x = grd->mx; y = grd->my; 714. 715. see_guard = canspotmon(grd); 716. wallify_vault(grd); 717. remove_monster(grd->mx, grd->my); 718. newsym(grd->mx,grd->my); 719. place_monster(grd, 0, 0); 720. egrd->ogx = grd->mx; 721. egrd->ogy = grd->my; 722. restfakecorr(grd); 723. if(!semi_dead && (in_fcorridor(grd, u.ux, u.uy) || 724. cansee(x, y))) { 725. if (!disappear_msg_seen && see_guard) 726. pline("Suddenly, the %s disappears.", g_monnam(grd)); 727. return(1); 728. } 729. return(-2); 730. } 731. egrd->ogx = grd->mx; /* update old positions */ 732. egrd->ogy = grd->my; 733. remove_monster(grd->mx, grd->my); 734. place_monster(grd, nx, ny); 735. newsym(grd->mx,grd->my); 736. restfakecorr(grd); 737. return(1); 738. } 739.
paygd
740. /* Routine when dying or quitting with a vault guard around */ 741. void 742. paygd() 743. { 744. register struct monst *grd = findgd(); 745. #ifndef GOLDOBJ 746. struct obj *gold; 747. #else 748. long umoney = money_cnt(invent); 749. struct obj *coins, *nextcoins; 750. #endif 751. int gx,gy; 752. char buf[BUFSZ]; 753. 754. #ifndef GOLDOBJ 755. if (!u.ugold || !grd) return; 756. #else 757. if (!umoney || !grd) return; 758. #endif 759. 760. if (u.uinvault) { 761. Your("%ld %s goes into the Magic Memory Vault.", 762. #ifndef GOLDOBJ 763. u.ugold, 764. currency(u.ugold)); 765. #else 766. umoney, 767. currency(umoney)); 768. #endif 769. gx = u.ux; 770. gy = u.uy; 771. } else { 772. if(grd->mpeaceful) { /* guard has no "right" to your gold */ 773. mongone(grd); 774. return; 775. } 776. mnexto(grd); 777. pline("%s remits your gold to the vault.", Monnam(grd)); 778. gx = rooms[EGD(grd)->vroom].lx + rn2(2); 779. gy = rooms[EGD(grd)->vroom].ly + rn2(2); 780. Sprintf(buf, 781. "To Croesus: here's the gold recovered from %s the %s.", 782. plname, mons[u.umonster].mname); 783. make_grave(gx, gy, buf); 784. } 785. #ifndef GOLDOBJ 786. place_object(gold = mkgoldobj(u.ugold), gx, gy); 787. stackobj(gold); 788. #else 789. for (coins = invent; coins; coins = nextcoins) { 790. nextcoins = coins->nobj; 791. if (objects[coins->otyp].oc_class == COIN_CLASS) { 792. freeinv(coins); 793. place_object(coins, gx, gy); 794. stackobj(coins); 795. } 796. } 797. #endif 798. mongone(grd); 799. } 800.
801. long 802. hidden_gold() 803. { 804. register long value = 0L; 805. register struct obj *obj; 806. 807. for (obj = invent; obj; obj = obj->nobj) 808. if (Has_contents(obj)) 809. value += contained_gold(obj); 810. /* unknown gold stuck inside statues may cause some consternation... */ 811. 812. return(value); 813. } 814.
gd_sound
815. boolean 816. gd_sound() /* prevent "You hear footsteps.." when inappropriate */ 817. { 818. register struct monst *grd = findgd(); 819. 820. if (vault_occupied(u.urooms)) return(FALSE); 821. else return((boolean)(grd == (struct monst *)0)); 822. } 823. 824. #endif /* OVLB */ 825. 826. /*vault.c*/