Source:NetHack 3.6.0/src/vault.c

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Below is the full text to vault.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/vault.c#line123]], for example.

The NetHack General Public License applies to screenshots, source code and other content from NetHack.

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/* NetHack 3.6	vault.c	$NHDT-Date: 1446078792 2015/10/29 00:33:12 $  $NHDT-Branch: master $:$NHDT-Revision: 1.39 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed.  See license for details. */

#include "hack.h"

STATIC_DCL struct monst *NDECL(findgd);

STATIC_DCL boolean FDECL(clear_fcorr, (struct monst *, BOOLEAN_P));
STATIC_DCL void FDECL(blackout, (int, int));
STATIC_DCL void FDECL(restfakecorr, (struct monst *));
STATIC_DCL boolean FDECL(in_fcorridor, (struct monst *, int, int));
STATIC_DCL void FDECL(move_gold, (struct obj *, int));
STATIC_DCL void FDECL(wallify_vault, (struct monst *));

void
newegd(mtmp)
struct monst *mtmp;
{
if (!mtmp->mextra)
mtmp->mextra = newmextra();
if (!EGD(mtmp)) {
EGD(mtmp) = (struct egd *) alloc(sizeof(struct egd));
(void) memset((genericptr_t) EGD(mtmp), 0, sizeof(struct egd));
}
}

void
free_egd(mtmp)
struct monst *mtmp;
{
if (mtmp->mextra && EGD(mtmp)) {
free((genericptr_t) EGD(mtmp));
EGD(mtmp) = (struct egd *) 0;
}
mtmp->isgd = 0;
}

STATIC_OVL boolean
clear_fcorr(grd, forceshow)
struct monst *grd;
boolean forceshow;
{
register int fcx, fcy, fcbeg;
struct monst *mtmp;
boolean sawcorridor = FALSE;
struct egd *egrd = EGD(grd);
struct trap *trap;
struct rm *lev;

if (!on_level(&egrd->gdlevel, &u.uz))
return TRUE;

while ((fcbeg = egrd->fcbeg) < egrd->fcend) {
fcx = egrd->fakecorr[fcbeg].fx;
fcy = egrd->fakecorr[fcbeg].fy;
if ((grd->mhp <= 0 || !in_fcorridor(grd, u.ux, u.uy)) && egrd->gddone)
forceshow = TRUE;
if ((u.ux == fcx && u.uy == fcy && grd->mhp > 0)
|| (!forceshow && couldsee(fcx, fcy))
|| (Punished && !carried(uball) && uball->ox == fcx
&& uball->oy == fcy))
return FALSE;

if ((mtmp = m_at(fcx, fcy)) != 0) {
if (mtmp->isgd) {
return FALSE;
} else if (!in_fcorridor(grd, u.ux, u.uy)) {
if (mtmp->mtame)
yelp(mtmp);
(void) rloc(mtmp, FALSE);
}
}
lev = &levl[fcx][fcy];
if (lev->typ == CORR && cansee(fcx, fcy))
sawcorridor = TRUE;
lev->typ = egrd->fakecorr[fcbeg].ftyp;
if (IS_STWALL(lev->typ)) {
/* destroy any trap here (pit dug by you, hole dug via
wand while levitating or by monster, bear trap or land
mine via object, spun web) when spot reverts to stone */
if ((trap = t_at(fcx, fcy)) != 0)
deltrap(trap);
/* undo scroll/wand/spell of light affecting this spot */
if (lev->typ == STONE)
blackout(fcx, fcy);
}
map_location(fcx, fcy, 1); /* bypass vision */
if (!ACCESSIBLE(lev->typ))
block_point(fcx, fcy);
vision_full_recalc = 1;
egrd->fcbeg++;
}
if (sawcorridor)
pline_The("corridor disappears.");
if (IS_ROCK(levl[u.ux][u.uy].typ))
You("are encased in rock.");
return TRUE;
}

/* as a temporary corridor is removed, set stone locations and adjacent
spots to unlit; if player used scroll/wand/spell of light while inside
the corridor, we don't want the light to reappear if/when a new tunnel
goes through the same area */
STATIC_OVL void
blackout(x, y)
int x, y;
{
struct rm *lev;
int i, j;

for (i = x - 1; i <= x + 1; ++i)
for (j = y - 1; j <= y + 1; ++j) {
if (!isok(i, j))
continue;
lev = &levl[i][j];
/* [possible bug: when (i != x || j != y), perhaps we ought
to check whether the spot on the far side is lit instead
of doing a blanket blackout of adjacent locations] */
if (lev->typ == STONE)
lev->lit = lev->waslit = 0;
/* mark <i,j> as not having been seen from <x,y> */
unset_seenv(lev, x, y, i, j);
}
}

STATIC_OVL void
restfakecorr(grd)
struct monst *grd;
{
/* it seems you left the corridor - let the guard disappear */
if (clear_fcorr(grd, FALSE)) {
grd->isgd = 0; /* dmonsfree() should delete this mon */
mongone(grd);
}
}

/* called in mon.c */
boolean
grddead(grd)
struct monst *grd;
{
boolean dispose = clear_fcorr(grd, TRUE);

if (!dispose) {
/* destroy guard's gold; drop any other inventory */
relobj(grd, 0, FALSE);
/* guard is dead; monster traversal loops should skip it */
grd->mhp = 0;
if (grd == context.polearm.hitmon)
context.polearm.hitmon = 0;
/* see comment by newpos in gd_move() */
remove_monster(grd->mx, grd->my);
newsym(grd->mx, grd->my);
place_monster(grd, 0, 0);
EGD(grd)->ogx = grd->mx;
EGD(grd)->ogy = grd->my;
dispose = clear_fcorr(grd, TRUE);
}
if (dispose)
grd->isgd = 0; /* for dmonsfree() */
return dispose;
}

STATIC_OVL boolean
in_fcorridor(grd, x, y)
struct monst *grd;
int x, y;
{
register int fci;
struct egd *egrd = EGD(grd);

for (fci = egrd->fcbeg; fci < egrd->fcend; fci++)
if (x == egrd->fakecorr[fci].fx && y == egrd->fakecorr[fci].fy)
return TRUE;
return FALSE;
}

STATIC_OVL
struct monst *
findgd()
{
register struct monst *mtmp;

for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp))
continue;
if (mtmp->isgd && on_level(&(EGD(mtmp)->gdlevel), &u.uz))
return mtmp;
}
return (struct monst *) 0;
}

char
vault_occupied(array)
char *array;
{
register char *ptr;

for (ptr = array; *ptr; ptr++)
if (rooms[*ptr - ROOMOFFSET].rtype == VAULT)
return *ptr;
return '\0';
}

void
invault()
{
#ifdef BSD_43_BUG
int dummy; /* hack to avoid schain botch */
#endif
struct monst *guard;
boolean gsensed;
int trycount, vaultroom = (int) vault_occupied(u.urooms);

if (!vaultroom) {
u.uinvault = 0;
return;
}

vaultroom -= ROOMOFFSET;

guard = findgd();
if (++u.uinvault % 30 == 0 && !guard) { /* if time ok and no guard now. */
char buf[BUFSZ];
register int x, y, dd, gx, gy;
int lx = 0, ly = 0;
long umoney;

/* first find the goal for the guard */
for (dd = 2; (dd < ROWNO || dd < COLNO); dd++) {
for (y = u.uy - dd; y <= u.uy + dd; ly = y, y++) {
if (y < 0 || y > ROWNO - 1)
continue;
for (x = u.ux - dd; x <= u.ux + dd; lx = x, x++) {
if (y != u.uy - dd && y != u.uy + dd && x != u.ux - dd)
x = u.ux + dd;
if (x < 1 || x > COLNO - 1)
continue;
if (levl[x][y].typ == CORR) {
if (x < u.ux)
lx = x + 1;
else if (x > u.ux)
lx = x - 1;
else
lx = x;
if (y < u.uy)
ly = y + 1;
else if (y > u.uy)
ly = y - 1;
else
ly = y;
if (levl[lx][ly].typ != STONE
&& levl[lx][ly].typ != CORR)
goto incr_radius;
goto fnd;
}
}
}
incr_radius:
;
}
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;
if (levl[x][y].typ != ROOM) { /* player dug a door and is in it */
if (levl[x + 1][y].typ == ROOM)
x = x + 1;
else if (levl[x][y + 1].typ == ROOM)
y = y + 1;
else if (levl[x - 1][y].typ == ROOM)
x = x - 1;
else if (levl[x][y - 1].typ == ROOM)
y = y - 1;
else if (levl[x + 1][y + 1].typ == ROOM) {
x = x + 1;
y = y + 1;
} else if (levl[x - 1][y - 1].typ == ROOM) {
x = x - 1;
y = y - 1;
} else if (levl[x + 1][y - 1].typ == ROOM) {
x = x + 1;
y = y - 1;
} else if (levl[x - 1][y + 1].typ == ROOM) {
x = x - 1;
y = y + 1;
}
}
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;
}
if (x == u.ux && y == u.uy) {
if (levl[x + 1][y].typ == HWALL || levl[x + 1][y].typ == DOOR)
x = x + 1;
else if (levl[x - 1][y].typ == HWALL
|| levl[x - 1][y].typ == DOOR)
x = x - 1;
else if (levl[x][y + 1].typ == VWALL
|| levl[x][y + 1].typ == DOOR)
y = y + 1;
else if (levl[x][y - 1].typ == VWALL
|| levl[x][y - 1].typ == DOOR)
y = y - 1;
else
return;
}

/* make something interesting happen */
if (!(guard = makemon(&mons[PM_GUARD], x, y, MM_EGD)))
return;
guard->isgd = 1;
guard->mpeaceful = 1;
set_malign(guard);
EGD(guard)->gddone = 0;
EGD(guard)->ogx = x;
EGD(guard)->ogy = y;
assign_level(&(EGD(guard)->gdlevel), &u.uz);
EGD(guard)->vroom = vaultroom;
EGD(guard)->warncnt = 0;

reset_faint(); /* if fainted - wake up */
gsensed = !canspotmon(guard);
if (!gsensed)
pline("Suddenly one of the Vault's %s enters!",
makeplural(guard->data->mname));
else
pline("Someone else has entered the Vault.");
newsym(guard->mx, guard->my);
if (u.uswallow) {
/* can't interrogate hero, don't interrogate engulfer */
verbalize("What's going on here?");
if (gsensed)
pline_The("other presence vanishes.");
mongone(guard);
return;
}
if (youmonst.m_ap_type == M_AP_OBJECT || u.uundetected) {
if (youmonst.m_ap_type == M_AP_OBJECT
&& youmonst.mappearance != GOLD_PIECE)
verbalize("Hey! Who left that %s in here?",
mimic_obj_name(&youmonst));
/* You're mimicking some object or you're hidden. */
pline("Puzzled, %s turns around and leaves.", mhe(guard));
mongone(guard);
return;
}
if (Strangled || is_silent(youmonst.data) || multi < 0) {
/* [we ought to record whether this this message has already
been given in order to vary it upon repeat visits, but
discarding the monster and its egd data renders that hard] */
verbalize("I'll be back when you're ready to speak to me!");
mongone(guard);
return;
}

stop_occupation(); /* if occupied, stop it *now* */
if (multi > 0) {
nomul(0);
unmul((char *) 0);
}
trycount = 5;
do {
getlin("\"Hello stranger, who are you?\" -", buf);
(void) mungspaces(buf);
} while (!letter(buf[0]) && --trycount > 0);

if (u.ualign.type == A_LAWFUL
/* ignore trailing text, in case player includes rank */
&& strncmpi(buf, plname, (int) strlen(plname)) != 0) {
adjalign(-1); /* Liar! */
}

if (!strcmpi(buf, "Croesus") || !strcmpi(buf, "Kroisos")
|| !strcmpi(buf, "Creosote")) {
if (!mvitals[PM_CROESUS].died) {
verbalize(
"Oh, yes, of course.  Sorry to have disturbed you.");
mongone(guard);
} else {
setmangry(guard);
verbalize("Back from the dead, are you?  I'll remedy that!");
/* don't want guard to waste next turn wielding a weapon */
if (!MON_WEP(guard)) {
guard->weapon_check = NEED_HTH_WEAPON;
(void) mon_wield_item(guard);
}
}
return;
}
verbalize("I don't know you.");
umoney = money_cnt(invent);
if (Deaf) {
;
} else if (!umoney && !hidden_gold()) {
verbalize("Please follow me.");
} else {
if (!umoney)
verbalize("You have hidden gold.");
verbalize(
"Most likely all your gold was stolen from this vault.");
verbalize("Please drop that gold and follow me.");
}
EGD(guard)->gdx = gx;
EGD(guard)->gdy = gy;
EGD(guard)->fcbeg = 0;
EGD(guard)->fakecorr[0].fx = x;
EGD(guard)->fakecorr[0].fy = y;
if (IS_WALL(levl[x][y].typ))
EGD(guard)->fakecorr[0].ftyp = levl[x][y].typ;
else { /* the initial guard location is a dug door */
int vlt = EGD(guard)->vroom;
xchar lowx = rooms[vlt].lx, hix = rooms[vlt].hx;
xchar lowy = rooms[vlt].ly, hiy = rooms[vlt].hy;

if (x == lowx - 1 && y == lowy - 1)
EGD(guard)->fakecorr[0].ftyp = TLCORNER;
else if (x == hix + 1 && y == lowy - 1)
EGD(guard)->fakecorr[0].ftyp = TRCORNER;
else if (x == lowx - 1 && y == hiy + 1)
EGD(guard)->fakecorr[0].ftyp = BLCORNER;
else if (x == hix + 1 && y == hiy + 1)
EGD(guard)->fakecorr[0].ftyp = BRCORNER;
else if (y == lowy - 1 || y == hiy + 1)
EGD(guard)->fakecorr[0].ftyp = HWALL;
else if (x == lowx - 1 || x == hix + 1)
EGD(guard)->fakecorr[0].ftyp = VWALL;
}
levl[x][y].typ = DOOR;
levl[x][y].doormask = D_NODOOR;
unblock_point(x, y); /* doesn't block light */
EGD(guard)->fcend = 1;
EGD(guard)->warncnt = 1;
}
}

STATIC_OVL void
move_gold(gold, vroom)
struct obj *gold;
int vroom;
{
xchar nx, ny;

remove_object(gold);
newsym(gold->ox, gold->oy);
nx = rooms[vroom].lx + rn2(2);
ny = rooms[vroom].ly + rn2(2);
place_object(gold, nx, ny);
stackobj(gold);
newsym(nx, ny);
}

STATIC_OVL void
wallify_vault(grd)
struct monst *grd;
{
int x, y, typ;
int vlt = EGD(grd)->vroom;
char tmp_viz;
xchar lox = rooms[vlt].lx - 1, hix = rooms[vlt].hx + 1,
loy = rooms[vlt].ly - 1, hiy = rooms[vlt].hy + 1;
struct monst *mon;
struct obj *gold;
struct trap *trap;
boolean fixed = FALSE;
boolean movedgold = FALSE;

for (x = lox; x <= hix; x++)
for (y = loy; y <= hiy; y++) {
/* if not on the room boundary, skip ahead */
if (x != lox && x != hix && y != loy && y != hiy)
continue;

if (!IS_WALL(levl[x][y].typ) && !in_fcorridor(grd, x, y)) {
if ((mon = m_at(x, y)) != 0 && mon != grd) {
if (mon->mtame)
yelp(mon);
(void) rloc(mon, FALSE);
}
if ((gold = g_at(x, y)) != 0) {
move_gold(gold, EGD(grd)->vroom);
movedgold = TRUE;
}
if ((trap = t_at(x, y)) != 0)
deltrap(trap);
if (x == lox)
typ =
(y == loy) ? TLCORNER : (y == hiy) ? BLCORNER : VWALL;
else if (x == hix)
typ =
(y == loy) ? TRCORNER : (y == hiy) ? BRCORNER : VWALL;
else /* not left or right side, must be top or bottom */
typ = HWALL;
levl[x][y].typ = typ;
levl[x][y].doormask = 0;
/*
* hack: player knows walls are restored because of the
* message, below, so show this on the screen.
*/
tmp_viz = viz_array[y][x];
viz_array[y][x] = IN_SIGHT | COULD_SEE;
newsym(x, y);
viz_array[y][x] = tmp_viz;
block_point(x, y);
fixed = TRUE;
}
}

if (movedgold || fixed) {
if (in_fcorridor(grd, grd->mx, grd->my) || cansee(grd->mx, grd->my))
pline("%s whispers an incantation.", noit_Monnam(grd));
else
You_hear("a distant chant.");
if (movedgold)
pline("A mysterious force moves the gold into the vault.");
if (fixed)
pline_The("damaged vault's walls are magically restored!");
}
}

/*
* return  1: guard moved,  0: guard didn't,  -1: let m_move do it,  -2: died
*/
int
gd_move(grd)
register struct monst *grd;
{
int x, y, nx, ny, m, n;
int dx, dy, gx, gy, fci;
uchar typ;
struct fakecorridor *fcp;
register struct egd *egrd = EGD(grd);
struct rm *crm;
boolean goldincorridor = FALSE,
u_in_vault = vault_occupied(u.urooms) ? TRUE : FALSE,
grd_in_vault = *in_rooms(grd->mx, grd->my, VAULT) ? TRUE : FALSE;
boolean disappear_msg_seen = FALSE, semi_dead = (grd->mhp <= 0);
long umoney = money_cnt(invent);
register boolean u_carry_gold = ((umoney + hidden_gold()) > 0L);
boolean see_guard, newspot = FALSE;

if (!on_level(&(egrd->gdlevel), &u.uz))
return -1;
nx = ny = m = n = 0;
if (!u_in_vault && !grd_in_vault)
wallify_vault(grd);
if (!grd->mpeaceful) {
if (semi_dead) {
egrd->gddone = 1;
goto newpos;
}
if (!u_in_vault
&& (grd_in_vault || (in_fcorridor(grd, grd->mx, grd->my)
&& !in_fcorridor(grd, u.ux, u.uy)))) {
(void) rloc(grd, FALSE);
wallify_vault(grd);
(void) clear_fcorr(grd, TRUE);
goto letknow;
}
if (!in_fcorridor(grd, grd->mx, grd->my))
(void) clear_fcorr(grd, TRUE);
return -1;
}
if (abs(egrd->ogx - grd->mx) > 1 || abs(egrd->ogy - grd->my) > 1)
return -1; /* teleported guard - treat as monster */

if (egrd->witness) {
verbalize("How dare you %s that gold, scoundrel!",
(egrd->witness & GD_EATGOLD) ? "consume" : "destroy");
egrd->witness = 0;
grd->mpeaceful = 0;
return -1;
}
if (egrd->fcend == 1) {
if (u_in_vault && (u_carry_gold || um_dist(grd->mx, grd->my, 1))) {
if (egrd->warncnt == 3 && !Deaf)
verbalize("I repeat, %sfollow me!",
u_carry_gold
? (!umoney ? "drop that hidden money and "
: "drop that money and ")
: "");
if (egrd->warncnt == 7) {
m = grd->mx;
n = grd->my;
if (!Deaf)
verbalize("You've been warned, knave!");
mnexto(grd);
levl[m][n].typ = egrd->fakecorr[0].ftyp;
newsym(m, n);
grd->mpeaceful = 0;
return -1;
}
/* not fair to get mad when (s)he's fainted or paralyzed */
if (!is_fainted() && multi >= 0)
egrd->warncnt++;
return 0;
}

if (!u_in_vault) {
if (u_carry_gold) { /* player teleported */
m = grd->mx;
n = grd->my;
(void) rloc(grd, TRUE);
levl[m][n].typ = egrd->fakecorr[0].ftyp;
newsym(m, n);
grd->mpeaceful = 0;
letknow:
if (!cansee(grd->mx, grd->my) || !mon_visible(grd))
You_hear("the shrill sound of a guard's whistle.");
else
You(um_dist(grd->mx, grd->my, 2)
? "see %s approaching."
: "are confronted by %s.",
/* "an angry guard" */
x_monnam(grd, ARTICLE_A, "angry", 0, FALSE));
return -1;
} else {
if (!Deaf)
verbalize("Well, begone.");
wallify_vault(grd);
egrd->gddone = 1;
goto cleanup;
}
}
}

if (egrd->fcend > 1) {
if (egrd->fcend > 2 && in_fcorridor(grd, grd->mx, grd->my)
&& !egrd->gddone && !in_fcorridor(grd, u.ux, u.uy)
&& levl[egrd->fakecorr[0].fx][egrd->fakecorr[0].fy].typ
== egrd->fakecorr[0].ftyp) {
pline("%s, confused, disappears.", noit_Monnam(grd));
disappear_msg_seen = TRUE;
goto cleanup;
}
if (u_carry_gold && (in_fcorridor(grd, u.ux, u.uy)
/* cover a 'blind' spot */
|| (egrd->fcend > 1 && u_in_vault))) {
if (!grd->mx) {
restfakecorr(grd);
return -2;
}
if (egrd->warncnt < 6) {
egrd->warncnt = 6;
if (!Deaf)
verbalize("Drop all your gold, scoundrel!");
return 0;
} else {
if (!Deaf)
verbalize("So be it, rogue!");
grd->mpeaceful = 0;
return -1;
}
}
}
for (fci = egrd->fcbeg; fci < egrd->fcend; fci++)
if (g_at(egrd->fakecorr[fci].fx, egrd->fakecorr[fci].fy)) {
m = egrd->fakecorr[fci].fx;
n = egrd->fakecorr[fci].fy;
goldincorridor = TRUE;
}
if (goldincorridor && !egrd->gddone) {
x = grd->mx;
y = grd->my;
if (m == u.ux && n == u.uy) {
struct obj *gold = g_at(m, n);
/* Grab the gold from between the hero's feet.  */
obj_extract_self(gold);
add_to_minv(grd, gold);
newsym(m, n);
} else if (m == x && n == y) {
mpickgold(grd); /* does a newsym */
} else {
/* just for insurance... */
if (MON_AT(m, n) && m != grd->mx && n != grd->my) {
if (!Deaf)
verbalize("Out of my way, scum!");
(void) rloc(m_at(m, n), FALSE);
}
remove_monster(grd->mx, grd->my);
newsym(grd->mx, grd->my);
place_monster(grd, m, n);
mpickgold(grd); /* does a newsym */
}
if (cansee(m, n))
pline("%s%s picks up the gold.", Monnam(grd),
grd->mpeaceful ? " calms down and" : "");
if (x != grd->mx || y != grd->my) {
remove_monster(grd->mx, grd->my);
newsym(grd->mx, grd->my);
place_monster(grd, x, y);
newsym(x, y);
}
if (!grd->mpeaceful)
return -1;
egrd->warncnt = 5;
return 0;
}
if (um_dist(grd->mx, grd->my, 1) || egrd->gddone) {
if (!egrd->gddone && !rn2(10) && !Deaf && !u.uswallow
&& !(u.ustuck && !sticks(youmonst.data)))
verbalize("Move along!");
restfakecorr(grd);
return 0; /* didn't move */
}
x = grd->mx;
y = grd->my;

if (u_in_vault)
goto nextpos;

/* 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) && (nx != x || ny != y)
&& isok(nx, ny)) {
typ = (crm = &levl[nx][ny])->typ;
if (!IS_STWALL(typ) && !IS_POOL(typ)) {
if (in_fcorridor(grd, nx, ny))
goto nextnxy;

if (*in_rooms(nx, ny, VAULT))
continue;

/* seems we found a good place to leave him alone */
egrd->gddone = 1;
if (ACCESSIBLE(typ))
goto newpos;
#ifdef STUPID
if (typ == SCORR)
crm->typ = CORR;
else
crm->typ = DOOR;
#else
crm->typ = (typ == SCORR) ? CORR : DOOR;
#endif
if (crm->typ == DOOR)
crm->doormask = D_NODOOR;
goto proceed;
}
}
nextnxy:
;
}
nextpos:
nx = x;
ny = y;
gx = egrd->gdx;
gy = egrd->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) && !IS_POOL(typ)
&& IS_ROOM(levl[nx + nx - x][ny + ny - y].typ)) {
crm->typ = DOOR;
crm->doormask = D_NODOOR;
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 ... */
if (IS_ROOM(typ)) {
crm->typ = DOOR;
crm->doormask = D_NODOOR;
goto proceed;
}
break;
}
crm->typ = CORR;
proceed:
newspot = TRUE;
unblock_point(nx, ny); /* doesn't block light */
if (cansee(nx, ny))
newsym(nx, ny);

fcp = &(egrd->fakecorr[egrd->fcend]);
if (egrd->fcend++ == FCSIZ)
panic("fakecorr overflow");
fcp->fx = nx;
fcp->fy = ny;
fcp->ftyp = typ;
newpos:
if (egrd->gddone) {
/* The following is a kludge.  We need to keep    */
/* the guard around in order to be able to make   */
/* the fake corridor disappear as the player      */
/* moves out of it, but we also need the guard    */
/* out of the way.  We send the guard to never-   */
/* never land.  We set ogx ogy to mx my in order  */
/* to avoid a check at the top of this function.  */
/* At the end of the process, the guard is killed */
/* in restfakecorr().                             */
cleanup:
x = grd->mx;
y = grd->my;

see_guard = canspotmon(grd);
wallify_vault(grd);
remove_monster(grd->mx, grd->my);
newsym(grd->mx, grd->my);
place_monster(grd, 0, 0);
egrd->ogx = grd->mx;
egrd->ogy = grd->my;
restfakecorr(grd);
if (!semi_dead && (in_fcorridor(grd, u.ux, u.uy) || cansee(x, y))) {
if (!disappear_msg_seen && see_guard)
pline("Suddenly, %s disappears.", noit_mon_nam(grd));
return 1;
}
return -2;
}
egrd->ogx = grd->mx; /* update old positions */
egrd->ogy = grd->my;
remove_monster(grd->mx, grd->my);
place_monster(grd, nx, ny);
if (newspot && g_at(nx, ny)) {
/* if there's gold already here (most likely from mineralize()),
pick it up now so that guard doesn't later think hero dropped
it and give an inappropriate message */
mpickgold(grd);
if (canspotmon(grd))
pline("%s picks up some gold.", Monnam(grd));
} else
newsym(grd->mx, grd->my);
restfakecorr(grd);
return 1;
}

/* Routine when dying or quitting with a vault guard around */
void
paygd()
{
register struct monst *grd = findgd();
long umoney = money_cnt(invent);
struct obj *coins, *nextcoins;
int gx, gy;
char buf[BUFSZ];

if (!umoney || !grd)
return;

if (u.uinvault) {
Your("%ld %s goes into the Magic Memory Vault.", umoney,
currency(umoney));
gx = u.ux;
gy = u.uy;
} else {
if (grd->mpeaceful) { /* guard has no "right" to your gold */
mongone(grd);
return;
}
mnexto(grd);
pline("%s remits your gold to the vault.", Monnam(grd));
gx = rooms[EGD(grd)->vroom].lx + rn2(2);
gy = rooms[EGD(grd)->vroom].ly + rn2(2);
Sprintf(buf, "To Croesus: here's the gold recovered from %s the %s.",
plname, mons[u.umonster].mname);
make_grave(gx, gy, buf);
}
for (coins = invent; coins; coins = nextcoins) {
nextcoins = coins->nobj;
if (objects[coins->otyp].oc_class == COIN_CLASS) {
freeinv(coins);
place_object(coins, gx, gy);
stackobj(coins);
}
}
mongone(grd);
}

long
hidden_gold()
{
long value = 0L;
struct obj *obj;

for (obj = invent; obj; obj = obj->nobj)
if (Has_contents(obj))
value += contained_gold(obj);
/* unknown gold stuck inside statues may cause some consternation... */

return value;
}

/* prevent "You hear footsteps.." when inappropriate */
boolean
gd_sound()
{
struct monst *grd = findgd();

if (vault_occupied(u.urooms))
return FALSE;
else
return (boolean) (grd == (struct monst *) 0);
}

void
vault_gd_watching(activity)
unsigned int activity;
{
struct monst *guard = findgd();

if (guard && guard->mcansee && m_canseeu(guard)) {
if (activity == GD_EATGOLD || activity == GD_DESTROYGOLD)
EGD(guard)->witness = activity;
}
}

/*vault.c*/