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-rw-r--r--hack/hack.vault.c310
1 files changed, 310 insertions, 0 deletions
diff --git a/hack/hack.vault.c b/hack/hack.vault.c
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+/* 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 __attribute__((unused)))
+{
+}
+
+void
+replgd(struct monst *mtmp __attribute__((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 */