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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 */