Files
nethack/src/vault.c
nethack.allison f139b67e43 build warning
- remove an unreferenced variable
- continue with recent code trend towards having DEADMONSTER()
  check in its own if/continue statement in a few more places
2006-06-11 18:27:55 +00:00

889 lines
23 KiB
C

/* SCCS Id: @(#)vault.c 3.5 2006/06/11 */
/* 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);
#define g_monnam(mtmp) \
x_monnam(mtmp, ARTICLE_NONE, (char *)0, SUPPRESS_IT, FALSE)
STATIC_DCL boolean FDECL(clear_fcorr, (struct monst *,BOOLEAN_P));
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 trap *)0;
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);
}
}
if ((trap = t_at(fcx,fcy)) != 0 &&
trap->ttyp == PIT && trap->madeby_u &&
IS_STWALL(egrd->fakecorr[fcbeg].ftyp)) {
/* you dug a pit while following the guard out,
so fill it in when the location reverts to stone */
deltrap(trap);
}
if (levl[fcx][fcy].typ == CORR && cansee(fcx, fcy))
sawcorridor = TRUE;
levl[fcx][fcy].typ = egrd->fakecorr[fcbeg].ftyp;
map_location(fcx, fcy, 1); /* bypass vision */
if(!ACCESSIBLE(levl[fcx][fcy].typ)) block_point(fcx,fcy);
egrd->fcbeg++;
}
if (sawcorridor) {
pline_The("corridor disappears.");
if(IS_ROCK(levl[u.ux][u.uy].typ)) You("are encased in rock.");
}
return(TRUE);
}
STATIC_OVL void
restfakecorr(grd)
register struct monst *grd;
{
/* it seems you left the corridor - let the guard disappear */
if(clear_fcorr(grd, FALSE)) mongone(grd);
}
boolean
grddead(grd) /* called in mon.c */
register struct monst *grd;
{
register boolean dispose = clear_fcorr(grd, TRUE);
if(!dispose) {
/* 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);
}
return(dispose);
}
STATIC_OVL boolean
in_fcorridor(grd, x, y)
register struct monst *grd;
int x, y;
{
register int fci;
for(fci = EGD(grd)->fcbeg; fci < EGD(grd)->fcend; fci++)
if(x == EGD(grd)->fakecorr[fci].fx &&
y == EGD(grd)->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;
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;
#ifdef GOLDOBJ
long umoney;
#endif
/* 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 */
if (canspotmon(guard))
pline("Suddenly one of the Vault's %s enters!",
makeplural(g_monnam(guard)));
else
pline("Someone else has entered the Vault.");
newsym(guard->mx,guard->my);
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 character's rank */
strncmpi(buf, plname, (int) strlen(plname)) != 0) {
adjalign(-1); /* Liar! */
}
if (!strcmpi(buf, "Croesus") || !strcmpi(buf, "Kroisos")
#ifdef TOURIST
|| !strcmpi(buf, "Creosote")
#endif
) {
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.");
#ifndef GOLDOBJ
if (Deaf)
;
else if (!u.ugold && !hidden_gold())
verbalize("Please follow me.");
else {
if (!u.ugold)
verbalize("You have hidden gold.");
verbalize("Most likely all your gold was stolen from this vault.");
verbalize("Please drop that gold and follow me.");
}
#else
umoney = money_cnt(invent);
if (Deaf)
;
else if (!umoney && !hidden_gold())
verbalize("Please follow me.");
else {
if (!umoney)
verbalize("You have hidden money.");
verbalize("Most likely all your money was stolen from this vault.");
verbalize("Please drop that money and follow me.");
}
#endif
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_The("%s whispers an incantation.", g_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);
register struct rm *crm;
register 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);
#ifndef GOLDOBJ
register boolean u_carry_gold = ((u.ugold + hidden_gold()) > 0L);
#else
long umoney = money_cnt(invent);
register boolean u_carry_gold = ((umoney + hidden_gold()) > 0L);
#endif
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 ? (
#ifndef GOLDOBJ
!u.ugold ?
"drop that hidden gold and " :
"drop that gold and ") : "");
#else
!umoney ?
"drop that hidden money and " :
"drop that money and ") : "");
#endif
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, FALSE);
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 an angry %s approaching." :
"are confronted by an angry %s.",
g_monnam(grd));
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_The("%s, confused, disappears.", g_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. */
#ifndef GOLDOBJ
grd->mgold += gold->quan;
delobj(gold);
#else
obj_extract_self(gold);
add_to_minv(grd, gold);
#endif
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);
else {
egrd->warncnt = 5;
return(0);
}
}
if(um_dist(grd->mx, grd->my, 1) || egrd->gddone) {
if(!egrd->gddone && !rn2(10) && !Deaf)
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, the %s disappears.", g_monnam(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();
#ifndef GOLDOBJ
struct obj *gold;
#else
long umoney = money_cnt(invent);
struct obj *coins, *nextcoins;
#endif
int gx,gy;
char buf[BUFSZ];
#ifndef GOLDOBJ
if (!u.ugold || !grd) return;
#else
if (!umoney || !grd) return;
#endif
if (u.uinvault) {
Your("%ld %s goes into the Magic Memory Vault.",
#ifndef GOLDOBJ
u.ugold,
currency(u.ugold));
#else
umoney,
currency(umoney));
#endif
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);
}
#ifndef GOLDOBJ
place_object(gold = mkgoldobj(u.ugold), gx, gy);
stackobj(gold);
#else
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);
}
}
#endif
mongone(grd);
}
long
hidden_gold()
{
register long value = 0L;
register 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);
}
boolean
gd_sound() /* prevent "You hear footsteps.." when inappropriate */
{
register 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*/