Files
nethack/src/vault.c
kmhugo e1f5ddd820 sound cleanup
+ Separate the two uses of flags.soundok.
+ Player-settable option is now called "acoustics".
+ Deafness is now handled as a full-fledged attribute.
+ Check for deafness in You_hear(), rather than caller.
+ Check for deafness in caller, rather than verbalize(),
  because gods can speak to characters in spite of deafness.
+ Since changes are being made to prop.h, reorder it to the
  same order as youprop.h and enlightenment.

There are still some extraneous checks and missing checks
for deafness, which will be followed up in a future patch.

Because of the size of this patch and its savefile incompatibilities,
it is only being applied to the trunk code.  Portions of this patch
were written by Michael Allison.
2003-09-28 03:42:50 +00:00

827 lines
21 KiB
C

/* SCCS Id: @(#)vault.c 3.4 2003/01/15 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#include "vault.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 *));
STATIC_OVL boolean
clear_fcorr(grd, forceshow)
register struct monst *grd;
register boolean forceshow;
{
register int fcx, fcy, fcbeg;
register struct monst *mtmp;
if (!on_level(&(EGD(grd)->gdlevel), &u.uz)) return TRUE;
while((fcbeg = EGD(grd)->fcbeg) < EGD(grd)->fcend) {
fcx = EGD(grd)->fakecorr[fcbeg].fx;
fcy = EGD(grd)->fakecorr[fcbeg].fy;
if((grd->mhp <= 0 || !in_fcorridor(grd, u.ux, u.uy)) &&
EGD(grd)->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);
}
}
levl[fcx][fcy].typ = EGD(grd)->fakecorr[fcbeg].ftyp;
map_location(fcx, fcy, 1); /* bypass vision */
if(!ACCESSIBLE(levl[fcx][fcy].typ)) block_point(fcx,fcy);
EGD(grd)->fcbeg++;
}
if(grd->mhp <= 0) {
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(mtmp->isgd && !DEADMONSTER(mtmp) && 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, NO_MM_FLAGS))) 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;
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->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:
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);
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));
}
/*vault.c*/