NetBSD/games/hack/hack.vault.c

321 lines
6.4 KiB
C

/* $NetBSD: hack.vault.c,v 1.5 2001/03/25 20:44:03 jsm Exp $ */
/*
* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985.
*/
#include <sys/cdefs.h>
#ifndef lint
__RCSID("$NetBSD: hack.vault.c,v 1.5 2001/03/25 20:44:03 jsm Exp $");
#endif /* not lint */
#include "hack.h"
#include "extern.h"
#ifdef QUEST
void
setgd( /* mtmp */ )
{ /* struct monst *mtmp; */
}
int
gd_move() {
return (2);
}
void
gddead()
{
}
void
replgd(mtmp, mtmp2)
struct monst *mtmp, *mtmp2;
{
}
void
invault()
{
}
#else
#include "def.mkroom.h"
#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 const 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 __P((void));
static int goldincorridor __P((void));
static void
restfakecorr()
{
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 = 0;
}
static int
goldincorridor()
{
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()
{
struct monst *mtmp;
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
if (mtmp->isgd) {
guard = mtmp;
gdlevel = dlevel;
return;
}
guard = 0;
}
void
invault()
{
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 = 0;
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 = 0;
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()
{
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()
{
guard = 0;
}
void
replgd(mtmp, mtmp2)
struct monst *mtmp, *mtmp2;
{
if (mtmp == guard)
guard = mtmp2;
}
#endif /* QUEST */