HardenedBSD/games/hack/hack.vault.c
Jordan K. Hubbard 554eb505f8 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
of the x11 based games.  I'm not going to tag the originals with bsd_44_lite
and do this in two stages since it's just not worth it for this collection,
and I've got directory renames to deal with that way.  Bleah.
Submitted by:	jkh
1994-09-04 04:03:31 +00:00

260 lines
5.7 KiB
C

/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* hack.vault.c - version 1.0.2 */
#include "hack.h"
#ifdef QUEST
setgd(/* mtmp */) /* struct monst *mtmp; */ {}
gd_move() { return(2); }
gddead(mtmp) struct monst *mtmp; {}
replgd(mtmp,mtmp2) struct monst *mtmp, *mtmp2; {}
invault(){}
#else
#include "def.mkroom.h"
extern struct monst *makemon();
#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
restfakecorr()
{
register fcx,fcy,fcbeg;
register 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
goldincorridor()
{
register 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);
}
setgd(){
register struct monst *mtmp;
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) if(mtmp->isgd){
guard = mtmp;
gdlevel = dlevel;
return;
}
guard = 0;
}
invault(){
register 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];
register 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) {
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;
}
/* 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;
}
}
gd_move(){
register int x,y,dx,dy,gx,gy,nx,ny,typ;
register struct fakecorridor *fcp;
register 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) {
register 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);
}
gddead(){
guard = 0;
}
replgd(mtmp,mtmp2)
register struct monst *mtmp, *mtmp2;
{
if(mtmp == guard)
guard = mtmp2;
}
#endif QUEST