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554eb505f8
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
260 lines
5.7 KiB
C
260 lines
5.7 KiB
C
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* hack.vault.c - version 1.0.2 */
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#include "hack.h"
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#ifdef QUEST
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setgd(/* mtmp */) /* struct monst *mtmp; */ {}
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gd_move() { return(2); }
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gddead(mtmp) struct monst *mtmp; {}
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replgd(mtmp,mtmp2) struct monst *mtmp, *mtmp2; {}
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invault(){}
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#else
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#include "def.mkroom.h"
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extern struct monst *makemon();
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#define FCSIZ (ROWNO+COLNO)
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struct fakecorridor {
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xchar fx,fy,ftyp;
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};
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struct egd {
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int fcbeg, fcend; /* fcend: first unused pos */
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xchar gdx, gdy; /* goal of guard's walk */
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unsigned gddone:1;
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struct fakecorridor fakecorr[FCSIZ];
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};
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static struct permonst pm_guard =
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{ "guard", '@', 12, 12, -1, 4, 10, sizeof(struct egd) };
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static struct monst *guard;
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static int gdlevel;
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#define EGD ((struct egd *)(&(guard->mextra[0])))
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static
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restfakecorr()
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{
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register fcx,fcy,fcbeg;
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register struct rm *crm;
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while((fcbeg = EGD->fcbeg) < EGD->fcend) {
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fcx = EGD->fakecorr[fcbeg].fx;
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fcy = EGD->fakecorr[fcbeg].fy;
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if((u.ux == fcx && u.uy == fcy) || cansee(fcx,fcy) ||
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m_at(fcx,fcy))
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return;
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crm = &levl[fcx][fcy];
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crm->typ = EGD->fakecorr[fcbeg].ftyp;
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if(!crm->typ) crm->seen = 0;
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newsym(fcx,fcy);
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EGD->fcbeg++;
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}
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/* it seems he left the corridor - let the guard disappear */
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mondead(guard);
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guard = 0;
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}
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static
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goldincorridor()
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{
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register int fci;
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for(fci = EGD->fcbeg; fci < EGD->fcend; fci++)
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if(g_at(EGD->fakecorr[fci].fx, EGD->fakecorr[fci].fy))
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return(1);
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return(0);
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}
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setgd(){
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register struct monst *mtmp;
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for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) if(mtmp->isgd){
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guard = mtmp;
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gdlevel = dlevel;
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return;
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}
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guard = 0;
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}
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invault(){
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register tmp = inroom(u.ux, u.uy);
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if(tmp < 0 || rooms[tmp].rtype != VAULT) {
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u.uinvault = 0;
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return;
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}
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if(++u.uinvault % 50 == 0 && (!guard || gdlevel != dlevel)) {
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char buf[BUFSZ];
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register x,y,dd,gx,gy;
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/* first find the goal for the guard */
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for(dd = 1; (dd < ROWNO || dd < COLNO); dd++) {
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for(y = u.uy-dd; y <= u.uy+dd; y++) {
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if(y < 0 || y > ROWNO-1) continue;
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for(x = u.ux-dd; x <= u.ux+dd; x++) {
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if(y != u.uy-dd && y != u.uy+dd && x != u.ux-dd)
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x = u.ux+dd;
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if(x < 0 || x > COLNO-1) continue;
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if(levl[x][y].typ == CORR) goto fnd;
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}
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}
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}
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impossible("Not a single corridor on this level??");
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tele();
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return;
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fnd:
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gx = x; gy = y;
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/* next find a good place for a door in the wall */
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x = u.ux; y = u.uy;
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while(levl[x][y].typ == ROOM) {
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register int dx,dy;
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dx = (gx > x) ? 1 : (gx < x) ? -1 : 0;
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dy = (gy > y) ? 1 : (gy < y) ? -1 : 0;
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if(abs(gx-x) >= abs(gy-y))
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x += dx;
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else
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y += dy;
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}
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/* make something interesting happen */
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if(!(guard = makemon(&pm_guard,x,y))) return;
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guard->isgd = guard->mpeaceful = 1;
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EGD->gddone = 0;
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gdlevel = dlevel;
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if(!cansee(guard->mx, guard->my)) {
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mondead(guard);
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guard = 0;
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return;
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}
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pline("Suddenly one of the Vault's guards enters!");
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pmon(guard);
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do {
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pline("\"Hello stranger, who are you?\" - ");
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getlin(buf);
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} while (!letter(buf[0]));
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if(!strcmp(buf, "Croesus") || !strcmp(buf, "Kroisos")) {
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pline("\"Oh, yes - of course. Sorry to have disturbed you.\"");
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mondead(guard);
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guard = 0;
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return;
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}
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clrlin();
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pline("\"I don't know you.\"");
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if(!u.ugold)
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pline("\"Please follow me.\"");
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else {
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pline("\"Most likely all that gold was stolen from this vault.\"");
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pline("\"Please drop your gold (say d$ ) and follow me.\"");
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}
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EGD->gdx = gx;
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EGD->gdy = gy;
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EGD->fcbeg = 0;
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EGD->fakecorr[0].fx = x;
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EGD->fakecorr[0].fy = y;
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EGD->fakecorr[0].ftyp = levl[x][y].typ;
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levl[x][y].typ = DOOR;
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EGD->fcend = 1;
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}
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}
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gd_move(){
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register int x,y,dx,dy,gx,gy,nx,ny,typ;
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register struct fakecorridor *fcp;
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register struct rm *crm;
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if(!guard || gdlevel != dlevel){
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impossible("Where is the guard?");
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return(2); /* died */
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}
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if(u.ugold || goldincorridor())
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return(0); /* didnt move */
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if(dist(guard->mx,guard->my) > 1 || EGD->gddone) {
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restfakecorr();
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return(0); /* didnt move */
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}
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x = guard->mx;
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y = guard->my;
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/* look around (hor & vert only) for accessible places */
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for(nx = x-1; nx <= x+1; nx++) for(ny = y-1; ny <= y+1; ny++) {
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if(nx == x || ny == y) if(nx != x || ny != y)
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if(isok(nx,ny))
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if(!IS_WALL(typ = (crm = &levl[nx][ny])->typ) && typ != POOL) {
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register int i;
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for(i = EGD->fcbeg; i < EGD->fcend; i++)
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if(EGD->fakecorr[i].fx == nx &&
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EGD->fakecorr[i].fy == ny)
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goto nextnxy;
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if((i = inroom(nx,ny)) >= 0 && rooms[i].rtype == VAULT)
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goto nextnxy;
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/* seems we found a good place to leave him alone */
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EGD->gddone = 1;
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if(ACCESSIBLE(typ)) goto newpos;
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crm->typ = (typ == SCORR) ? CORR : DOOR;
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goto proceed;
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}
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nextnxy: ;
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}
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nx = x;
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ny = y;
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gx = EGD->gdx;
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gy = EGD->gdy;
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dx = (gx > x) ? 1 : (gx < x) ? -1 : 0;
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dy = (gy > y) ? 1 : (gy < y) ? -1 : 0;
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if(abs(gx-x) >= abs(gy-y)) nx += dx; else ny += dy;
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while((typ = (crm = &levl[nx][ny])->typ) != 0) {
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/* in view of the above we must have IS_WALL(typ) or typ == POOL */
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/* must be a wall here */
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if(isok(nx+nx-x,ny+ny-y) && typ != POOL &&
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ZAP_POS(levl[nx+nx-x][ny+ny-y].typ)){
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crm->typ = DOOR;
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goto proceed;
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}
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if(dy && nx != x) {
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nx = x; ny = y+dy;
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continue;
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}
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if(dx && ny != y) {
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ny = y; nx = x+dx; dy = 0;
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continue;
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}
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/* I don't like this, but ... */
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crm->typ = DOOR;
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goto proceed;
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}
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crm->typ = CORR;
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proceed:
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if(cansee(nx,ny)) {
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mnewsym(nx,ny);
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prl(nx,ny);
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}
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fcp = &(EGD->fakecorr[EGD->fcend]);
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if(EGD->fcend++ == FCSIZ) panic("fakecorr overflow");
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fcp->fx = nx;
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fcp->fy = ny;
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fcp->ftyp = typ;
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newpos:
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if(EGD->gddone) nx = ny = 0;
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guard->mx = nx;
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guard->my = ny;
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pmon(guard);
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restfakecorr();
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return(1);
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}
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gddead(){
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guard = 0;
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}
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replgd(mtmp,mtmp2)
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register struct monst *mtmp, *mtmp2;
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{
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if(mtmp == guard)
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guard = mtmp2;
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}
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#endif QUEST
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