/* Routine when dying or quitting with a vault guard around */ void paygd(void) { struct monst *grd = findgd(); struct obj *gold; int gx, gy; char buf[BUFSZ]; if (!u.ugold || !grd) return; if (u.uinvault) { Your("%ld %s goes into the Magic Memory Vault.", u.ugold, currency(u.ugold)); gx = u.ux; gy = u.uy; } else { if (grd->mpeaceful) { /* guard has no "right" to your gold */ mongone(grd); return; } mnexto(grd); char name[BUFSZ]; Monnam(name, BUFSZ, grd); pline("%s remits your gold to the vault.", name); 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); } place_object(gold = mkgoldobj(u.ugold), gx, gy); stackobj(gold); mongone(grd); }
/* prevent "You hear footsteps.." when inappropriate */ bool gd_sound(void) { struct monst *grd = findgd(); if (vault_occupied(u.urooms)) return (false); else return ((bool)(grd == (struct monst *)0)); }
/* prevent "You hear footsteps.." when inappropriate */ boolean gd_sound(void) { struct monst *grd = findgd(); if (vault_occupied(u.urooms)) return FALSE; else return (boolean) (grd == NULL); }
/* Routine when dying or quitting with a vault guard around */ void paygd(void) { struct monst *grd = findgd(); long umoney = money_cnt(invent); struct obj *coins, *nextcoins; int gx, gy; if (!umoney || !grd) return; if (u.uinvault) { pline("Your %ld %s goes into the Magic Memory Vault.", umoney, currency(umoney)); 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 = level->rooms[EGD(grd)->vroom].lx + rn2(2); gy = level->rooms[EGD(grd)->vroom].ly + rn2(2); make_grave(level, gx, gy, msgprintf( "To Croesus: here's the gold recovered from %s the %s.", u.uplname, mons[u.umonster].mname)); } for (coins = invent; coins; coins = nextcoins) { nextcoins = coins->nobj; if (objects[coins->otyp].oc_class == COIN_CLASS) { unwield_silently(coins); freeinv(coins); place_object(coins, level, gx, gy); stackobj(coins); } } mongone(grd); }
void invault(void) { 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]; int x, y, dd, gx, gy; int lx = 0, ly = 0; /* 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) { 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)) { char name[BUFSZ]; g_monnam(name, BUFSZ, guard); pline("Suddenly one of the Vault's %s enters!", makeplural(name)); } 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* */ 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") || !strcmpi(buf, "Creosote")) { 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."); 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."); } 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; signed char lowx = rooms[vlt].lx, hix = rooms[vlt].hx; signed char 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].flags = D_NODOOR; unblock_point(x, y); /* doesn't block light */ EGD(guard)->fcend = 1; EGD(guard)->warncnt = 1; } }
void invault(void) { struct monst *guard; int trycount, vaultroom = (int)vault_occupied(u.urooms); boolean messages = TRUE; if (!vaultroom) { u.uinvault = 0; return; } vaultroom -= ROOMOFFSET; guard = findgd(); if (++u.uinvault % 30 == 0 && !guard) { /* if time ok and no guard now. */ int x, y, gx, gy; xchar rx, ry; long umoney; const char *buf; /* first find the goal for the guard */ if (!find_guard_dest(NULL, &rx, &ry)) return; gx = rx; gy = ry; /* next find a good place for a door in the wall */ x = u.ux; y = u.uy; if (level->locations[x][y].typ != ROOM) { /* player dug a door and is in it */ if (level->locations[x + 1][y].typ == ROOM) x = x + 1; else if (level->locations[x][y + 1].typ == ROOM) y = y + 1; else if (level->locations[x - 1][y].typ == ROOM) x = x - 1; else if (level->locations[x][y - 1].typ == ROOM) y = y - 1; else if (level->locations[x + 1][y + 1].typ == ROOM) { x = x + 1; y = y + 1; } else if (level->locations[x - 1][y - 1].typ == ROOM) { x = x - 1; y = y - 1; } else if (level->locations[x + 1][y - 1].typ == ROOM) { x = x + 1; y = y - 1; } else if (level->locations[x - 1][y + 1].typ == ROOM) { x = x - 1; y = y + 1; } } while (level->locations[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; } if (x == u.ux && y == u.uy) { if (level->locations[x + 1][y].typ == HWALL || level->locations[x + 1][y].typ == DOOR) x = x + 1; else if (level->locations[x - 1][y].typ == HWALL || level->locations[x - 1][y].typ == DOOR) x = x - 1; else if (level->locations[x][y + 1].typ == VWALL || level->locations[x][y + 1].typ == DOOR) y = y + 1; else if (level->locations[x][y - 1].typ == VWALL || level->locations[x][y - 1].typ == DOOR) y = y - 1; else return; } /* make something interesting happen */ if (!(guard = makemon(&mons[PM_GUARD], level, x, y, NO_MM_FLAGS))) return; guard->isgd = 1; msethostility(guard, FALSE, TRUE); 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; /* We used to reset fainted status here, but that doesn't really make sense; instead, that's treated like normal helplessness */ if (canspotmon(guard)) pline("Suddenly one of the Vault's guards enters!"); else if (canhear()) You_hear("someone else enter the Vault."); else messages = FALSE; newsym(guard->mx, guard->my); if (youmonst.m_ap_type == M_AP_OBJECT || u.uundetected || u.uburied) { 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. */ if (messages) pline("Puzzled, %s turns around and leaves.", mhe(guard)); mongone(guard); return; } if (Engulfed) { if ((!u.ustuck->minvis || perceives(guard->data))) verbalize("How did that %s get in here?", m_monnam(u.ustuck)); if (messages) pline("Puzzled, %s turns around and leaves.", mhe(guard)); mongone(guard); return; } if (Strangled || is_silent(youmonst.data) || u_helpless(hm_all)) { /* [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; } action_interrupted(); trycount = 5; do { buf = getlin("\"Hello stranger, who are you?\" -", FALSE); buf = msgmungspaces(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, u.uplname, (int)strlen(u.uplname)) != 0) { adjalign(-1); /* Liar! */ } if (!strcmpi(buf, "Croesus") || !strcmpi(buf, "Kroisos") || !strcmpi(buf, "Creosote")) { 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; mon_wield_item(guard); } } return; } verbalize("I don't know you."); umoney = money_cnt(invent); 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."); } 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(level->locations[x][y].typ)) EGD(guard)->fakecorr[0].ftyp = level->locations[x][y].typ; else { /* the initial guard location is a dug door */ int vlt = EGD(guard)->vroom; xchar lowx = level->rooms[vlt].lx, hix = level->rooms[vlt].hx; xchar lowy = level->rooms[vlt].ly, hiy = level->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; } level->locations[x][y].typ = DOOR; level->locations[x][y].doormask = D_NODOOR; unblock_point(x, y); /* doesn't block light */ EGD(guard)->fcend = 1; EGD(guard)->warncnt = 1; } }