1 /*	SCCS Id: @(#)vault.c	3.3	96/06/05	*/
2 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3 /* NetHack may be freely redistributed.  See license for details. */
4 
5 #include "hack.h"
6 #include "vault.h"
7 
8 STATIC_DCL struct monst *NDECL(findgd);
9 
10 #ifdef OVLB
11 
12 STATIC_DCL boolean FDECL(clear_fcorr, (struct monst *,BOOLEAN_P));
13 STATIC_DCL void FDECL(restfakecorr,(struct monst *));
14 STATIC_DCL boolean FDECL(in_fcorridor, (struct monst *,int,int));
15 STATIC_DCL void FDECL(move_gold,(struct obj *,int));
16 STATIC_DCL void FDECL(wallify_vault,(struct monst *));
17 
18 STATIC_OVL boolean
clear_fcorr(grd,forceshow)19 clear_fcorr(grd, forceshow)
20 register struct monst *grd;
21 register boolean forceshow;
22 {
23 	register int fcx, fcy, fcbeg;
24 	register struct monst *mtmp;
25 
26 	while((fcbeg = EGD(grd)->fcbeg) < EGD(grd)->fcend) {
27 		fcx = EGD(grd)->fakecorr[fcbeg].fx;
28 		fcy = EGD(grd)->fakecorr[fcbeg].fy;
29 		if((grd->mhp <= 0 || !in_fcorridor(grd, u.ux, u.uy)) &&
30 				   EGD(grd)->gddone)
31 			forceshow = TRUE;
32 		if((u.ux == fcx && u.uy == fcy && grd->mhp > 0)
33 			|| (!forceshow && couldsee(fcx,fcy))
34 			|| (Punished && !carried(uball)
35 				&& uball->ox == fcx && uball->oy == fcy))
36 			return FALSE;
37 
38 		if ((mtmp = m_at(fcx,fcy)) != 0) {
39 			if(mtmp->isgd) return(FALSE);
40 			else if(!in_fcorridor(grd, u.ux, u.uy)) {
41 			    if(mtmp->mtame) yelp(mtmp);
42 			    rloc(mtmp);
43 			}
44 		}
45 		levl[fcx][fcy].typ = EGD(grd)->fakecorr[fcbeg].ftyp;
46 		map_location(fcx, fcy, 1);	/* bypass vision */
47 		if(!ACCESSIBLE(levl[fcx][fcy].typ)) block_point(fcx,fcy);
48 		EGD(grd)->fcbeg++;
49 	}
50 	if(grd->mhp <= 0) {
51 	    pline_The("corridor disappears.");
52 	    if(IS_ROCK(levl[u.ux][u.uy].typ)) You("are encased in rock.");
53 	}
54 	return(TRUE);
55 }
56 
57 STATIC_OVL void
restfakecorr(grd)58 restfakecorr(grd)
59 register struct monst *grd;
60 {
61 	/* it seems you left the corridor - let the guard disappear */
62 	if(clear_fcorr(grd, FALSE)) mongone(grd);
63 }
64 
65 boolean
grddead(grd)66 grddead(grd)				/* called in mon.c */
67 register struct monst *grd;
68 {
69 	register boolean dispose = clear_fcorr(grd, TRUE);
70 
71 	if(!dispose) {
72 		/* see comment by newpos in gd_move() */
73 		remove_monster(grd->mx, grd->my);
74 		newsym(grd->mx, grd->my);
75 		place_monster(grd, 0, 0);
76 		EGD(grd)->ogx = grd->mx;
77 		EGD(grd)->ogy = grd->my;
78 		dispose = clear_fcorr(grd, TRUE);
79 	}
80 	return(dispose);
81 }
82 
83 STATIC_OVL boolean
in_fcorridor(grd,x,y)84 in_fcorridor(grd, x, y)
85 register struct monst *grd;
86 int x, y;
87 {
88 	register int fci;
89 
90 	for(fci = EGD(grd)->fcbeg; fci < EGD(grd)->fcend; fci++)
91 		if(x == EGD(grd)->fakecorr[fci].fx &&
92 				y == EGD(grd)->fakecorr[fci].fy)
93 			return(TRUE);
94 	return(FALSE);
95 }
96 
97 STATIC_OVL
98 struct monst *
findgd()99 findgd()
100 {
101 	register struct monst *mtmp;
102 
103 	for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
104 	    if(mtmp->isgd && !DEADMONSTER(mtmp) && on_level(&(EGD(mtmp)->gdlevel), &u.uz))
105 		return(mtmp);
106 	return((struct monst *)0);
107 }
108 
109 #endif /* OVLB */
110 #ifdef OVL0
111 
112 char
vault_occupied(array)113 vault_occupied(array)
114 char *array;
115 {
116 	register char *ptr;
117 
118 	for (ptr = array; *ptr; ptr++)
119 		if (rooms[*ptr - ROOMOFFSET].rtype == VAULT)
120 			return(*ptr);
121 	return('\0');
122 }
123 
124 void
invault()125 invault()
126 {
127 #ifdef BSD_43_BUG
128     int dummy;		/* hack to avoid schain botch */
129 #endif
130     struct monst *guard;
131     int vaultroom = (int)vault_occupied(u.urooms);
132 
133     if(!vaultroom) {
134 	u.uinvault = 0;
135 	return;
136     }
137 
138     vaultroom -= ROOMOFFSET;
139 
140     guard = findgd();
141     if(++u.uinvault % 30 == 0 && !guard) { /* if time ok and no guard now. */
142 	char buf[BUFSZ];
143 	register int x, y, dd, gx, gy;
144 	int lx = 0, ly = 0;
145 
146 	/* first find the goal for the guard */
147 	for(dd = 2; (dd < ROWNO || dd < COLNO); dd++) {
148 	  for(y = u.uy-dd; y <= u.uy+dd; ly = y, y++) {
149 	    if(y < 0 || y > ROWNO-1) continue;
150 	    for(x = u.ux-dd; x <= u.ux+dd; lx = x, x++) {
151 	      if(y != u.uy-dd && y != u.uy+dd && x != u.ux-dd)
152 		x = u.ux+dd;
153 	      if(x < 1 || x > COLNO-1) continue;
154 	      if(levl[x][y].typ == CORR) {
155 		  if(x < u.ux) lx = x + 1;
156 		  else if(x > u.ux) lx = x - 1;
157 		  else lx = x;
158 		  if(y < u.uy) ly = y + 1;
159 		  else if(y > u.uy) ly = y - 1;
160 		  else ly = y;
161 		  if(levl[lx][ly].typ != STONE && levl[lx][ly].typ != CORR)
162 		      goto incr_radius;
163 		  goto fnd;
164 	      }
165 	    }
166 	  }
167 incr_radius: ;
168 	}
169 	impossible("Not a single corridor on this level??");
170 	tele();
171 	return;
172 fnd:
173 	gx = x; gy = y;
174 
175 	/* next find a good place for a door in the wall */
176 	x = u.ux; y = u.uy;
177 	if(levl[x][y].typ != ROOM) {  /* player dug a door and is in it */
178 		if(levl[x+1][y].typ == ROOM)  x = x + 1;
179 		else if(levl[x][y+1].typ == ROOM) y = y + 1;
180 		else if(levl[x-1][y].typ == ROOM) x = x - 1;
181 		else if(levl[x][y-1].typ == ROOM) y = y - 1;
182 		else if(levl[x+1][y+1].typ == ROOM) {
183 			x = x + 1;
184 			y = y + 1;
185 		} else if (levl[x-1][y-1].typ == ROOM) {
186 			x = x - 1;
187 			y = y - 1;
188 		} else if (levl[x+1][y-1].typ == ROOM) {
189 			x = x + 1;
190 			y = y - 1;
191 		} else if (levl[x-1][y+1].typ == ROOM) {
192 			x = x - 1;
193 			y = y + 1;
194 		}
195 	}
196 	while(levl[x][y].typ == ROOM) {
197 		register int dx,dy;
198 
199 		dx = (gx > x) ? 1 : (gx < x) ? -1 : 0;
200 		dy = (gy > y) ? 1 : (gy < y) ? -1 : 0;
201 		if(abs(gx-x) >= abs(gy-y))
202 			x += dx;
203 		else
204 			y += dy;
205 	}
206 	if(x == u.ux && y == u.uy) {
207 		if(levl[x+1][y].typ == HWALL || levl[x+1][y].typ == DOOR)
208 			x = x + 1;
209 		else if(levl[x-1][y].typ == HWALL || levl[x-1][y].typ == DOOR)
210 			x = x - 1;
211 		else if(levl[x][y+1].typ == VWALL || levl[x][y+1].typ == DOOR)
212 			y = y + 1;
213 		else if(levl[x][y-1].typ == VWALL || levl[x][y-1].typ == DOOR)
214 			y = y - 1;
215 		else return;
216 	}
217 
218 	/* make something interesting happen */
219 	if(!(guard = makemon(&mons[PM_GUARD], x, y, NO_MM_FLAGS))) return;
220 	guard->isgd = 1;
221 	guard->mpeaceful = 1;
222 	set_malign(guard);
223 	EGD(guard)->gddone = 0;
224 	EGD(guard)->ogx = x;
225 	EGD(guard)->ogy = y;
226 	assign_level(&(EGD(guard)->gdlevel), &u.uz);
227 	EGD(guard)->vroom = vaultroom;
228 	EGD(guard)->warncnt = 0;
229 
230 	if(!cansee(guard->mx, guard->my)) {
231 		mongone(guard);
232 		return;
233 	}
234 
235 	reset_faint();			/* if fainted - wake up */
236 	pline("Suddenly one of the Vault's guards enters!");
237 	newsym(guard->mx,guard->my);
238 	if (Strangled || youmonst.data->msound == MS_SILENT) {
239 	    verbalize("I'll be back when you're ready to speak to me!");
240 	    mongone(guard);
241 	    return;
242 	}
243 	stop_occupation();		/* if occupied, stop it *now* */
244 	do {
245 		getlin("\"Hello stranger, who are you?\" -",buf);
246 	} while (!letter(buf[0]));
247 
248 	if (u.ualign.type == A_LAWFUL &&
249 	    /* ignore trailing text, in case player includes character's rank */
250 	    strncmpi(buf, plname, (int) strlen(plname)) != 0) {
251 		adjalign(-1);		/* Liar! */
252 	}
253 
254 	if (!strcmpi(buf, "Croesus") || !strcmpi(buf, "Kroisos")
255 #ifdef TOURIST
256 		|| !strcmpi(buf, "Creosote")
257 #endif
258 	    ) {
259 	    if (!mvitals[PM_CROESUS].died) {
260 		verbalize("Oh, yes, of course.  Sorry to have disturbed you.");
261 		mongone(guard);
262 	    } else {
263 		setmangry(guard);
264 		verbalize("Back from the dead, are you?  I'll remedy that!");
265 		/* don't want guard to waste next turn wielding a weapon */
266 		if (!MON_WEP(guard)) {
267 		    guard->weapon_check = NEED_HTH_WEAPON;
268 		    (void) mon_wield_item(guard);
269 		}
270 	    }
271 	    return;
272 	}
273 	verbalize("I don't know you.");
274 	if (!u.ugold && !hidden_gold())
275 	    verbalize("Please follow me.");
276 	else {
277 	    if (!u.ugold)
278 		verbalize("You have hidden gold.");
279 	    verbalize("Most likely all your gold was stolen from this vault.");
280 	    verbalize("Please drop that gold and follow me.");
281 	}
282 	EGD(guard)->gdx = gx;
283 	EGD(guard)->gdy = gy;
284 	EGD(guard)->fcbeg = 0;
285 	EGD(guard)->fakecorr[0].fx = x;
286 	EGD(guard)->fakecorr[0].fy = y;
287 	if(IS_WALL(levl[x][y].typ))
288 	    EGD(guard)->fakecorr[0].ftyp = levl[x][y].typ;
289 	else { /* the initial guard location is a dug door */
290 	    int vlt = EGD(guard)->vroom;
291 	    xchar lowx = rooms[vlt].lx, hix = rooms[vlt].hx;
292 	    xchar lowy = rooms[vlt].ly, hiy = rooms[vlt].hy;
293 
294 	    if(x == lowx-1 && y == lowy-1)
295 		EGD(guard)->fakecorr[0].ftyp = TLCORNER;
296 	    else if(x == hix+1 && y == lowy-1)
297 		EGD(guard)->fakecorr[0].ftyp = TRCORNER;
298 	    else if(x == lowx-1 && y == hiy+1)
299 		EGD(guard)->fakecorr[0].ftyp = BLCORNER;
300 	    else if(x == hix+1 && y == hiy+1)
301 		EGD(guard)->fakecorr[0].ftyp = BRCORNER;
302 	    else if(y == lowy-1 || y == hiy+1)
303 		EGD(guard)->fakecorr[0].ftyp = HWALL;
304 	    else if(x == lowx-1 || x == hix+1)
305 		EGD(guard)->fakecorr[0].ftyp = VWALL;
306 	}
307 	levl[x][y].typ = DOOR;
308 	levl[x][y].doormask = D_NODOOR;
309 	unblock_point(x, y);		/* doesn't block light */
310 	EGD(guard)->fcend = 1;
311 	EGD(guard)->warncnt = 1;
312     }
313 }
314 
315 #endif /* OVL0 */
316 #ifdef OVLB
317 
318 STATIC_OVL void
move_gold(gold,vroom)319 move_gold(gold, vroom)
320 struct obj *gold;
321 int vroom;
322 {
323 	xchar nx, ny;
324 
325 	remove_object(gold);
326 	newsym(gold->ox, gold->oy);
327 	nx = rooms[vroom].lx + rn2(2);
328 	ny = rooms[vroom].ly + rn2(2);
329 	place_object(gold, nx, ny);
330 	stackobj(gold);
331 	newsym(nx,ny);
332 }
333 
334 STATIC_OVL void
wallify_vault(grd)335 wallify_vault(grd)
336 struct monst *grd;
337 {
338 	int x, y;
339 	int vlt = EGD(grd)->vroom;
340 	char tmp_viz;
341 	xchar lowx = rooms[vlt].lx, hix = rooms[vlt].hx;
342 	xchar lowy = rooms[vlt].ly, hiy = rooms[vlt].hy;
343 	register struct obj *gold;
344 	register boolean fixed = FALSE;
345 	register boolean movedgold = FALSE;
346 
347 	for(x = lowx-1; x <= hix+1; x++)
348 	    for(y = lowy-1; y <= hiy+1; y += (hiy-lowy+2)) {
349 		if(!IS_WALL(levl[x][y].typ) && !in_fcorridor(grd, x, y)) {
350 		    if(MON_AT(x, y) && grd->mx != x && grd->my != y) {
351 			struct monst *mon = m_at(x,y);
352 			if (mon->mtame) yelp(mon);
353 			rloc(mon);
354 		    }
355 		    if ((gold = g_at(x, y)) != 0) {
356 			move_gold(gold, EGD(grd)->vroom);
357 			movedgold = TRUE;
358 		    }
359 		    if(x == lowx-1 && y == lowy-1)
360 			levl[x][y].typ = TLCORNER;
361 		    else if(x == hix+1 && y == lowy-1)
362 			levl[x][y].typ = TRCORNER;
363 		    else if(x == lowx-1 && y == hiy+1)
364 			levl[x][y].typ = BLCORNER;
365 		    else if(x == hix+1 && y == hiy+1)
366 			levl[x][y].typ = BRCORNER;
367 		    else levl[x][y].typ = HWALL;
368 
369 		    levl[x][y].doormask = 0;
370 		    /*
371 		     * hack: player knows walls are restored because of the
372 		     * message, below, so show this on the screen.
373 		     */
374 		    tmp_viz = viz_array[y][x];
375 		    viz_array[y][x] = IN_SIGHT|COULD_SEE;
376 		    newsym(x,y);
377 		    viz_array[y][x] = tmp_viz;
378 		    block_point(x,y);
379 		    fixed = TRUE;
380 		}
381 	    }
382 	for(x = lowx-1; x <= hix+1; x += (hix-lowx+2))
383 	    for(y = lowy; y <= hiy; y++) {
384 		if(!IS_WALL(levl[x][y].typ) && !in_fcorridor(grd, x, y)) {
385 		    if(MON_AT(x, y) && grd->mx != x && grd->my != y) {
386 			struct monst *mon = m_at(x,y);
387 			if (mon->mtame) yelp(mon);
388 			rloc(mon);
389 		    }
390 		    if ((gold = g_at(x, y)) != 0) {
391 			move_gold(gold, EGD(grd)->vroom);
392 			movedgold = TRUE;
393 		    }
394 		    levl[x][y].typ = VWALL;
395 		    levl[x][y].doormask = 0;
396 		    tmp_viz = viz_array[y][x];
397 		    viz_array[y][x] = IN_SIGHT|COULD_SEE;
398 		    newsym(x,y);
399 		    viz_array[y][x] = tmp_viz;
400 		    block_point(x,y);
401 		    fixed = TRUE;
402 		}
403 	    }
404 
405 	if(movedgold || fixed) {
406 	    if(in_fcorridor(grd, grd->mx, grd->my) || cansee(grd->mx, grd->my))
407 		pline_The("guard whispers an incantation.");
408 	    else You_hear("a distant chant.");
409 	    if(movedgold)
410 		pline("A mysterious force moves the gold into the vault.");
411 	    if(fixed)
412 		pline_The("damaged vault's walls are magically restored!");
413 	}
414 }
415 
416 /*
417  * return  1: guard moved,  0: guard didn't,  -1: let m_move do it,  -2: died
418  */
419 int
gd_move(grd)420 gd_move(grd)
421 register struct monst *grd;
422 {
423 	int x, y, nx, ny, m, n;
424 	int dx, dy, gx, gy, fci;
425 	uchar typ;
426 	struct fakecorridor *fcp;
427 	register struct egd *egrd = EGD(grd);
428 	register struct rm *crm;
429 	register boolean goldincorridor = FALSE,
430 			 u_in_vault = vault_occupied(u.urooms)? TRUE : FALSE,
431 			 grd_in_vault = *in_rooms(grd->mx, grd->my, VAULT)?
432 					TRUE : FALSE;
433 	boolean disappear_msg_seen = FALSE, semi_dead = (grd->mhp <= 0);
434 	register boolean u_carry_gold = ((u.ugold + hidden_gold()) > 0L);
435 
436 	if(!on_level(&(egrd->gdlevel), &u.uz)) return(-1);
437 	nx = ny = m = n = 0;
438 	if(!u_in_vault && !grd_in_vault)
439 	    wallify_vault(grd);
440 	if(!grd->mpeaceful) {
441 	    if(semi_dead) {
442 		egrd->gddone =1;
443 		goto newpos;
444 	    }
445 	    if(!u_in_vault &&
446 	       (grd_in_vault ||
447 		(in_fcorridor(grd, grd->mx, grd->my) &&
448 		 !in_fcorridor(grd, u.ux, u.uy)))) {
449 		rloc(grd);
450 		wallify_vault(grd);
451 		(void) clear_fcorr(grd, TRUE);
452 		goto letknow;
453 	    }
454 	    if(!in_fcorridor(grd, grd->mx, grd->my))
455 		(void) clear_fcorr(grd, TRUE);
456 	    return(-1);
457 	}
458 	if(abs(egrd->ogx - grd->mx) > 1 ||
459 			abs(egrd->ogy - grd->my) > 1)
460 		return(-1);	/* teleported guard - treat as monster */
461 	if(egrd->fcend == 1) {
462 	    if(u_in_vault &&
463 			(u_carry_gold || um_dist(grd->mx, grd->my, 1))) {
464 		if(egrd->warncnt == 3)
465 			verbalize("I repeat, %sfollow me!",
466 				u_carry_gold ? (!u.ugold ?
467 					  "drop that hidden gold and " :
468 					  "drop that gold and ") : "");
469 		if(egrd->warncnt == 7) {
470 			m = grd->mx;
471 			n = grd->my;
472 			verbalize("You've been warned, knave!");
473 			mnexto(grd);
474 			levl[m][n].typ = egrd->fakecorr[0].ftyp;
475 			newsym(m,n);
476 			grd->mpeaceful = 0;
477 			return(-1);
478 		}
479 		/* not fair to get mad when (s)he's fainted or paralyzed */
480 		if(!is_fainted() && multi >= 0) egrd->warncnt++;
481 		return(0);
482 	    }
483 
484 	    if (!u_in_vault) {
485 		if (u_carry_gold) {	/* player teleported */
486 		    m = grd->mx;
487 		    n = grd->my;
488 		    rloc(grd);
489 		    levl[m][n].typ = egrd->fakecorr[0].ftyp;
490 		    newsym(m,n);
491 		    grd->mpeaceful = 0;
492 letknow:
493 		    if(!cansee(grd->mx, grd->my))
494 			You_hear("the shrill sound of a guard's whistle.");
495 		    else
496 			You(um_dist(grd->mx, grd->my, 2) ?
497 			    "see an angry %s approaching." :
498 			    "are confronted by an angry %s.",
499 			    l_monnam(grd));
500 		    return(-1);
501 		} else {
502 		    verbalize("Well, begone.");
503 		    wallify_vault(grd);
504 		    egrd->gddone = 1;
505 		    goto cleanup;
506 		}
507 	    }
508 	}
509 
510 	if(egrd->fcend > 1) {
511 	    if(egrd->fcend > 2 && in_fcorridor(grd, grd->mx, grd->my) &&
512 		  !egrd->gddone && !in_fcorridor(grd, u.ux, u.uy) &&
513 		  levl[egrd->fakecorr[0].fx][egrd->fakecorr[0].fy].typ
514 				 == egrd->fakecorr[0].ftyp) {
515 		pline_The("guard, confused, disappears.");
516 		disappear_msg_seen = TRUE;
517 		goto cleanup;
518 	    }
519 	    if(u_carry_gold &&
520 		    (in_fcorridor(grd, u.ux, u.uy) ||
521 		    /* cover a 'blind' spot */
522 		    (egrd->fcend > 1 && u_in_vault))) {
523 		if(!grd->mx) {
524 			restfakecorr(grd);
525 			return(-2);
526 		}
527 		if(egrd->warncnt < 6) {
528 			egrd->warncnt = 6;
529 			verbalize("Drop all your gold, scoundrel!");
530 			return(0);
531 		} else {
532 			verbalize("So be it, rogue!");
533 			grd->mpeaceful = 0;
534 			return(-1);
535 		}
536 	    }
537 	}
538 	for(fci = egrd->fcbeg; fci < egrd->fcend; fci++)
539 	    if(g_at(egrd->fakecorr[fci].fx, egrd->fakecorr[fci].fy)){
540 		m = egrd->fakecorr[fci].fx;
541 		n = egrd->fakecorr[fci].fy;
542 		goldincorridor = TRUE;
543 	    }
544 	if(goldincorridor && !egrd->gddone) {
545 		x = grd->mx;
546 		y = grd->my;
547 		if (m == u.ux && n == u.uy) {
548 		    struct obj *gold = g_at(m,n);
549 		    /* Grab the gold from between the hero's feet.  */
550 		    grd->mgold += gold->quan;
551 		    delobj(gold);
552 		    newsym(m,n);
553 		} else if (m == x && n == y) {
554 		    mpickgold(grd);	/* does a newsym */
555 		} else {
556 		    /* just for insurance... */
557 		    if (MON_AT(m, n) && m != grd->mx && n != grd->my) {
558 			verbalize("Out of my way, scum!");
559 			rloc(m_at(m, n));
560 		    }
561 		    remove_monster(grd->mx, grd->my);
562 		    newsym(grd->mx, grd->my);
563 		    place_monster(grd, m, n);
564 		    mpickgold(grd);	/* does a newsym */
565 		}
566 		if(cansee(m,n))
567 		    pline("%s%s picks up the gold.", Monnam(grd),
568 				grd->mpeaceful ? " calms down and" : "");
569 		if(x != grd->mx || y != grd->my) {
570 		    remove_monster(grd->mx, grd->my);
571 		    newsym(grd->mx, grd->my);
572 		    place_monster(grd, x, y);
573 		    newsym(x, y);
574 		}
575 		if(!grd->mpeaceful) return(-1);
576 		else {
577 		    egrd->warncnt = 5;
578 		    return(0);
579 		}
580 	}
581 	if(um_dist(grd->mx, grd->my, 1) || egrd->gddone) {
582 		if(!egrd->gddone && !rn2(10)) verbalize("Move along!");
583 		restfakecorr(grd);
584 		return(0);	/* didn't move */
585 	}
586 	x = grd->mx;
587 	y = grd->my;
588 
589 	if(u_in_vault) goto nextpos;
590 
591 	/* look around (hor & vert only) for accessible places */
592 	for(nx = x-1; nx <= x+1; nx++) for(ny = y-1; ny <= y+1; ny++) {
593 	  if((nx == x || ny == y) && (nx != x || ny != y) && isok(nx, ny)) {
594 
595 	    typ = (crm = &levl[nx][ny])->typ;
596 	    if(!IS_STWALL(typ) && !IS_POOL(typ)) {
597 
598 		if(in_fcorridor(grd, nx, ny))
599 			goto nextnxy;
600 
601 		if(*in_rooms(nx,ny,VAULT))
602 			continue;
603 
604 		/* seems we found a good place to leave him alone */
605 		egrd->gddone = 1;
606 		if(ACCESSIBLE(typ)) goto newpos;
607 #ifdef STUPID
608 		if (typ == SCORR)
609 		    crm->typ = CORR;
610 		else
611 		    crm->typ = DOOR;
612 #else
613 		crm->typ = (typ == SCORR) ? CORR : DOOR;
614 #endif
615 		if(crm->typ == DOOR) crm->doormask = D_NODOOR;
616 		goto proceed;
617 	    }
618 	  }
619 nextnxy:	;
620 	}
621 nextpos:
622 	nx = x;
623 	ny = y;
624 	gx = egrd->gdx;
625 	gy = egrd->gdy;
626 	dx = (gx > x) ? 1 : (gx < x) ? -1 : 0;
627 	dy = (gy > y) ? 1 : (gy < y) ? -1 : 0;
628 	if(abs(gx-x) >= abs(gy-y)) nx += dx; else ny += dy;
629 
630 	while((typ = (crm = &levl[nx][ny])->typ) != 0) {
631 	/* in view of the above we must have IS_WALL(typ) or typ == POOL */
632 	/* must be a wall here */
633 		if(isok(nx+nx-x,ny+ny-y) && !IS_POOL(typ) &&
634 		    IS_ROOM(levl[nx+nx-x][ny+ny-y].typ)){
635 			crm->typ = DOOR;
636 			crm->doormask = D_NODOOR;
637 			goto proceed;
638 		}
639 		if(dy && nx != x) {
640 			nx = x; ny = y+dy;
641 			continue;
642 		}
643 		if(dx && ny != y) {
644 			ny = y; nx = x+dx; dy = 0;
645 			continue;
646 		}
647 		/* I don't like this, but ... */
648 		if(IS_ROOM(typ)) {
649 			crm->typ = DOOR;
650 			crm->doormask = D_NODOOR;
651 			goto proceed;
652 		}
653 		break;
654 	}
655 	crm->typ = CORR;
656 proceed:
657 	unblock_point(nx, ny);	/* doesn't block light */
658 	if (cansee(nx,ny))
659 	    newsym(nx,ny);
660 
661 	fcp = &(egrd->fakecorr[egrd->fcend]);
662 	if(egrd->fcend++ == FCSIZ) panic("fakecorr overflow");
663 	fcp->fx = nx;
664 	fcp->fy = ny;
665 	fcp->ftyp = typ;
666 newpos:
667 	if(egrd->gddone) {
668 		/* The following is a kludge.  We need to keep    */
669 		/* the guard around in order to be able to make   */
670 		/* the fake corridor disappear as the player      */
671 		/* moves out of it, but we also need the guard    */
672 		/* out of the way.  We send the guard to never-   */
673 		/* never land.  We set ogx ogy to mx my in order  */
674 		/* to avoid a check at the top of this function.  */
675 		/* At the end of the process, the guard is killed */
676 		/* in restfakecorr().				  */
677 cleanup:
678 		x = grd->mx; y = grd->my;
679 
680 		wallify_vault(grd);
681 		remove_monster(grd->mx, grd->my);
682 		newsym(grd->mx,grd->my);
683 		place_monster(grd, 0, 0);
684 		egrd->ogx = grd->mx;
685 		egrd->ogy = grd->my;
686 		restfakecorr(grd);
687 		if(!semi_dead && (in_fcorridor(grd, u.ux, u.uy) ||
688 				     cansee(x, y))) {
689 		    if (!disappear_msg_seen)
690 			pline("Suddenly, the guard disappears.");
691 		    return(1);
692 		}
693 		return(-2);
694 	}
695 	egrd->ogx = grd->mx;	/* update old positions */
696 	egrd->ogy = grd->my;
697 	remove_monster(grd->mx, grd->my);
698 	place_monster(grd, nx, ny);
699 	newsym(grd->mx,grd->my);
700 	restfakecorr(grd);
701 	return(1);
702 }
703 
704 /* Routine when dying or quitting with a vault guard around */
705 void
paygd()706 paygd()
707 {
708 	register struct monst *grd = findgd();
709 	struct obj *gold;
710 	int gx,gy;
711 	char buf[BUFSZ];
712 
713 	if (!u.ugold || !grd) return;
714 
715 	if (u.uinvault) {
716 	    Your("%ld zorkmid%s goes into the Magic Memory Vault.",
717 		u.ugold, plur(u.ugold));
718 	    gx = u.ux;
719 	    gy = u.uy;
720 	} else {
721 	    if(grd->mpeaceful) { /* guard has no "right" to your gold */
722 		mongone(grd);
723 		return;
724 	    }
725 	    mnexto(grd);
726 	    pline("%s remits your gold to the vault.", Monnam(grd));
727 	    gx = rooms[EGD(grd)->vroom].lx + rn2(2);
728 	    gy = rooms[EGD(grd)->vroom].ly + rn2(2);
729 	    Sprintf(buf,
730 		"To Croesus: here's the gold recovered from %s the %s.",
731 		plname, mons[u.umonster].mname);
732 	    make_grave(gx, gy, buf);
733 	}
734 	place_object(gold = mkgoldobj(u.ugold), gx, gy);
735 	stackobj(gold);
736 	mongone(grd);
737 }
738 
739 long
hidden_gold()740 hidden_gold()
741 {
742 	register long value = 0L;
743 	register struct obj *obj;
744 
745 	for (obj = invent; obj; obj = obj->nobj)
746 	    if (Has_contents(obj))
747 		value += contained_gold(obj);
748 	/* unknown gold stuck inside statues may cause some consternation... */
749 
750 	return(value);
751 }
752 
753 boolean
gd_sound()754 gd_sound()  /* prevent "You hear footsteps.." when inappropriate */
755 {
756 	register struct monst *grd = findgd();
757 
758 	if (vault_occupied(u.urooms)) return(FALSE);
759 	else return((boolean)(grd == (struct monst *)0));
760 }
761 
762 #endif /* OVLB */
763 
764 /*vault.c*/
765