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      1 /* $NetBSD: create.c,v 1.12 2012/06/19 05:30:43 dholland Exp $	 */
      2 
      3 /* create.c		Larn is copyrighted 1986 by Noah Morgan. */
      4 
      5 #include <sys/cdefs.h>
      6 #ifndef lint
      7 __RCSID("$NetBSD: create.c,v 1.12 2012/06/19 05:30:43 dholland Exp $");
      8 #endif				/* not lint */
      9 
     10 #include "header.h"
     11 #include "extern.h"
     12 #include <unistd.h>
     13 
     14 static void makemaze(int);
     15 static int cannedlevel(int);
     16 static void treasureroom(int);
     17 static void troom(int, int, int, int, int, int);
     18 static void makeobject(int);
     19 static void fillmroom(int, int, int);
     20 static void froom(int, int, int);
     21 static void fillroom(int, int);
     22 static void sethp(int);
     23 static void checkgen(void);
     24 
     25 /*
     26 	makeplayer()
     27 
     28 	subroutine to create the player and the players attributes
     29 	this is called at the beginning of a game and at no other time
     30  */
     31 void
     32 makeplayer(void)
     33 {
     34 	int i;
     35 	scbr();
     36 	clear();
     37 	c[HPMAX] = c[HP] = 10;	/* start player off with 15 hit points	 */
     38 	c[LEVEL] = 1;		/* player starts at level one		 */
     39 	c[SPELLMAX] = c[SPELLS] = 1;	/* total # spells starts off as 3 */
     40 	c[REGENCOUNTER] = 16;
     41 	c[ECOUNTER] = 96;	/* start regeneration correctly */
     42 	c[SHIELD] = c[WEAR] = c[WIELD] = -1;
     43 	for (i = 0; i < 26; i++)
     44 		iven[i] = 0;
     45 	spelknow[0] = spelknow[1] = 1;	/* he knows protection, magic missile */
     46 	if (c[HARDGAME] <= 0) {
     47 		iven[0] = OLEATHER;
     48 		iven[1] = ODAGGER;
     49 		ivenarg[1] = ivenarg[0] = c[WEAR] = 0;
     50 		c[WIELD] = 1;
     51 	}
     52 	playerx = rnd(MAXX - 2);
     53 	playery = rnd(MAXY - 2);
     54 	oldx = 0;
     55 	oldy = 25;
     56 	gltime = 0;		/* time clock starts at zero	 */
     57 	cbak[SPELLS] = -50;
     58 	for (i = 0; i < 6; i++)
     59 		c[i] = 12;	/* make the attributes, ie str, int, etc. */
     60 	recalc();
     61 }
     62 
     63 
     64 /*
     65 	newcavelevel(level)
     66 	int level;
     67 
     68 	function to enter a new level.  This routine must be called anytime the
     69 	player changes levels.  If that level is unknown it will be created.
     70 	A new set of monsters will be created for a new level, and existing
     71 	levels will get a few more monsters.
     72 	Note that it is here we remove genocided monsters from the present level.
     73  */
     74 void
     75 newcavelevel(int x)
     76 {
     77 	int             i, j;
     78 	if (beenhere[level])
     79 		savelevel();	/* put the level back into storage	 */
     80 	level = x;		/* get the new level and put in working
     81 				 * storage */
     82 	if (beenhere[x]) {
     83 		getlevel();
     84 		sethp(0);
     85 		checkgen();
     86 		return;
     87 	}
     88 
     89 	/* fill in new level */
     90 	for (i = 0; i < MAXY; i++)
     91 		for (j = 0; j < MAXX; j++)
     92 			know[j][i] = mitem[j][i] = 0;
     93 	makemaze(x);
     94 	makeobject(x);
     95 	beenhere[x] = 1;
     96 	sethp(1);
     97 	checkgen();		/* wipe out any genocided monsters */
     98 
     99 #if WIZID
    100 	if (wizard || x == 0)
    101 #else
    102 	if (x == 0)
    103 #endif
    104 		for (j = 0; j < MAXY; j++)
    105 			for (i = 0; i < MAXX; i++)
    106 				know[i][j] = 1;
    107 }
    108 
    109 /*
    110 	makemaze(level)
    111 	int level;
    112 
    113 	subroutine to make the caverns for a given level.  only walls are made.
    114  */
    115 static int      mx, mxl, mxh, my, myl, myh, tmp2;
    116 
    117 static void
    118 makemaze(int k)
    119 {
    120 	int             i, j, tmp;
    121 	int             z;
    122 	if (k > 1 && (rnd(17) <= 4 || k == MAXLEVEL - 1 || k == MAXLEVEL + MAXVLEVEL - 1)) {
    123 		if (cannedlevel(k))
    124 			return;		/* read maze from data file */
    125 	}
    126 	if (k == 0)
    127 		tmp = 0;
    128 	else
    129 		tmp = OWALL;
    130 	for (i = 0; i < MAXY; i++)
    131 		for (j = 0; j < MAXX; j++)
    132 			item[j][i] = tmp;
    133 	if (k == 0)
    134 		return;
    135 	eat(1, 1);
    136 	if (k == 1)
    137 		item[33][MAXY - 1] = 0;	/* exit from dungeon */
    138 
    139 	/* now for open spaces -- not on level 10	 */
    140 	if (k != MAXLEVEL - 1) {
    141 		tmp2 = rnd(3) + 3;
    142 		for (tmp = 0; tmp < tmp2; tmp++) {
    143 			my = rnd(11) + 2;
    144 			myl = my - rnd(2);
    145 			myh = my + rnd(2);
    146 			if (k < MAXLEVEL) {
    147 				mx = rnd(44) + 5;
    148 				mxl = mx - rnd(4);
    149 				mxh = mx + rnd(12) + 3;
    150 				z = 0;
    151 			} else {
    152 				mx = rnd(60) + 3;
    153 				mxl = mx - rnd(2);
    154 				mxh = mx + rnd(2);
    155 				z = makemonst(k);
    156 			}
    157 			for (i = mxl; i < mxh; i++)
    158 				for (j = myl; j < myh; j++) {
    159 					item[i][j] = 0;
    160 					if ((mitem[i][j] = z))
    161 						hitp[i][j] = monster[z].hitpoints;
    162 				}
    163 		}
    164 	}
    165 	if (k != MAXLEVEL - 1) {
    166 		my = rnd(MAXY - 2);
    167 		for (i = 1; i < MAXX - 1; i++)
    168 			item[i][my] = 0;
    169 	}
    170 	if (k > 1)
    171 		treasureroom(k);
    172 }
    173 
    174 /*
    175 	function to eat away a filled in maze
    176  */
    177 void
    178 eat(int xx, int yy)
    179 {
    180 	int             dir, try;
    181 	dir = rnd(4);
    182 	try = 2;
    183 	while (try) {
    184 		switch (dir) {
    185 		case 1:
    186 			if (xx <= 2)
    187 				break;	/* west	 */
    188 			if ((item[xx - 1][yy] != OWALL) || (item[xx - 2][yy] != OWALL))
    189 				break;
    190 			item[xx - 1][yy] = item[xx - 2][yy] = 0;
    191 			eat(xx - 2, yy);
    192 			break;
    193 
    194 		case 2:
    195 			if (xx >= MAXX - 3)
    196 				break;	/* east	 */
    197 			if ((item[xx + 1][yy] != OWALL) || (item[xx + 2][yy] != OWALL))
    198 				break;
    199 			item[xx + 1][yy] = item[xx + 2][yy] = 0;
    200 			eat(xx + 2, yy);
    201 			break;
    202 
    203 		case 3:
    204 			if (yy <= 2)
    205 				break;	/* south	 */
    206 			if ((item[xx][yy - 1] != OWALL) || (item[xx][yy - 2] != OWALL))
    207 				break;
    208 			item[xx][yy - 1] = item[xx][yy - 2] = 0;
    209 			eat(xx, yy - 2);
    210 			break;
    211 
    212 		case 4:
    213 			if (yy >= MAXY - 3)
    214 				break;	/* north	 */
    215 			if ((item[xx][yy + 1] != OWALL) || (item[xx][yy + 2] != OWALL))
    216 				break;
    217 			item[xx][yy + 1] = item[xx][yy + 2] = 0;
    218 			eat(xx, yy + 2);
    219 			break;
    220 		};
    221 		if (++dir > 4) {
    222 			dir = 1;
    223 			--try;
    224 		}
    225 	}
    226 }
    227 
    228 /*
    229  *	function to read in a maze from a data file
    230  *
    231  *	Format of maze data file:  1st character = # of mazes in file (ascii digit)
    232  *				For each maze: 18 lines (1st 17 used) 67 characters per line
    233  *
    234  *	Special characters in maze data file:
    235  *
    236  *		#	wall			D	door			.	random monster
    237  *		~	eye of larn		!	cure dianthroritis
    238  *		-	random object
    239  */
    240 static int
    241 cannedlevel(int k)
    242 {
    243 	char           *row;
    244 	int             i, j;
    245 	int             it, arg, mit, marg;
    246 	if (lopen(larnlevels) < 0) {
    247 		write(1, "Can't open the maze data file\n", 30);
    248 		died(-282);
    249 		return (0);
    250 	}
    251 	i = lgetc();
    252 	if (i <= '0') {
    253 		died(-282);
    254 		return (0);
    255 	}
    256 	for (i = 18 * rund(i - '0'); i > 0; i--)
    257 		lgetl();	/* advance to desired maze */
    258 	for (i = 0; i < MAXY; i++) {
    259 		row = lgetl();
    260 		for (j = 0; j < MAXX; j++) {
    261 			it = mit = arg = marg = 0;
    262 			switch (*row++) {
    263 			case '#':
    264 				it = OWALL;
    265 				break;
    266 			case 'D':
    267 				it = OCLOSEDDOOR;
    268 				arg = rnd(30);
    269 				break;
    270 			case '~':
    271 				if (k != MAXLEVEL - 1)
    272 					break;
    273 				it = OLARNEYE;
    274 				mit = rund(8) + DEMONLORD;
    275 				marg = monster[mit].hitpoints;
    276 				break;
    277 			case '!':
    278 				if (k != MAXLEVEL + MAXVLEVEL - 1)
    279 					break;
    280 				it = OPOTION;
    281 				arg = 21;
    282 				mit = DEMONLORD + 7;
    283 				marg = monster[mit].hitpoints;
    284 				break;
    285 			case '.':
    286 				if (k < MAXLEVEL)
    287 					break;
    288 				mit = makemonst(k + 1);
    289 				marg = monster[mit].hitpoints;
    290 				break;
    291 			case '-':
    292 				it = newobject(k + 1, &arg);
    293 				break;
    294 			};
    295 			item[j][i] = it;
    296 			iarg[j][i] = arg;
    297 			mitem[j][i] = mit;
    298 			hitp[j][i] = marg;
    299 
    300 #if WIZID
    301 			know[j][i] = (wizard) ? 1 : 0;
    302 #else
    303 			know[j][i] = 0;
    304 #endif
    305 		}
    306 	}
    307 	lrclose();
    308 	return (1);
    309 }
    310 
    311 /*
    312 	function to make a treasure room on a level
    313 	level 10's treasure room has the eye in it and demon lords
    314 	level V3 has potion of cure dianthroritis and demon prince
    315  */
    316 static void
    317 treasureroom(int lv)
    318 {
    319 	int             tx, ty, xsize, ysize;
    320 
    321 	for (tx = 1 + rnd(10); tx < MAXX - 10; tx += 10)
    322 		if ((lv == MAXLEVEL - 1) || (lv == MAXLEVEL + MAXVLEVEL - 1) || rnd(13) == 2) {
    323 			xsize = rnd(6) + 3;
    324 			ysize = rnd(3) + 3;
    325 			ty = rnd(MAXY - 9) + 1;	/* upper left corner of room */
    326 			if (lv == MAXLEVEL - 1 || lv == MAXLEVEL + MAXVLEVEL - 1)
    327 				troom(lv, xsize, ysize, tx = tx + rnd(MAXX - 24), ty, rnd(3) + 6);
    328 			else
    329 				troom(lv, xsize, ysize, tx, ty, rnd(9));
    330 		}
    331 }
    332 
    333 /*
    334  *	subroutine to create a treasure room of any size at a given location
    335  *	room is filled with objects and monsters
    336  *	the coordinate given is that of the upper left corner of the room
    337  */
    338 static void
    339 troom(int lv, int xsize, int ysize, int tx, int ty, int glyph)
    340 {
    341 	int             i, j;
    342 	int             tp1, tp2;
    343 	for (j = ty - 1; j <= ty + ysize; j++)
    344 		for (i = tx - 1; i <= tx + xsize; i++)	/* clear out space for
    345 							 * room */
    346 			item[i][j] = 0;
    347 	for (j = ty; j < ty + ysize; j++)
    348 		for (i = tx; i < tx + xsize; i++) {	/* now put in the walls */
    349 			item[i][j] = OWALL;
    350 			mitem[i][j] = 0;
    351 		}
    352 	for (j = ty + 1; j < ty + ysize - 1; j++)
    353 		for (i = tx + 1; i < tx + xsize - 1; i++)	/* now clear out
    354 								 * interior */
    355 			item[i][j] = 0;
    356 
    357 	switch (rnd(2)) {	/* locate the door on the treasure room */
    358 	case 1:
    359 		item[i = tx + rund(xsize)][j = ty + (ysize - 1) * rund(2)] = OCLOSEDDOOR;
    360 		iarg[i][j] = glyph;	/* on horizontal walls */
    361 		break;
    362 	case 2:
    363 		item[i = tx + (xsize - 1) * rund(2)][j = ty + rund(ysize)] = OCLOSEDDOOR;
    364 		iarg[i][j] = glyph;	/* on vertical walls */
    365 		break;
    366 	};
    367 
    368 	tp1 = playerx;
    369 	tp2 = playery;
    370 	playery = ty + (ysize >> 1);
    371 	if (c[HARDGAME] < 2)
    372 		for (playerx = tx + 1; playerx <= tx + xsize - 2; playerx += 2)
    373 			for (i = 0, j = rnd(6); i <= j; i++) {
    374 				something(lv + 2);
    375 				createmonster(makemonst(lv + 1));
    376 			}
    377 	else
    378 		for (playerx = tx + 1; playerx <= tx + xsize - 2; playerx += 2)
    379 			for (i = 0, j = rnd(4); i <= j; i++) {
    380 				something(lv + 2);
    381 				createmonster(makemonst(lv + 3));
    382 			}
    383 
    384 	playerx = tp1;
    385 	playery = tp2;
    386 }
    387 
    388 
    389 /*
    390 	***********
    391 	MAKE_OBJECT
    392 	***********
    393 	subroutine to create the objects in the maze for the given level
    394  */
    395 static void
    396 makeobject(int j)
    397 {
    398 	int             i;
    399 	if (j == 0) {
    400 		fillroom(OENTRANCE, 0);	/* entrance to dungeon			 */
    401 		fillroom(ODNDSTORE, 0);	/* the DND STORE				 */
    402 		fillroom(OSCHOOL, 0);	/* college of Larn				 */
    403 		fillroom(OBANK, 0);	/* 1st national bank of larn 	 */
    404 		fillroom(OVOLDOWN, 0);	/* volcano shaft to temple 	 */
    405 		fillroom(OHOME, 0);	/* the players home & family 	 */
    406 		fillroom(OTRADEPOST, 0);	/* the trading post			 */
    407 		fillroom(OLRS, 0);	/* the larn revenue service 	 */
    408 		return;
    409 	}
    410 	if (j == MAXLEVEL)
    411 		fillroom(OVOLUP, 0);	/* volcano shaft up from the temple */
    412 
    413 	/* make the fixed objects in the maze STAIRS	 */
    414 	if ((j > 0) && (j != MAXLEVEL - 1) && (j != MAXLEVEL + MAXVLEVEL - 1))
    415 		fillroom(OSTAIRSDOWN, 0);
    416 	if ((j > 1) && (j != MAXLEVEL))
    417 		fillroom(OSTAIRSUP, 0);
    418 
    419 	/* make the random objects in the maze		 */
    420 
    421 	fillmroom(rund(3), OBOOK, j);
    422 	fillmroom(rund(3), OALTAR, 0);
    423 	fillmroom(rund(3), OSTATUE, 0);
    424 	fillmroom(rund(3), OPIT, 0);
    425 	fillmroom(rund(3), OFOUNTAIN, 0);
    426 	fillmroom(rnd(3) - 2, OIVTELETRAP, 0);
    427 	fillmroom(rund(2), OTHRONE, 0);
    428 	fillmroom(rund(2), OMIRROR, 0);
    429 	fillmroom(rund(2), OTRAPARROWIV, 0);
    430 	fillmroom(rnd(3) - 2, OIVDARTRAP, 0);
    431 	fillmroom(rund(3), OCOOKIE, 0);
    432 	if (j == 1)
    433 		fillmroom(1, OCHEST, j);
    434 	else
    435 		fillmroom(rund(2), OCHEST, j);
    436 	if ((j != MAXLEVEL - 1) && (j != MAXLEVEL + MAXVLEVEL - 1))
    437 		fillmroom(rund(2), OIVTRAPDOOR, 0);
    438 	if (j <= 10) {
    439 		fillmroom((rund(2)), ODIAMOND, rnd(10 * j + 1) + 10);
    440 		fillmroom(rund(2), ORUBY, rnd(6 * j + 1) + 6);
    441 		fillmroom(rund(2), OEMERALD, rnd(4 * j + 1) + 4);
    442 		fillmroom(rund(2), OSAPPHIRE, rnd(3 * j + 1) + 2);
    443 	}
    444 	for (i = 0; i < rnd(4) + 3; i++)
    445 		fillroom(OPOTION, newpotion());	/* make a POTION	 */
    446 	for (i = 0; i < rnd(5) + 3; i++)
    447 		fillroom(OSCROLL, newscroll());	/* make a SCROLL	 */
    448 	for (i = 0; i < rnd(12) + 11; i++)
    449 		fillroom(OGOLDPILE, 12 * rnd(j + 1) + (j << 3) + 10);	/* make GOLD	 */
    450 	if (j == 5)
    451 		fillroom(OBANK2, 0);	/* branch office of the bank */
    452 	froom(2, ORING, 0);	/* a ring mail 			 */
    453 	froom(1, OSTUDLEATHER, 0);	/* a studded leather	 */
    454 	froom(3, OSPLINT, 0);	/* a splint mail		 */
    455 	froom(5, OSHIELD, rund(3));	/* a shield				 */
    456 	froom(2, OBATTLEAXE, rund(3));	/* a battle axe			 */
    457 	froom(5, OLONGSWORD, rund(3));	/* a long sword			 */
    458 	froom(5, OFLAIL, rund(3));	/* a flail				 */
    459 	froom(4, OREGENRING, rund(3));	/* ring of regeneration */
    460 	froom(1, OPROTRING, rund(3));	/* ring of protection	 */
    461 	froom(2, OSTRRING, 4);	/* ring of strength + 4 */
    462 	froom(7, OSPEAR, rnd(5));	/* a spear				 */
    463 	froom(3, OORBOFDRAGON, 0);	/* orb of dragon slaying */
    464 	froom(4, OSPIRITSCARAB, 0);	/* scarab of negate spirit */
    465 	froom(4, OCUBEofUNDEAD, 0);	/* cube of undead control	 */
    466 	froom(2, ORINGOFEXTRA, 0);	/* ring of extra regen		 */
    467 	froom(3, ONOTHEFT, 0);	/* device of antitheft 		 */
    468 	froom(2, OSWORDofSLASHING, 0);	/* sword of slashing */
    469 	if (c[BESSMANN] == 0) {
    470 		froom(4, OHAMMER, 0);	/* Bessman's flailing hammer */
    471 		c[BESSMANN] = 1;
    472 	}
    473 	if (c[HARDGAME] < 3 || (rnd(4) == 3)) {
    474 		if (j > 3) {
    475 			froom(3, OSWORD, 3);	/* sunsword + 3  		 */
    476 			froom(5, O2SWORD, rnd(4));	/* a two handed sword	 */
    477 			froom(3, OBELT, 4);	/* belt of striking		 */
    478 			froom(3, OENERGYRING, 3);	/* energy ring			 */
    479 			froom(4, OPLATE, 5);	/* platemail + 5 		 */
    480 		}
    481 	}
    482 }
    483 
    484 /*
    485 	subroutine to fill in a number of objects of the same kind
    486  */
    487 
    488 static void
    489 fillmroom(int n, int what_i, int arg)
    490 {
    491 	int             i;
    492 	char            what;
    493 
    494 	/* truncate to char width (just in case it matters) */
    495 	what = (char)what_i;
    496 	for (i = 0; i < n; i++)
    497 		fillroom(what, arg);
    498 }
    499 
    500 static void
    501 froom(int n, int theitem, int arg)
    502 {
    503 	if (rnd(151) < n)
    504 		fillroom(theitem, arg);
    505 }
    506 
    507 /*
    508 	subroutine to put an object into an empty room
    509  *	uses a random walk
    510  */
    511 static void
    512 fillroom(int what_i, int arg)
    513 {
    514 	int             x, y;
    515 	char            what;
    516 
    517 	/* truncate to char width (just in case it matters) */
    518 	what = (char)what_i;
    519 
    520 #ifdef EXTRA
    521 	c[FILLROOM]++;
    522 #endif
    523 
    524 	x = rnd(MAXX - 2);
    525 	y = rnd(MAXY - 2);
    526 	while (item[x][y]) {
    527 
    528 #ifdef EXTRA
    529 		c[RANDOMWALK]++;/* count up these random walks */
    530 #endif
    531 
    532 		x += rnd(3) - 2;
    533 		y += rnd(3) - 2;
    534 		if (x > MAXX - 2)
    535 			x = 1;
    536 		if (x < 1)
    537 			x = MAXX - 2;
    538 		if (y > MAXY - 2)
    539 			y = 1;
    540 		if (y < 1)
    541 			y = MAXY - 2;
    542 	}
    543 	item[x][y] = what;
    544 	iarg[x][y] = arg;
    545 }
    546 
    547 /*
    548 	subroutine to put monsters into an empty room without walls or other
    549 	monsters
    550  */
    551 int
    552 fillmonst(int what)
    553 {
    554 	int             x, y, trys;
    555 	for (trys = 5; trys > 0; --trys) {	/* max # of creation attempts */
    556 		x = rnd(MAXX - 2);
    557 		y = rnd(MAXY - 2);
    558 		if ((item[x][y] == 0) && (mitem[x][y] == 0) && ((playerx != x) || (playery != y))) {
    559 			mitem[x][y] = what;
    560 			know[x][y] = 0;
    561 			hitp[x][y] = monster[what].hitpoints;
    562 			return (0);
    563 		}
    564 	}
    565 	return (-1);		/* creation failure */
    566 }
    567 
    568 /*
    569 	creates an entire set of monsters for a level
    570 	must be done when entering a new level
    571 	if sethp(1) then wipe out old monsters else leave them there
    572  */
    573 static void
    574 sethp(int flg)
    575 {
    576 	int             i, j;
    577 	if (flg)
    578 		for (i = 0; i < MAXY; i++)
    579 			for (j = 0; j < MAXX; j++)
    580 				stealth[j][i] = 0;
    581 	if (level == 0) {
    582 		c[TELEFLAG] = 0;
    583 		return;
    584 	}			/* if teleported and found level 1 then know
    585 				 * level we are on */
    586 	if (flg)
    587 		j = rnd(12) + 2 + (level >> 1);
    588 	else
    589 		j = (level >> 1) + 1;
    590 	for (i = 0; i < j; i++)
    591 		fillmonst(makemonst(level));
    592 	positionplayer();
    593 }
    594 
    595 /*
    596  *	Function to destroy all genocided monsters on the present level
    597  */
    598 static void
    599 checkgen(void)
    600 {
    601 	int             x, y;
    602 	for (y = 0; y < MAXY; y++)
    603 		for (x = 0; x < MAXX; x++)
    604 			if (monster[mitem[x][y]].genocided)
    605 				mitem[x][y] = 0;	/* no more monster */
    606 }
    607