create.c revision 1.1 1 /* create.c Larn is copyrighted 1986 by Noah Morgan. */
2 #include "header.h"
3 extern char spelknow[],larnlevels[];
4 extern char beenhere[],wizard,level;
5 extern short oldx,oldy;
6 /*
7 makeplayer()
8
9 subroutine to create the player and the players attributes
10 this is called at the beginning of a game and at no other time
11 */
12 makeplayer()
13 {
14 register int i;
15 scbr(); clear();
16 c[HPMAX]=c[HP]=10; /* start player off with 15 hit points */
17 c[LEVEL]=1; /* player starts at level one */
18 c[SPELLMAX]=c[SPELLS]=1; /* total # spells starts off as 3 */
19 c[REGENCOUNTER]=16; c[ECOUNTER]=96; /*start regeneration correctly*/
20 c[SHIELD] = c[WEAR] = c[WIELD] = -1;
21 for (i=0; i<26; i++) iven[i]=0;
22 spelknow[0]=spelknow[1]=1; /*he knows protection, magic missile*/
23 if (c[HARDGAME]<=0)
24 {
25 iven[0]=OLEATHER; iven[1]=ODAGGER;
26 ivenarg[1]=ivenarg[0]=c[WEAR]=0; c[WIELD]=1;
27 }
28 playerx=rnd(MAXX-2); playery=rnd(MAXY-2);
29 oldx=0; oldy=25;
30 gtime=0; /* time clock starts at zero */
31 cbak[SPELLS] = -50;
32 for (i=0; i<6; i++) c[i]=12; /* make the attributes, ie str, int, etc. */
33 recalc();
34 }
35
36 /*
38 newcavelevel(level)
39 int level;
40
41 function to enter a new level. This routine must be called anytime the
42 player changes levels. If that level is unknown it will be created.
43 A new set of monsters will be created for a new level, and existing
44 levels will get a few more monsters.
45 Note that it is here we remove genocided monsters from the present level.
46 */
47 newcavelevel(x)
48 register int x;
49 {
50 register int i,j;
51 if (beenhere[level]) savelevel(); /* put the level back into storage */
52 level = x; /* get the new level and put in working storage */
53 if (beenhere[x]==0) for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) know[j][i]=mitem[j][i]=0;
54 else { getlevel(); sethp(0); goto chgn; }
55 makemaze(x); makeobject(x); beenhere[x]=1; sethp(1);
56
57 #if WIZID
58 if (wizard || x==0)
59 #else
60 if (x==0)
61 #endif
62
63 for (j=0; j<MAXY; j++)
64 for (i=0; i<MAXX; i++)
65 know[i][j]=1;
66 chgn: checkgen(); /* wipe out any genocided monsters */
67 }
68
69 /*
70 makemaze(level)
71 int level;
72
73 subroutine to make the caverns for a given level. only walls are made.
74 */
75 static int mx,mxl,mxh,my,myl,myh,tmp2;
76 makemaze(k)
77 int k;
78 {
79 register int i,j,tmp;
80 int z;
81 if (k > 1 && (rnd(17)<=4 || k==MAXLEVEL-1 || k==MAXLEVEL+MAXVLEVEL-1))
82 {
83 if (cannedlevel(k)); return; /* read maze from data file */
84 }
85 if (k==0) tmp=0; else tmp=OWALL;
86 for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) item[j][i]=tmp;
87 if (k==0) return; eat(1,1);
88 if (k==1) item[33][MAXY-1]=0; /* exit from dungeon */
89
90 /* now for open spaces -- not on level 10 */
91 if (k != MAXLEVEL-1)
92 {
93 tmp2 = rnd(3)+3;
94 for (tmp=0; tmp<tmp2; tmp++)
95 {
96 my = rnd(11)+2; myl = my - rnd(2); myh = my + rnd(2);
97 if (k < MAXLEVEL)
98 {
99 mx = rnd(44)+5; mxl = mx - rnd(4); mxh = mx + rnd(12)+3;
100 z=0;
101 }
102 else
103 {
104 mx = rnd(60)+3; mxl = mx - rnd(2); mxh = mx + rnd(2);
105 z = makemonst(k);
106 }
107 for (i=mxl; i<mxh; i++) for (j=myl; j<myh; j++)
108 { item[i][j]=0;
109 if ((mitem[i][j]=z)) hitp[i][j]=monster[z].hitpoints;
110 }
111 }
112 }
113 if (k!=MAXLEVEL-1) { my=rnd(MAXY-2); for (i=1; i<MAXX-1; i++) item[i][my] = 0; }
114 if (k>1) treasureroom(k);
115 }
116
117 /*
118 function to eat away a filled in maze
119 */
120 eat(xx,yy)
121 register int xx,yy;
122 {
123 register int dir,try;
124 dir = rnd(4); try=2;
125 while (try)
126 {
127 switch(dir)
128 {
129 case 1: if (xx <= 2) break; /* west */
130 if ((item[xx-1][yy]!=OWALL) || (item[xx-2][yy]!=OWALL)) break;
131 item[xx-1][yy] = item[xx-2][yy] = 0;
132 eat(xx-2,yy); break;
133
134 case 2: if (xx >= MAXX-3) break; /* east */
135 if ((item[xx+1][yy]!=OWALL) || (item[xx+2][yy]!=OWALL)) break;
136 item[xx+1][yy] = item[xx+2][yy] = 0;
137 eat(xx+2,yy); break;
138
139 case 3: if (yy <= 2) break; /* south */
140 if ((item[xx][yy-1]!=OWALL) || (item[xx][yy-2]!=OWALL)) break;
141 item[xx][yy-1] = item[xx][yy-2] = 0;
142 eat(xx,yy-2); break;
143
144 case 4: if (yy >= MAXY-3 ) break; /* north */
145 if ((item[xx][yy+1]!=OWALL) || (item[xx][yy+2]!=OWALL)) break;
146 item[xx][yy+1] = item[xx][yy+2] = 0;
147 eat(xx,yy+2); break;
148 };
149 if (++dir > 4) { dir=1; --try; }
150 }
151 }
152
153 /*
154 * function to read in a maze from a data file
155 *
156 * Format of maze data file: 1st character = # of mazes in file (ascii digit)
157 * For each maze: 18 lines (1st 17 used) 67 characters per line
158 *
159 * Special characters in maze data file:
160 *
161 * # wall D door . random monster
162 * ~ eye of larn ! cure dianthroritis
163 * - random object
164 */
165 cannedlevel(k)
166 int k;
167 {
168 char *row,*lgetl();
169 register int i,j;
170 int it,arg,mit,marg;
171 if (lopen(larnlevels)<0)
172 {
173 write(1,"Can't open the maze data file\n",30); died(-282); return(0);
174 }
175 i=lgetc(); if (i<='0') { died(-282); return(0); }
176 for (i=18*rund(i-'0'); i>0; i--) lgetl(); /* advance to desired maze */
177 for (i=0; i<MAXY; i++)
178 {
179 row = lgetl();
180 for (j=0; j<MAXX; j++)
181 {
182 it = mit = arg = marg = 0;
183 switch(*row++)
184 {
185 case '#': it = OWALL; break;
186 case 'D': it = OCLOSEDDOOR; arg = rnd(30); break;
187 case '~': if (k!=MAXLEVEL-1) break;
188 it = OLARNEYE;
189 mit = rund(8)+DEMONLORD;
190 marg = monster[mit].hitpoints; break;
191 case '!': if (k!=MAXLEVEL+MAXVLEVEL-1) break;
192 it = OPOTION; arg = 21;
193 mit = DEMONLORD+7;
194 marg = monster[mit].hitpoints; break;
195 case '.': if (k<MAXLEVEL) break;
196 mit = makemonst(k+1);
197 marg = monster[mit].hitpoints; break;
198 case '-': it = newobject(k+1,&arg); break;
199 };
200 item[j][i] = it; iarg[j][i] = arg;
201 mitem[j][i] = mit; hitp[j][i] = marg;
202
203 #if WIZID
204 know[j][i] = (wizard) ? 1 : 0;
205 #else
206 know[j][i] = 0;
207 #endif
208 }
209 }
210 lrclose();
211 return(1);
212 }
213
214 /*
215 function to make a treasure room on a level
216 level 10's treasure room has the eye in it and demon lords
217 level V3 has potion of cure dianthroritis and demon prince
218 */
219 treasureroom(lv)
220 register int lv;
221 {
222 register int tx,ty,xsize,ysize;
223
224 for (tx=1+rnd(10); tx<MAXX-10; tx+=10)
225 if ( (lv==MAXLEVEL-1) || (lv==MAXLEVEL+MAXVLEVEL-1) || rnd(13)==2)
226 {
227 xsize = rnd(6)+3; ysize = rnd(3)+3;
228 ty = rnd(MAXY-9)+1; /* upper left corner of room */
229 if (lv==MAXLEVEL-1 || lv==MAXLEVEL+MAXVLEVEL-1)
230 troom(lv,xsize,ysize,tx=tx+rnd(MAXX-24),ty,rnd(3)+6);
231 else troom(lv,xsize,ysize,tx,ty,rnd(9));
232 }
233 }
234
235 /*
236 * subroutine to create a treasure room of any size at a given location
237 * room is filled with objects and monsters
238 * the coordinate given is that of the upper left corner of the room
239 */
240 troom(lv,xsize,ysize,tx,ty,glyph)
241 int lv,xsize,ysize,tx,ty,glyph;
242 {
243 register int i,j;
244 int tp1,tp2;
245 for (j=ty-1; j<=ty+ysize; j++)
246 for (i=tx-1; i<=tx+xsize; i++) /* clear out space for room */
247 item[i][j]=0;
248 for (j=ty; j<ty+ysize; j++)
249 for (i=tx; i<tx+xsize; i++) /* now put in the walls */
250 {
251 item[i][j]=OWALL; mitem[i][j]=0;
252 }
253 for (j=ty+1; j<ty+ysize-1; j++)
254 for (i=tx+1; i<tx+xsize-1; i++) /* now clear out interior */
255 item[i][j]=0;
256
257 switch(rnd(2)) /* locate the door on the treasure room */
258 {
259 case 1: item[i=tx+rund(xsize)][j=ty+(ysize-1)*rund(2)]=OCLOSEDDOOR;
260 iarg[i][j] = glyph; /* on horizontal walls */
261 break;
262 case 2: item[i=tx+(xsize-1)*rund(2)][j=ty+rund(ysize)]=OCLOSEDDOOR;
263 iarg[i][j] = glyph; /* on vertical walls */
264 break;
265 };
266
267 tp1=playerx; tp2=playery; playery=ty+(ysize>>1);
268 if (c[HARDGAME]<2)
269 for (playerx=tx+1; playerx<=tx+xsize-2; playerx+=2)
270 for (i=0, j=rnd(6); i<=j; i++)
271 { something(lv+2); createmonster(makemonst(lv+1)); }
272 else
273 for (playerx=tx+1; playerx<=tx+xsize-2; playerx+=2)
274 for (i=0, j=rnd(4); i<=j; i++)
275 { something(lv+2); createmonster(makemonst(lv+3)); }
276
277 playerx=tp1; playery=tp2;
278 }
279
280 static void fillroom();
282
283 /*
284 ***********
285 MAKE_OBJECT
286 ***********
287 subroutine to create the objects in the maze for the given level
288 */
289 makeobject(j)
290 register int j;
291 {
292 register int i;
293 if (j==0)
294 {
295 fillroom(OENTRANCE,0); /* entrance to dungeon */
296 fillroom(ODNDSTORE,0); /* the DND STORE */
297 fillroom(OSCHOOL,0); /* college of Larn */
298 fillroom(OBANK,0); /* 1st national bank of larn */
299 fillroom(OVOLDOWN,0); /* volcano shaft to temple */
300 fillroom(OHOME,0); /* the players home & family */
301 fillroom(OTRADEPOST,0); /* the trading post */
302 fillroom(OLRS,0); /* the larn revenue service */
303 return;
304 }
305
306 if (j==MAXLEVEL) fillroom(OVOLUP,0); /* volcano shaft up from the temple */
307
308 /* make the fixed objects in the maze STAIRS */
309 if ((j>0) && (j != MAXLEVEL-1) && (j != MAXLEVEL+MAXVLEVEL-1))
310 fillroom(OSTAIRSDOWN,0);
311 if ((j > 1) && (j != MAXLEVEL)) fillroom(OSTAIRSUP,0);
312
313 /* make the random objects in the maze */
314
315 fillmroom(rund(3),OBOOK,j); fillmroom(rund(3),OALTAR,0);
316 fillmroom(rund(3),OSTATUE,0); fillmroom(rund(3),OPIT,0);
317 fillmroom(rund(3),OFOUNTAIN,0); fillmroom( rnd(3)-2,OIVTELETRAP,0);
318 fillmroom(rund(2),OTHRONE,0); fillmroom(rund(2),OMIRROR,0);
319 fillmroom(rund(2),OTRAPARROWIV,0); fillmroom( rnd(3)-2,OIVDARTRAP,0);
320 fillmroom(rund(3),OCOOKIE,0);
321 if (j==1) fillmroom(1,OCHEST,j);
322 else fillmroom(rund(2),OCHEST,j);
323 if ((j != MAXLEVEL-1) && (j != MAXLEVEL+MAXVLEVEL-1))
324 fillmroom(rund(2),OIVTRAPDOOR,0);
325 if (j<=10)
326 {
327 fillmroom((rund(2)),ODIAMOND,rnd(10*j+1)+10);
328 fillmroom(rund(2),ORUBY,rnd(6*j+1)+6);
329 fillmroom(rund(2),OEMERALD,rnd(4*j+1)+4);
330 fillmroom(rund(2),OSAPPHIRE,rnd(3*j+1)+2);
331 }
332 for (i=0; i<rnd(4)+3; i++)
333 fillroom(OPOTION,newpotion()); /* make a POTION */
334 for (i=0; i<rnd(5)+3; i++)
335 fillroom(OSCROLL,newscroll()); /* make a SCROLL */
336 for (i=0; i<rnd(12)+11; i++)
337 fillroom(OGOLDPILE,12*rnd(j+1)+(j<<3)+10); /* make GOLD */
338 if (j==5) fillroom(OBANK2,0); /* branch office of the bank */
339 froom(2,ORING,0); /* a ring mail */
340 froom(1,OSTUDLEATHER,0); /* a studded leather */
341 froom(3,OSPLINT,0); /* a splint mail */
342 froom(5,OSHIELD,rund(3)); /* a shield */
343 froom(2,OBATTLEAXE,rund(3)); /* a battle axe */
344 froom(5,OLONGSWORD,rund(3)); /* a long sword */
345 froom(5,OFLAIL,rund(3)); /* a flail */
346 froom(4,OREGENRING,rund(3)); /* ring of regeneration */
347 froom(1,OPROTRING,rund(3)); /* ring of protection */
348 froom(2,OSTRRING,4); /* ring of strength + 4 */
349 froom(7,OSPEAR,rnd(5)); /* a spear */
350 froom(3,OORBOFDRAGON,0); /* orb of dragon slaying*/
351 froom(4,OSPIRITSCARAB,0); /*scarab of negate spirit*/
352 froom(4,OCUBEofUNDEAD,0); /* cube of undead control */
353 froom(2,ORINGOFEXTRA,0); /* ring of extra regen */
354 froom(3,ONOTHEFT,0); /* device of antitheft */
355 froom(2,OSWORDofSLASHING,0); /* sword of slashing */
356 if (c[BESSMANN]==0)
357 {
358 froom(4,OHAMMER,0);/*Bessman's flailing hammer*/ c[BESSMANN]=1;
359 }
360 if (c[HARDGAME]<3 || (rnd(4)==3))
361 {
362 if (j>3)
363 {
364 froom(3,OSWORD,3); /* sunsword + 3 */
365 froom(5,O2SWORD,rnd(4)); /* a two handed sword */
366 froom(3,OBELT,4); /* belt of striking */
367 froom(3,OENERGYRING,3); /* energy ring */
368 froom(4,OPLATE,5); /* platemail + 5 */
369 }
370 }
371 }
372
373 /*
374 subroutine to fill in a number of objects of the same kind
375 */
376
377 fillmroom(n,what,arg)
378 int n,arg;
379 char what;
380 {
381 register int i;
382 for (i=0; i<n; i++) fillroom(what,arg);
383 }
384 froom(n,itm,arg)
385 int n,arg;
386 char itm;
387 { if (rnd(151) < n) fillroom(itm,arg); }
388
389 /*
390 subroutine to put an object into an empty room
391 * uses a random walk
392 */
393 static void
394 fillroom(what,arg)
395 int arg;
396 char what;
397 {
398 register int x,y;
399
400 #ifdef EXTRA
401 c[FILLROOM]++;
402 #endif
403
404 x=rnd(MAXX-2); y=rnd(MAXY-2);
405 while (item[x][y])
406 {
407
408 #ifdef EXTRA
409 c[RANDOMWALK]++; /* count up these random walks */
410 #endif
411
412 x += rnd(3)-2; y += rnd(3)-2;
413 if (x > MAXX-2) x=1; if (x < 1) x=MAXX-2;
414 if (y > MAXY-2) y=1; if (y < 1) y=MAXY-2;
415 }
416 item[x][y]=what; iarg[x][y]=arg;
417 }
418
419 /*
420 subroutine to put monsters into an empty room without walls or other
421 monsters
422 */
423 fillmonst(what)
424 char what;
425 {
426 register int x,y,trys;
427 for (trys=5; trys>0; --trys) /* max # of creation attempts */
428 {
429 x=rnd(MAXX-2); y=rnd(MAXY-2);
430 if ((item[x][y]==0) && (mitem[x][y]==0) && ((playerx!=x) || (playery!=y)))
431 {
432 mitem[x][y] = what; know[x][y]=0;
433 hitp[x][y] = monster[what].hitpoints; return(0);
434 }
435 }
436 return(-1); /* creation failure */
437 }
438
439 /*
440 creates an entire set of monsters for a level
441 must be done when entering a new level
442 if sethp(1) then wipe out old monsters else leave them there
443 */
444 sethp(flg)
445 int flg;
446 {
447 register int i,j;
448 if (flg) for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) stealth[j][i]=0;
449 if (level==0) { c[TELEFLAG]=0; return; } /* if teleported and found level 1 then know level we are on */
450 if (flg) j = rnd(12) + 2 + (level>>1); else j = (level>>1) + 1;
451 for (i=0; i<j; i++) fillmonst(makemonst(level));
452 positionplayer();
453 }
454
455 /*
456 * Function to destroy all genocided monsters on the present level
457 */
458 checkgen()
459 {
460 register int x,y;
461 for (y=0; y<MAXY; y++)
462 for (x=0; x<MAXX; x++)
463 if (monster[mitem[x][y]].genocided)
464 mitem[x][y]=0; /* no more monster */
465 }
466