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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