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create.c revision 1.11
      1 /* $NetBSD: create.c,v 1.11 2008/02/03 19:29:50 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 1.11 2008/02/03 19:29:50 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()
     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(x)
     76 	int             x;
     77 {
     78 	int             i, j;
     79 	if (beenhere[level])
     80 		savelevel();	/* put the level back into storage	 */
     81 	level = x;		/* get the new level and put in working
     82 				 * storage */
     83 	if (beenhere[x]) {
     84 		getlevel();
     85 		sethp(0);
     86 		checkgen();
     87 		return;
     88 	}
     89 
     90 	/* fill in new level */
     91 	for (i = 0; i < MAXY; i++)
     92 		for (j = 0; j < MAXX; j++)
     93 			know[j][i] = mitem[j][i] = 0;
     94 	makemaze(x);
     95 	makeobject(x);
     96 	beenhere[x] = 1;
     97 	sethp(1);
     98 	checkgen();		/* wipe out any genocided monsters */
     99 
    100 #if WIZID
    101 	if (wizard || x == 0)
    102 #else
    103 	if (x == 0)
    104 #endif
    105 		for (j = 0; j < MAXY; j++)
    106 			for (i = 0; i < MAXX; i++)
    107 				know[i][j] = 1;
    108 }
    109 
    110 /*
    111 	makemaze(level)
    112 	int level;
    113 
    114 	subroutine to make the caverns for a given level.  only walls are made.
    115  */
    116 static int      mx, mxl, mxh, my, myl, myh, tmp2;
    117 
    118 static void
    119 makemaze(k)
    120 	int             k;
    121 {
    122 	int             i, j, tmp;
    123 	int             z;
    124 	if (k > 1 && (rnd(17) <= 4 || k == MAXLEVEL - 1 || k == MAXLEVEL + MAXVLEVEL - 1)) {
    125 		if (cannedlevel(k))
    126 			return;		/* read maze from data file */
    127 	}
    128 	if (k == 0)
    129 		tmp = 0;
    130 	else
    131 		tmp = OWALL;
    132 	for (i = 0; i < MAXY; i++)
    133 		for (j = 0; j < MAXX; j++)
    134 			item[j][i] = tmp;
    135 	if (k == 0)
    136 		return;
    137 	eat(1, 1);
    138 	if (k == 1)
    139 		item[33][MAXY - 1] = 0;	/* exit from dungeon */
    140 
    141 	/* now for open spaces -- not on level 10	 */
    142 	if (k != MAXLEVEL - 1) {
    143 		tmp2 = rnd(3) + 3;
    144 		for (tmp = 0; tmp < tmp2; tmp++) {
    145 			my = rnd(11) + 2;
    146 			myl = my - rnd(2);
    147 			myh = my + rnd(2);
    148 			if (k < MAXLEVEL) {
    149 				mx = rnd(44) + 5;
    150 				mxl = mx - rnd(4);
    151 				mxh = mx + rnd(12) + 3;
    152 				z = 0;
    153 			} else {
    154 				mx = rnd(60) + 3;
    155 				mxl = mx - rnd(2);
    156 				mxh = mx + rnd(2);
    157 				z = makemonst(k);
    158 			}
    159 			for (i = mxl; i < mxh; i++)
    160 				for (j = myl; j < myh; j++) {
    161 					item[i][j] = 0;
    162 					if ((mitem[i][j] = z))
    163 						hitp[i][j] = monster[z].hitpoints;
    164 				}
    165 		}
    166 	}
    167 	if (k != MAXLEVEL - 1) {
    168 		my = rnd(MAXY - 2);
    169 		for (i = 1; i < MAXX - 1; i++)
    170 			item[i][my] = 0;
    171 	}
    172 	if (k > 1)
    173 		treasureroom(k);
    174 }
    175 
    176 /*
    177 	function to eat away a filled in maze
    178  */
    179 void
    180 eat(xx, yy)
    181 	int             xx, yy;
    182 {
    183 	int             dir, try;
    184 	dir = rnd(4);
    185 	try = 2;
    186 	while (try) {
    187 		switch (dir) {
    188 		case 1:
    189 			if (xx <= 2)
    190 				break;	/* west	 */
    191 			if ((item[xx - 1][yy] != OWALL) || (item[xx - 2][yy] != OWALL))
    192 				break;
    193 			item[xx - 1][yy] = item[xx - 2][yy] = 0;
    194 			eat(xx - 2, yy);
    195 			break;
    196 
    197 		case 2:
    198 			if (xx >= MAXX - 3)
    199 				break;	/* east	 */
    200 			if ((item[xx + 1][yy] != OWALL) || (item[xx + 2][yy] != OWALL))
    201 				break;
    202 			item[xx + 1][yy] = item[xx + 2][yy] = 0;
    203 			eat(xx + 2, yy);
    204 			break;
    205 
    206 		case 3:
    207 			if (yy <= 2)
    208 				break;	/* south	 */
    209 			if ((item[xx][yy - 1] != OWALL) || (item[xx][yy - 2] != OWALL))
    210 				break;
    211 			item[xx][yy - 1] = item[xx][yy - 2] = 0;
    212 			eat(xx, yy - 2);
    213 			break;
    214 
    215 		case 4:
    216 			if (yy >= MAXY - 3)
    217 				break;	/* north	 */
    218 			if ((item[xx][yy + 1] != OWALL) || (item[xx][yy + 2] != OWALL))
    219 				break;
    220 			item[xx][yy + 1] = item[xx][yy + 2] = 0;
    221 			eat(xx, yy + 2);
    222 			break;
    223 		};
    224 		if (++dir > 4) {
    225 			dir = 1;
    226 			--try;
    227 		}
    228 	}
    229 }
    230 
    231 /*
    232  *	function to read in a maze from a data file
    233  *
    234  *	Format of maze data file:  1st character = # of mazes in file (ascii digit)
    235  *				For each maze: 18 lines (1st 17 used) 67 characters per line
    236  *
    237  *	Special characters in maze data file:
    238  *
    239  *		#	wall			D	door			.	random monster
    240  *		~	eye of larn		!	cure dianthroritis
    241  *		-	random object
    242  */
    243 static int
    244 cannedlevel(k)
    245 	int             k;
    246 {
    247 	char           *row;
    248 	int             i, j;
    249 	int             it, arg, mit, marg;
    250 	if (lopen(larnlevels) < 0) {
    251 		write(1, "Can't open the maze data file\n", 30);
    252 		died(-282);
    253 		return (0);
    254 	}
    255 	i = lgetc();
    256 	if (i <= '0') {
    257 		died(-282);
    258 		return (0);
    259 	}
    260 	for (i = 18 * rund(i - '0'); i > 0; i--)
    261 		lgetl();	/* advance to desired maze */
    262 	for (i = 0; i < MAXY; i++) {
    263 		row = lgetl();
    264 		for (j = 0; j < MAXX; j++) {
    265 			it = mit = arg = marg = 0;
    266 			switch (*row++) {
    267 			case '#':
    268 				it = OWALL;
    269 				break;
    270 			case 'D':
    271 				it = OCLOSEDDOOR;
    272 				arg = rnd(30);
    273 				break;
    274 			case '~':
    275 				if (k != MAXLEVEL - 1)
    276 					break;
    277 				it = OLARNEYE;
    278 				mit = rund(8) + DEMONLORD;
    279 				marg = monster[mit].hitpoints;
    280 				break;
    281 			case '!':
    282 				if (k != MAXLEVEL + MAXVLEVEL - 1)
    283 					break;
    284 				it = OPOTION;
    285 				arg = 21;
    286 				mit = DEMONLORD + 7;
    287 				marg = monster[mit].hitpoints;
    288 				break;
    289 			case '.':
    290 				if (k < MAXLEVEL)
    291 					break;
    292 				mit = makemonst(k + 1);
    293 				marg = monster[mit].hitpoints;
    294 				break;
    295 			case '-':
    296 				it = newobject(k + 1, &arg);
    297 				break;
    298 			};
    299 			item[j][i] = it;
    300 			iarg[j][i] = arg;
    301 			mitem[j][i] = mit;
    302 			hitp[j][i] = marg;
    303 
    304 #if WIZID
    305 			know[j][i] = (wizard) ? 1 : 0;
    306 #else
    307 			know[j][i] = 0;
    308 #endif
    309 		}
    310 	}
    311 	lrclose();
    312 	return (1);
    313 }
    314 
    315 /*
    316 	function to make a treasure room on a level
    317 	level 10's treasure room has the eye in it and demon lords
    318 	level V3 has potion of cure dianthroritis and demon prince
    319  */
    320 static void
    321 treasureroom(lv)
    322 	int             lv;
    323 {
    324 	int             tx, ty, xsize, ysize;
    325 
    326 	for (tx = 1 + rnd(10); tx < MAXX - 10; tx += 10)
    327 		if ((lv == MAXLEVEL - 1) || (lv == MAXLEVEL + MAXVLEVEL - 1) || rnd(13) == 2) {
    328 			xsize = rnd(6) + 3;
    329 			ysize = rnd(3) + 3;
    330 			ty = rnd(MAXY - 9) + 1;	/* upper left corner of room */
    331 			if (lv == MAXLEVEL - 1 || lv == MAXLEVEL + MAXVLEVEL - 1)
    332 				troom(lv, xsize, ysize, tx = tx + rnd(MAXX - 24), ty, rnd(3) + 6);
    333 			else
    334 				troom(lv, xsize, ysize, tx, ty, rnd(9));
    335 		}
    336 }
    337 
    338 /*
    339  *	subroutine to create a treasure room of any size at a given location
    340  *	room is filled with objects and monsters
    341  *	the coordinate given is that of the upper left corner of the room
    342  */
    343 static void
    344 troom(lv, xsize, ysize, tx, ty, glyph)
    345 	int             lv, xsize, ysize, tx, ty, glyph;
    346 {
    347 	int             i, j;
    348 	int             tp1, tp2;
    349 	for (j = ty - 1; j <= ty + ysize; j++)
    350 		for (i = tx - 1; i <= tx + xsize; i++)	/* clear out space for
    351 							 * room */
    352 			item[i][j] = 0;
    353 	for (j = ty; j < ty + ysize; j++)
    354 		for (i = tx; i < tx + xsize; i++) {	/* now put in the walls */
    355 			item[i][j] = OWALL;
    356 			mitem[i][j] = 0;
    357 		}
    358 	for (j = ty + 1; j < ty + ysize - 1; j++)
    359 		for (i = tx + 1; i < tx + xsize - 1; i++)	/* now clear out
    360 								 * interior */
    361 			item[i][j] = 0;
    362 
    363 	switch (rnd(2)) {	/* locate the door on the treasure room */
    364 	case 1:
    365 		item[i = tx + rund(xsize)][j = ty + (ysize - 1) * rund(2)] = OCLOSEDDOOR;
    366 		iarg[i][j] = glyph;	/* on horizontal walls */
    367 		break;
    368 	case 2:
    369 		item[i = tx + (xsize - 1) * rund(2)][j = ty + rund(ysize)] = OCLOSEDDOOR;
    370 		iarg[i][j] = glyph;	/* on vertical walls */
    371 		break;
    372 	};
    373 
    374 	tp1 = playerx;
    375 	tp2 = playery;
    376 	playery = ty + (ysize >> 1);
    377 	if (c[HARDGAME] < 2)
    378 		for (playerx = tx + 1; playerx <= tx + xsize - 2; playerx += 2)
    379 			for (i = 0, j = rnd(6); i <= j; i++) {
    380 				something(lv + 2);
    381 				createmonster(makemonst(lv + 1));
    382 			}
    383 	else
    384 		for (playerx = tx + 1; playerx <= tx + xsize - 2; playerx += 2)
    385 			for (i = 0, j = rnd(4); i <= j; i++) {
    386 				something(lv + 2);
    387 				createmonster(makemonst(lv + 3));
    388 			}
    389 
    390 	playerx = tp1;
    391 	playery = tp2;
    392 }
    393 
    394 
    395 /*
    396 	***********
    397 	MAKE_OBJECT
    398 	***********
    399 	subroutine to create the objects in the maze for the given level
    400  */
    401 static void
    402 makeobject(j)
    403 	int             j;
    404 {
    405 	int             i;
    406 	if (j == 0) {
    407 		fillroom(OENTRANCE, 0);	/* entrance to dungeon			 */
    408 		fillroom(ODNDSTORE, 0);	/* the DND STORE				 */
    409 		fillroom(OSCHOOL, 0);	/* college of Larn				 */
    410 		fillroom(OBANK, 0);	/* 1st national bank of larn 	 */
    411 		fillroom(OVOLDOWN, 0);	/* volcano shaft to temple 	 */
    412 		fillroom(OHOME, 0);	/* the players home & family 	 */
    413 		fillroom(OTRADEPOST, 0);	/* the trading post			 */
    414 		fillroom(OLRS, 0);	/* the larn revenue service 	 */
    415 		return;
    416 	}
    417 	if (j == MAXLEVEL)
    418 		fillroom(OVOLUP, 0);	/* volcano shaft up from the temple */
    419 
    420 	/* make the fixed objects in the maze STAIRS	 */
    421 	if ((j > 0) && (j != MAXLEVEL - 1) && (j != MAXLEVEL + MAXVLEVEL - 1))
    422 		fillroom(OSTAIRSDOWN, 0);
    423 	if ((j > 1) && (j != MAXLEVEL))
    424 		fillroom(OSTAIRSUP, 0);
    425 
    426 	/* make the random objects in the maze		 */
    427 
    428 	fillmroom(rund(3), OBOOK, j);
    429 	fillmroom(rund(3), OALTAR, 0);
    430 	fillmroom(rund(3), OSTATUE, 0);
    431 	fillmroom(rund(3), OPIT, 0);
    432 	fillmroom(rund(3), OFOUNTAIN, 0);
    433 	fillmroom(rnd(3) - 2, OIVTELETRAP, 0);
    434 	fillmroom(rund(2), OTHRONE, 0);
    435 	fillmroom(rund(2), OMIRROR, 0);
    436 	fillmroom(rund(2), OTRAPARROWIV, 0);
    437 	fillmroom(rnd(3) - 2, OIVDARTRAP, 0);
    438 	fillmroom(rund(3), OCOOKIE, 0);
    439 	if (j == 1)
    440 		fillmroom(1, OCHEST, j);
    441 	else
    442 		fillmroom(rund(2), OCHEST, j);
    443 	if ((j != MAXLEVEL - 1) && (j != MAXLEVEL + MAXVLEVEL - 1))
    444 		fillmroom(rund(2), OIVTRAPDOOR, 0);
    445 	if (j <= 10) {
    446 		fillmroom((rund(2)), ODIAMOND, rnd(10 * j + 1) + 10);
    447 		fillmroom(rund(2), ORUBY, rnd(6 * j + 1) + 6);
    448 		fillmroom(rund(2), OEMERALD, rnd(4 * j + 1) + 4);
    449 		fillmroom(rund(2), OSAPPHIRE, rnd(3 * j + 1) + 2);
    450 	}
    451 	for (i = 0; i < rnd(4) + 3; i++)
    452 		fillroom(OPOTION, newpotion());	/* make a POTION	 */
    453 	for (i = 0; i < rnd(5) + 3; i++)
    454 		fillroom(OSCROLL, newscroll());	/* make a SCROLL	 */
    455 	for (i = 0; i < rnd(12) + 11; i++)
    456 		fillroom(OGOLDPILE, 12 * rnd(j + 1) + (j << 3) + 10);	/* make GOLD	 */
    457 	if (j == 5)
    458 		fillroom(OBANK2, 0);	/* branch office of the bank */
    459 	froom(2, ORING, 0);	/* a ring mail 			 */
    460 	froom(1, OSTUDLEATHER, 0);	/* a studded leather	 */
    461 	froom(3, OSPLINT, 0);	/* a splint mail		 */
    462 	froom(5, OSHIELD, rund(3));	/* a shield				 */
    463 	froom(2, OBATTLEAXE, rund(3));	/* a battle axe			 */
    464 	froom(5, OLONGSWORD, rund(3));	/* a long sword			 */
    465 	froom(5, OFLAIL, rund(3));	/* a flail				 */
    466 	froom(4, OREGENRING, rund(3));	/* ring of regeneration */
    467 	froom(1, OPROTRING, rund(3));	/* ring of protection	 */
    468 	froom(2, OSTRRING, 4);	/* ring of strength + 4 */
    469 	froom(7, OSPEAR, rnd(5));	/* a spear				 */
    470 	froom(3, OORBOFDRAGON, 0);	/* orb of dragon slaying */
    471 	froom(4, OSPIRITSCARAB, 0);	/* scarab of negate spirit */
    472 	froom(4, OCUBEofUNDEAD, 0);	/* cube of undead control	 */
    473 	froom(2, ORINGOFEXTRA, 0);	/* ring of extra regen		 */
    474 	froom(3, ONOTHEFT, 0);	/* device of antitheft 		 */
    475 	froom(2, OSWORDofSLASHING, 0);	/* sword of slashing */
    476 	if (c[BESSMANN] == 0) {
    477 		froom(4, OHAMMER, 0);	/* Bessman's flailing hammer */
    478 		c[BESSMANN] = 1;
    479 	}
    480 	if (c[HARDGAME] < 3 || (rnd(4) == 3)) {
    481 		if (j > 3) {
    482 			froom(3, OSWORD, 3);	/* sunsword + 3  		 */
    483 			froom(5, O2SWORD, rnd(4));	/* a two handed sword	 */
    484 			froom(3, OBELT, 4);	/* belt of striking		 */
    485 			froom(3, OENERGYRING, 3);	/* energy ring			 */
    486 			froom(4, OPLATE, 5);	/* platemail + 5 		 */
    487 		}
    488 	}
    489 }
    490 
    491 /*
    492 	subroutine to fill in a number of objects of the same kind
    493  */
    494 
    495 static void
    496 fillmroom(n, what, arg)
    497 	int             n, arg;
    498 	char            what;
    499 {
    500 	int             i;
    501 	for (i = 0; i < n; i++)
    502 		fillroom(what, arg);
    503 }
    504 
    505 static void
    506 froom(int n, int theitem, int arg)
    507 {
    508 	if (rnd(151) < n)
    509 		fillroom(theitem, arg);
    510 }
    511 
    512 /*
    513 	subroutine to put an object into an empty room
    514  *	uses a random walk
    515  */
    516 static void
    517 fillroom(what, arg)
    518 	int             arg;
    519 	char            what;
    520 {
    521 	int             x, y;
    522 
    523 #ifdef EXTRA
    524 	c[FILLROOM]++;
    525 #endif
    526 
    527 	x = rnd(MAXX - 2);
    528 	y = rnd(MAXY - 2);
    529 	while (item[x][y]) {
    530 
    531 #ifdef EXTRA
    532 		c[RANDOMWALK]++;/* count up these random walks */
    533 #endif
    534 
    535 		x += rnd(3) - 2;
    536 		y += rnd(3) - 2;
    537 		if (x > MAXX - 2)
    538 			x = 1;
    539 		if (x < 1)
    540 			x = MAXX - 2;
    541 		if (y > MAXY - 2)
    542 			y = 1;
    543 		if (y < 1)
    544 			y = MAXY - 2;
    545 	}
    546 	item[x][y] = what;
    547 	iarg[x][y] = arg;
    548 }
    549 
    550 /*
    551 	subroutine to put monsters into an empty room without walls or other
    552 	monsters
    553  */
    554 int
    555 fillmonst(what)
    556 	int            what;
    557 {
    558 	int             x, y, trys;
    559 	for (trys = 5; trys > 0; --trys) {	/* max # of creation attempts */
    560 		x = rnd(MAXX - 2);
    561 		y = rnd(MAXY - 2);
    562 		if ((item[x][y] == 0) && (mitem[x][y] == 0) && ((playerx != x) || (playery != y))) {
    563 			mitem[x][y] = what;
    564 			know[x][y] = 0;
    565 			hitp[x][y] = monster[what].hitpoints;
    566 			return (0);
    567 		}
    568 	}
    569 	return (-1);		/* creation failure */
    570 }
    571 
    572 /*
    573 	creates an entire set of monsters for a level
    574 	must be done when entering a new level
    575 	if sethp(1) then wipe out old monsters else leave them there
    576  */
    577 static void
    578 sethp(flg)
    579 	int             flg;
    580 {
    581 	int             i, j;
    582 	if (flg)
    583 		for (i = 0; i < MAXY; i++)
    584 			for (j = 0; j < MAXX; j++)
    585 				stealth[j][i] = 0;
    586 	if (level == 0) {
    587 		c[TELEFLAG] = 0;
    588 		return;
    589 	}			/* if teleported and found level 1 then know
    590 				 * level we are on */
    591 	if (flg)
    592 		j = rnd(12) + 2 + (level >> 1);
    593 	else
    594 		j = (level >> 1) + 1;
    595 	for (i = 0; i < j; i++)
    596 		fillmonst(makemonst(level));
    597 	positionplayer();
    598 }
    599 
    600 /*
    601  *	Function to destroy all genocided monsters on the present level
    602  */
    603 static void
    604 checkgen(void)
    605 {
    606 	int             x, y;
    607 	for (y = 0; y < MAXY; y++)
    608 		for (x = 0; x < MAXX; x++)
    609 			if (monster[mitem[x][y]].genocided)
    610 				mitem[x][y] = 0;	/* no more monster */
    611 }
    612