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create.c revision 1.2
      1 #ifndef lint
      2 static char rcsid[] = "$Id: create.c,v 1.2 1993/08/02 17:19:57 mycroft Exp $";
      3 #endif /* not lint */
      4 
      5 /*	create.c		Larn is copyrighted 1986 by Noah Morgan. */
      6 #include "header.h"
      7 extern char spelknow[],larnlevels[];
      8 extern char beenhere[],wizard,level;
      9 extern short oldx,oldy;
     10 /*
     11 	makeplayer()
     12 
     13 	subroutine to create the player and the players attributes
     14 	this is called at the beginning of a game and at no other time
     15  */
     16 makeplayer()
     17 	{
     18 	register int i;
     19 	scbr();  clear();
     20 	c[HPMAX]=c[HP]=10;		/*	start player off with 15 hit points	*/
     21 	c[LEVEL]=1;				/*	player starts at level one			*/
     22 	c[SPELLMAX]=c[SPELLS]=1;	/*	total # spells starts off as 3	*/
     23 	c[REGENCOUNTER]=16;		c[ECOUNTER]=96;	/*start regeneration correctly*/
     24 	c[SHIELD] = c[WEAR] = c[WIELD] = -1;
     25 	for (i=0; i<26; i++)  iven[i]=0;
     26 	spelknow[0]=spelknow[1]=1; /*he knows protection, magic missile*/
     27 	if (c[HARDGAME]<=0)
     28 		{
     29 		iven[0]=OLEATHER; iven[1]=ODAGGER;
     30 		ivenarg[1]=ivenarg[0]=c[WEAR]=0;  c[WIELD]=1;
     31 		}
     32 	playerx=rnd(MAXX-2);	playery=rnd(MAXY-2);
     33 	oldx=0;			oldy=25;
     34 	gtime=0;			/*	time clock starts at zero	*/
     35 	cbak[SPELLS] = -50;
     36 	for (i=0; i<6; i++)  c[i]=12; /* make the attributes, ie str, int, etc.	*/
     37 	recalc();
     38 	}
     39 
     40 /*
     42 	newcavelevel(level)
     43 	int level;
     44 
     45 	function to enter a new level.  This routine must be called anytime the
     46 	player changes levels.  If that level is unknown it will be created.
     47 	A new set of monsters will be created for a new level, and existing
     48 	levels will get a few more monsters.
     49 	Note that it is here we remove genocided monsters from the present level.
     50  */
     51 newcavelevel(x)
     52 	register int x;
     53 	{
     54 	register int i,j;
     55 	if (beenhere[level]) savelevel();	/* put the level back into storage	*/
     56 	level = x;				/* get the new level and put in working storage */
     57 	if (beenhere[x]==0) for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) know[j][i]=mitem[j][i]=0;
     58 		else { getlevel(); sethp(0);  goto chgn; }
     59 	makemaze(x);	makeobject(x);	beenhere[x]=1;  sethp(1);
     60 
     61 #if WIZID
     62 	if (wizard || x==0)
     63 #else
     64 	if (x==0)
     65 #endif
     66 
     67 		for (j=0; j<MAXY; j++)
     68 			for (i=0; i<MAXX; i++)
     69 				know[i][j]=1;
     70 chgn: checkgen();	/* wipe out any genocided monsters */
     71 	}
     72 
     73 /*
     74 	makemaze(level)
     75 	int level;
     76 
     77 	subroutine to make the caverns for a given level.  only walls are made.
     78  */
     79 static int mx,mxl,mxh,my,myl,myh,tmp2;
     80  makemaze(k)
     81 	int k;
     82 	{
     83 	register int i,j,tmp;
     84 	int z;
     85 	if (k > 1 && (rnd(17)<=4 || k==MAXLEVEL-1 || k==MAXLEVEL+MAXVLEVEL-1))
     86 		{
     87 		if (cannedlevel(k));	return;		/* read maze from data file */
     88 		}
     89 	if (k==0)  tmp=0;  else tmp=OWALL;
     90 	for (i=0; i<MAXY; i++)	for (j=0; j<MAXX; j++)	item[j][i]=tmp;
     91 	if (k==0) return;		eat(1,1);
     92 	if (k==1) item[33][MAXY-1]=0;	/* exit from dungeon */
     93 
     94 /*	now for open spaces -- not on level 10	*/
     95 	if (k != MAXLEVEL-1)
     96 		{
     97 		tmp2 = rnd(3)+3;
     98 		for (tmp=0; tmp<tmp2; tmp++)
     99 			{
    100 			my = rnd(11)+2;   myl = my - rnd(2);  myh = my + rnd(2);
    101 			if (k < MAXLEVEL)
    102 				{
    103 				mx = rnd(44)+5;  mxl = mx - rnd(4);  mxh = mx + rnd(12)+3;
    104 				z=0;
    105 				}
    106 		  	else
    107 				{
    108 				mx = rnd(60)+3;  mxl = mx - rnd(2);  mxh = mx + rnd(2);
    109 				z = makemonst(k);
    110 				}
    111 			for (i=mxl; i<mxh; i++)		for (j=myl; j<myh; j++)
    112 				{  item[i][j]=0;
    113 				   if ((mitem[i][j]=z)) hitp[i][j]=monster[z].hitpoints;
    114 				}
    115 			}
    116 		}
    117 	if (k!=MAXLEVEL-1) { my=rnd(MAXY-2);  for (i=1; i<MAXX-1; i++)	item[i][my] = 0; }
    118 	if (k>1)  treasureroom(k);
    119 	}
    120 
    121 /*
    122 	function to eat away a filled in maze
    123  */
    124 eat(xx,yy)
    125 	register int xx,yy;
    126 	{
    127 	register int dir,try;
    128 	dir = rnd(4);	try=2;
    129 	while (try)
    130 		{
    131 		switch(dir)
    132 			{
    133 			case 1:	if (xx <= 2) break;		/*	west	*/
    134 					if ((item[xx-1][yy]!=OWALL) || (item[xx-2][yy]!=OWALL))	break;
    135 					item[xx-1][yy] = item[xx-2][yy] = 0;
    136 					eat(xx-2,yy);	break;
    137 
    138 			case 2:	if (xx >= MAXX-3) break;	/*	east	*/
    139 					if ((item[xx+1][yy]!=OWALL) || (item[xx+2][yy]!=OWALL))	break;
    140 					item[xx+1][yy] = item[xx+2][yy] = 0;
    141 					eat(xx+2,yy);	break;
    142 
    143 			case 3:	if (yy <= 2) break;		/*	south	*/
    144 					if ((item[xx][yy-1]!=OWALL) || (item[xx][yy-2]!=OWALL))	break;
    145 					item[xx][yy-1] = item[xx][yy-2] = 0;
    146 					eat(xx,yy-2);	break;
    147 
    148 			case 4:	if (yy >= MAXY-3 ) break;	/*	north	*/
    149 					if ((item[xx][yy+1]!=OWALL) || (item[xx][yy+2]!=OWALL))	break;
    150 					item[xx][yy+1] = item[xx][yy+2] = 0;
    151 					eat(xx,yy+2);	break;
    152 			};
    153 		if (++dir > 4)	{ dir=1;  --try; }
    154 		}
    155 	}
    156 
    157 /*
    158  *	function to read in a maze from a data file
    159  *
    160  *	Format of maze data file:  1st character = # of mazes in file (ascii digit)
    161  *				For each maze: 18 lines (1st 17 used) 67 characters per line
    162  *
    163  *	Special characters in maze data file:
    164  *
    165  *		#	wall			D	door			.	random monster
    166  *		~	eye of larn		!	cure dianthroritis
    167  *		-	random object
    168  */
    169 cannedlevel(k)
    170 	int k;
    171 	{
    172 	char *row,*lgetl();
    173 	register int i,j;
    174 	int it,arg,mit,marg;
    175 	if (lopen(larnlevels)<0)
    176 		{
    177 		write(1,"Can't open the maze data file\n",30);	 died(-282); return(0);
    178 		}
    179 	i=lgetc();  if (i<='0') { died(-282); return(0); }
    180 	for (i=18*rund(i-'0'); i>0; i--)	lgetl();   /* advance to desired maze */
    181 	for (i=0; i<MAXY; i++)
    182 		{
    183 		row = lgetl();
    184 		for (j=0; j<MAXX; j++)
    185 			{
    186 			it = mit = arg = marg = 0;
    187 			switch(*row++)
    188 				{
    189 				case '#': it = OWALL;								break;
    190 				case 'D': it = OCLOSEDDOOR;  	arg = rnd(30);		break;
    191 				case '~': if (k!=MAXLEVEL-1) break;
    192 						  it = OLARNEYE;
    193 						  mit = rund(8)+DEMONLORD;
    194 						  marg = monster[mit].hitpoints;			break;
    195 				case '!': if (k!=MAXLEVEL+MAXVLEVEL-1)  break;
    196 						  it = OPOTION;			arg = 21;
    197 						  mit = DEMONLORD+7;
    198 						  marg = monster[mit].hitpoints;			break;
    199 				case '.': if (k<MAXLEVEL)  break;
    200 						  mit = makemonst(k+1);
    201 						  marg = monster[mit].hitpoints;			break;
    202 				case '-': it = newobject(k+1,&arg);					break;
    203 				};
    204 			item[j][i] = it;		iarg[j][i] = arg;
    205 			mitem[j][i] = mit;		hitp[j][i] = marg;
    206 
    207 #if WIZID
    208 			know[j][i] = (wizard) ? 1 : 0;
    209 #else
    210 			know[j][i] = 0;
    211 #endif
    212 			}
    213 		}
    214 	lrclose();
    215 	return(1);
    216 	}
    217 
    218 /*
    219 	function to make a treasure room on a level
    220 	level 10's treasure room has the eye in it and demon lords
    221 	level V3 has potion of cure dianthroritis and demon prince
    222  */
    223 treasureroom(lv)
    224 	register int lv;
    225 	{
    226 	register int tx,ty,xsize,ysize;
    227 
    228 	for (tx=1+rnd(10);  tx<MAXX-10;  tx+=10)
    229 	  if ( (lv==MAXLEVEL-1) || (lv==MAXLEVEL+MAXVLEVEL-1) || rnd(13)==2)
    230 		{
    231 		xsize = rnd(6)+3;  	    ysize = rnd(3)+3;
    232 		ty = rnd(MAXY-9)+1;  /* upper left corner of room */
    233 		if (lv==MAXLEVEL-1 || lv==MAXLEVEL+MAXVLEVEL-1)
    234 			troom(lv,xsize,ysize,tx=tx+rnd(MAXX-24),ty,rnd(3)+6);
    235 			else troom(lv,xsize,ysize,tx,ty,rnd(9));
    236 		}
    237 	}
    238 
    239 /*
    240  *	subroutine to create a treasure room of any size at a given location
    241  *	room is filled with objects and monsters
    242  *	the coordinate given is that of the upper left corner of the room
    243  */
    244 troom(lv,xsize,ysize,tx,ty,glyph)
    245 	int lv,xsize,ysize,tx,ty,glyph;
    246 	{
    247 	register int i,j;
    248 	int tp1,tp2;
    249 	for (j=ty-1; j<=ty+ysize; j++)
    250 		for (i=tx-1; i<=tx+xsize; i++)			/* clear out space for room */
    251 			item[i][j]=0;
    252 	for (j=ty; j<ty+ysize; j++)
    253 		for (i=tx; i<tx+xsize; i++)				/* now put in the walls */
    254 			{
    255 			item[i][j]=OWALL; mitem[i][j]=0;
    256 			}
    257 	for (j=ty+1; j<ty+ysize-1; j++)
    258 		for (i=tx+1; i<tx+xsize-1; i++)			/* now clear out interior */
    259 			item[i][j]=0;
    260 
    261 	switch(rnd(2))		/* locate the door on the treasure room */
    262 		{
    263 		case 1:	item[i=tx+rund(xsize)][j=ty+(ysize-1)*rund(2)]=OCLOSEDDOOR;
    264 				iarg[i][j] = glyph;		/* on horizontal walls */
    265 				break;
    266 		case 2: item[i=tx+(xsize-1)*rund(2)][j=ty+rund(ysize)]=OCLOSEDDOOR;
    267 				iarg[i][j] = glyph;		/* on vertical walls */
    268 				break;
    269 		};
    270 
    271 	tp1=playerx;  tp2=playery;  playery=ty+(ysize>>1);
    272 	if (c[HARDGAME]<2)
    273 		for (playerx=tx+1; playerx<=tx+xsize-2; playerx+=2)
    274 			for (i=0, j=rnd(6); i<=j; i++)
    275 				{ something(lv+2); createmonster(makemonst(lv+1)); }
    276 	else
    277 		for (playerx=tx+1; playerx<=tx+xsize-2; playerx+=2)
    278 			for (i=0, j=rnd(4); i<=j; i++)
    279 				{ something(lv+2); createmonster(makemonst(lv+3)); }
    280 
    281 	playerx=tp1;  playery=tp2;
    282 	}
    283 
    284 static void fillroom();
    286 
    287 /*
    288 	***********
    289 	MAKE_OBJECT
    290 	***********
    291 	subroutine to create the objects in the maze for the given level
    292  */
    293 makeobject(j)
    294 	register int j;
    295 	{
    296 	register int i;
    297 	if (j==0)
    298 		{
    299 		fillroom(OENTRANCE,0);		/*	entrance to dungeon			*/
    300 		fillroom(ODNDSTORE,0);		/*	the DND STORE				*/
    301 		fillroom(OSCHOOL,0);		/*	college of Larn				*/
    302 		fillroom(OBANK,0);			/*	1st national bank of larn 	*/
    303 		fillroom(OVOLDOWN,0);		/*	volcano shaft to temple 	*/
    304 		fillroom(OHOME,0);			/*	the players home & family 	*/
    305 		fillroom(OTRADEPOST,0);		/*  the trading post			*/
    306 		fillroom(OLRS,0);			/*  the larn revenue service 	*/
    307 		return;
    308 		}
    309 
    310 	if (j==MAXLEVEL) fillroom(OVOLUP,0); /* volcano shaft up from the temple */
    311 
    312 /*	make the fixed objects in the maze STAIRS	*/
    313 	if ((j>0) && (j != MAXLEVEL-1) && (j != MAXLEVEL+MAXVLEVEL-1))
    314 		fillroom(OSTAIRSDOWN,0);
    315 	if ((j > 1) && (j != MAXLEVEL))			fillroom(OSTAIRSUP,0);
    316 
    317 /*	make the random objects in the maze		*/
    318 
    319 	fillmroom(rund(3),OBOOK,j);				fillmroom(rund(3),OALTAR,0);
    320 	fillmroom(rund(3),OSTATUE,0);			fillmroom(rund(3),OPIT,0);
    321 	fillmroom(rund(3),OFOUNTAIN,0);			fillmroom( rnd(3)-2,OIVTELETRAP,0);
    322 	fillmroom(rund(2),OTHRONE,0);			fillmroom(rund(2),OMIRROR,0);
    323 	fillmroom(rund(2),OTRAPARROWIV,0);		fillmroom( rnd(3)-2,OIVDARTRAP,0);
    324 	fillmroom(rund(3),OCOOKIE,0);
    325 	if (j==1) fillmroom(1,OCHEST,j);
    326 		else fillmroom(rund(2),OCHEST,j);
    327 	if ((j != MAXLEVEL-1) && (j != MAXLEVEL+MAXVLEVEL-1))
    328 		fillmroom(rund(2),OIVTRAPDOOR,0);
    329 	if (j<=10)
    330 		{
    331 		fillmroom((rund(2)),ODIAMOND,rnd(10*j+1)+10);
    332 		fillmroom(rund(2),ORUBY,rnd(6*j+1)+6);
    333 		fillmroom(rund(2),OEMERALD,rnd(4*j+1)+4);
    334 		fillmroom(rund(2),OSAPPHIRE,rnd(3*j+1)+2);
    335 		}
    336 	for (i=0; i<rnd(4)+3; i++)
    337 		fillroom(OPOTION,newpotion());	/*	make a POTION	*/
    338 	for (i=0; i<rnd(5)+3; i++)
    339 		fillroom(OSCROLL,newscroll());	/*	make a SCROLL	*/
    340 	for (i=0; i<rnd(12)+11; i++)
    341 		fillroom(OGOLDPILE,12*rnd(j+1)+(j<<3)+10); /* make GOLD	*/
    342 	if (j==5)	fillroom(OBANK2,0);				/*	branch office of the bank */
    343 	froom(2,ORING,0);				/* a ring mail 			*/
    344 	froom(1,OSTUDLEATHER,0);		/* a studded leather	*/
    345 	froom(3,OSPLINT,0);				/* a splint mail		*/
    346 	froom(5,OSHIELD,rund(3));		/* a shield				*/
    347 	froom(2,OBATTLEAXE,rund(3));	/* a battle axe			*/
    348 	froom(5,OLONGSWORD,rund(3));	/* a long sword			*/
    349 	froom(5,OFLAIL,rund(3));		/* a flail				*/
    350 	froom(4,OREGENRING,rund(3));	/* ring of regeneration */
    351 	froom(1,OPROTRING,rund(3));	/* ring of protection	*/
    352 	froom(2,OSTRRING,4);   		/* ring of strength + 4 */
    353 	froom(7,OSPEAR,rnd(5));		/* a spear				*/
    354 	froom(3,OORBOFDRAGON,0);	/* orb of dragon slaying*/
    355 	froom(4,OSPIRITSCARAB,0);		/*scarab of negate spirit*/
    356 	froom(4,OCUBEofUNDEAD,0);		/* cube of undead control	*/
    357 	froom(2,ORINGOFEXTRA,0);	/* ring of extra regen		*/
    358 	froom(3,ONOTHEFT,0);			/* device of antitheft 		*/
    359 	froom(2,OSWORDofSLASHING,0); /* sword of slashing */
    360 	if (c[BESSMANN]==0)
    361 		{
    362 		froom(4,OHAMMER,0);/*Bessman's flailing hammer*/ c[BESSMANN]=1;
    363 		}
    364 	if (c[HARDGAME]<3 || (rnd(4)==3))
    365 		{
    366 		if (j>3)
    367 			{
    368 			froom(3,OSWORD,3); 		/* sunsword + 3  		*/
    369 			froom(5,O2SWORD,rnd(4));  /* a two handed sword	*/
    370 			froom(3,OBELT,4);			/* belt of striking		*/
    371 			froom(3,OENERGYRING,3);	/* energy ring			*/
    372 			froom(4,OPLATE,5);		/* platemail + 5 		*/
    373 			}
    374 		}
    375 	}
    376 
    377 /*
    378 	subroutine to fill in a number of objects of the same kind
    379  */
    380 
    381 fillmroom(n,what,arg)
    382 	int n,arg;
    383 	char what;
    384 	{
    385 	register int i;
    386 	for (i=0; i<n; i++)		fillroom(what,arg);
    387 	}
    388 froom(n,itm,arg)
    389 	int n,arg;
    390 	char itm;
    391 	{	if (rnd(151) < n) fillroom(itm,arg);	}
    392 
    393 /*
    394 	subroutine to put an object into an empty room
    395  *	uses a random walk
    396  */
    397 static void
    398 fillroom(what,arg)
    399 	int arg;
    400 	char what;
    401 	{
    402 	register int x,y;
    403 
    404 #ifdef EXTRA
    405 	c[FILLROOM]++;
    406 #endif
    407 
    408 	x=rnd(MAXX-2);  y=rnd(MAXY-2);
    409 	while (item[x][y])
    410 		{
    411 
    412 #ifdef EXTRA
    413 		c[RANDOMWALK]++;	/* count up these random walks */
    414 #endif
    415 
    416 		x += rnd(3)-2;		y += rnd(3)-2;
    417 		if (x > MAXX-2)  x=1;		if (x < 1)  x=MAXX-2;
    418 		if (y > MAXY-2)  y=1;		if (y < 1)  y=MAXY-2;
    419 		}
    420 	item[x][y]=what;		iarg[x][y]=arg;
    421 	}
    422 
    423 /*
    424 	subroutine to put monsters into an empty room without walls or other
    425 	monsters
    426  */
    427 fillmonst(what)
    428 	char what;
    429 	{
    430 	register int x,y,trys;
    431 	for (trys=5; trys>0; --trys) /* max # of creation attempts */
    432 	  {
    433 	  x=rnd(MAXX-2);  y=rnd(MAXY-2);
    434 	  if ((item[x][y]==0) && (mitem[x][y]==0) && ((playerx!=x) || (playery!=y)))
    435 	  	{
    436 		mitem[x][y] = what;  know[x][y]=0;
    437 		hitp[x][y] = monster[what].hitpoints;  return(0);
    438 		}
    439 	  }
    440 	return(-1); /* creation failure */
    441 	}
    442 
    443 /*
    444 	creates an entire set of monsters for a level
    445 	must be done when entering a new level
    446 	if sethp(1) then wipe out old monsters else leave them there
    447  */
    448 sethp(flg)
    449 	int flg;
    450 	{
    451 	register int i,j;
    452 	if (flg) for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) stealth[j][i]=0;
    453 	if (level==0) { c[TELEFLAG]=0; return; } /*	if teleported and found level 1 then know level we are on */
    454 	if (flg)   j = rnd(12) + 2 + (level>>1);   else   j = (level>>1) + 1;
    455 	for (i=0; i<j; i++)  fillmonst(makemonst(level));
    456 	positionplayer();
    457 	}
    458 
    459 /*
    460  *	Function to destroy all genocided monsters on the present level
    461  */
    462 checkgen()
    463 	{
    464 	register int x,y;
    465 	for (y=0; y<MAXY; y++)
    466 		for (x=0; x<MAXX; x++)
    467 			if (monster[mitem[x][y]].genocided)
    468 				mitem[x][y]=0; /* no more monster */
    469 	}
    470