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