create.c revision 1.5 1 #ifndef lint
2 static char rcsid[] = "$NetBSD: create.c,v 1.5 1997/07/13 20:21:32 christos 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;
9 extern short level;
10 extern short oldx,oldy;
11 /*
12 makeplayer()
13
14 subroutine to create the player and the players attributes
15 this is called at the beginning of a game and at no other time
16 */
17 makeplayer()
18 {
19 register int i;
20 scbr(); clear();
21 c[HPMAX]=c[HP]=10; /* start player off with 15 hit points */
22 c[LEVEL]=1; /* player starts at level one */
23 c[SPELLMAX]=c[SPELLS]=1; /* total # spells starts off as 3 */
24 c[REGENCOUNTER]=16; c[ECOUNTER]=96; /*start regeneration correctly*/
25 c[SHIELD] = c[WEAR] = c[WIELD] = -1;
26 for (i=0; i<26; i++) iven[i]=0;
27 spelknow[0]=spelknow[1]=1; /*he knows protection, magic missile*/
28 if (c[HARDGAME]<=0)
29 {
30 iven[0]=OLEATHER; iven[1]=ODAGGER;
31 ivenarg[1]=ivenarg[0]=c[WEAR]=0; c[WIELD]=1;
32 }
33 playerx=rnd(MAXX-2); playery=rnd(MAXY-2);
34 oldx=0; oldy=25;
35 gltime=0; /* time clock starts at zero */
36 cbak[SPELLS] = -50;
37 for (i=0; i<6; i++) c[i]=12; /* make the attributes, ie str, int, etc. */
38 recalc();
39 }
40
41 /*
43 newcavelevel(level)
44 int level;
45
46 function to enter a new level. This routine must be called anytime the
47 player changes levels. If that level is unknown it will be created.
48 A new set of monsters will be created for a new level, and existing
49 levels will get a few more monsters.
50 Note that it is here we remove genocided monsters from the present level.
51 */
52 newcavelevel(x)
53 register int x;
54 {
55 register int i,j;
56 if (beenhere[level]) savelevel(); /* put the level back into storage */
57 level = x; /* get the new level and put in working storage */
58 if (beenhere[x]==0) for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) know[j][i]=mitem[j][i]=0;
59 else { getlevel(); sethp(0); goto chgn; }
60 makemaze(x); makeobject(x); beenhere[x]=1; sethp(1);
61
62 #if WIZID
63 if (wizard || x==0)
64 #else
65 if (x==0)
66 #endif
67
68 for (j=0; j<MAXY; j++)
69 for (i=0; i<MAXX; i++)
70 know[i][j]=1;
71 chgn: checkgen(); /* wipe out any genocided monsters */
72 }
73
74 /*
75 makemaze(level)
76 int level;
77
78 subroutine to make the caverns for a given level. only walls are made.
79 */
80 static int mx,mxl,mxh,my,myl,myh,tmp2;
81 makemaze(k)
82 int k;
83 {
84 register int i,j,tmp;
85 int z;
86 if (k > 1 && (rnd(17)<=4 || k==MAXLEVEL-1 || k==MAXLEVEL+MAXVLEVEL-1))
87 {
88 if (cannedlevel(k)); return; /* read maze from data file */
89 }
90 if (k==0) tmp=0; else tmp=OWALL;
91 for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) item[j][i]=tmp;
92 if (k==0) return; eat(1,1);
93 if (k==1) item[33][MAXY-1]=0; /* exit from dungeon */
94
95 /* now for open spaces -- not on level 10 */
96 if (k != MAXLEVEL-1)
97 {
98 tmp2 = rnd(3)+3;
99 for (tmp=0; tmp<tmp2; tmp++)
100 {
101 my = rnd(11)+2; myl = my - rnd(2); myh = my + rnd(2);
102 if (k < MAXLEVEL)
103 {
104 mx = rnd(44)+5; mxl = mx - rnd(4); mxh = mx + rnd(12)+3;
105 z=0;
106 }
107 else
108 {
109 mx = rnd(60)+3; mxl = mx - rnd(2); mxh = mx + rnd(2);
110 z = makemonst(k);
111 }
112 for (i=mxl; i<mxh; i++) for (j=myl; j<myh; j++)
113 { item[i][j]=0;
114 if ((mitem[i][j]=z)) hitp[i][j]=monster[z].hitpoints;
115 }
116 }
117 }
118 if (k!=MAXLEVEL-1) { my=rnd(MAXY-2); for (i=1; i<MAXX-1; i++) item[i][my] = 0; }
119 if (k>1) treasureroom(k);
120 }
121
122 /*
123 function to eat away a filled in maze
124 */
125 eat(xx,yy)
126 register int xx,yy;
127 {
128 register int dir,try;
129 dir = rnd(4); try=2;
130 while (try)
131 {
132 switch(dir)
133 {
134 case 1: if (xx <= 2) break; /* west */
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 2: if (xx >= MAXX-3) break; /* east */
140 if ((item[xx+1][yy]!=OWALL) || (item[xx+2][yy]!=OWALL)) break;
141 item[xx+1][yy] = item[xx+2][yy] = 0;
142 eat(xx+2,yy); break;
143
144 case 3: if (yy <= 2) break; /* south */
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 case 4: if (yy >= MAXY-3 ) break; /* north */
150 if ((item[xx][yy+1]!=OWALL) || (item[xx][yy+2]!=OWALL)) break;
151 item[xx][yy+1] = item[xx][yy+2] = 0;
152 eat(xx,yy+2); break;
153 };
154 if (++dir > 4) { dir=1; --try; }
155 }
156 }
157
158 /*
159 * function to read in a maze from a data file
160 *
161 * Format of maze data file: 1st character = # of mazes in file (ascii digit)
162 * For each maze: 18 lines (1st 17 used) 67 characters per line
163 *
164 * Special characters in maze data file:
165 *
166 * # wall D door . random monster
167 * ~ eye of larn ! cure dianthroritis
168 * - random object
169 */
170 cannedlevel(k)
171 int k;
172 {
173 char *row,*lgetl();
174 register int i,j;
175 int it,arg,mit,marg;
176 if (lopen(larnlevels)<0)
177 {
178 write(1,"Can't open the maze data file\n",30); died(-282); return(0);
179 }
180 i=lgetc(); if (i<='0') { died(-282); return(0); }
181 for (i=18*rund(i-'0'); i>0; i--) lgetl(); /* advance to desired maze */
182 for (i=0; i<MAXY; i++)
183 {
184 row = lgetl();
185 for (j=0; j<MAXX; j++)
186 {
187 it = mit = arg = marg = 0;
188 switch(*row++)
189 {
190 case '#': it = OWALL; break;
191 case 'D': it = OCLOSEDDOOR; arg = rnd(30); break;
192 case '~': if (k!=MAXLEVEL-1) break;
193 it = OLARNEYE;
194 mit = rund(8)+DEMONLORD;
195 marg = monster[mit].hitpoints; break;
196 case '!': if (k!=MAXLEVEL+MAXVLEVEL-1) break;
197 it = OPOTION; arg = 21;
198 mit = DEMONLORD+7;
199 marg = monster[mit].hitpoints; break;
200 case '.': if (k<MAXLEVEL) break;
201 mit = makemonst(k+1);
202 marg = monster[mit].hitpoints; break;
203 case '-': it = newobject(k+1,&arg); break;
204 };
205 item[j][i] = it; iarg[j][i] = arg;
206 mitem[j][i] = mit; hitp[j][i] = marg;
207
208 #if WIZID
209 know[j][i] = (wizard) ? 1 : 0;
210 #else
211 know[j][i] = 0;
212 #endif
213 }
214 }
215 lrclose();
216 return(1);
217 }
218
219 /*
220 function to make a treasure room on a level
221 level 10's treasure room has the eye in it and demon lords
222 level V3 has potion of cure dianthroritis and demon prince
223 */
224 treasureroom(lv)
225 register int lv;
226 {
227 register int tx,ty,xsize,ysize;
228
229 for (tx=1+rnd(10); tx<MAXX-10; tx+=10)
230 if ( (lv==MAXLEVEL-1) || (lv==MAXLEVEL+MAXVLEVEL-1) || rnd(13)==2)
231 {
232 xsize = rnd(6)+3; ysize = rnd(3)+3;
233 ty = rnd(MAXY-9)+1; /* upper left corner of room */
234 if (lv==MAXLEVEL-1 || lv==MAXLEVEL+MAXVLEVEL-1)
235 troom(lv,xsize,ysize,tx=tx+rnd(MAXX-24),ty,rnd(3)+6);
236 else troom(lv,xsize,ysize,tx,ty,rnd(9));
237 }
238 }
239
240 /*
241 * subroutine to create a treasure room of any size at a given location
242 * room is filled with objects and monsters
243 * the coordinate given is that of the upper left corner of the room
244 */
245 troom(lv,xsize,ysize,tx,ty,glyph)
246 int lv,xsize,ysize,tx,ty,glyph;
247 {
248 register int i,j;
249 int tp1,tp2;
250 for (j=ty-1; j<=ty+ysize; j++)
251 for (i=tx-1; i<=tx+xsize; i++) /* clear out space for room */
252 item[i][j]=0;
253 for (j=ty; j<ty+ysize; j++)
254 for (i=tx; i<tx+xsize; i++) /* now put in the walls */
255 {
256 item[i][j]=OWALL; mitem[i][j]=0;
257 }
258 for (j=ty+1; j<ty+ysize-1; j++)
259 for (i=tx+1; i<tx+xsize-1; i++) /* now clear out interior */
260 item[i][j]=0;
261
262 switch(rnd(2)) /* locate the door on the treasure room */
263 {
264 case 1: item[i=tx+rund(xsize)][j=ty+(ysize-1)*rund(2)]=OCLOSEDDOOR;
265 iarg[i][j] = glyph; /* on horizontal walls */
266 break;
267 case 2: item[i=tx+(xsize-1)*rund(2)][j=ty+rund(ysize)]=OCLOSEDDOOR;
268 iarg[i][j] = glyph; /* on vertical walls */
269 break;
270 };
271
272 tp1=playerx; tp2=playery; playery=ty+(ysize>>1);
273 if (c[HARDGAME]<2)
274 for (playerx=tx+1; playerx<=tx+xsize-2; playerx+=2)
275 for (i=0, j=rnd(6); i<=j; i++)
276 { something(lv+2); createmonster(makemonst(lv+1)); }
277 else
278 for (playerx=tx+1; playerx<=tx+xsize-2; playerx+=2)
279 for (i=0, j=rnd(4); i<=j; i++)
280 { something(lv+2); createmonster(makemonst(lv+3)); }
281
282 playerx=tp1; playery=tp2;
283 }
284
285 static void fillroom();
287
288 /*
289 ***********
290 MAKE_OBJECT
291 ***********
292 subroutine to create the objects in the maze for the given level
293 */
294 makeobject(j)
295 register int j;
296 {
297 register int i;
298 if (j==0)
299 {
300 fillroom(OENTRANCE,0); /* entrance to dungeon */
301 fillroom(ODNDSTORE,0); /* the DND STORE */
302 fillroom(OSCHOOL,0); /* college of Larn */
303 fillroom(OBANK,0); /* 1st national bank of larn */
304 fillroom(OVOLDOWN,0); /* volcano shaft to temple */
305 fillroom(OHOME,0); /* the players home & family */
306 fillroom(OTRADEPOST,0); /* the trading post */
307 fillroom(OLRS,0); /* the larn revenue service */
308 return;
309 }
310
311 if (j==MAXLEVEL) fillroom(OVOLUP,0); /* volcano shaft up from the temple */
312
313 /* make the fixed objects in the maze STAIRS */
314 if ((j>0) && (j != MAXLEVEL-1) && (j != MAXLEVEL+MAXVLEVEL-1))
315 fillroom(OSTAIRSDOWN,0);
316 if ((j > 1) && (j != MAXLEVEL)) fillroom(OSTAIRSUP,0);
317
318 /* make the random objects in the maze */
319
320 fillmroom(rund(3),OBOOK,j); fillmroom(rund(3),OALTAR,0);
321 fillmroom(rund(3),OSTATUE,0); fillmroom(rund(3),OPIT,0);
322 fillmroom(rund(3),OFOUNTAIN,0); fillmroom( rnd(3)-2,OIVTELETRAP,0);
323 fillmroom(rund(2),OTHRONE,0); fillmroom(rund(2),OMIRROR,0);
324 fillmroom(rund(2),OTRAPARROWIV,0); fillmroom( rnd(3)-2,OIVDARTRAP,0);
325 fillmroom(rund(3),OCOOKIE,0);
326 if (j==1) fillmroom(1,OCHEST,j);
327 else fillmroom(rund(2),OCHEST,j);
328 if ((j != MAXLEVEL-1) && (j != MAXLEVEL+MAXVLEVEL-1))
329 fillmroom(rund(2),OIVTRAPDOOR,0);
330 if (j<=10)
331 {
332 fillmroom((rund(2)),ODIAMOND,rnd(10*j+1)+10);
333 fillmroom(rund(2),ORUBY,rnd(6*j+1)+6);
334 fillmroom(rund(2),OEMERALD,rnd(4*j+1)+4);
335 fillmroom(rund(2),OSAPPHIRE,rnd(3*j+1)+2);
336 }
337 for (i=0; i<rnd(4)+3; i++)
338 fillroom(OPOTION,newpotion()); /* make a POTION */
339 for (i=0; i<rnd(5)+3; i++)
340 fillroom(OSCROLL,newscroll()); /* make a SCROLL */
341 for (i=0; i<rnd(12)+11; i++)
342 fillroom(OGOLDPILE,12*rnd(j+1)+(j<<3)+10); /* make GOLD */
343 if (j==5) fillroom(OBANK2,0); /* branch office of the bank */
344 froom(2,ORING,0); /* a ring mail */
345 froom(1,OSTUDLEATHER,0); /* a studded leather */
346 froom(3,OSPLINT,0); /* a splint mail */
347 froom(5,OSHIELD,rund(3)); /* a shield */
348 froom(2,OBATTLEAXE,rund(3)); /* a battle axe */
349 froom(5,OLONGSWORD,rund(3)); /* a long sword */
350 froom(5,OFLAIL,rund(3)); /* a flail */
351 froom(4,OREGENRING,rund(3)); /* ring of regeneration */
352 froom(1,OPROTRING,rund(3)); /* ring of protection */
353 froom(2,OSTRRING,4); /* ring of strength + 4 */
354 froom(7,OSPEAR,rnd(5)); /* a spear */
355 froom(3,OORBOFDRAGON,0); /* orb of dragon slaying*/
356 froom(4,OSPIRITSCARAB,0); /*scarab of negate spirit*/
357 froom(4,OCUBEofUNDEAD,0); /* cube of undead control */
358 froom(2,ORINGOFEXTRA,0); /* ring of extra regen */
359 froom(3,ONOTHEFT,0); /* device of antitheft */
360 froom(2,OSWORDofSLASHING,0); /* sword of slashing */
361 if (c[BESSMANN]==0)
362 {
363 froom(4,OHAMMER,0);/*Bessman's flailing hammer*/ c[BESSMANN]=1;
364 }
365 if (c[HARDGAME]<3 || (rnd(4)==3))
366 {
367 if (j>3)
368 {
369 froom(3,OSWORD,3); /* sunsword + 3 */
370 froom(5,O2SWORD,rnd(4)); /* a two handed sword */
371 froom(3,OBELT,4); /* belt of striking */
372 froom(3,OENERGYRING,3); /* energy ring */
373 froom(4,OPLATE,5); /* platemail + 5 */
374 }
375 }
376 }
377
378 /*
379 subroutine to fill in a number of objects of the same kind
380 */
381
382 fillmroom(n,what,arg)
383 int n,arg;
384 char what;
385 {
386 register int i;
387 for (i=0; i<n; i++) fillroom(what,arg);
388 }
389 froom(n,itm,arg)
390 int n,arg;
391 char itm;
392 { if (rnd(151) < n) fillroom(itm,arg); }
393
394 /*
395 subroutine to put an object into an empty room
396 * uses a random walk
397 */
398 static void
399 fillroom(what,arg)
400 int arg;
401 char what;
402 {
403 register int x,y;
404
405 #ifdef EXTRA
406 c[FILLROOM]++;
407 #endif
408
409 x=rnd(MAXX-2); y=rnd(MAXY-2);
410 while (item[x][y])
411 {
412
413 #ifdef EXTRA
414 c[RANDOMWALK]++; /* count up these random walks */
415 #endif
416
417 x += rnd(3)-2; y += rnd(3)-2;
418 if (x > MAXX-2) x=1; if (x < 1) x=MAXX-2;
419 if (y > MAXY-2) y=1; if (y < 1) y=MAXY-2;
420 }
421 item[x][y]=what; iarg[x][y]=arg;
422 }
423
424 /*
425 subroutine to put monsters into an empty room without walls or other
426 monsters
427 */
428 fillmonst(what)
429 char what;
430 {
431 register int x,y,trys;
432 for (trys=5; trys>0; --trys) /* max # of creation attempts */
433 {
434 x=rnd(MAXX-2); y=rnd(MAXY-2);
435 if ((item[x][y]==0) && (mitem[x][y]==0) && ((playerx!=x) || (playery!=y)))
436 {
437 mitem[x][y] = what; know[x][y]=0;
438 hitp[x][y] = monster[what].hitpoints; return(0);
439 }
440 }
441 return(-1); /* creation failure */
442 }
443
444 /*
445 creates an entire set of monsters for a level
446 must be done when entering a new level
447 if sethp(1) then wipe out old monsters else leave them there
448 */
449 sethp(flg)
450 int flg;
451 {
452 register int i,j;
453 if (flg) for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) stealth[j][i]=0;
454 if (level==0) { c[TELEFLAG]=0; return; } /* if teleported and found level 1 then know level we are on */
455 if (flg) j = rnd(12) + 2 + (level>>1); else j = (level>>1) + 1;
456 for (i=0; i<j; i++) fillmonst(makemonst(level));
457 positionplayer();
458 }
459
460 /*
461 * Function to destroy all genocided monsters on the present level
462 */
463 checkgen()
464 {
465 register int x,y;
466 for (y=0; y<MAXY; y++)
467 for (x=0; x<MAXX; x++)
468 if (monster[mitem[x][y]].genocided)
469 mitem[x][y]=0; /* no more monster */
470 }
471