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