-/* create.c Larn is copyrighted 1986 by Noah Morgan. */
+/* $NetBSD: create.c,v 1.11 2008/02/03 19:29:50 dholland Exp $ */
+
+/* create.c Larn is copyrighted 1986 by Noah Morgan. */
+
+#include <sys/cdefs.h>
+#ifndef lint
+__RCSID("$NetBSD: create.c,v 1.11 2008/02/03 19:29:50 dholland Exp $");
+#endif /* not lint */
+
#include "header.h"
-extern char spelknow[],larnlevels[];
-extern char beenhere[],wizard,level;
-extern short oldx,oldy;
+#include "extern.h"
+#include <unistd.h>
+
+static void makemaze(int);
+static int cannedlevel(int);
+static void treasureroom(int);
+static void troom(int, int, int, int, int, int);
+static void makeobject(int);
+static void fillmroom(int, int, int);
+static void froom(int, int, int);
+static void fillroom(int, int);
+static void sethp(int);
+static void checkgen(void);
+
/*
makeplayer()
subroutine to create the player and the players attributes
this is called at the beginning of a game and at no other time
*/
+void
makeplayer()
- {
- register int i;
- scbr(); clear();
- c[HPMAX]=c[HP]=10; /* start player off with 15 hit points */
- c[LEVEL]=1; /* player starts at level one */
- c[SPELLMAX]=c[SPELLS]=1; /* total # spells starts off as 3 */
- c[REGENCOUNTER]=16; c[ECOUNTER]=96; /*start regeneration correctly*/
+{
+ int i;
+ scbr();
+ clear();
+ c[HPMAX] = c[HP] = 10; /* start player off with 15 hit points */
+ c[LEVEL] = 1; /* player starts at level one */
+ c[SPELLMAX] = c[SPELLS] = 1; /* total # spells starts off as 3 */
+ c[REGENCOUNTER] = 16;
+ c[ECOUNTER] = 96; /* start regeneration correctly */
c[SHIELD] = c[WEAR] = c[WIELD] = -1;
- for (i=0; i<26; i++) iven[i]=0;
- spelknow[0]=spelknow[1]=1; /*he knows protection, magic missile*/
- if (c[HARDGAME]<=0)
- {
- iven[0]=OLEATHER; iven[1]=ODAGGER;
- ivenarg[1]=ivenarg[0]=c[WEAR]=0; c[WIELD]=1;
- }
- playerx=rnd(MAXX-2); playery=rnd(MAXY-2);
- oldx=0; oldy=25;
- gtime=0; /* time clock starts at zero */
+ for (i = 0; i < 26; i++)
+ iven[i] = 0;
+ spelknow[0] = spelknow[1] = 1; /* he knows protection, magic missile */
+ if (c[HARDGAME] <= 0) {
+ iven[0] = OLEATHER;
+ iven[1] = ODAGGER;
+ ivenarg[1] = ivenarg[0] = c[WEAR] = 0;
+ c[WIELD] = 1;
+ }
+ playerx = rnd(MAXX - 2);
+ playery = rnd(MAXY - 2);
+ oldx = 0;
+ oldy = 25;
+ gltime = 0; /* time clock starts at zero */
cbak[SPELLS] = -50;
- for (i=0; i<6; i++) c[i]=12; /* make the attributes, ie str, int, etc. */
+ for (i = 0; i < 6; i++)
+ c[i] = 12; /* make the attributes, ie str, int, etc. */
recalc();
- }
-\f
+}
+
+
/*
newcavelevel(level)
int level;
levels will get a few more monsters.
Note that it is here we remove genocided monsters from the present level.
*/
+void
newcavelevel(x)
- register int x;
- {
- register int i,j;
- if (beenhere[level]) savelevel(); /* put the level back into storage */
- level = x; /* get the new level and put in working storage */
- if (beenhere[x]==0) for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) know[j][i]=mitem[j][i]=0;
- else { getlevel(); sethp(0); goto chgn; }
- makemaze(x); makeobject(x); beenhere[x]=1; sethp(1);
+ int x;
+{
+ int i, j;
+ if (beenhere[level])
+ savelevel(); /* put the level back into storage */
+ level = x; /* get the new level and put in working
+ * storage */
+ if (beenhere[x]) {
+ getlevel();
+ sethp(0);
+ checkgen();
+ return;
+ }
+
+ /* fill in new level */
+ for (i = 0; i < MAXY; i++)
+ for (j = 0; j < MAXX; j++)
+ know[j][i] = mitem[j][i] = 0;
+ makemaze(x);
+ makeobject(x);
+ beenhere[x] = 1;
+ sethp(1);
+ checkgen(); /* wipe out any genocided monsters */
#if WIZID
- if (wizard || x==0)
+ if (wizard || x == 0)
#else
- if (x==0)
+ if (x == 0)
#endif
-
- for (j=0; j<MAXY; j++)
- for (i=0; i<MAXX; i++)
- know[i][j]=1;
-chgn: checkgen(); /* wipe out any genocided monsters */
- }
+ for (j = 0; j < MAXY; j++)
+ for (i = 0; i < MAXX; i++)
+ know[i][j] = 1;
+}
/*
makemaze(level)
subroutine to make the caverns for a given level. only walls are made.
*/
-static int mx,mxl,mxh,my,myl,myh,tmp2;
- makemaze(k)
- int k;
- {
- register int i,j,tmp;
- int z;
- if (k > 1 && (rnd(17)<=4 || k==MAXLEVEL-1 || k==MAXLEVEL+MAXVLEVEL-1))
- {
- if (cannedlevel(k)); return; /* read maze from data file */
- }
- if (k==0) tmp=0; else tmp=OWALL;
- for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) item[j][i]=tmp;
- if (k==0) return; eat(1,1);
- if (k==1) item[33][MAXY-1]=0; /* exit from dungeon */
-
-/* now for open spaces -- not on level 10 */
- if (k != MAXLEVEL-1)
- {
- tmp2 = rnd(3)+3;
- for (tmp=0; tmp<tmp2; tmp++)
- {
- my = rnd(11)+2; myl = my - rnd(2); myh = my + rnd(2);
- if (k < MAXLEVEL)
- {
- mx = rnd(44)+5; mxl = mx - rnd(4); mxh = mx + rnd(12)+3;
- z=0;
- }
- else
- {
- mx = rnd(60)+3; mxl = mx - rnd(2); mxh = mx + rnd(2);
+static int mx, mxl, mxh, my, myl, myh, tmp2;
+
+static void
+makemaze(k)
+ int k;
+{
+ int i, j, tmp;
+ int z;
+ if (k > 1 && (rnd(17) <= 4 || k == MAXLEVEL - 1 || k == MAXLEVEL + MAXVLEVEL - 1)) {
+ if (cannedlevel(k))
+ return; /* read maze from data file */
+ }
+ if (k == 0)
+ tmp = 0;
+ else
+ tmp = OWALL;
+ for (i = 0; i < MAXY; i++)
+ for (j = 0; j < MAXX; j++)
+ item[j][i] = tmp;
+ if (k == 0)
+ return;
+ eat(1, 1);
+ if (k == 1)
+ item[33][MAXY - 1] = 0; /* exit from dungeon */
+
+ /* now for open spaces -- not on level 10 */
+ if (k != MAXLEVEL - 1) {
+ tmp2 = rnd(3) + 3;
+ for (tmp = 0; tmp < tmp2; tmp++) {
+ my = rnd(11) + 2;
+ myl = my - rnd(2);
+ myh = my + rnd(2);
+ if (k < MAXLEVEL) {
+ mx = rnd(44) + 5;
+ mxl = mx - rnd(4);
+ mxh = mx + rnd(12) + 3;
+ z = 0;
+ } else {
+ mx = rnd(60) + 3;
+ mxl = mx - rnd(2);
+ mxh = mx + rnd(2);
z = makemonst(k);
- }
- for (i=mxl; i<mxh; i++) for (j=myl; j<myh; j++)
- { item[i][j]=0;
- if ((mitem[i][j]=z)) hitp[i][j]=monster[z].hitpoints;
- }
}
+ for (i = mxl; i < mxh; i++)
+ for (j = myl; j < myh; j++) {
+ item[i][j] = 0;
+ if ((mitem[i][j] = z))
+ hitp[i][j] = monster[z].hitpoints;
+ }
}
- if (k!=MAXLEVEL-1) { my=rnd(MAXY-2); for (i=1; i<MAXX-1; i++) item[i][my] = 0; }
- if (k>1) treasureroom(k);
}
+ if (k != MAXLEVEL - 1) {
+ my = rnd(MAXY - 2);
+ for (i = 1; i < MAXX - 1; i++)
+ item[i][my] = 0;
+ }
+ if (k > 1)
+ treasureroom(k);
+}
/*
function to eat away a filled in maze
*/
-eat(xx,yy)
- register int xx,yy;
- {
- register int dir,try;
- dir = rnd(4); try=2;
- while (try)
- {
- switch(dir)
- {
- case 1: if (xx <= 2) break; /* west */
- if ((item[xx-1][yy]!=OWALL) || (item[xx-2][yy]!=OWALL)) break;
- item[xx-1][yy] = item[xx-2][yy] = 0;
- eat(xx-2,yy); break;
-
- case 2: if (xx >= MAXX-3) break; /* east */
- if ((item[xx+1][yy]!=OWALL) || (item[xx+2][yy]!=OWALL)) break;
- item[xx+1][yy] = item[xx+2][yy] = 0;
- eat(xx+2,yy); break;
-
- case 3: if (yy <= 2) break; /* south */
- if ((item[xx][yy-1]!=OWALL) || (item[xx][yy-2]!=OWALL)) break;
- item[xx][yy-1] = item[xx][yy-2] = 0;
- eat(xx,yy-2); break;
-
- case 4: if (yy >= MAXY-3 ) break; /* north */
- if ((item[xx][yy+1]!=OWALL) || (item[xx][yy+2]!=OWALL)) break;
- item[xx][yy+1] = item[xx][yy+2] = 0;
- eat(xx,yy+2); break;
- };
- if (++dir > 4) { dir=1; --try; }
+void
+eat(xx, yy)
+ int xx, yy;
+{
+ int dir, try;
+ dir = rnd(4);
+ try = 2;
+ while (try) {
+ switch (dir) {
+ case 1:
+ if (xx <= 2)
+ break; /* west */
+ if ((item[xx - 1][yy] != OWALL) || (item[xx - 2][yy] != OWALL))
+ break;
+ item[xx - 1][yy] = item[xx - 2][yy] = 0;
+ eat(xx - 2, yy);
+ break;
+
+ case 2:
+ if (xx >= MAXX - 3)
+ break; /* east */
+ if ((item[xx + 1][yy] != OWALL) || (item[xx + 2][yy] != OWALL))
+ break;
+ item[xx + 1][yy] = item[xx + 2][yy] = 0;
+ eat(xx + 2, yy);
+ break;
+
+ case 3:
+ if (yy <= 2)
+ break; /* south */
+ if ((item[xx][yy - 1] != OWALL) || (item[xx][yy - 2] != OWALL))
+ break;
+ item[xx][yy - 1] = item[xx][yy - 2] = 0;
+ eat(xx, yy - 2);
+ break;
+
+ case 4:
+ if (yy >= MAXY - 3)
+ break; /* north */
+ if ((item[xx][yy + 1] != OWALL) || (item[xx][yy + 2] != OWALL))
+ break;
+ item[xx][yy + 1] = item[xx][yy + 2] = 0;
+ eat(xx, yy + 2);
+ break;
+ };
+ if (++dir > 4) {
+ dir = 1;
+ --try;
}
}
+}
/*
* function to read in a maze from a data file
* ~ eye of larn ! cure dianthroritis
* - random object
*/
+static int
cannedlevel(k)
- int k;
- {
- char *row,*lgetl();
- register int i,j;
- int it,arg,mit,marg;
- if (lopen(larnlevels)<0)
- {
- write(1,"Can't open the maze data file\n",30); died(-282); return(0);
- }
- i=lgetc(); if (i<='0') { died(-282); return(0); }
- for (i=18*rund(i-'0'); i>0; i--) lgetl(); /* advance to desired maze */
- for (i=0; i<MAXY; i++)
- {
+ int k;
+{
+ char *row;
+ int i, j;
+ int it, arg, mit, marg;
+ if (lopen(larnlevels) < 0) {
+ write(1, "Can't open the maze data file\n", 30);
+ died(-282);
+ return (0);
+ }
+ i = lgetc();
+ if (i <= '0') {
+ died(-282);
+ return (0);
+ }
+ for (i = 18 * rund(i - '0'); i > 0; i--)
+ lgetl(); /* advance to desired maze */
+ for (i = 0; i < MAXY; i++) {
row = lgetl();
- for (j=0; j<MAXX; j++)
- {
+ for (j = 0; j < MAXX; j++) {
it = mit = arg = marg = 0;
- switch(*row++)
- {
- case '#': it = OWALL; break;
- case 'D': it = OCLOSEDDOOR; arg = rnd(30); break;
- case '~': if (k!=MAXLEVEL-1) break;
- it = OLARNEYE;
- mit = rund(8)+DEMONLORD;
- marg = monster[mit].hitpoints; break;
- case '!': if (k!=MAXLEVEL+MAXVLEVEL-1) break;
- it = OPOTION; arg = 21;
- mit = DEMONLORD+7;
- marg = monster[mit].hitpoints; break;
- case '.': if (k<MAXLEVEL) break;
- mit = makemonst(k+1);
- marg = monster[mit].hitpoints; break;
- case '-': it = newobject(k+1,&arg); break;
- };
- item[j][i] = it; iarg[j][i] = arg;
- mitem[j][i] = mit; hitp[j][i] = marg;
+ switch (*row++) {
+ case '#':
+ it = OWALL;
+ break;
+ case 'D':
+ it = OCLOSEDDOOR;
+ arg = rnd(30);
+ break;
+ case '~':
+ if (k != MAXLEVEL - 1)
+ break;
+ it = OLARNEYE;
+ mit = rund(8) + DEMONLORD;
+ marg = monster[mit].hitpoints;
+ break;
+ case '!':
+ if (k != MAXLEVEL + MAXVLEVEL - 1)
+ break;
+ it = OPOTION;
+ arg = 21;
+ mit = DEMONLORD + 7;
+ marg = monster[mit].hitpoints;
+ break;
+ case '.':
+ if (k < MAXLEVEL)
+ break;
+ mit = makemonst(k + 1);
+ marg = monster[mit].hitpoints;
+ break;
+ case '-':
+ it = newobject(k + 1, &arg);
+ break;
+ };
+ item[j][i] = it;
+ iarg[j][i] = arg;
+ mitem[j][i] = mit;
+ hitp[j][i] = marg;
#if WIZID
know[j][i] = (wizard) ? 1 : 0;
#else
know[j][i] = 0;
#endif
- }
}
- lrclose();
- return(1);
}
+ lrclose();
+ return (1);
+}
/*
function to make a treasure room on a level
level 10's treasure room has the eye in it and demon lords
level V3 has potion of cure dianthroritis and demon prince
*/
+static void
treasureroom(lv)
- register int lv;
- {
- register int tx,ty,xsize,ysize;
-
- for (tx=1+rnd(10); tx<MAXX-10; tx+=10)
- if ( (lv==MAXLEVEL-1) || (lv==MAXLEVEL+MAXVLEVEL-1) || rnd(13)==2)
- {
- xsize = rnd(6)+3; ysize = rnd(3)+3;
- ty = rnd(MAXY-9)+1; /* upper left corner of room */
- if (lv==MAXLEVEL-1 || lv==MAXLEVEL+MAXVLEVEL-1)
- troom(lv,xsize,ysize,tx=tx+rnd(MAXX-24),ty,rnd(3)+6);
- else troom(lv,xsize,ysize,tx,ty,rnd(9));
+ int lv;
+{
+ int tx, ty, xsize, ysize;
+
+ for (tx = 1 + rnd(10); tx < MAXX - 10; tx += 10)
+ if ((lv == MAXLEVEL - 1) || (lv == MAXLEVEL + MAXVLEVEL - 1) || rnd(13) == 2) {
+ xsize = rnd(6) + 3;
+ ysize = rnd(3) + 3;
+ ty = rnd(MAXY - 9) + 1; /* upper left corner of room */
+ if (lv == MAXLEVEL - 1 || lv == MAXLEVEL + MAXVLEVEL - 1)
+ troom(lv, xsize, ysize, tx = tx + rnd(MAXX - 24), ty, rnd(3) + 6);
+ else
+ troom(lv, xsize, ysize, tx, ty, rnd(9));
}
- }
+}
/*
- * subroutine to create a treasure room of any size at a given location
- * room is filled with objects and monsters
+ * subroutine to create a treasure room of any size at a given location
+ * room is filled with objects and monsters
* the coordinate given is that of the upper left corner of the room
*/
-troom(lv,xsize,ysize,tx,ty,glyph)
- int lv,xsize,ysize,tx,ty,glyph;
- {
- register int i,j;
- int tp1,tp2;
- for (j=ty-1; j<=ty+ysize; j++)
- for (i=tx-1; i<=tx+xsize; i++) /* clear out space for room */
- item[i][j]=0;
- for (j=ty; j<ty+ysize; j++)
- for (i=tx; i<tx+xsize; i++) /* now put in the walls */
- {
- item[i][j]=OWALL; mitem[i][j]=0;
+static void
+troom(lv, xsize, ysize, tx, ty, glyph)
+ int lv, xsize, ysize, tx, ty, glyph;
+{
+ int i, j;
+ int tp1, tp2;
+ for (j = ty - 1; j <= ty + ysize; j++)
+ for (i = tx - 1; i <= tx + xsize; i++) /* clear out space for
+ * room */
+ item[i][j] = 0;
+ for (j = ty; j < ty + ysize; j++)
+ for (i = tx; i < tx + xsize; i++) { /* now put in the walls */
+ item[i][j] = OWALL;
+ mitem[i][j] = 0;
+ }
+ for (j = ty + 1; j < ty + ysize - 1; j++)
+ for (i = tx + 1; i < tx + xsize - 1; i++) /* now clear out
+ * interior */
+ item[i][j] = 0;
+
+ switch (rnd(2)) { /* locate the door on the treasure room */
+ case 1:
+ item[i = tx + rund(xsize)][j = ty + (ysize - 1) * rund(2)] = OCLOSEDDOOR;
+ iarg[i][j] = glyph; /* on horizontal walls */
+ break;
+ case 2:
+ item[i = tx + (xsize - 1) * rund(2)][j = ty + rund(ysize)] = OCLOSEDDOOR;
+ iarg[i][j] = glyph; /* on vertical walls */
+ break;
+ };
+
+ tp1 = playerx;
+ tp2 = playery;
+ playery = ty + (ysize >> 1);
+ if (c[HARDGAME] < 2)
+ for (playerx = tx + 1; playerx <= tx + xsize - 2; playerx += 2)
+ for (i = 0, j = rnd(6); i <= j; i++) {
+ something(lv + 2);
+ createmonster(makemonst(lv + 1));
}
- for (j=ty+1; j<ty+ysize-1; j++)
- for (i=tx+1; i<tx+xsize-1; i++) /* now clear out interior */
- item[i][j]=0;
-
- switch(rnd(2)) /* locate the door on the treasure room */
- {
- case 1: item[i=tx+rund(xsize)][j=ty+(ysize-1)*rund(2)]=OCLOSEDDOOR;
- iarg[i][j] = glyph; /* on horizontal walls */
- break;
- case 2: item[i=tx+(xsize-1)*rund(2)][j=ty+rund(ysize)]=OCLOSEDDOOR;
- iarg[i][j] = glyph; /* on vertical walls */
- break;
- };
-
- tp1=playerx; tp2=playery; playery=ty+(ysize>>1);
- if (c[HARDGAME]<2)
- for (playerx=tx+1; playerx<=tx+xsize-2; playerx+=2)
- for (i=0, j=rnd(6); i<=j; i++)
- { something(lv+2); createmonster(makemonst(lv+1)); }
else
- for (playerx=tx+1; playerx<=tx+xsize-2; playerx+=2)
- for (i=0, j=rnd(4); i<=j; i++)
- { something(lv+2); createmonster(makemonst(lv+3)); }
+ for (playerx = tx + 1; playerx <= tx + xsize - 2; playerx += 2)
+ for (i = 0, j = rnd(4); i <= j; i++) {
+ something(lv + 2);
+ createmonster(makemonst(lv + 3));
+ }
+
+ playerx = tp1;
+ playery = tp2;
+}
- playerx=tp1; playery=tp2;
- }
-\f
-static void fillroom();
/*
***********
***********
subroutine to create the objects in the maze for the given level
*/
+static void
makeobject(j)
- register int j;
- {
- register int i;
- if (j==0)
- {
- fillroom(OENTRANCE,0); /* entrance to dungeon */
- fillroom(ODNDSTORE,0); /* the DND STORE */
- fillroom(OSCHOOL,0); /* college of Larn */
- fillroom(OBANK,0); /* 1st national bank of larn */
- fillroom(OVOLDOWN,0); /* volcano shaft to temple */
- fillroom(OHOME,0); /* the players home & family */
- fillroom(OTRADEPOST,0); /* the trading post */
- fillroom(OLRS,0); /* the larn revenue service */
+ int j;
+{
+ int i;
+ if (j == 0) {
+ fillroom(OENTRANCE, 0); /* entrance to dungeon */
+ fillroom(ODNDSTORE, 0); /* the DND STORE */
+ fillroom(OSCHOOL, 0); /* college of Larn */
+ fillroom(OBANK, 0); /* 1st national bank of larn */
+ fillroom(OVOLDOWN, 0); /* volcano shaft to temple */
+ fillroom(OHOME, 0); /* the players home & family */
+ fillroom(OTRADEPOST, 0); /* the trading post */
+ fillroom(OLRS, 0); /* the larn revenue service */
return;
- }
-
- if (j==MAXLEVEL) fillroom(OVOLUP,0); /* volcano shaft up from the temple */
-
-/* make the fixed objects in the maze STAIRS */
- if ((j>0) && (j != MAXLEVEL-1) && (j != MAXLEVEL+MAXVLEVEL-1))
- fillroom(OSTAIRSDOWN,0);
- if ((j > 1) && (j != MAXLEVEL)) fillroom(OSTAIRSUP,0);
-
-/* make the random objects in the maze */
-
- fillmroom(rund(3),OBOOK,j); fillmroom(rund(3),OALTAR,0);
- fillmroom(rund(3),OSTATUE,0); fillmroom(rund(3),OPIT,0);
- fillmroom(rund(3),OFOUNTAIN,0); fillmroom( rnd(3)-2,OIVTELETRAP,0);
- fillmroom(rund(2),OTHRONE,0); fillmroom(rund(2),OMIRROR,0);
- fillmroom(rund(2),OTRAPARROWIV,0); fillmroom( rnd(3)-2,OIVDARTRAP,0);
- fillmroom(rund(3),OCOOKIE,0);
- if (j==1) fillmroom(1,OCHEST,j);
- else fillmroom(rund(2),OCHEST,j);
- if ((j != MAXLEVEL-1) && (j != MAXLEVEL+MAXVLEVEL-1))
- fillmroom(rund(2),OIVTRAPDOOR,0);
- if (j<=10)
- {
- fillmroom((rund(2)),ODIAMOND,rnd(10*j+1)+10);
- fillmroom(rund(2),ORUBY,rnd(6*j+1)+6);
- fillmroom(rund(2),OEMERALD,rnd(4*j+1)+4);
- fillmroom(rund(2),OSAPPHIRE,rnd(3*j+1)+2);
- }
- for (i=0; i<rnd(4)+3; i++)
- fillroom(OPOTION,newpotion()); /* make a POTION */
- for (i=0; i<rnd(5)+3; i++)
- fillroom(OSCROLL,newscroll()); /* make a SCROLL */
- for (i=0; i<rnd(12)+11; i++)
- fillroom(OGOLDPILE,12*rnd(j+1)+(j<<3)+10); /* make GOLD */
- if (j==5) fillroom(OBANK2,0); /* branch office of the bank */
- froom(2,ORING,0); /* a ring mail */
- froom(1,OSTUDLEATHER,0); /* a studded leather */
- froom(3,OSPLINT,0); /* a splint mail */
- froom(5,OSHIELD,rund(3)); /* a shield */
- froom(2,OBATTLEAXE,rund(3)); /* a battle axe */
- froom(5,OLONGSWORD,rund(3)); /* a long sword */
- froom(5,OFLAIL,rund(3)); /* a flail */
- froom(4,OREGENRING,rund(3)); /* ring of regeneration */
- froom(1,OPROTRING,rund(3)); /* ring of protection */
- froom(2,OSTRRING,4); /* ring of strength + 4 */
- froom(7,OSPEAR,rnd(5)); /* a spear */
- froom(3,OORBOFDRAGON,0); /* orb of dragon slaying*/
- froom(4,OSPIRITSCARAB,0); /*scarab of negate spirit*/
- froom(4,OCUBEofUNDEAD,0); /* cube of undead control */
- froom(2,ORINGOFEXTRA,0); /* ring of extra regen */
- froom(3,ONOTHEFT,0); /* device of antitheft */
- froom(2,OSWORDofSLASHING,0); /* sword of slashing */
- if (c[BESSMANN]==0)
- {
- froom(4,OHAMMER,0);/*Bessman's flailing hammer*/ c[BESSMANN]=1;
- }
- if (c[HARDGAME]<3 || (rnd(4)==3))
- {
- if (j>3)
- {
- froom(3,OSWORD,3); /* sunsword + 3 */
- froom(5,O2SWORD,rnd(4)); /* a two handed sword */
- froom(3,OBELT,4); /* belt of striking */
- froom(3,OENERGYRING,3); /* energy ring */
- froom(4,OPLATE,5); /* platemail + 5 */
- }
+ }
+ if (j == MAXLEVEL)
+ fillroom(OVOLUP, 0); /* volcano shaft up from the temple */
+
+ /* make the fixed objects in the maze STAIRS */
+ if ((j > 0) && (j != MAXLEVEL - 1) && (j != MAXLEVEL + MAXVLEVEL - 1))
+ fillroom(OSTAIRSDOWN, 0);
+ if ((j > 1) && (j != MAXLEVEL))
+ fillroom(OSTAIRSUP, 0);
+
+ /* make the random objects in the maze */
+
+ fillmroom(rund(3), OBOOK, j);
+ fillmroom(rund(3), OALTAR, 0);
+ fillmroom(rund(3), OSTATUE, 0);
+ fillmroom(rund(3), OPIT, 0);
+ fillmroom(rund(3), OFOUNTAIN, 0);
+ fillmroom(rnd(3) - 2, OIVTELETRAP, 0);
+ fillmroom(rund(2), OTHRONE, 0);
+ fillmroom(rund(2), OMIRROR, 0);
+ fillmroom(rund(2), OTRAPARROWIV, 0);
+ fillmroom(rnd(3) - 2, OIVDARTRAP, 0);
+ fillmroom(rund(3), OCOOKIE, 0);
+ if (j == 1)
+ fillmroom(1, OCHEST, j);
+ else
+ fillmroom(rund(2), OCHEST, j);
+ if ((j != MAXLEVEL - 1) && (j != MAXLEVEL + MAXVLEVEL - 1))
+ fillmroom(rund(2), OIVTRAPDOOR, 0);
+ if (j <= 10) {
+ fillmroom((rund(2)), ODIAMOND, rnd(10 * j + 1) + 10);
+ fillmroom(rund(2), ORUBY, rnd(6 * j + 1) + 6);
+ fillmroom(rund(2), OEMERALD, rnd(4 * j + 1) + 4);
+ fillmroom(rund(2), OSAPPHIRE, rnd(3 * j + 1) + 2);
+ }
+ for (i = 0; i < rnd(4) + 3; i++)
+ fillroom(OPOTION, newpotion()); /* make a POTION */
+ for (i = 0; i < rnd(5) + 3; i++)
+ fillroom(OSCROLL, newscroll()); /* make a SCROLL */
+ for (i = 0; i < rnd(12) + 11; i++)
+ fillroom(OGOLDPILE, 12 * rnd(j + 1) + (j << 3) + 10); /* make GOLD */
+ if (j == 5)
+ fillroom(OBANK2, 0); /* branch office of the bank */
+ froom(2, ORING, 0); /* a ring mail */
+ froom(1, OSTUDLEATHER, 0); /* a studded leather */
+ froom(3, OSPLINT, 0); /* a splint mail */
+ froom(5, OSHIELD, rund(3)); /* a shield */
+ froom(2, OBATTLEAXE, rund(3)); /* a battle axe */
+ froom(5, OLONGSWORD, rund(3)); /* a long sword */
+ froom(5, OFLAIL, rund(3)); /* a flail */
+ froom(4, OREGENRING, rund(3)); /* ring of regeneration */
+ froom(1, OPROTRING, rund(3)); /* ring of protection */
+ froom(2, OSTRRING, 4); /* ring of strength + 4 */
+ froom(7, OSPEAR, rnd(5)); /* a spear */
+ froom(3, OORBOFDRAGON, 0); /* orb of dragon slaying */
+ froom(4, OSPIRITSCARAB, 0); /* scarab of negate spirit */
+ froom(4, OCUBEofUNDEAD, 0); /* cube of undead control */
+ froom(2, ORINGOFEXTRA, 0); /* ring of extra regen */
+ froom(3, ONOTHEFT, 0); /* device of antitheft */
+ froom(2, OSWORDofSLASHING, 0); /* sword of slashing */
+ if (c[BESSMANN] == 0) {
+ froom(4, OHAMMER, 0); /* Bessman's flailing hammer */
+ c[BESSMANN] = 1;
+ }
+ if (c[HARDGAME] < 3 || (rnd(4) == 3)) {
+ if (j > 3) {
+ froom(3, OSWORD, 3); /* sunsword + 3 */
+ froom(5, O2SWORD, rnd(4)); /* a two handed sword */
+ froom(3, OBELT, 4); /* belt of striking */
+ froom(3, OENERGYRING, 3); /* energy ring */
+ froom(4, OPLATE, 5); /* platemail + 5 */
}
}
+}
/*
subroutine to fill in a number of objects of the same kind
*/
-fillmroom(n,what,arg)
- int n,arg;
- char what;
- {
- register int i;
- for (i=0; i<n; i++) fillroom(what,arg);
- }
-froom(n,itm,arg)
- int n,arg;
- char itm;
- { if (rnd(151) < n) fillroom(itm,arg); }
+static void
+fillmroom(n, what, arg)
+ int n, arg;
+ char what;
+{
+ int i;
+ for (i = 0; i < n; i++)
+ fillroom(what, arg);
+}
+
+static void
+froom(int n, int theitem, int arg)
+{
+ if (rnd(151) < n)
+ fillroom(theitem, arg);
+}
/*
subroutine to put an object into an empty room
* uses a random walk
*/
static void
-fillroom(what,arg)
- int arg;
- char what;
- {
- register int x,y;
+fillroom(what, arg)
+ int arg;
+ char what;
+{
+ int x, y;
#ifdef EXTRA
c[FILLROOM]++;
#endif
- x=rnd(MAXX-2); y=rnd(MAXY-2);
- while (item[x][y])
- {
+ x = rnd(MAXX - 2);
+ y = rnd(MAXY - 2);
+ while (item[x][y]) {
#ifdef EXTRA
- c[RANDOMWALK]++; /* count up these random walks */
+ c[RANDOMWALK]++;/* count up these random walks */
#endif
- x += rnd(3)-2; y += rnd(3)-2;
- if (x > MAXX-2) x=1; if (x < 1) x=MAXX-2;
- if (y > MAXY-2) y=1; if (y < 1) y=MAXY-2;
- }
- item[x][y]=what; iarg[x][y]=arg;
+ x += rnd(3) - 2;
+ y += rnd(3) - 2;
+ if (x > MAXX - 2)
+ x = 1;
+ if (x < 1)
+ x = MAXX - 2;
+ if (y > MAXY - 2)
+ y = 1;
+ if (y < 1)
+ y = MAXY - 2;
}
+ item[x][y] = what;
+ iarg[x][y] = arg;
+}
/*
subroutine to put monsters into an empty room without walls or other
monsters
*/
+int
fillmonst(what)
- char what;
- {
- register int x,y,trys;
- for (trys=5; trys>0; --trys) /* max # of creation attempts */
- {
- x=rnd(MAXX-2); y=rnd(MAXY-2);
- if ((item[x][y]==0) && (mitem[x][y]==0) && ((playerx!=x) || (playery!=y)))
- {
- mitem[x][y] = what; know[x][y]=0;
- hitp[x][y] = monster[what].hitpoints; return(0);
+ int what;
+{
+ int x, y, trys;
+ for (trys = 5; trys > 0; --trys) { /* max # of creation attempts */
+ x = rnd(MAXX - 2);
+ y = rnd(MAXY - 2);
+ if ((item[x][y] == 0) && (mitem[x][y] == 0) && ((playerx != x) || (playery != y))) {
+ mitem[x][y] = what;
+ know[x][y] = 0;
+ hitp[x][y] = monster[what].hitpoints;
+ return (0);
}
- }
- return(-1); /* creation failure */
}
+ return (-1); /* creation failure */
+}
/*
creates an entire set of monsters for a level
must be done when entering a new level
if sethp(1) then wipe out old monsters else leave them there
*/
+static void
sethp(flg)
- int flg;
- {
- register int i,j;
- if (flg) for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) stealth[j][i]=0;
- if (level==0) { c[TELEFLAG]=0; return; } /* if teleported and found level 1 then know level we are on */
- if (flg) j = rnd(12) + 2 + (level>>1); else j = (level>>1) + 1;
- for (i=0; i<j; i++) fillmonst(makemonst(level));
+ int flg;
+{
+ int i, j;
+ if (flg)
+ for (i = 0; i < MAXY; i++)
+ for (j = 0; j < MAXX; j++)
+ stealth[j][i] = 0;
+ if (level == 0) {
+ c[TELEFLAG] = 0;
+ return;
+ } /* if teleported and found level 1 then know
+ * level we are on */
+ if (flg)
+ j = rnd(12) + 2 + (level >> 1);
+ else
+ j = (level >> 1) + 1;
+ for (i = 0; i < j; i++)
+ fillmonst(makemonst(level));
positionplayer();
- }
+}
/*
* Function to destroy all genocided monsters on the present level
*/
-checkgen()
- {
- register int x,y;
- for (y=0; y<MAXY; y++)
- for (x=0; x<MAXX; x++)
+static void
+checkgen(void)
+{
+ int x, y;
+ for (y = 0; y < MAXY; y++)
+ for (x = 0; x < MAXX; x++)
if (monster[mitem[x][y]].genocided)
- mitem[x][y]=0; /* no more monster */
- }
+ mitem[x][y] = 0; /* no more monster */
+}