From 77e3814f0c0e3dea4d0032e25666f77e6f83bfff Mon Sep 17 00:00:00 2001 From: cgd Date: Sun, 21 Mar 1993 09:45:37 +0000 Subject: initial import of 386bsd-0.1 sources --- larn/create.c | 463 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 463 insertions(+) create mode 100644 larn/create.c (limited to 'larn/create.c') diff --git a/larn/create.c b/larn/create.c new file mode 100644 index 00000000..46c09c93 --- /dev/null +++ b/larn/create.c @@ -0,0 +1,463 @@ +/* create.c Larn is copyrighted 1986 by Noah Morgan. */ +#include "header.h" +extern char spelknow[],larnlevels[]; +extern char beenhere[],wizard,level; +extern short oldx,oldy; +/* + makeplayer() + + subroutine to create the player and the players attributes + this is called at the beginning of a game and at no other time + */ +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*/ + 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 */ + cbak[SPELLS] = -50; + for (i=0; i<6; i++) c[i]=12; /* make the attributes, ie str, int, etc. */ + recalc(); + } + +/* + newcavelevel(level) + int level; + + function to enter a new level. This routine must be called anytime the + player changes levels. If that level is unknown it will be created. + A new set of monsters will be created for a new level, and existing + levels will get a few more monsters. + Note that it is here we remove genocided monsters from the present level. + */ +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 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; i1) 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; } + } + } + +/* + * function to read in a maze from a data file + * + * Format of maze data file: 1st character = # of mazes in file (ascii digit) + * For each maze: 18 lines (1st 17 used) 67 characters per line + * + * Special characters in maze data file: + * + * # wall D door . random monster + * ~ eye of larn ! cure dianthroritis + * - random object + */ +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>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)); } + + playerx=tp1; playery=tp2; + } + +static void fillroom(); + +/* + *********** + MAKE_OBJECT + *********** + subroutine to create the objects in the maze for the given level + */ +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 */ + 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; i3) + { + 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 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 + */ +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); + } + } + 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 + */ +sethp(flg) + int flg; + { + register int i,j; + if (flg) for (i=0; i>1); else j = (level>>1) + 1; + for (i=0; i