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 /* 41 newcavelevel(level) 42 int level; 43 44 function to enter a new level. This routine must be called anytime the 45 player changes levels. If that level is unknown it will be created. 46 A new set of monsters will be created for a new level, and existing 47 levels will get a few more monsters. 48 Note that it is here we remove genocided monsters from the present level. 49 */ 50 newcavelevel(x) 51 register int x; 52 { 53 register int i,j; 54 if (beenhere[level]) savelevel(); /* put the level back into storage */ 55 level = x; /* get the new level and put in working storage */ 56 if (beenhere[x]==0) for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) know[j][i]=mitem[j][i]=0; 57 else { getlevel(); sethp(0); goto chgn; } 58 makemaze(x); makeobject(x); beenhere[x]=1; sethp(1); 59 60 #if WIZID 61 if (wizard || x==0) 62 #else 63 if (x==0) 64 #endif 65 66 for (j=0; j<MAXY; j++) 67 for (i=0; i<MAXX; i++) 68 know[i][j]=1; 69 chgn: checkgen(); /* wipe out any genocided monsters */ 70 } 71 72 /* 73 makemaze(level) 74 int level; 75 76 subroutine to make the caverns for a given level. only walls are made. 77 */ 78 static int mx,mxl,mxh,my,myl,myh,tmp2; 79 makemaze(k) 80 int k; 81 { 82 register int i,j,tmp; 83 int z; 84 if (k > 1 && (rnd(17)<=4 || k==MAXLEVEL-1 || k==MAXLEVEL+MAXVLEVEL-1)) 85 { 86 if (cannedlevel(k)); return; /* read maze from data file */ 87 } 88 if (k==0) tmp=0; else tmp=OWALL; 89 for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) item[j][i]=tmp; 90 if (k==0) return; eat(1,1); 91 if (k==1) item[33][MAXY-1]=0; /* exit from dungeon */ 92 93 /* now for open spaces -- not on level 10 */ 94 if (k != MAXLEVEL-1) 95 { 96 tmp2 = rnd(3)+3; 97 for (tmp=0; tmp<tmp2; tmp++) 98 { 99 my = rnd(11)+2; myl = my - rnd(2); myh = my + rnd(2); 100 if (k < MAXLEVEL) 101 { 102 mx = rnd(44)+5; mxl = mx - rnd(4); mxh = mx + rnd(12)+3; 103 z=0; 104 } 105 else 106 { 107 mx = rnd(60)+3; mxl = mx - rnd(2); mxh = mx + rnd(2); 108 z = makemonst(k); 109 } 110 for (i=mxl; i<mxh; i++) for (j=myl; j<myh; j++) 111 { item[i][j]=0; 112 if ((mitem[i][j]=z)) hitp[i][j]=monster[z].hitpoints; 113 } 114 } 115 } 116 if (k!=MAXLEVEL-1) { my=rnd(MAXY-2); for (i=1; i<MAXX-1; i++) item[i][my] = 0; } 117 if (k>1) treasureroom(k); 118 } 119 120 /* 121 function to eat away a filled in maze 122 */ 123 eat(xx,yy) 124 register int xx,yy; 125 { 126 register int dir,try; 127 dir = rnd(4); try=2; 128 while (try) 129 { 130 switch(dir) 131 { 132 case 1: if (xx <= 2) break; /* west */ 133 if ((item[xx-1][yy]!=OWALL) || (item[xx-2][yy]!=OWALL)) break; 134 item[xx-1][yy] = item[xx-2][yy] = 0; 135 eat(xx-2,yy); break; 136 137 case 2: if (xx >= MAXX-3) break; /* east */ 138 if ((item[xx+1][yy]!=OWALL) || (item[xx+2][yy]!=OWALL)) break; 139 item[xx+1][yy] = item[xx+2][yy] = 0; 140 eat(xx+2,yy); break; 141 142 case 3: if (yy <= 2) break; /* south */ 143 if ((item[xx][yy-1]!=OWALL) || (item[xx][yy-2]!=OWALL)) break; 144 item[xx][yy-1] = item[xx][yy-2] = 0; 145 eat(xx,yy-2); break; 146 147 case 4: if (yy >= MAXY-3 ) break; /* north */ 148 if ((item[xx][yy+1]!=OWALL) || (item[xx][yy+2]!=OWALL)) break; 149 item[xx][yy+1] = item[xx][yy+2] = 0; 150 eat(xx,yy+2); break; 151 }; 152 if (++dir > 4) { dir=1; --try; } 153 } 154 } 155 156 /* 157 * function to read in a maze from a data file 158 * 159 * Format of maze data file: 1st character = # of mazes in file (ascii digit) 160 * For each maze: 18 lines (1st 17 used) 67 characters per line 161 * 162 * Special characters in maze data file: 163 * 164 * # wall D door . random monster 165 * ~ eye of larn ! cure dianthroritis 166 * - random object 167 */ 168 cannedlevel(k) 169 int k; 170 { 171 char *row,*lgetl(); 172 register int i,j; 173 int it,arg,mit,marg; 174 if (lopen(larnlevels)<0) 175 { 176 write(1,"Can't open the maze data file\n",30); died(-282); return(0); 177 } 178 i=lgetc(); if (i<='0') { died(-282); return(0); } 179 for (i=18*rund(i-'0'); i>0; i--) lgetl(); /* advance to desired maze */ 180 for (i=0; i<MAXY; i++) 181 { 182 row = lgetl(); 183 for (j=0; j<MAXX; j++) 184 { 185 it = mit = arg = marg = 0; 186 switch(*row++) 187 { 188 case '#': it = OWALL; break; 189 case 'D': it = OCLOSEDDOOR; arg = rnd(30); break; 190 case '~': if (k!=MAXLEVEL-1) break; 191 it = OLARNEYE; 192 mit = rund(8)+DEMONLORD; 193 marg = monster[mit].hitpoints; break; 194 case '!': if (k!=MAXLEVEL+MAXVLEVEL-1) break; 195 it = OPOTION; arg = 21; 196 mit = DEMONLORD+7; 197 marg = monster[mit].hitpoints; break; 198 case '.': if (k<MAXLEVEL) break; 199 mit = makemonst(k+1); 200 marg = monster[mit].hitpoints; break; 201 case '-': it = newobject(k+1,&arg); break; 202 }; 203 item[j][i] = it; iarg[j][i] = arg; 204 mitem[j][i] = mit; hitp[j][i] = marg; 205 206 #if WIZID 207 know[j][i] = (wizard) ? 1 : 0; 208 #else 209 know[j][i] = 0; 210 #endif 211 } 212 } 213 lrclose(); 214 return(1); 215 } 216 217 /* 218 function to make a treasure room on a level 219 level 10's treasure room has the eye in it and demon lords 220 level V3 has potion of cure dianthroritis and demon prince 221 */ 222 treasureroom(lv) 223 register int lv; 224 { 225 register int tx,ty,xsize,ysize; 226 227 for (tx=1+rnd(10); tx<MAXX-10; tx+=10) 228 if ( (lv==MAXLEVEL-1) || (lv==MAXLEVEL+MAXVLEVEL-1) || rnd(13)==2) 229 { 230 xsize = rnd(6)+3; ysize = rnd(3)+3; 231 ty = rnd(MAXY-9)+1; /* upper left corner of room */ 232 if (lv==MAXLEVEL-1 || lv==MAXLEVEL+MAXVLEVEL-1) 233 troom(lv,xsize,ysize,tx=tx+rnd(MAXX-24),ty,rnd(3)+6); 234 else troom(lv,xsize,ysize,tx,ty,rnd(9)); 235 } 236 } 237 238 /* 239 * subroutine to create a treasure room of any size at a given location 240 * room is filled with objects and monsters 241 * the coordinate given is that of the upper left corner of the room 242 */ 243 troom(lv,xsize,ysize,tx,ty,glyph) 244 int lv,xsize,ysize,tx,ty,glyph; 245 { 246 register int i,j; 247 int tp1,tp2; 248 for (j=ty-1; j<=ty+ysize; j++) 249 for (i=tx-1; i<=tx+xsize; i++) /* clear out space for room */ 250 item[i][j]=0; 251 for (j=ty; j<ty+ysize; j++) 252 for (i=tx; i<tx+xsize; i++) /* now put in the walls */ 253 { 254 item[i][j]=OWALL; mitem[i][j]=0; 255 } 256 for (j=ty+1; j<ty+ysize-1; j++) 257 for (i=tx+1; i<tx+xsize-1; i++) /* now clear out interior */ 258 item[i][j]=0; 259 260 switch(rnd(2)) /* locate the door on the treasure room */ 261 { 262 case 1: item[i=tx+rund(xsize)][j=ty+(ysize-1)*rund(2)]=OCLOSEDDOOR; 263 iarg[i][j] = glyph; /* on horizontal walls */ 264 break; 265 case 2: item[i=tx+(xsize-1)*rund(2)][j=ty+rund(ysize)]=OCLOSEDDOOR; 266 iarg[i][j] = glyph; /* on vertical walls */ 267 break; 268 }; 269 270 tp1=playerx; tp2=playery; playery=ty+(ysize>>1); 271 if (c[HARDGAME]<2) 272 for (playerx=tx+1; playerx<=tx+xsize-2; playerx+=2) 273 for (i=0, j=rnd(6); i<=j; i++) 274 { something(lv+2); createmonster(makemonst(lv+1)); } 275 else 276 for (playerx=tx+1; playerx<=tx+xsize-2; playerx+=2) 277 for (i=0, j=rnd(4); i<=j; i++) 278 { something(lv+2); createmonster(makemonst(lv+3)); } 279 280 playerx=tp1; playery=tp2; 281 } 282 283 static void fillroom(); 284 285 /* 286 *********** 287 MAKE_OBJECT 288 *********** 289 subroutine to create the objects in the maze for the given level 290 */ 291 makeobject(j) 292 register int j; 293 { 294 register int i; 295 if (j==0) 296 { 297 fillroom(OENTRANCE,0); /* entrance to dungeon */ 298 fillroom(ODNDSTORE,0); /* the DND STORE */ 299 fillroom(OSCHOOL,0); /* college of Larn */ 300 fillroom(OBANK,0); /* 1st national bank of larn */ 301 fillroom(OVOLDOWN,0); /* volcano shaft to temple */ 302 fillroom(OHOME,0); /* the players home & family */ 303 fillroom(OTRADEPOST,0); /* the trading post */ 304 fillroom(OLRS,0); /* the larn revenue service */ 305 return; 306 } 307 308 if (j==MAXLEVEL) fillroom(OVOLUP,0); /* volcano shaft up from the temple */ 309 310 /* make the fixed objects in the maze STAIRS */ 311 if ((j>0) && (j != MAXLEVEL-1) && (j != MAXLEVEL+MAXVLEVEL-1)) 312 fillroom(OSTAIRSDOWN,0); 313 if ((j > 1) && (j != MAXLEVEL)) fillroom(OSTAIRSUP,0); 314 315 /* make the random objects in the maze */ 316 317 fillmroom(rund(3),OBOOK,j); fillmroom(rund(3),OALTAR,0); 318 fillmroom(rund(3),OSTATUE,0); fillmroom(rund(3),OPIT,0); 319 fillmroom(rund(3),OFOUNTAIN,0); fillmroom( rnd(3)-2,OIVTELETRAP,0); 320 fillmroom(rund(2),OTHRONE,0); fillmroom(rund(2),OMIRROR,0); 321 fillmroom(rund(2),OTRAPARROWIV,0); fillmroom( rnd(3)-2,OIVDARTRAP,0); 322 fillmroom(rund(3),OCOOKIE,0); 323 if (j==1) fillmroom(1,OCHEST,j); 324 else fillmroom(rund(2),OCHEST,j); 325 if ((j != MAXLEVEL-1) && (j != MAXLEVEL+MAXVLEVEL-1)) 326 fillmroom(rund(2),OIVTRAPDOOR,0); 327 if (j<=10) 328 { 329 fillmroom((rund(2)),ODIAMOND,rnd(10*j+1)+10); 330 fillmroom(rund(2),ORUBY,rnd(6*j+1)+6); 331 fillmroom(rund(2),OEMERALD,rnd(4*j+1)+4); 332 fillmroom(rund(2),OSAPPHIRE,rnd(3*j+1)+2); 333 } 334 for (i=0; i<rnd(4)+3; i++) 335 fillroom(OPOTION,newpotion()); /* make a POTION */ 336 for (i=0; i<rnd(5)+3; i++) 337 fillroom(OSCROLL,newscroll()); /* make a SCROLL */ 338 for (i=0; i<rnd(12)+11; i++) 339 fillroom(OGOLDPILE,12*rnd(j+1)+(j<<3)+10); /* make GOLD */ 340 if (j==5) fillroom(OBANK2,0); /* branch office of the bank */ 341 froom(2,ORING,0); /* a ring mail */ 342 froom(1,OSTUDLEATHER,0); /* a studded leather */ 343 froom(3,OSPLINT,0); /* a splint mail */ 344 froom(5,OSHIELD,rund(3)); /* a shield */ 345 froom(2,OBATTLEAXE,rund(3)); /* a battle axe */ 346 froom(5,OLONGSWORD,rund(3)); /* a long sword */ 347 froom(5,OFLAIL,rund(3)); /* a flail */ 348 froom(4,OREGENRING,rund(3)); /* ring of regeneration */ 349 froom(1,OPROTRING,rund(3)); /* ring of protection */ 350 froom(2,OSTRRING,4); /* ring of strength + 4 */ 351 froom(7,OSPEAR,rnd(5)); /* a spear */ 352 froom(3,OORBOFDRAGON,0); /* orb of dragon slaying*/ 353 froom(4,OSPIRITSCARAB,0); /*scarab of negate spirit*/ 354 froom(4,OCUBEofUNDEAD,0); /* cube of undead control */ 355 froom(2,ORINGOFEXTRA,0); /* ring of extra regen */ 356 froom(3,ONOTHEFT,0); /* device of antitheft */ 357 froom(2,OSWORDofSLASHING,0); /* sword of slashing */ 358 if (c[BESSMANN]==0) 359 { 360 froom(4,OHAMMER,0);/*Bessman's flailing hammer*/ c[BESSMANN]=1; 361 } 362 if (c[HARDGAME]<3 || (rnd(4)==3)) 363 { 364 if (j>3) 365 { 366 froom(3,OSWORD,3); /* sunsword + 3 */ 367 froom(5,O2SWORD,rnd(4)); /* a two handed sword */ 368 froom(3,OBELT,4); /* belt of striking */ 369 froom(3,OENERGYRING,3); /* energy ring */ 370 froom(4,OPLATE,5); /* platemail + 5 */ 371 } 372 } 373 } 374 375 /* 376 subroutine to fill in a number of objects of the same kind 377 */ 378 379 fillmroom(n,what,arg) 380 int n,arg; 381 char what; 382 { 383 register int i; 384 for (i=0; i<n; i++) fillroom(what,arg); 385 } 386 froom(n,itm,arg) 387 int n,arg; 388 char itm; 389 { if (rnd(151) < n) fillroom(itm,arg); } 390 391 /* 392 subroutine to put an object into an empty room 393 * uses a random walk 394 */ 395 static void 396 fillroom(what,arg) 397 int arg; 398 char what; 399 { 400 register int x,y; 401 402 #ifdef EXTRA 403 c[FILLROOM]++; 404 #endif 405 406 x=rnd(MAXX-2); y=rnd(MAXY-2); 407 while (item[x][y]) 408 { 409 410 #ifdef EXTRA 411 c[RANDOMWALK]++; /* count up these random walks */ 412 #endif 413 414 x += rnd(3)-2; y += rnd(3)-2; 415 if (x > MAXX-2) x=1; if (x < 1) x=MAXX-2; 416 if (y > MAXY-2) y=1; if (y < 1) y=MAXY-2; 417 } 418 item[x][y]=what; iarg[x][y]=arg; 419 } 420 421 /* 422 subroutine to put monsters into an empty room without walls or other 423 monsters 424 */ 425 fillmonst(what) 426 char what; 427 { 428 register int x,y,trys; 429 for (trys=5; trys>0; --trys) /* max # of creation attempts */ 430 { 431 x=rnd(MAXX-2); y=rnd(MAXY-2); 432 if ((item[x][y]==0) && (mitem[x][y]==0) && ((playerx!=x) || (playery!=y))) 433 { 434 mitem[x][y] = what; know[x][y]=0; 435 hitp[x][y] = monster[what].hitpoints; return(0); 436 } 437 } 438 return(-1); /* creation failure */ 439 } 440 441 /* 442 creates an entire set of monsters for a level 443 must be done when entering a new level 444 if sethp(1) then wipe out old monsters else leave them there 445 */ 446 sethp(flg) 447 int flg; 448 { 449 register int i,j; 450 if (flg) for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) stealth[j][i]=0; 451 if (level==0) { c[TELEFLAG]=0; return; } /* if teleported and found level 1 then know level we are on */ 452 if (flg) j = rnd(12) + 2 + (level>>1); else j = (level>>1) + 1; 453 for (i=0; i<j; i++) fillmonst(makemonst(level)); 454 positionplayer(); 455 } 456 457 /* 458 * Function to destroy all genocided monsters on the present level 459 */ 460 checkgen() 461 { 462 register int x,y; 463 for (y=0; y<MAXY; y++) 464 for (x=0; x<MAXX; x++) 465 if (monster[mitem[x][y]].genocided) 466 mitem[x][y]=0; /* no more monster */ 467 } 468