xref: /netbsd-src/games/larn/create.c (revision 5f7096188587a2c7c95fa3c69b78e1ec9c7923d0)
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