xref: /netbsd-src/games/larn/create.c (revision a5847cc334d9a7029f6352b847e9e8d71a0f9e0c)
1 /* $NetBSD: create.c,v 1.11 2008/02/03 19:29:50 dholland Exp $	 */
2 
3 /* create.c		Larn is copyrighted 1986 by Noah Morgan. */
4 
5 #include <sys/cdefs.h>
6 #ifndef lint
7 __RCSID("$NetBSD: create.c,v 1.11 2008/02/03 19:29:50 dholland Exp $");
8 #endif				/* not lint */
9 
10 #include "header.h"
11 #include "extern.h"
12 #include <unistd.h>
13 
14 static void makemaze(int);
15 static int cannedlevel(int);
16 static void treasureroom(int);
17 static void troom(int, int, int, int, int, int);
18 static void makeobject(int);
19 static void fillmroom(int, int, int);
20 static void froom(int, int, int);
21 static void fillroom(int, int);
22 static void sethp(int);
23 static void checkgen(void);
24 
25 /*
26 	makeplayer()
27 
28 	subroutine to create the player and the players attributes
29 	this is called at the beginning of a game and at no other time
30  */
31 void
32 makeplayer()
33 {
34 	int i;
35 	scbr();
36 	clear();
37 	c[HPMAX] = c[HP] = 10;	/* start player off with 15 hit points	 */
38 	c[LEVEL] = 1;		/* player starts at level one		 */
39 	c[SPELLMAX] = c[SPELLS] = 1;	/* total # spells starts off as 3 */
40 	c[REGENCOUNTER] = 16;
41 	c[ECOUNTER] = 96;	/* start regeneration correctly */
42 	c[SHIELD] = c[WEAR] = c[WIELD] = -1;
43 	for (i = 0; i < 26; i++)
44 		iven[i] = 0;
45 	spelknow[0] = spelknow[1] = 1;	/* he knows protection, magic missile */
46 	if (c[HARDGAME] <= 0) {
47 		iven[0] = OLEATHER;
48 		iven[1] = ODAGGER;
49 		ivenarg[1] = ivenarg[0] = c[WEAR] = 0;
50 		c[WIELD] = 1;
51 	}
52 	playerx = rnd(MAXX - 2);
53 	playery = rnd(MAXY - 2);
54 	oldx = 0;
55 	oldy = 25;
56 	gltime = 0;		/* time clock starts at zero	 */
57 	cbak[SPELLS] = -50;
58 	for (i = 0; i < 6; i++)
59 		c[i] = 12;	/* make the attributes, ie str, int, etc. */
60 	recalc();
61 }
62 
63 
64 /*
65 	newcavelevel(level)
66 	int level;
67 
68 	function to enter a new level.  This routine must be called anytime the
69 	player changes levels.  If that level is unknown it will be created.
70 	A new set of monsters will be created for a new level, and existing
71 	levels will get a few more monsters.
72 	Note that it is here we remove genocided monsters from the present level.
73  */
74 void
75 newcavelevel(x)
76 	int             x;
77 {
78 	int             i, j;
79 	if (beenhere[level])
80 		savelevel();	/* put the level back into storage	 */
81 	level = x;		/* get the new level and put in working
82 				 * storage */
83 	if (beenhere[x]) {
84 		getlevel();
85 		sethp(0);
86 		checkgen();
87 		return;
88 	}
89 
90 	/* fill in new level */
91 	for (i = 0; i < MAXY; i++)
92 		for (j = 0; j < MAXX; j++)
93 			know[j][i] = mitem[j][i] = 0;
94 	makemaze(x);
95 	makeobject(x);
96 	beenhere[x] = 1;
97 	sethp(1);
98 	checkgen();		/* wipe out any genocided monsters */
99 
100 #if WIZID
101 	if (wizard || x == 0)
102 #else
103 	if (x == 0)
104 #endif
105 		for (j = 0; j < MAXY; j++)
106 			for (i = 0; i < MAXX; i++)
107 				know[i][j] = 1;
108 }
109 
110 /*
111 	makemaze(level)
112 	int level;
113 
114 	subroutine to make the caverns for a given level.  only walls are made.
115  */
116 static int      mx, mxl, mxh, my, myl, myh, tmp2;
117 
118 static void
119 makemaze(k)
120 	int             k;
121 {
122 	int             i, j, tmp;
123 	int             z;
124 	if (k > 1 && (rnd(17) <= 4 || k == MAXLEVEL - 1 || k == MAXLEVEL + MAXVLEVEL - 1)) {
125 		if (cannedlevel(k))
126 			return;		/* read maze from data file */
127 	}
128 	if (k == 0)
129 		tmp = 0;
130 	else
131 		tmp = OWALL;
132 	for (i = 0; i < MAXY; i++)
133 		for (j = 0; j < MAXX; j++)
134 			item[j][i] = tmp;
135 	if (k == 0)
136 		return;
137 	eat(1, 1);
138 	if (k == 1)
139 		item[33][MAXY - 1] = 0;	/* exit from dungeon */
140 
141 	/* now for open spaces -- not on level 10	 */
142 	if (k != MAXLEVEL - 1) {
143 		tmp2 = rnd(3) + 3;
144 		for (tmp = 0; tmp < tmp2; tmp++) {
145 			my = rnd(11) + 2;
146 			myl = my - rnd(2);
147 			myh = my + rnd(2);
148 			if (k < MAXLEVEL) {
149 				mx = rnd(44) + 5;
150 				mxl = mx - rnd(4);
151 				mxh = mx + rnd(12) + 3;
152 				z = 0;
153 			} else {
154 				mx = rnd(60) + 3;
155 				mxl = mx - rnd(2);
156 				mxh = mx + rnd(2);
157 				z = makemonst(k);
158 			}
159 			for (i = mxl; i < mxh; i++)
160 				for (j = myl; j < myh; j++) {
161 					item[i][j] = 0;
162 					if ((mitem[i][j] = z))
163 						hitp[i][j] = monster[z].hitpoints;
164 				}
165 		}
166 	}
167 	if (k != MAXLEVEL - 1) {
168 		my = rnd(MAXY - 2);
169 		for (i = 1; i < MAXX - 1; i++)
170 			item[i][my] = 0;
171 	}
172 	if (k > 1)
173 		treasureroom(k);
174 }
175 
176 /*
177 	function to eat away a filled in maze
178  */
179 void
180 eat(xx, yy)
181 	int             xx, yy;
182 {
183 	int             dir, try;
184 	dir = rnd(4);
185 	try = 2;
186 	while (try) {
187 		switch (dir) {
188 		case 1:
189 			if (xx <= 2)
190 				break;	/* west	 */
191 			if ((item[xx - 1][yy] != OWALL) || (item[xx - 2][yy] != OWALL))
192 				break;
193 			item[xx - 1][yy] = item[xx - 2][yy] = 0;
194 			eat(xx - 2, yy);
195 			break;
196 
197 		case 2:
198 			if (xx >= MAXX - 3)
199 				break;	/* east	 */
200 			if ((item[xx + 1][yy] != OWALL) || (item[xx + 2][yy] != OWALL))
201 				break;
202 			item[xx + 1][yy] = item[xx + 2][yy] = 0;
203 			eat(xx + 2, yy);
204 			break;
205 
206 		case 3:
207 			if (yy <= 2)
208 				break;	/* south	 */
209 			if ((item[xx][yy - 1] != OWALL) || (item[xx][yy - 2] != OWALL))
210 				break;
211 			item[xx][yy - 1] = item[xx][yy - 2] = 0;
212 			eat(xx, yy - 2);
213 			break;
214 
215 		case 4:
216 			if (yy >= MAXY - 3)
217 				break;	/* north	 */
218 			if ((item[xx][yy + 1] != OWALL) || (item[xx][yy + 2] != OWALL))
219 				break;
220 			item[xx][yy + 1] = item[xx][yy + 2] = 0;
221 			eat(xx, yy + 2);
222 			break;
223 		};
224 		if (++dir > 4) {
225 			dir = 1;
226 			--try;
227 		}
228 	}
229 }
230 
231 /*
232  *	function to read in a maze from a data file
233  *
234  *	Format of maze data file:  1st character = # of mazes in file (ascii digit)
235  *				For each maze: 18 lines (1st 17 used) 67 characters per line
236  *
237  *	Special characters in maze data file:
238  *
239  *		#	wall			D	door			.	random monster
240  *		~	eye of larn		!	cure dianthroritis
241  *		-	random object
242  */
243 static int
244 cannedlevel(k)
245 	int             k;
246 {
247 	char           *row;
248 	int             i, j;
249 	int             it, arg, mit, marg;
250 	if (lopen(larnlevels) < 0) {
251 		write(1, "Can't open the maze data file\n", 30);
252 		died(-282);
253 		return (0);
254 	}
255 	i = lgetc();
256 	if (i <= '0') {
257 		died(-282);
258 		return (0);
259 	}
260 	for (i = 18 * rund(i - '0'); i > 0; i--)
261 		lgetl();	/* advance to desired maze */
262 	for (i = 0; i < MAXY; i++) {
263 		row = lgetl();
264 		for (j = 0; j < MAXX; j++) {
265 			it = mit = arg = marg = 0;
266 			switch (*row++) {
267 			case '#':
268 				it = OWALL;
269 				break;
270 			case 'D':
271 				it = OCLOSEDDOOR;
272 				arg = rnd(30);
273 				break;
274 			case '~':
275 				if (k != MAXLEVEL - 1)
276 					break;
277 				it = OLARNEYE;
278 				mit = rund(8) + DEMONLORD;
279 				marg = monster[mit].hitpoints;
280 				break;
281 			case '!':
282 				if (k != MAXLEVEL + MAXVLEVEL - 1)
283 					break;
284 				it = OPOTION;
285 				arg = 21;
286 				mit = DEMONLORD + 7;
287 				marg = monster[mit].hitpoints;
288 				break;
289 			case '.':
290 				if (k < MAXLEVEL)
291 					break;
292 				mit = makemonst(k + 1);
293 				marg = monster[mit].hitpoints;
294 				break;
295 			case '-':
296 				it = newobject(k + 1, &arg);
297 				break;
298 			};
299 			item[j][i] = it;
300 			iarg[j][i] = arg;
301 			mitem[j][i] = mit;
302 			hitp[j][i] = marg;
303 
304 #if WIZID
305 			know[j][i] = (wizard) ? 1 : 0;
306 #else
307 			know[j][i] = 0;
308 #endif
309 		}
310 	}
311 	lrclose();
312 	return (1);
313 }
314 
315 /*
316 	function to make a treasure room on a level
317 	level 10's treasure room has the eye in it and demon lords
318 	level V3 has potion of cure dianthroritis and demon prince
319  */
320 static void
321 treasureroom(lv)
322 	int             lv;
323 {
324 	int             tx, ty, xsize, ysize;
325 
326 	for (tx = 1 + rnd(10); tx < MAXX - 10; tx += 10)
327 		if ((lv == MAXLEVEL - 1) || (lv == MAXLEVEL + MAXVLEVEL - 1) || rnd(13) == 2) {
328 			xsize = rnd(6) + 3;
329 			ysize = rnd(3) + 3;
330 			ty = rnd(MAXY - 9) + 1;	/* upper left corner of room */
331 			if (lv == MAXLEVEL - 1 || lv == MAXLEVEL + MAXVLEVEL - 1)
332 				troom(lv, xsize, ysize, tx = tx + rnd(MAXX - 24), ty, rnd(3) + 6);
333 			else
334 				troom(lv, xsize, ysize, tx, ty, rnd(9));
335 		}
336 }
337 
338 /*
339  *	subroutine to create a treasure room of any size at a given location
340  *	room is filled with objects and monsters
341  *	the coordinate given is that of the upper left corner of the room
342  */
343 static void
344 troom(lv, xsize, ysize, tx, ty, glyph)
345 	int             lv, xsize, ysize, tx, ty, glyph;
346 {
347 	int             i, j;
348 	int             tp1, tp2;
349 	for (j = ty - 1; j <= ty + ysize; j++)
350 		for (i = tx - 1; i <= tx + xsize; i++)	/* clear out space for
351 							 * room */
352 			item[i][j] = 0;
353 	for (j = ty; j < ty + ysize; j++)
354 		for (i = tx; i < tx + xsize; i++) {	/* now put in the walls */
355 			item[i][j] = OWALL;
356 			mitem[i][j] = 0;
357 		}
358 	for (j = ty + 1; j < ty + ysize - 1; j++)
359 		for (i = tx + 1; i < tx + xsize - 1; i++)	/* now clear out
360 								 * interior */
361 			item[i][j] = 0;
362 
363 	switch (rnd(2)) {	/* locate the door on the treasure room */
364 	case 1:
365 		item[i = tx + rund(xsize)][j = ty + (ysize - 1) * rund(2)] = OCLOSEDDOOR;
366 		iarg[i][j] = glyph;	/* on horizontal walls */
367 		break;
368 	case 2:
369 		item[i = tx + (xsize - 1) * rund(2)][j = ty + rund(ysize)] = OCLOSEDDOOR;
370 		iarg[i][j] = glyph;	/* on vertical walls */
371 		break;
372 	};
373 
374 	tp1 = playerx;
375 	tp2 = playery;
376 	playery = ty + (ysize >> 1);
377 	if (c[HARDGAME] < 2)
378 		for (playerx = tx + 1; playerx <= tx + xsize - 2; playerx += 2)
379 			for (i = 0, j = rnd(6); i <= j; i++) {
380 				something(lv + 2);
381 				createmonster(makemonst(lv + 1));
382 			}
383 	else
384 		for (playerx = tx + 1; playerx <= tx + xsize - 2; playerx += 2)
385 			for (i = 0, j = rnd(4); i <= j; i++) {
386 				something(lv + 2);
387 				createmonster(makemonst(lv + 3));
388 			}
389 
390 	playerx = tp1;
391 	playery = tp2;
392 }
393 
394 
395 /*
396 	***********
397 	MAKE_OBJECT
398 	***********
399 	subroutine to create the objects in the maze for the given level
400  */
401 static void
402 makeobject(j)
403 	int             j;
404 {
405 	int             i;
406 	if (j == 0) {
407 		fillroom(OENTRANCE, 0);	/* entrance to dungeon			 */
408 		fillroom(ODNDSTORE, 0);	/* the DND STORE				 */
409 		fillroom(OSCHOOL, 0);	/* college of Larn				 */
410 		fillroom(OBANK, 0);	/* 1st national bank of larn 	 */
411 		fillroom(OVOLDOWN, 0);	/* volcano shaft to temple 	 */
412 		fillroom(OHOME, 0);	/* the players home & family 	 */
413 		fillroom(OTRADEPOST, 0);	/* the trading post			 */
414 		fillroom(OLRS, 0);	/* the larn revenue service 	 */
415 		return;
416 	}
417 	if (j == MAXLEVEL)
418 		fillroom(OVOLUP, 0);	/* volcano shaft up from the temple */
419 
420 	/* make the fixed objects in the maze STAIRS	 */
421 	if ((j > 0) && (j != MAXLEVEL - 1) && (j != MAXLEVEL + MAXVLEVEL - 1))
422 		fillroom(OSTAIRSDOWN, 0);
423 	if ((j > 1) && (j != MAXLEVEL))
424 		fillroom(OSTAIRSUP, 0);
425 
426 	/* make the random objects in the maze		 */
427 
428 	fillmroom(rund(3), OBOOK, j);
429 	fillmroom(rund(3), OALTAR, 0);
430 	fillmroom(rund(3), OSTATUE, 0);
431 	fillmroom(rund(3), OPIT, 0);
432 	fillmroom(rund(3), OFOUNTAIN, 0);
433 	fillmroom(rnd(3) - 2, OIVTELETRAP, 0);
434 	fillmroom(rund(2), OTHRONE, 0);
435 	fillmroom(rund(2), OMIRROR, 0);
436 	fillmroom(rund(2), OTRAPARROWIV, 0);
437 	fillmroom(rnd(3) - 2, OIVDARTRAP, 0);
438 	fillmroom(rund(3), OCOOKIE, 0);
439 	if (j == 1)
440 		fillmroom(1, OCHEST, j);
441 	else
442 		fillmroom(rund(2), OCHEST, j);
443 	if ((j != MAXLEVEL - 1) && (j != MAXLEVEL + MAXVLEVEL - 1))
444 		fillmroom(rund(2), OIVTRAPDOOR, 0);
445 	if (j <= 10) {
446 		fillmroom((rund(2)), ODIAMOND, rnd(10 * j + 1) + 10);
447 		fillmroom(rund(2), ORUBY, rnd(6 * j + 1) + 6);
448 		fillmroom(rund(2), OEMERALD, rnd(4 * j + 1) + 4);
449 		fillmroom(rund(2), OSAPPHIRE, rnd(3 * j + 1) + 2);
450 	}
451 	for (i = 0; i < rnd(4) + 3; i++)
452 		fillroom(OPOTION, newpotion());	/* make a POTION	 */
453 	for (i = 0; i < rnd(5) + 3; i++)
454 		fillroom(OSCROLL, newscroll());	/* make a SCROLL	 */
455 	for (i = 0; i < rnd(12) + 11; i++)
456 		fillroom(OGOLDPILE, 12 * rnd(j + 1) + (j << 3) + 10);	/* make GOLD	 */
457 	if (j == 5)
458 		fillroom(OBANK2, 0);	/* branch office of the bank */
459 	froom(2, ORING, 0);	/* a ring mail 			 */
460 	froom(1, OSTUDLEATHER, 0);	/* a studded leather	 */
461 	froom(3, OSPLINT, 0);	/* a splint mail		 */
462 	froom(5, OSHIELD, rund(3));	/* a shield				 */
463 	froom(2, OBATTLEAXE, rund(3));	/* a battle axe			 */
464 	froom(5, OLONGSWORD, rund(3));	/* a long sword			 */
465 	froom(5, OFLAIL, rund(3));	/* a flail				 */
466 	froom(4, OREGENRING, rund(3));	/* ring of regeneration */
467 	froom(1, OPROTRING, rund(3));	/* ring of protection	 */
468 	froom(2, OSTRRING, 4);	/* ring of strength + 4 */
469 	froom(7, OSPEAR, rnd(5));	/* a spear				 */
470 	froom(3, OORBOFDRAGON, 0);	/* orb of dragon slaying */
471 	froom(4, OSPIRITSCARAB, 0);	/* scarab of negate spirit */
472 	froom(4, OCUBEofUNDEAD, 0);	/* cube of undead control	 */
473 	froom(2, ORINGOFEXTRA, 0);	/* ring of extra regen		 */
474 	froom(3, ONOTHEFT, 0);	/* device of antitheft 		 */
475 	froom(2, OSWORDofSLASHING, 0);	/* sword of slashing */
476 	if (c[BESSMANN] == 0) {
477 		froom(4, OHAMMER, 0);	/* Bessman's flailing hammer */
478 		c[BESSMANN] = 1;
479 	}
480 	if (c[HARDGAME] < 3 || (rnd(4) == 3)) {
481 		if (j > 3) {
482 			froom(3, OSWORD, 3);	/* sunsword + 3  		 */
483 			froom(5, O2SWORD, rnd(4));	/* a two handed sword	 */
484 			froom(3, OBELT, 4);	/* belt of striking		 */
485 			froom(3, OENERGYRING, 3);	/* energy ring			 */
486 			froom(4, OPLATE, 5);	/* platemail + 5 		 */
487 		}
488 	}
489 }
490 
491 /*
492 	subroutine to fill in a number of objects of the same kind
493  */
494 
495 static void
496 fillmroom(n, what, arg)
497 	int             n, arg;
498 	char            what;
499 {
500 	int             i;
501 	for (i = 0; i < n; i++)
502 		fillroom(what, arg);
503 }
504 
505 static void
506 froom(int n, int theitem, int arg)
507 {
508 	if (rnd(151) < n)
509 		fillroom(theitem, arg);
510 }
511 
512 /*
513 	subroutine to put an object into an empty room
514  *	uses a random walk
515  */
516 static void
517 fillroom(what, arg)
518 	int             arg;
519 	char            what;
520 {
521 	int             x, y;
522 
523 #ifdef EXTRA
524 	c[FILLROOM]++;
525 #endif
526 
527 	x = rnd(MAXX - 2);
528 	y = rnd(MAXY - 2);
529 	while (item[x][y]) {
530 
531 #ifdef EXTRA
532 		c[RANDOMWALK]++;/* count up these random walks */
533 #endif
534 
535 		x += rnd(3) - 2;
536 		y += rnd(3) - 2;
537 		if (x > MAXX - 2)
538 			x = 1;
539 		if (x < 1)
540 			x = MAXX - 2;
541 		if (y > MAXY - 2)
542 			y = 1;
543 		if (y < 1)
544 			y = MAXY - 2;
545 	}
546 	item[x][y] = what;
547 	iarg[x][y] = arg;
548 }
549 
550 /*
551 	subroutine to put monsters into an empty room without walls or other
552 	monsters
553  */
554 int
555 fillmonst(what)
556 	int            what;
557 {
558 	int             x, y, trys;
559 	for (trys = 5; trys > 0; --trys) {	/* max # of creation attempts */
560 		x = rnd(MAXX - 2);
561 		y = rnd(MAXY - 2);
562 		if ((item[x][y] == 0) && (mitem[x][y] == 0) && ((playerx != x) || (playery != y))) {
563 			mitem[x][y] = what;
564 			know[x][y] = 0;
565 			hitp[x][y] = monster[what].hitpoints;
566 			return (0);
567 		}
568 	}
569 	return (-1);		/* creation failure */
570 }
571 
572 /*
573 	creates an entire set of monsters for a level
574 	must be done when entering a new level
575 	if sethp(1) then wipe out old monsters else leave them there
576  */
577 static void
578 sethp(flg)
579 	int             flg;
580 {
581 	int             i, j;
582 	if (flg)
583 		for (i = 0; i < MAXY; i++)
584 			for (j = 0; j < MAXX; j++)
585 				stealth[j][i] = 0;
586 	if (level == 0) {
587 		c[TELEFLAG] = 0;
588 		return;
589 	}			/* if teleported and found level 1 then know
590 				 * level we are on */
591 	if (flg)
592 		j = rnd(12) + 2 + (level >> 1);
593 	else
594 		j = (level >> 1) + 1;
595 	for (i = 0; i < j; i++)
596 		fillmonst(makemonst(level));
597 	positionplayer();
598 }
599 
600 /*
601  *	Function to destroy all genocided monsters on the present level
602  */
603 static void
604 checkgen(void)
605 {
606 	int             x, y;
607 	for (y = 0; y < MAXY; y++)
608 		for (x = 0; x < MAXX; x++)
609 			if (monster[mitem[x][y]].genocided)
610 				mitem[x][y] = 0;	/* no more monster */
611 }
612