1 /* create.c Larn is copyrighted 1986 by Noah Morgan. */
2 /* $FreeBSD: src/games/larn/create.c,v 1.4 1999/11/16 02:57:20 billf Exp $ */
3 /* $DragonFly: src/games/larn/create.c,v 1.3 2006/08/26 17:05:05 pavalos Exp $ */
6 static void makemaze(int);
7 static int cannedlevel(int);
8 static void treasureroom(int);
9 static void troom(int, int, int, int, int, int);
10 static void makeobject(int);
11 static void fillmroom(int, char, int);
12 static void froom(int, char, int);
13 static void fillroom(char, int);
14 static void sethp(int);
15 static void checkgen(void);
20 subroutine to create the player and the players attributes
21 this is called at the beginning of a game and at no other time
28 c[HPMAX]=c[HP]=10; /* start player off with 15 hit points */
29 c[LEVEL]=1; /* player starts at level one */
30 c[SPELLMAX]=c[SPELLS]=1; /* total # spells starts off as 3 */
31 c[REGENCOUNTER]=16; c[ECOUNTER]=96; /*start regeneration correctly*/
32 c[SHIELD] = c[WEAR] = c[WIELD] = -1;
33 for (i=0; i<26; i++) iven[i]=0;
34 spelknow[0]=spelknow[1]=1; /*he knows protection, magic missile*/
37 iven[0]=OLEATHER; iven[1]=ODAGGER;
38 ivenarg[1]=ivenarg[0]=c[WEAR]=0; c[WIELD]=1;
40 playerx=rnd(MAXX-2); playery=rnd(MAXY-2);
42 gtime=0; /* time clock starts at zero */
44 for (i=0; i<6; i++) c[i]=12; /* make the attributes, ie str, int, etc. */
52 function to enter a new level. This routine must be called anytime the
53 player changes levels. If that level is unknown it will be created.
54 A new set of monsters will be created for a new level, and existing
55 levels will get a few more monsters.
56 Note that it is here we remove genocided monsters from the present level.
62 if (beenhere[(int)level]) savelevel(); /* put the level back into storage */
63 level = x; /* get the new level and put in working storage */
64 if (beenhere[x]==0) for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) know[j][i]=mitem[j][i]=0;
65 else { getlevel(); sethp(0); goto chgn; }
66 makemaze(x); makeobject(x); beenhere[x]=1; sethp(1);
74 for (j=0; j<MAXY; j++)
75 for (i=0; i<MAXX; i++)
77 chgn: checkgen(); /* wipe out any genocided monsters */
84 subroutine to make the caverns for a given level. only walls are made.
86 static int mx,mxl,mxh,my,myl,myh,tmp2;
93 if (k > 1 && (rnd(17)<=4 || k==MAXLEVEL-1 || k==MAXLEVEL+MAXVLEVEL-1))
95 if (cannedlevel(k)) return; /* read maze from data file */
97 if (k==0) tmp=0; else tmp=OWALL;
98 for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) item[j][i]=tmp;
99 if (k==0) return; eat(1,1);
100 if (k==1) item[33][MAXY-1]=0; /* exit from dungeon */
102 /* now for open spaces -- not on level 10 */
106 for (tmp=0; tmp<tmp2; tmp++)
108 my = rnd(11)+2; myl = my - rnd(2); myh = my + rnd(2);
111 mx = rnd(44)+5; mxl = mx - rnd(4); mxh = mx + rnd(12)+3;
116 mx = rnd(60)+3; mxl = mx - rnd(2); mxh = mx + rnd(2);
119 for (i=mxl; i<mxh; i++) for (j=myl; j<myh; j++)
121 if ((mitem[i][j]=z)) hitp[i][j]=monster[z].hitpoints;
125 if (k!=MAXLEVEL-1) { my=rnd(MAXY-2); for (i=1; i<MAXX-1; i++) item[i][my] = 0; }
126 if (k>1) treasureroom(k);
130 function to eat away a filled in maze
141 case 1: if (xx <= 2) break; /* west */
142 if ((item[xx-1][yy]!=OWALL) || (item[xx-2][yy]!=OWALL)) break;
143 item[xx-1][yy] = item[xx-2][yy] = 0;
146 case 2: if (xx >= MAXX-3) break; /* east */
147 if ((item[xx+1][yy]!=OWALL) || (item[xx+2][yy]!=OWALL)) break;
148 item[xx+1][yy] = item[xx+2][yy] = 0;
151 case 3: if (yy <= 2) break; /* south */
152 if ((item[xx][yy-1]!=OWALL) || (item[xx][yy-2]!=OWALL)) break;
153 item[xx][yy-1] = item[xx][yy-2] = 0;
156 case 4: if (yy >= MAXY-3 ) break; /* north */
157 if ((item[xx][yy+1]!=OWALL) || (item[xx][yy+2]!=OWALL)) break;
158 item[xx][yy+1] = item[xx][yy+2] = 0;
161 if (++dir > 4) { dir=1; --try; }
166 * function to read in a maze from a data file
168 * Format of maze data file: 1st character = # of mazes in file (ascii digit)
169 * For each maze: 18 lines (1st 17 used) 67 characters per line
171 * Special characters in maze data file:
173 * # wall D door . random monster
174 * ~ eye of larn ! cure dianthroritis
183 if (lopen(larnlevels)<0)
185 write(1,"Can't open the maze data file\n",30); died(-282); return(0);
187 i=lgetc(); if (i<='0') { died(-282); return(0); }
188 for (i=18*rund(i-'0'); i>0; i--) lgetl(); /* advance to desired maze */
189 for (i=0; i<MAXY; i++)
192 for (j=0; j<MAXX; j++)
194 it = mit = arg = marg = 0;
197 case '#': it = OWALL; break;
198 case 'D': it = OCLOSEDDOOR; arg = rnd(30); break;
199 case '~': if (k!=MAXLEVEL-1) break;
201 mit = rund(8)+DEMONLORD;
202 marg = monster[mit].hitpoints; break;
203 case '!': if (k!=MAXLEVEL+MAXVLEVEL-1) break;
204 it = OPOTION; arg = 21;
206 marg = monster[mit].hitpoints; break;
207 case '.': if (k<MAXLEVEL) break;
208 mit = makemonst(k+1);
209 marg = monster[mit].hitpoints; break;
210 case '-': it = newobject(k+1,&arg); break;
212 item[j][i] = it; iarg[j][i] = arg;
213 mitem[j][i] = mit; hitp[j][i] = marg;
216 know[j][i] = (wizard) ? 1 : 0;
227 function to make a treasure room on a level
228 level 10's treasure room has the eye in it and demon lords
229 level V3 has potion of cure dianthroritis and demon prince
234 int tx,ty,xsize,ysize;
236 for (tx=1+rnd(10); tx<MAXX-10; tx+=10)
237 if ( (lv==MAXLEVEL-1) || (lv==MAXLEVEL+MAXVLEVEL-1) || rnd(13)==2)
239 xsize = rnd(6)+3; ysize = rnd(3)+3;
240 ty = rnd(MAXY-9)+1; /* upper left corner of room */
241 if (lv==MAXLEVEL-1 || lv==MAXLEVEL+MAXVLEVEL-1)
242 troom(lv,xsize,ysize,tx=tx+rnd(MAXX-24),ty,rnd(3)+6);
243 else troom(lv,xsize,ysize,tx,ty,rnd(9));
248 * subroutine to create a treasure room of any size at a given location
249 * room is filled with objects and monsters
250 * the coordinate given is that of the upper left corner of the room
253 troom(int lv, int xsize, int ysize, int tx, int ty, int glyph)
257 for (j=ty-1; j<=ty+ysize; j++)
258 for (i=tx-1; i<=tx+xsize; i++) /* clear out space for room */
260 for (j=ty; j<ty+ysize; j++)
261 for (i=tx; i<tx+xsize; i++) /* now put in the walls */
263 item[i][j]=OWALL; mitem[i][j]=0;
265 for (j=ty+1; j<ty+ysize-1; j++)
266 for (i=tx+1; i<tx+xsize-1; i++) /* now clear out interior */
269 switch(rnd(2)) /* locate the door on the treasure room */
271 case 1: item[i=tx+rund(xsize)][j=ty+(ysize-1)*rund(2)]=OCLOSEDDOOR;
272 iarg[i][j] = glyph; /* on horizontal walls */
274 case 2: item[i=tx+(xsize-1)*rund(2)][j=ty+rund(ysize)]=OCLOSEDDOOR;
275 iarg[i][j] = glyph; /* on vertical walls */
279 tp1=playerx; tp2=playery; playery=ty+(ysize>>1);
281 for (playerx=tx+1; playerx<=tx+xsize-2; playerx+=2)
282 for (i=0, j=rnd(6); i<=j; i++)
283 { something(lv+2); createmonster(makemonst(lv+1)); }
285 for (playerx=tx+1; playerx<=tx+xsize-2; playerx+=2)
286 for (i=0, j=rnd(4); i<=j; i++)
287 { something(lv+2); createmonster(makemonst(lv+3)); }
289 playerx=tp1; playery=tp2;
296 subroutine to create the objects in the maze for the given level
304 fillroom(OENTRANCE,0); /* entrance to dungeon */
305 fillroom(ODNDSTORE,0); /* the DND STORE */
306 fillroom(OSCHOOL,0); /* college of Larn */
307 fillroom(OBANK,0); /* 1st national bank of larn */
308 fillroom(OVOLDOWN,0); /* volcano shaft to temple */
309 fillroom(OHOME,0); /* the players home & family */
310 fillroom(OTRADEPOST,0); /* the trading post */
311 fillroom(OLRS,0); /* the larn revenue service */
315 if (j==MAXLEVEL) fillroom(OVOLUP,0); /* volcano shaft up from the temple */
317 /* make the fixed objects in the maze STAIRS */
318 if ((j>0) && (j != MAXLEVEL-1) && (j != MAXLEVEL+MAXVLEVEL-1))
319 fillroom(OSTAIRSDOWN,0);
320 if ((j > 1) && (j != MAXLEVEL)) fillroom(OSTAIRSUP,0);
322 /* make the random objects in the maze */
324 fillmroom(rund(3),OBOOK,j); fillmroom(rund(3),OALTAR,0);
325 fillmroom(rund(3),OSTATUE,0); fillmroom(rund(3),OPIT,0);
326 fillmroom(rund(3),OFOUNTAIN,0); fillmroom( rnd(3)-2,OIVTELETRAP,0);
327 fillmroom(rund(2),OTHRONE,0); fillmroom(rund(2),OMIRROR,0);
328 fillmroom(rund(2),OTRAPARROWIV,0); fillmroom( rnd(3)-2,OIVDARTRAP,0);
329 fillmroom(rund(3),OCOOKIE,0);
330 if (j==1) fillmroom(1,OCHEST,j);
331 else fillmroom(rund(2),OCHEST,j);
332 if ((j != MAXLEVEL-1) && (j != MAXLEVEL+MAXVLEVEL-1))
333 fillmroom(rund(2),OIVTRAPDOOR,0);
336 fillmroom((rund(2)),ODIAMOND,rnd(10*j+1)+10);
337 fillmroom(rund(2),ORUBY,rnd(6*j+1)+6);
338 fillmroom(rund(2),OEMERALD,rnd(4*j+1)+4);
339 fillmroom(rund(2),OSAPPHIRE,rnd(3*j+1)+2);
341 for (i=0; i<rnd(4)+3; i++)
342 fillroom(OPOTION,newpotion()); /* make a POTION */
343 for (i=0; i<rnd(5)+3; i++)
344 fillroom(OSCROLL,newscroll()); /* make a SCROLL */
345 for (i=0; i<rnd(12)+11; i++)
346 fillroom(OGOLDPILE,12*rnd(j+1)+(j<<3)+10); /* make GOLD */
347 if (j==5) fillroom(OBANK2,0); /* branch office of the bank */
348 froom(2,ORING,0); /* a ring mail */
349 froom(1,OSTUDLEATHER,0); /* a studded leather */
350 froom(3,OSPLINT,0); /* a splint mail */
351 froom(5,OSHIELD,rund(3)); /* a shield */
352 froom(2,OBATTLEAXE,rund(3)); /* a battle axe */
353 froom(5,OLONGSWORD,rund(3)); /* a long sword */
354 froom(5,OFLAIL,rund(3)); /* a flail */
355 froom(4,OREGENRING,rund(3)); /* ring of regeneration */
356 froom(1,OPROTRING,rund(3)); /* ring of protection */
357 froom(2,OSTRRING,4); /* ring of strength + 4 */
358 froom(7,OSPEAR,rnd(5)); /* a spear */
359 froom(3,OORBOFDRAGON,0); /* orb of dragon slaying*/
360 froom(4,OSPIRITSCARAB,0); /*scarab of negate spirit*/
361 froom(4,OCUBEofUNDEAD,0); /* cube of undead control */
362 froom(2,ORINGOFEXTRA,0); /* ring of extra regen */
363 froom(3,ONOTHEFT,0); /* device of antitheft */
364 froom(2,OSWORDofSLASHING,0); /* sword of slashing */
367 froom(4,OHAMMER,0);/*Bessman's flailing hammer*/ c[BESSMANN]=1;
369 if (c[HARDGAME]<3 || (rnd(4)==3))
373 froom(3,OSWORD,3); /* sunsword + 3 */
374 froom(5,O2SWORD,rnd(4)); /* a two handed sword */
375 froom(3,OBELT,4); /* belt of striking */
376 froom(3,OENERGYRING,3); /* energy ring */
377 froom(4,OPLATE,5); /* platemail + 5 */
383 subroutine to fill in a number of objects of the same kind
386 fillmroom(int n, char what, int arg)
389 for (i=0; i<n; i++) fillroom(what,arg);
393 froom(int n, char itm, int arg)
394 { if (rnd(151) < n) fillroom(itm,arg); }
397 subroutine to put an object into an empty room
401 fillroom(char what, int arg)
409 x=rnd(MAXX-2); y=rnd(MAXY-2);
414 c[RANDOMWALK]++; /* count up these random walks */
417 x += rnd(3)-2; y += rnd(3)-2;
418 if (x > MAXX-2) x=1; if (x < 1) x=MAXX-2;
419 if (y > MAXY-2) y=1; if (y < 1) y=MAXY-2;
421 item[x][y]=what; iarg[x][y]=arg;
425 subroutine to put monsters into an empty room without walls or other
432 for (trys=5; trys>0; --trys) /* max # of creation attempts */
434 x=rnd(MAXX-2); y=rnd(MAXY-2);
435 if ((item[x][y]==0) && (mitem[x][y]==0) && ((playerx!=x) || (playery!=y)))
437 mitem[x][y] = what; know[x][y]=0;
438 hitp[x][y] = monster[(int)what].hitpoints; return(0);
441 return(-1); /* creation failure */
445 creates an entire set of monsters for a level
446 must be done when entering a new level
447 if sethp(1) then wipe out old monsters else leave them there
453 if (flg) for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) stealth[j][i]=0;
454 if (level==0) { c[TELEFLAG]=0; return; } /* if teleported and found level 1 then know level we are on */
455 if (flg) j = rnd(12) + 2 + (level>>1); else j = (level>>1) + 1;
456 for (i=0; i<j; i++) fillmonst(makemonst(level));
461 * Function to destroy all genocided monsters on the present level
467 for (y=0; y<MAXY; y++)
468 for (x=0; x<MAXX; x++)
469 if (monster[(int)mitem[x][y]].genocided)
470 mitem[x][y]=0; /* no more monster */