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 $ */
4 extern char spelknow[],larnlevels[];
5 extern char beenhere[],wizard,level;
6 extern short oldx,oldy;
10 subroutine to create the player and the players attributes
11 this is called at the beginning of a game and at no other time
17 c[HPMAX]=c[HP]=10; /* start player off with 15 hit points */
18 c[LEVEL]=1; /* player starts at level one */
19 c[SPELLMAX]=c[SPELLS]=1; /* total # spells starts off as 3 */
20 c[REGENCOUNTER]=16; c[ECOUNTER]=96; /*start regeneration correctly*/
21 c[SHIELD] = c[WEAR] = c[WIELD] = -1;
22 for (i=0; i<26; i++) iven[i]=0;
23 spelknow[0]=spelknow[1]=1; /*he knows protection, magic missile*/
26 iven[0]=OLEATHER; iven[1]=ODAGGER;
27 ivenarg[1]=ivenarg[0]=c[WEAR]=0; c[WIELD]=1;
29 playerx=rnd(MAXX-2); playery=rnd(MAXY-2);
31 gtime=0; /* time clock starts at zero */
33 for (i=0; i<6; i++) c[i]=12; /* make the attributes, ie str, int, etc. */
41 function to enter a new level. This routine must be called anytime the
42 player changes levels. If that level is unknown it will be created.
43 A new set of monsters will be created for a new level, and existing
44 levels will get a few more monsters.
45 Note that it is here we remove genocided monsters from the present level.
51 if (beenhere[level]) savelevel(); /* put the level back into storage */
52 level = x; /* get the new level and put in working storage */
53 if (beenhere[x]==0) for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) know[j][i]=mitem[j][i]=0;
54 else { getlevel(); sethp(0); goto chgn; }
55 makemaze(x); makeobject(x); beenhere[x]=1; sethp(1);
63 for (j=0; j<MAXY; j++)
64 for (i=0; i<MAXX; i++)
66 chgn: checkgen(); /* wipe out any genocided monsters */
73 subroutine to make the caverns for a given level. only walls are made.
75 static int mx,mxl,mxh,my,myl,myh,tmp2;
81 if (k > 1 && (rnd(17)<=4 || k==MAXLEVEL-1 || k==MAXLEVEL+MAXVLEVEL-1))
83 if (cannedlevel(k)); return; /* read maze from data file */
85 if (k==0) tmp=0; else tmp=OWALL;
86 for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) item[j][i]=tmp;
87 if (k==0) return; eat(1,1);
88 if (k==1) item[33][MAXY-1]=0; /* exit from dungeon */
90 /* now for open spaces -- not on level 10 */
94 for (tmp=0; tmp<tmp2; tmp++)
96 my = rnd(11)+2; myl = my - rnd(2); myh = my + rnd(2);
99 mx = rnd(44)+5; mxl = mx - rnd(4); mxh = mx + rnd(12)+3;
104 mx = rnd(60)+3; mxl = mx - rnd(2); mxh = mx + rnd(2);
107 for (i=mxl; i<mxh; i++) for (j=myl; j<myh; j++)
109 if ((mitem[i][j]=z)) hitp[i][j]=monster[z].hitpoints;
113 if (k!=MAXLEVEL-1) { my=rnd(MAXY-2); for (i=1; i<MAXX-1; i++) item[i][my] = 0; }
114 if (k>1) treasureroom(k);
118 function to eat away a filled in maze
129 case 1: if (xx <= 2) break; /* west */
130 if ((item[xx-1][yy]!=OWALL) || (item[xx-2][yy]!=OWALL)) break;
131 item[xx-1][yy] = item[xx-2][yy] = 0;
134 case 2: if (xx >= MAXX-3) break; /* east */
135 if ((item[xx+1][yy]!=OWALL) || (item[xx+2][yy]!=OWALL)) break;
136 item[xx+1][yy] = item[xx+2][yy] = 0;
139 case 3: if (yy <= 2) break; /* south */
140 if ((item[xx][yy-1]!=OWALL) || (item[xx][yy-2]!=OWALL)) break;
141 item[xx][yy-1] = item[xx][yy-2] = 0;
144 case 4: if (yy >= MAXY-3 ) break; /* north */
145 if ((item[xx][yy+1]!=OWALL) || (item[xx][yy+2]!=OWALL)) break;
146 item[xx][yy+1] = item[xx][yy+2] = 0;
149 if (++dir > 4) { dir=1; --try; }
154 * function to read in a maze from a data file
156 * Format of maze data file: 1st character = # of mazes in file (ascii digit)
157 * For each maze: 18 lines (1st 17 used) 67 characters per line
159 * Special characters in maze data file:
161 * # wall D door . random monster
162 * ~ eye of larn ! cure dianthroritis
171 if (lopen(larnlevels)<0)
173 write(1,"Can't open the maze data file\n",30); died(-282); return(0);
175 i=lgetc(); if (i<='0') { died(-282); return(0); }
176 for (i=18*rund(i-'0'); i>0; i--) lgetl(); /* advance to desired maze */
177 for (i=0; i<MAXY; i++)
180 for (j=0; j<MAXX; j++)
182 it = mit = arg = marg = 0;
185 case '#': it = OWALL; break;
186 case 'D': it = OCLOSEDDOOR; arg = rnd(30); break;
187 case '~': if (k!=MAXLEVEL-1) break;
189 mit = rund(8)+DEMONLORD;
190 marg = monster[mit].hitpoints; break;
191 case '!': if (k!=MAXLEVEL+MAXVLEVEL-1) break;
192 it = OPOTION; arg = 21;
194 marg = monster[mit].hitpoints; break;
195 case '.': if (k<MAXLEVEL) break;
196 mit = makemonst(k+1);
197 marg = monster[mit].hitpoints; break;
198 case '-': it = newobject(k+1,&arg); break;
200 item[j][i] = it; iarg[j][i] = arg;
201 mitem[j][i] = mit; hitp[j][i] = marg;
204 know[j][i] = (wizard) ? 1 : 0;
215 function to make a treasure room on a level
216 level 10's treasure room has the eye in it and demon lords
217 level V3 has potion of cure dianthroritis and demon prince
222 int tx,ty,xsize,ysize;
224 for (tx=1+rnd(10); tx<MAXX-10; tx+=10)
225 if ( (lv==MAXLEVEL-1) || (lv==MAXLEVEL+MAXVLEVEL-1) || rnd(13)==2)
227 xsize = rnd(6)+3; ysize = rnd(3)+3;
228 ty = rnd(MAXY-9)+1; /* upper left corner of room */
229 if (lv==MAXLEVEL-1 || lv==MAXLEVEL+MAXVLEVEL-1)
230 troom(lv,xsize,ysize,tx=tx+rnd(MAXX-24),ty,rnd(3)+6);
231 else troom(lv,xsize,ysize,tx,ty,rnd(9));
236 * subroutine to create a treasure room of any size at a given location
237 * room is filled with objects and monsters
238 * the coordinate given is that of the upper left corner of the room
240 troom(lv,xsize,ysize,tx,ty,glyph)
241 int lv,xsize,ysize,tx,ty,glyph;
245 for (j=ty-1; j<=ty+ysize; j++)
246 for (i=tx-1; i<=tx+xsize; i++) /* clear out space for room */
248 for (j=ty; j<ty+ysize; j++)
249 for (i=tx; i<tx+xsize; i++) /* now put in the walls */
251 item[i][j]=OWALL; mitem[i][j]=0;
253 for (j=ty+1; j<ty+ysize-1; j++)
254 for (i=tx+1; i<tx+xsize-1; i++) /* now clear out interior */
257 switch(rnd(2)) /* locate the door on the treasure room */
259 case 1: item[i=tx+rund(xsize)][j=ty+(ysize-1)*rund(2)]=OCLOSEDDOOR;
260 iarg[i][j] = glyph; /* on horizontal walls */
262 case 2: item[i=tx+(xsize-1)*rund(2)][j=ty+rund(ysize)]=OCLOSEDDOOR;
263 iarg[i][j] = glyph; /* on vertical walls */
267 tp1=playerx; tp2=playery; playery=ty+(ysize>>1);
269 for (playerx=tx+1; playerx<=tx+xsize-2; playerx+=2)
270 for (i=0, j=rnd(6); i<=j; i++)
271 { something(lv+2); createmonster(makemonst(lv+1)); }
273 for (playerx=tx+1; playerx<=tx+xsize-2; playerx+=2)
274 for (i=0, j=rnd(4); i<=j; i++)
275 { something(lv+2); createmonster(makemonst(lv+3)); }
277 playerx=tp1; playery=tp2;
280 static void fillroom();
286 subroutine to create the objects in the maze for the given level
294 fillroom(OENTRANCE,0); /* entrance to dungeon */
295 fillroom(ODNDSTORE,0); /* the DND STORE */
296 fillroom(OSCHOOL,0); /* college of Larn */
297 fillroom(OBANK,0); /* 1st national bank of larn */
298 fillroom(OVOLDOWN,0); /* volcano shaft to temple */
299 fillroom(OHOME,0); /* the players home & family */
300 fillroom(OTRADEPOST,0); /* the trading post */
301 fillroom(OLRS,0); /* the larn revenue service */
305 if (j==MAXLEVEL) fillroom(OVOLUP,0); /* volcano shaft up from the temple */
307 /* make the fixed objects in the maze STAIRS */
308 if ((j>0) && (j != MAXLEVEL-1) && (j != MAXLEVEL+MAXVLEVEL-1))
309 fillroom(OSTAIRSDOWN,0);
310 if ((j > 1) && (j != MAXLEVEL)) fillroom(OSTAIRSUP,0);
312 /* make the random objects in the maze */
314 fillmroom(rund(3),OBOOK,j); fillmroom(rund(3),OALTAR,0);
315 fillmroom(rund(3),OSTATUE,0); fillmroom(rund(3),OPIT,0);
316 fillmroom(rund(3),OFOUNTAIN,0); fillmroom( rnd(3)-2,OIVTELETRAP,0);
317 fillmroom(rund(2),OTHRONE,0); fillmroom(rund(2),OMIRROR,0);
318 fillmroom(rund(2),OTRAPARROWIV,0); fillmroom( rnd(3)-2,OIVDARTRAP,0);
319 fillmroom(rund(3),OCOOKIE,0);
320 if (j==1) fillmroom(1,OCHEST,j);
321 else fillmroom(rund(2),OCHEST,j);
322 if ((j != MAXLEVEL-1) && (j != MAXLEVEL+MAXVLEVEL-1))
323 fillmroom(rund(2),OIVTRAPDOOR,0);
326 fillmroom((rund(2)),ODIAMOND,rnd(10*j+1)+10);
327 fillmroom(rund(2),ORUBY,rnd(6*j+1)+6);
328 fillmroom(rund(2),OEMERALD,rnd(4*j+1)+4);
329 fillmroom(rund(2),OSAPPHIRE,rnd(3*j+1)+2);
331 for (i=0; i<rnd(4)+3; i++)
332 fillroom(OPOTION,newpotion()); /* make a POTION */
333 for (i=0; i<rnd(5)+3; i++)
334 fillroom(OSCROLL,newscroll()); /* make a SCROLL */
335 for (i=0; i<rnd(12)+11; i++)
336 fillroom(OGOLDPILE,12*rnd(j+1)+(j<<3)+10); /* make GOLD */
337 if (j==5) fillroom(OBANK2,0); /* branch office of the bank */
338 froom(2,ORING,0); /* a ring mail */
339 froom(1,OSTUDLEATHER,0); /* a studded leather */
340 froom(3,OSPLINT,0); /* a splint mail */
341 froom(5,OSHIELD,rund(3)); /* a shield */
342 froom(2,OBATTLEAXE,rund(3)); /* a battle axe */
343 froom(5,OLONGSWORD,rund(3)); /* a long sword */
344 froom(5,OFLAIL,rund(3)); /* a flail */
345 froom(4,OREGENRING,rund(3)); /* ring of regeneration */
346 froom(1,OPROTRING,rund(3)); /* ring of protection */
347 froom(2,OSTRRING,4); /* ring of strength + 4 */
348 froom(7,OSPEAR,rnd(5)); /* a spear */
349 froom(3,OORBOFDRAGON,0); /* orb of dragon slaying*/
350 froom(4,OSPIRITSCARAB,0); /*scarab of negate spirit*/
351 froom(4,OCUBEofUNDEAD,0); /* cube of undead control */
352 froom(2,ORINGOFEXTRA,0); /* ring of extra regen */
353 froom(3,ONOTHEFT,0); /* device of antitheft */
354 froom(2,OSWORDofSLASHING,0); /* sword of slashing */
357 froom(4,OHAMMER,0);/*Bessman's flailing hammer*/ c[BESSMANN]=1;
359 if (c[HARDGAME]<3 || (rnd(4)==3))
363 froom(3,OSWORD,3); /* sunsword + 3 */
364 froom(5,O2SWORD,rnd(4)); /* a two handed sword */
365 froom(3,OBELT,4); /* belt of striking */
366 froom(3,OENERGYRING,3); /* energy ring */
367 froom(4,OPLATE,5); /* platemail + 5 */
373 subroutine to fill in a number of objects of the same kind
376 fillmroom(n,what,arg)
381 for (i=0; i<n; i++) fillroom(what,arg);
386 { if (rnd(151) < n) fillroom(itm,arg); }
389 subroutine to put an object into an empty room
403 x=rnd(MAXX-2); y=rnd(MAXY-2);
408 c[RANDOMWALK]++; /* count up these random walks */
411 x += rnd(3)-2; y += rnd(3)-2;
412 if (x > MAXX-2) x=1; if (x < 1) x=MAXX-2;
413 if (y > MAXY-2) y=1; if (y < 1) y=MAXY-2;
415 item[x][y]=what; iarg[x][y]=arg;
419 subroutine to put monsters into an empty room without walls or other
426 for (trys=5; trys>0; --trys) /* max # of creation attempts */
428 x=rnd(MAXX-2); y=rnd(MAXY-2);
429 if ((item[x][y]==0) && (mitem[x][y]==0) && ((playerx!=x) || (playery!=y)))
431 mitem[x][y] = what; know[x][y]=0;
432 hitp[x][y] = monster[what].hitpoints; return(0);
435 return(-1); /* creation failure */
439 creates an entire set of monsters for a level
440 must be done when entering a new level
441 if sethp(1) then wipe out old monsters else leave them there
447 if (flg) for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) stealth[j][i]=0;
448 if (level==0) { c[TELEFLAG]=0; return; } /* if teleported and found level 1 then know level we are on */
449 if (flg) j = rnd(12) + 2 + (level>>1); else j = (level>>1) + 1;
450 for (i=0; i<j; i++) fillmonst(makemonst(level));
455 * Function to destroy all genocided monsters on the present level
460 for (y=0; y<MAXY; y++)
461 for (x=0; x<MAXX; x++)
462 if (monster[mitem[x][y]].genocided)
463 mitem[x][y]=0; /* no more monster */