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 1.2 2003/06/17 04:25:24 dillon Exp $ */
5 extern char spelknow[],larnlevels[];
6 extern char beenhere[],wizard,level;
7 extern short oldx,oldy;
11 subroutine to create the player and the players attributes
12 this is called at the beginning of a game and at no other time
18 c[HPMAX]=c[HP]=10; /* start player off with 15 hit points */
19 c[LEVEL]=1; /* player starts at level one */
20 c[SPELLMAX]=c[SPELLS]=1; /* total # spells starts off as 3 */
21 c[REGENCOUNTER]=16; c[ECOUNTER]=96; /*start regeneration correctly*/
22 c[SHIELD] = c[WEAR] = c[WIELD] = -1;
23 for (i=0; i<26; i++) iven[i]=0;
24 spelknow[0]=spelknow[1]=1; /*he knows protection, magic missile*/
27 iven[0]=OLEATHER; iven[1]=ODAGGER;
28 ivenarg[1]=ivenarg[0]=c[WEAR]=0; c[WIELD]=1;
30 playerx=rnd(MAXX-2); playery=rnd(MAXY-2);
32 gtime=0; /* time clock starts at zero */
34 for (i=0; i<6; i++) c[i]=12; /* make the attributes, ie str, int, etc. */
42 function to enter a new level. This routine must be called anytime the
43 player changes levels. If that level is unknown it will be created.
44 A new set of monsters will be created for a new level, and existing
45 levels will get a few more monsters.
46 Note that it is here we remove genocided monsters from the present level.
52 if (beenhere[level]) savelevel(); /* put the level back into storage */
53 level = x; /* get the new level and put in working storage */
54 if (beenhere[x]==0) for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) know[j][i]=mitem[j][i]=0;
55 else { getlevel(); sethp(0); goto chgn; }
56 makemaze(x); makeobject(x); beenhere[x]=1; sethp(1);
64 for (j=0; j<MAXY; j++)
65 for (i=0; i<MAXX; i++)
67 chgn: checkgen(); /* wipe out any genocided monsters */
74 subroutine to make the caverns for a given level. only walls are made.
76 static int mx,mxl,mxh,my,myl,myh,tmp2;
82 if (k > 1 && (rnd(17)<=4 || k==MAXLEVEL-1 || k==MAXLEVEL+MAXVLEVEL-1))
84 if (cannedlevel(k)); return; /* read maze from data file */
86 if (k==0) tmp=0; else tmp=OWALL;
87 for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) item[j][i]=tmp;
88 if (k==0) return; eat(1,1);
89 if (k==1) item[33][MAXY-1]=0; /* exit from dungeon */
91 /* now for open spaces -- not on level 10 */
95 for (tmp=0; tmp<tmp2; tmp++)
97 my = rnd(11)+2; myl = my - rnd(2); myh = my + rnd(2);
100 mx = rnd(44)+5; mxl = mx - rnd(4); mxh = mx + rnd(12)+3;
105 mx = rnd(60)+3; mxl = mx - rnd(2); mxh = mx + rnd(2);
108 for (i=mxl; i<mxh; i++) for (j=myl; j<myh; j++)
110 if ((mitem[i][j]=z)) hitp[i][j]=monster[z].hitpoints;
114 if (k!=MAXLEVEL-1) { my=rnd(MAXY-2); for (i=1; i<MAXX-1; i++) item[i][my] = 0; }
115 if (k>1) treasureroom(k);
119 function to eat away a filled in maze
130 case 1: if (xx <= 2) break; /* west */
131 if ((item[xx-1][yy]!=OWALL) || (item[xx-2][yy]!=OWALL)) break;
132 item[xx-1][yy] = item[xx-2][yy] = 0;
135 case 2: if (xx >= MAXX-3) break; /* east */
136 if ((item[xx+1][yy]!=OWALL) || (item[xx+2][yy]!=OWALL)) break;
137 item[xx+1][yy] = item[xx+2][yy] = 0;
140 case 3: if (yy <= 2) break; /* south */
141 if ((item[xx][yy-1]!=OWALL) || (item[xx][yy-2]!=OWALL)) break;
142 item[xx][yy-1] = item[xx][yy-2] = 0;
145 case 4: if (yy >= MAXY-3 ) break; /* north */
146 if ((item[xx][yy+1]!=OWALL) || (item[xx][yy+2]!=OWALL)) break;
147 item[xx][yy+1] = item[xx][yy+2] = 0;
150 if (++dir > 4) { dir=1; --try; }
155 * function to read in a maze from a data file
157 * Format of maze data file: 1st character = # of mazes in file (ascii digit)
158 * For each maze: 18 lines (1st 17 used) 67 characters per line
160 * Special characters in maze data file:
162 * # wall D door . random monster
163 * ~ eye of larn ! cure dianthroritis
172 if (lopen(larnlevels)<0)
174 write(1,"Can't open the maze data file\n",30); died(-282); return(0);
176 i=lgetc(); if (i<='0') { died(-282); return(0); }
177 for (i=18*rund(i-'0'); i>0; i--) lgetl(); /* advance to desired maze */
178 for (i=0; i<MAXY; i++)
181 for (j=0; j<MAXX; j++)
183 it = mit = arg = marg = 0;
186 case '#': it = OWALL; break;
187 case 'D': it = OCLOSEDDOOR; arg = rnd(30); break;
188 case '~': if (k!=MAXLEVEL-1) break;
190 mit = rund(8)+DEMONLORD;
191 marg = monster[mit].hitpoints; break;
192 case '!': if (k!=MAXLEVEL+MAXVLEVEL-1) break;
193 it = OPOTION; arg = 21;
195 marg = monster[mit].hitpoints; break;
196 case '.': if (k<MAXLEVEL) break;
197 mit = makemonst(k+1);
198 marg = monster[mit].hitpoints; break;
199 case '-': it = newobject(k+1,&arg); break;
201 item[j][i] = it; iarg[j][i] = arg;
202 mitem[j][i] = mit; hitp[j][i] = marg;
205 know[j][i] = (wizard) ? 1 : 0;
216 function to make a treasure room on a level
217 level 10's treasure room has the eye in it and demon lords
218 level V3 has potion of cure dianthroritis and demon prince
223 int tx,ty,xsize,ysize;
225 for (tx=1+rnd(10); tx<MAXX-10; tx+=10)
226 if ( (lv==MAXLEVEL-1) || (lv==MAXLEVEL+MAXVLEVEL-1) || rnd(13)==2)
228 xsize = rnd(6)+3; ysize = rnd(3)+3;
229 ty = rnd(MAXY-9)+1; /* upper left corner of room */
230 if (lv==MAXLEVEL-1 || lv==MAXLEVEL+MAXVLEVEL-1)
231 troom(lv,xsize,ysize,tx=tx+rnd(MAXX-24),ty,rnd(3)+6);
232 else troom(lv,xsize,ysize,tx,ty,rnd(9));
237 * subroutine to create a treasure room of any size at a given location
238 * room is filled with objects and monsters
239 * the coordinate given is that of the upper left corner of the room
241 troom(lv,xsize,ysize,tx,ty,glyph)
242 int lv,xsize,ysize,tx,ty,glyph;
246 for (j=ty-1; j<=ty+ysize; j++)
247 for (i=tx-1; i<=tx+xsize; i++) /* clear out space for room */
249 for (j=ty; j<ty+ysize; j++)
250 for (i=tx; i<tx+xsize; i++) /* now put in the walls */
252 item[i][j]=OWALL; mitem[i][j]=0;
254 for (j=ty+1; j<ty+ysize-1; j++)
255 for (i=tx+1; i<tx+xsize-1; i++) /* now clear out interior */
258 switch(rnd(2)) /* locate the door on the treasure room */
260 case 1: item[i=tx+rund(xsize)][j=ty+(ysize-1)*rund(2)]=OCLOSEDDOOR;
261 iarg[i][j] = glyph; /* on horizontal walls */
263 case 2: item[i=tx+(xsize-1)*rund(2)][j=ty+rund(ysize)]=OCLOSEDDOOR;
264 iarg[i][j] = glyph; /* on vertical walls */
268 tp1=playerx; tp2=playery; playery=ty+(ysize>>1);
270 for (playerx=tx+1; playerx<=tx+xsize-2; playerx+=2)
271 for (i=0, j=rnd(6); i<=j; i++)
272 { something(lv+2); createmonster(makemonst(lv+1)); }
274 for (playerx=tx+1; playerx<=tx+xsize-2; playerx+=2)
275 for (i=0, j=rnd(4); i<=j; i++)
276 { something(lv+2); createmonster(makemonst(lv+3)); }
278 playerx=tp1; playery=tp2;
281 static void fillroom();
287 subroutine to create the objects in the maze for the given level
295 fillroom(OENTRANCE,0); /* entrance to dungeon */
296 fillroom(ODNDSTORE,0); /* the DND STORE */
297 fillroom(OSCHOOL,0); /* college of Larn */
298 fillroom(OBANK,0); /* 1st national bank of larn */
299 fillroom(OVOLDOWN,0); /* volcano shaft to temple */
300 fillroom(OHOME,0); /* the players home & family */
301 fillroom(OTRADEPOST,0); /* the trading post */
302 fillroom(OLRS,0); /* the larn revenue service */
306 if (j==MAXLEVEL) fillroom(OVOLUP,0); /* volcano shaft up from the temple */
308 /* make the fixed objects in the maze STAIRS */
309 if ((j>0) && (j != MAXLEVEL-1) && (j != MAXLEVEL+MAXVLEVEL-1))
310 fillroom(OSTAIRSDOWN,0);
311 if ((j > 1) && (j != MAXLEVEL)) fillroom(OSTAIRSUP,0);
313 /* make the random objects in the maze */
315 fillmroom(rund(3),OBOOK,j); fillmroom(rund(3),OALTAR,0);
316 fillmroom(rund(3),OSTATUE,0); fillmroom(rund(3),OPIT,0);
317 fillmroom(rund(3),OFOUNTAIN,0); fillmroom( rnd(3)-2,OIVTELETRAP,0);
318 fillmroom(rund(2),OTHRONE,0); fillmroom(rund(2),OMIRROR,0);
319 fillmroom(rund(2),OTRAPARROWIV,0); fillmroom( rnd(3)-2,OIVDARTRAP,0);
320 fillmroom(rund(3),OCOOKIE,0);
321 if (j==1) fillmroom(1,OCHEST,j);
322 else fillmroom(rund(2),OCHEST,j);
323 if ((j != MAXLEVEL-1) && (j != MAXLEVEL+MAXVLEVEL-1))
324 fillmroom(rund(2),OIVTRAPDOOR,0);
327 fillmroom((rund(2)),ODIAMOND,rnd(10*j+1)+10);
328 fillmroom(rund(2),ORUBY,rnd(6*j+1)+6);
329 fillmroom(rund(2),OEMERALD,rnd(4*j+1)+4);
330 fillmroom(rund(2),OSAPPHIRE,rnd(3*j+1)+2);
332 for (i=0; i<rnd(4)+3; i++)
333 fillroom(OPOTION,newpotion()); /* make a POTION */
334 for (i=0; i<rnd(5)+3; i++)
335 fillroom(OSCROLL,newscroll()); /* make a SCROLL */
336 for (i=0; i<rnd(12)+11; i++)
337 fillroom(OGOLDPILE,12*rnd(j+1)+(j<<3)+10); /* make GOLD */
338 if (j==5) fillroom(OBANK2,0); /* branch office of the bank */
339 froom(2,ORING,0); /* a ring mail */
340 froom(1,OSTUDLEATHER,0); /* a studded leather */
341 froom(3,OSPLINT,0); /* a splint mail */
342 froom(5,OSHIELD,rund(3)); /* a shield */
343 froom(2,OBATTLEAXE,rund(3)); /* a battle axe */
344 froom(5,OLONGSWORD,rund(3)); /* a long sword */
345 froom(5,OFLAIL,rund(3)); /* a flail */
346 froom(4,OREGENRING,rund(3)); /* ring of regeneration */
347 froom(1,OPROTRING,rund(3)); /* ring of protection */
348 froom(2,OSTRRING,4); /* ring of strength + 4 */
349 froom(7,OSPEAR,rnd(5)); /* a spear */
350 froom(3,OORBOFDRAGON,0); /* orb of dragon slaying*/
351 froom(4,OSPIRITSCARAB,0); /*scarab of negate spirit*/
352 froom(4,OCUBEofUNDEAD,0); /* cube of undead control */
353 froom(2,ORINGOFEXTRA,0); /* ring of extra regen */
354 froom(3,ONOTHEFT,0); /* device of antitheft */
355 froom(2,OSWORDofSLASHING,0); /* sword of slashing */
358 froom(4,OHAMMER,0);/*Bessman's flailing hammer*/ c[BESSMANN]=1;
360 if (c[HARDGAME]<3 || (rnd(4)==3))
364 froom(3,OSWORD,3); /* sunsword + 3 */
365 froom(5,O2SWORD,rnd(4)); /* a two handed sword */
366 froom(3,OBELT,4); /* belt of striking */
367 froom(3,OENERGYRING,3); /* energy ring */
368 froom(4,OPLATE,5); /* platemail + 5 */
374 subroutine to fill in a number of objects of the same kind
377 fillmroom(n,what,arg)
382 for (i=0; i<n; i++) fillroom(what,arg);
387 { if (rnd(151) < n) fillroom(itm,arg); }
390 subroutine to put an object into an empty room
404 x=rnd(MAXX-2); y=rnd(MAXY-2);
409 c[RANDOMWALK]++; /* count up these random walks */
412 x += rnd(3)-2; y += rnd(3)-2;
413 if (x > MAXX-2) x=1; if (x < 1) x=MAXX-2;
414 if (y > MAXY-2) y=1; if (y < 1) y=MAXY-2;
416 item[x][y]=what; iarg[x][y]=arg;
420 subroutine to put monsters into an empty room without walls or other
427 for (trys=5; trys>0; --trys) /* max # of creation attempts */
429 x=rnd(MAXX-2); y=rnd(MAXY-2);
430 if ((item[x][y]==0) && (mitem[x][y]==0) && ((playerx!=x) || (playery!=y)))
432 mitem[x][y] = what; know[x][y]=0;
433 hitp[x][y] = monster[what].hitpoints; return(0);
436 return(-1); /* creation failure */
440 creates an entire set of monsters for a level
441 must be done when entering a new level
442 if sethp(1) then wipe out old monsters else leave them there
448 if (flg) for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) stealth[j][i]=0;
449 if (level==0) { c[TELEFLAG]=0; return; } /* if teleported and found level 1 then know level we are on */
450 if (flg) j = rnd(12) + 2 + (level>>1); else j = (level>>1) + 1;
451 for (i=0; i<j; i++) fillmonst(makemonst(level));
456 * Function to destroy all genocided monsters on the present level
461 for (y=0; y<MAXY; y++)
462 for (x=0; x<MAXX; x++)
463 if (monster[mitem[x][y]].genocided)
464 mitem[x][y]=0; /* no more monster */