xref: /dragonfly/games/larn/create.c (revision 1de703da)
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 $ */
4 #include "header.h"
5 extern char spelknow[],larnlevels[];
6 extern char beenhere[],wizard,level;
7 extern short oldx,oldy;
8 /*
9 	makeplayer()
10 
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
13  */
14 makeplayer()
15 	{
16 	int i;
17 	scbr();  clear();
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*/
25 	if (c[HARDGAME]<=0)
26 		{
27 		iven[0]=OLEATHER; iven[1]=ODAGGER;
28 		ivenarg[1]=ivenarg[0]=c[WEAR]=0;  c[WIELD]=1;
29 		}
30 	playerx=rnd(MAXX-2);	playery=rnd(MAXY-2);
31 	oldx=0;			oldy=25;
32 	gtime=0;			/*	time clock starts at zero	*/
33 	cbak[SPELLS] = -50;
34 	for (i=0; i<6; i++)  c[i]=12; /* make the attributes, ie str, int, etc.	*/
35 	recalc();
36 	}
37 
38 /*
39 	newcavelevel(level)
40 	int level;
41 
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.
47  */
48 newcavelevel(x)
49 	int x;
50 	{
51 	int i,j;
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);
57 
58 #if WIZID
59 	if (wizard || x==0)
60 #else
61 	if (x==0)
62 #endif
63 
64 		for (j=0; j<MAXY; j++)
65 			for (i=0; i<MAXX; i++)
66 				know[i][j]=1;
67 chgn: checkgen();	/* wipe out any genocided monsters */
68 	}
69 
70 /*
71 	makemaze(level)
72 	int level;
73 
74 	subroutine to make the caverns for a given level.  only walls are made.
75  */
76 static int mx,mxl,mxh,my,myl,myh,tmp2;
77  makemaze(k)
78 	int k;
79 	{
80 	int i,j,tmp;
81 	int z;
82 	if (k > 1 && (rnd(17)<=4 || k==MAXLEVEL-1 || k==MAXLEVEL+MAXVLEVEL-1))
83 		{
84 		if (cannedlevel(k));	return;		/* read maze from data file */
85 		}
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 */
90 
91 /*	now for open spaces -- not on level 10	*/
92 	if (k != MAXLEVEL-1)
93 		{
94 		tmp2 = rnd(3)+3;
95 		for (tmp=0; tmp<tmp2; tmp++)
96 			{
97 			my = rnd(11)+2;   myl = my - rnd(2);  myh = my + rnd(2);
98 			if (k < MAXLEVEL)
99 				{
100 				mx = rnd(44)+5;  mxl = mx - rnd(4);  mxh = mx + rnd(12)+3;
101 				z=0;
102 				}
103 		  	else
104 				{
105 				mx = rnd(60)+3;  mxl = mx - rnd(2);  mxh = mx + rnd(2);
106 				z = makemonst(k);
107 				}
108 			for (i=mxl; i<mxh; i++)		for (j=myl; j<myh; j++)
109 				{  item[i][j]=0;
110 				   if ((mitem[i][j]=z)) hitp[i][j]=monster[z].hitpoints;
111 				}
112 			}
113 		}
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);
116 	}
117 
118 /*
119 	function to eat away a filled in maze
120  */
121 eat(xx,yy)
122 	int xx,yy;
123 	{
124 	int dir,try;
125 	dir = rnd(4);	try=2;
126 	while (try)
127 		{
128 		switch(dir)
129 			{
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;
133 					eat(xx-2,yy);	break;
134 
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;
138 					eat(xx+2,yy);	break;
139 
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;
143 					eat(xx,yy-2);	break;
144 
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;
148 					eat(xx,yy+2);	break;
149 			};
150 		if (++dir > 4)	{ dir=1;  --try; }
151 		}
152 	}
153 
154 /*
155  *	function to read in a maze from a data file
156  *
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
159  *
160  *	Special characters in maze data file:
161  *
162  *		#	wall			D	door			.	random monster
163  *		~	eye of larn		!	cure dianthroritis
164  *		-	random object
165  */
166 cannedlevel(k)
167 	int k;
168 	{
169 	char *row,*lgetl();
170 	int i,j;
171 	int it,arg,mit,marg;
172 	if (lopen(larnlevels)<0)
173 		{
174 		write(1,"Can't open the maze data file\n",30);	 died(-282); return(0);
175 		}
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++)
179 		{
180 		row = lgetl();
181 		for (j=0; j<MAXX; j++)
182 			{
183 			it = mit = arg = marg = 0;
184 			switch(*row++)
185 				{
186 				case '#': it = OWALL;								break;
187 				case 'D': it = OCLOSEDDOOR;  	arg = rnd(30);		break;
188 				case '~': if (k!=MAXLEVEL-1) break;
189 						  it = OLARNEYE;
190 						  mit = rund(8)+DEMONLORD;
191 						  marg = monster[mit].hitpoints;			break;
192 				case '!': if (k!=MAXLEVEL+MAXVLEVEL-1)  break;
193 						  it = OPOTION;			arg = 21;
194 						  mit = DEMONLORD+7;
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;
200 				};
201 			item[j][i] = it;		iarg[j][i] = arg;
202 			mitem[j][i] = mit;		hitp[j][i] = marg;
203 
204 #if WIZID
205 			know[j][i] = (wizard) ? 1 : 0;
206 #else
207 			know[j][i] = 0;
208 #endif
209 			}
210 		}
211 	lrclose();
212 	return(1);
213 	}
214 
215 /*
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
219  */
220 treasureroom(lv)
221 	int lv;
222 	{
223 	int tx,ty,xsize,ysize;
224 
225 	for (tx=1+rnd(10);  tx<MAXX-10;  tx+=10)
226 	  if ( (lv==MAXLEVEL-1) || (lv==MAXLEVEL+MAXVLEVEL-1) || rnd(13)==2)
227 		{
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));
233 		}
234 	}
235 
236 /*
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
240  */
241 troom(lv,xsize,ysize,tx,ty,glyph)
242 	int lv,xsize,ysize,tx,ty,glyph;
243 	{
244 	int i,j;
245 	int tp1,tp2;
246 	for (j=ty-1; j<=ty+ysize; j++)
247 		for (i=tx-1; i<=tx+xsize; i++)			/* clear out space for room */
248 			item[i][j]=0;
249 	for (j=ty; j<ty+ysize; j++)
250 		for (i=tx; i<tx+xsize; i++)				/* now put in the walls */
251 			{
252 			item[i][j]=OWALL; mitem[i][j]=0;
253 			}
254 	for (j=ty+1; j<ty+ysize-1; j++)
255 		for (i=tx+1; i<tx+xsize-1; i++)			/* now clear out interior */
256 			item[i][j]=0;
257 
258 	switch(rnd(2))		/* locate the door on the treasure room */
259 		{
260 		case 1:	item[i=tx+rund(xsize)][j=ty+(ysize-1)*rund(2)]=OCLOSEDDOOR;
261 				iarg[i][j] = glyph;		/* on horizontal walls */
262 				break;
263 		case 2: item[i=tx+(xsize-1)*rund(2)][j=ty+rund(ysize)]=OCLOSEDDOOR;
264 				iarg[i][j] = glyph;		/* on vertical walls */
265 				break;
266 		};
267 
268 	tp1=playerx;  tp2=playery;  playery=ty+(ysize>>1);
269 	if (c[HARDGAME]<2)
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)); }
273 	else
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)); }
277 
278 	playerx=tp1;  playery=tp2;
279 	}
280 
281 static void fillroom();
282 
283 /*
284 	***********
285 	MAKE_OBJECT
286 	***********
287 	subroutine to create the objects in the maze for the given level
288  */
289 makeobject(j)
290 	int j;
291 	{
292 	int i;
293 	if (j==0)
294 		{
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 	*/
303 		return;
304 		}
305 
306 	if (j==MAXLEVEL) fillroom(OVOLUP,0); /* volcano shaft up from the temple */
307 
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);
312 
313 /*	make the random objects in the maze		*/
314 
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);
325 	if (j<=10)
326 		{
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);
331 		}
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 */
356 	if (c[BESSMANN]==0)
357 		{
358 		froom(4,OHAMMER,0);/*Bessman's flailing hammer*/ c[BESSMANN]=1;
359 		}
360 	if (c[HARDGAME]<3 || (rnd(4)==3))
361 		{
362 		if (j>3)
363 			{
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 		*/
369 			}
370 		}
371 	}
372 
373 /*
374 	subroutine to fill in a number of objects of the same kind
375  */
376 
377 fillmroom(n,what,arg)
378 	int n,arg;
379 	char what;
380 	{
381 	int i;
382 	for (i=0; i<n; i++)		fillroom(what,arg);
383 	}
384 froom(n,itm,arg)
385 	int n,arg;
386 	char itm;
387 	{	if (rnd(151) < n) fillroom(itm,arg);	}
388 
389 /*
390 	subroutine to put an object into an empty room
391  *	uses a random walk
392  */
393 static void
394 fillroom(what,arg)
395 	int arg;
396 	char what;
397 	{
398 	int x,y;
399 
400 #ifdef EXTRA
401 	c[FILLROOM]++;
402 #endif
403 
404 	x=rnd(MAXX-2);  y=rnd(MAXY-2);
405 	while (item[x][y])
406 		{
407 
408 #ifdef EXTRA
409 		c[RANDOMWALK]++;	/* count up these random walks */
410 #endif
411 
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;
415 		}
416 	item[x][y]=what;		iarg[x][y]=arg;
417 	}
418 
419 /*
420 	subroutine to put monsters into an empty room without walls or other
421 	monsters
422  */
423 fillmonst(what)
424 	char what;
425 	{
426 	int x,y,trys;
427 	for (trys=5; trys>0; --trys) /* max # of creation attempts */
428 	  {
429 	  x=rnd(MAXX-2);  y=rnd(MAXY-2);
430 	  if ((item[x][y]==0) && (mitem[x][y]==0) && ((playerx!=x) || (playery!=y)))
431 	  	{
432 		mitem[x][y] = what;  know[x][y]=0;
433 		hitp[x][y] = monster[what].hitpoints;  return(0);
434 		}
435 	  }
436 	return(-1); /* creation failure */
437 	}
438 
439 /*
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
443  */
444 sethp(flg)
445 	int flg;
446 	{
447 	int i,j;
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));
452 	positionplayer();
453 	}
454 
455 /*
456  *	Function to destroy all genocided monsters on the present level
457  */
458 checkgen()
459 	{
460 	int x,y;
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 */
465 	}
466