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