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Diffstat (limited to 'larn/create.c')
-rw-r--r-- | larn/create.c | 606 |
1 files changed, 606 insertions, 0 deletions
diff --git a/larn/create.c b/larn/create.c new file mode 100644 index 0000000..440b918 --- /dev/null +++ b/larn/create.c @@ -0,0 +1,606 @@ +/* $NetBSD: create.c,v 1.12 2012/06/19 05:30:43 dholland Exp $ */ + +/* create.c Larn is copyrighted 1986 by Noah Morgan. */ + +#include <sys/cdefs.h> +#ifndef lint +__RCSID("$NetBSD: create.c,v 1.12 2012/06/19 05:30:43 dholland Exp $"); +#endif /* not lint */ + +#include "header.h" +#include "extern.h" +#include <unistd.h> + +static void makemaze(int); +static int cannedlevel(int); +static void treasureroom(int); +static void troom(int, int, int, int, int, int); +static void makeobject(int); +static void fillmroom(int, int, int); +static void froom(int, int, int); +static void fillroom(int, int); +static void sethp(int); +static void checkgen(void); + +/* + makeplayer() + + subroutine to create the player and the players attributes + this is called at the beginning of a game and at no other time + */ +void +makeplayer(void) +{ + int i; + scbr(); + clear(); + c[HPMAX] = c[HP] = 10; /* start player off with 15 hit points */ + c[LEVEL] = 1; /* player starts at level one */ + c[SPELLMAX] = c[SPELLS] = 1; /* total # spells starts off as 3 */ + c[REGENCOUNTER] = 16; + c[ECOUNTER] = 96; /* start regeneration correctly */ + c[SHIELD] = c[WEAR] = c[WIELD] = -1; + for (i = 0; i < 26; i++) + iven[i] = 0; + spelknow[0] = spelknow[1] = 1; /* he knows protection, magic missile */ + if (c[HARDGAME] <= 0) { + iven[0] = OLEATHER; + iven[1] = ODAGGER; + ivenarg[1] = ivenarg[0] = c[WEAR] = 0; + c[WIELD] = 1; + } + playerx = rnd(MAXX - 2); + playery = rnd(MAXY - 2); + oldx = 0; + oldy = 25; + gltime = 0; /* time clock starts at zero */ + cbak[SPELLS] = -50; + for (i = 0; i < 6; i++) + c[i] = 12; /* make the attributes, ie str, int, etc. */ + recalc(); +} + + +/* + newcavelevel(level) + int level; + + function to enter a new level. This routine must be called anytime the + player changes levels. If that level is unknown it will be created. + A new set of monsters will be created for a new level, and existing + levels will get a few more monsters. + Note that it is here we remove genocided monsters from the present level. + */ +void +newcavelevel(int x) +{ + int i, j; + if (beenhere[level]) + savelevel(); /* put the level back into storage */ + level = x; /* get the new level and put in working + * storage */ + if (beenhere[x]) { + getlevel(); + sethp(0); + checkgen(); + return; + } + + /* fill in new level */ + for (i = 0; i < MAXY; i++) + for (j = 0; j < MAXX; j++) + know[j][i] = mitem[j][i] = 0; + makemaze(x); + makeobject(x); + beenhere[x] = 1; + sethp(1); + checkgen(); /* wipe out any genocided monsters */ + +#if WIZID + if (wizard || x == 0) +#else + if (x == 0) +#endif + for (j = 0; j < MAXY; j++) + for (i = 0; i < MAXX; i++) + know[i][j] = 1; +} + +/* + makemaze(level) + int level; + + subroutine to make the caverns for a given level. only walls are made. + */ +static int mx, mxl, mxh, my, myl, myh, tmp2; + +static void +makemaze(int k) +{ + int i, j, tmp; + int z; + if (k > 1 && (rnd(17) <= 4 || k == MAXLEVEL - 1 || k == MAXLEVEL + MAXVLEVEL - 1)) { + if (cannedlevel(k)) + return; /* read maze from data file */ + } + if (k == 0) + tmp = 0; + else + tmp = OWALL; + for (i = 0; i < MAXY; i++) + for (j = 0; j < MAXX; j++) + item[j][i] = tmp; + if (k == 0) + return; + eat(1, 1); + if (k == 1) + item[33][MAXY - 1] = 0; /* exit from dungeon */ + + /* now for open spaces -- not on level 10 */ + if (k != MAXLEVEL - 1) { + tmp2 = rnd(3) + 3; + for (tmp = 0; tmp < tmp2; tmp++) { + my = rnd(11) + 2; + myl = my - rnd(2); + myh = my + rnd(2); + if (k < MAXLEVEL) { + mx = rnd(44) + 5; + mxl = mx - rnd(4); + mxh = mx + rnd(12) + 3; + z = 0; + } else { + mx = rnd(60) + 3; + mxl = mx - rnd(2); + mxh = mx + rnd(2); + z = makemonst(k); + } + for (i = mxl; i < mxh; i++) + for (j = myl; j < myh; j++) { + item[i][j] = 0; + if ((mitem[i][j] = z)) + hitp[i][j] = monster[z].hitpoints; + } + } + } + if (k != MAXLEVEL - 1) { + my = rnd(MAXY - 2); + for (i = 1; i < MAXX - 1; i++) + item[i][my] = 0; + } + if (k > 1) + treasureroom(k); +} + +/* + function to eat away a filled in maze + */ +void +eat(int xx, int yy) +{ + int dir, try; + dir = rnd(4); + try = 2; + while (try) { + switch (dir) { + case 1: + if (xx <= 2) + break; /* west */ + if ((item[xx - 1][yy] != OWALL) || (item[xx - 2][yy] != OWALL)) + break; + item[xx - 1][yy] = item[xx - 2][yy] = 0; + eat(xx - 2, yy); + break; + + case 2: + if (xx >= MAXX - 3) + break; /* east */ + if ((item[xx + 1][yy] != OWALL) || (item[xx + 2][yy] != OWALL)) + break; + item[xx + 1][yy] = item[xx + 2][yy] = 0; + eat(xx + 2, yy); + break; + + case 3: + if (yy <= 2) + break; /* south */ + if ((item[xx][yy - 1] != OWALL) || (item[xx][yy - 2] != OWALL)) + break; + item[xx][yy - 1] = item[xx][yy - 2] = 0; + eat(xx, yy - 2); + break; + + case 4: + if (yy >= MAXY - 3) + break; /* north */ + if ((item[xx][yy + 1] != OWALL) || (item[xx][yy + 2] != OWALL)) + break; + item[xx][yy + 1] = item[xx][yy + 2] = 0; + eat(xx, yy + 2); + break; + }; + if (++dir > 4) { + dir = 1; + --try; + } + } +} + +/* + * function to read in a maze from a data file + * + * Format of maze data file: 1st character = # of mazes in file (ascii digit) + * For each maze: 18 lines (1st 17 used) 67 characters per line + * + * Special characters in maze data file: + * + * # wall D door . random monster + * ~ eye of larn ! cure dianthroritis + * - random object + */ +static int +cannedlevel(int k) +{ + char *row; + int i, j; + int it, arg, mit, marg; + if (lopen(larnlevels) < 0) { + write(1, "Can't open the maze data file\n", 30); + died(-282); + return (0); + } + i = lgetc(); + if (i <= '0') { + died(-282); + return (0); + } + for (i = 18 * rund(i - '0'); i > 0; i--) + lgetl(); /* advance to desired maze */ + for (i = 0; i < MAXY; i++) { + row = lgetl(); + for (j = 0; j < MAXX; j++) { + it = mit = arg = marg = 0; + switch (*row++) { + case '#': + it = OWALL; + break; + case 'D': + it = OCLOSEDDOOR; + arg = rnd(30); + break; + case '~': + if (k != MAXLEVEL - 1) + break; + it = OLARNEYE; + mit = rund(8) + DEMONLORD; + marg = monster[mit].hitpoints; + break; + case '!': + if (k != MAXLEVEL + MAXVLEVEL - 1) + break; + it = OPOTION; + arg = 21; + mit = DEMONLORD + 7; + marg = monster[mit].hitpoints; + break; + case '.': + if (k < MAXLEVEL) + break; + mit = makemonst(k + 1); + marg = monster[mit].hitpoints; + break; + case '-': + it = newobject(k + 1, &arg); + break; + }; + item[j][i] = it; + iarg[j][i] = arg; + mitem[j][i] = mit; + hitp[j][i] = marg; + +#if WIZID + know[j][i] = (wizard) ? 1 : 0; +#else + know[j][i] = 0; +#endif + } + } + lrclose(); + return (1); +} + +/* + function to make a treasure room on a level + level 10's treasure room has the eye in it and demon lords + level V3 has potion of cure dianthroritis and demon prince + */ +static void +treasureroom(int lv) +{ + int tx, ty, xsize, ysize; + + for (tx = 1 + rnd(10); tx < MAXX - 10; tx += 10) + if ((lv == MAXLEVEL - 1) || (lv == MAXLEVEL + MAXVLEVEL - 1) || rnd(13) == 2) { + xsize = rnd(6) + 3; + ysize = rnd(3) + 3; + ty = rnd(MAXY - 9) + 1; /* upper left corner of room */ + if (lv == MAXLEVEL - 1 || lv == MAXLEVEL + MAXVLEVEL - 1) + troom(lv, xsize, ysize, tx = tx + rnd(MAXX - 24), ty, rnd(3) + 6); + else + troom(lv, xsize, ysize, tx, ty, rnd(9)); + } +} + +/* + * subroutine to create a treasure room of any size at a given location + * room is filled with objects and monsters + * the coordinate given is that of the upper left corner of the room + */ +static void +troom(int lv, int xsize, int ysize, int tx, int ty, int glyph) +{ + int i, j; + int tp1, tp2; + for (j = ty - 1; j <= ty + ysize; j++) + for (i = tx - 1; i <= tx + xsize; i++) /* clear out space for + * room */ + item[i][j] = 0; + for (j = ty; j < ty + ysize; j++) + for (i = tx; i < tx + xsize; i++) { /* now put in the walls */ + item[i][j] = OWALL; + mitem[i][j] = 0; + } + for (j = ty + 1; j < ty + ysize - 1; j++) + for (i = tx + 1; i < tx + xsize - 1; i++) /* now clear out + * interior */ + item[i][j] = 0; + + switch (rnd(2)) { /* locate the door on the treasure room */ + case 1: + item[i = tx + rund(xsize)][j = ty + (ysize - 1) * rund(2)] = OCLOSEDDOOR; + iarg[i][j] = glyph; /* on horizontal walls */ + break; + case 2: + item[i = tx + (xsize - 1) * rund(2)][j = ty + rund(ysize)] = OCLOSEDDOOR; + iarg[i][j] = glyph; /* on vertical walls */ + break; + }; + + tp1 = playerx; + tp2 = playery; + playery = ty + (ysize >> 1); + if (c[HARDGAME] < 2) + for (playerx = tx + 1; playerx <= tx + xsize - 2; playerx += 2) + for (i = 0, j = rnd(6); i <= j; i++) { + something(lv + 2); + createmonster(makemonst(lv + 1)); + } + else + for (playerx = tx + 1; playerx <= tx + xsize - 2; playerx += 2) + for (i = 0, j = rnd(4); i <= j; i++) { + something(lv + 2); + createmonster(makemonst(lv + 3)); + } + + playerx = tp1; + playery = tp2; +} + + +/* + *********** + MAKE_OBJECT + *********** + subroutine to create the objects in the maze for the given level + */ +static void +makeobject(int j) +{ + int i; + if (j == 0) { + fillroom(OENTRANCE, 0); /* entrance to dungeon */ + fillroom(ODNDSTORE, 0); /* the DND STORE */ + fillroom(OSCHOOL, 0); /* college of Larn */ + fillroom(OBANK, 0); /* 1st national bank of larn */ + fillroom(OVOLDOWN, 0); /* volcano shaft to temple */ + fillroom(OHOME, 0); /* the players home & family */ + fillroom(OTRADEPOST, 0); /* the trading post */ + fillroom(OLRS, 0); /* the larn revenue service */ + return; + } + if (j == MAXLEVEL) + fillroom(OVOLUP, 0); /* volcano shaft up from the temple */ + + /* make the fixed objects in the maze STAIRS */ + if ((j > 0) && (j != MAXLEVEL - 1) && (j != MAXLEVEL + MAXVLEVEL - 1)) + fillroom(OSTAIRSDOWN, 0); + if ((j > 1) && (j != MAXLEVEL)) + fillroom(OSTAIRSUP, 0); + + /* make the random objects in the maze */ + + fillmroom(rund(3), OBOOK, j); + fillmroom(rund(3), OALTAR, 0); + fillmroom(rund(3), OSTATUE, 0); + fillmroom(rund(3), OPIT, 0); + fillmroom(rund(3), OFOUNTAIN, 0); + fillmroom(rnd(3) - 2, OIVTELETRAP, 0); + fillmroom(rund(2), OTHRONE, 0); + fillmroom(rund(2), OMIRROR, 0); + fillmroom(rund(2), OTRAPARROWIV, 0); + fillmroom(rnd(3) - 2, OIVDARTRAP, 0); + fillmroom(rund(3), OCOOKIE, 0); + if (j == 1) + fillmroom(1, OCHEST, j); + else + fillmroom(rund(2), OCHEST, j); + if ((j != MAXLEVEL - 1) && (j != MAXLEVEL + MAXVLEVEL - 1)) + fillmroom(rund(2), OIVTRAPDOOR, 0); + if (j <= 10) { + fillmroom((rund(2)), ODIAMOND, rnd(10 * j + 1) + 10); + fillmroom(rund(2), ORUBY, rnd(6 * j + 1) + 6); + fillmroom(rund(2), OEMERALD, rnd(4 * j + 1) + 4); + fillmroom(rund(2), OSAPPHIRE, rnd(3 * j + 1) + 2); + } + for (i = 0; i < rnd(4) + 3; i++) + fillroom(OPOTION, newpotion()); /* make a POTION */ + for (i = 0; i < rnd(5) + 3; i++) + fillroom(OSCROLL, newscroll()); /* make a SCROLL */ + for (i = 0; i < rnd(12) + 11; i++) + fillroom(OGOLDPILE, 12 * rnd(j + 1) + (j << 3) + 10); /* make GOLD */ + if (j == 5) + fillroom(OBANK2, 0); /* branch office of the bank */ + froom(2, ORING, 0); /* a ring mail */ + froom(1, OSTUDLEATHER, 0); /* a studded leather */ + froom(3, OSPLINT, 0); /* a splint mail */ + froom(5, OSHIELD, rund(3)); /* a shield */ + froom(2, OBATTLEAXE, rund(3)); /* a battle axe */ + froom(5, OLONGSWORD, rund(3)); /* a long sword */ + froom(5, OFLAIL, rund(3)); /* a flail */ + froom(4, OREGENRING, rund(3)); /* ring of regeneration */ + froom(1, OPROTRING, rund(3)); /* ring of protection */ + froom(2, OSTRRING, 4); /* ring of strength + 4 */ + froom(7, OSPEAR, rnd(5)); /* a spear */ + froom(3, OORBOFDRAGON, 0); /* orb of dragon slaying */ + froom(4, OSPIRITSCARAB, 0); /* scarab of negate spirit */ + froom(4, OCUBEofUNDEAD, 0); /* cube of undead control */ + froom(2, ORINGOFEXTRA, 0); /* ring of extra regen */ + froom(3, ONOTHEFT, 0); /* device of antitheft */ + froom(2, OSWORDofSLASHING, 0); /* sword of slashing */ + if (c[BESSMANN] == 0) { + froom(4, OHAMMER, 0); /* Bessman's flailing hammer */ + c[BESSMANN] = 1; + } + if (c[HARDGAME] < 3 || (rnd(4) == 3)) { + if (j > 3) { + froom(3, OSWORD, 3); /* sunsword + 3 */ + froom(5, O2SWORD, rnd(4)); /* a two handed sword */ + froom(3, OBELT, 4); /* belt of striking */ + froom(3, OENERGYRING, 3); /* energy ring */ + froom(4, OPLATE, 5); /* platemail + 5 */ + } + } +} + +/* + subroutine to fill in a number of objects of the same kind + */ + +static void +fillmroom(int n, int what_i, int arg) +{ + int i; + char what; + + /* truncate to char width (just in case it matters) */ + what = (char)what_i; + for (i = 0; i < n; i++) + fillroom(what, arg); +} + +static void +froom(int n, int theitem, int arg) +{ + if (rnd(151) < n) + fillroom(theitem, arg); +} + +/* + subroutine to put an object into an empty room + * uses a random walk + */ +static void +fillroom(int what_i, int arg) +{ + int x, y; + char what; + + /* truncate to char width (just in case it matters) */ + what = (char)what_i; + +#ifdef EXTRA + c[FILLROOM]++; +#endif + + x = rnd(MAXX - 2); + y = rnd(MAXY - 2); + while (item[x][y]) { + +#ifdef EXTRA + c[RANDOMWALK]++;/* count up these random walks */ +#endif + + x += rnd(3) - 2; + y += rnd(3) - 2; + if (x > MAXX - 2) + x = 1; + if (x < 1) + x = MAXX - 2; + if (y > MAXY - 2) + y = 1; + if (y < 1) + y = MAXY - 2; + } + item[x][y] = what; + iarg[x][y] = arg; +} + +/* + subroutine to put monsters into an empty room without walls or other + monsters + */ +int +fillmonst(int what) +{ + int x, y, trys; + for (trys = 5; trys > 0; --trys) { /* max # of creation attempts */ + x = rnd(MAXX - 2); + y = rnd(MAXY - 2); + if ((item[x][y] == 0) && (mitem[x][y] == 0) && ((playerx != x) || (playery != y))) { + mitem[x][y] = what; + know[x][y] = 0; + hitp[x][y] = monster[what].hitpoints; + return (0); + } + } + return (-1); /* creation failure */ +} + +/* + creates an entire set of monsters for a level + must be done when entering a new level + if sethp(1) then wipe out old monsters else leave them there + */ +static void +sethp(int flg) +{ + int i, j; + if (flg) + for (i = 0; i < MAXY; i++) + for (j = 0; j < MAXX; j++) + stealth[j][i] = 0; + if (level == 0) { + c[TELEFLAG] = 0; + return; + } /* if teleported and found level 1 then know + * level we are on */ + if (flg) + j = rnd(12) + 2 + (level >> 1); + else + j = (level >> 1) + 1; + for (i = 0; i < j; i++) + fillmonst(makemonst(level)); + positionplayer(); +} + +/* + * Function to destroy all genocided monsters on the present level + */ +static void +checkgen(void) +{ + int x, y; + for (y = 0; y < MAXY; y++) + for (x = 0; x < MAXX; x++) + if (monster[mitem[x][y]].genocided) + mitem[x][y] = 0; /* no more monster */ +} |