freebsd-dev/games/larn/create.c
Jordan K. Hubbard 554eb505f8 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
of the x11 based games.  I'm not going to tag the originals with bsd_44_lite
and do this in two stages since it's just not worth it for this collection,
and I've got directory renames to deal with that way.  Bleah.
Submitted by:	jkh
1994-09-04 04:03:31 +00:00

464 lines
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/* create.c Larn is copyrighted 1986 by Noah Morgan. */
#include "header.h"
extern char spelknow[],larnlevels[];
extern char beenhere[],wizard,level;
extern short oldx,oldy;
/*
makeplayer()
subroutine to create the player and the players attributes
this is called at the beginning of a game and at no other time
*/
makeplayer()
{
register 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;
gtime=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.
*/
newcavelevel(x)
register int x;
{
register 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]==0) for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) know[j][i]=mitem[j][i]=0;
else { getlevel(); sethp(0); goto chgn; }
makemaze(x); makeobject(x); beenhere[x]=1; sethp(1);
#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;
chgn: checkgen(); /* wipe out any genocided monsters */
}
/*
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;
makemaze(k)
int k;
{
register 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
*/
eat(xx,yy)
register int xx,yy;
{
register 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
*/
cannedlevel(k)
int k;
{
char *row,*lgetl();
register 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
*/
treasureroom(lv)
register int lv;
{
register 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
*/
troom(lv,xsize,ysize,tx,ty,glyph)
int lv,xsize,ysize,tx,ty,glyph;
{
register 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;
}
static void fillroom();
/*
***********
MAKE_OBJECT
***********
subroutine to create the objects in the maze for the given level
*/
makeobject(j)
register int j;
{
register 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
*/
fillmroom(n,what,arg)
int n,arg;
char what;
{
register int i;
for (i=0; i<n; i++) fillroom(what,arg);
}
froom(n,itm,arg)
int n,arg;
char itm;
{ if (rnd(151) < n) fillroom(itm,arg); }
/*
subroutine to put an object into an empty room
* uses a random walk
*/
static void
fillroom(what,arg)
int arg;
char what;
{
register int x,y;
#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
*/
fillmonst(what)
char what;
{
register 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
*/
sethp(flg)
int flg;
{
register 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
*/
checkgen()
{
register 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 */
}