freebsd-skq/games/larn/create.c
jkh 057afceb86 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 */
}