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-rw-r--r--games/larn/create.c463
1 files changed, 463 insertions, 0 deletions
diff --git a/games/larn/create.c b/games/larn/create.c
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+++ b/games/larn/create.c
@@ -0,0 +1,463 @@
+/* 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 */
+ }
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