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create.c
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create.c
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/* create.c */
#include "includes/create.h"
#include "includes/larn.h"
#include "includes/global.h"
#include "includes/io.h"
#include "includes/monster.h"
#include "includes/savelev.h"
#include "includes/scores.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 ();
screen_clear();
/* start player off with 15 hit points */
cdesc[HPMAX] = cdesc[HP] = 10;
/* player starts at level one */
cdesc[LEVEL] = 1;
/* total # spells starts off as 3 */
cdesc[SPELLMAX] = cdesc[SPELLS] = 1;
/* start regeneration correctly */
cdesc[REGENCOUNTER] = 16;
cdesc[ECOUNTER] = 96;
cdesc[SHIELD] = cdesc[WEAR] = cdesc[WIELD] = -1;
for (i = 0; i < 26; i++)
{
iven[i] = 0;
}
/* he knows protection, magic missile */
spelknow[0] = spelknow[1] = 1;
if (cdesc[HARDGAME] <= 0)
{
iven[0] = OLEATHER;
iven[1] = ODAGGER;
iven[2] = 0;
ivenarg[1] = ivenarg[0] = cdesc[WEAR] = 0;
cdesc[WIELD] = 1;
}
playerx = rnd (MAXX - 2);
playery = rnd (MAXY - 2);
regen_bottom = TRUE;
/* make the attributes, ie str, int, etc. */
for (i = 0; i < 6; i++)
{
cdesc[i] = 12;
}
recalc ();
screen_clear();
enter_name();
}
/*
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);
positionplayer ();
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);
positionplayer ();
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] = KNOWALL;
}
/*
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))
{
/* read maze from data file */
if (cannedlevel (k))
{
return;
}
}
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] = OENTRANCE;
}
/* 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;
mitem[i][j] = z;
if (mitem[i][j] != 0)
{
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 (mazefile) < 0)
{
fprintf (stderr, "Can't open the maze data file\n");
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) ? KNOWALL : 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)
/*Increased this math to a 50 percent chance. -Gibbon */
|| rnd (10) == 5)
{
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 (cdesc[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;
}
}
/*
* subroutine to create the objects in the maze for the given level
*/
static void
makeobject (int j)
{
int i;
if (j == 0)
{
/* entrance to dungeon */
fillroom (OENTRANCE, 0);
/* the DND STORE */
fillroom (ODNDSTORE, 0);
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 (4, OREGENRING, rund (3)); /* ring of regeneration */
froom (1, OPROTRING, rund (3)); /* ring of protection */
froom (2, OSTRRING, 1 + rnd (3)); /* ring of strength */
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 (cdesc[BESSMANN] == 0)
{
froom (4, OHAMMER, 0); /*Bessman's flailing hammer */
cdesc[BESSMANN] = 1;
}
if (cdesc[HARDGAME] < 3 || (rnd (4) == 3))
{
if (j > 3)
{
froom (3, OSWORD, 3); /* sunsword + 3 */
froom (5, O2SWORD, rnd (4)); /* a two handed sword */
froom (5, OHSWORD, rnd (4)); /* a longsword of slashing */
froom (3, OBELT, 4); /* belt of striking */
froom (3, OENERGYRING, 3); /* energy ring */
froom (4, OPLATE, 5); /* platemail + 5 */
froom (3, OCLEVERRING, 1 + rnd (2)); /* ring of cleverness */
}
}
}
/*
* subroutine to fill in a number of objects of the same kind
*/
static void
fillmroom (int n, int what, int arg)
{
int i;
for (i = 0; i < n; i++)
{
fillroom (what, arg);
}
}
static void
froom (int n, int itm, int arg)
{
if (rnd (151) < n)
{
fillroom (itm, arg);
}
}
/*
* subroutine to put an object into an empty room
* uses a random walk
*/
static void
fillroom (int what, int arg)
{
int x, y;
#ifdef EXTRA
cdesc[FILLROOM]++;
#endif
x = rnd (MAXX - 2);
y = rnd (MAXY - 2);
while (item[x][y])
{
#ifdef EXTRA
/* count up these random walks */
cdesc[RANDOMWALK]++;
#endif
x += rnd (3) - 2;
y += rnd (3) - 2;
/* clamp location to within map border */
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] &= ~KNOWHERE;
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 teleported and found level 1 then know level we are on */
if (level == 0)
{
cdesc[TELEFLAG] = 0;
return;
}
if (flg)
{
j = rnd (12) + 2 + (level >> 1);
}
else
{
j = (level >> 1) + 1;
}
for (i = 0; i < j; i++)
{
fillmonst (makemonst (level));
}
}
/*
* 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)
{
/* no more monster */
mitem[x][y] = 0;
}
}
}
}