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Length: 12972 (0x32ac) Types: TextFile Names: »create.c«
└─⟦a0efdde77⟧ Bits:30001252 EUUGD11 Tape, 1987 Spring Conference Helsinki └─ ⟦this⟧ »EUUGD11/euug-87hel/sec6/larn/create.c«
/* 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(); } \f /* 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; } \f /* *********** 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 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 */ }