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Length: 15956 (0x3e54) Types: TextFile Names: »olev.c«
└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/General/Omega/olev.c«
/* omega copyright (c) 1987,1988 by Laurence Raphael Brothers */ /* olev.c */ #include "oglob.h" /* Functions dealing with dungeon and country levels aside from actual level structure generation */ /* monsters for tactical encounters */ void make_country_monsters(terrain) char terrain; { pml tml,ml=NULL; static int plains[10] = {BUNNY,BUNNY,BLACKSNAKE,HAWK,IMPALA,WOLF,LION,BRIGAND,RANDOM}; static int forest[10] = {BUNNY,QUAIL,HAWK,BADGER,DEER,DEER,WOLF,BEAR,BRIGAND,RANDOM}; static int jungle[10] = {ANTEATER,PARROT,MAMBA,ANT,ANT,HYENA,HYENA,ELEPHANT,LION,RANDOM}; static int river[10] = {QUAIL,TROUT,TROUT,MANOWAR,BASS,BASS,CROC,CROC,BRIGAND,RANDOM}; static int swamp[10] = {BASS,BASS,CROC,CROC,BOGTHING,ANT,ANT,RANDOM,RANDOM,RANDOM}; static int desert[10] = {HAWK,HAWK,CAMEL,CAMEL,HYENA,HYENA,LION,LION,RANDOM,RANDOM}; static int tundra[10] = {WOLF,WOLF,BEAR,BEAR,DEER,DEER,RANDOM,RANDOM,RANDOM,RANDOM}; static int mountain[10] = {BUNNY,SHEEP,WOLF,WOLF,HAWK,HAWK,HAWK,RANDOM,RANDOM,RANDOM}; int *monsters,i,nummonsters; nummonsters = (random_range(5)+1) * (random_range(3)+1); switch(terrain) { case PLAINS: monsters = plains; break; case FOREST: monsters = forest; break; case JUNGLE: monsters = jungle; break; case RIVER: monsters = river; break; case SWAMP: monsters = swamp; break; case MOUNTAINS: case PASS: case VOLCANO: monsters = mountain; break; case DESERT: monsters = desert; break; case TUNDRA: monsters = tundra; break; default: monsters = NULL; } for(i=0;i<nummonsters;i++) { tml = ((pml) malloc(sizeof(mltype))); tml->m = ((pmt) malloc(sizeof(montype))); if (monsters == NULL) tml->m = m_create(random_range(WIDTH),random_range(LENGTH),TRUE,difficulty()); else { tml->m = make_creature(*(monsters+random_range(10))); tml->m->x = random_range(WIDTH); tml->m->y = random_range(LENGTH); } Level->site[tml->m->x][tml->m->y].creature = tml->m; tml->m->sense = WIDTH; if (m_statusp(tml->m,ONLYSWIM)) { Level->site[tml->m->x][tml->m->y].locchar = WATER; Level->site[tml->m->x][tml->m->y].p_locf = L_WATER; } tml->next = ml; ml = tml; } Level->mlist = ml; } /* monstertype is more or less Current_Dungeon */ /* The caves and sewers get harder as you penetrate them; the castle is completely random, but also gets harder as it is explored; the astral and the volcano just stay hard... */ void populate_level(monstertype) int monstertype; { pml head,tml; int i,j,k,monsterid,nummonsters=(random_range(difficulty()/3)+1)*3+8; if (monstertype == E_CASTLE) nummonsters += 10; else if (monstertype == E_ASTRAL) nummonsters += 10; else if (monstertype == E_VOLCANO) nummonsters += 20; head = tml = ((pml) malloc(sizeof(mltype))); for(k=0;k<nummonsters;k++) { findspace(&i,&j,-1); switch(monstertype) { case E_CAVES: if (Level->depth*10+random_range(100) > 150) monsterid = ML3+7; /* Goblin Shaman*/ else if (Level->depth*10+random_range(100) > 100) monsterid = ML2+9; /* Goblin Chieftain */ else if (random_range(100) > 50) monsterid = ML1+6; /* Goblin */ else monsterid = -1; /* IE, random monster */ break; case E_SEWERS: if (! random_range(3)) monsterid = -1; else switch(random_range(Level->depth+3)) { case 0: monsterid = ML1+3; break; /* sewer rat */ case 1: monsterid = ML1+4; break; /* aggravator fungus */ case 2: monsterid = ML1+5; break; /* blipper rat */ case 3: monsterid = ML2+1; break; /* night gaunt */ case 4: monsterid = ML2+5; break; /* transparent nasty */ case 5: monsterid = ML2+8; break; /* murk fungus */ case 6: monsterid = ML3+1; break; /* catoblepas */ case 7: monsterid = ML3+3; break; /* acid cloud */ case 8: monsterid = ML4+3; break; /* denebian slime devil */ case 9: monsterid = ML4+8; break; /* giant crocodile */ case 10: monsterid = ML5+1; break; /* tesla monster */ case 11: monsterid = ML5+7; break; /* shadow spirit */ case 12: monsterid = ML5+8; break; /* bogthing */ case 13: monsterid = ML6+2; break; /* water elemental */ case 14: monsterid = ML6+6; break; /* triton */ case 15: monsterid = ML7+3; break; /* ROUS */ default: monsterid = -1; break; } break; case E_ASTRAL: if (random_range(2)) /* random astral creatures */ switch(random_range(12)) { case 0: monsterid = ML3+14; break; /* thought form */ case 1: monsterid = ML4+11; break; /* astral fuzzy */ case 2: monsterid = ML4+15; break; /* ban sidhe */ case 3: monsterid = ML4+16; break; /* astral grue */ case 4: monsterid = ML5+7; break; /* shadow spirit */ case 5: monsterid = ML5+9; break; /* astral vampire */ case 6: monsterid = ML5+11; break; /* manaburst */ case 7: monsterid = ML6+9; break; /* rakshasa */ case 8: monsterid = ML7+4; break; /* illusory fiend */ case 9: monsterid = ML7+9; break; /* mirror master */ case 10: monsterid = ML7+10; break; /* elder etheric grue */ case 11: monsterid = ML8+8; break; /* shadow slayer */ } else if (random_range(2) && (Level->depth == 1)) /* plane of earth */ monsterid = ML6+3; /* earth elemental */ else if (random_range(2) && (Level->depth == 2)) /* plane of air */ monsterid = ML6+1; /* air elemental */ else if (random_range(2) && (Level->depth == 3)) /* plane of water */ monsterid = ML6+2; /* water elemental */ else if (random_range(2) && (Level->depth == 4)) /* plane of fire */ monsterid = ML6+0; /* fire elemental */ else if (random_range(2) && (Level->depth == 5)) /* deep astral */ switch (random_range(12)) { case 0:monsterid = ML2+1; break; /* night gaunt */ case 1:monsterid = ML4+12; break; /* servant of law */ case 2:monsterid = ML4+13; break; /* servant of chaos */ case 3:monsterid = ML5+4; break; /* lesser frost demon */ case 4:monsterid = ML5+12; break; /* outer circle demon */ case 5:monsterid = ML6+10; break; /* demon serpent */ case 6:monsterid = ML6+11; break; /* angel */ case 7:monsterid = ML7+14; break; /* inner circle demon */ case 8:monsterid = ML8+5; break; /* frost demon lord */ case 9:monsterid = ML8+11; break; /* high angel */ case 10:monsterid = ML9+7; break; /* prime circle demon */ case 11:monsterid = ML9+6; break; /* archangel */ } else monsterid = -1; break; case E_VOLCANO: if (random_range(2)) { do monsterid = random_range(ML10-ML4)+ML4; while (Monsters[monsterid].uniqueness != COMMON); } else switch(random_range(Level->depth/2+2)) { /* evil & fire creatures */ case 0: monsterid = ML4+5; break; case 1: monsterid = ML4+6; break; case 2: monsterid = ML5+0; break; case 3: monsterid = ML5+4; break; case 4: monsterid = ML5+5; break; case 5: monsterid = ML5+10; break; case 6: monsterid = ML6+0; break; case 7: monsterid = ML6+5; break; case 8: monsterid = ML6+9; break; case 9: monsterid = ML6+10; break; case 10: monsterid = ML7+1; break; case 11: monsterid = ML7+6; break; case 12: monsterid = ML7+11; break; case 13: monsterid = ML7+12; break; case 14: monsterid = ML7+14; break; case 15: monsterid = ML7+3; break; case 16: monsterid = ML8+3; break; case 17: monsterid = ML8+5; break; case 18: monsterid = ML8+8; break; case 19: monsterid = ML7+3; break; case 20: monsterid = ML9+5; break; case 21: monsterid = ML9+7; break; default: monsterid = -1; break; } break; case E_CASTLE: if (random_range(4)==1) { if (difficulty() < 5) monsterid = ML2+7; else if (difficulty() < 6) monsterid = ML5+6; else if (difficulty() < 8) monsterid = ML6+0; else monsterid = ML9+4; } else monsterid = -1; break; default: monsterid = -1; break; } if (monsterid > -1) Level->site[i][j].creature = make_creature(monsterid); else Level->site[i][j].creature = m_create(i,j,TRUE,difficulty()); Level->site[i][j].creature->x = i; Level->site[i][j].creature->y = j; if (m_statusp(Level->site[i][j].creature,ONLYSWIM)) { Level->site[i][j].locchar = WATER; Level->site[i][j].p_locf = L_WATER; } tml->next = ((pml) malloc(sizeof(mltype))); tml->next->m = Level->site[i][j].creature; tml = tml->next; } if (Level->mlist==NULL) { tml->next = NULL; Level->mlist = head->next; } else { tml->next = Level->mlist; Level->mlist = head->next; } } /* Add a wandering monster possibly */ void wandercheck() { int x,y; pml tml; if (random_range(MaxDungeonLevels) < difficulty()) { findspace(&x,&y,-1); tml = ((pml) malloc(sizeof(mltype))); tml->next = Level->mlist; tml->m = Level->site[x][y].creature = m_create(x,y,WANDERING,difficulty()); Level->mlist = tml; } } /* call make_creature and place created monster on Level->mlist and Level */ void make_site_monster(i,j,mid) int i,j,mid; { pml ml = ((pml) malloc(sizeof(mltype))); pmt m; if (mid > -1) Level->site[i][j].creature = (m = make_creature(mid)); else Level->site[i][j].creature = (m = m_create(i,j,WANDERING,difficulty())); m->x = i; m->y = j; ml->m = m; ml->next = Level->mlist; Level->mlist = ml; } /* make and return an appropriate monster for the level and depth*/ /* called by populate_level, doesn't actually add to mlist for some reason*/ /* eventually to be more intelligent */ pmt m_create(x,y,kind,level) int x,y,kind,level; { pmt newmonster; int monster_range; int mid; switch(level) { case 0:monster_range = ML1; break; case 1:monster_range = ML2; break; case 2:monster_range = ML3; break; case 3:monster_range = ML4; break; case 4:monster_range = ML5; break; case 5:monster_range = ML6; break; case 6:monster_range = ML7; break; case 7:monster_range = ML8; break; case 8:monster_range = ML9; break; case 9:monster_range = ML10; break; default:monster_range = NUMMONSTERS; break; } do mid = random_range(monster_range); while (Monsters[mid].uniqueness != COMMON); newmonster = make_creature(mid); /* no duplicates of unique monsters */ if (kind == WANDERING) m_status_set(newmonster,WANDERING); newmonster->x = x; newmonster->y = y; return(newmonster); } /* make creature # mid, totally random if mid == -1 */ /* make creature allocates space for the creature */ pmt make_creature(mid) int mid; { pmt newmonster = ((pmt) malloc(sizeof(montype))); pob ob; int i,treasures; if (mid == -1) mid = random_range(ML9); *newmonster = Monsters[mid]; if ((mid == ML6+11) || (mid == ML8+11) || (mid == ML9+6)) { /* aux1 field of an angel is its deity */ newmonster->aux1 = random_range(6)+1; newmonster->corpsestr = salloc(Monsters[mid].corpsestr); strcpy(Str3,Monsters[mid].monstring); switch(newmonster->aux1) { case ODIN: strcat(Str3," of Odin"); break; case SET: strcat(Str3," of Set"); break; case HECATE: strcat(Str3," of Hecate"); break; case ATHENA: strcat(Str3," of Athena"); break; case DESTINY: strcat(Str3," of Destiny"); break; case DRUID: strcat(Str3," of the Balance"); break; } newmonster->monstring = salloc(Str3); } else if (mid == ML0+7) { /* generic 0th level human */ newmonster->monstring = salloc(mantype()); strcpy(Str1,"dead "); strcat(Str1,newmonster->monstring); newmonster->corpsestr = salloc(Str1); } else if (newmonster->monchar == '!') { /* the nymph/satyr and incubus/succubus */ if (Player.preference == 'f') { newmonster->monchar = 'n'; newmonster->monstring = salloc("nymph"); newmonster->corpsestr = salloc("dead nymph"); } else { newmonster->monchar = 's'; newmonster->monstring = salloc("satyr"); newmonster->corpsestr = salloc("dead satyr"); } if (newmonster->id == ML4+6) { if (Player.preference == 'f') newmonster->corpsestr = salloc("dead succubus"); else newmonster->corpsestr = salloc("dead incubus"); } } if (mid == NPC) make_log_npc(newmonster); else { if (newmonster->sleep < random_range(100)) m_status_set(newmonster,AWAKE); if (newmonster->startthing > -1) { ob = ((pob) malloc(sizeof(objtype))); *ob = Objects[newmonster->startthing]; m_pickup(newmonster,ob); } treasures = random_range(newmonster->treasure); for(i=0;i<treasures;i++) { ob = ((pob) malloc(sizeof(objtype))); do ob = ((pob) (create_object(newmonster->level))); while (ob->uniqueness != 0); m_pickup(newmonster,ob); } } newmonster->click = (Tick + 1) % 50; return(newmonster); } /* drop treasures randomly onto level */ void stock_level() { int i,j,k,numtreasures=2*random_range(difficulty()/4)+4; /* put cash anywhere, including walls, put other treasures only on floor */ for (k=0;k<numtreasures+10;k++) { do { i = random_range(WIDTH); j = random_range(LENGTH); } while (Level->site[i][j].locchar != FLOOR); make_site_treasure(i,j,difficulty()); i = random_range(WIDTH); j = random_range(LENGTH); Level->site[i][j].things = ((pol) malloc(sizeof(oltype))); Level->site[i][j].things->thing = ((pob) malloc(sizeof(objtype))); make_cash(Level->site[i][j].things->thing,difficulty()); Level->site[i][j].things->next = NULL; /* caves have more random cash strewn around */ if (Current_Dungeon == E_CAVES) { i = random_range(WIDTH); j = random_range(LENGTH); Level->site[i][j].things = ((pol) malloc(sizeof(oltype))); Level->site[i][j].things->thing = ((pob) malloc(sizeof(objtype))); make_cash(Level->site[i][j].things->thing,difficulty()); Level->site[i][j].things->next = NULL; i = random_range(WIDTH); j = random_range(LENGTH); Level->site[i][j].things = ((pol) malloc(sizeof(oltype))); Level->site[i][j].things->thing = ((pob) malloc(sizeof(objtype))); make_cash(Level->site[i][j].things->thing,difficulty()); Level->site[i][j].things->next = NULL; } } } /* make a new object (of at most level itemlevel) at site i,j on level*/ void make_site_treasure(i,j,itemlevel) int i,j,itemlevel; { pol tmp = ((pol) malloc(sizeof(oltype))); tmp->thing = ((pob) create_object(itemlevel)); tmp->next = Level->site[i][j].things; Level->site[i][j].things = tmp; } /* make a specific new object at site i,j on level*/ void make_specific_treasure(i,j,itemid) int i,j,itemid; { pol tmp = ((pol) malloc(sizeof(oltype))); tmp->thing = ((pob) malloc(sizeof(objtype))); *(tmp->thing) = Objects[itemid]; tmp->next = Level->site[i][j].things; Level->site[i][j].things = tmp; } /* returns a "level of difficulty" based on current environment and depth in dungeon. Is somewhat arbitrary. value between 1 and 10. May not actually represent real difficulty, but instead level of items, monsters encountered. */ int difficulty() { int depth = 1; if (Level != NULL) depth = Level->depth; switch(Current_Environment) { case E_COUNTRYSIDE: return(7); break; case E_CITY: return(3); break; case E_VILLAGE: return(1); break; case E_TACTICAL_MAP: return(7); break; case E_SEWERS: return(depth/6)+3;break; case E_CASTLE: return(depth/4)+4;break; case E_CAVES: return(depth/3)+1;break; case E_VOLCANO: return(depth/4)+5;break; case E_ASTRAL: return(8);break; case E_ARENA: return(5);break; case E_HOVEL: return(3);break; case E_MANSION: return(7);break; case E_HOUSE: return(5);break; case E_DLAIR: return(9);break; case E_ABYSS: return(10);break; case E_STARPEAK: return(9);break; case E_CIRCLE: return(8);break; case E_MAGIC_ISLE: return(8);break; case E_TEMPLE: return(8);break; default: return(3); break; } }