1993-08-02 21:18:41 +04:00
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#ifndef lint
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1997-07-14 00:21:32 +04:00
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static char rcsid[] = "$NetBSD: create.c,v 1.5 1997/07/13 20:21:32 christos Exp $";
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1993-08-02 21:18:41 +04:00
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#endif /* not lint */
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1993-03-21 12:45:37 +03:00
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/* create.c Larn is copyrighted 1986 by Noah Morgan. */
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#include "header.h"
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extern char spelknow[],larnlevels[];
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1997-03-29 23:42:16 +03:00
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extern char beenhere[],wizard;
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extern short level;
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1993-03-21 12:45:37 +03:00
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extern short oldx,oldy;
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/*
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makeplayer()
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subroutine to create the player and the players attributes
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this is called at the beginning of a game and at no other time
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*/
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makeplayer()
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{
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register int i;
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scbr(); clear();
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c[HPMAX]=c[HP]=10; /* start player off with 15 hit points */
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c[LEVEL]=1; /* player starts at level one */
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c[SPELLMAX]=c[SPELLS]=1; /* total # spells starts off as 3 */
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c[REGENCOUNTER]=16; c[ECOUNTER]=96; /*start regeneration correctly*/
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c[SHIELD] = c[WEAR] = c[WIELD] = -1;
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for (i=0; i<26; i++) iven[i]=0;
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spelknow[0]=spelknow[1]=1; /*he knows protection, magic missile*/
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if (c[HARDGAME]<=0)
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{
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iven[0]=OLEATHER; iven[1]=ODAGGER;
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ivenarg[1]=ivenarg[0]=c[WEAR]=0; c[WIELD]=1;
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}
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playerx=rnd(MAXX-2); playery=rnd(MAXY-2);
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oldx=0; oldy=25;
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1997-07-14 00:21:32 +04:00
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gltime=0; /* time clock starts at zero */
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1993-03-21 12:45:37 +03:00
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cbak[SPELLS] = -50;
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for (i=0; i<6; i++) c[i]=12; /* make the attributes, ie str, int, etc. */
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recalc();
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}
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/*
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newcavelevel(level)
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int level;
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function to enter a new level. This routine must be called anytime the
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player changes levels. If that level is unknown it will be created.
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A new set of monsters will be created for a new level, and existing
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levels will get a few more monsters.
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Note that it is here we remove genocided monsters from the present level.
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*/
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newcavelevel(x)
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register int x;
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{
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register int i,j;
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if (beenhere[level]) savelevel(); /* put the level back into storage */
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level = x; /* get the new level and put in working storage */
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if (beenhere[x]==0) for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) know[j][i]=mitem[j][i]=0;
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else { getlevel(); sethp(0); goto chgn; }
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makemaze(x); makeobject(x); beenhere[x]=1; sethp(1);
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#if WIZID
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if (wizard || x==0)
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#else
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if (x==0)
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#endif
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for (j=0; j<MAXY; j++)
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for (i=0; i<MAXX; i++)
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know[i][j]=1;
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chgn: checkgen(); /* wipe out any genocided monsters */
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}
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/*
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makemaze(level)
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int level;
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subroutine to make the caverns for a given level. only walls are made.
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*/
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static int mx,mxl,mxh,my,myl,myh,tmp2;
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makemaze(k)
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int k;
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{
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register int i,j,tmp;
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int z;
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if (k > 1 && (rnd(17)<=4 || k==MAXLEVEL-1 || k==MAXLEVEL+MAXVLEVEL-1))
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{
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if (cannedlevel(k)); return; /* read maze from data file */
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}
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if (k==0) tmp=0; else tmp=OWALL;
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for (i=0; i<MAXY; i++) for (j=0; j<MAXX; j++) item[j][i]=tmp;
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if (k==0) return; eat(1,1);
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if (k==1) item[33][MAXY-1]=0; /* exit from dungeon */
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/* now for open spaces -- not on level 10 */
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if (k != MAXLEVEL-1)
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{
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tmp2 = rnd(3)+3;
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for (tmp=0; tmp<tmp2; tmp++)
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{
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my = rnd(11)+2; myl = my - rnd(2); myh = my + rnd(2);
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if (k < MAXLEVEL)
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{
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mx = rnd(44)+5; mxl = mx - rnd(4); mxh = mx + rnd(12)+3;
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z=0;
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}
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else
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{
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mx = rnd(60)+3; mxl = mx - rnd(2); mxh = mx + rnd(2);
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z = makemonst(k);
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}
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for (i=mxl; i<mxh; i++) for (j=myl; j<myh; j++)
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{ item[i][j]=0;
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if ((mitem[i][j]=z)) hitp[i][j]=monster[z].hitpoints;
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}
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}
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}
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if (k!=MAXLEVEL-1) { my=rnd(MAXY-2); for (i=1; i<MAXX-1; i++) item[i][my] = 0; }
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if (k>1) treasureroom(k);
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}
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/*
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function to eat away a filled in maze
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*/
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eat(xx,yy)
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register int xx,yy;
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{
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register int dir,try;
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dir = rnd(4); try=2;
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while (try)
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{
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switch(dir)
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{
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case 1: if (xx <= 2) break; /* west */
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if ((item[xx-1][yy]!=OWALL) || (item[xx-2][yy]!=OWALL)) break;
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item[xx-1][yy] = item[xx-2][yy] = 0;
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eat(xx-2,yy); break;
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case 2: if (xx >= MAXX-3) break; /* east */
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if ((item[xx+1][yy]!=OWALL) || (item[xx+2][yy]!=OWALL)) break;
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item[xx+1][yy] = item[xx+2][yy] = 0;
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eat(xx+2,yy); break;
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case 3: if (yy <= 2) break; /* south */
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if ((item[xx][yy-1]!=OWALL) || (item[xx][yy-2]!=OWALL)) break;
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item[xx][yy-1] = item[xx][yy-2] = 0;
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eat(xx,yy-2); break;
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case 4: if (yy >= MAXY-3 ) break; /* north */
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if ((item[xx][yy+1]!=OWALL) || (item[xx][yy+2]!=OWALL)) break;
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item[xx][yy+1] = item[xx][yy+2] = 0;
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eat(xx,yy+2); break;
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};
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if (++dir > 4) { dir=1; --try; }
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}
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}
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/*
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* function to read in a maze from a data file
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*
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* Format of maze data file: 1st character = # of mazes in file (ascii digit)
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* For each maze: 18 lines (1st 17 used) 67 characters per line
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*
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* Special characters in maze data file:
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*
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* # wall D door . random monster
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* ~ eye of larn ! cure dianthroritis
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* - random object
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*/
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cannedlevel(k)
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int k;
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{
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char *row,*lgetl();
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register int i,j;
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int it,arg,mit,marg;
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if (lopen(larnlevels)<0)
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{
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write(1,"Can't open the maze data file\n",30); died(-282); return(0);
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}
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i=lgetc(); if (i<='0') { died(-282); return(0); }
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for (i=18*rund(i-'0'); i>0; i--) lgetl(); /* advance to desired maze */
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for (i=0; i<MAXY; i++)
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{
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row = lgetl();
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for (j=0; j<MAXX; j++)
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{
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it = mit = arg = marg = 0;
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switch(*row++)
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{
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case '#': it = OWALL; break;
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case 'D': it = OCLOSEDDOOR; arg = rnd(30); break;
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case '~': if (k!=MAXLEVEL-1) break;
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it = OLARNEYE;
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mit = rund(8)+DEMONLORD;
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marg = monster[mit].hitpoints; break;
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case '!': if (k!=MAXLEVEL+MAXVLEVEL-1) break;
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it = OPOTION; arg = 21;
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mit = DEMONLORD+7;
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marg = monster[mit].hitpoints; break;
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case '.': if (k<MAXLEVEL) break;
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mit = makemonst(k+1);
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marg = monster[mit].hitpoints; break;
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case '-': it = newobject(k+1,&arg); break;
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};
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item[j][i] = it; iarg[j][i] = arg;
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mitem[j][i] = mit; hitp[j][i] = marg;
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#if WIZID
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know[j][i] = (wizard) ? 1 : 0;
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#else
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know[j][i] = 0;
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#endif
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}
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}
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lrclose();
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return(1);
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}
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/*
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function to make a treasure room on a level
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level 10's treasure room has the eye in it and demon lords
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level V3 has potion of cure dianthroritis and demon prince
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*/
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treasureroom(lv)
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register int lv;
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{
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register int tx,ty,xsize,ysize;
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for (tx=1+rnd(10); tx<MAXX-10; tx+=10)
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if ( (lv==MAXLEVEL-1) || (lv==MAXLEVEL+MAXVLEVEL-1) || rnd(13)==2)
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{
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xsize = rnd(6)+3; ysize = rnd(3)+3;
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ty = rnd(MAXY-9)+1; /* upper left corner of room */
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if (lv==MAXLEVEL-1 || lv==MAXLEVEL+MAXVLEVEL-1)
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troom(lv,xsize,ysize,tx=tx+rnd(MAXX-24),ty,rnd(3)+6);
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else troom(lv,xsize,ysize,tx,ty,rnd(9));
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}
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}
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/*
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* subroutine to create a treasure room of any size at a given location
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* room is filled with objects and monsters
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* the coordinate given is that of the upper left corner of the room
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*/
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troom(lv,xsize,ysize,tx,ty,glyph)
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int lv,xsize,ysize,tx,ty,glyph;
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{
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register int i,j;
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int tp1,tp2;
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for (j=ty-1; j<=ty+ysize; j++)
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for (i=tx-1; i<=tx+xsize; i++) /* clear out space for room */
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item[i][j]=0;
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for (j=ty; j<ty+ysize; j++)
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for (i=tx; i<tx+xsize; i++) /* now put in the walls */
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{
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item[i][j]=OWALL; mitem[i][j]=0;
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}
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for (j=ty+1; j<ty+ysize-1; j++)
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for (i=tx+1; i<tx+xsize-1; i++) /* now clear out interior */
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item[i][j]=0;
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switch(rnd(2)) /* locate the door on the treasure room */
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{
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case 1: item[i=tx+rund(xsize)][j=ty+(ysize-1)*rund(2)]=OCLOSEDDOOR;
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iarg[i][j] = glyph; /* on horizontal walls */
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break;
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case 2: item[i=tx+(xsize-1)*rund(2)][j=ty+rund(ysize)]=OCLOSEDDOOR;
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iarg[i][j] = glyph; /* on vertical walls */
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break;
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};
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tp1=playerx; tp2=playery; playery=ty+(ysize>>1);
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if (c[HARDGAME]<2)
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for (playerx=tx+1; playerx<=tx+xsize-2; playerx+=2)
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for (i=0, j=rnd(6); i<=j; i++)
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{ something(lv+2); createmonster(makemonst(lv+1)); }
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else
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for (playerx=tx+1; playerx<=tx+xsize-2; playerx+=2)
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for (i=0, j=rnd(4); i<=j; i++)
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{ something(lv+2); createmonster(makemonst(lv+3)); }
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playerx=tp1; playery=tp2;
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}
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static void fillroom();
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/*
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***********
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MAKE_OBJECT
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***********
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subroutine to create the objects in the maze for the given level
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*/
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makeobject(j)
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register int j;
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{
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register int i;
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if (j==0)
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{
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fillroom(OENTRANCE,0); /* entrance to dungeon */
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fillroom(ODNDSTORE,0); /* the DND STORE */
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fillroom(OSCHOOL,0); /* college of Larn */
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|
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);
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|
|
|
|
if ((j > 1) && (j != MAXLEVEL)) fillroom(OSTAIRSUP,0);
|
|
|
|
|
|
|
|
|
|
/* make the random objects in the maze */
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|
|
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|
|
fillmroom(rund(3),OBOOK,j); fillmroom(rund(3),OALTAR,0);
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|
|
|
fillmroom(rund(3),OSTATUE,0); fillmroom(rund(3),OPIT,0);
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|
|
fillmroom(rund(3),OFOUNTAIN,0); fillmroom( rnd(3)-2,OIVTELETRAP,0);
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|
|
|
fillmroom(rund(2),OTHRONE,0); fillmroom(rund(2),OMIRROR,0);
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|
|
|
|
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 */
|
|
|
|
|
}
|