omega-rpg/gen1.c

626 lines
19 KiB
C

/* omega copyright (c) 1987,1988,1989 by Laurence Raphael Brothers */
/* gen1.c */
/* level generator functions */
#include "glob.h"
#include <time.h>
/* Deallocate current dungeon */
void free_dungeon(void)
{
#ifndef SAVE_LEVELS
plv tlv;
while (Dungeon != NULL) {
tlv = Dungeon;
Dungeon = Dungeon->next;
free_level(tlv);
}
#else
if (Dungeon != NULL)
{
sprintf(Str2,"om%d*.lev",Dungeon->environment);
kill_levels(Str2);
}
#endif
}
/* erase the level w/o deallocating it*/
void clear_level(struct level *dungeon_level)
{
int i,j;
if (dungeon_level != NULL) {
dungeon_level->generated = FALSE;
dungeon_level->numrooms = 0;
dungeon_level->level_length = 0;
dungeon_level->level_width = 0;
dungeon_level->tunnelled = 0;
dungeon_level->depth = 0;
dungeon_level->mlist = NULL;
dungeon_level->next = NULL;
dungeon_level->last_visited = time(NULL);
for(i=0;i<MAXWIDTH;i++)
for(j=0;j<MAXLENGTH;j++) {
dungeon_level->site[i][j].locchar = WALL;
dungeon_level->site[i][j].showchar = SPACE;
dungeon_level->site[i][j].creature = NULL;
dungeon_level->site[i][j].things = NULL;
/* PGM: clear_level is called from restore_level, before it knows anything about the current environment, which is where difficulty() gets its information! */
dungeon_level->site[i][j].aux = difficulty()*20;
dungeon_level->site[i][j].buildaux = 0;
dungeon_level->site[i][j].p_locf = L_NO_OP;
dungeon_level->site[i][j].lstatus = 0;
dungeon_level->site[i][j].roomnumber = RS_WALLSPACE;
}
}
}
/* Looks for level tolevel in current dungeon which is named by
Dungeon, which may be NULL. If the level is found, and rewrite_level
is FALSE, and the level has already been generated, nothing happens
beyond Level being set correctly. Otherwise the level is recreated
from scratch */
void change_level (char fromlevel, char tolevel, char rewrite_level)
{
struct level * thislevel = NULL;
Player.sx = -1;
Player.sy = -1; /* sanctuary effect dispelled */
#ifndef SAVE_LEVELS
thislevel = findlevel(Dungeon, tolevel);
deepest[Current_Environment] = max(deepest[Current_Environment], tolevel);
if (!thislevel)
{
thislevel = checkmalloc(sizeof(levtype));
clear_level(thislevel);
Level = thislevel;
Level->next = Dungeon;
Dungeon = Level;
}
#else
thislevel = msdos_changelevel(Level, Current_Environment, tolevel);
deepest[Current_Environment] = max(deepest[Current_Environment], tolevel);
if (!thislevel)
{
thislevel = &TheLevel;
clear_level(thislevel);
Level = thislevel;
Level->next = Dungeon;
Dungeon = Level;
}
#endif
Level = thislevel;
if ((!Level->generated) || rewrite_level)
{
initrand(Current_Environment, tolevel);
Level->environment = Current_Environment;
Level->depth = tolevel;
Level->generated = TRUE;
switch (Current_Environment)
{
case E_CAVES:
Level->level_width = CAVES_WIDTH;
Level->level_length = CAVES_LENGTH;
if ((0 == random_range(4)) && (tolevel < MaxDungeonLevels))
room_level();
else
cavern_level();
break;
case E_SEWERS:
Level->level_width = SEWERS_WIDTH;
Level->level_length = SEWERS_LENGTH;
if ((0 == random_range(4)) && (tolevel < MaxDungeonLevels))
room_level();
else
sewer_level();
break;
case E_CASTLE:
Level->level_width = CASTLE_WIDTH;
Level->level_length = CASTLE_LENGTH;
room_level();
break;
case E_PALACE: /* PGM TODO */
Level->level_width = PALACE_WIDTH;
Level->level_length = PALACE_LENGTH;
room_level();
break;
case E_ASTRAL:
Level->level_width = ASTRAL_WIDTH;
Level->level_length = ASTRAL_LENGTH;
maze_level();
break;
case E_VOLCANO:
Level->level_width = VOLCANO_WIDTH;
Level->level_length = VOLCANO_LENGTH;
switch (random_range(3))
{
case 0: cavern_level(); break;
case 1: room_level(); break;
case 2: maze_level(); break;
}
break;
default:
print3("This dungeon not implemented!");
assert(FALSE);
break;
}
install_traps();
install_specials();
make_stairs(fromlevel);
make_stairs(fromlevel);
initrand(E_RESTORE, 0);
populate_level(Current_Environment);
stock_level();
}
find_stairs(fromlevel, tolevel);
ScreenOffset = Player.y - (ScreenLength/2);
show_screen();
screencheck(Player.x,Player.y);
drawvision(Player.x,Player.y);
/* synchronize with player on level change */
Player.click = (Tick+1)%60;
roomcheck();
}
#ifndef SAVE_LEVELS
/* tries to find the level of depth levelnum in dungeon; if can't find
it returns NULL */
plv findlevel(struct level *dungeon, char levelnum)
{
if (dungeon == NULL) return(NULL);
else {
while((dungeon->next != NULL) && (dungeon->depth != levelnum))
dungeon = dungeon->next;
if (dungeon->depth == levelnum) {
dungeon->last_visited = time(NULL);
return(dungeon);
}
else return(NULL);
}
}
#endif
/* keep going in one orthogonal direction or another until we hit our */
/* destination */
void straggle_corridor(int fx, int fy, int tx, int ty, Symbol loc, char rsi)
{
int dx,dy;
while ((fx != tx) || (fy != ty)) {
dx = tx - fx;
dy = ty - fy;
if (random_range(abs(dx)+abs(dy)) < abs(dx))
corridor_crawl(&fx,&fy,sign(dx),0,random_range(abs(dx))+1,loc,rsi);
else corridor_crawl(&fx,&fy,0,sign(dy),random_range(abs(dy))+1,loc,rsi);
}
}
void makedoor(int x, int y)
{
if (random_range(20) <= Level->depth/10) {
Level->site[x][y].locchar = FLOOR;
lset(x,y,SECRET);
}
else if (random_range(20)<=Level->depth/2) {
Level->site[x][y].locchar = CLOSED_DOOR;
if (random_range(20) <= Level->depth/10)
lset(x,y,SECRET);
if (random_range(40) <= Level->depth)
Level->site[x][y].aux = LOCKED;
else Level->site[x][y].aux = UNLOCKED;
}
else {
Level->site[x][y].locchar = OPEN_DOOR;
Level->site[x][y].aux = UNLOCKED;
}
if (! loc_statusp(x,y,SECRET)) {
lset(x,y+1,STOPS);
lset(x+1,y,STOPS);
lset(x-1,y,STOPS);
lset(x,y-1,STOPS);
lset(x,y,STOPS);
}
Level->site[x][y].p_locf = L_NO_OP;
/* prevents water corridors from being instant death in sewers */
}
void corridor_crawl(int *fx, int *fy, int sx, int sy, int n,
Symbol loc, char rsi)
{
int i;
for (i=0;i<n;i++) {
*fx += sx;
*fy += sy;
if ((*fx < Level->level_width) &&
(*fx > -1) &&
(*fy > -1) &&
(*fy < Level->level_length)) {
Level->site[*fx][*fy].locchar = loc;
if (Level->site[*fx][*fy].roomnumber == RS_WALLSPACE)
Level->site[*fx][*fy].roomnumber = rsi;
if (loc==WATER)
Level->site[*fx][*fy].p_locf = L_WATER;
else if (loc==FLOOR)
Level->site[*fx][*fy].p_locf = L_NO_OP;
else if (loc==RUBBLE)
Level->site[*fx][*fy].p_locf = L_RUBBLE;
}
}
}
char *roomname(int index)
{
switch(index) {
case RS_ZORCH:strcpy(Str4,"A place zorched by powerful magic.");break;
case RS_COURT:strcpy(Str4,"The Court of the ArchMage."); break;
case RS_CIRCLE:strcpy(Str4,"The Astral Demesne of the Circle of Sorcerors");
break;
case RS_MAGIC_ISLE: strcpy(Str4,"An island positively reeking of magic");
break;
case RS_STARPEAK: strcpy(Str4,"Near the oddly glowing peak of a mountain");
break;
case RS_VOLCANO: strcpy(Str4,"Deep within the bowels of the earth"); break;
case RS_HIGHASTRAL: strcpy(Str4,"The High Astral Plane"); break;
case RS_EARTHPLANE: strcpy(Str4,"The Plane of Earth"); break;
case RS_WATERPLANE: strcpy(Str4,"The Plane of Water"); break;
case RS_FIREPLANE: strcpy(Str4,"The Plane of Fire"); break;
case RS_AIRPLANE: strcpy(Str4,"The Plane of Air"); break;
case RS_KITCHEN: strcpy(Str4,"A kitchen"); break;
case RS_BATHROOM: strcpy(Str4,"A bathroom"); break;
case RS_BEDROOM: strcpy(Str4,"A bedroom"); break;
case RS_DININGROOM: strcpy(Str4,"A dining room"); break;
case RS_SECRETPASSAGE: strcpy(Str4,"A secret passage"); break;
case RS_CLOSET: strcpy(Str4,"A stuffy closet"); break;
case RS_ARENA: strcpy(Str4,"The Rampart Arena"); break;
case RS_DROWNED_SEWER: strcpy(Str4,"A water-filled sewer node"); break;
case RS_DRAINED_SEWER: strcpy(Str4,"An unused sewer node"); break;
case RS_SEWER_DUCT: strcpy(Str4,"A winding sewer duct"); break;
case RS_DESTINY: strcpy(Str4,"The Halls of Fate"); break;
case RS_DRUID: strcpy(Str4,"The Great Henge"); break;
case RS_HECATE: strcpy(Str4,"The Church of the Far Side"); break;
case RS_SET: strcpy(Str4,"The Temple of the Black Hand"); break;
case RS_ATHENA: strcpy(Str4,"The Parthenon"); break;
case RS_ODIN: strcpy(Str4,"The Shrine of the Noose"); break;
case RS_ADEPT: strcpy(Str4,"The Adept's Challenge"); break;
case RS_WYRM: strcpy(Str4,"The Sunken Cavern of the Great Wyrm."); break;
case RS_OCEAN: strcpy(Str4,"The Underground Ocean."); break;
case RS_PONDS: strcpy(Str4,"A series of subterranean pools and streams."); break;
case RS_DRAGONLORD: strcpy(Str4,"The Lair of the DragonLord."); break;
case RS_GOBLINKING: strcpy(Str4,"The Caves of the Goblins."); break;
case RS_CAVERN: strcpy(Str4,"A vast natural cavern."); break;
case RS_CORRIDOR: strcpy(Str4,"A dimly lit corridor."); break;
case RS_WALLSPACE: strcpy(Str4,"A niche hollowed out of the wall."); break;
/* following are above ROOMBASE */
case RS_GARDEROBE: strcpy(Str4,"An abandoned garderobe."); break;
case RS_CELL: strcpy(Str4,"A dungeon cell."); break;
case RS_TILED: strcpy(Str4,"A tiled chamber."); break;
case RS_CRYSTAL_CAVE: strcpy(Str4,"A crystal cavern."); break;
case RS_BEDROOM2: strcpy(Str4,"Someone's bedroom."); break;
case RS_STOREROOM: strcpy(Str4,"An old storeroom."); break;
case RS_CHARRED: strcpy(Str4,"A room with charred walls."); break;
case RS_MARBLE_HALL: strcpy(Str4,"A marble hall."); break;
case RS_EERIE_CAVE: strcpy(Str4,"An eerie cave."); break;
case RS_TREASURE: strcpy(Str4,"A ransacked treasure-chamber."); break;
case RS_SMOKEY: strcpy(Str4,"A smoke-filled room."); break;
case RS_APARTMENT: strcpy(Str4,"A well-appointed apartment."); break;
case RS_ANTECHAMBER: strcpy(Str4,"An antechamber."); break;
case RS_HAREM: strcpy(Str4,"An unoccupied harem."); break;
case RS_MULTIPURPOSE: strcpy(Str4,"A multi-purpose room."); break;
case RS_STALACTITES: strcpy(Str4,"A room filled with stalactites."); break;
case RS_GREENHOUSE: strcpy(Str4,"An underground greenhouse."); break;
case RS_WATERCLOSET: strcpy(Str4,"A water closet."); break;
case RS_STUDY: strcpy(Str4,"A study."); break;
case RS_LIVING_ROOM: strcpy(Str4,"A living room."); break;
case RS_DEN: strcpy(Str4,"A comfortable den."); break;
case RS_ABATOIR: strcpy(Str4,"An abatoir."); break;
case RS_BOUDOIR: strcpy(Str4,"A boudoir.");break;
case RS_STAR_CHAMBER: strcpy(Str4,"A star chamber.");break;
case RS_MANMADE_CAVE: strcpy(Str4,"A manmade cavern."); break;
case RS_SEWER_CONTROL: strcpy(Str4,"A sewer control room");break;
case RS_SHRINE: strcpy(Str4,"A shrine to High Magic"); break;
case RS_MAGIC_LAB: strcpy(Str4,"A magic laboratory"); break;
case RS_PENTAGRAM: strcpy(Str4,"A room with inscribed pentagram");break;
case RS_OMEGA_DAIS: strcpy(Str4,"A chamber with a blue crystal omega dais");
break;
/* WDT: removed period from description. */
default: strcpy(Str4,"A room of mystery and allure"); break;
}
return(Str4);
}
/* puts the player on the first set of stairs from the apt level */
/* if can't find them, just drops player anywhere.... */
void find_stairs(char fromlevel, char tolevel)
{
int i,j,found=FALSE;
Symbol sitechar;
if (fromlevel > tolevel) sitechar = STAIRS_DOWN; else sitechar = STAIRS_UP;
for(i=0;i<Level->level_width;i++)
for(j=0;j<Level->level_length;j++)
if ((Level->site[i][j].locchar == sitechar) && (! found)) {
found = TRUE;
Player.x = i;
Player.y = j;
break;
}
if (! found) {
findspace(&Player.x,&Player.y,-1);
if (Level->environment != E_ASTRAL) {
Level->site[Player.x][Player.y].locchar = sitechar;
lset(Player.x, Player.y, CHANGED);
}
}
}
void install_traps(void)
{
int i,j;
for(i=0;i<Level->level_width;i++)
for(j=0;j<Level->level_length;j++)
if ((Level->site[i][j].locchar == FLOOR) &&
(Level->site[i][j].p_locf == L_NO_OP) &&
random_range(500) <= ((int)(Level->depth/6)))
Level->site[i][j].p_locf = TRAP_BASE+random_range(NUMTRAPS);
}
/* x, y, is top left corner, l is length of side, rsi is room string index */
/* baux is so all rooms will have a key field. */
void build_square_room(int x, int y, int l, char rsi, int baux)
{
int i,j;
for(i=x;i<=x+l;i++)
for(j=y;j<=y+l;j++){
Level->site[i][j].roomnumber = rsi;
Level->site[i][j].buildaux = baux;
}
for(i=x+1;i<x+l;i++)
for(j=y+1;j<y+l;j++) {
Level->site[i][j].locchar = FLOOR;
Level->site[i][j].p_locf = L_NO_OP;
}
}
void build_room(int x, int y, int l, char rsi, int baux)
{
build_square_room(x,y,l,rsi,baux);
}
void cavern_level(void)
{
int i,fx,fy,tx,ty,t,l,e;
char rsi;
Level->numrooms = 1;
if ((Current_Dungeon == E_CAVES) && (Level->depth == CAVELEVELS))
rsi = RS_GOBLINKING;
else rsi = RS_CAVERN;
t = random_range((Level->level_length)/2);
l = random_range((Level->level_width)/2);
e = random_range((Level->level_width)/8)+(Level->level_width)/8;
build_square_room(t,l,e,rsi,0);
for (i=0;i<16;i++) {
findspace(&tx,&ty,-1);
fx = random_range((Level->level_width)-2)+1;
fy = random_range((Level->level_length)-2)+1;
straggle_corridor(fx,fy,tx,ty,FLOOR,RS_CORRIDOR);
}
while (random_range(3)==1) {
findspace(&tx,&ty,-1);
fx = random_range((Level->level_width)-2)+1;
fy = random_range((Level->level_length)-2)+1;
straggle_corridor(fx,fy,tx,ty,WATER,RS_PONDS);
}
if (Current_Dungeon == E_CAVES) {
if ((Level->depth == CAVELEVELS) && (! gamestatusp(COMPLETED_CAVES))) {
findspace(&tx,&ty,-1);
Level->mlist = ((pml) checkmalloc(sizeof(mltype)));
Level->mlist->next = NULL;
Level->mlist->m =
Level->site[tx][ty].creature =
((pmt) make_creature(GOBLIN_KING)); /* goblin king */
Level->mlist->m->x = tx;
Level->mlist->m->y = ty;
}
}
else if (Current_Environment == E_VOLCANO) {
if (Level->depth == VOLCANOLEVELS) {
findspace(&tx,&ty,-1);
Level->mlist = ((pml) checkmalloc(sizeof(mltype)));
Level->mlist->next = NULL;
Level->mlist->m =
Level->site[tx][ty].creature =
((pmt) make_creature(DEMON_EMP)); /* The demon emp */
Level->mlist->m->x = tx;
Level->mlist->m->y = ty;
}
}
}
void sewer_level(void)
{
int i,tx,ty,t,l,e;
char rsi;
Symbol lchar;
Level->numrooms = random_range(3)+3;
rsi = RS_DRAINED_SEWER;
for (i=0;i<Level->numrooms;i++) {
do {
t = random_range((Level->level_length)-10)+1;
l = random_range((Level->level_width)-10)+1;
e = 4;
} while ((Level->site[l][t].roomnumber == rsi) ||
(Level->site[l+e][t].roomnumber == rsi) ||
(Level->site[l][t+e].roomnumber == rsi) ||
(Level->site[l+e][t+e].roomnumber == rsi));
if (random_range(5)) {
lchar = FLOOR;
rsi = RS_DRAINED_SEWER;
}
else {
lchar = WATER;
rsi = RS_DROWNED_SEWER;
}
build_room(l,t,e,rsi,i);
sewer_corridor(l,t,-1,-1,lchar);
sewer_corridor(l+e,t,1,-1,lchar);
sewer_corridor(l,t+e,-1,1,lchar);
sewer_corridor(l+e,t+e,1,1,lchar);
}
if (Current_Dungeon == E_SEWERS) {
if ((Level->depth == SEWERLEVELS) && (! gamestatusp(COMPLETED_SEWERS))) {
findspace(&tx,&ty,-1);
Level->mlist = ((pml) checkmalloc(sizeof(mltype)));
Level->mlist->next = NULL;
Level->mlist->m =
Level->site[tx][ty].creature =
((pmt) make_creature(GREAT_WYRM)); /* The Great Wyrm */
Level->mlist->m->x = tx;
Level->mlist->m->y = ty;
}
}
}
void sewer_corridor(int x, int y, int dx, int dy, Symbol locchar)
{
int continuing = TRUE;
makedoor(x,y);
x+=dx;
y+=dy;
while(continuing) {
Level->site[x][y].locchar = locchar;
if (locchar == WATER)
Level->site[x][y].p_locf = L_WATER;
else Level->site[x][y].p_locf = L_NO_OP;
Level->site[x][y].roomnumber = RS_SEWER_DUCT;
x+=dx;
y+=dy;
if (locchar == WATER)
continuing = (inbounds(x,y) &&
((Level->site[x][y].locchar == WALL) ||
(Level->site[x][y].locchar == WATER)));
else
continuing = (inbounds(x,y) &&
((Level->site[x][y].roomnumber == RS_WALLSPACE) ||
(Level->site[x][y].roomnumber == RS_SEWER_DUCT)));
}
if (inbounds(x,y))
makedoor(x,y);
}
void install_specials(void)
{
int i,j,x,y;
for(x=0;x<Level->level_width;x++)
for(y=0;y<Level->level_length;y++)
if ((Level->site[x][y].locchar == FLOOR) &&
(Level->site[x][y].p_locf == L_NO_OP) &&
(random_range(300) < difficulty())) {
i = random_range(100);
if (i < 10) {
Level->site[x][y].locchar = ALTAR;
Level->site[x][y].p_locf = L_ALTAR;
Level->site[x][y].aux = random_range(10);
}
else if (i < 20) {
Level->site[x][y].locchar = WATER;
Level->site[x][y].p_locf = L_MAGIC_POOL;
}
else if (i < 35) {
Level->site[x][y].locchar = RUBBLE;
Level->site[x][y].p_locf = L_RUBBLE;
}
else if (i < 40) {
Level->site[x][y].locchar = LAVA;
Level->site[x][y].p_locf = L_LAVA;
}
else if (i < 45) {
Level->site[x][y].locchar = FIRE;
Level->site[x][y].p_locf = L_FIRE;
}
else if ((i < 50) && (Current_Environment != E_ASTRAL)) {
Level->site[x][y].locchar = LIFT;
Level->site[x][y].p_locf = L_LIFT;
}
else if ((i < 55) && (Current_Environment != E_VOLCANO)) {
Level->site[x][y].locchar = HEDGE;
Level->site[x][y].p_locf = L_HEDGE;
}
else if (i < 57) {
Level->site[x][y].locchar = HEDGE;
Level->site[x][y].p_locf = L_TRIFID;
}
else if (i< 70) {
Level->site[x][y].locchar = STATUE;
if (random_range(100) < difficulty())
for (j=0;j<8;j++) {
if (Level->site[x+Dirs[0][j]][y+Dirs[1][j]].p_locf != L_NO_OP)
Level->site[x+Dirs[0][j]][y+Dirs[1][j]].locchar = FLOOR;
Level->site[x+Dirs[0][j]][y+Dirs[1][j]].p_locf =
L_STATUE_WAKE;
}
}
else {
if (Current_Environment == E_VOLCANO) {
Level->site[x][y].locchar = LAVA;
Level->site[x][y].p_locf = L_LAVA;
}
else if (Current_Environment == E_ASTRAL) {
if (Level->depth == 1) {
Level->site[x][y].locchar = RUBBLE;
Level->site[x][y].p_locf = L_RUBBLE;
}
else if (Level->depth == 2) {
Level->site[x][y].locchar = FIRE;
Level->site[x][y].p_locf = L_FIRE;
}
else if (Level->depth == 3) {
Level->site[x][y].locchar = WATER;
Level->site[x][y].p_locf = L_WATER;
}
else if (Level->depth == 4) {
Level->site[x][y].locchar = ABYSS;
Level->site[x][y].p_locf = L_ABYSS;
}
}
else {
Level->site[x][y].locchar = WATER;
Level->site[x][y].p_locf = L_WATER;
}
}
}
}