omega-rpg/lev.c

515 lines
17 KiB
C

/* omega copyright (c) 1987,1988,1989 by Laurence Raphael Brothers */
/* lev.c */
#include "glob.h"
/* Functions dealing with dungeon and country levels aside from actual
level structure generation */
/* monsters for tactical encounters */
void make_country_monsters(Symbol terrain)
{
pml tml,ml=NULL;
static int plains[10] =
{BUNNY,BUNNY,HORNET,QUAIL,HAWK,DEER,WOLF,LION,BRIGAND,RANDOM};
/* {BUNNY,BUNNY,BLACKSNAKE,HAWK,IMPALA,WOLF,LION,BRIGAND,RANDOM};*/
/* DG changed (WDT: I'd like to see a blacksnake). */
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};
static int village[10] =
{GUARD,SHEEP,SHEEP,MERCHANT,ITIN_MERCH,ZERO_NPC,MEND_PRIEST,HAWK,HORSE,RANDOM};
static int city[10] =
{GUARD,GUARD,GUARD,SHEEP,HORSE,MERCHANT,ITIN_MERCH,ZERO_NPC,MEND_PRIEST,RANDOM};
static int road_day[10] =
{GUARD,MERCHANT,ITIN_MERCH,MEND_PRIEST,WEREHUMAN,HAWK,WOLF,GRUNT,SNEAK_THIEF,RANDOM};
static int road_night[10] =
{DEER,WOLF,GOBLIN,SNEAK_THIEF,APPR_NINJA,BRIGAND,WEREHUMAN,GENIN,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;
case VILLAGE: monsters = village; break;
case CITY: monsters = city; break;
case ROAD:
if (nighttime())
monsters = road_night;
else
monsters = road_day;
break;
default: monsters = NULL;
}
for(i=0;i<nummonsters;i++) {
tml = ((pml) checkmalloc(sizeof(mltype)));
tml->m = ((pmt) checkmalloc(sizeof(montype)));
if (monsters == NULL) tml->m =
m_create(random_range(Level->level_width),random_range(Level->level_length),TRUE,difficulty());
else {
tml->m = make_creature(*(monsters+random_range(10)));
tml->m->x = random_range(Level->level_width);
tml->m->y = random_range(Level->level_length);
}
Level->site[tml->m->x][tml->m->y].creature = tml->m;
tml->m->sense = Level->level_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;
lset(tml->m->x, tml->m->y, CHANGED);
}
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(int monstertype)
{
pml head,tml;
int i,j,k;
int monsterid;
int nummonsters;
monsterid = RANDOM;
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 = checkmalloc(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 = GOBLIN_SHAMAN;
else if (Level->depth*10+random_range(100) > 100)
monsterid = GOBLIN_CHIEF; /* Goblin Chieftain */
else if (random_range(100) > 50) monsterid = GOBLIN;
else monsterid = RANDOM; /* IE, random monster */
break;
case E_SEWERS:
if (! random_range(3)) monsterid = -1;
else switch(random_range(Level->depth+3)) {
case 0: monsterid = SEWER_RAT; break;
case 1: monsterid = AGGRAVATOR; break; /* aggravator fungus */
case 2: monsterid = BLIPPER; break; /* blipper rat */
case 3: monsterid = NIGHT_GAUNT; break;
case 4: monsterid = NASTY; break; /* transparent nasty */
case 5: monsterid = MURK; break; /* murk fungus */
case 6: monsterid = CATOBLEPAS; break;
case 7: monsterid = ACID_CLOUD; break;
case 8: monsterid = DENEBIAN; break; /* denebian slime devil */
case 9: monsterid = CROC; break; /* giant crocodile */
case 10: monsterid = TESLA; break; /* tesla monster */
case 11: monsterid = SHADOW; break; /* shadow spirit */
case 12: monsterid = BOGTHING; break; /* bogthing */
case 13: monsterid = WATER_ELEM; break; /* water elemental */
case 14: monsterid = TRITON; break;
case 15: monsterid = ROUS; break;
default: monsterid = RANDOM; break; /* whatever seems good */
}
break;
case E_ASTRAL:
if (random_range(2)) /* random astral creatures */
switch(random_range(12)) {
case 0: monsterid = THOUGHTFORM; break;
case 1: monsterid = FUZZY; break; /* astral fuzzy */
case 2: monsterid = BAN_SIDHE; break;
case 3: monsterid = GRUE; break; /* astral grue */
case 4: monsterid = SHADOW; break; /* shadow spirit */
case 5: monsterid = ASTRAL_VAMP; break; /* astral vampire */
case 6: monsterid = MANABURST; break;
case 7: monsterid = RAKSHASA; break;
case 8: monsterid = ILL_FIEND; break; /* illusory fiend */
case 9: monsterid = MIRRORMAST; break; /* mirror master */
case 10: monsterid = ELDER_GRUE; break; /* elder etheric grue */
case 11: monsterid = SHADOW_SLAY; break; /* shadow slayer */
}
else if (random_range(2) && (Level->depth == 1)) /* plane of earth */
monsterid = EARTH_ELEM; /* earth elemental */
else if (random_range(2) && (Level->depth == 2)) /* plane of air */
monsterid = AIR_ELEM; /* air elemental */
else if (random_range(2) && (Level->depth == 3)) /* plane of water */
monsterid = WATER_ELEM; /* water elemental */
else if (random_range(2) && (Level->depth == 4)) /* plane of fire */
monsterid = FIRE_ELEM; /* fire elemental */
else if (random_range(2) && (Level->depth == 5)) /* deep astral */
switch (random_range(12)) {
case 0:monsterid = NIGHT_GAUNT; break;
case 1:monsterid = SERV_LAW; break; /* servant of law */
case 2:monsterid = SERV_CHAOS; break; /* servant of chaos */
case 3:monsterid = FROST_DEMON; break; /* lesser frost demon */
case 4:monsterid = OUTER_DEMON; break; /* outer circle demon */
case 5:monsterid = DEMON_SERP; break; /* demon serpent */
case 6:monsterid = ANGEL; break;
case 7:monsterid = INNER_DEMON; break; /* inner circle demon */
case 8:monsterid = FDEMON_L; break; /* frost demon lord */
case 9:monsterid = HIGH_ANGEL; break;
case 10:monsterid = DEMON_PRINCE; break; /* prime circle demon */
case 11:monsterid = ARCHANGEL; break;
}
else monsterid = RANDOM;
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 = HAUNT; break;
case 1: monsterid = INCUBUS; break;
case 2: monsterid = DRAGONETTE; break;
case 3: monsterid = FROST_DEMON; break;
case 4: monsterid = SPECTRE; break;
case 5: monsterid = LAVA_WORM; break;
case 6: monsterid = FIRE_ELEM; break;
case 7: monsterid = LICHE; break;
case 8: monsterid = RAKSHASA; break;
case 9: monsterid = DEMON_SERP; break;
case 10: monsterid = NAZGUL; break;
case 11: monsterid = FLAME_DEV; break;
case 12: monsterid = LOATHLY; break;
case 13: monsterid = ZOMBIE; break;
case 14: monsterid = INNER_DEMON; break;
case 15: monsterid = BAD_FAIRY; break;
case 16: monsterid = DRAGON; break;
case 17: monsterid = FDEMON_L; break;
case 18: monsterid = SHADOW_SLAY; break;
case 19: monsterid = DEATHSTAR; break;
case 20: monsterid = VAMP_LORD; break;
case 21: monsterid = DEMON_PRINCE; break;
default: monsterid = RANDOM; break;
}
break;
case E_CASTLE:
if (random_range(4)==1) {
if (difficulty() < 5)
monsterid = ENCHANTOR;
else if (difficulty() < 6)
monsterid = NECROMANCER;
else if (difficulty() < 8)
monsterid = FIRE_ELEM;
else monsterid = THAUMATURGIST;
}
else monsterid = RANDOM;
break;
default: monsterid = RANDOM; break;
}
if (monsterid != RANDOM)
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;
lset(i, j, CHANGED);
}
tml->next = ((pml) checkmalloc(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(void)
{
int x,y;
pml tml;
if (random_range(MaxDungeonLevels) < difficulty()) {
findspace(&x,&y,-1);
tml = ((pml) checkmalloc(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(int i, int j, int mid)
{
pml ml = ((pml) checkmalloc(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(int x, int y, int kind, int 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(int mid)
{
pmt newmonster = ((pmt) checkmalloc(sizeof(montype)));
pob ob;
int i,treasures;
if (mid == -1) mid = random_range(ML9);
*newmonster = Monsters[mid];
if ((mid == ANGEL) || (mid == HIGH_ANGEL) || (mid == ARCHANGEL)) {
/* aux1 field of an angel is its deity */
if (Current_Environment == E_TEMPLE)
newmonster->aux1 = Country[LastCountryLocX][LastCountryLocY].aux;
else
newmonster->aux1 = random_range(6)+1;
newmonster->monstring = angeltype( mid, newmonster->aux1 );
}
else if (mid == ZERO_NPC || mid == WEREHUMAN) {
/* generic 0th level human, or a were-human */
newmonster->corpsestr = mancorpse();
/* DAG use same (static data) string, after "dead " part */
newmonster->monstring = (newmonster->corpsestr)+5;
}
else if ((newmonster->monchar&0xff) == '!') {
/* the nymph/satyr and incubus/succubus */
if (Player.preference == 'f' ||
(Player.preference != 'm' && random_range(2))) {
newmonster->monchar = 'n'|CLR(RED);
newmonster->monstring = "nymph";
newmonster->corpsestr = "dead nymph";
}
else {
newmonster->monchar = 's'|CLR(RED);
newmonster->monstring = "satyr";
newmonster->corpsestr = "dead satyr";
}
if (newmonster->id == INCUBUS) {
if ((newmonster->monchar&0xff) == 'n')
newmonster->corpsestr = "dead succubus";
else newmonster->corpsestr = "dead incubus";
}
}
if (mid == NPC)
make_log_npc(newmonster);
else if (mid == HISCORE_NPC)
make_hiscore_npc(newmonster, random_range(16)); /* Number of Hiscorers! PGM */
else {
if (newmonster->sleep < random_range(100))
m_status_set(newmonster,AWAKE);
if (newmonster->startthing > -1 &&
Objects[newmonster->startthing].uniqueness <= UNIQUE_MADE) {
ob = ((pob) checkmalloc(sizeof(objtype)));
*ob = Objects[newmonster->startthing];
m_pickup(newmonster,ob);
}
/* DAG -- monster with treasure of 1 would be same as 0, shouldn't be. */
treasures = random_range(newmonster->treasure +1);
for(i=0;i<treasures;i++) {
do {
ob = (pob) (create_object(newmonster->level));
if (ob->uniqueness != COMMON) {
Objects[ob->id].uniqueness = UNIQUE_UNMADE;
free_obj(ob, TRUE);
ob = NULL;
}
} while (!ob);
m_pickup(newmonster,ob);
}
}
newmonster->click = (Tick + 1) % 50;
return(newmonster);
}
/* drop treasures randomly onto level */
void stock_level(void)
{
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(Level->level_width);
j = random_range(Level->level_length);
} while (Level->site[i][j].locchar != FLOOR);
make_site_treasure(i,j,difficulty());
i = random_range(Level->level_width);
j = random_range(Level->level_length);
Level->site[i][j].things = ((pol) checkmalloc(sizeof(oltype)));
Level->site[i][j].things->thing = ((pob) checkmalloc(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(Level->level_width);
j = random_range(Level->level_length);
Level->site[i][j].things = ((pol) checkmalloc(sizeof(oltype)));
Level->site[i][j].things->thing = ((pob) checkmalloc(sizeof(objtype)));
make_cash(Level->site[i][j].things->thing,difficulty());
Level->site[i][j].things->next = NULL;
i = random_range(Level->level_width);
j = random_range(Level->level_length);
Level->site[i][j].things = ((pol) checkmalloc(sizeof(oltype)));
Level->site[i][j].things->thing = ((pob) checkmalloc(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(int i, int j, int itemlevel)
{
pol tmp = ((pol) checkmalloc(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(int i, int j, int itemid)
{
pol tmp;
if (Objects[itemid].uniqueness == UNIQUE_TAKEN)
return;
tmp = ((pol) checkmalloc(sizeof(oltype)));
tmp->thing = ((pob) checkmalloc(sizeof(objtype)));
*(tmp->thing) = Objects[itemid];
tmp->next = Level->site[i][j].things;
Level->site[i][j].things = tmp;
}
#ifndef MSDOS_SUPPORTED_ANTIQUE
/* 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(void)
{
int depth = 1;
if (Level != NULL) depth = Level->depth;
switch(Current_Environment) {
case E_COUNTRYSIDE: return(7);
case E_CITY: return(3);
case E_VILLAGE: return(1);
case E_TACTICAL_MAP: return(7);
case E_SEWERS: return(depth/6)+3;
case E_CASTLE: return(depth/4)+4;
case E_CAVES: return(depth/3)+1;
case E_VOLCANO: return(depth/4)+5;
case E_ASTRAL: return(8);
case E_ARENA: return(5);
case E_HOVEL: return(3);
case E_MANSION: return(7);
case E_HOUSE: return(5);
case E_DLAIR: return(9);
case E_ABYSS: return(10);
case E_STARPEAK: return(9);
case E_CIRCLE: return(8);
case E_MAGIC_ISLE: return(8);
case E_TEMPLE: return(8);
case E_PALACE: /* varies by phase of moon */
{
int diff = 0;
switch(Phase/2) {
case 0: diff = 0; break;
case 1: case 11: diff = 1; break;
case 2: case 10: diff = 2; break;
case 3: case 9: diff = 3; break;
case 4: case 8: diff = 5; break;
case 5: case 7: diff = 6; break;
case 6: diff = 7; break;
}
return( min( ((depth+diff)/3)+4,9));
}
default: return(3);
}
}
#endif