Mercurial > hg > early-roguelike
annotate arogue7/outside.c @ 286:3b61f1dfcc91
UltraRogue: don't swap signal handlers.
In md_shellescape(), signal handlers for SIGINT and SIGQUIT were saved
and restored, but exchanged in the process. This was fixed in the
other games by commit 600873555ec0.
Deleting md_shellescape() might have been a better fix. It is
apparently unused.
author | John "Elwin" Edwards |
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date | Fri, 29 Sep 2017 21:21:50 -0400 |
parents | f9ef86cf22b2 |
children |
rev | line source |
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125
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1 /* |
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2 * outside.c - functions for dealing with the "outside" level |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T |
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6 * All rights reserved. |
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7 * |
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8 * Based on "Rogue: Exploring the Dungeons of Doom" |
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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10 * All rights reserved. |
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11 * |
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12 * See the file LICENSE.TXT for full copyright and licensing information. |
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13 */ |
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14 |
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15 #include "curses.h" |
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16 #include "rogue.h" |
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17 |
219
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18 char rnd_terrain(void); |
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19 char get_terrain(char one, char two, char three, char four); |
125
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20 |
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21 /* |
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22 * init_terrain: |
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23 * Get the single "outside room" set up correctly |
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24 */ |
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25 |
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26 void |
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27 init_terrain(void) |
125
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28 { |
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29 register struct room *rp; |
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30 |
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31 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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32 rp->r_flags = ISGONE; /* kill all rooms */ |
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33 rp->r_fires = NULL; /* no fires */ |
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34 } |
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35 rp = &rooms[0]; /* point to only room */ |
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36 rp->r_flags = ISDARK; /* outside is always dark */ |
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37 rp->r_pos.x = 0; /* room fills whole screen */ |
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38 rp->r_pos.y = 1; |
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39 rp->r_max.x = cols; |
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40 rp->r_max.y = lines - 3; |
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41 } |
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42 |
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43 |
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44 |
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45 void |
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46 do_terrain(int basey, int basex, int deltay, int deltax, bool fresh) |
125
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47 { |
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48 register int cury, curx; /* Current y and x positions */ |
125
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49 |
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50 /* Lay out the boundary */ |
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51 for (cury=1; cury<lines-2; cury++) { /* Vertical "walls" */ |
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52 mvaddch(cury, 0, '|'); |
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53 mvaddch(cury, cols-1, '|'); |
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54 } |
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55 for (curx=0; curx<cols; curx++) { /* Horizontal "walls" */ |
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56 mvaddch(1, curx, '-'); |
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57 mvaddch(lines-3, curx, '-'); |
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58 } |
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59 |
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60 /* If we are not continuing, let's start out with a line of terrain */ |
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61 if (fresh) { |
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62 char ch; /* Next char to add */ |
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63 |
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64 /* Move to the starting point (should be (1, 0)) */ |
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65 move(basey, basex); |
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66 curx = basex; |
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67 |
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68 /* Start with some random terrain */ |
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69 if (basex == 0) { |
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70 ch = rnd_terrain(); |
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71 addch(ch); |
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72 } |
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73 else ch = CCHAR( mvinch(basey, basex) ); |
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74 |
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75 curx += deltax; |
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76 |
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77 /* Fill in the rest of the line */ |
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78 while (curx > 0 && curx < cols-1) { |
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79 /* Put in the next piece */ |
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80 ch = get_terrain(ch, '\0', '\0', '\0'); |
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81 mvaddch(basey, curx, ch); |
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82 curx += deltax; |
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83 } |
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84 |
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85 basey++; /* Advance to next line */ |
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86 } |
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87 |
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88 /* Fill in the rest of the lines */ |
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89 cury = basey; |
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90 while (cury > 1 && cury < lines - 3) { |
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91 curx = basex; |
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92 while (curx > 0 && curx < cols-1) { |
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93 register char left, top_left, top, top_right; |
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94 register int left_pos, top_pos; |
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95 |
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96 /* Get the surrounding terrain */ |
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97 left_pos = curx - deltax; |
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98 top_pos = cury - deltay; |
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99 |
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100 left = CCHAR( mvinch(cury, left_pos) ); |
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101 top_left = CCHAR( mvinch(top_pos, left_pos) ); |
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102 top = CCHAR( mvinch(top_pos, curx) ); |
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103 top_right = CCHAR( mvinch(top_pos, curx + deltax) ); |
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104 |
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105 /* Put the piece of terrain on the map */ |
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106 mvaddch(cury, curx, get_terrain(left, top_left, top, top_right)); |
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107 |
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108 /* Get the next x coordinate */ |
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109 curx += deltax; |
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110 } |
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111 |
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112 /* Get the next y coordinate */ |
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113 cury += deltay; |
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114 } |
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115 genmonsters(5, (bool) 0); |
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116 } |
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117 |
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118 |
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119 /* |
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120 * do_paths: |
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121 * draw at least a single path-way through the terrain |
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122 */ |
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123 |
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124 |
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125 /* |
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126 * rnd_terrain: |
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127 * return a weighted, random type of outside terrain |
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128 */ |
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129 |
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130 char |
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131 rnd_terrain(void) |
125
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132 { |
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133 int chance = rnd(100); |
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134 |
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135 /* Forest is most likely */ |
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136 if (chance < 60) return(FOREST); |
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137 |
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138 /* Next comes meadow */ |
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139 if (chance < 90) return(FLOOR); |
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140 |
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141 /* Then comes lakes */ |
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142 if (chance < 97) return(POOL); |
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143 |
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144 /* Finally, mountains */ |
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145 return(WALL); |
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146 } |
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147 |
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148 |
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149 /* |
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150 * get_terrain: |
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151 * return a terrain weighted by what is surrounding |
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152 */ |
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153 |
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154 char |
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155 get_terrain(char one, char two, char three, char four) |
125
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156 { |
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157 register int i; |
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158 int forest = 0, mountain = 0, lake = 0, meadow = 0, total = 0; |
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159 char surrounding[4]; |
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160 |
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161 surrounding[0] = one; |
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162 surrounding[1] = two; |
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163 surrounding[2] = three; |
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164 surrounding[3] = four; |
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165 |
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166 for (i=0; i<4; i++) |
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167 switch (surrounding[i]) { |
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168 case FOREST: |
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169 forest++; |
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170 total++; |
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171 |
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172 when WALL: |
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173 mountain++; |
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174 total++; |
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175 |
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176 when POOL: |
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177 lake++; |
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178 total++; |
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179 |
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180 when FLOOR: |
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181 meadow++; |
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182 total++; |
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183 } |
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184 |
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185 /* Should we continue mountain? */ |
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186 if (rnd(total+1) < mountain) return(WALL); |
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187 |
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188 /* Should we continue lakes? */ |
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189 if (rnd(total+1) < lake) return(POOL); |
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190 |
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191 /* Should we continue meadow? */ |
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192 if (rnd(total+1) < meadow) return(FLOOR); |
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193 |
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194 /* Should we continue forest? */ |
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195 if (rnd(total+2) < forest) return(FOREST); |
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196 |
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197 /* Return something random */ |
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198 return(rnd_terrain()); |
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199 } |
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200 |
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201 |
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202 /* |
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203 * lake_check: |
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204 * Determine if the player would drown |
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205 */ |
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206 |
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207 void |
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208 lake_check(coord *place) |
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209 { |
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210 } |