Mercurial > hg > early-roguelike
annotate arogue7/outside.c @ 201:6fb21004a981
Fix some preprocessor directives.
Include process.h in the right place, and use the correct definition of
PATH_MAX, when compiling on Windows.
author | John "Elwin" Edwards |
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date | Wed, 12 Aug 2015 16:56:19 -0400 |
parents | adfa37e67084 |
children | f9ef86cf22b2 |
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 |
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18 extern char rnd_terrain(), get_terrain(); |
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19 |
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20 /* |
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21 * init_terrain: |
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22 * Get the single "outside room" set up correctly |
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23 */ |
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24 |
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25 void |
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26 init_terrain() |
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27 { |
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28 register struct room *rp; |
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29 |
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30 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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31 rp->r_flags = ISGONE; /* kill all rooms */ |
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32 rp->r_fires = NULL; /* no fires */ |
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33 } |
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34 rp = &rooms[0]; /* point to only room */ |
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35 rp->r_flags = ISDARK; /* outside is always dark */ |
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36 rp->r_pos.x = 0; /* room fills whole screen */ |
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37 rp->r_pos.y = 1; |
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38 rp->r_max.x = cols; |
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39 rp->r_max.y = lines - 3; |
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40 } |
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41 |
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42 |
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43 |
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44 void |
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45 do_terrain(basey, basex, deltay, deltax, fresh) |
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46 int basey, basex, deltay, deltax; |
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47 bool fresh; |
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48 { |
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49 register cury, curx; /* Current y and x positions */ |
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50 |
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51 /* Lay out the boundary */ |
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52 for (cury=1; cury<lines-2; cury++) { /* Vertical "walls" */ |
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53 mvaddch(cury, 0, '|'); |
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54 mvaddch(cury, cols-1, '|'); |
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55 } |
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56 for (curx=0; curx<cols; curx++) { /* Horizontal "walls" */ |
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57 mvaddch(1, curx, '-'); |
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58 mvaddch(lines-3, curx, '-'); |
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59 } |
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60 |
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61 /* If we are not continuing, let's start out with a line of terrain */ |
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62 if (fresh) { |
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63 char ch; /* Next char to add */ |
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64 |
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65 /* Move to the starting point (should be (1, 0)) */ |
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66 move(basey, basex); |
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67 curx = basex; |
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68 |
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69 /* Start with some random terrain */ |
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70 if (basex == 0) { |
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71 ch = rnd_terrain(); |
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72 addch(ch); |
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73 } |
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74 else ch = CCHAR( mvinch(basey, basex) ); |
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75 |
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76 curx += deltax; |
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77 |
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78 /* Fill in the rest of the line */ |
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79 while (curx > 0 && curx < cols-1) { |
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80 /* Put in the next piece */ |
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81 ch = get_terrain(ch, '\0', '\0', '\0'); |
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82 mvaddch(basey, curx, ch); |
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83 curx += deltax; |
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84 } |
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85 |
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86 basey++; /* Advance to next line */ |
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87 } |
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88 |
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89 /* Fill in the rest of the lines */ |
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90 cury = basey; |
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91 while (cury > 1 && cury < lines - 3) { |
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92 curx = basex; |
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93 while (curx > 0 && curx < cols-1) { |
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94 register char left, top_left, top, top_right; |
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95 register int left_pos, top_pos; |
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96 |
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97 /* Get the surrounding terrain */ |
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98 left_pos = curx - deltax; |
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99 top_pos = cury - deltay; |
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100 |
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101 left = CCHAR( mvinch(cury, left_pos) ); |
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102 top_left = CCHAR( mvinch(top_pos, left_pos) ); |
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103 top = CCHAR( mvinch(top_pos, curx) ); |
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104 top_right = CCHAR( mvinch(top_pos, curx + deltax) ); |
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105 |
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106 /* Put the piece of terrain on the map */ |
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107 mvaddch(cury, curx, get_terrain(left, top_left, top, top_right)); |
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108 |
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109 /* Get the next x coordinate */ |
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110 curx += deltax; |
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111 } |
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112 |
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113 /* Get the next y coordinate */ |
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114 cury += deltay; |
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115 } |
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116 genmonsters(5, (bool) 0); |
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117 } |
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118 |
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119 |
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120 /* |
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121 * do_paths: |
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122 * draw at least a single path-way through the terrain |
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123 */ |
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124 |
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125 |
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126 /* |
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127 * rnd_terrain: |
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128 * return a weighted, random type of outside terrain |
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129 */ |
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130 |
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131 char |
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132 rnd_terrain() |
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133 { |
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134 int chance = rnd(100); |
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135 |
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136 /* Forest is most likely */ |
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137 if (chance < 60) return(FOREST); |
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138 |
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139 /* Next comes meadow */ |
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140 if (chance < 90) return(FLOOR); |
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141 |
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142 /* Then comes lakes */ |
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143 if (chance < 97) return(POOL); |
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144 |
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145 /* Finally, mountains */ |
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146 return(WALL); |
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147 } |
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148 |
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149 |
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150 /* |
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151 * get_terrain: |
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152 * return a terrain weighted by what is surrounding |
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153 */ |
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154 |
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155 char |
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156 get_terrain(one, two, three, four) |
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157 char one, two, three, four; |
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158 { |
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159 register int i; |
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160 int forest = 0, mountain = 0, lake = 0, meadow = 0, total = 0; |
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161 char surrounding[4]; |
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162 |
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163 surrounding[0] = one; |
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164 surrounding[1] = two; |
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165 surrounding[2] = three; |
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166 surrounding[3] = four; |
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167 |
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168 for (i=0; i<4; i++) |
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169 switch (surrounding[i]) { |
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170 case FOREST: |
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171 forest++; |
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172 total++; |
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173 |
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174 when WALL: |
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175 mountain++; |
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176 total++; |
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177 |
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178 when POOL: |
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179 lake++; |
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180 total++; |
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181 |
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182 when FLOOR: |
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183 meadow++; |
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184 total++; |
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185 } |
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186 |
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187 /* Should we continue mountain? */ |
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188 if (rnd(total+1) < mountain) return(WALL); |
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189 |
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190 /* Should we continue lakes? */ |
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191 if (rnd(total+1) < lake) return(POOL); |
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192 |
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193 /* Should we continue meadow? */ |
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194 if (rnd(total+1) < meadow) return(FLOOR); |
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195 |
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196 /* Should we continue forest? */ |
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197 if (rnd(total+2) < forest) return(FOREST); |
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198 |
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199 /* Return something random */ |
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200 return(rnd_terrain()); |
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201 } |
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202 |
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203 |
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204 /* |
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205 * lake_check: |
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206 * Determine if the player would drown |
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207 */ |
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208 |
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209 void |
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210 lake_check(place) |
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211 coord *place; |
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212 { |
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213 } |