Mercurial > hg > early-roguelike
annotate arogue5/outside.c @ 125:adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Fri, 08 May 2015 15:24:40 -0400 |
parents | 0ed67132cf10 |
children | 56e748983fa8 |
rev | line source |
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1 /* |
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2 * 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 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 * See the file LICENSE.TXT for full copyright and licensing information. |
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9 */ |
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10 |
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11 #include "curses.h" |
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12 #include "rogue.h" |
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13 |
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14 extern char rnd_terrain(), get_terrain(); |
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15 |
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16 /* |
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17 * init_terrain: |
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18 * Get the single "outside room" set up correctly |
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19 */ |
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20 |
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21 void |
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22 init_terrain() |
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23 { |
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24 register struct room *rp; |
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25 |
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26 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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27 rp->r_flags = ISGONE; /* kill all rooms */ |
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28 rp->r_fires = NULL; /* no fires */ |
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29 } |
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30 rp = &rooms[0]; /* point to only room */ |
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31 rp->r_flags = ISDARK; /* outside is always dark */ |
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32 rp->r_pos.x = 0; /* room fills whole screen */ |
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33 rp->r_pos.y = 1; |
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34 rp->r_max.x = COLS; |
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35 rp->r_max.y = LINES - 3; |
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36 } |
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37 |
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38 |
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39 |
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40 void |
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41 do_terrain(basey, basex, deltay, deltax, fresh) |
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42 int basey, basex, deltay, deltax; |
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43 bool fresh; |
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44 { |
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45 register cury, curx; /* Current y and x positions */ |
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46 |
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47 /* Lay out the boundary */ |
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48 for (cury=1; cury<LINES-2; cury++) { /* Vertical "walls" */ |
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49 mvaddch(cury, 0, '|'); |
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50 mvaddch(cury, COLS-1, '|'); |
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51 } |
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52 for (curx=0; curx<COLS; curx++) { /* Horizontal "walls" */ |
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53 mvaddch(1, curx, '-'); |
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54 mvaddch(LINES-3, curx, '-'); |
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55 } |
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56 |
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57 /* If we are not continuing, let's start out with a line of terrain */ |
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58 if (fresh) { |
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59 char ch; /* Next char to add */ |
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60 |
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61 /* Move to the starting point (should be (1, 0)) */ |
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62 move(basey, basex); |
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63 curx = basex; |
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64 |
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65 /* Start with some random terrain */ |
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66 if (basex == 0) { |
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67 ch = rnd_terrain(); |
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68 addch(ch); |
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69 } |
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70 else ch = CCHAR( mvinch(basey, basex) ); |
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71 |
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72 curx += deltax; |
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73 |
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74 /* Fill in the rest of the line */ |
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75 while (curx > 0 && curx < COLS-1) { |
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76 /* Put in the next piece */ |
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77 ch = get_terrain(ch, '\0', '\0', '\0'); |
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78 mvaddch(basey, curx, ch); |
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79 curx += deltax; |
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80 } |
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81 |
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82 basey++; /* Advance to next line */ |
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83 } |
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84 |
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85 /* Fill in the rest of the lines */ |
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86 cury = basey; |
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87 while (cury > 1 && cury < LINES - 3) { |
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88 curx = basex; |
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89 while (curx > 0 && curx < COLS-1) { |
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90 register char left, top_left, top, top_right; |
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91 register int left_pos, top_pos; |
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92 |
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93 /* Get the surrounding terrain */ |
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94 left_pos = curx - deltax; |
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95 top_pos = cury - deltay; |
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96 |
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97 left = CCHAR( mvinch(cury, left_pos) ); |
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98 top_left = CCHAR( mvinch(top_pos, left_pos) ); |
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99 top = CCHAR( mvinch(top_pos, curx) ); |
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100 top_right = CCHAR( mvinch(top_pos, curx + deltax) ); |
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101 |
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102 /* Put the piece of terrain on the map */ |
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103 mvaddch(cury, curx, get_terrain(left, top_left, top, top_right)); |
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104 |
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