Mercurial > hg > early-roguelike
annotate xrogue/outside.c @ 304:e52a8a7ad4c5
Fix many compiler warnings.
There should only be two changes in behavior:
arogue7/fight.c, arogue7/fight.c: a to-hit bonus is now correctly
applied to characters who are not monks instead of monks who are not
empty-handed.
urogue/fight.c: fixed an interaction with the "debug" macro that could
cause the wrong message to be displayed.
author | John "Elwin" Edwards |
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date | Wed, 14 Apr 2021 18:55:33 -0400 |
parents | f54901b9c39b |
children |
rev | line source |
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133
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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 XRogue: Expeditions into the Dungeons of Doom |
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5 Copyright (C) 1991 Robert Pietkivitch |
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6 All rights reserved. |
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7 |
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8 Based on "Advanced Rogue" |
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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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 |
220
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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); |
133
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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) |
133
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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 void |
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44 do_terrain(int basey, int basex, int deltay, int deltax, bool fresh) |
133
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45 { |
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46 register int cury, curx; /* Current y and x positions */ |
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47 |
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48 /* Lay out the boundary */ |
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49 for (cury=1; cury<lines-2; cury++) { /* Vertical "walls" */ |
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50 mvaddch(cury, 0, VERTWALL); |
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51 mvaddch(cury, cols-1, VERTWALL); |
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52 } |
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53 for (curx=0; curx<cols; curx++) { /* Horizontal "walls" */ |
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54 mvaddch(1, curx, HORZWALL); |
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55 mvaddch(lines-3, curx, HORZWALL); |
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56 } |
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57 |
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58 /* If we are not continuing, let's start out with a line of terrain */ |
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59 if (fresh) { |
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60 char ch; /* Next char to add */ |
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61 |
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62 /* Move to the starting point (should be (1, 0)) */ |
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63 move(basey, basex); |
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64 curx = basex; |
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65 |
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66 /* Start with some random terrain */ |
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67 if (basex == 0) { |
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68 ch = rnd_terrain(); |
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69 addch(ch); |
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70 } |
304 | 71 else ch = mvinch(basey, basex) & A_CHARTEXT; |
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72 |
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73 curx += deltax; |
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74 |
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75 /* Fill in the rest of the line */ |
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76 while (curx > 0 && curx < cols-1) { |
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77 /* Put in the next piece */ |
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78 ch = get_terrain(ch, '\0', '\0', '\0'); |
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79 mvaddch(basey, curx, ch); |
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80 curx += deltax; |
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81 } |
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82 |
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83 basey++; /* Advance to next line */ |
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84 } |
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85 |
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86 /* Fill in the rest of the lines */ |
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87 cury = basey; |
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88 while (cury > 1 && cury < lines - 3) { |
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89 curx = basex; |
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90 while (curx > 0 && curx < cols-1) { |
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91 register char left, top_left, top, top_right; |
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92 register int left_pos, top_pos; |
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93 |
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94 /* Get the surrounding terrain */ |
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95 left_pos = curx - deltax; |
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96 top_pos = cury - deltay; |
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97 |
304 | 98 left = mvinch(cury, left_pos) & A_CHARTEXT; |
99 top_left = mvinch(top_pos, left_pos) & A_CHARTEXT; | |
100 top = mvinch(top_pos, curx) & A_CHARTEXT; | |
101 top_right = mvinch(top_pos, curx + deltax) & A_CHARTEXT; | |
133
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102 |
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103 /* Put the piece of terrain on the map */ |
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104 mvaddch(cury, curx, get_terrain(left, top_left, top, top_right)); |
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105 |
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106 /* Get the next x coordinate */ |
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107 curx += deltax; |
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108 } |
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109 |
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110 /* Get the next y coordinate */ |
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111 cury += deltay; |
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112 } |
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113 /* The deeper we go.. */ |
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114 if (level > 40) genmonsters(20, (bool) 0); |
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115 else if (level > 10) genmonsters(15, (bool) 0); |
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116 else genmonsters(10, (bool) 0); |
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117 |
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118 /* sometimes they're real angry */ |
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119 if (rnd(100) < 65) { |
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120 /* protect good guys */ |
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121 if (player.t_ctype == C_PALADIN || |
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122 player.t_ctype == C_RANGER || player.t_ctype == C_MONK) { |
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123 aggravate(TRUE, FALSE); |
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124 } |
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125 else { |
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126 aggravate(TRUE, TRUE); |
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127 } |
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128 } |
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129 } |
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130 |
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131 /* |
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132 * do_paths: |
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133 * draw at least a single path-way through the terrain |
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134 */ |
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135 |
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136 /* |
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137 * rnd_terrain: |
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138 * return a weighted, random type of outside terrain |
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139 */ |
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140 |
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141 char |
220
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142 rnd_terrain(void) |
133
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143 { |
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144 int chance = rnd(100); |
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145 |
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146 /* Meadow is most likely */ |
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147 if (chance < 40) return(FLOOR); |
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148 |
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149 /* Next comes forest */ |
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150 if (chance < 65) return(FOREST); |
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151 |
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152 /* Then comes lakes */ |
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153 if (chance < 85) return(POOL); |
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154 |
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155 /* Finally, mountains */ |
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156 return(WALL); |
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157 } |
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158 |
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159 |
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160 /* |
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161 * get_terrain: |
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162 * return a terrain weighted by what is surrounding |
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163 */ |
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164 |
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165 char |
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166 get_terrain(char one, char two, char three, char four) |
133
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167 { |
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168 register int i; |
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169 int forest = 0, mountain = 0, lake = 0, meadow = 0, total = 0; |
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170 char surrounding[4]; |
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171 |
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172 surrounding[0] = one; |
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173 surrounding[1] = two; |
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174 surrounding[2] = three; |
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175 surrounding[3] = four; |
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176 |
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177 for (i=0; i<4; i++) |
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178 switch (surrounding[i]) { |
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179 case FOREST: |
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180 forest++; |
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181 total++; |
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182 |
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183 when WALL: |
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184 mountain++; |
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185 total++; |
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186 |
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187 when POOL: |
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188 lake++; |
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189 total++; |
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190 |
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191 when FLOOR: |
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192 meadow++; |
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193 total++; |
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194 } |
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195 |
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196 /* Should we continue mountain? */ |
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197 if (rnd(total+1) < mountain) return(WALL); |
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198 |
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199 /* Should we continue lakes? */ |
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200 if (rnd(total+1) < lake) return(POOL); |
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201 |
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202 /* Should we continue meadow? */ |
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203 if (rnd(total+1) < meadow) return(FLOOR); |
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204 |
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205 /* Should we continue forest? */ |
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206 if (rnd(total+2) < forest) return(FOREST); |
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207 |
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208 /* Return something random */ |
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209 return(rnd_terrain()); |
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210 } |
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211 |
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212 /* |
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213 * lake_check: |
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214 * Determine if the player would drown |
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215 */ |
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216 |
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217 /*UNUSED*/ |
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218 /* void |
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219 * lake_check(place) |
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220 * register coord *place; |
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221 * { |
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222 * } |
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223 */ |
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224 |