Mercurial > hg > early-roguelike
comparison arogue5/outside.c @ 63:0ed67132cf10
Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
| author | elwin | 
|---|---|
| date | Thu, 09 Aug 2012 22:58:48 +0000 | 
| parents | |
| children | 56e748983fa8 | 
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| 62:0ef99244acb8 | 63:0ed67132cf10 | 
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| 1 /* | |
| 2 * functions for dealing with the "outside" level | |
| 3 * | |
| 4 * Advanced Rogue | |
| 5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T | |
| 6 * All rights reserved. | |
| 7 * | |
| 8 * See the file LICENSE.TXT for full copyright and licensing information. | |
| 9 */ | |
| 10 | |
| 11 #include "curses.h" | |
| 12 #include "rogue.h" | |
| 13 | |
| 14 extern char rnd_terrain(), get_terrain(); | |
| 15 | |
| 16 /* | |
| 17 * init_terrain: | |
| 18 * Get the single "outside room" set up correctly | |
| 19 */ | |
| 20 | |
| 21 void | |
| 22 init_terrain() | |
| 23 { | |
| 24 register struct room *rp; | |
| 25 | |
| 26 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { | |
| 27 rp->r_flags = ISGONE; /* kill all rooms */ | |
| 28 rp->r_fires = NULL; /* no fires */ | |
| 29 } | |
| 30 rp = &rooms[0]; /* point to only room */ | |
| 31 rp->r_flags = ISDARK; /* outside is always dark */ | |
| 32 rp->r_pos.x = 0; /* room fills whole screen */ | |
| 33 rp->r_pos.y = 1; | |
| 34 rp->r_max.x = COLS; | |
| 35 rp->r_max.y = LINES - 3; | |
| 36 } | |
| 37 | |
| 38 | |
| 39 | |
| 40 void | |
| 41 do_terrain(basey, basex, deltay, deltax, fresh) | |
| 42 int basey, basex, deltay, deltax; | |
| 43 bool fresh; | |
| 44 { | |
| 45 register cury, curx; /* Current y and x positions */ | |
| 46 | |
| 47 /* Lay out the boundary */ | |
| 48 for (cury=1; cury<LINES-2; cury++) { /* Vertical "walls" */ | |
| 49 mvaddch(cury, 0, '|'); | |
| 50 mvaddch(cury, COLS-1, '|'); | |
| 51 } | |
| 52 for (curx=0; curx<COLS; curx++) { /* Horizontal "walls" */ | |
| 53 mvaddch(1, curx, '-'); | |
| 54 mvaddch(LINES-3, curx, '-'); | |
| 55 } | |
| 56 | |
| 57 /* If we are not continuing, let's start out with a line of terrain */ | |
| 58 if (fresh) { | |
| 59 char ch; /* Next char to add */ | |
| 60 | |
| 61 /* Move to the starting point (should be (1, 0)) */ | |
| 62 move(basey, basex); | |
| 63 curx = basex; | |
| 64 | |
| 65 /* Start with some random terrain */ | |
| 66 if (basex == 0) { | |
| 67 ch = rnd_terrain(); | |
| 68 addch(ch); | |
| 69 } | |
| 70 else ch = CCHAR( mvinch(basey, basex) ); | |
| 71 | |
| 72 curx += deltax; | |
| 73 | |
| 74 /* Fill in the rest of the line */ | |
| 75 while (curx > 0 && curx < COLS-1) { | |
| 76 /* Put in the next piece */ | |
| 77 ch = get_terrain(ch, '\0', '\0', '\0'); | |
| 78 mvaddch(basey, curx, ch); | |
| 79 curx += deltax; | |
| 80 } | |
| 81 | |
| 82 basey++; /* Advance to next line */ | |
| 83 } | |
| 84 | |
| 85 /* Fill in the rest of the lines */ | |
| 86 cury = basey; | |
| 87 while (cury > 1 && cury < LINES - 3) { | |
| 88 curx = basex; | |
| 89 while (curx > 0 && curx < COLS-1) { | |
| 90 register char left, top_left, top, top_right; | |
| 91 register int left_pos, top_pos; | |
| 92 | |
| 93 /* Get the surrounding terrain */ | |
| 94 left_pos = curx - deltax; | |
| 95 top_pos = cury - deltay; | |
| 96 | |
| 97 left = CCHAR( mvinch(cury, left_pos) ); | |
| 98 top_left = CCHAR( mvinch(top_pos, left_pos) ); | |
| 99 top = CCHAR( mvinch(top_pos, curx) ); | |
| 100 top_right = CCHAR( mvinch(top_pos, curx + deltax) ); | |
| 101 | |
| 102 /* Put the piece of terrain on the map */ | |
| 103 mvaddch(cury, curx, get_terrain(left, top_left, top, top_right)); | |
| 104 | |
| 105 /* Get the next x coordinate */ | |
| 106 curx += deltax; | |
| 107 } | |
| 108 | |
| 109 /* Get the next y coordinate */ | |
| 110 cury += deltay; | |
| 111 } | |
| 112 genmonsters(5, (bool) 0); | |
| 113 } | |
| 114 | |
| 115 | |
| 116 /* | |
| 117 * do_paths: | |
| 118 * draw at least a single path-way through the terrain | |
| 119 */ | |
| 120 | |
| 121 | |
| 122 /* | |
| 123 * rnd_terrain: | |
| 124 * return a weighted, random type of outside terrain | |
| 125 */ | |
| 126 | |
| 127 char | |
| 128 rnd_terrain() | |
| 129 { | |
| 130 int chance = rnd(100); | |
| 131 | |
| 132 /* Forest is most likely */ | |
| 133 if (chance < 60) return(FOREST); | |
| 134 | |
| 135 /* Next comes meadow */ | |
| 136 if (chance < 90) return(FLOOR); | |
| 137 | |
| 138 /* Then comes lakes */ | |
| 139 if (chance < 97) return(POOL); | |
| 140 | |
| 141 /* Finally, mountains */ | |
| 142 return(WALL); | |
| 143 } | |
| 144 | |
| 145 | |
| 146 /* | |
| 147 * get_terrain: | |
| 148 * return a terrain weighted by what is surrounding | |
| 149 */ | |
| 150 | |
| 151 char | |
| 152 get_terrain(one, two, three, four) | |
| 153 char one, two, three, four; | |
| 154 { | |
| 155 register int i; | |
| 156 int forest = 0, mountain = 0, lake = 0, meadow = 0, total = 0; | |
| 157 char surrounding[4]; | |
| 158 | |
| 159 surrounding[0] = one; | |
| 160 surrounding[1] = two; | |
| 161 surrounding[2] = three; | |
| 162 surrounding[3] = four; | |
| 163 | |
| 164 for (i=0; i<4; i++) | |
| 165 switch (surrounding[i]) { | |
| 166 case FOREST: | |
| 167 forest++; | |
| 168 total++; | |
| 169 | |
| 170 when WALL: | |
| 171 mountain++; | |
| 172 total++; | |
| 173 | |
| 174 when POOL: | |
| 175 lake++; | |
| 176 total++; | |
| 177 | |
| 178 when FLOOR: | |
| 179 meadow++; | |
| 180 total++; | |
| 181 } | |
| 182 | |
| 183 /* Should we continue mountain? */ | |
| 184 if (rnd(total+1) < mountain) return(WALL); | |
| 185 | |
| 186 /* Should we continue lakes? */ | |
| 187 if (rnd(total+1) < lake) return(POOL); | |
| 188 | |
| 189 /* Should we continue meadow? */ | |
| 190 if (rnd(total+1) < meadow) return(FLOOR); | |
| 191 | |
| 192 /* Should we continue forest? */ | |
| 193 if (rnd(total+2) < forest) return(FOREST); | |
| 194 | |
| 195 /* Return something random */ | |
| 196 return(rnd_terrain()); | |
| 197 } | |
| 198 | |
| 199 | |
| 200 /* | |
| 201 * lake_check: | |
| 202 * Determine if the player would drown | |
| 203 */ | |
| 204 | |
| 205 void | |
| 206 lake_check(place) | |
| 207 coord *place; | |
| 208 { | |
| 209 NOOP(place); | |
| 210 } | 
