Mercurial > hg > early-roguelike
view arogue5/outside.c @ 170:0298a68cc179
Advanced Rogue family: fix messages from some scrolls.
When scrolls of magic mapping or gold detection were read, their
characteristic messages were displayed before overwriting the whole
screen to show the newly discovered information. They are now shown
after updating the screen, so they will be visible.
author | John "Elwin" Edwards |
---|---|
date | Thu, 02 Jul 2015 08:04:16 -0400 |
parents | 0ed67132cf10 |
children | 56e748983fa8 |
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/* * functions for dealing with the "outside" level * * Advanced Rogue * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include "curses.h" #include "rogue.h" extern char rnd_terrain(), get_terrain(); /* * init_terrain: * Get the single "outside room" set up correctly */ void init_terrain() { register struct room *rp; for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { rp->r_flags = ISGONE; /* kill all rooms */ rp->r_fires = NULL; /* no fires */ } rp = &rooms[0]; /* point to only room */ rp->r_flags = ISDARK; /* outside is always dark */ rp->r_pos.x = 0; /* room fills whole screen */ rp->r_pos.y = 1; rp->r_max.x = COLS; rp->r_max.y = LINES - 3; } void do_terrain(basey, basex, deltay, deltax, fresh) int basey, basex, deltay, deltax; bool fresh; { register cury, curx; /* Current y and x positions */ /* Lay out the boundary */ for (cury=1; cury<LINES-2; cury++) { /* Vertical "walls" */ mvaddch(cury, 0, '|'); mvaddch(cury, COLS-1, '|'); } for (curx=0; curx<COLS; curx++) { /* Horizontal "walls" */ mvaddch(1, curx, '-'); mvaddch(LINES-3, curx, '-'); } /* If we are not continuing, let's start out with a line of terrain */ if (fresh) { char ch; /* Next char to add */ /* Move to the starting point (should be (1, 0)) */ move(basey, basex); curx = basex; /* Start with some random terrain */ if (basex == 0) { ch = rnd_terrain(); addch(ch); } else ch = CCHAR( mvinch(basey, basex) ); curx += deltax; /* Fill in the rest of the line */ while (curx > 0 && curx < COLS-1) { /* Put in the next piece */ ch = get_terrain(ch, '\0', '\0', '\0'); mvaddch(basey, curx, ch); curx += deltax; } basey++; /* Advance to next line */ } /* Fill in the rest of the lines */ cury = basey; while (cury > 1 && cury < LINES - 3) { curx = basex; while (curx > 0 && curx < COLS-1) { register char left, top_left, top, top_right; register int left_pos, top_pos; /* Get the surrounding terrain */ left_pos = curx - deltax; top_pos = cury - deltay; left = CCHAR( mvinch(cury, left_pos) ); top_left = CCHAR( mvinch(top_pos, left_pos) ); top = CCHAR( mvinch(top_pos, curx) ); top_right = CCHAR( mvinch(top_pos, curx + deltax) ); /* Put the piece of terrain on the map */ mvaddch(cury, curx, get_terrain(left, top_left, top, top_right)); /* Get the next x coordinate */ curx += deltax; } /* Get the next y coordinate */ cury += deltay; } genmonsters(5, (bool) 0); } /* * do_paths: * draw at least a single path-way through the terrain */ /* * rnd_terrain: * return a weighted, random type of outside terrain */ char rnd_terrain() { int chance = rnd(100); /* Forest is most likely */ if (chance < 60) return(FOREST); /* Next comes meadow */ if (chance < 90) return(FLOOR); /* Then comes lakes */ if (chance < 97) return(POOL); /* Finally, mountains */ return(WALL); } /* * get_terrain: * return a terrain weighted by what is surrounding */ char get_terrain(one, two, three, four) char one, two, three, four; { register int i; int forest = 0, mountain = 0, lake = 0, meadow = 0, total = 0; char surrounding[4]; surrounding[0] = one; surrounding[1] = two; surrounding[2] = three; surrounding[3] = four; for (i=0; i<4; i++) switch (surrounding[i]) { case FOREST: forest++; total++; when WALL: mountain++; total++; when POOL: lake++; total++; when FLOOR: meadow++; total++; } /* Should we continue mountain? */ if (rnd(total+1) < mountain) return(WALL); /* Should we continue lakes? */ if (rnd(total+1) < lake) return(POOL); /* Should we continue meadow? */ if (rnd(total+1) < meadow) return(FLOOR); /* Should we continue forest? */ if (rnd(total+2) < forest) return(FOREST); /* Return something random */ return(rnd_terrain()); } /* * lake_check: * Determine if the player would drown */ void lake_check(place) coord *place; { NOOP(place); }