view xrogue/outside.c @ 233:0990adf580ee

Declare some function arguments as const. Some functions, mostly in fight.c, declared variables as pointers to const char but passed them to functions that took pointers to ordinary char. The strings did not actually get modified, so adding 'const' to the function definitions removed the warnings.
author John "Elwin" Edwards
date Sun, 06 Mar 2016 19:32:47 -0500
parents f54901b9c39b
children e52a8a7ad4c5
line wrap: on
line source

/*
    outside.c  -  functions for dealing with the "outside" level

    XRogue: Expeditions into the Dungeons of Doom
    Copyright (C) 1991 Robert Pietkivitch
    All rights reserved.
    
    Based on "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"

char rnd_terrain(void);
char get_terrain(char one, char two, char three, char four);

/*
 * init_terrain:
 *      Get the single "outside room" set up correctly
 */

void
init_terrain(void)
{
    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(int basey, int basex, int deltay, int deltax, bool fresh)
{
    register int cury, curx;        /* Current y and x positions */

    /* Lay out the boundary */
    for (cury=1; cury<lines-2; cury++) {        /* Vertical "walls" */
        mvaddch(cury, 0, VERTWALL);
        mvaddch(cury, cols-1, VERTWALL);
    }
    for (curx=0; curx<cols; curx++) {           /* Horizontal "walls" */
        mvaddch(1, curx, HORZWALL);
        mvaddch(lines-3, curx, HORZWALL);
    }

    /* 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 = 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 = mvinch(cury, left_pos);
            top_left = mvinch(top_pos, left_pos);
            top = mvinch(top_pos, curx);
            top_right = 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;
    }
        /* The deeper we go.. */
        if (level > 40)         genmonsters(20, (bool) 0);
        else if (level > 10)    genmonsters(15, (bool) 0);
        else                    genmonsters(10, (bool) 0);

        /* sometimes they're real angry */
        if (rnd(100) < 65) {
            /* protect good guys */
            if (player.t_ctype == C_PALADIN ||
                player.t_ctype == C_RANGER  || player.t_ctype == C_MONK) {
                    aggravate(TRUE, FALSE);
            }
            else {
                aggravate(TRUE, TRUE);
            }
        }
}

/*
 * 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(void)
{
    int chance = rnd(100);

    /* Meadow is most likely */
    if (chance < 40) return(FLOOR);

    /* Next comes forest */
    if (chance < 65) return(FOREST);

    /* Then comes lakes */
    if (chance < 85) return(POOL);

    /* Finally, mountains */
    return(WALL);
}


/*
 * get_terrain:
 *      return a terrain weighted by what is surrounding
 */

char
get_terrain(char one, char two, char three, char 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
 */

/*UNUSED*/
/* void
 * lake_check(place)
 * register coord *place;
 * {
 * }
 */