Mercurial > hg > early-roguelike
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 |
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/* 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; * { * } */