Mercurial > hg > early-roguelike
view xrogue/outside.c @ 155:1af259ac4ed2
arogue7, xrogue: fix save/restore of alchemy jugs.
state.c now saves the fuse that refills alchemy jugs, using the method
of numbering objects previously applied to Advanced Rogue 5. Alchemy
jugs that are empty when the game is saved will continue to function
after it is restored.
Savefile compatibility should not be affected.
author | John "Elwin" Edwards |
---|---|
date | Fri, 29 May 2015 17:34:04 -0400 |
parents | e6179860cb76 |
children | f54901b9c39b |
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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" 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 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() { 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(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 */ /*UNUSED*/ /* void * lake_check(place) * register coord *place; * { * } */