view arogue7/outside.c @ 163:89deb1197a2d

arogue7: fix a display bug when viewing inventory after restoring. The restore() function displayed a status message via wprintw() instead of using the msg() functions. If the inventory was then viewed before a call to msg(), msgw would obscure the first lines of the inventory list. There are surely more bugs related to messages.
author John "Elwin" Edwards
date Fri, 12 Jun 2015 12:09:16 -0400
parents adfa37e67084
children f9ef86cf22b2
line wrap: on
line source

/*
 * outside.c  -  functions for dealing with the "outside" level
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
 * All rights reserved.
 *
 * Based on "Rogue: Exploring the Dungeons of Doom"
 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
 * 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;
{
}