Mercurial > hg > early-roguelike
view arogue5/outside.c @ 93:8f7c082fde46
Don't set DESTDIR via configure.
DESTDIR ought to be set via option passed to 'make install'.
author | John "Elwin" Edwards |
---|---|
date | Mon, 26 Aug 2013 19:58:44 -0700 |
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); }