There should only be two changes in behavior: arogue7/fight.c, arogue7/fight.c: a to-hit bonus is now correctly applied to characters who are not monks instead of monks who are not empty-handed. urogue/fight.c: fixed an interaction with the "debug" macro that could cause the wrong message to be displayed.
224 lines
5.5 KiB
C
224 lines
5.5 KiB
C
/*
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outside.c - functions for dealing with the "outside" level
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XRogue: Expeditions into the Dungeons of Doom
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Copyright (C) 1991 Robert Pietkivitch
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All rights reserved.
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Based on "Advanced Rogue"
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Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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All rights reserved.
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See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include <curses.h>
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#include "rogue.h"
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char rnd_terrain(void);
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char get_terrain(char one, char two, char three, char four);
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/*
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* init_terrain:
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* Get the single "outside room" set up correctly
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*/
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void
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init_terrain(void)
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{
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register struct room *rp;
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for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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rp->r_flags = ISGONE; /* kill all rooms */
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rp->r_fires = NULL; /* no fires */
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}
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rp = &rooms[0]; /* point to only room */
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rp->r_flags = ISDARK; /* outside is always dark */
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rp->r_pos.x = 0; /* room fills whole screen */
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rp->r_pos.y = 1;
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rp->r_max.x = cols;
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rp->r_max.y = lines - 3;
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}
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void
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do_terrain(int basey, int basex, int deltay, int deltax, bool fresh)
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{
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register int cury, curx; /* Current y and x positions */
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/* Lay out the boundary */
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for (cury=1; cury<lines-2; cury++) { /* Vertical "walls" */
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mvaddch(cury, 0, VERTWALL);
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mvaddch(cury, cols-1, VERTWALL);
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}
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for (curx=0; curx<cols; curx++) { /* Horizontal "walls" */
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mvaddch(1, curx, HORZWALL);
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mvaddch(lines-3, curx, HORZWALL);
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}
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/* If we are not continuing, let's start out with a line of terrain */
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if (fresh) {
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char ch; /* Next char to add */
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/* Move to the starting point (should be (1, 0)) */
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move(basey, basex);
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curx = basex;
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/* Start with some random terrain */
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if (basex == 0) {
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ch = rnd_terrain();
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addch(ch);
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}
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else ch = mvinch(basey, basex) & A_CHARTEXT;
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curx += deltax;
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/* Fill in the rest of the line */
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while (curx > 0 && curx < cols-1) {
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/* Put in the next piece */
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ch = get_terrain(ch, '\0', '\0', '\0');
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mvaddch(basey, curx, ch);
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curx += deltax;
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}
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basey++; /* Advance to next line */
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}
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/* Fill in the rest of the lines */
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cury = basey;
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while (cury > 1 && cury < lines - 3) {
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curx = basex;
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while (curx > 0 && curx < cols-1) {
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register char left, top_left, top, top_right;
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register int left_pos, top_pos;
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/* Get the surrounding terrain */
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left_pos = curx - deltax;
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top_pos = cury - deltay;
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left = mvinch(cury, left_pos) & A_CHARTEXT;
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top_left = mvinch(top_pos, left_pos) & A_CHARTEXT;
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top = mvinch(top_pos, curx) & A_CHARTEXT;
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top_right = mvinch(top_pos, curx + deltax) & A_CHARTEXT;
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/* Put the piece of terrain on the map */
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mvaddch(cury, curx, get_terrain(left, top_left, top, top_right));
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/* Get the next x coordinate */
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curx += deltax;
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}
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/* Get the next y coordinate */
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cury += deltay;
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}
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/* The deeper we go.. */
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if (level > 40) genmonsters(20, (bool) 0);
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else if (level > 10) genmonsters(15, (bool) 0);
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else genmonsters(10, (bool) 0);
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/* sometimes they're real angry */
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if (rnd(100) < 65) {
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/* protect good guys */
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if (player.t_ctype == C_PALADIN ||
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player.t_ctype == C_RANGER || player.t_ctype == C_MONK) {
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aggravate(TRUE, FALSE);
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}
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else {
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aggravate(TRUE, TRUE);
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}
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}
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}
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/*
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* do_paths:
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* draw at least a single path-way through the terrain
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*/
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/*
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* rnd_terrain:
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* return a weighted, random type of outside terrain
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*/
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char
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rnd_terrain(void)
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{
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int chance = rnd(100);
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/* Meadow is most likely */
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if (chance < 40) return(FLOOR);
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/* Next comes forest */
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if (chance < 65) return(FOREST);
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/* Then comes lakes */
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if (chance < 85) return(POOL);
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/* Finally, mountains */
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return(WALL);
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}
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/*
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* get_terrain:
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* return a terrain weighted by what is surrounding
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*/
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char
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get_terrain(char one, char two, char three, char four)
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{
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register int i;
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int forest = 0, mountain = 0, lake = 0, meadow = 0, total = 0;
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char surrounding[4];
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surrounding[0] = one;
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surrounding[1] = two;
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surrounding[2] = three;
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surrounding[3] = four;
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for (i=0; i<4; i++)
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switch (surrounding[i]) {
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case FOREST:
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forest++;
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total++;
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when WALL:
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mountain++;
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total++;
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when POOL:
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lake++;
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total++;
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when FLOOR:
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meadow++;
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total++;
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}
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/* Should we continue mountain? */
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if (rnd(total+1) < mountain) return(WALL);
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/* Should we continue lakes? */
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if (rnd(total+1) < lake) return(POOL);
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/* Should we continue meadow? */
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if (rnd(total+1) < meadow) return(FLOOR);
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/* Should we continue forest? */
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if (rnd(total+2) < forest) return(FOREST);
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/* Return something random */
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return(rnd_terrain());
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}
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/*
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* lake_check:
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* Determine if the player would drown
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*/
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/*UNUSED*/
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/* void
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* lake_check(place)
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* register coord *place;
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* {
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* }
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*/
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