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Annotation of early-roguelike/arogue5/outside.c, Revision 1.1

1.1     ! rubenllo    1: /*
        !             2:  * functions for dealing with the "outside" level
        !             3:  *
        !             4:  * Advanced Rogue
        !             5:  * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
        !             6:  * All rights reserved.
        !             7:  *
        !             8:  * See the file LICENSE.TXT for full copyright and licensing information.
        !             9:  */
        !            10:
        !            11: #include "curses.h"
        !            12: #include "rogue.h"
        !            13:
        !            14: char rnd_terrain(void);
        !            15: char get_terrain(char one, char two, char three, char four);
        !            16:
        !            17: /*
        !            18:  * init_terrain:
        !            19:  *     Get the single "outside room" set up correctly
        !            20:  */
        !            21:
        !            22: void
        !            23: init_terrain(void)
        !            24: {
        !            25:     register struct room *rp;
        !            26:
        !            27:     for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
        !            28:            rp->r_flags = ISGONE;       /* kill all rooms */
        !            29:            rp->r_fires = NULL;         /* no fires */
        !            30:     }
        !            31:     rp = &rooms[0];                    /* point to only room */
        !            32:     rp->r_flags = ISDARK;              /* outside is always dark */
        !            33:     rp->r_pos.x = 0;                   /* room fills whole screen */
        !            34:     rp->r_pos.y = 1;
        !            35:     rp->r_max.x = COLS;
        !            36:     rp->r_max.y = LINES - 3;
        !            37: }
        !            38:
        !            39:
        !            40:
        !            41: void
        !            42: do_terrain(int basey, int basex, int deltay, int deltax, bool fresh)
        !            43: {
        !            44:     int cury, curx;    /* Current y and x positions */
        !            45:
        !            46:     /* Lay out the boundary */
        !            47:     for (cury=1; cury<LINES-2; cury++) {       /* Vertical "walls" */
        !            48:        mvaddch(cury, 0, '|');
        !            49:        mvaddch(cury, COLS-1, '|');
        !            50:     }
        !            51:     for (curx=0; curx<COLS; curx++) {          /* Horizontal "walls" */
        !            52:        mvaddch(1, curx, '-');
        !            53:        mvaddch(LINES-3, curx, '-');
        !            54:     }
        !            55:
        !            56:     /* If we are not continuing, let's start out with a line of terrain */
        !            57:     if (fresh) {
        !            58:        char ch;        /* Next char to add */
        !            59:
        !            60:        /* Move to the starting point (should be (1, 0)) */
        !            61:        move(basey, basex);
        !            62:        curx = basex;
        !            63:
        !            64:        /* Start with some random terrain */
        !            65:        if (basex == 0) {
        !            66:            ch = rnd_terrain();
        !            67:            addch(ch);
        !            68:        }
        !            69:        else ch = CCHAR( mvinch(basey, basex) );
        !            70:
        !            71:        curx += deltax;
        !            72:
        !            73:        /* Fill in the rest of the line */
        !            74:        while (curx > 0 && curx < COLS-1) {
        !            75:            /* Put in the next piece */
        !            76:            ch = get_terrain(ch, '\0', '\0', '\0');
        !            77:            mvaddch(basey, curx, ch);
        !            78:            curx += deltax;
        !            79:        }
        !            80:
        !            81:        basey++;        /* Advance to next line */
        !            82:     }
        !            83:
        !            84:     /* Fill in the rest of the lines */
        !            85:     cury = basey;
        !            86:     while (cury > 1 && cury < LINES - 3) {
        !            87:        curx = basex;
        !            88:        while (curx > 0 && curx < COLS-1) {
        !            89:            register char left, top_left, top, top_right;
        !            90:            register int left_pos, top_pos;
        !            91:
        !            92:            /* Get the surrounding terrain */
        !            93:            left_pos = curx - deltax;
        !            94:            top_pos = cury - deltay;
        !            95:
        !            96:            left = CCHAR( mvinch(cury, left_pos) );
        !            97:            top_left = CCHAR( mvinch(top_pos, left_pos) );
        !            98:            top = CCHAR( mvinch(top_pos, curx) );
        !            99:            top_right = CCHAR( mvinch(top_pos, curx + deltax) );
        !           100:
        !           101:            /* Put the piece of terrain on the map */
        !           102:            mvaddch(cury, curx, get_terrain(left, top_left, top, top_right));
        !           103:
        !           104:            /* Get the next x coordinate */
        !           105:            curx += deltax;
        !           106:        }
        !           107:
        !           108:        /* Get the next y coordinate */
        !           109:        cury += deltay;
        !           110:     }
        !           111:     genmonsters(5, (bool) 0);
        !           112: }
        !           113:
        !           114:
        !           115: /*
        !           116:  * do_paths:
        !           117:  *     draw at least a single path-way through the terrain
        !           118:  */
        !           119:
        !           120:
        !           121: /*
        !           122:  * rnd_terrain:
        !           123:  *     return a weighted, random type of outside terrain
        !           124:  */
        !           125:
        !           126: char
        !           127: rnd_terrain(void)
        !           128: {
        !           129:     int chance = rnd(100);
        !           130:
        !           131:     /* Forest is most likely */
        !           132:     if (chance < 60) return(FOREST);
        !           133:
        !           134:     /* Next comes meadow */
        !           135:     if (chance < 90) return(FLOOR);
        !           136:
        !           137:     /* Then comes lakes */
        !           138:     if (chance < 97) return(POOL);
        !           139:
        !           140:     /* Finally, mountains */
        !           141:     return(WALL);
        !           142: }
        !           143:
        !           144:
        !           145: /*
        !           146:  * get_terrain:
        !           147:  *     return a terrain weighted by what is surrounding
        !           148:  */
        !           149:
        !           150: char
        !           151: get_terrain(char one, char two, char three, char four)
        !           152: {
        !           153:     register int i;
        !           154:     int forest = 0, mountain = 0, lake = 0, meadow = 0, total = 0;
        !           155:     char surrounding[4];
        !           156:
        !           157:     surrounding[0] = one;
        !           158:     surrounding[1] = two;
        !           159:     surrounding[2] = three;
        !           160:     surrounding[3] = four;
        !           161:
        !           162:     for (i=0; i<4; i++)
        !           163:        switch (surrounding[i]) {
        !           164:            case FOREST:
        !           165:                forest++;
        !           166:                total++;
        !           167:
        !           168:            when WALL:
        !           169:                mountain++;
        !           170:                total++;
        !           171:
        !           172:            when POOL:
        !           173:                lake++;
        !           174:                total++;
        !           175:
        !           176:            when FLOOR:
        !           177:                meadow++;
        !           178:                total++;
        !           179:        }
        !           180:
        !           181:     /* Should we continue mountain? */
        !           182:     if (rnd(total+1) < mountain) return(WALL);
        !           183:
        !           184:     /* Should we continue lakes? */
        !           185:     if (rnd(total+1) < lake) return(POOL);
        !           186:
        !           187:     /* Should we continue meadow? */
        !           188:     if (rnd(total+1) < meadow) return(FLOOR);
        !           189:
        !           190:     /* Should we continue forest? */
        !           191:     if (rnd(total+2) < forest) return(FOREST);
        !           192:
        !           193:     /* Return something random */
        !           194:     return(rnd_terrain());
        !           195: }
        !           196:
        !           197:
        !           198: /*
        !           199:  * lake_check:
        !           200:  *     Determine if the player would drown
        !           201:  */
        !           202:
        !           203: void
        !           204: lake_check(coord *place)
        !           205: {
        !           206:     NOOP(place);
        !           207: }

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