/*
* 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"
char rnd_terrain(void);
char get_terrain(char one, char two, char three, char four);
/*
* init_terrain:
* Get the single "outside room" set up correctly
*/
void
init_terrain(void)
{
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(int basey, int basex, int deltay, int deltax, bool fresh)
{
int 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(void)
{
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(char one, char two, char three, char 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(coord *place)
{
NOOP(place);
}