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Annotation of early-roguelike/arogue7/outside.c, Revision 1.1

1.1     ! rubenllo    1: /*
        !             2:  * outside.c  -  functions for dealing with the "outside" level
        !             3:  *
        !             4:  * Advanced Rogue
        !             5:  * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
        !             6:  * All rights reserved.
        !             7:  *
        !             8:  * Based on "Rogue: Exploring the Dungeons of Doom"
        !             9:  * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
        !            10:  * All rights reserved.
        !            11:  *
        !            12:  * See the file LICENSE.TXT for full copyright and licensing information.
        !            13:  */
        !            14:
        !            15: #include "curses.h"
        !            16: #include "rogue.h"
        !            17:
        !            18: char rnd_terrain(void);
        !            19: char get_terrain(char one, char two, char three, char four);
        !            20:
        !            21: /*
        !            22:  * init_terrain:
        !            23:  *     Get the single "outside room" set up correctly
        !            24:  */
        !            25:
        !            26: void
        !            27: init_terrain(void)
        !            28: {
        !            29:     register struct room *rp;
        !            30:
        !            31:     for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
        !            32:            rp->r_flags = ISGONE;       /* kill all rooms */
        !            33:            rp->r_fires = NULL;         /* no fires */
        !            34:     }
        !            35:     rp = &rooms[0];                    /* point to only room */
        !            36:     rp->r_flags = ISDARK;              /* outside is always dark */
        !            37:     rp->r_pos.x = 0;                   /* room fills whole screen */
        !            38:     rp->r_pos.y = 1;
        !            39:     rp->r_max.x = cols;
        !            40:     rp->r_max.y = lines - 3;
        !            41: }
        !            42:
        !            43:
        !            44:
        !            45: void
        !            46: do_terrain(int basey, int basex, int deltay, int deltax, bool fresh)
        !            47: {
        !            48:     register int cury, curx;   /* Current y and x positions */
        !            49:
        !            50:     /* Lay out the boundary */
        !            51:     for (cury=1; cury<lines-2; cury++) {       /* Vertical "walls" */
        !            52:        mvaddch(cury, 0, '|');
        !            53:        mvaddch(cury, cols-1, '|');
        !            54:     }
        !            55:     for (curx=0; curx<cols; curx++) {          /* Horizontal "walls" */
        !            56:        mvaddch(1, curx, '-');
        !            57:        mvaddch(lines-3, curx, '-');
        !            58:     }
        !            59:
        !            60:     /* If we are not continuing, let's start out with a line of terrain */
        !            61:     if (fresh) {
        !            62:        char ch;        /* Next char to add */
        !            63:
        !            64:        /* Move to the starting point (should be (1, 0)) */
        !            65:        move(basey, basex);
        !            66:        curx = basex;
        !            67:
        !            68:        /* Start with some random terrain */
        !            69:        if (basex == 0) {
        !            70:            ch = rnd_terrain();
        !            71:            addch(ch);
        !            72:        }
        !            73:        else ch = CCHAR( mvinch(basey, basex) );
        !            74:
        !            75:        curx += deltax;
        !            76:
        !            77:        /* Fill in the rest of the line */
        !            78:        while (curx > 0 && curx < cols-1) {
        !            79:            /* Put in the next piece */
        !            80:            ch = get_terrain(ch, '\0', '\0', '\0');
        !            81:            mvaddch(basey, curx, ch);
        !            82:            curx += deltax;
        !            83:        }
        !            84:
        !            85:        basey++;        /* Advance to next line */
        !            86:     }
        !            87:
        !            88:     /* Fill in the rest of the lines */
        !            89:     cury = basey;
        !            90:     while (cury > 1 && cury < lines - 3) {
        !            91:        curx = basex;
        !            92:        while (curx > 0 && curx < cols-1) {
        !            93:            register char left, top_left, top, top_right;
        !            94:            register int left_pos, top_pos;
        !            95:
        !            96:            /* Get the surrounding terrain */
        !            97:            left_pos = curx - deltax;
        !            98:            top_pos = cury - deltay;
        !            99:
        !           100:            left = CCHAR( mvinch(cury, left_pos) );
        !           101:            top_left = CCHAR( mvinch(top_pos, left_pos) );
        !           102:            top = CCHAR( mvinch(top_pos, curx) );
        !           103:            top_right = CCHAR( mvinch(top_pos, curx + deltax) );
        !           104:
        !           105:            /* Put the piece of terrain on the map */
        !           106:            mvaddch(cury, curx, get_terrain(left, top_left, top, top_right));
        !           107:
        !           108:            /* Get the next x coordinate */
        !           109:            curx += deltax;
        !           110:        }
        !           111:
        !           112:        /* Get the next y coordinate */
        !           113:        cury += deltay;
        !           114:     }
        !           115:     genmonsters(5, (bool) 0);
        !           116: }
        !           117:
        !           118:
        !           119: /*
        !           120:  * do_paths:
        !           121:  *     draw at least a single path-way through the terrain
        !           122:  */
        !           123:
        !           124:
        !           125: /*
        !           126:  * rnd_terrain:
        !           127:  *     return a weighted, random type of outside terrain
        !           128:  */
        !           129:
        !           130: char
        !           131: rnd_terrain(void)
        !           132: {
        !           133:     int chance = rnd(100);
        !           134:
        !           135:     /* Forest is most likely */
        !           136:     if (chance < 60) return(FOREST);
        !           137:
        !           138:     /* Next comes meadow */
        !           139:     if (chance < 90) return(FLOOR);
        !           140:
        !           141:     /* Then comes lakes */
        !           142:     if (chance < 97) return(POOL);
        !           143:
        !           144:     /* Finally, mountains */
        !           145:     return(WALL);
        !           146: }
        !           147:
        !           148:
        !           149: /*
        !           150:  * get_terrain:
        !           151:  *     return a terrain weighted by what is surrounding
        !           152:  */
        !           153:
        !           154: char
        !           155: get_terrain(char one, char two, char three, char four)
        !           156: {
        !           157:     register int i;
        !           158:     int forest = 0, mountain = 0, lake = 0, meadow = 0, total = 0;
        !           159:     char surrounding[4];
        !           160:
        !           161:     surrounding[0] = one;
        !           162:     surrounding[1] = two;
        !           163:     surrounding[2] = three;
        !           164:     surrounding[3] = four;
        !           165:
        !           166:     for (i=0; i<4; i++)
        !           167:        switch (surrounding[i]) {
        !           168:            case FOREST:
        !           169:                forest++;
        !           170:                total++;
        !           171:
        !           172:            when WALL:
        !           173:                mountain++;
        !           174:                total++;
        !           175:
        !           176:            when POOL:
        !           177:                lake++;
        !           178:                total++;
        !           179:
        !           180:            when FLOOR:
        !           181:                meadow++;
        !           182:                total++;
        !           183:        }
        !           184:
        !           185:     /* Should we continue mountain? */
        !           186:     if (rnd(total+1) < mountain) return(WALL);
        !           187:
        !           188:     /* Should we continue lakes? */
        !           189:     if (rnd(total+1) < lake) return(POOL);
        !           190:
        !           191:     /* Should we continue meadow? */
        !           192:     if (rnd(total+1) < meadow) return(FLOOR);
        !           193:
        !           194:     /* Should we continue forest? */
        !           195:     if (rnd(total+2) < forest) return(FOREST);
        !           196:
        !           197:     /* Return something random */
        !           198:     return(rnd_terrain());
        !           199: }
        !           200:
        !           201:
        !           202: /*
        !           203:  * lake_check:
        !           204:  *     Determine if the player would drown
        !           205:  */
        !           206:
        !           207: void
        !           208: lake_check(coord *place)
        !           209: {
        !           210: }

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