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

1.1     ! rubenllo    1: /*
        !             2:     outside.c  -  functions for dealing with the "outside" level
        !             3:
        !             4:     XRogue: Expeditions into the Dungeons of Doom
        !             5:     Copyright (C) 1991 Robert Pietkivitch
        !             6:     All rights reserved.
        !             7:
        !             8:     Based on "Advanced Rogue"
        !             9:     Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
        !            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: void
        !            44: do_terrain(int basey, int basex, int deltay, int deltax, bool fresh)
        !            45: {
        !            46:     register int cury, curx;        /* Current y and x positions */
        !            47:
        !            48:     /* Lay out the boundary */
        !            49:     for (cury=1; cury<lines-2; cury++) {        /* Vertical "walls" */
        !            50:         mvaddch(cury, 0, VERTWALL);
        !            51:         mvaddch(cury, cols-1, VERTWALL);
        !            52:     }
        !            53:     for (curx=0; curx<cols; curx++) {           /* Horizontal "walls" */
        !            54:         mvaddch(1, curx, HORZWALL);
        !            55:         mvaddch(lines-3, curx, HORZWALL);
        !            56:     }
        !            57:
        !            58:     /* If we are not continuing, let's start out with a line of terrain */
        !            59:     if (fresh) {
        !            60:         char ch;        /* Next char to add */
        !            61:
        !            62:         /* Move to the starting point (should be (1, 0)) */
        !            63:         move(basey, basex);
        !            64:         curx = basex;
        !            65:
        !            66:         /* Start with some random terrain */
        !            67:         if (basex == 0) {
        !            68:             ch = rnd_terrain();
        !            69:             addch(ch);
        !            70:         }
        !            71:         else ch = mvinch(basey, basex);
        !            72:
        !            73:         curx += deltax;
        !            74:
        !            75:         /* Fill in the rest of the line */
        !            76:         while (curx > 0 && curx < cols-1) {
        !            77:             /* Put in the next piece */
        !            78:             ch = get_terrain(ch, '\0', '\0', '\0');
        !            79:             mvaddch(basey, curx, ch);
        !            80:             curx += deltax;
        !            81:         }
        !            82:
        !            83:         basey++;        /* Advance to next line */
        !            84:     }
        !            85:
        !            86:     /* Fill in the rest of the lines */
        !            87:     cury = basey;
        !            88:     while (cury > 1 && cury < lines - 3) {
        !            89:         curx = basex;
        !            90:         while (curx > 0 && curx < cols-1) {
        !            91:             register char left, top_left, top, top_right;
        !            92:             register int left_pos, top_pos;
        !            93:
        !            94:             /* Get the surrounding terrain */
        !            95:             left_pos = curx - deltax;
        !            96:             top_pos = cury - deltay;
        !            97:
        !            98:             left = mvinch(cury, left_pos);
        !            99:             top_left = mvinch(top_pos, left_pos);
        !           100:             top = mvinch(top_pos, curx);
        !           101:             top_right = mvinch(top_pos, curx + deltax);
        !           102:
        !           103:             /* Put the piece of terrain on the map */
        !           104:             mvaddch(cury, curx, get_terrain(left, top_left, top, top_right));
        !           105:
        !           106:             /* Get the next x coordinate */
        !           107:             curx += deltax;
        !           108:         }
        !           109:
        !           110:         /* Get the next y coordinate */
        !           111:         cury += deltay;
        !           112:     }
        !           113:         /* The deeper we go.. */
        !           114:         if (level > 40)         genmonsters(20, (bool) 0);
        !           115:         else if (level > 10)    genmonsters(15, (bool) 0);
        !           116:         else                    genmonsters(10, (bool) 0);
        !           117:
        !           118:         /* sometimes they're real angry */
        !           119:         if (rnd(100) < 65) {
        !           120:             /* protect good guys */
        !           121:             if (player.t_ctype == C_PALADIN ||
        !           122:                 player.t_ctype == C_RANGER  || player.t_ctype == C_MONK) {
        !           123:                     aggravate(TRUE, FALSE);
        !           124:             }
        !           125:             else {
        !           126:                 aggravate(TRUE, TRUE);
        !           127:             }
        !           128:         }
        !           129: }
        !           130:
        !           131: /*
        !           132:  * do_paths:
        !           133:  *      draw at least a single path-way through the terrain
        !           134:  */
        !           135:
        !           136: /*
        !           137:  * rnd_terrain:
        !           138:  *      return a weighted, random type of outside terrain
        !           139:  */
        !           140:
        !           141: char
        !           142: rnd_terrain(void)
        !           143: {
        !           144:     int chance = rnd(100);
        !           145:
        !           146:     /* Meadow is most likely */
        !           147:     if (chance < 40) return(FLOOR);
        !           148:
        !           149:     /* Next comes forest */
        !           150:     if (chance < 65) return(FOREST);
        !           151:
        !           152:     /* Then comes lakes */
        !           153:     if (chance < 85) return(POOL);
        !           154:
        !           155:     /* Finally, mountains */
        !           156:     return(WALL);
        !           157: }
        !           158:
        !           159:
        !           160: /*
        !           161:  * get_terrain:
        !           162:  *      return a terrain weighted by what is surrounding
        !           163:  */
        !           164:
        !           165: char
        !           166: get_terrain(char one, char two, char three, char four)
        !           167: {
        !           168:     register int i;
        !           169:     int forest = 0, mountain = 0, lake = 0, meadow = 0, total = 0;
        !           170:     char surrounding[4];
        !           171:
        !           172:     surrounding[0] = one;
        !           173:     surrounding[1] = two;
        !           174:     surrounding[2] = three;
        !           175:     surrounding[3] = four;
        !           176:
        !           177:     for (i=0; i<4; i++)
        !           178:         switch (surrounding[i]) {
        !           179:             case FOREST:
        !           180:                 forest++;
        !           181:                 total++;
        !           182:
        !           183:             when WALL:
        !           184:                 mountain++;
        !           185:                 total++;
        !           186:
        !           187:             when POOL:
        !           188:                 lake++;
        !           189:                 total++;
        !           190:
        !           191:             when FLOOR:
        !           192:                 meadow++;
        !           193:                 total++;
        !           194:         }
        !           195:
        !           196:     /* Should we continue mountain? */
        !           197:     if (rnd(total+1) < mountain) return(WALL);
        !           198:
        !           199:     /* Should we continue lakes? */
        !           200:     if (rnd(total+1) < lake) return(POOL);
        !           201:
        !           202:     /* Should we continue meadow? */
        !           203:     if (rnd(total+1) < meadow) return(FLOOR);
        !           204:
        !           205:     /* Should we continue forest? */
        !           206:     if (rnd(total+2) < forest) return(FOREST);
        !           207:
        !           208:     /* Return something random */
        !           209:     return(rnd_terrain());
        !           210: }
        !           211:
        !           212: /*
        !           213:  * lake_check:
        !           214:  *      Determine if the player would drown
        !           215:  */
        !           216:
        !           217: /*UNUSED*/
        !           218: /* void
        !           219:  * lake_check(place)
        !           220:  * register coord *place;
        !           221:  * {
        !           222:  * }
        !           223:  */
        !           224:

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