Example #1
0
void init_world(void)
{
	int x, y;
	cform * f;

	world.zones = malloc(sizeof(zone *));

	load_iforms();
	load_cforms();

	*world.zones = zone_new(500, 300);

	f = cform_new('@' | A_BOLD);
	f->weight = TILE_MAX_WEIGHT / 2;
	f->max_health = 10;

	crtr_init(&world.plyr, f);
	world.plyr.nofree = 1;
	world.plyr.inv = inv_new(500);
	world.plyr.attack = 5;

	do {
		x = random() % get_dispw();
		y = random() % get_disph();
	} while (!crtr_tele(&world.plyr, x, y, *world.zones));

	zone_update(world.plyr.z, x, y);
}
Example #2
0
int crtr_move(creature * crtr, int dx, int dy)
{
	int ox = crtr->x;
	int oy = crtr->y;
	int nx = ox + dx;
	int ny = oy + dy;

	return crtr_tele(crtr, nx, ny, crtr->z);
}
Example #3
0
File: player.c Project: cmr/iiag
void plyr_act_enter(int argc, char ** argv) {
	int ox, oy;
	zone * oz;
	tile * t = tileof(&PLYR);

	if (t->linked) {
		// TODO generalize

		if (t->link_z == NULL) {
			ox = PLYR.x;
			oy = PLYR.y;
			oz = PLYR.z;

			// generate new zone
			vector_append(&world.zones, zone_new(150, 50)); // TODO why 150,50?
			t->link_z = world.zones.arr[world.zones.cnt - 1];

			// place player randomly
			crtr_spawn(&PLYR, t->link_z);
			t->link_x = PLYR.x;
			t->link_y = PLYR.y;

			// link back
			t = tileof(&PLYR);
			t->linked = 1;
			t->link_x = ox;
			t->link_y = oy;
			t->link_z = oz;
			t->ch = '@';
			t->show_ch = '@';
		} else {
			if (!crtr_tele(&PLYR, t->link_x, t->link_y, t->link_z)) {
				memo("Your way appears to be blocked?");
			}
		}

		update_vis();
		zone_draw(PLYR.z);
	} else {
		memo("I see no visible method of doing that.");
	}
}
Example #4
0
// this function is really ugly
static void generate(zone * z)
{
	static int first = 1;

	int i, x, y, max;
	int rc;
	int ** walls;
	room * rv;
	item * it;
	creature * cr;

	if (first) {
		fill_walls();
		first = 0;
	}

	// generate rooms
	rc = random() % ((z->width * z->height) / ROOM_INFREQ) + ROOM_MIN;
	rv = malloc(sizeof(room) * rc);

	for (i = 0; i < rc; i++) {
		rv[i].w = random() % 12 + 5;
		rv[i].h = random() % 8 + 3;
		rv[i].x = random() % (z->width  - rv[i].w - 1) + 1;
		rv[i].y = random() % (z->height - rv[i].h - 1) + 1;
	}


	// cut out rooms
	walls = malloc(sizeof(int *) * z->width);
	for (x = 0; x < z->width; x++) {
		walls[x] = malloc(sizeof(int) * z->height);

		for (y = 0; y < z->height; y++) {
			for (i = 0; i < rc; i++) {
				if (in_room(rv + i, x, y)) break;
			}
			z->tiles[x][y].ch = '.';
			walls[x][y] = (i == rc);
		}
	}


	// draw walls
	for (x = 0; x < z->width; x++) {
		for (y = 0; y < z->height; y++) {
			if (walls[x][y]) {
				z->tiles[x][y].impassible = 1;
				set_wall_char(walls,z,x,y);
			}
		}
	}

	// place some random junk
	if (world.iform_cnt != 0) {
		max = random() % (z->width * z->height / ITEM_INFREQ) + ITEM_MIN;
		for (i = max; i >= 0; i--) {
			it = item_new(world.iforms[random() % world.iform_cnt]);

			do {
				x = random() % z->width;
				y = random() % z->height;
			} while (z->tiles[x][y].impassible || !inv_try(z->tiles[x][y].inv, it));

			item_tele(it, x, y, z);
			zone_update(z, x, y);
		}
	}

	// place some more random junk
	if (world.cform_cnt != 0) {
		max = random() % (z->width * z->height / CRTR_INFREQ) + CRTR_MIN;
		for (i = max; i >= 0; i--) {
			cr = crtr_new(world.cforms[random() % world.cform_cnt]);

			do {
				x = random() % z->width;
				y = random() % z->height;
			} while (z->tiles[x][y].impassible || z->tiles[x][y].crtr != NULL);

			crtr_tele(cr, x, y, z);
			zone_update(z, x, y);
		}
	}
}