Mercurial > hg > early-roguelike
annotate arogue7/outside.c @ 164:49af2fd0bb0c
Move some autotools files to where configure can find them.
rogue5 uses config.guess and config.sub to find the canonical system
names. The configure script expects them to be in the same directory
as install-sh. So they have been relocated to the top level.
This is a quick and dirty fix. The eventual plan is to relocate them
to /dev/null.
I also suspect they should be used to set HOST, not TARGET. Rogue is
not a cross-compiler.
author | John "Elwin" Edwards |
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date | Tue, 16 Jun 2015 11:44:49 -0400 |
parents | adfa37e67084 |
children | f9ef86cf22b2 |
rev | line source |
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125
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1 /* |
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2 * outside.c - functions for dealing with the "outside" level |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T |
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6 * All rights reserved. |
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7 * |
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8 * Based on "Rogue: Exploring the Dungeons of Doom" |
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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10 * All rights reserved. |
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11 * |
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12 * See the file LICENSE.TXT for full copyright and licensing information. |
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13 */ |
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14 |
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15 #include "curses.h" |
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16 #include "rogue.h" |
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17 |
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18 extern char rnd_terrain(), get_terrain(); |
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19 |
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20 /* |
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21 * init_terrain: |
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22 * Get the single "outside room" set up correctly |
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23 */ |
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24 |
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25 void |
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26 init_terrain() |
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27 { |
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28 register struct room *rp; |
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29 |
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30 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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31 rp->r_flags = ISGONE; /* kill all rooms */ |
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32 rp->r_fires = NULL; /* no fires */ |
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33 } |
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34 rp = &rooms[0]; /* point to only room */ |
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35 rp->r_flags = ISDARK; /* outside is always dark */ |
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36 rp->r_pos.x = 0; /* room fills whole screen */ |
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37 rp->r_pos.y = 1; |
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38 rp->r_max.x = cols; |
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39 rp->r_max.y = lines - 3; |
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40 } |
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41 |
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42 |
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43 |
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44 void |
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45 do_terrain(basey, basex, deltay, deltax, fresh) |
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46 int basey, basex, deltay, deltax; |
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47 bool fresh; |
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48 { |
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49 register cury, curx; /* Current y and x positions */ |
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50 |
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51 /* Lay out the boundary */ |
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52 for (cury=1; cury<lines-2; cury++) { /* Vertical "walls" */ |
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53 mvaddch(cury, 0, '|'); |
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54 mvaddch(cury, cols-1, '|'); |
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55 } |
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56 for (curx=0; curx<cols; curx++) { /* Horizontal "walls" */ |
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57 mvaddch(1, curx, '-'); |
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58 mvaddch(lines-3, curx, '-'); |
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59 } |
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60 |
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61 /* If we are not continuing, let's start out with a line of terrain */ |
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62 if (fresh) { |
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63 char ch; /* Next char to add */ |
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64 |
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65 /* Move to the starting point (should be (1, 0)) */ |
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66 move(basey, basex); |
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67 curx = basex; |
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68 |
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69 /* Start with some random terrain */ |
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70 if (basex == 0) { |
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71 ch = rnd_terrain(); |
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72 addch(ch); |
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73 } |
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74 else ch = CCHAR( mvinch(basey, basex) ); |
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75 |
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76 curx += deltax; |
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77 |
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78 /* Fill in the rest of the line */ |
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79 while (curx > 0 && curx < cols-1) { |
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80 /* Put in the next piece */ |
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81 ch = get_terrain(ch, '\0', '\0', '\0'); |
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82 mvaddch(basey, curx, ch); |
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83 curx += deltax; |
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84 } |
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85 |
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86 basey++; /* Advance to next line */ |
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87 } |
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88 |
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89 /* Fill in the rest of the lines */ |
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90 cury = basey; |
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91 while (cury > 1 && cury < lines - 3) { |
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92 curx = basex; |
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93 while (curx > 0 && curx < cols-1) { |
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94 register char left, top_left, top, top_right; |
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95 register int left_pos, top_pos; |
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96 |
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97 /* Get the surrounding terrain */ |
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98 left_pos = curx - deltax; |
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99 top_pos = cury - deltay; |
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100 |
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101 left = CCHAR( mvinch(cury, left_pos) ); |
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102 top_left = CCHAR( mvinch(top_pos, left_pos) ); |
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103 top = CCHAR( mvinch(top_pos, curx) ); |
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104 top_right = CCHAR( mvinch(top_pos, curx + deltax) ); |
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105 |
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106 /* Put the piece of terrain on the map */ |
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107 mvaddch(cury, curx, get_terrain(left, top_left, top, top_right)); |
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108 |
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109 /* Get the next x coordinate */ |
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110 curx += deltax; |
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111 } |
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112 |
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113 /* Get the next y coordinate */ |
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114 cury += deltay; |
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115 } |
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116 genmonsters(5, (bool) 0); |
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117 } |
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118 |
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119 |
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120 /* |
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121 * do_paths: |
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122 * draw at least a single path-way through the terrain |
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123 */ |
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124 |
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125 |
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126 /* |
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127 * rnd_terrain: |
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128 * return a weighted, random type of outside terrain |
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129 */ |
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130 |
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131 char |
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132 rnd_terrain() |
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133 { |
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134 int chance = rnd(100); |
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135 |
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136 /* Forest is most likely */ |
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137 if (chance < 60) return(FOREST); |
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138 |
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139 /* Next comes meadow */ |
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140 if (chance < 90) return(FLOOR); |
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141 |
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142 /* Then comes lakes */ |
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143 if (chance < 97) return(POOL); |
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144 |
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145 /* Finally, mountains */ |
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146 return(WALL); |
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147 } |
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148 |
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149 |
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150 /* |
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151 * get_terrain: |
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152 * return a terrain weighted by what is surrounding |
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153 */ |
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154 |
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155 char |
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156 get_terrain(one, two, three, four) |
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157 char one, two, three, four; |
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158 { |
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159 register int i; |
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160 int forest = 0, mountain = 0, lake = 0, meadow = 0, total = 0; |
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161 char surrounding[4]; |
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162 |
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163 surrounding[0] = one; |
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164 surrounding[1] = two; |
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165 surrounding[2] = three; |
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166 surrounding[3] = four; |
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167 |
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168 for (i=0; i<4; i++) |
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169 switch (surrounding[i]) { |
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170 case FOREST: |
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171 forest++; |
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172 total++; |
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173 |
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174 when WALL: |
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175 mountain++; |
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176 total++; |
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177 |
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178 when POOL: |
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179 lake++; |
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180 total++; |
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181 |
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182 when FLOOR: |
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183 meadow++; |
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184 total++; |
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185 } |
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186 |
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187 /* Should we continue mountain? */ |
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188 if (rnd(total+1) < mountain) return(WALL); |
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189 |
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190 /* Should we continue lakes? */ |
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191 if (rnd(total+1) < lake) return(POOL); |
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192 |
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193 /* Should we continue meadow? */ |
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194 if (rnd(total+1) < meadow) return(FLOOR); |
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195 |
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196 /* Should we continue forest? */ |
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197 if (rnd(total+2) < forest) return(FOREST); |
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198 |
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199 /* Return something random */ |
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200 return(rnd_terrain()); |
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201 } |
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202 |
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203 |
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204 /* |
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205 * lake_check: |
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206 * Determine if the player would drown |
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207 */ |
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208 |
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209 void |
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210 lake_check(place) |
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211 coord *place; |
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212 { |
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213 } |