Mercurial > hg > early-roguelike
annotate rogue4/passages.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 | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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12
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1 /* |
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2 * Draw the connecting passages |
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3 * |
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4 * @(#)passages.c 4.8 (Berkeley) 1/27/82 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman |
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8 * All rights reserved. |
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9 * |
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10 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
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13 #include <curses.h> |
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14 #include "rogue.h" |
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15 |
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16 /* |
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17 * do_passages: |
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18 * Draw all the passages on a level. |
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19 */ |
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20 do_passages() |
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21 { |
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22 register struct rdes *r1, *r2 = NULL; |
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23 register int i, j; |
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24 register int roomcount; |
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25 static struct rdes |
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26 { |
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27 bool conn[MAXROOMS]; /* possible to connect to room i? */ |
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28 bool isconn[MAXROOMS]; /* connection been made to room i? */ |
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29 bool ingraph; /* this room in graph already? */ |
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30 } rdes[MAXROOMS] = { |
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31 { { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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32 { { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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33 { { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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34 { { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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35 { { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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36 { { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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37 { { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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38 { { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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39 { { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, |
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40 }; |
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41 |
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42 /* |
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43 * reinitialize room graph description |
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44 */ |
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45 for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++) |
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46 { |
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47 for (j = 0; j < MAXROOMS; j++) |
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48 r1->isconn[j] = FALSE; |
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49 r1->ingraph = FALSE; |
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50 } |
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51 |
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52 /* |
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53 * starting with one room, connect it to a random adjacent room and |
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54 * then pick a new room to start with. |
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55 */ |
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56 roomcount = 1; |
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57 r1 = &rdes[rnd(MAXROOMS)]; |
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58 r1->ingraph = TRUE; |
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59 do |
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60 { |
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61 /* |
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62 * find a room to connect with |
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63 */ |
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64 j = 0; |
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65 for (i = 0; i < MAXROOMS; i++) |
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66 if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0) |
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67 r2 = &rdes[i]; |
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68 /* |
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69 * if no adjacent rooms are outside the graph, pick a new room |
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70 * to look from |
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71 */ |
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72 if (j == 0) |
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73 { |
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74 do |
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75 r1 = &rdes[rnd(MAXROOMS)]; |
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76 until (r1->ingraph); |
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77 } |
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78 /* |
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79 * otherwise, connect new room to the graph, and draw a tunnel |
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80 * to it |
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81 */ |
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82 else |
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83 { |
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84 r2->ingraph = TRUE; |
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85 i = r1 - rdes; |
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86 j = r2 - rdes; |
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87 conn(i, j); |
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88 r1->isconn[j] = TRUE; |
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89 r2->isconn[i] = TRUE; |
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90 roomcount++; |
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91 } |
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92 } while (roomcount < MAXROOMS); |
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93 |
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94 /* |
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95 * attempt to add passages to the graph a random number of times so |
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96 * that there isn't always just one unique passage through it. |
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97 */ |
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98 for (roomcount = rnd(5); roomcount > 0; roomcount--) |
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99 { |
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100 r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */ |
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101 /* |
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102 * find an adjacent room not already connected |
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103 */ |
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104 j = 0; |
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105 for (i = 0; i < MAXROOMS; i++) |
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106 if (r1->conn[i] && !r1->isconn[i] && rnd(++j) == 0) |
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107 r2 = &rdes[i]; |
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108 /* |
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109 * if there is one, connect it and look for the next added |
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110 * passage |
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111 */ |
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112 if (j != 0) |
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113 { |
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114 i = r1 - rdes; |
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115 j = r2 - rdes; |
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116 conn(i, j); |
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117 r1->isconn[j] = TRUE; |
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118 r2->isconn[i] = TRUE; |
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119 } |
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120 } |
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121 passnum(); |
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122 } |
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123 |
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124 /* |
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125 * conn: |
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126 * Draw a corridor from a room in a certain direction. |
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127 */ |
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128 conn(r1, r2) |
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129 int r1, r2; |
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130 { |
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131 register struct room *rpf, *rpt = NULL; |
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132 register char rmt; |
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133 register int distance = 0, turn_spot = 0, turn_distance = 0, index; |
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134 register int rm; |
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135 register char direc; |
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136 coord del = {0,0}, curr, turn_delta = {0,0}, spos = {0,0}, epos = {0,0}; |
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137 |
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138 if (r1 < r2) |
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139 { |
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140 rm = r1; |
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141 if (r1 + 1 == r2) |
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142 direc = 'r'; |
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143 else |
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144 direc = 'd'; |
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145 } |
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146 else |
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147 { |
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148 rm = r2; |
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149 if (r2 + 1 == r1) |
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150 direc = 'r'; |
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151 else |
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152 direc = 'd'; |
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153 } |
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154 rpf = &rooms[rm]; |
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155 /* |
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156 * Set up the movement variables, in two cases: |
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157 * first drawing one down. |
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158 */ |
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159 if (direc == 'd') |
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160 { |
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161 rmt = rm + 3; /* room # of dest */ |
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162 rpt = &rooms[rmt]; /* room pointer of dest */ |
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163 del.x = 0; /* direction of move */ |
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164 del.y = 1; |
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165 spos.x = rpf->r_pos.x; /* start of move */ |
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166 spos.y = rpf->r_pos.y; |
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167 epos.x = rpt->r_pos.x; /* end of move */ |
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168 epos.y = rpt->r_pos.y; |
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169 if (!(rpf->r_flags & ISGONE)) /* if not gone pick door pos */ |
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170 { |
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171 spos.x += rnd(rpf->r_max.x - 2) + 1; |
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172 spos.y += rpf->r_max.y - 1; |
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173 } |
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174 if (!(rpt->r_flags & ISGONE)) |
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175 epos.x += rnd(rpt->r_max.x - 2) + 1; |
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176 distance = abs(spos.y - epos.y) - 1; /* distance to move */ |
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177 turn_delta.y = 0; /* direction to turn */ |
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178 turn_delta.x = (spos.x < epos.x ? 1 : -1); |
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179 turn_distance = abs(spos.x - epos.x); /* how far to turn */ |
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180 turn_spot = rnd(distance-1) + 1; /* where turn starts */ |
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181 } |
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182 else if (direc == 'r') /* setup for moving right */ |
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183 { |
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184 rmt = rm + 1; |
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185 rpt = &rooms[rmt]; |
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186 del.x = 1; |
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187 del.y = 0; |
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188 spos.x = rpf->r_pos.x; |
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189 spos.y = rpf->r_pos.y; |
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190 epos.x = rpt->r_pos.x; |
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191 epos.y = rpt->r_pos.y; |
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192 if (!(rpf->r_flags & ISGONE)) |
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193 { |
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194 spos.x += rpf->r_max.x-1; |
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195 spos.y += rnd(rpf->r_max.y-2)+1; |
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196 } |
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197 if (!(rpt->r_flags & ISGONE)) |
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198 epos.y += rnd(rpt->r_max.y-2)+1; |
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199 distance = abs(spos.x - epos.x) - 1; |
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200 turn_delta.y = (spos.y < epos.y ? 1 : -1); |
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201 turn_delta.x = 0; |
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202 turn_distance = abs(spos.y - epos.y); |
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203 turn_spot = rnd(distance-1) + 1; |
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204 } |
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205 #ifdef WIZARD |
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206 else |
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207 debug("error in connection tables"); |
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208 #endif |
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209 /* |
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210 * Draw in the doors on either side of the passage or just put #'s |
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211 * if the rooms are gone. |
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212 */ |
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213 if (!(rpf->r_flags & ISGONE)) |
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214 door(rpf, &spos); |
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215 else |
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216 { |
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217 index = INDEX(spos.y, spos.x); |
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218 _level[index] = PASSAGE; |
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219 _flags[index] |= F_PASS; |
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220 } |
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221 if (!(rpt->r_flags & ISGONE)) |
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222 door(rpt, &epos); |
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223 else |
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224 { |
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225 index = INDEX(epos.y, epos.x); |
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226 _level[index] = PASSAGE; |
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227 _flags[index] |= F_PASS; |
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228 } |
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229 /* |
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230 * Get ready to move... |
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231 */ |
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232 curr.x = spos.x; |
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233 curr.y = spos.y; |
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234 while (distance) |
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235 { |
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236 /* |
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237 * Move to new position |
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238 */ |
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239 curr.x += del.x; |
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240 curr.y += del.y; |
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241 /* |
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242 * Check if we are at the turn place, if so do the turn |
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243 */ |
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244 if (distance == turn_spot) |
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245 while (turn_distance--) |
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246 { |
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247 index = INDEX(curr.y, curr.x); |
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248 _level[index] = PASSAGE; |
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249 _flags[index] |= F_PASS; |
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250 curr.x += turn_delta.x; |
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251 curr.y += turn_delta.y; |
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252 } |
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253 /* |
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254 * Continue digging along |
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255 */ |
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256 index = INDEX(curr.y, curr.x); |
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257 _level[index] = PASSAGE; |
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258 _flags[index] |= F_PASS; |
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259 distance--; |
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260 } |
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261 curr.x += del.x; |
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262 curr.y += del.y; |
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263 if (!ce(curr, epos)) |
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264 msg("warning, connectivity problem on this level"); |
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265 } |
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266 |
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267 /* |
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268 * door: |
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269 * Add a door or possibly a secret door. Also enters the door in |
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270 * the exits array of the room. |
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271 */ |
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272 door(rm, cp) |
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273 register struct room *rm; |
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274 register coord *cp; |
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275 { |
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276 register int index; |
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277 |
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278 index = INDEX(cp->y, cp->x); |
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279 if (rnd(10) + 1 < level && rnd(5) == 0) |
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280 { |
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281 _level[index] = (cp->y == rm->r_pos.y || cp->y == rm->r_pos.y + rm->r_max.y - 1) ? '-' : '|'; |
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282 _flags[index] &= ~F_REAL; |
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283 } |
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284 else |
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285 _level[index] = DOOR; |
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286 rm->r_exit[rm->r_nexits++] = *cp; |
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287 } |
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288 |
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289 #ifdef WIZARD |
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290 /* |
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291 * add_pass: |
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292 * Add the passages to the current window (wizard command) |
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293 */ |
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294 add_pass() |
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295 { |
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296 register int y, x, ch; |
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297 |
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298 for (y = 1; y < LINES - 1; y++) |
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299 for (x = 0; x < COLS; x++) |
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300 if ((ch = chat(y, x)) == DOOR || ch == PASSAGE) |
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301 mvaddch(y, x, ch); |
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302 } |
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303 #endif |
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304 |
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305 /* |
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306 * passnum: |
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307 * Assign a number to each passageway |
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308 */ |
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309 static int pnum; |
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310 static bool newpnum; |
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311 |
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312 passnum() |
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313 { |
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314 register struct room *rp; |
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315 register int i; |
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316 |
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317 pnum = 0; |
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318 newpnum = FALSE; |
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319 for (rp = passages; rp < &passages[MAXPASS]; rp++) |
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320 rp->r_nexits = 0; |
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321 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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322 for (i = 0; i < rp->r_nexits; i++) |
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323 { |
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324 newpnum++; |
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325 numpass(rp->r_exit[i].y, rp->r_exit[i].x); |
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326 } |
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327 } |
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328 |
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329 /* |
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330 * numpass: |
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331 * Number a passageway square and its brethren |
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332 */ |
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333 numpass(y, x) |
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334 register int y, x; |
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335 { |
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336 register char *fp; |
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337 register struct room *rp; |
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338 register char ch; |
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339 |
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340 fp = &flat(y, x); |
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341 if (*fp & F_PNUM) |
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342 return; |
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343 if (newpnum) |
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344 { |
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345 pnum++; |
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346 newpnum = FALSE; |
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347 } |
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348 /* |
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349 * check to see if it is a door or secret door, i.e., a new exit, |
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350 * or a numerable type of place |
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351 */ |
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352 if ((ch = chat(y, x)) == DOOR || (!(*fp & F_REAL) && ch != FLOOR)) |
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353 { |
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354 rp = &passages[pnum]; |
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355 rp->r_exit[rp->r_nexits].y = y; |
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356 rp->r_exit[rp->r_nexits++].x = x; |
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357 } |
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358 else if (!(*fp & F_PASS)) |
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359 return; |
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360 *fp |= pnum; |
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361 /* |
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362 * recurse on the surrounding places |
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363 */ |
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364 numpass(y + 1, x); |
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365 numpass(y - 1, x); |
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366 numpass(y, x + 1); |
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367 numpass(y, x - 1); |
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368 } |