annotate xrogue/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
date Tue, 16 Jun 2015 11:44:49 -0400
parents e6179860cb76
children f54901b9c39b
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133
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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 XRogue: Expeditions into the Dungeons of Doom
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5 Copyright (C) 1991 Robert Pietkivitch
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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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 void
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43 do_terrain(basey, basex, deltay, deltax, fresh)
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44 int basey, basex, deltay, deltax;
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45 bool fresh;
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46 {
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47 register int cury, curx; /* Current y and x positions */
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48
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49 /* Lay out the boundary */
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50 for (cury=1; cury<lines-2; cury++) { /* Vertical "walls" */
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51 mvaddch(cury, 0, VERTWALL);
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52 mvaddch(cury, cols-1, VERTWALL);
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53 }
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54 for (curx=0; curx<cols; curx++) { /* Horizontal "walls" */
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55 mvaddch(1, curx, HORZWALL);
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56 mvaddch(lines-3, curx, HORZWALL);
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57 }
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58
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59 /* If we are not continuing, let's start out with a line of terrain */
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60 if (fresh) {
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61 char ch; /* Next char to add */
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62
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63 /* Move to the starting point (should be (1, 0)) */
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64 move(basey, basex);
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65 curx = basex;
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66
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67 /* Start with some random terrain */
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68 if (basex == 0) {
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69 ch = rnd_terrain();
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70 addch(ch);
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71 }
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72 else ch = mvinch(basey, basex);
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73
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74 curx += deltax;
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75
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76 /* Fill in the rest of the line */
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77 while (curx > 0 && curx < cols-1) {
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78 /* Put in the next piece */
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79 ch = get_terrain(ch, '\0', '\0', '\0');
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80 mvaddch(basey, curx, ch);
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81 curx += deltax;
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82 }
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83
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84 basey++; /* Advance to next line */
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85 }
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86
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87 /* Fill in the rest of the lines */
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88 cury = basey;
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89 while (cury > 1 && cury < lines - 3) {
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90 curx = basex;
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91 while (curx > 0 && curx < cols-1) {
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92 register char left, top_left, top, top_right;
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93 register int left_pos, top_pos;
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94
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95 /* Get the surrounding terrain */
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96 left_pos = curx - deltax;
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97 top_pos = cury - deltay;
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98
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99 left = mvinch(cury, left_pos);
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100 top_left = mvinch(top_pos, left_pos);
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101 top = mvinch(top_pos, curx);
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102 top_right = mvinch(top_pos, curx + deltax);
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103
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104 /* Put the piece of terrain on the map */
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105 mvaddch(cury, curx, get_terrain(left, top_left, top, top_right));
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106
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107 /* Get the next x coordinate */
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108 curx += deltax;
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109 }
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110
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111 /* Get the next y coordinate */
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112 cury += deltay;
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113 }
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114 /* The deeper we go.. */
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115 if (level > 40) genmonsters(20, (bool) 0);
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116 else if (level > 10) genmonsters(15, (bool) 0);
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117 else genmonsters(10, (bool) 0);
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118
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119 /* sometimes they're real angry */
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120 if (rnd(100) < 65) {
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121 /* protect good guys */
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122 if (player.t_ctype == C_PALADIN ||
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123 player.t_ctype == C_RANGER || player.t_ctype == C_MONK) {
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124 aggravate(TRUE, FALSE);
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125 }
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126 else {
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127 aggravate(TRUE, TRUE);
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128 }
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129 }
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130 }
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131
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132 /*
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133 * do_paths:
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134 * draw at least a single path-way through the terrain
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135 */
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136
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137 /*
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138 * rnd_terrain:
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139 * return a weighted, random type of outside terrain
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140 */
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141
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142 char
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143 rnd_terrain()
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144 {
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145 int chance = rnd(100);
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146
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147 /* Meadow is most likely */
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148 if (chance < 40) return(FLOOR);
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149
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150 /* Next comes forest */
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151 if (chance < 65) return(FOREST);
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152
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153 /* Then comes lakes */
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154 if (chance < 85) return(POOL);
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155
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156 /* Finally, mountains */
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157 return(WALL);
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158 }
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159
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160
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161 /*
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162 * get_terrain:
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163 * return a terrain weighted by what is surrounding
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164 */
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165
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166 char
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167 get_terrain(one, two, three, four)
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168 char one, two, three, four;
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169 {
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170 register int i;
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171 int forest = 0, mountain = 0, lake = 0, meadow = 0, total = 0;
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172 char surrounding[4];
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173
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174 surrounding[0] = one;
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175 surrounding[1] = two;
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176 surrounding[2] = three;
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177 surrounding[3] = four;
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178
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179 for (i=0; i<4; i++)
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180 switch (surrounding[i]) {
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181 case FOREST:
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182 forest++;
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183 total++;
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184
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185 when WALL:
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186 mountain++;
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187 total++;
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188
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189 when POOL:
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190 lake++;
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191 total++;
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192
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193 when FLOOR:
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194 meadow++;
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195 total++;
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196 }
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197
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198 /* Should we continue mountain? */
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199 if (rnd(total+1) < mountain) return(WALL);
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200
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201 /* Should we continue lakes? */
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202 if (rnd(total+1) < lake) return(POOL);
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203
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204 /* Should we continue meadow? */
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205 if (rnd(total+1) < meadow) return(FLOOR);
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206
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207 /* Should we continue forest? */
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208 if (rnd(total+2) < forest) return(FOREST);
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209
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210 /* Return something random */
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211 return(rnd_terrain());
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212 }
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213
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214 /*
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215 * lake_check:
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216 * Determine if the player would drown
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217 */
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218
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219 /*UNUSED*/
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220 /* void
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221 * lake_check(place)
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222 * register coord *place;
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223 * {
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224 * }
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225 */
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226