annotate arogue7/outside.c @ 201:6fb21004a981

Fix some preprocessor directives. Include process.h in the right place, and use the correct definition of PATH_MAX, when compiling on Windows.
author John "Elwin" Edwards
date Wed, 12 Aug 2015 16:56:19 -0400
parents adfa37e67084
children f9ef86cf22b2
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
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125
adfa37e67084 Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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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 }