annotate xrogue/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 e6179860cb76
children f54901b9c39b
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
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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