Mercurial > hg > early-roguelike
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 |
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date | Wed, 12 Aug 2015 16:56:19 -0400 |
parents | e6179860cb76 |
children | f54901b9c39b |
rev | line source |
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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 |