annotate arogue7/outside.c @ 239:837044d2c362

Merge the GCC5 and build fix branches. This fixes all warnings produced by GCC 5, except the ones related to system functions. Those could be fixed by including the proper headers, but it would be better to replace the system-dependent code with functions from mdport.c.
author John "Elwin" Edwards
date Fri, 11 Mar 2016 19:47:52 -0500
parents f9ef86cf22b2
children
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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 char rnd_terrain(void);
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19 char get_terrain(char one, char two, char three, char four);
125
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20
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21 /*
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22 * init_terrain:
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23 * Get the single "outside room" set up correctly
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24 */
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25
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26 void
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27 init_terrain(void)
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28 {
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29 register struct room *rp;
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30
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31 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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32 rp->r_flags = ISGONE; /* kill all rooms */
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33 rp->r_fires = NULL; /* no fires */
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34 }
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35 rp = &rooms[0]; /* point to only room */
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36 rp->r_flags = ISDARK; /* outside is always dark */
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37 rp->r_pos.x = 0; /* room fills whole screen */
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38 rp->r_pos.y = 1;
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39 rp->r_max.x = cols;
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40 rp->r_max.y = lines - 3;
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41 }
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42
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43
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44
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45 void
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46 do_terrain(int basey, int basex, int deltay, int deltax, bool fresh)
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47 {
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48 register int cury, curx; /* Current y and x positions */
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49
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50 /* Lay out the boundary */
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51 for (cury=1; cury<lines-2; cury++) { /* Vertical "walls" */
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52 mvaddch(cury, 0, '|');
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53 mvaddch(cury, cols-1, '|');
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54 }
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55 for (curx=0; curx<cols; curx++) { /* Horizontal "walls" */
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56 mvaddch(1, curx, '-');
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57 mvaddch(lines-3, curx, '-');
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58 }
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59
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60 /* If we are not continuing, let's start out with a line of terrain */
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61 if (fresh) {
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62 char ch; /* Next char to add */
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63
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64 /* Move to the starting point (should be (1, 0)) */
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65 move(basey, basex);
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66 curx = basex;
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67
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68 /* Start with some random terrain */
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69 if (basex == 0) {
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70 ch = rnd_terrain();
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71 addch(ch);
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72 }
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73 else ch = CCHAR( mvinch(basey, basex) );
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74
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75 curx += deltax;
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76
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77 /* Fill in the rest of the line */
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78 while (curx > 0 && curx < cols-1) {
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79 /* Put in the next piece */
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80 ch = get_terrain(ch, '\0', '\0', '\0');
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81 mvaddch(basey, curx, ch);
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82 curx += deltax;
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83 }
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84
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85 basey++; /* Advance to next line */
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86 }
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87
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88 /* Fill in the rest of the lines */
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89 cury = basey;
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90 while (cury > 1 && cury < lines - 3) {
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91 curx = basex;
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92 while (curx > 0 && curx < cols-1) {
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93 register char left, top_left, top, top_right;
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94 register int left_pos, top_pos;
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95
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96 /* Get the surrounding terrain */
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97 left_pos = curx - deltax;
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98 top_pos = cury - deltay;
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99
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100 left = CCHAR( mvinch(cury, left_pos) );
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101 top_left = CCHAR( mvinch(top_pos, left_pos) );
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102 top = CCHAR( mvinch(top_pos, curx) );
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103 top_right = CCHAR( mvinch(top_pos, curx + deltax) );
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104
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105 /* Put the piece of terrain on the map */
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106 mvaddch(cury, curx, get_terrain(left, top_left, top, top_right));
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107
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108 /* Get the next x coordinate */
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109 curx += deltax;
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110 }
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111
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112 /* Get the next y coordinate */
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113 cury += deltay;
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114 }
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115 genmonsters(5, (bool) 0);
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116 }
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117
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118
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119 /*
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120 * do_paths:
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121 * draw at least a single path-way through the terrain
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122 */
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123
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124
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125 /*
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126 * rnd_terrain:
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127 * return a weighted, random type of outside terrain
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128 */
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129
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130 char
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131 rnd_terrain(void)
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132 {
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133 int chance = rnd(100);
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134
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135 /* Forest is most likely */
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136 if (chance < 60) return(FOREST);
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137
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138 /* Next comes meadow */
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139 if (chance < 90) return(FLOOR);
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140
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141 /* Then comes lakes */
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142 if (chance < 97) return(POOL);
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143
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144 /* Finally, mountains */
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145 return(WALL);
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146 }
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147
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148
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149 /*
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150 * get_terrain:
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151 * return a terrain weighted by what is surrounding
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152 */
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153
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154 char
219
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155 get_terrain(char one, char two, char three, char four)
125
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156 {
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157 register int i;
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158 int forest = 0, mountain = 0, lake = 0, meadow = 0, total = 0;
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159 char surrounding[4];
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160
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161 surrounding[0] = one;
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162 surrounding[1] = two;
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163 surrounding[2] = three;
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164 surrounding[3] = four;
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165
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166 for (i=0; i<4; i++)
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167 switch (surrounding[i]) {
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168 case FOREST:
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169 forest++;
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170 total++;
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171
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172 when WALL:
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173 mountain++;
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174 total++;
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175
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176 when POOL:
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177 lake++;
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178 total++;
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179
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180 when FLOOR:
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181 meadow++;
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182 total++;
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183 }
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184
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185 /* Should we continue mountain? */
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186 if (rnd(total+1) < mountain) return(WALL);
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187
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188 /* Should we continue lakes? */
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189 if (rnd(total+1) < lake) return(POOL);
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190
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191 /* Should we continue meadow? */
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192 if (rnd(total+1) < meadow) return(FLOOR);
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193
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194 /* Should we continue forest? */
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195 if (rnd(total+2) < forest) return(FOREST);
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196
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197 /* Return something random */
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198 return(rnd_terrain());
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199 }
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200
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201
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202 /*
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203 * lake_check:
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204 * Determine if the player would drown
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205 */
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206
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207 void
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208 lake_check(coord *place)
125
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209 {
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210 }