Mercurial > hg > early-roguelike
annotate xrogue/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 |
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date | Fri, 11 Mar 2016 19:47:52 -0500 |
parents | f54901b9c39b |
children | e52a8a7ad4c5 |
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 char rnd_terrain(void); |
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19 char get_terrain(char one, char two, char three, char four); |
133
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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) |
133
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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 void |
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44 do_terrain(int basey, int basex, int deltay, int deltax, bool fresh) |
133
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45 { |
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46 register int cury, curx; /* Current y and x positions */ |
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47 |
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48 /* Lay out the boundary */ |
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49 for (cury=1; cury<lines-2; cury++) { /* Vertical "walls" */ |
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50 mvaddch(cury, 0, VERTWALL); |
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51 mvaddch(cury, cols-1, VERTWALL); |
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52 } |
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53 for (curx=0; curx<cols; curx++) { /* Horizontal "walls" */ |
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54 mvaddch(1, curx, HORZWALL); |
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55 mvaddch(lines-3, curx, HORZWALL); |
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56 } |
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57 |
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58 /* If we are not continuing, let's start out with a line of terrain */ |
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59 if (fresh) { |
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60 char ch; /* Next char to add */ |
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61 |
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62 /* Move to the starting point (should be (1, 0)) */ |
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63 move(basey, basex); |
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64 curx = basex; |
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65 |
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66 /* Start with some random terrain */ |
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67 if (basex == 0) { |
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68 ch = rnd_terrain(); |
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69 addch(ch); |
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70 } |
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71 else ch = mvinch(basey, basex); |
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72 |
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73 curx += deltax; |
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74 |
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75 /* Fill in the rest of the line */ |
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76 while (curx > 0 && curx < cols-1) { |
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77 /* Put in the next piece */ |
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78 ch = get_terrain(ch, '\0', '\0', '\0'); |
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79 mvaddch(basey, curx, ch); |
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80 curx += deltax; |
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81 } |
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82 |
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83 basey++; /* Advance to next line */ |
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84 } |
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85 |
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86 /* Fill in the rest of the lines */ |
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87 cury = basey; |
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88 while (cury > 1 && cury < lines - 3) { |
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89 curx = basex; |
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90 while (curx > 0 && curx < cols-1) { |
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91 register char left, top_left, top, top_right; |
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92 register int left_pos, top_pos; |
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93 |
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94 /* Get the surrounding terrain */ |
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95 left_pos = curx - deltax; |
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96 top_pos = cury - deltay; |
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97 |
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98 left = mvinch(cury, left_pos); |
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99 top_left = mvinch(top_pos, left_pos); |
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100 top = mvinch(top_pos, curx); |
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101 top_right = mvinch(top_pos, curx + deltax); |
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102 |
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103 /* Put the piece of terrain on the map */ |
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104 mvaddch(cury, curx, get_terrain(left, top_left, top, top_right)); |
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105 |
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106 /* Get the next x coordinate */ |
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107 curx += deltax; |
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108 } |
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109 |
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110 /* Get the next y coordinate */ |
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111 cury += deltay; |
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112 } |
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113 /* The deeper we go.. */ |
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114 if (level > 40) genmonsters(20, (bool) 0); |
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115 else if (level > 10) genmonsters(15, (bool) 0); |
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116 else genmonsters(10, (bool) 0); |
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117 |
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118 /* sometimes they're real angry */ |
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119 if (rnd(100) < 65) { |
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120 /* protect good guys */ |
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121 if (player.t_ctype == C_PALADIN || |
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122 player.t_ctype == C_RANGER || player.t_ctype == C_MONK) { |
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123 aggravate(TRUE, FALSE); |
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124 } |
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125 else { |
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126 aggravate(TRUE, TRUE); |
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127 } |
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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 * do_paths: |
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133 * draw at least a single path-way through the terrain |
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134 */ |
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135 |
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136 /* |
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137 * rnd_terrain: |
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138 * return a weighted, random type of outside terrain |
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139 */ |
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140 |
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141 char |
220
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142 rnd_terrain(void) |
133
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143 { |
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144 int chance = rnd(100); |
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145 |
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146 /* Meadow is most likely */ |
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147 if (chance < 40) return(FLOOR); |
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148 |
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149 /* Next comes forest */ |
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150 if (chance < 65) return(FOREST); |
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151 |
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152 /* Then comes lakes */ |
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153 if (chance < 85) return(POOL); |
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154 |
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155 /* Finally, mountains */ |
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156 return(WALL); |
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157 } |
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158 |
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159 |
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160 /* |
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161 * get_terrain: |
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162 * return a terrain weighted by what is surrounding |
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163 */ |
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164 |
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165 char |
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166 get_terrain(char one, char two, char three, char four) |
133
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167 { |
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168 register int i; |
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169 int forest = 0, mountain = 0, lake = 0, meadow = 0, total = 0; |
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170 char surrounding[4]; |
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171 |
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172 surrounding[0] = one; |
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173 surrounding[1] = two; |
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174 surrounding[2] = three; |
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175 surrounding[3] = four; |
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176 |
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177 for (i=0; i<4; i++) |
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178 switch (surrounding[i]) { |
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179 case FOREST: |
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180 forest++; |
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181 total++; |
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182 |
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183 when WALL: |
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184 mountain++; |
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185 total++; |
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186 |
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187 when POOL: |
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188 lake++; |
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189 total++; |
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190 |
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191 when FLOOR: |
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192 meadow++; |
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193 total++; |
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194 } |
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195 |
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196 /* Should we continue mountain? */ |
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197 if (rnd(total+1) < mountain) return(WALL); |
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198 |
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199 /* Should we continue lakes? */ |
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200 if (rnd(total+1) < lake) return(POOL); |
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201 |
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202 /* Should we continue meadow? */ |
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203 if (rnd(total+1) < meadow) return(FLOOR); |
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204 |
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205 /* Should we continue forest? */ |
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206 if (rnd(total+2) < forest) return(FOREST); |
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207 |
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208 /* Return something random */ |
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209 return(rnd_terrain()); |
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210 } |
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211 |
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212 /* |
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213 * lake_check: |
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214 * Determine if the player would drown |
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215 */ |
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216 |
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217 /*UNUSED*/ |
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218 /* void |
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219 * lake_check(place) |
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220 * register coord *place; |
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221 * { |
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222 * } |
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223 */ |
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224 |