annotate xrogue/outside.c @ 304:e52a8a7ad4c5

Fix many compiler warnings. There should only be two changes in behavior: arogue7/fight.c, arogue7/fight.c: a to-hit bonus is now correctly applied to characters who are not monks instead of monks who are not empty-handed. urogue/fight.c: fixed an interaction with the "debug" macro that could cause the wrong message to be displayed.
author John "Elwin" Edwards
date Wed, 14 Apr 2021 18:55:33 -0400
parents f54901b9c39b
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 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);
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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 void
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44 do_terrain(int basey, int basex, int deltay, int deltax, bool fresh)
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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) & A_CHARTEXT;
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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) & A_CHARTEXT;
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99 top_left = mvinch(top_pos, left_pos) & A_CHARTEXT;
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100 top = mvinch(top_pos, curx) & A_CHARTEXT;
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101 top_right = mvinch(top_pos, curx + deltax) & A_CHARTEXT;
133
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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
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142 rnd_terrain(void)
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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
220
f54901b9c39b XRogue: convert to ANSI-style function declarations.
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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