Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
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arogue5/passages.c
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284
arogue5/passages.c
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/*
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* Draw the connecting passages
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*
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* @(#)passages.c 3.4 (Berkeley) 6/15/81
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*
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* Advanced Rogue
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* Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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* All rights reserved.
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*
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* Based on "Rogue: Exploring the Dungeons of Doom"
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* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include "curses.h"
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#include "rogue.h"
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/*
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* do_passages:
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* Draw all the passages on a level.
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*/
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do_passages()
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{
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register struct rdes *r1, *r2 = NULL;
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register int i, j;
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register int roomcount;
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static struct rdes
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{
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bool conn[MAXROOMS]; /* possible to connect to room i? */
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bool isconn[MAXROOMS]; /* connection been made to room i? */
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bool ingraph; /* this room in graph already? */
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} rdes[MAXROOMS] = {
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{ { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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{ { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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{ { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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{ { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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{ { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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{ { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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{ { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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{ { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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{ { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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};
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/*
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* reinitialize room graph description
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*/
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for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++)
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{
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for (j = 0; j < MAXROOMS; j++)
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r1->isconn[j] = FALSE;
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r1->ingraph = FALSE;
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}
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/*
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* starting with one room, connect it to a random adjacent room and
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* then pick a new room to start with.
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*/
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roomcount = 1;
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r1 = &rdes[rnd(MAXROOMS)];
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r1->ingraph = TRUE;
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do
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{
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/*
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* find a room to connect with
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*/
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j = 0;
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for (i = 0; i < MAXROOMS; i++)
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if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
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r2 = &rdes[i];
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/*
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* if no adjacent rooms are outside the graph, pick a new room
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* to look from
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*/
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if (j == 0)
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{
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do
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r1 = &rdes[rnd(MAXROOMS)];
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until (r1->ingraph);
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}
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/*
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* otherwise, connect new room to the graph, and draw a tunnel
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* to it
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*/
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else
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{
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r2->ingraph = TRUE;
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i = (int)(r1 - rdes);
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j = (int)(r2 - rdes);
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conn(i, j);
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r1->isconn[j] = TRUE;
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r2->isconn[i] = TRUE;
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roomcount++;
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}
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} while (roomcount < MAXROOMS);
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/*
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* attempt to add passages to the graph a random number of times so
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* that there isn't just one unique passage through it.
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*/
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for (roomcount = rnd(5); roomcount > 0; roomcount--)
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{
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r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */
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/*
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* find an adjacent room not already connected
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*/
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j = 0;
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for (i = 0; i < MAXROOMS; i++)
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if (r1->conn[i] && !r1->isconn[i] && rnd(++j) == 0)
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r2 = &rdes[i];
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/*
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* if there is one, connect it and look for the next added
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* passage
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*/
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if (j != 0)
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{
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i = (int)(r1 - rdes);
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j = (int)(r2 - rdes);
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conn(i, j);
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r1->isconn[j] = TRUE;
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r2->isconn[i] = TRUE;
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}
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}
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}
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/*
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* conn:
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* Draw a corridor from a room in a certain direction.
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*/
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conn(r1, r2)
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int r1, r2;
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{
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register struct room *rpf, *rpt = NULL;
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register char rmt;
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register int distance = 0, turn_spot = 0, turn_distance = 0;
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register int rm;
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register char direc;
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coord delta = { 0, 0 }, curr, turn_delta = { 0, 0 }, spos = { 0, 0 }, epos = { 0, 0 };
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if (r1 < r2)
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{
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rm = r1;
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if (r1 + 1 == r2)
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direc = 'r';
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else
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direc = 'd';
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}
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else
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{
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rm = r2;
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if (r2 + 1 == r1)
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direc = 'r';
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else
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direc = 'd';
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}
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rpf = &rooms[rm];
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/*
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* Set up the movement variables, in two cases:
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* first drawing one down.
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*/
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if (direc == 'd')
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{
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rmt = rm + 3; /* room # of dest */
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rpt = &rooms[rmt]; /* room pointer of dest */
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delta.x = 0; /* direction of move */
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delta.y = 1;
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spos.x = rpf->r_pos.x; /* start of move */
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spos.y = rpf->r_pos.y;
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epos.x = rpt->r_pos.x; /* end of move */
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epos.y = rpt->r_pos.y;
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if (!(rpf->r_flags & ISGONE)) /* if not gone pick door pos */
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{
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spos.x += rnd(rpf->r_max.x-2)+1;
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spos.y += rpf->r_max.y-1;
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}
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if (!(rpt->r_flags & ISGONE))
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epos.x += rnd(rpt->r_max.x-2)+1;
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distance = abs(spos.y - epos.y) - 1; /* distance to move */
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turn_delta.y = 0; /* direction to turn */
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turn_delta.x = (spos.x < epos.x ? 1 : -1);
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turn_distance = abs(spos.x - epos.x); /* how far to turn */
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turn_spot = rnd(distance-1) + 1; /* where turn starts */
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}
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else if (direc == 'r') /* setup for moving right */
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{
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rmt = rm + 1;
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rpt = &rooms[rmt];
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delta.x = 1;
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delta.y = 0;
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spos.x = rpf->r_pos.x;
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spos.y = rpf->r_pos.y;
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epos.x = rpt->r_pos.x;
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epos.y = rpt->r_pos.y;
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if (!(rpf->r_flags & ISGONE))
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{
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spos.x += rpf->r_max.x-1;
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spos.y += rnd(rpf->r_max.y-2)+1;
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}
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if (!(rpt->r_flags & ISGONE))
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epos.y += rnd(rpt->r_max.y-2)+1;
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distance = abs(spos.x - epos.x) - 1;
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turn_delta.y = (spos.y < epos.y ? 1 : -1);
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turn_delta.x = 0;
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turn_distance = abs(spos.y - epos.y);
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turn_spot = rnd(distance-1) + 1;
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}
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else
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debug("error in connection tables");
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/*
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* Draw in the doors on either side of the passage or just put #'s
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* if the rooms are gone.
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*/
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if (!(rpf->r_flags & ISGONE)) door(rpf, &spos);
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else
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{
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cmov(spos);
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addch('#');
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}
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if (!(rpt->r_flags & ISGONE)) door(rpt, &epos);
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else
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{
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cmov(epos);
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addch('#');
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}
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/*
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* Get ready to move...
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*/
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curr.x = spos.x;
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curr.y = spos.y;
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while(distance)
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{
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/*
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* Move to new position
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*/
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curr.x += delta.x;
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curr.y += delta.y;
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/*
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* Check if we are at the turn place, if so do the turn
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*/
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if (distance == turn_spot && turn_distance > 0)
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while(turn_distance--)
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{
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cmov(curr);
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addch(PASSAGE);
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curr.x += turn_delta.x;
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curr.y += turn_delta.y;
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}
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/*
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* Continue digging along
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*/
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cmov(curr);
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addch(PASSAGE);
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distance--;
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}
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curr.x += delta.x;
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curr.y += delta.y;
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if (!ce(curr, epos))
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msg("Warning, connectivity problem on this level.");
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}
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/*
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* Add a door or possibly a secret door
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* also enters the door in the exits array of the room.
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*/
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door(rm, cp)
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register struct room *rm;
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register coord *cp;
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{
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struct linked_list *newroom;
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coord *exit;
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cmov(*cp);
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addch( (rnd(10) < level - 1 && rnd(100) < 20 ? SECRETDOOR : DOOR) );
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/* Insert the new room into the linked list of rooms */
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newroom = new_item(sizeof(coord));
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exit = DOORPTR(newroom);
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*exit = *cp;
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attach(rm->r_exit, newroom);
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}
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