Import UltraRogue from the Roguelike Restoration Project (r1490)
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urogue/passages.c
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urogue/passages.c
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/*
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passages.c - Draw the connecting passages
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UltraRogue: The Ultimate Adventure in the Dungeons of Doom
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Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong
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All rights reserved.
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Based on "Advanced Rogue"
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Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka
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All rights reserved.
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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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See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include <stdlib.h>
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#include "rogue.h"
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#define cmov(xy) move((xy).y, (xy).x)
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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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void
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do_passages(void)
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{
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struct rdes *r1, *r2 = NULL;
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int i, j;
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int roomcount;
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static struct rdes rdes[MAXROOMS] =
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{
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{{ 0, 1, 0, 1, 0, 0, 0, 0, 0},
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0},
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{{ 1, 0, 1, 0, 1, 0, 0, 0, 0},
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0},
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{{ 0, 1, 0, 0, 0, 1, 0, 0, 0},
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0},
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{{ 1, 0, 0, 0, 1, 0, 1, 0, 0},
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0},
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{{ 0, 1, 0, 1, 0, 1, 0, 1, 0},
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0},
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{{ 0, 0, 1, 0, 1, 0, 0, 0, 1},
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0},
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{{ 0, 0, 0, 1, 0, 0, 0, 1, 0},
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0},
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{{ 0, 0, 0, 0, 1, 0, 1, 0, 1},
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0},
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{{ 0, 0, 0, 0, 0, 1, 0, 1, 0},
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0}, 0}
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};
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/* reinitialize room graph description */
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for (r1 = rdes; r1 < &rdes[MAXROOMS]; 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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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
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* room to look from
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*/
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if (j == 0)
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do
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{
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r1 = &rdes[rnd(MAXROOMS)];
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}
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while (!r1->ingraph);
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/*
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* otherwise, connect new room to the graph, and draw a
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* tunnel 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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}
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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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void
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conn(int r1, int r2)
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{
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struct room *rpf, *rpt = NULL;
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int rmt;
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int distance = 0, turn_spot = 0, turn_distance = 0;
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int rm;
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char direc;
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coord delt = {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: first drawing one
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* 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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delt.x = 0; /* direction of move */
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delt.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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delt.x = 1;
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delt.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 if
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* the rooms are gone.
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*/
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if (!(rpf->r_flags & ISGONE))
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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))
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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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/* Get ready to move... */
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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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/* Move to new position */
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curr.x += delt.x;
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curr.y += delt.y;
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/* Check if we are at the turn place, if so do the turn */
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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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/* Continue digging along */
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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 += delt.x;
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curr.y += delt.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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door()
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Add a door or possibly a secret door also enters the door in the exits
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array of the room.
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*/
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void
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door(struct room *rm, coord *cp)
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{
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char a_door;
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cmov(*cp);
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a_door = (rnd(10)<level - 1 && rnd(100) < 20) ? SECRETDOOR : DOOR;
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addch(a_door);
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rm->r_exit[rm->r_nexits++] = *cp;
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}
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