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https://salsa.debian.org/games-team/bsdgames
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259 lines
5.8 KiB
C
259 lines
5.8 KiB
C
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/* $NetBSD: expl.c,v 1.4 2004/01/27 20:30:29 jsm Exp $ */
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/*
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* Copyright (c) 1983-2003, Regents of the University of California.
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* + Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* + Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* + Neither the name of the University of California, San Francisco nor
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* the names of its contributors may be used to endorse or promote
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* products derived from this software without specific prior written
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* permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
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* IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
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* PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include <sys/cdefs.h>
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#ifndef lint
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__RCSID("$NetBSD: expl.c,v 1.4 2004/01/27 20:30:29 jsm Exp $");
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#endif /* not lint */
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# include <stdlib.h>
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# include "hunt.h"
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static void remove_wall(int, int);
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/*
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* showexpl:
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* Show the explosions as they currently are
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*/
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void
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showexpl(y, x, type)
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int y, x;
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char type;
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{
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PLAYER *pp;
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EXPL *ep;
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if (y < 0 || y >= HEIGHT)
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return;
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if (x < 0 || x >= WIDTH)
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return;
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ep = (EXPL *) malloc(sizeof (EXPL)); /* NOSTRICT */
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if (ep == NULL) {
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# ifdef LOG
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syslog(LOG_ERR, "Out of memory");
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# else
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warnx("Out of memory");
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# endif
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cleanup(1);
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}
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ep->e_y = y;
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ep->e_x = x;
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ep->e_char = type;
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ep->e_next = NULL;
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if (Last_expl == NULL)
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Expl[0] = ep;
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else
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Last_expl->e_next = ep;
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Last_expl = ep;
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for (pp = Player; pp < End_player; pp++) {
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if (pp->p_maze[y][x] == type)
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continue;
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pp->p_maze[y][x] = type;
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cgoto(pp, y, x);
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outch(pp, type);
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}
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# ifdef MONITOR
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for (pp = Monitor; pp < End_monitor; pp++) {
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if (pp->p_maze[y][x] == type)
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continue;
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pp->p_maze[y][x] = type;
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cgoto(pp, y, x);
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outch(pp, type);
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}
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# endif
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switch (Maze[y][x]) {
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case WALL1:
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case WALL2:
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case WALL3:
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# ifdef RANDOM
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case DOOR:
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# endif
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# ifdef REFLECT
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case WALL4:
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case WALL5:
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# endif
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if (y >= UBOUND && y < DBOUND && x >= LBOUND && x < RBOUND)
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remove_wall(y, x);
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break;
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}
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}
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/*
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* rollexpl:
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* Roll the explosions over, so the next one in the list is at the
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* top
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*/
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void
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rollexpl()
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{
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EXPL *ep;
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PLAYER *pp;
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int y, x;
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char c;
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EXPL *nextep;
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for (ep = Expl[EXPLEN - 1]; ep != NULL; ep = nextep) {
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nextep = ep->e_next;
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y = ep->e_y;
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x = ep->e_x;
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if (y < UBOUND || y >= DBOUND || x < LBOUND || x >= RBOUND)
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c = Maze[y][x];
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else
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c = SPACE;
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for (pp = Player; pp < End_player; pp++)
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if (pp->p_maze[y][x] == ep->e_char) {
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pp->p_maze[y][x] = c;
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cgoto(pp, y, x);
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outch(pp, c);
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}
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# ifdef MONITOR
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for (pp = Monitor; pp < End_monitor; pp++)
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check(pp, y, x);
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# endif
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free((char *) ep);
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}
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for (x = EXPLEN - 1; x > 0; x--)
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Expl[x] = Expl[x - 1];
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Last_expl = Expl[0] = NULL;
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}
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/* There's about 700 walls in the initial maze. So we pick a number
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* that keeps the maze relatively full. */
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# define MAXREMOVE 40
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static REGEN removed[MAXREMOVE];
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static REGEN *rem_index = removed;
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/*
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* remove_wall - add a location where the wall was blown away.
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* if there is no space left over, put the a wall at
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* the location currently pointed at.
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*/
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static void
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remove_wall(y, x)
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int y, x;
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{
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REGEN *r;
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# if defined(MONITOR) || defined(FLY)
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PLAYER *pp;
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# endif
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# ifdef FLY
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char save_char = 0;
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# endif
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r = rem_index;
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while (r->r_y != 0) {
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# ifdef FLY
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switch (Maze[r->r_y][r->r_x]) {
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case SPACE:
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case LEFTS:
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case RIGHT:
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case ABOVE:
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case BELOW:
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case FLYER:
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save_char = Maze[r->r_y][r->r_x];
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goto found;
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}
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# else
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if (Maze[r->r_y][r->r_x] == SPACE)
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break;
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# endif
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if (++r >= &removed[MAXREMOVE])
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r = removed;
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}
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found:
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if (r->r_y != 0) {
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/* Slot being used, put back this wall */
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# ifdef FLY
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if (save_char == SPACE)
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Maze[r->r_y][r->r_x] = Orig_maze[r->r_y][r->r_x];
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else {
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pp = play_at(r->r_y, r->r_x);
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if (pp->p_flying >= 0)
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pp->p_flying += rand_num(10);
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else {
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pp->p_flying = rand_num(20);
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pp->p_flyx = 2 * rand_num(6) - 5;
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pp->p_flyy = 2 * rand_num(6) - 5;
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}
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pp->p_over = Orig_maze[r->r_y][r->r_x];
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pp->p_face = FLYER;
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Maze[r->r_y][r->r_x] = FLYER;
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showexpl(r->r_y, r->r_x, FLYER);
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}
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# else
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Maze[r->r_y][r->r_x] = Orig_maze[r->r_y][r->r_x];
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# endif
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# ifdef RANDOM
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if (rand_num(100) == 0)
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Maze[r->r_y][r->r_x] = DOOR;
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# endif
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# ifdef REFLECT
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if (rand_num(100) == 0) /* one percent of the time */
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Maze[r->r_y][r->r_x] = WALL4;
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# endif
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# ifdef MONITOR
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for (pp = Monitor; pp < End_monitor; pp++)
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check(pp, r->r_y, r->r_x);
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# endif
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}
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r->r_y = y;
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r->r_x = x;
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if (++r >= &removed[MAXREMOVE])
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rem_index = removed;
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else
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rem_index = r;
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Maze[y][x] = SPACE;
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# ifdef MONITOR
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for (pp = Monitor; pp < End_monitor; pp++)
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check(pp, y, x);
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# endif
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}
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/*
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* clearwalls:
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* Clear out the walls array
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*/
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void
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clearwalls()
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{
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REGEN *rp;
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for (rp = removed; rp < &removed[MAXREMOVE]; rp++)
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rp->r_y = 0;
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rem_index = removed;
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}
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