be more consistent with coordinates
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@@ -13,15 +13,15 @@
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#define LEFT 4
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#define RIGHT 8
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static void roguejoin(int, int, int, int, int);
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static void roguecorr(int, int, int);
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static void miniwalk(int, int);
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static void roguejoin(coordxy, coordxy, coordxy, coordxy, int);
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static void roguecorr(coordxy, coordxy, int);
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static void miniwalk(coordxy, coordxy);
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static
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void
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roguejoin(int x1, int y1, int x2, int y2, int horiz)
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roguejoin(coordxy x1, coordxy y1, coordxy x2, coordxy y2, int horiz)
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{
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register int x, y, middle;
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register coordxy x, y, middle;
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if (horiz) {
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middle = x1 + rn2(x2 - x1 + 1);
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for (x = min(x1, middle); x <= max(x1, middle); x++)
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@@ -43,9 +43,9 @@ roguejoin(int x1, int y1, int x2, int y2, int horiz)
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static
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void
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roguecorr(int x, int y, int dir)
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roguecorr(coordxy x, coordxy y, int dir)
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{
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register int fromx, fromy, tox, toy;
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register coordxy fromx, fromy, tox, toy;
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if (dir == DOWN) {
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g.r[x][y].doortable &= ~DOWN;
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@@ -138,7 +138,7 @@ roguecorr(int x, int y, int dir)
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/* Modified walkfrom() from mkmaze.c */
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static
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void
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miniwalk(int x, int y)
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miniwalk(coordxy x, coordxy y)
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{
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register int q, dir;
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int dirs[4];
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@@ -193,7 +193,7 @@ miniwalk(int x, int y)
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void
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makeroguerooms(void)
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{
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register int x, y;
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register coordxy x, y;
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/* Rogue levels are structured 3 by 3, with each section containing
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* a room or an intersection. The minimum width is 2 each way.
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* One difference between these and "real" Rogue levels: real Rogue
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@@ -242,7 +242,7 @@ makeroguerooms(void)
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for (y = 0; y < 3; y++)
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for (x = 0; x < 3; x++) {
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if (here.real) { /* Make a room */
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int lowx, lowy, hix, hiy;
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coordxy lowx, lowy, hix, hiy;
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g.r[x][y].nroom = g.nroom;
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g.smeq[g.nroom] = g.nroom;
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@@ -275,7 +275,7 @@ makeroguerooms(void)
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}
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void
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corr(int x, int y)
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corr(coordxy x, coordxy y)
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{
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if (rn2(50)) {
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levl[x][y].typ = CORR;
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@@ -290,7 +290,7 @@ makerogueghost(void)
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register struct monst *ghost;
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struct obj *ghostobj;
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struct mkroom *croom;
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int x, y;
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coordxy x, y;
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if (!g.nroom)
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return; /* Should never happen */
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