prefix some macro names
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@@ -8,10 +8,10 @@
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#include "hack.h"
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#define UP 1
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#define DOWN 2
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#define LEFT 4
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#define RIGHT 8
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#define XL_UP 1
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#define XL_DOWN 2
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#define XL_LEFT 4
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#define XL_RIGHT 8
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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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@@ -48,8 +48,8 @@ roguecorr(coordxy x, coordxy y, int dir)
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{
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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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if (dir == XL_DOWN) {
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g.r[x][y].doortable &= ~XL_DOWN;
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if (!g.r[x][y].real) {
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fromx = g.r[x][y].rlx;
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fromy = g.r[x][y].rly;
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@@ -71,7 +71,7 @@ roguecorr(coordxy x, coordxy y, int dir)
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return;
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}
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y++;
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g.r[x][y].doortable &= ~UP;
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g.r[x][y].doortable &= ~XL_UP;
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if (!g.r[x][y].real) {
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tox = g.r[x][y].rlx;
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toy = g.r[x][y].rly;
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@@ -90,8 +90,8 @@ roguecorr(coordxy x, coordxy y, int dir)
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}
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roguejoin(fromx, fromy, tox, toy, FALSE);
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return;
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} else if (dir == RIGHT) {
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g.r[x][y].doortable &= ~RIGHT;
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} else if (dir == XL_RIGHT) {
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g.r[x][y].doortable &= ~XL_RIGHT;
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if (!g.r[x][y].real) {
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fromx = g.r[x][y].rlx;
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fromy = g.r[x][y].rly;
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@@ -113,7 +113,7 @@ roguecorr(coordxy x, coordxy y, int dir)
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return;
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}
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x++;
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g.r[x][y].doortable &= ~LEFT;
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g.r[x][y].doortable &= ~XL_LEFT;
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if (!g.r[x][y].real) {
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tox = g.r[x][y].rlx;
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toy = g.r[x][y].rly;
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@@ -147,16 +147,16 @@ miniwalk(coordxy x, coordxy y)
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while (1) {
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q = 0;
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#define doorhere (g.r[x][y].doortable)
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if (x > 0 && (!(doorhere & LEFT))
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if (x > 0 && (!(doorhere & XL_LEFT))
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&& (!g.r[x - 1][y].doortable || !rn2(10)))
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dirs[q++] = 0;
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if (x < 2 && (!(doorhere & RIGHT))
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if (x < 2 && (!(doorhere & XL_RIGHT))
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&& (!g.r[x + 1][y].doortable || !rn2(10)))
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dirs[q++] = 1;
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if (y > 0 && (!(doorhere & UP))
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if (y > 0 && (!(doorhere & XL_UP))
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&& (!g.r[x][y - 1].doortable || !rn2(10)))
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dirs[q++] = 2;
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if (y < 2 && (!(doorhere & DOWN))
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if (y < 2 && (!(doorhere & XL_DOWN))
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&& (!g.r[x][y + 1].doortable || !rn2(10)))
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dirs[q++] = 3;
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/* Rogue levels aren't just 3 by 3 mazes; they have some extra
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@@ -167,24 +167,24 @@ miniwalk(coordxy x, coordxy y)
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dir = dirs[rn2(q)];
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switch (dir) { /* Move in direction */
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case 0:
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doorhere |= LEFT;
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doorhere |= XL_LEFT;
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x--;
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doorhere |= RIGHT;
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doorhere |= XL_RIGHT;
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break;
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case 1:
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doorhere |= RIGHT;
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doorhere |= XL_RIGHT;
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x++;
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doorhere |= LEFT;
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doorhere |= XL_LEFT;
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break;
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case 2:
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doorhere |= UP;
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doorhere |= XL_UP;
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y--;
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doorhere |= DOWN;
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doorhere |= XL_DOWN;
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break;
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case 3:
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doorhere |= DOWN;
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doorhere |= XL_DOWN;
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y++;
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doorhere |= UP;
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doorhere |= XL_UP;
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break;
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}
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miniwalk(x, y);
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@@ -265,13 +265,13 @@ makeroguerooms(void)
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/* Now, add connecting corridors. */
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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.doortable & DOWN)
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roguecorr(x, y, DOWN);
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if (here.doortable & RIGHT)
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roguecorr(x, y, RIGHT);
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if (here.doortable & LEFT)
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if (here.doortable & XL_DOWN)
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roguecorr(x, y, XL_DOWN);
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if (here.doortable & XL_RIGHT)
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roguecorr(x, y, XL_RIGHT);
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if (here.doortable & XL_LEFT)
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impossible("left end of %d, %d never connected?", x, y);
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if (here.doortable & UP)
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if (here.doortable & XL_UP)
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impossible("up end of %d, %d never connected?", x, y);
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}
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#undef here
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