HEIGHT
for (i = 0; i < HEIGHT - 4 && i < (int)num; i++) {
move(HEIGHT, 0);
move(HEIGHT, 0);
move(HEIGHT, 0);
move(HEIGHT, 0);
STATIC char been_there[HEIGHT][WIDTH2];
for (r = row + 1; r < HEIGHT; r++)
if (r < HEIGHT)
((flbr[FRONT].flags & BEEN) ? 7 : HEIGHT)))
move(HEIGHT, 0);
move(HEIGHT, 0);
move(HEIGHT, 0);
move(HEIGHT, 0);
cgoto(pp, HEIGHT, 0);
for ( ; y < HEIGHT; y++)
y = rand_num(HEIGHT - 1) + 1;
y = rand_num(HEIGHT - 1) + 1;
y = rand_num(HEIGHT - 1) + 1;
cgoto(pp, HEIGHT, 0);
for (y = 1; y < HEIGHT - 1; y++) {
cgoto(pp, HEIGHT - 1, 0);
outstr(pp, pp->p_maze[HEIGHT - 1], WIDTH);
y = rand_num(HEIGHT - 1) + 1;
cgoto(pp, HEIGHT / 2, x);
cgoto(pp, HEIGHT / 2 - 1, x);
cgoto(pp, HEIGHT / 2 + 1, x);
cgoto(pp, HEIGHT, 0);
y = rand_num(HEIGHT / 2) + HEIGHT / 4;
y = rand_num(HEIGHT / 2) + HEIGHT / 4;
cgoto(pp, HEIGHT, 0);
cgoto(pp, HEIGHT, 0);
if (y < 0 || y >= HEIGHT)
char Maze[HEIGHT][WIDTH2]; /* the maze */
char Orig_maze[HEIGHT][WIDTH2]; /* the original maze */
char p_maze[HEIGHT][WIDTH2];
extern char Buf[BUFSIZ], Maze[HEIGHT][WIDTH2], Orig_maze[HEIGHT][WIDTH2];
if (tx < 0 || ty < 0 || tx >= WIDTH || ty >= HEIGHT)
for (y = 0; y < HEIGHT; y++)
if (y + 1 < HEIGHT && Maze[y + 1][x] != SPACE)
while (sp < &Maze[HEIGHT - 1][WIDTH])
y = rand_num(HEIGHT / 2) * 2 + 1;
else if (y > HEIGHT - 2) {
y = (HEIGHT - 2) - (y - (HEIGHT - 2));
PLUS_DELTA(y, HEIGHT - 2);
if (y < 0 || y >= HEIGHT)
if (y < 0 || x < 0 || y >= HEIGHT || x >= WIDTH)
#define DBOUND (HEIGHT - 1)
for (scnhgt = 0; scnhgt++ < HEIGHT+Drop; ) {
if ((!d && scnhgt > HEIGHT) || (scnhgt <= Drop && d))
extern const char scnkey_lpd[][HEIGHT];
extern const char scnkey_def[][HEIGHT];
const char scnkey_def[][HEIGHT] =
const char scnkey_lpd[][HEIGHT] =
const char scnkey[][HEIGHT] = /* this is relatively easy to modify */
extern const char scnkey[][HEIGHT]; /* in lpdchar.c */
for (scnhgt = 0; scnhgt++ < HEIGHT+DROP; ) {
if ((!d && scnhgt > HEIGHT) || (scnhgt <= DROP && d))