]> git.cameronkatri.com Git - bsdgames-darwin.git/blob - rogue/level.c
mark non-returning functions (PR#6144 by Joseph Myers <jsm28@cam.ac.uk>)
[bsdgames-darwin.git] / rogue / level.c
1 /* $NetBSD: level.c,v 1.4 1997/10/12 11:45:16 lukem Exp $ */
2
3 /*
4 * Copyright (c) 1988, 1993
5 * The Regents of the University of California. All rights reserved.
6 *
7 * This code is derived from software contributed to Berkeley by
8 * Timothy C. Stoehr.
9 *
10 * Redistribution and use in source and binary forms, with or without
11 * modification, are permitted provided that the following conditions
12 * are met:
13 * 1. Redistributions of source code must retain the above copyright
14 * notice, this list of conditions and the following disclaimer.
15 * 2. Redistributions in binary form must reproduce the above copyright
16 * notice, this list of conditions and the following disclaimer in the
17 * documentation and/or other materials provided with the distribution.
18 * 3. All advertising materials mentioning features or use of this software
19 * must display the following acknowledgement:
20 * This product includes software developed by the University of
21 * California, Berkeley and its contributors.
22 * 4. Neither the name of the University nor the names of its contributors
23 * may be used to endorse or promote products derived from this software
24 * without specific prior written permission.
25 *
26 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
27 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
28 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
29 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
30 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
31 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
32 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
33 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
34 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
35 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
36 * SUCH DAMAGE.
37 */
38
39 #include <sys/cdefs.h>
40 #ifndef lint
41 #if 0
42 static char sccsid[] = "@(#)level.c 8.1 (Berkeley) 5/31/93";
43 #else
44 __RCSID("$NetBSD: level.c,v 1.4 1997/10/12 11:45:16 lukem Exp $");
45 #endif
46 #endif /* not lint */
47
48 /*
49 * level.c
50 *
51 * This source herein may be modified and/or distributed by anybody who
52 * so desires, with the following restrictions:
53 * 1.) No portion of this notice shall be removed.
54 * 2.) Credit shall not be taken for the creation of this source.
55 * 3.) This code is not to be traded, sold, or used for personal
56 * gain or profit.
57 *
58 */
59
60 #include "rogue.h"
61
62 #define swap(x,y) {t = x; x = y; y = t;}
63
64 short cur_level = 0;
65 short max_level = 1;
66 short cur_room;
67 char *new_level_message = 0;
68 short party_room = NO_ROOM;
69 short r_de;
70
71 long level_points[MAX_EXP_LEVEL] = {
72 10L,
73 20L,
74 40L,
75 80L,
76 160L,
77 320L,
78 640L,
79 1300L,
80 2600L,
81 5200L,
82 10000L,
83 20000L,
84 40000L,
85 80000L,
86 160000L,
87 320000L,
88 1000000L,
89 3333333L,
90 6666666L,
91 MAX_EXP,
92 99900000L
93 };
94
95 short random_rooms[MAXROOMS] = {3, 7, 5, 2, 0, 6, 1, 4, 8};
96
97 void
98 make_level()
99 {
100 short i, j;
101 short must_1, must_2, must_3;
102 boolean big_room;
103
104 must_2 = must_3 = 0;
105 if (cur_level < LAST_DUNGEON) {
106 cur_level++;
107 }
108 if (cur_level > max_level) {
109 max_level = cur_level;
110 }
111 must_1 = get_rand(0, 5);
112
113 switch(must_1) {
114 case 0:
115 must_1 = 0;
116 must_2 = 1;
117 must_3 = 2;
118 break;
119 case 1:
120 must_1 = 3;
121 must_2 = 4;
122 must_3 = 5;
123 break;
124 case 2:
125 must_1 = 6;
126 must_2 = 7;
127 must_3 = 8;
128 break;
129 case 3:
130 must_1 = 0;
131 must_2 = 3;
132 must_3 = 6;
133 break;
134 case 4:
135 must_1 = 1;
136 must_2 = 4;
137 must_3 = 7;
138 break;
139 case 5:
140 must_1 = 2;
141 must_2 = 5;
142 must_3 = 8;
143 break;
144 }
145 if (rand_percent(8)) {
146 party_room = 0;
147 }
148 big_room = ((party_room != NO_ROOM) && rand_percent(1));
149 if (big_room) {
150 make_room(BIG_ROOM, 0, 0, 0);
151 } else {
152 for (i = 0; i < MAXROOMS; i++) {
153 make_room(i, must_1, must_2, must_3);
154 }
155 }
156 if (!big_room) {
157 add_mazes();
158
159 mix_random_rooms();
160
161 for (j = 0; j < MAXROOMS; j++) {
162
163 i = random_rooms[j];
164
165 if (i < (MAXROOMS-1)) {
166 (void) connect_rooms(i, i+1);
167 }
168 if (i < (MAXROOMS-3)) {
169 (void) connect_rooms(i, i+3);
170 }
171 if (i < (MAXROOMS-2)) {
172 if (rooms[i+1].is_room & R_NOTHING) {
173 if (connect_rooms(i, i+2)) {
174 rooms[i+1].is_room = R_CROSS;
175 }
176 }
177 }
178 if (i < (MAXROOMS-6)) {
179 if (rooms[i+3].is_room & R_NOTHING) {
180 if (connect_rooms(i, i+6)) {
181 rooms[i+3].is_room = R_CROSS;
182 }
183 }
184 }
185 if (is_all_connected()) {
186 break;
187 }
188 }
189 fill_out_level();
190 }
191 if (!has_amulet() && (cur_level >= AMULET_LEVEL)) {
192 put_amulet();
193 }
194 }
195
196 void
197 make_room(rn, r1, r2, r3)
198 short rn, r1, r2, r3;
199 {
200 short left_col, right_col, top_row, bottom_row;
201 short width, height;
202 short row_offset, col_offset;
203 short i, j, ch;
204
205 left_col = right_col = top_row = bottom_row = 0;
206 switch(rn) {
207 case 0:
208 left_col = 0;
209 right_col = COL1-1;
210 top_row = MIN_ROW;
211 bottom_row = ROW1-1;
212 break;
213 case 1:
214 left_col = COL1+1;
215 right_col = COL2-1;
216 top_row = MIN_ROW;
217 bottom_row = ROW1-1;
218 break;
219 case 2:
220 left_col = COL2+1;
221 right_col = DCOLS-1;
222 top_row = MIN_ROW;
223 bottom_row = ROW1-1;
224 break;
225 case 3:
226 left_col = 0;
227 right_col = COL1-1;
228 top_row = ROW1+1;
229 bottom_row = ROW2-1;
230 break;
231 case 4:
232 left_col = COL1+1;
233 right_col = COL2-1;
234 top_row = ROW1+1;
235 bottom_row = ROW2-1;
236 break;
237 case 5:
238 left_col = COL2+1;
239 right_col = DCOLS-1;
240 top_row = ROW1+1;
241 bottom_row = ROW2-1;
242 break;
243 case 6:
244 left_col = 0;
245 right_col = COL1-1;
246 top_row = ROW2+1;
247 bottom_row = DROWS - 2;
248 break;
249 case 7:
250 left_col = COL1+1;
251 right_col = COL2-1;
252 top_row = ROW2+1;
253 bottom_row = DROWS - 2;
254 break;
255 case 8:
256 left_col = COL2+1;
257 right_col = DCOLS-1;
258 top_row = ROW2+1;
259 bottom_row = DROWS - 2;
260 break;
261 case BIG_ROOM:
262 top_row = get_rand(MIN_ROW, MIN_ROW+5);
263 bottom_row = get_rand(DROWS-7, DROWS-2);
264 left_col = get_rand(0, 10);;
265 right_col = get_rand(DCOLS-11, DCOLS-1);
266 rn = 0;
267 goto B;
268 }
269 height = get_rand(4, (bottom_row - top_row + 1));
270 width = get_rand(7, (right_col - left_col - 2));
271
272 row_offset = get_rand(0, ((bottom_row - top_row) - height + 1));
273 col_offset = get_rand(0, ((right_col - left_col) - width + 1));
274
275 top_row += row_offset;
276 bottom_row = top_row + height - 1;
277
278 left_col += col_offset;
279 right_col = left_col + width - 1;
280
281 if ((rn != r1) && (rn != r2) && (rn != r3) && rand_percent(40)) {
282 goto END;
283 }
284 B:
285 rooms[rn].is_room = R_ROOM;
286
287 for (i = top_row; i <= bottom_row; i++) {
288 for (j = left_col; j <= right_col; j++) {
289 if ((i == top_row) || (i == bottom_row)) {
290 ch = HORWALL;
291 } else if ( ((i != top_row) && (i != bottom_row)) &&
292 ((j == left_col) || (j == right_col))) {
293 ch = VERTWALL;
294 } else {
295 ch = FLOOR;
296 }
297 dungeon[i][j] = ch;
298 }
299 }
300 END:
301 rooms[rn].top_row = top_row;
302 rooms[rn].bottom_row = bottom_row;
303 rooms[rn].left_col = left_col;
304 rooms[rn].right_col = right_col;
305 }
306
307 int
308 connect_rooms(room1, room2)
309 short room1, room2;
310 {
311 short row1, col1, row2, col2, dir;
312
313 if ((!(rooms[room1].is_room & (R_ROOM | R_MAZE))) ||
314 (!(rooms[room2].is_room & (R_ROOM | R_MAZE)))) {
315 return(0);
316 }
317 if (same_row(room1, room2) &&
318 (rooms[room1].left_col > rooms[room2].right_col)) {
319 put_door(&rooms[room1], LEFT, &row1, &col1);
320 put_door(&rooms[room2], RIGHT, &row2, &col2);
321 dir = LEFT;
322 } else if (same_row(room1, room2) &&
323 (rooms[room2].left_col > rooms[room1].right_col)) {
324 put_door(&rooms[room1], RIGHT, &row1, &col1);
325 put_door(&rooms[room2], LEFT, &row2, &col2);
326 dir = RIGHT;
327 } else if (same_col(room1, room2) &&
328 (rooms[room1].top_row > rooms[room2].bottom_row)) {
329 put_door(&rooms[room1], UPWARD, &row1, &col1);
330 put_door(&rooms[room2], DOWN, &row2, &col2);
331 dir = UPWARD;
332 } else if (same_col(room1, room2) &&
333 (rooms[room2].top_row > rooms[room1].bottom_row)) {
334 put_door(&rooms[room1], DOWN, &row1, &col1);
335 put_door(&rooms[room2], UPWARD, &row2, &col2);
336 dir = DOWN;
337 } else {
338 return(0);
339 }
340
341 do {
342 draw_simple_passage(row1, col1, row2, col2, dir);
343 } while (rand_percent(4));
344
345 rooms[room1].doors[dir/2].oth_room = room2;
346 rooms[room1].doors[dir/2].oth_row = row2;
347 rooms[room1].doors[dir/2].oth_col = col2;
348
349 rooms[room2].doors[(((dir+4)%DIRS)/2)].oth_room = room1;
350 rooms[room2].doors[(((dir+4)%DIRS)/2)].oth_row = row1;
351 rooms[room2].doors[(((dir+4)%DIRS)/2)].oth_col = col1;
352 return(1);
353 }
354
355 void
356 clear_level()
357 {
358 short i, j;
359
360 for (i = 0; i < MAXROOMS; i++) {
361 rooms[i].is_room = R_NOTHING;
362 for (j = 0; j < 4; j++) {
363 rooms[i].doors[j].oth_room = NO_ROOM;
364 }
365 }
366
367 for (i = 0; i < MAX_TRAPS; i++) {
368 traps[i].trap_type = NO_TRAP;
369 }
370 for (i = 0; i < DROWS; i++) {
371 for (j = 0; j < DCOLS; j++) {
372 dungeon[i][j] = NOTHING;
373 }
374 }
375 detect_monster = see_invisible = 0;
376 being_held = bear_trap = 0;
377 party_room = NO_ROOM;
378 rogue.row = rogue.col = -1;
379 clear();
380 }
381
382 void
383 put_door(rm, dir, row, col)
384 room *rm;
385 short dir;
386 short *row, *col;
387 {
388 short wall_width;
389
390 wall_width = (rm->is_room & R_MAZE) ? 0 : 1;
391
392 switch(dir) {
393 case UPWARD:
394 case DOWN:
395 *row = ((dir == UPWARD) ? rm->top_row : rm->bottom_row);
396 do {
397 *col = get_rand(rm->left_col+wall_width,
398 rm->right_col-wall_width);
399 } while (!(dungeon[*row][*col] & (HORWALL | TUNNEL)));
400 break;
401 case RIGHT:
402 case LEFT:
403 *col = (dir == LEFT) ? rm->left_col : rm->right_col;
404 do {
405 *row = get_rand(rm->top_row+wall_width,
406 rm->bottom_row-wall_width);
407 } while (!(dungeon[*row][*col] & (VERTWALL | TUNNEL)));
408 break;
409 }
410 if (rm->is_room & R_ROOM) {
411 dungeon[*row][*col] = DOOR;
412 }
413 if ((cur_level > 2) && rand_percent(HIDE_PERCENT)) {
414 dungeon[*row][*col] |= HIDDEN;
415 }
416 rm->doors[dir/2].door_row = *row;
417 rm->doors[dir/2].door_col = *col;
418 }
419
420 void
421 draw_simple_passage(row1, col1, row2, col2, dir)
422 short row1, col1, row2, col2, dir;
423 {
424 short i, middle, t;
425
426 if ((dir == LEFT) || (dir == RIGHT)) {
427 if (col1 > col2) {
428 swap(row1, row2);
429 swap(col1, col2);
430 }
431 middle = get_rand(col1+1, col2-1);
432 for (i = col1+1; i != middle; i++) {
433 dungeon[row1][i] = TUNNEL;
434 }
435 for (i = row1; i != row2; i += (row1 > row2) ? -1 : 1) {
436 dungeon[i][middle] = TUNNEL;
437 }
438 for (i = middle; i != col2; i++) {
439 dungeon[row2][i] = TUNNEL;
440 }
441 } else {
442 if (row1 > row2) {
443 swap(row1, row2);
444 swap(col1, col2);
445 }
446 middle = get_rand(row1+1, row2-1);
447 for (i = row1+1; i != middle; i++) {
448 dungeon[i][col1] = TUNNEL;
449 }
450 for (i = col1; i != col2; i += (col1 > col2) ? -1 : 1) {
451 dungeon[middle][i] = TUNNEL;
452 }
453 for (i = middle; i != row2; i++) {
454 dungeon[i][col2] = TUNNEL;
455 }
456 }
457 if (rand_percent(HIDE_PERCENT)) {
458 hide_boxed_passage(row1, col1, row2, col2, 1);
459 }
460 }
461
462 int
463 same_row(room1, room2)
464 int room1, room2;
465 {
466 return((room1 / 3) == (room2 / 3));
467 }
468
469 int
470 same_col(room1, room2)
471 int room1, room2;
472 {
473 return((room1 % 3) == (room2 % 3));
474 }
475
476 void
477 add_mazes()
478 {
479 short i, j;
480 short start;
481 short maze_percent;
482
483 if (cur_level > 1) {
484 start = get_rand(0, (MAXROOMS-1));
485 maze_percent = (cur_level * 5) / 4;
486
487 if (cur_level > 15) {
488 maze_percent += cur_level;
489 }
490 for (i = 0; i < MAXROOMS; i++) {
491 j = ((start + i) % MAXROOMS);
492 if (rooms[j].is_room & R_NOTHING) {
493 if (rand_percent(maze_percent)) {
494 rooms[j].is_room = R_MAZE;
495 make_maze(get_rand(rooms[j].top_row+1, rooms[j].bottom_row-1),
496 get_rand(rooms[j].left_col+1, rooms[j].right_col-1),
497 rooms[j].top_row, rooms[j].bottom_row,
498 rooms[j].left_col, rooms[j].right_col);
499 hide_boxed_passage(rooms[j].top_row, rooms[j].left_col,
500 rooms[j].bottom_row, rooms[j].right_col,
501 get_rand(0, 2));
502 }
503 }
504 }
505 }
506 }
507
508 void
509 fill_out_level()
510 {
511 short i, rn;
512
513 mix_random_rooms();
514
515 r_de = NO_ROOM;
516
517 for (i = 0; i < MAXROOMS; i++) {
518 rn = random_rooms[i];
519 if ((rooms[rn].is_room & R_NOTHING) ||
520 ((rooms[rn].is_room & R_CROSS) && coin_toss())) {
521 fill_it(rn, 1);
522 }
523 }
524 if (r_de != NO_ROOM) {
525 fill_it(r_de, 0);
526 }
527 }
528
529 void
530 fill_it(rn, do_rec_de)
531 int rn;
532 boolean do_rec_de;
533 {
534 short i, tunnel_dir, door_dir, drow, dcol;
535 short target_room, rooms_found = 0;
536 short srow, scol, t;
537 static short offsets[4] = {-1, 1, 3, -3};
538 boolean did_this = 0;
539
540 for (i = 0; i < 10; i++) {
541 srow = get_rand(0, 3);
542 scol = get_rand(0, 3);
543 t = offsets[srow];
544 offsets[srow] = offsets[scol];
545 offsets[scol] = t;
546 }
547 for (i = 0; i < 4; i++) {
548
549 target_room = rn + offsets[i];
550
551 if (((target_room < 0) || (target_room >= MAXROOMS)) ||
552 (!(same_row(rn,target_room) || same_col(rn,target_room))) ||
553 (!(rooms[target_room].is_room & (R_ROOM | R_MAZE)))) {
554 continue;
555 }
556 if (same_row(rn, target_room)) {
557 tunnel_dir = (rooms[rn].left_col < rooms[target_room].left_col) ?
558 RIGHT : LEFT;
559 } else {
560 tunnel_dir = (rooms[rn].top_row < rooms[target_room].top_row) ?
561 DOWN : UPWARD;
562 }
563 door_dir = ((tunnel_dir + 4) % DIRS);
564 if (rooms[target_room].doors[door_dir/2].oth_room != NO_ROOM) {
565 continue;
566 }
567 if (((!do_rec_de) || did_this) ||
568 (!mask_room(rn, &srow, &scol, TUNNEL))) {
569 srow = (rooms[rn].top_row + rooms[rn].bottom_row) / 2;
570 scol = (rooms[rn].left_col + rooms[rn].right_col) / 2;
571 }
572 put_door(&rooms[target_room], door_dir, &drow, &dcol);
573 rooms_found++;
574 draw_simple_passage(srow, scol, drow, dcol, tunnel_dir);
575 rooms[rn].is_room = R_DEADEND;
576 dungeon[srow][scol] = TUNNEL;
577
578 if ((i < 3) && (!did_this)) {
579 did_this = 1;
580 if (coin_toss()) {
581 continue;
582 }
583 }
584 if ((rooms_found < 2) && do_rec_de) {
585 recursive_deadend(rn, offsets, srow, scol);
586 }
587 break;
588 }
589 }
590
591 void
592 recursive_deadend(rn, offsets, srow, scol)
593 short rn;
594 short *offsets;
595 short srow, scol;
596 {
597 short i, de;
598 short drow, dcol, tunnel_dir;
599
600 rooms[rn].is_room = R_DEADEND;
601 dungeon[srow][scol] = TUNNEL;
602
603 for (i = 0; i < 4; i++) {
604 de = rn + offsets[i];
605 if (((de < 0) || (de >= MAXROOMS)) ||
606 (!(same_row(rn, de) || same_col(rn, de)))) {
607 continue;
608 }
609 if (!(rooms[de].is_room & R_NOTHING)) {
610 continue;
611 }
612 drow = (rooms[de].top_row + rooms[de].bottom_row) / 2;
613 dcol = (rooms[de].left_col + rooms[de].right_col) / 2;
614 if (same_row(rn, de)) {
615 tunnel_dir = (rooms[rn].left_col < rooms[de].left_col) ?
616 RIGHT : LEFT;
617 } else {
618 tunnel_dir = (rooms[rn].top_row < rooms[de].top_row) ?
619 DOWN : UPWARD;
620 }
621 draw_simple_passage(srow, scol, drow, dcol, tunnel_dir);
622 r_de = de;
623 recursive_deadend(de, offsets, drow, dcol);
624 }
625 }
626
627 boolean
628 mask_room(rn, row, col, mask)
629 short rn;
630 short *row, *col;
631 unsigned short mask;
632 {
633 short i, j;
634
635 for (i = rooms[rn].top_row; i <= rooms[rn].bottom_row; i++) {
636 for (j = rooms[rn].left_col; j <= rooms[rn].right_col; j++) {
637 if (dungeon[i][j] & mask) {
638 *row = i;
639 *col = j;
640 return(1);
641 }
642 }
643 }
644 return(0);
645 }
646
647 void
648 make_maze(r, c, tr, br, lc, rc)
649 short r, c, tr, br, lc, rc;
650 {
651 char dirs[4];
652 short i, t;
653
654 dirs[0] = UPWARD;
655 dirs[1] = DOWN;
656 dirs[2] = LEFT;
657 dirs[3] = RIGHT;
658
659 dungeon[r][c] = TUNNEL;
660
661 if (rand_percent(20)) {
662 for (i = 0; i < 10; i++) {
663 short t1, t2;
664
665 t1 = get_rand(0, 3);
666 t2 = get_rand(0, 3);
667
668 swap(dirs[t1], dirs[t2]);
669 }
670 }
671 for (i = 0; i < 4; i++) {
672 switch(dirs[i]) {
673 case UPWARD:
674 if (((r-1) >= tr) &&
675 (dungeon[r-1][c] != TUNNEL) &&
676 (dungeon[r-1][c-1] != TUNNEL) &&
677 (dungeon[r-1][c+1] != TUNNEL) &&
678 (dungeon[r-2][c] != TUNNEL)) {
679 make_maze((r-1), c, tr, br, lc, rc);
680 }
681 break;
682 case DOWN:
683 if (((r+1) <= br) &&
684 (dungeon[r+1][c] != TUNNEL) &&
685 (dungeon[r+1][c-1] != TUNNEL) &&
686 (dungeon[r+1][c+1] != TUNNEL) &&
687 (dungeon[r+2][c] != TUNNEL)) {
688 make_maze((r+1), c, tr, br, lc, rc);
689 }
690 break;
691 case LEFT:
692 if (((c-1) >= lc) &&
693 (dungeon[r][c-1] != TUNNEL) &&
694 (dungeon[r-1][c-1] != TUNNEL) &&
695 (dungeon[r+1][c-1] != TUNNEL) &&
696 (dungeon[r][c-2] != TUNNEL)) {
697 make_maze(r, (c-1), tr, br, lc, rc);
698 }
699 break;
700 case RIGHT:
701 if (((c+1) <= rc) &&
702 (dungeon[r][c+1] != TUNNEL) &&
703 (dungeon[r-1][c+1] != TUNNEL) &&
704 (dungeon[r+1][c+1] != TUNNEL) &&
705 (dungeon[r][c+2] != TUNNEL)) {
706 make_maze(r, (c+1), tr, br, lc, rc);
707 }
708 break;
709 }
710 }
711 }
712
713 void
714 hide_boxed_passage(row1, col1, row2, col2, n)
715 short row1, col1, row2, col2, n;
716 {
717 short i, j, t;
718 short row, col, row_cut, col_cut;
719 short h, w;
720
721 if (cur_level > 2) {
722 if (row1 > row2) {
723 swap(row1, row2);
724 }
725 if (col1 > col2) {
726 swap(col1, col2);
727 }
728 h = row2 - row1;
729 w = col2 - col1;
730
731 if ((w >= 5) || (h >= 5)) {
732 row_cut = ((h >= 2) ? 1 : 0);
733 col_cut = ((w >= 2) ? 1 : 0);
734
735 for (i = 0; i < n; i++) {
736 for (j = 0; j < 10; j++) {
737 row = get_rand(row1 + row_cut, row2 - row_cut);
738 col = get_rand(col1 + col_cut, col2 - col_cut);
739 if (dungeon[row][col] == TUNNEL) {
740 dungeon[row][col] |= HIDDEN;
741 break;
742 }
743 }
744 }
745 }
746 }
747 }
748
749 void
750 put_player(nr)
751 short nr; /* try not to put in this room */
752 {
753 short rn = nr, misses;
754 short row, col;
755
756 for (misses = 0; ((misses < 2) && (rn == nr)); misses++) {
757 gr_row_col(&row, &col, (FLOOR | TUNNEL | OBJECT | STAIRS));
758 rn = get_room_number(row, col);
759 }
760 rogue.row = row;
761 rogue.col = col;
762
763 if (dungeon[rogue.row][rogue.col] & TUNNEL) {
764 cur_room = PASSAGE;
765 } else {
766 cur_room = rn;
767 }
768 if (cur_room != PASSAGE) {
769 light_up_room(cur_room);
770 } else {
771 light_passage(rogue.row, rogue.col);
772 }
773 rn = get_room_number(rogue.row, rogue.col);
774 wake_room(rn, 1, rogue.row, rogue.col);
775 if (new_level_message) {
776 message(new_level_message, 0);
777 new_level_message = 0;
778 }
779 mvaddch(rogue.row, rogue.col, rogue.fchar);
780 }
781
782 int
783 drop_check()
784 {
785 if (wizard) {
786 return(1);
787 }
788 if (dungeon[rogue.row][rogue.col] & STAIRS) {
789 if (levitate) {
790 message("you're floating in the air!", 0);
791 return(0);
792 }
793 return(1);
794 }
795 message("I see no way down", 0);
796 return(0);
797 }
798
799 int
800 check_up()
801 {
802 if (!wizard) {
803 if (!(dungeon[rogue.row][rogue.col] & STAIRS)) {
804 message("I see no way up", 0);
805 return(0);
806 }
807 if (!has_amulet()) {
808 message("your way is magically blocked", 0);
809 return(0);
810 }
811 }
812 new_level_message = "you feel a wrenching sensation in your gut";
813 if (cur_level == 1) {
814 win();
815 } else {
816 cur_level -= 2;
817 return(1);
818 }
819 return(0);
820 }
821
822 void
823 add_exp(e, promotion)
824 int e;
825 boolean promotion;
826 {
827 char mbuf[40];
828 short new_exp;
829 short i, hp;
830
831 rogue.exp_points += e;
832
833 if (rogue.exp_points >= level_points[rogue.exp-1]) {
834 new_exp = get_exp_level(rogue.exp_points);
835 if (rogue.exp_points > MAX_EXP) {
836 rogue.exp_points = MAX_EXP + 1;
837 }
838 for (i = rogue.exp+1; i <= new_exp; i++) {
839 sprintf(mbuf, "welcome to level %d", i);
840 message(mbuf, 0);
841 if (promotion) {
842 hp = hp_raise();
843 rogue.hp_current += hp;
844 rogue.hp_max += hp;
845 }
846 rogue.exp = i;
847 print_stats(STAT_HP | STAT_EXP);
848 }
849 } else {
850 print_stats(STAT_EXP);
851 }
852 }
853
854 int
855 get_exp_level(e)
856 long e;
857 {
858 short i;
859
860 for (i = 0; i < (MAX_EXP_LEVEL - 1); i++) {
861 if (level_points[i] > e) {
862 break;
863 }
864 }
865 return(i+1);
866 }
867
868 int
869 hp_raise()
870 {
871 int hp;
872
873 hp = (wizard ? 10 : get_rand(3, 10));
874 return(hp);
875 }
876
877 void
878 show_average_hp()
879 {
880 char mbuf[80];
881 float real_average;
882 float effective_average;
883
884 if (rogue.exp == 1) {
885 real_average = effective_average = 0.00;
886 } else {
887 real_average = (float)
888 ((rogue.hp_max - extra_hp - INIT_HP) + less_hp) / (rogue.exp - 1);
889 effective_average = (float) (rogue.hp_max - INIT_HP) / (rogue.exp - 1);
890
891 }
892 sprintf(mbuf, "R-Hp: %.2f, E-Hp: %.2f (!: %d, V: %d)", real_average,
893 effective_average, extra_hp, less_hp);
894 message(mbuf, 0);
895 }
896
897 void
898 mix_random_rooms()
899 {
900 short i, t;
901 short x, y;
902
903 for (i = 0; i < (3 * MAXROOMS); i++) {
904 do {
905 x = get_rand(0, (MAXROOMS-1));
906 y = get_rand(0, (MAXROOMS-1));
907 } while (x == y);
908 swap(random_rooms[x], random_rooms[y]);
909 }
910 }