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+/*
+ * Copyright (c) 1988 The Regents of the University of California.
+ * All rights reserved.
+ *
+ * This code is derived from software contributed to Berkeley by
+ * Timothy C. Stoehr.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * 3. All advertising materials mentioning features or use of this software
+ * must display the following acknowledgement:
+ * This product includes software developed by the University of
+ * California, Berkeley and its contributors.
+ * 4. Neither the name of the University nor the names of its contributors
+ * may be used to endorse or promote products derived from this software
+ * without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
+ * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
+ * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
+ * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
+ * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
+ * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
+ * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
+ * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
+ * SUCH DAMAGE.
+ */
+
+#ifndef lint
+static char sccsid[] = "@(#)level.c 5.3 (Berkeley) 6/1/90";
+#endif /* not lint */
+
+/*
+ * level.c
+ *
+ * This source herein may be modified and/or distributed by anybody who
+ * so desires, with the following restrictions:
+ * 1.) No portion of this notice shall be removed.
+ * 2.) Credit shall not be taken for the creation of this source.
+ * 3.) This code is not to be traded, sold, or used for personal
+ * gain or profit.
+ *
+ */
+
+#include "rogue.h"
+
+#define swap(x,y) {t = x; x = y; y = t;}
+
+short cur_level = 0;
+short max_level = 1;
+short cur_room;
+char *new_level_message = 0;
+short party_room = NO_ROOM;
+short r_de;
+
+long level_points[MAX_EXP_LEVEL] = {
+ 10L,
+ 20L,
+ 40L,
+ 80L,
+ 160L,
+ 320L,
+ 640L,
+ 1300L,
+ 2600L,
+ 5200L,
+ 10000L,
+ 20000L,
+ 40000L,
+ 80000L,
+ 160000L,
+ 320000L,
+ 1000000L,
+ 3333333L,
+ 6666666L,
+ MAX_EXP,
+ 99900000L
+};
+
+short random_rooms[MAXROOMS] = {3, 7, 5, 2, 0, 6, 1, 4, 8};
+
+extern boolean being_held, wizard, detect_monster;
+extern boolean see_invisible;
+extern short bear_trap, levitate, extra_hp, less_hp, cur_room;
+
+make_level()
+{
+ short i, j;
+ short must_1, must_2, must_3;
+ boolean big_room;
+
+ if (cur_level < LAST_DUNGEON) {
+ cur_level++;
+ }
+ if (cur_level > max_level) {
+ max_level = cur_level;
+ }
+ must_1 = get_rand(0, 5);
+
+ switch(must_1) {
+ case 0:
+ must_1 = 0;
+ must_2 = 1;
+ must_3 = 2;
+ break;
+ case 1:
+ must_1 = 3;
+ must_2 = 4;
+ must_3 = 5;
+ break;
+ case 2:
+ must_1 = 6;
+ must_2 = 7;
+ must_3 = 8;
+ break;
+ case 3:
+ must_1 = 0;
+ must_2 = 3;
+ must_3 = 6;
+ break;
+ case 4:
+ must_1 = 1;
+ must_2 = 4;
+ must_3 = 7;
+ break;
+ case 5:
+ must_1 = 2;
+ must_2 = 5;
+ must_3 = 8;
+ break;
+ }
+ if (rand_percent(8)) {
+ party_room = 0;
+ }
+ big_room = ((party_room != NO_ROOM) && rand_percent(1));
+ if (big_room) {
+ make_room(BIG_ROOM, 0, 0, 0);
+ } else {
+ for (i = 0; i < MAXROOMS; i++) {
+ make_room(i, must_1, must_2, must_3);
+ }
+ }
+ if (!big_room) {
+ add_mazes();
+
+ mix_random_rooms();
+
+ for (j = 0; j < MAXROOMS; j++) {
+
+ i = random_rooms[j];
+
+ if (i < (MAXROOMS-1)) {
+ (void) connect_rooms(i, i+1);
+ }
+ if (i < (MAXROOMS-3)) {
+ (void) connect_rooms(i, i+3);
+ }
+ if (i < (MAXROOMS-2)) {
+ if (rooms[i+1].is_room & R_NOTHING) {
+ if (connect_rooms(i, i+2)) {
+ rooms[i+1].is_room = R_CROSS;
+ }
+ }
+ }
+ if (i < (MAXROOMS-6)) {
+ if (rooms[i+3].is_room & R_NOTHING) {
+ if (connect_rooms(i, i+6)) {
+ rooms[i+3].is_room = R_CROSS;
+ }
+ }
+ }
+ if (is_all_connected()) {
+ break;
+ }
+ }
+ fill_out_level();
+ }
+ if (!has_amulet() && (cur_level >= AMULET_LEVEL)) {
+ put_amulet();
+ }
+}
+
+make_room(rn, r1, r2, r3)
+short rn, r1, r2, r3;
+{
+ short left_col, right_col, top_row, bottom_row;
+ short width, height;
+ short row_offset, col_offset;
+ short i, j, ch;
+
+ switch(rn) {
+ case 0:
+ left_col = 0;
+ right_col = COL1-1;
+ top_row = MIN_ROW;
+ bottom_row = ROW1-1;
+ break;
+ case 1:
+ left_col = COL1+1;
+ right_col = COL2-1;
+ top_row = MIN_ROW;
+ bottom_row = ROW1-1;
+ break;
+ case 2:
+ left_col = COL2+1;
+ right_col = DCOLS-1;
+ top_row = MIN_ROW;
+ bottom_row = ROW1-1;
+ break;
+ case 3:
+ left_col = 0;
+ right_col = COL1-1;
+ top_row = ROW1+1;
+ bottom_row = ROW2-1;
+ break;
+ case 4:
+ left_col = COL1+1;
+ right_col = COL2-1;
+ top_row = ROW1+1;
+ bottom_row = ROW2-1;
+ break;
+ case 5:
+ left_col = COL2+1;
+ right_col = DCOLS-1;
+ top_row = ROW1+1;
+ bottom_row = ROW2-1;
+ break;
+ case 6:
+ left_col = 0;
+ right_col = COL1-1;
+ top_row = ROW2+1;
+ bottom_row = DROWS - 2;
+ break;
+ case 7:
+ left_col = COL1+1;
+ right_col = COL2-1;
+ top_row = ROW2+1;
+ bottom_row = DROWS - 2;
+ break;
+ case 8:
+ left_col = COL2+1;
+ right_col = DCOLS-1;
+ top_row = ROW2+1;
+ bottom_row = DROWS - 2;
+ break;
+ case BIG_ROOM:
+ top_row = get_rand(MIN_ROW, MIN_ROW+5);
+ bottom_row = get_rand(DROWS-7, DROWS-2);
+ left_col = get_rand(0, 10);;
+ right_col = get_rand(DCOLS-11, DCOLS-1);
+ rn = 0;
+ goto B;
+ }
+ height = get_rand(4, (bottom_row - top_row + 1));
+ width = get_rand(7, (right_col - left_col - 2));
+
+ row_offset = get_rand(0, ((bottom_row - top_row) - height + 1));
+ col_offset = get_rand(0, ((right_col - left_col) - width + 1));
+
+ top_row += row_offset;
+ bottom_row = top_row + height - 1;
+
+ left_col += col_offset;
+ right_col = left_col + width - 1;
+
+ if ((rn != r1) && (rn != r2) && (rn != r3) && rand_percent(40)) {
+ goto END;
+ }
+B:
+ rooms[rn].is_room = R_ROOM;
+
+ for (i = top_row; i <= bottom_row; i++) {
+ for (j = left_col; j <= right_col; j++) {
+ if ((i == top_row) || (i == bottom_row)) {
+ ch = HORWALL;
+ } else if ( ((i != top_row) && (i != bottom_row)) &&
+ ((j == left_col) || (j == right_col))) {
+ ch = VERTWALL;
+ } else {
+ ch = FLOOR;
+ }
+ dungeon[i][j] = ch;
+ }
+ }
+END:
+ rooms[rn].top_row = top_row;
+ rooms[rn].bottom_row = bottom_row;
+ rooms[rn].left_col = left_col;
+ rooms[rn].right_col = right_col;
+}
+
+connect_rooms(room1, room2)
+short room1, room2;
+{
+ short row1, col1, row2, col2, dir;
+
+ if ((!(rooms[room1].is_room & (R_ROOM | R_MAZE))) ||
+ (!(rooms[room2].is_room & (R_ROOM | R_MAZE)))) {
+ return(0);
+ }
+ if (same_row(room1, room2) &&
+ (rooms[room1].left_col > rooms[room2].right_col)) {
+ put_door(&rooms[room1], LEFT, &row1, &col1);
+ put_door(&rooms[room2], RIGHT, &row2, &col2);
+ dir = LEFT;
+ } else if (same_row(room1, room2) &&
+ (rooms[room2].left_col > rooms[room1].right_col)) {
+ put_door(&rooms[room1], RIGHT, &row1, &col1);
+ put_door(&rooms[room2], LEFT, &row2, &col2);
+ dir = RIGHT;
+ } else if (same_col(room1, room2) &&
+ (rooms[room1].top_row > rooms[room2].bottom_row)) {
+ put_door(&rooms[room1], UPWARD, &row1, &col1);
+ put_door(&rooms[room2], DOWN, &row2, &col2);
+ dir = UPWARD;
+ } else if (same_col(room1, room2) &&
+ (rooms[room2].top_row > rooms[room1].bottom_row)) {
+ put_door(&rooms[room1], DOWN, &row1, &col1);
+ put_door(&rooms[room2], UPWARD, &row2, &col2);
+ dir = DOWN;
+ } else {
+ return(0);
+ }
+
+ do {
+ draw_simple_passage(row1, col1, row2, col2, dir);
+ } while (rand_percent(4));
+
+ rooms[room1].doors[dir/2].oth_room = room2;
+ rooms[room1].doors[dir/2].oth_row = row2;
+ rooms[room1].doors[dir/2].oth_col = col2;
+
+ rooms[room2].doors[(((dir+4)%DIRS)/2)].oth_room = room1;
+ rooms[room2].doors[(((dir+4)%DIRS)/2)].oth_row = row1;
+ rooms[room2].doors[(((dir+4)%DIRS)/2)].oth_col = col1;
+ return(1);
+}
+
+clear_level()
+{
+ short i, j;
+
+ for (i = 0; i < MAXROOMS; i++) {
+ rooms[i].is_room = R_NOTHING;
+ for (j = 0; j < 4; j++) {
+ rooms[i].doors[j].oth_room = NO_ROOM;
+ }
+ }
+
+ for (i = 0; i < MAX_TRAPS; i++) {
+ traps[i].trap_type = NO_TRAP;
+ }
+ for (i = 0; i < DROWS; i++) {
+ for (j = 0; j < DCOLS; j++) {
+ dungeon[i][j] = NOTHING;
+ }
+ }
+ detect_monster = see_invisible = 0;
+ being_held = bear_trap = 0;
+ party_room = NO_ROOM;
+ rogue.row = rogue.col = -1;
+ clear();
+}
+
+put_door(rm, dir, row, col)
+room *rm;
+short dir;
+short *row, *col;
+{
+ short wall_width;
+
+ wall_width = (rm->is_room & R_MAZE) ? 0 : 1;
+
+ switch(dir) {
+ case UPWARD:
+ case DOWN:
+ *row = ((dir == UPWARD) ? rm->top_row : rm->bottom_row);
+ do {
+ *col = get_rand(rm->left_col+wall_width,
+ rm->right_col-wall_width);
+ } while (!(dungeon[*row][*col] & (HORWALL | TUNNEL)));
+ break;
+ case RIGHT:
+ case LEFT:
+ *col = (dir == LEFT) ? rm->left_col : rm->right_col;
+ do {
+ *row = get_rand(rm->top_row+wall_width,
+ rm->bottom_row-wall_width);
+ } while (!(dungeon[*row][*col] & (VERTWALL | TUNNEL)));
+ break;
+ }
+ if (rm->is_room & R_ROOM) {
+ dungeon[*row][*col] = DOOR;
+ }
+ if ((cur_level > 2) && rand_percent(HIDE_PERCENT)) {
+ dungeon[*row][*col] |= HIDDEN;
+ }
+ rm->doors[dir/2].door_row = *row;
+ rm->doors[dir/2].door_col = *col;
+}
+
+draw_simple_passage(row1, col1, row2, col2, dir)
+short row1, col1, row2, col2, dir;
+{
+ short i, middle, t;
+
+ if ((dir == LEFT) || (dir == RIGHT)) {
+ if (col1 > col2) {
+ swap(row1, row2);
+ swap(col1, col2);
+ }
+ middle = get_rand(col1+1, col2-1);
+ for (i = col1+1; i != middle; i++) {
+ dungeon[row1][i] = TUNNEL;
+ }
+ for (i = row1; i != row2; i += (row1 > row2) ? -1 : 1) {
+ dungeon[i][middle] = TUNNEL;
+ }
+ for (i = middle; i != col2; i++) {
+ dungeon[row2][i] = TUNNEL;
+ }
+ } else {
+ if (row1 > row2) {
+ swap(row1, row2);
+ swap(col1, col2);
+ }
+ middle = get_rand(row1+1, row2-1);
+ for (i = row1+1; i != middle; i++) {
+ dungeon[i][col1] = TUNNEL;
+ }
+ for (i = col1; i != col2; i += (col1 > col2) ? -1 : 1) {
+ dungeon[middle][i] = TUNNEL;
+ }
+ for (i = middle; i != row2; i++) {
+ dungeon[i][col2] = TUNNEL;
+ }
+ }
+ if (rand_percent(HIDE_PERCENT)) {
+ hide_boxed_passage(row1, col1, row2, col2, 1);
+ }
+}
+
+same_row(room1, room2)
+{
+ return((room1 / 3) == (room2 / 3));
+}
+
+same_col(room1, room2)
+{
+ return((room1 % 3) == (room2 % 3));
+}
+
+add_mazes()
+{
+ short i, j;
+ short start;
+ short maze_percent;
+
+ if (cur_level > 1) {
+ start = get_rand(0, (MAXROOMS-1));
+ maze_percent = (cur_level * 5) / 4;
+
+ if (cur_level > 15) {
+ maze_percent += cur_level;
+ }
+ for (i = 0; i < MAXROOMS; i++) {
+ j = ((start + i) % MAXROOMS);
+ if (rooms[j].is_room & R_NOTHING) {
+ if (rand_percent(maze_percent)) {
+ rooms[j].is_room = R_MAZE;
+ make_maze(get_rand(rooms[j].top_row+1, rooms[j].bottom_row-1),
+ get_rand(rooms[j].left_col+1, rooms[j].right_col-1),
+ rooms[j].top_row, rooms[j].bottom_row,
+ rooms[j].left_col, rooms[j].right_col);
+ hide_boxed_passage(rooms[j].top_row, rooms[j].left_col,
+ rooms[j].bottom_row, rooms[j].right_col,
+ get_rand(0, 2));
+ }
+ }
+ }
+ }
+}
+
+fill_out_level()
+{
+ short i, rn;
+
+ mix_random_rooms();
+
+ r_de = NO_ROOM;
+
+ for (i = 0; i < MAXROOMS; i++) {
+ rn = random_rooms[i];
+ if ((rooms[rn].is_room & R_NOTHING) ||
+ ((rooms[rn].is_room & R_CROSS) && coin_toss())) {
+ fill_it(rn, 1);
+ }
+ }
+ if (r_de != NO_ROOM) {
+ fill_it(r_de, 0);
+ }
+}
+
+fill_it(rn, do_rec_de)
+int rn;
+boolean do_rec_de;
+{
+ short i, tunnel_dir, door_dir, drow, dcol;
+ short target_room, rooms_found = 0;
+ short srow, scol, t;
+ static short offsets[4] = {-1, 1, 3, -3};
+ boolean did_this = 0;
+
+ for (i = 0; i < 10; i++) {
+ srow = get_rand(0, 3);
+ scol = get_rand(0, 3);
+ t = offsets[srow];
+ offsets[srow] = offsets[scol];
+ offsets[scol] = t;
+ }
+ for (i = 0; i < 4; i++) {
+
+ target_room = rn + offsets[i];
+
+ if (((target_room < 0) || (target_room >= MAXROOMS)) ||
+ (!(same_row(rn,target_room) || same_col(rn,target_room))) ||
+ (!(rooms[target_room].is_room & (R_ROOM | R_MAZE)))) {
+ continue;
+ }
+ if (same_row(rn, target_room)) {
+ tunnel_dir = (rooms[rn].left_col < rooms[target_room].left_col) ?
+ RIGHT : LEFT;
+ } else {
+ tunnel_dir = (rooms[rn].top_row < rooms[target_room].top_row) ?
+ DOWN : UPWARD;
+ }
+ door_dir = ((tunnel_dir + 4) % DIRS);
+ if (rooms[target_room].doors[door_dir/2].oth_room != NO_ROOM) {
+ continue;
+ }
+ if (((!do_rec_de) || did_this) ||
+ (!mask_room(rn, &srow, &scol, TUNNEL))) {
+ srow = (rooms[rn].top_row + rooms[rn].bottom_row) / 2;
+ scol = (rooms[rn].left_col + rooms[rn].right_col) / 2;
+ }
+ put_door(&rooms[target_room], door_dir, &drow, &dcol);
+ rooms_found++;
+ draw_simple_passage(srow, scol, drow, dcol, tunnel_dir);
+ rooms[rn].is_room = R_DEADEND;
+ dungeon[srow][scol] = TUNNEL;
+
+ if ((i < 3) && (!did_this)) {
+ did_this = 1;
+ if (coin_toss()) {
+ continue;
+ }
+ }
+ if ((rooms_found < 2) && do_rec_de) {
+ recursive_deadend(rn, offsets, srow, scol);
+ }
+ break;
+ }
+}
+
+recursive_deadend(rn, offsets, srow, scol)
+short rn;
+short *offsets;
+short srow, scol;
+{
+ short i, de;
+ short drow, dcol, tunnel_dir;
+
+ rooms[rn].is_room = R_DEADEND;
+ dungeon[srow][scol] = TUNNEL;
+
+ for (i = 0; i < 4; i++) {
+ de = rn + offsets[i];
+ if (((de < 0) || (de >= MAXROOMS)) ||
+ (!(same_row(rn, de) || same_col(rn, de)))) {
+ continue;
+ }
+ if (!(rooms[de].is_room & R_NOTHING)) {
+ continue;
+ }
+ drow = (rooms[de].top_row + rooms[de].bottom_row) / 2;
+ dcol = (rooms[de].left_col + rooms[de].right_col) / 2;
+ if (same_row(rn, de)) {
+ tunnel_dir = (rooms[rn].left_col < rooms[de].left_col) ?
+ RIGHT : LEFT;
+ } else {
+ tunnel_dir = (rooms[rn].top_row < rooms[de].top_row) ?
+ DOWN : UPWARD;
+ }
+ draw_simple_passage(srow, scol, drow, dcol, tunnel_dir);
+ r_de = de;
+ recursive_deadend(de, offsets, drow, dcol);
+ }
+}
+
+boolean
+mask_room(rn, row, col, mask)
+short rn;
+short *row, *col;
+unsigned short mask;
+{
+ short i, j;
+
+ for (i = rooms[rn].top_row; i <= rooms[rn].bottom_row; i++) {
+ for (j = rooms[rn].left_col; j <= rooms[rn].right_col; j++) {
+ if (dungeon[i][j] & mask) {
+ *row = i;
+ *col = j;
+ return(1);
+ }
+ }
+ }
+ return(0);
+}
+
+make_maze(r, c, tr, br, lc, rc)
+short r, c, tr, br, lc, rc;
+{
+ char dirs[4];
+ short i, t;
+
+ dirs[0] = UPWARD;
+ dirs[1] = DOWN;
+ dirs[2] = LEFT;
+ dirs[3] = RIGHT;
+
+ dungeon[r][c] = TUNNEL;
+
+ if (rand_percent(20)) {
+ for (i = 0; i < 10; i++) {
+ short t1, t2;
+
+ t1 = get_rand(0, 3);
+ t2 = get_rand(0, 3);
+
+ swap(dirs[t1], dirs[t2]);
+ }
+ }
+ for (i = 0; i < 4; i++) {
+ switch(dirs[i]) {
+ case UPWARD:
+ if (((r-1) >= tr) &&
+ (dungeon[r-1][c] != TUNNEL) &&
+ (dungeon[r-1][c-1] != TUNNEL) &&
+ (dungeon[r-1][c+1] != TUNNEL) &&
+ (dungeon[r-2][c] != TUNNEL)) {
+ make_maze((r-1), c, tr, br, lc, rc);
+ }
+ break;
+ case DOWN:
+ if (((r+1) <= br) &&
+ (dungeon[r+1][c] != TUNNEL) &&
+ (dungeon[r+1][c-1] != TUNNEL) &&
+ (dungeon[r+1][c+1] != TUNNEL) &&
+ (dungeon[r+2][c] != TUNNEL)) {
+ make_maze((r+1), c, tr, br, lc, rc);
+ }
+ break;
+ case LEFT:
+ if (((c-1) >= lc) &&
+ (dungeon[r][c-1] != TUNNEL) &&
+ (dungeon[r-1][c-1] != TUNNEL) &&
+ (dungeon[r+1][c-1] != TUNNEL) &&
+ (dungeon[r][c-2] != TUNNEL)) {
+ make_maze(r, (c-1), tr, br, lc, rc);
+ }
+ break;
+ case RIGHT:
+ if (((c+1) <= rc) &&
+ (dungeon[r][c+1] != TUNNEL) &&
+ (dungeon[r-1][c+1] != TUNNEL) &&
+ (dungeon[r+1][c+1] != TUNNEL) &&
+ (dungeon[r][c+2] != TUNNEL)) {
+ make_maze(r, (c+1), tr, br, lc, rc);
+ }
+ break;
+ }
+ }
+}
+
+hide_boxed_passage(row1, col1, row2, col2, n)
+short row1, col1, row2, col2, n;
+{
+ short i, j, t;
+ short row, col, row_cut, col_cut;
+ short h, w;
+
+ if (cur_level > 2) {
+ if (row1 > row2) {
+ swap(row1, row2);
+ }
+ if (col1 > col2) {
+ swap(col1, col2);
+ }
+ h = row2 - row1;
+ w = col2 - col1;
+
+ if ((w >= 5) || (h >= 5)) {
+ row_cut = ((h >= 2) ? 1 : 0);
+ col_cut = ((w >= 2) ? 1 : 0);
+
+ for (i = 0; i < n; i++) {
+ for (j = 0; j < 10; j++) {
+ row = get_rand(row1 + row_cut, row2 - row_cut);
+ col = get_rand(col1 + col_cut, col2 - col_cut);
+ if (dungeon[row][col] == TUNNEL) {
+ dungeon[row][col] |= HIDDEN;
+ break;
+ }
+ }
+ }
+ }
+ }
+}
+
+put_player(nr)
+short nr; /* try not to put in this room */
+{
+ short rn = nr, misses;
+ short row, col;
+
+ for (misses = 0; ((misses < 2) && (rn == nr)); misses++) {
+ gr_row_col(&row, &col, (FLOOR | TUNNEL | OBJECT | STAIRS));
+ rn = get_room_number(row, col);
+ }
+ rogue.row = row;
+ rogue.col = col;
+
+ if (dungeon[rogue.row][rogue.col] & TUNNEL) {
+ cur_room = PASSAGE;
+ } else {
+ cur_room = rn;
+ }
+ if (cur_room != PASSAGE) {
+ light_up_room(cur_room);
+ } else {
+ light_passage(rogue.row, rogue.col);
+ }
+ rn = get_room_number(rogue.row, rogue.col);
+ wake_room(rn, 1, rogue.row, rogue.col);
+ if (new_level_message) {
+ message(new_level_message, 0);
+ new_level_message = 0;
+ }
+ mvaddch(rogue.row, rogue.col, rogue.fchar);
+}
+
+drop_check()
+{
+ if (wizard) {
+ return(1);
+ }
+ if (dungeon[rogue.row][rogue.col] & STAIRS) {
+ if (levitate) {
+ message("you're floating in the air!", 0);
+ return(0);
+ }
+ return(1);
+ }
+ message("I see no way down", 0);
+ return(0);
+}
+
+check_up()
+{
+ if (!wizard) {
+ if (!(dungeon[rogue.row][rogue.col] & STAIRS)) {
+ message("I see no way up", 0);
+ return(0);
+ }
+ if (!has_amulet()) {
+ message("your way is magically blocked", 0);
+ return(0);
+ }
+ }
+ new_level_message = "you feel a wrenching sensation in your gut";
+ if (cur_level == 1) {
+ win();
+ } else {
+ cur_level -= 2;
+ return(1);
+ }
+ return(0);
+}
+
+add_exp(e, promotion)
+int e;
+boolean promotion;
+{
+ char mbuf[40];
+ short new_exp;
+ short i, hp;
+
+ rogue.exp_points += e;
+
+ if (rogue.exp_points >= level_points[rogue.exp-1]) {
+ new_exp = get_exp_level(rogue.exp_points);
+ if (rogue.exp_points > MAX_EXP) {
+ rogue.exp_points = MAX_EXP + 1;
+ }
+ for (i = rogue.exp+1; i <= new_exp; i++) {
+ sprintf(mbuf, "welcome to level %d", i);
+ message(mbuf, 0);
+ if (promotion) {
+ hp = hp_raise();
+ rogue.hp_current += hp;
+ rogue.hp_max += hp;
+ }
+ rogue.exp = i;
+ print_stats(STAT_HP | STAT_EXP);
+ }
+ } else {
+ print_stats(STAT_EXP);
+ }
+}
+
+get_exp_level(e)
+long e;
+{
+ short i;
+
+ for (i = 0; i < (MAX_EXP_LEVEL - 1); i++) {
+ if (level_points[i] > e) {
+ break;
+ }
+ }
+ return(i+1);
+}
+
+hp_raise()
+{
+ int hp;
+
+ hp = (wizard ? 10 : get_rand(3, 10));
+ return(hp);
+}
+
+show_average_hp()
+{
+ char mbuf[80];
+ float real_average;
+ float effective_average;
+
+ if (rogue.exp == 1) {
+ real_average = effective_average = 0.00;
+ } else {
+ real_average = (float)
+ ((rogue.hp_max - extra_hp - INIT_HP) + less_hp) / (rogue.exp - 1);
+ effective_average = (float) (rogue.hp_max - INIT_HP) / (rogue.exp - 1);
+
+ }
+ sprintf(mbuf, "R-Hp: %.2f, E-Hp: %.2f (!: %d, V: %d)", real_average,
+ effective_average, extra_hp, less_hp);
+ message(mbuf, 0);
+}
+
+mix_random_rooms()
+{
+ short i, t;
+ short x, y;
+
+ for (i = 0; i < (3 * MAXROOMS); i++) {
+ do {
+ x = get_rand(0, (MAXROOMS-1));
+ y = get_rand(0, (MAXROOMS-1));
+ } while (x == y);
+ swap(random_rooms[x], random_rooms[y]);
+ }
+}