1 /* 2 * Copyright (c) 1988, 1993 3 * The Regents of the University of California. All rights reserved. 4 * 5 * This code is derived from software contributed to Berkeley by 6 * Timothy C. Stoehr. 7 * 8 * Redistribution and use in source and binary forms, with or without 9 * modification, are permitted provided that the following conditions 10 * are met: 11 * 1. Redistributions of source code must retain the above copyright 12 * notice, this list of conditions and the following disclaimer. 13 * 2. Redistributions in binary form must reproduce the above copyright 14 * notice, this list of conditions and the following disclaimer in the 15 * documentation and/or other materials provided with the distribution. 16 * 3. All advertising materials mentioning features or use of this software 17 * must display the following acknowledgement: 18 * This product includes software developed by the University of 19 * California, Berkeley and its contributors. 20 * 4. Neither the name of the University nor the names of its contributors 21 * may be used to endorse or promote products derived from this software 22 * without specific prior written permission. 23 * 24 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND 25 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 26 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 27 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE 28 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 29 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 30 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 31 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT 32 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY 33 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF 34 * SUCH DAMAGE. 35 * 36 * @(#)level.c 8.1 (Berkeley) 5/31/93 37 * $FreeBSD: src/games/rogue/level.c,v 1.3 1999/11/30 03:49:23 billf Exp $ 38 * $DragonFly: src/games/rogue/level.c,v 1.4 2006/09/02 19:31:07 pavalos Exp $ 39 */ 40 41 /* 42 * level.c 43 * 44 * This source herein may be modified and/or distributed by anybody who 45 * so desires, with the following restrictions: 46 * 1.) No portion of this notice shall be removed. 47 * 2.) Credit shall not be taken for the creation of this source. 48 * 3.) This code is not to be traded, sold, or used for personal 49 * gain or profit. 50 * 51 */ 52 53 #include "rogue.h" 54 55 #define swap(x,y) {t = x; x = y; y = t;} 56 57 short cur_level = 0; 58 short max_level = 1; 59 short cur_room; 60 const char *new_level_message = 0; 61 short party_room = NO_ROOM; 62 short r_de; 63 64 const long level_points[MAX_EXP_LEVEL] = { 65 10L, 66 20L, 67 40L, 68 80L, 69 160L, 70 320L, 71 640L, 72 1300L, 73 2600L, 74 5200L, 75 10000L, 76 20000L, 77 40000L, 78 80000L, 79 160000L, 80 320000L, 81 1000000L, 82 3333333L, 83 6666666L, 84 MAX_EXP, 85 99900000L 86 }; 87 88 short random_rooms[MAXROOMS] = {3, 7, 5, 2, 0, 6, 1, 4, 8}; 89 90 extern boolean being_held, wizard, detect_monster; 91 extern boolean see_invisible; 92 extern short bear_trap, levitate, extra_hp, less_hp; 93 94 static void make_room(short, short, short, short); 95 static boolean connect_rooms(short, short); 96 static void put_door(room *, short, short *, short *); 97 static void draw_simple_passage(short, short, short, short, short); 98 static boolean same_row(short, short); 99 static boolean same_col(short, short); 100 static void add_mazes(void); 101 static void fill_out_level(void); 102 static void fill_it(int, boolean); 103 static void recursive_deadend(short, const short *, short, short); 104 static boolean mask_room(short, short *, short *, unsigned short); 105 static void make_maze(short, short, short, short, short, short); 106 static void hide_boxed_passage(short, short, short, short, short); 107 static short get_exp_level(long); 108 static void mix_random_rooms(void); 109 110 void 111 make_level(void) 112 { 113 short i, j; 114 short must_1, must_2 = 0, must_3 = 0; 115 boolean big_room; 116 117 if (cur_level < LAST_DUNGEON) { 118 cur_level++; 119 } 120 if (cur_level > max_level) { 121 max_level = cur_level; 122 } 123 must_1 = get_rand(0, 5); 124 125 switch(must_1) { 126 case 0: 127 must_1 = 0; 128 must_2 = 1; 129 must_3 = 2; 130 break; 131 case 1: 132 must_1 = 3; 133 must_2 = 4; 134 must_3 = 5; 135 break; 136 case 2: 137 must_1 = 6; 138 must_2 = 7; 139 must_3 = 8; 140 break; 141 case 3: 142 must_1 = 0; 143 must_2 = 3; 144 must_3 = 6; 145 break; 146 case 4: 147 must_1 = 1; 148 must_2 = 4; 149 must_3 = 7; 150 break; 151 case 5: 152 must_1 = 2; 153 must_2 = 5; 154 must_3 = 8; 155 break; 156 } 157 if (rand_percent(8)) { 158 party_room = 0; 159 } 160 big_room = ((party_room != NO_ROOM) && rand_percent(1)); 161 if (big_room) { 162 make_room(BIG_ROOM, 0, 0, 0); 163 } else { 164 for (i = 0; i < MAXROOMS; i++) { 165 make_room(i, must_1, must_2, must_3); 166 } 167 } 168 if (!big_room) { 169 add_mazes(); 170 171 mix_random_rooms(); 172 173 for (j = 0; j < MAXROOMS; j++) { 174 175 i = random_rooms[j]; 176 177 if (i < (MAXROOMS-1)) { 178 connect_rooms(i, i+1); 179 } 180 if (i < (MAXROOMS-3)) { 181 connect_rooms(i, i+3); 182 } 183 if (i < (MAXROOMS-2)) { 184 if (rooms[i+1].is_room & R_NOTHING) { 185 if (connect_rooms(i, i+2)) { 186 rooms[i+1].is_room = R_CROSS; 187 } 188 } 189 } 190 if (i < (MAXROOMS-6)) { 191 if (rooms[i+3].is_room & R_NOTHING) { 192 if (connect_rooms(i, i+6)) { 193 rooms[i+3].is_room = R_CROSS; 194 } 195 } 196 } 197 if (is_all_connected()) { 198 break; 199 } 200 } 201 fill_out_level(); 202 } 203 if (!has_amulet() && (cur_level >= AMULET_LEVEL)) { 204 put_amulet(); 205 } 206 } 207 208 static void 209 make_room(short rn, short r1, short r2, short r3) 210 { 211 short left_col, right_col, top_row, bottom_row; 212 short width, height; 213 short row_offset, col_offset; 214 short i, j, ch; 215 216 left_col = right_col = top_row = bottom_row = 0; 217 218 switch(rn) { 219 case 0: 220 left_col = 0; 221 right_col = COL1-1; 222 top_row = MIN_ROW; 223 bottom_row = ROW1-1; 224 break; 225 case 1: 226 left_col = COL1+1; 227 right_col = COL2-1; 228 top_row = MIN_ROW; 229 bottom_row = ROW1-1; 230 break; 231 case 2: 232 left_col = COL2+1; 233 right_col = DCOLS-1; 234 top_row = MIN_ROW; 235 bottom_row = ROW1-1; 236 break; 237 case 3: 238 left_col = 0; 239 right_col = COL1-1; 240 top_row = ROW1+1; 241 bottom_row = ROW2-1; 242 break; 243 case 4: 244 left_col = COL1+1; 245 right_col = COL2-1; 246 top_row = ROW1+1; 247 bottom_row = ROW2-1; 248 break; 249 case 5: 250 left_col = COL2+1; 251 right_col = DCOLS-1; 252 top_row = ROW1+1; 253 bottom_row = ROW2-1; 254 break; 255 case 6: 256 left_col = 0; 257 right_col = COL1-1; 258 top_row = ROW2+1; 259 bottom_row = DROWS - 2; 260 break; 261 case 7: 262 left_col = COL1+1; 263 right_col = COL2-1; 264 top_row = ROW2+1; 265 bottom_row = DROWS - 2; 266 break; 267 case 8: 268 left_col = COL2+1; 269 right_col = DCOLS-1; 270 top_row = ROW2+1; 271 bottom_row = DROWS - 2; 272 break; 273 case BIG_ROOM: 274 top_row = get_rand(MIN_ROW, MIN_ROW+5); 275 bottom_row = get_rand(DROWS-7, DROWS-2); 276 left_col = get_rand(0, 10); 277 right_col = get_rand(DCOLS-11, DCOLS-1); 278 rn = 0; 279 goto B; 280 } 281 height = get_rand(4, (bottom_row - top_row + 1)); 282 width = get_rand(7, (right_col - left_col - 2)); 283 284 row_offset = get_rand(0, ((bottom_row - top_row) - height + 1)); 285 col_offset = get_rand(0, ((right_col - left_col) - width + 1)); 286 287 top_row += row_offset; 288 bottom_row = top_row + height - 1; 289 290 left_col += col_offset; 291 right_col = left_col + width - 1; 292 293 if ((rn != r1) && (rn != r2) && (rn != r3) && rand_percent(40)) { 294 goto END; 295 } 296 B: 297 rooms[rn].is_room = R_ROOM; 298 299 for (i = top_row; i <= bottom_row; i++) { 300 for (j = left_col; j <= right_col; j++) { 301 if ((i == top_row) || (i == bottom_row)) { 302 ch = HORWALL; 303 } else if ( ((i != top_row) && (i != bottom_row)) && 304 ((j == left_col) || (j == right_col))) { 305 ch = VERTWALL; 306 } else { 307 ch = FLOOR; 308 } 309 dungeon[i][j] = ch; 310 } 311 } 312 END: 313 rooms[rn].top_row = top_row; 314 rooms[rn].bottom_row = bottom_row; 315 rooms[rn].left_col = left_col; 316 rooms[rn].right_col = right_col; 317 } 318 319 static boolean 320 connect_rooms(short room1, short room2) 321 { 322 short row1, col1, row2, col2, dir; 323 324 if ((!(rooms[room1].is_room & (R_ROOM | R_MAZE))) || 325 (!(rooms[room2].is_room & (R_ROOM | R_MAZE)))) { 326 return(0); 327 } 328 if (same_row(room1, room2) && 329 (rooms[room1].left_col > rooms[room2].right_col)) { 330 put_door(&rooms[room1], LEFT, &row1, &col1); 331 put_door(&rooms[room2], RIGHT, &row2, &col2); 332 dir = LEFT; 333 } else if (same_row(room1, room2) && 334 (rooms[room2].left_col > rooms[room1].right_col)) { 335 put_door(&rooms[room1], RIGHT, &row1, &col1); 336 put_door(&rooms[room2], LEFT, &row2, &col2); 337 dir = RIGHT; 338 } else if (same_col(room1, room2) && 339 (rooms[room1].top_row > rooms[room2].bottom_row)) { 340 put_door(&rooms[room1], UPWARD, &row1, &col1); 341 put_door(&rooms[room2], DOWN, &row2, &col2); 342 dir = UPWARD; 343 } else if (same_col(room1, room2) && 344 (rooms[room2].top_row > rooms[room1].bottom_row)) { 345 put_door(&rooms[room1], DOWN, &row1, &col1); 346 put_door(&rooms[room2], UPWARD, &row2, &col2); 347 dir = DOWN; 348 } else { 349 return(0); 350 } 351 352 do { 353 draw_simple_passage(row1, col1, row2, col2, dir); 354 } while (rand_percent(4)); 355 356 rooms[room1].doors[dir/2].oth_room = room2; 357 rooms[room1].doors[dir/2].oth_row = row2; 358 rooms[room1].doors[dir/2].oth_col = col2; 359 360 rooms[room2].doors[(((dir+4)%DIRS)/2)].oth_room = room1; 361 rooms[room2].doors[(((dir+4)%DIRS)/2)].oth_row = row1; 362 rooms[room2].doors[(((dir+4)%DIRS)/2)].oth_col = col1; 363 return(1); 364 } 365 366 void 367 clear_level(void) 368 { 369 short i, j; 370 371 for (i = 0; i < MAXROOMS; i++) { 372 rooms[i].is_room = R_NOTHING; 373 for (j = 0; j < 4; j++) { 374 rooms[i].doors[j].oth_room = NO_ROOM; 375 } 376 } 377 378 for (i = 0; i < MAX_TRAPS; i++) { 379 traps[i].trap_type = NO_TRAP; 380 } 381 for (i = 0; i < DROWS; i++) { 382 for (j = 0; j < DCOLS; j++) { 383 dungeon[i][j] = NOTHING; 384 } 385 } 386 detect_monster = see_invisible = 0; 387 bear_trap = being_held = 0; 388 party_room = NO_ROOM; 389 rogue.row = rogue.col = -1; 390 clear(); 391 } 392 393 static void 394 put_door(room *rm, short dir, short *row, short *col) 395 { 396 short wall_width; 397 398 wall_width = (rm->is_room & R_MAZE) ? 0 : 1; 399 400 switch(dir) { 401 case UPWARD: 402 case DOWN: 403 *row = ((dir == UPWARD) ? rm->top_row : rm->bottom_row); 404 do { 405 *col = get_rand(rm->left_col+wall_width, 406 rm->right_col-wall_width); 407 } while (!(dungeon[*row][*col] & (HORWALL | TUNNEL))); 408 break; 409 case RIGHT: 410 case LEFT: 411 *col = (dir == LEFT) ? rm->left_col : rm->right_col; 412 do { 413 *row = get_rand(rm->top_row+wall_width, 414 rm->bottom_row-wall_width); 415 } while (!(dungeon[*row][*col] & (VERTWALL | TUNNEL))); 416 break; 417 } 418 if (rm->is_room & R_ROOM) { 419 dungeon[*row][*col] = DOOR; 420 } 421 if ((cur_level > 2) && rand_percent(HIDE_PERCENT)) { 422 dungeon[*row][*col] |= HIDDEN; 423 } 424 rm->doors[dir/2].door_row = *row; 425 rm->doors[dir/2].door_col = *col; 426 } 427 428 static void 429 draw_simple_passage(short row1, short col1, short row2, short col2, short dir) 430 { 431 short i, middle, t; 432 433 if ((dir == LEFT) || (dir == RIGHT)) { 434 if (col1 > col2) { 435 swap(row1, row2); 436 swap(col1, col2); 437 } 438 middle = get_rand(col1+1, col2-1); 439 for (i = col1+1; i != middle; i++) { 440 dungeon[row1][i] = TUNNEL; 441 } 442 for (i = row1; i != row2; i += (row1 > row2) ? -1 : 1) { 443 dungeon[i][middle] = TUNNEL; 444 } 445 for (i = middle; i != col2; i++) { 446 dungeon[row2][i] = TUNNEL; 447 } 448 } else { 449 if (row1 > row2) { 450 swap(row1, row2); 451 swap(col1, col2); 452 } 453 middle = get_rand(row1+1, row2-1); 454 for (i = row1+1; i != middle; i++) { 455 dungeon[i][col1] = TUNNEL; 456 } 457 for (i = col1; i != col2; i += (col1 > col2) ? -1 : 1) { 458 dungeon[middle][i] = TUNNEL; 459 } 460 for (i = middle; i != row2; i++) { 461 dungeon[i][col2] = TUNNEL; 462 } 463 } 464 if (rand_percent(HIDE_PERCENT)) { 465 hide_boxed_passage(row1, col1, row2, col2, 1); 466 } 467 } 468 469 static boolean 470 same_row(short room1, short room2) 471 { 472 return((room1 / 3) == (room2 / 3)); 473 } 474 475 static boolean 476 same_col(short room1, short room2) 477 { 478 return((room1 % 3) == (room2 % 3)); 479 } 480 481 static void 482 add_mazes(void) 483 { 484 short i, j; 485 short start; 486 short maze_percent; 487 488 if (cur_level > 1) { 489 start = get_rand(0, (MAXROOMS-1)); 490 maze_percent = (cur_level * 5) / 4; 491 492 if (cur_level > 15) { 493 maze_percent += cur_level; 494 } 495 for (i = 0; i < MAXROOMS; i++) { 496 j = ((start + i) % MAXROOMS); 497 if (rooms[j].is_room & R_NOTHING) { 498 if (rand_percent(maze_percent)) { 499 rooms[j].is_room = R_MAZE; 500 make_maze(get_rand(rooms[j].top_row+1, rooms[j].bottom_row-1), 501 get_rand(rooms[j].left_col+1, rooms[j].right_col-1), 502 rooms[j].top_row, rooms[j].bottom_row, 503 rooms[j].left_col, rooms[j].right_col); 504 hide_boxed_passage(rooms[j].top_row, rooms[j].left_col, 505 rooms[j].bottom_row, rooms[j].right_col, 506 get_rand(0, 2)); 507 } 508 } 509 } 510 } 511 } 512 513 static void 514 fill_out_level(void) 515 { 516 short i, rn; 517 518 mix_random_rooms(); 519 520 r_de = NO_ROOM; 521 522 for (i = 0; i < MAXROOMS; i++) { 523 rn = random_rooms[i]; 524 if ((rooms[rn].is_room & R_NOTHING) || 525 ((rooms[rn].is_room & R_CROSS) && coin_toss())) { 526 fill_it(rn, 1); 527 } 528 } 529 if (r_de != NO_ROOM) { 530 fill_it(r_de, 0); 531 } 532 } 533 534 static void 535 fill_it(int rn, boolean do_rec_de) 536 { 537 short i, tunnel_dir, door_dir, drow, dcol; 538 short target_room, rooms_found = 0; 539 short srow, scol, t; 540 static short offsets[4] = {-1, 1, 3, -3}; 541 boolean did_this = 0; 542 543 for (i = 0; i < 10; i++) { 544 srow = get_rand(0, 3); 545 scol = get_rand(0, 3); 546 t = offsets[srow]; 547 offsets[srow] = offsets[scol]; 548 offsets[scol] = t; 549 } 550 for (i = 0; i < 4; i++) { 551 552 target_room = rn + offsets[i]; 553 554 if (((target_room < 0) || (target_room >= MAXROOMS)) || 555 (!(same_row(rn,target_room) || same_col(rn,target_room))) || 556 (!(rooms[target_room].is_room & (R_ROOM | R_MAZE)))) { 557 continue; 558 } 559 if (same_row(rn, target_room)) { 560 tunnel_dir = (rooms[rn].left_col < rooms[target_room].left_col) ? 561 RIGHT : LEFT; 562 } else { 563 tunnel_dir = (rooms[rn].top_row < rooms[target_room].top_row) ? 564 DOWN : UPWARD; 565 } 566 door_dir = ((tunnel_dir + 4) % DIRS); 567 if (rooms[target_room].doors[door_dir/2].oth_room != NO_ROOM) { 568 continue; 569 } 570 if (((!do_rec_de) || did_this) || 571 (!mask_room(rn, &srow, &scol, TUNNEL))) { 572 srow = (rooms[rn].top_row + rooms[rn].bottom_row) / 2; 573 scol = (rooms[rn].left_col + rooms[rn].right_col) / 2; 574 } 575 put_door(&rooms[target_room], door_dir, &drow, &dcol); 576 rooms_found++; 577 draw_simple_passage(srow, scol, drow, dcol, tunnel_dir); 578 rooms[rn].is_room = R_DEADEND; 579 dungeon[srow][scol] = TUNNEL; 580 581 if ((i < 3) && (!did_this)) { 582 did_this = 1; 583 if (coin_toss()) { 584 continue; 585 } 586 } 587 if ((rooms_found < 2) && do_rec_de) { 588 recursive_deadend(rn, offsets, srow, scol); 589 } 590 break; 591 } 592 } 593 594 static void 595 recursive_deadend(short rn, const short *offsets, short srow, short 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 static boolean 628 mask_room(short rn, short *row, short *col, unsigned short mask) 629 { 630 short i, j; 631 632 for (i = rooms[rn].top_row; i <= rooms[rn].bottom_row; i++) { 633 for (j = rooms[rn].left_col; j <= rooms[rn].right_col; j++) { 634 if (dungeon[i][j] & mask) { 635 *row = i; 636 *col = j; 637 return(1); 638 } 639 } 640 } 641 return(0); 642 } 643 644 static void 645 make_maze(short r, short c, short tr, short br, short lc, short rc) 646 { 647 char dirs[4]; 648 short i, t; 649 650 dirs[0] = UPWARD; 651 dirs[1] = DOWN; 652 dirs[2] = LEFT; 653 dirs[3] = RIGHT; 654 655 dungeon[r][c] = TUNNEL; 656 657 if (rand_percent(20)) { 658 for (i = 0; i < 10; i++) { 659 short t1, t2; 660 661 t1 = get_rand(0, 3); 662 t2 = get_rand(0, 3); 663 664 swap(dirs[t1], dirs[t2]); 665 } 666 } 667 for (i = 0; i < 4; i++) { 668 switch(dirs[i]) { 669 case UPWARD: 670 if (((r-1) >= tr) && 671 (dungeon[r-1][c] != TUNNEL) && 672 (dungeon[r-1][c-1] != TUNNEL) && 673 (dungeon[r-1][c+1] != TUNNEL) && 674 (dungeon[r-2][c] != TUNNEL)) { 675 make_maze((r-1), c, tr, br, lc, rc); 676 } 677 break; 678 case DOWN: 679 if (((r+1) <= br) && 680 (dungeon[r+1][c] != TUNNEL) && 681 (dungeon[r+1][c-1] != TUNNEL) && 682 (dungeon[r+1][c+1] != TUNNEL) && 683 (dungeon[r+2][c] != TUNNEL)) { 684 make_maze((r+1), c, tr, br, lc, rc); 685 } 686 break; 687 case LEFT: 688 if (((c-1) >= lc) && 689 (dungeon[r][c-1] != TUNNEL) && 690 (dungeon[r-1][c-1] != TUNNEL) && 691 (dungeon[r+1][c-1] != TUNNEL) && 692 (dungeon[r][c-2] != TUNNEL)) { 693 make_maze(r, (c-1), tr, br, lc, rc); 694 } 695 break; 696 case RIGHT: 697 if (((c+1) <= rc) && 698 (dungeon[r][c+1] != TUNNEL) && 699 (dungeon[r-1][c+1] != TUNNEL) && 700 (dungeon[r+1][c+1] != TUNNEL) && 701 (dungeon[r][c+2] != TUNNEL)) { 702 make_maze(r, (c+1), tr, br, lc, rc); 703 } 704 break; 705 } 706 } 707 } 708 709 static void 710 hide_boxed_passage(short row1, short col1, short row2, short col2, short n) 711 { 712 short i, j, t; 713 short row, col, row_cut, col_cut; 714 short h, w; 715 716 if (cur_level > 2) { 717 if (row1 > row2) { 718 swap(row1, row2); 719 } 720 if (col1 > col2) { 721 swap(col1, col2); 722 } 723 h = row2 - row1; 724 w = col2 - col1; 725 726 if ((w >= 5) || (h >= 5)) { 727 row_cut = ((h >= 2) ? 1 : 0); 728 col_cut = ((w >= 2) ? 1 : 0); 729 730 for (i = 0; i < n; i++) { 731 for (j = 0; j < 10; j++) { 732 row = get_rand(row1 + row_cut, row2 - row_cut); 733 col = get_rand(col1 + col_cut, col2 - col_cut); 734 if (dungeon[row][col] == TUNNEL) { 735 dungeon[row][col] |= HIDDEN; 736 break; 737 } 738 } 739 } 740 } 741 } 742 } 743 744 void 745 put_player(short nr) /* try not to put in this room */ 746 { 747 short rn = nr, misses; 748 short row, col; 749 750 for (misses = 0; ((misses < 2) && (rn == nr)); misses++) { 751 gr_row_col(&row, &col, (FLOOR | TUNNEL | OBJECT | STAIRS)); 752 rn = get_room_number(row, col); 753 } 754 rogue.row = row; 755 rogue.col = col; 756 757 if (dungeon[rogue.row][rogue.col] & TUNNEL) { 758 cur_room = PASSAGE; 759 } else { 760 cur_room = rn; 761 } 762 if (cur_room != PASSAGE) { 763 light_up_room(cur_room); 764 } else { 765 light_passage(rogue.row, rogue.col); 766 } 767 rn = get_room_number(rogue.row, rogue.col); 768 wake_room(rn, 1, rogue.row, rogue.col); 769 if (new_level_message) { 770 message(new_level_message, 0); 771 new_level_message = 0; 772 } 773 mvaddch(rogue.row, rogue.col, rogue.fchar); 774 } 775 776 boolean 777 drop_check(void) 778 { 779 if (wizard) { 780 return(1); 781 } 782 if (dungeon[rogue.row][rogue.col] & STAIRS) { 783 if (levitate) { 784 message("you're floating in the air!", 0); 785 return(0); 786 } 787 return(1); 788 } 789 message("I see no way down", 0); 790 return(0); 791 } 792 793 boolean 794 check_up(void) 795 { 796 if (!wizard) { 797 if (!(dungeon[rogue.row][rogue.col] & STAIRS)) { 798 message("I see no way up", 0); 799 return(0); 800 } 801 if (!has_amulet()) { 802 message("your way is magically blocked", 0); 803 return(0); 804 } 805 } 806 new_level_message = "you feel a wrenching sensation in your gut"; 807 if (cur_level == 1) { 808 win(); 809 } else { 810 cur_level -= 2; 811 return(1); 812 } 813 return(0); 814 } 815 816 void 817 add_exp(int e, boolean promotion) 818 { 819 char mbuf[40]; 820 short new_exp; 821 short i, hp; 822 823 rogue.exp_points += e; 824 825 if (rogue.exp_points >= level_points[rogue.exp-1]) { 826 new_exp = get_exp_level(rogue.exp_points); 827 if (rogue.exp_points > MAX_EXP) { 828 rogue.exp_points = MAX_EXP + 1; 829 } 830 for (i = rogue.exp+1; i <= new_exp; i++) { 831 sprintf(mbuf, "welcome to level %d", i); 832 message(mbuf, 0); 833 if (promotion) { 834 hp = hp_raise(); 835 rogue.hp_current += hp; 836 rogue.hp_max += hp; 837 } 838 rogue.exp = i; 839 print_stats(STAT_HP | STAT_EXP); 840 } 841 } else { 842 print_stats(STAT_EXP); 843 } 844 } 845 846 static short 847 get_exp_level(long e) 848 { 849 short i; 850 851 for (i = 0; i < (MAX_EXP_LEVEL - 1); i++) { 852 if (level_points[i] > e) { 853 break; 854 } 855 } 856 return(i+1); 857 } 858 859 int 860 hp_raise(void) 861 { 862 int hp; 863 864 hp = (wizard ? 10 : get_rand(3, 10)); 865 return(hp); 866 } 867 868 void 869 show_average_hp(void) 870 { 871 char mbuf[80]; 872 float real_average; 873 float effective_average; 874 875 if (rogue.exp == 1) { 876 real_average = effective_average = 0.00; 877 } else { 878 real_average = (float) 879 ((rogue.hp_max - extra_hp - INIT_HP) + less_hp) / (rogue.exp - 1); 880 effective_average = (float) (rogue.hp_max - INIT_HP) / (rogue.exp - 1); 881 882 } 883 sprintf(mbuf, "R-Hp: %.2f, E-Hp: %.2f (!: %d, V: %d)", real_average, 884 effective_average, extra_hp, less_hp); 885 message(mbuf, 0); 886 } 887 888 static void 889 mix_random_rooms(void) 890 { 891 short i, t; 892 short x, y; 893 894 for (i = 0; i < (3 * MAXROOMS); i++) { 895 do { 896 x = get_rand(0, (MAXROOMS-1)); 897 y = get_rand(0, (MAXROOMS-1)); 898 } while (x == y); 899 swap(random_rooms[x], random_rooms[y]); 900 } 901 } 902