xref: /dragonfly/games/rogue/level.c (revision a9783bc6)
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. Neither the name of the University nor the names of its contributors
17  *    may be used to endorse or promote products derived from this software
18  *    without specific prior written permission.
19  *
20  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
21  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
22  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
23  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
24  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
25  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
26  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
27  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
28  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
29  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
30  * SUCH DAMAGE.
31  *
32  * @(#)level.c	8.1 (Berkeley) 5/31/93
33  * $FreeBSD: src/games/rogue/level.c,v 1.3 1999/11/30 03:49:23 billf Exp $
34  */
35 
36 /*
37  * level.c
38  *
39  * This source herein may be modified and/or distributed by anybody who
40  * so desires, with the following restrictions:
41  *    1.)  No portion of this notice shall be removed.
42  *    2.)  Credit shall not be taken for the creation of this source.
43  *    3.)  This code is not to be traded, sold, or used for personal
44  *         gain or profit.
45  *
46  */
47 
48 #include "rogue.h"
49 
50 #define SWAP(x,y) {t = (x); (x) = (y); (y) = t;}
51 
52 static void	add_mazes(void);
53 static boolean	connect_rooms(short, short);
54 static void	draw_simple_passage(short, short, short, short, short);
55 static void	fill_it(int, boolean);
56 static void	fill_out_level(void);
57 static short	get_exp_level(long);
58 static void	hide_boxed_passage(short, short, short, short, short);
59 static void	make_maze(short, short, short, short, short, short);
60 static void	make_room(short, short, short, short);
61 static boolean	mask_room(short, short *, short *, unsigned short);
62 static void	mix_random_rooms(void);
63 static void	put_door(room *, short, short *, short *);
64 static void	recursive_deadend(short, const short *, short, short);
65 static boolean	same_col(short, short);
66 static boolean	same_row(short, short);
67 
68 short cur_level = 0;
69 short max_level = 1;
70 short cur_room;
71 const char *new_level_message = NULL;
72 short party_room = NO_ROOM;
73 
74 static short r_de;
75 
76 const long level_points[MAX_EXP_LEVEL] = {
77 		  10L,
78 		  20L,
79 		  40L,
80 		  80L,
81 		 160L,
82 		 320L,
83 		 640L,
84 		1300L,
85 		2600L,
86 		5200L,
87 	   10000L,
88 	   20000L,
89 	   40000L,
90 	   80000L,
91 	  160000L,
92 	  320000L,
93 	 1000000L,
94 	 3333333L,
95 	 6666666L,
96 	  MAX_EXP,
97 	99900000L
98 };
99 
100 static short random_rooms[MAXROOMS] = {3, 7, 5, 2, 0, 6, 1, 4, 8};
101 
102 void
103 make_level(void)
104 {
105 	short i, j;
106 	short must_1, must_2, must_3;
107 	boolean big_room;
108 
109 	must_2 = must_3 = 0;
110 	if (cur_level < LAST_DUNGEON) {
111 		cur_level++;
112 	}
113 	if (cur_level > max_level) {
114 		max_level = cur_level;
115 	}
116 	must_1 = get_rand(0, 5);
117 
118 	switch(must_1) {
119 	case 0:
120 		must_1 = 0;
121 		must_2 = 1;
122 		must_3 = 2;
123 		break;
124 	case 1:
125 		must_1 = 3;
126 		must_2 = 4;
127 		must_3 = 5;
128 		break;
129 	case 2:
130 		must_1 = 6;
131 		must_2 = 7;
132 		must_3 = 8;
133 		break;
134 	case 3:
135 		must_1 = 0;
136 		must_2 = 3;
137 		must_3 = 6;
138 		break;
139 	case 4:
140 		must_1 = 1;
141 		must_2 = 4;
142 		must_3 = 7;
143 		break;
144 	case 5:
145 		must_1 = 2;
146 		must_2 = 5;
147 		must_3 = 8;
148 		break;
149 	}
150 	if (rand_percent(8)) {
151 		party_room = 0;
152 	}
153 	big_room = ((party_room != NO_ROOM) && rand_percent(1));
154 	if (big_room) {
155 		make_room(BIG_ROOM, 0, 0, 0);
156 	} else {
157 		for (i = 0; i < MAXROOMS; i++) {
158 			make_room(i, must_1, must_2, must_3);
159 		}
160 	}
161 	if (!big_room) {
162 		add_mazes();
163 
164 		mix_random_rooms();
165 
166 		for (j = 0; j < MAXROOMS; j++) {
167 
168 			i = random_rooms[j];
169 
170 			if (i < (MAXROOMS-1)) {
171 				connect_rooms(i, i+1);
172 			}
173 			if (i < (MAXROOMS-3)) {
174 				connect_rooms(i, i+3);
175 			}
176 			if (i < (MAXROOMS-2)) {
177 				if (rooms[i+1].is_room & R_NOTHING) {
178 					if (connect_rooms(i, i+2)) {
179 						rooms[i+1].is_room = R_CROSS;
180 					}
181 				}
182 			}
183 			if (i < (MAXROOMS-6)) {
184 				if (rooms[i+3].is_room & R_NOTHING) {
185 					if (connect_rooms(i, i+6)) {
186 						rooms[i+3].is_room = R_CROSS;
187 					}
188 				}
189 			}
190 			if (is_all_connected()) {
191 				break;
192 			}
193 		}
194 		fill_out_level();
195 	}
196 	if (!has_amulet() && (cur_level >= AMULET_LEVEL)) {
197 		put_amulet();
198 	}
199 }
200 
201 static void
202 make_room(short rn, short r1, short r2, short r3)
203 {
204 	short left_col, right_col, top_row, bottom_row;
205 	short width, height;
206 	short row_offset, col_offset;
207 	short i, j, ch;
208 
209 	left_col = right_col = top_row = bottom_row = 0;
210 
211 	switch(rn) {
212 	case 0:
213 		left_col = 0;
214 		right_col = COL1-1;
215 		top_row = MIN_ROW;
216 		bottom_row = ROW1-1;
217 		break;
218 	case 1:
219 		left_col = COL1+1;
220 		right_col = COL2-1;
221 		top_row = MIN_ROW;
222 		bottom_row = ROW1-1;
223 		break;
224 	case 2:
225 		left_col = COL2+1;
226 		right_col = DCOLS-1;
227 		top_row = MIN_ROW;
228 		bottom_row = ROW1-1;
229 		break;
230 	case 3:
231 		left_col = 0;
232 		right_col = COL1-1;
233 		top_row = ROW1+1;
234 		bottom_row = ROW2-1;
235 		break;
236 	case 4:
237 		left_col = COL1+1;
238 		right_col = COL2-1;
239 		top_row = ROW1+1;
240 		bottom_row = ROW2-1;
241 		break;
242 	case 5:
243 		left_col = COL2+1;
244 		right_col = DCOLS-1;
245 		top_row = ROW1+1;
246 		bottom_row = ROW2-1;
247 		break;
248 	case 6:
249 		left_col = 0;
250 		right_col = COL1-1;
251 		top_row = ROW2+1;
252 		bottom_row = DROWS - 2;
253 		break;
254 	case 7:
255 		left_col = COL1+1;
256 		right_col = COL2-1;
257 		top_row = ROW2+1;
258 		bottom_row = DROWS - 2;
259 		break;
260 	case 8:
261 		left_col = COL2+1;
262 		right_col = DCOLS-1;
263 		top_row = ROW2+1;
264 		bottom_row = DROWS - 2;
265 		break;
266 	case BIG_ROOM:
267 		top_row = get_rand(MIN_ROW, MIN_ROW+5);
268 		bottom_row = get_rand(DROWS-7, DROWS-2);
269 		left_col = get_rand(0, 10);
270 		right_col = get_rand(DCOLS-11, DCOLS-1);
271 		rn = 0;
272 		goto B;
273 	}
274 	height = get_rand(4, (bottom_row - top_row + 1));
275 	width = get_rand(7, (right_col - left_col - 2));
276 
277 	row_offset = get_rand(0, ((bottom_row - top_row) - height + 1));
278 	col_offset = get_rand(0, ((right_col - left_col) - width + 1));
279 
280 	top_row += row_offset;
281 	bottom_row = top_row + height - 1;
282 
283 	left_col += col_offset;
284 	right_col = left_col + width - 1;
285 
286 	if ((rn != r1) && (rn != r2) && (rn != r3) && rand_percent(40)) {
287 		goto END;
288 	}
289 B:
290 	rooms[rn].is_room = R_ROOM;
291 
292 	for (i = top_row; i <= bottom_row; i++) {
293 		for (j = left_col; j <= right_col; j++) {
294 			if ((i == top_row) || (i == bottom_row)) {
295 				ch = HORWALL;
296 			} else if (	((i != top_row) && (i != bottom_row)) &&
297 						((j == left_col) || (j == right_col))) {
298 				ch = VERTWALL;
299 			} else {
300 				ch = FLOOR;
301 			}
302 			dungeon[i][j] = ch;
303 		}
304 	}
305 END:
306 	rooms[rn].top_row = top_row;
307 	rooms[rn].bottom_row = bottom_row;
308 	rooms[rn].left_col = left_col;
309 	rooms[rn].right_col = right_col;
310 }
311 
312 static boolean
313 connect_rooms(short room1, short room2)
314 {
315 	short row1, col1, row2, col2, dir;
316 
317 	if ((!(rooms[room1].is_room & (R_ROOM | R_MAZE))) ||
318 		(!(rooms[room2].is_room & (R_ROOM | R_MAZE)))) {
319 		return(0);
320 	}
321 	if (same_row(room1, room2) &&
322 		(rooms[room1].left_col > rooms[room2].right_col)) {
323 		put_door(&rooms[room1], LEFT, &row1, &col1);
324 		put_door(&rooms[room2], RIGHT, &row2, &col2);
325 		dir = LEFT;
326 	} else if (same_row(room1, room2) &&
327 		(rooms[room2].left_col > rooms[room1].right_col)) {
328 		put_door(&rooms[room1], RIGHT, &row1, &col1);
329 		put_door(&rooms[room2], LEFT, &row2, &col2);
330 		dir = RIGHT;
331 	} else if (same_col(room1, room2) &&
332 		(rooms[room1].top_row > rooms[room2].bottom_row)) {
333 		put_door(&rooms[room1], UPWARD, &row1, &col1);
334 		put_door(&rooms[room2], DOWN, &row2, &col2);
335 		dir = UPWARD;
336 	} else if (same_col(room1, room2) &&
337 		(rooms[room2].top_row > rooms[room1].bottom_row)) {
338 		put_door(&rooms[room1], DOWN, &row1, &col1);
339 		put_door(&rooms[room2], UPWARD, &row2, &col2);
340 		dir = DOWN;
341 	} else {
342 		return(0);
343 	}
344 
345 	do {
346 		draw_simple_passage(row1, col1, row2, col2, dir);
347 	} while (rand_percent(4));
348 
349 	rooms[room1].doors[dir/2].oth_room = room2;
350 	rooms[room1].doors[dir/2].oth_row = row2;
351 	rooms[room1].doors[dir/2].oth_col = col2;
352 
353 	rooms[room2].doors[(((dir+4)%DIRS)/2)].oth_room = room1;
354 	rooms[room2].doors[(((dir+4)%DIRS)/2)].oth_row = row1;
355 	rooms[room2].doors[(((dir+4)%DIRS)/2)].oth_col = col1;
356 	return(1);
357 }
358 
359 void
360 clear_level(void)
361 {
362 	short i, j;
363 
364 	for (i = 0; i < MAXROOMS; i++) {
365 		rooms[i].is_room = R_NOTHING;
366 		for (j = 0; j < 4; j++) {
367 			rooms[i].doors[j].oth_room = NO_ROOM;
368 		}
369 	}
370 
371 	for (i = 0; i < MAX_TRAPS; i++) {
372 		traps[i].trap_type = NO_TRAP;
373 	}
374 	for (i = 0; i < DROWS; i++) {
375 		for (j = 0; j < DCOLS; j++) {
376 			dungeon[i][j] = NOTHING;
377 		}
378 	}
379 	detect_monster = see_invisible = 0;
380 	bear_trap = being_held = 0;
381 	party_room = NO_ROOM;
382 	rogue.row = rogue.col = -1;
383 	clear();
384 }
385 
386 static void
387 put_door(room *rm, short dir, short *row, short *col)
388 {
389 	short wall_width;
390 
391 	wall_width = (rm->is_room & R_MAZE) ? 0 : 1;
392 
393 	switch(dir) {
394 	case UPWARD:
395 	case DOWN:
396 		*row = ((dir == UPWARD) ? rm->top_row : rm->bottom_row);
397 		do {
398 			*col = get_rand(rm->left_col+wall_width,
399 				rm->right_col-wall_width);
400 		} while (!(dungeon[*row][*col] & (HORWALL | TUNNEL)));
401 		break;
402 	case RIGHT:
403 	case LEFT:
404 		*col = (dir == LEFT) ? rm->left_col : rm->right_col;
405 		do {
406 			*row = get_rand(rm->top_row+wall_width,
407 				rm->bottom_row-wall_width);
408 		} while (!(dungeon[*row][*col] & (VERTWALL | TUNNEL)));
409 		break;
410 	}
411 	if (rm->is_room & R_ROOM) {
412 		dungeon[*row][*col] = DOOR;
413 	}
414 	if ((cur_level > 2) && rand_percent(HIDE_PERCENT)) {
415 		dungeon[*row][*col] |= HIDDEN;
416 	}
417 	rm->doors[dir/2].door_row = *row;
418 	rm->doors[dir/2].door_col = *col;
419 }
420 
421 static void
422 draw_simple_passage(short row1, short col1, short row2, short col2, short 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 static boolean
463 same_row(short room1, short room2)
464 {
465 	return((room1 / 3) == (room2 / 3));
466 }
467 
468 static boolean
469 same_col(short room1, short room2)
470 {
471 	return((room1 % 3) == (room2 % 3));
472 }
473 
474 static void
475 add_mazes(void)
476 {
477 	short i, j;
478 	short start;
479 	short maze_percent;
480 
481 	if (cur_level > 1) {
482 		start = get_rand(0, (MAXROOMS-1));
483 		maze_percent = (cur_level * 5) / 4;
484 
485 		if (cur_level > 15) {
486 			maze_percent += cur_level;
487 		}
488 		for (i = 0; i < MAXROOMS; i++) {
489 			j = ((start + i) % MAXROOMS);
490 			if (rooms[j].is_room & R_NOTHING) {
491 				if (rand_percent(maze_percent)) {
492 				rooms[j].is_room = R_MAZE;
493 				make_maze(get_rand(rooms[j].top_row+1, rooms[j].bottom_row-1),
494 					get_rand(rooms[j].left_col+1, rooms[j].right_col-1),
495 					rooms[j].top_row, rooms[j].bottom_row,
496 					rooms[j].left_col, rooms[j].right_col);
497 				hide_boxed_passage(rooms[j].top_row, rooms[j].left_col,
498 					rooms[j].bottom_row, rooms[j].right_col,
499 					get_rand(0, 2));
500 				}
501 			}
502 		}
503 	}
504 }
505 
506 static void
507 fill_out_level(void)
508 {
509 	short i, rn;
510 
511 	mix_random_rooms();
512 
513 	r_de = NO_ROOM;
514 
515 	for (i = 0; i < MAXROOMS; i++) {
516 		rn = random_rooms[i];
517 		if ((rooms[rn].is_room & R_NOTHING) ||
518 			((rooms[rn].is_room & R_CROSS) && coin_toss())) {
519 			fill_it(rn, 1);
520 		}
521 	}
522 	if (r_de != NO_ROOM) {
523 		fill_it(r_de, 0);
524 	}
525 }
526 
527 static void
528 fill_it(int rn, boolean do_rec_de)
529 {
530 	short i, tunnel_dir, door_dir, drow, dcol;
531 	short target_room, rooms_found = 0;
532 	short srow, scol, t;
533 	static short offsets[4] = {-1, 1, 3, -3};
534 	boolean did_this = 0;
535 
536 	for (i = 0; i < 10; i++) {
537 		srow = get_rand(0, 3);
538 		scol = get_rand(0, 3);
539 		t = offsets[srow];
540 		offsets[srow] = offsets[scol];
541 		offsets[scol] = t;
542 	}
543 	for (i = 0; i < 4; i++) {
544 
545 		target_room = rn + offsets[i];
546 
547 		if (((target_room < 0) || (target_room >= MAXROOMS)) ||
548 			(!(same_row(rn,target_room) || same_col(rn,target_room))) ||
549 			(!(rooms[target_room].is_room & (R_ROOM | R_MAZE)))) {
550 			continue;
551 		}
552 		if (same_row(rn, target_room)) {
553 			tunnel_dir = (rooms[rn].left_col < rooms[target_room].left_col) ?
554 				RIGHT : LEFT;
555 		} else {
556 			tunnel_dir = (rooms[rn].top_row < rooms[target_room].top_row) ?
557 				DOWN : UPWARD;
558 		}
559 		door_dir = ((tunnel_dir + 4) % DIRS);
560 		if (rooms[target_room].doors[door_dir/2].oth_room != NO_ROOM) {
561 			continue;
562 		}
563 		if (((!do_rec_de) || did_this) ||
564 			(!mask_room(rn, &srow, &scol, TUNNEL))) {
565 			srow = (rooms[rn].top_row + rooms[rn].bottom_row) / 2;
566 			scol = (rooms[rn].left_col + rooms[rn].right_col) / 2;
567 		}
568 		put_door(&rooms[target_room], door_dir, &drow, &dcol);
569 		rooms_found++;
570 		draw_simple_passage(srow, scol, drow, dcol, tunnel_dir);
571 		rooms[rn].is_room = R_DEADEND;
572 		dungeon[srow][scol] = TUNNEL;
573 
574 		if ((i < 3) && (!did_this)) {
575 			did_this = 1;
576 			if (coin_toss()) {
577 				continue;
578 			}
579 		}
580 		if ((rooms_found < 2) && do_rec_de) {
581 			recursive_deadend(rn, offsets, srow, scol);
582 		}
583 		break;
584 	}
585 }
586 
587 static void
588 recursive_deadend(short rn, const short *offsets, short srow, short scol)
589 {
590 	short i, de;
591 	short drow, dcol, tunnel_dir;
592 
593 	rooms[rn].is_room = R_DEADEND;
594 	dungeon[srow][scol] = TUNNEL;
595 
596 	for (i = 0; i < 4; i++) {
597 		de = rn + offsets[i];
598 		if (((de < 0) || (de >= MAXROOMS)) ||
599 			(!(same_row(rn, de) || same_col(rn, de)))) {
600 			continue;
601 		}
602 		if (!(rooms[de].is_room & R_NOTHING)) {
603 			continue;
604 		}
605 		drow = (rooms[de].top_row + rooms[de].bottom_row) / 2;
606 		dcol = (rooms[de].left_col + rooms[de].right_col) / 2;
607 		if (same_row(rn, de)) {
608 			tunnel_dir = (rooms[rn].left_col < rooms[de].left_col) ?
609 				RIGHT : LEFT;
610 		} else {
611 			tunnel_dir = (rooms[rn].top_row < rooms[de].top_row) ?
612 				DOWN : UPWARD;
613 		}
614 		draw_simple_passage(srow, scol, drow, dcol, tunnel_dir);
615 		r_de = de;
616 		recursive_deadend(de, offsets, drow, dcol);
617 	}
618 }
619 
620 static boolean
621 mask_room(short rn, short *row, short *col, unsigned short mask)
622 {
623 	short i, j;
624 
625 	for (i = rooms[rn].top_row; i <= rooms[rn].bottom_row; i++) {
626 		for (j = rooms[rn].left_col; j <= rooms[rn].right_col; j++) {
627 			if (dungeon[i][j] & mask) {
628 				*row = i;
629 				*col = j;
630 				return(1);
631 			}
632 		}
633 	}
634 	return(0);
635 }
636 
637 static void
638 make_maze(short r, short c, short tr, short br, short lc, short rc)
639 {
640 	char dirs[4];
641 	short i, t;
642 
643 	dirs[0] = UPWARD;
644 	dirs[1] = DOWN;
645 	dirs[2] = LEFT;
646 	dirs[3] = RIGHT;
647 
648 	dungeon[r][c] = TUNNEL;
649 
650 	if (rand_percent(20)) {
651 		for (i = 0; i < 10; i++) {
652 			short t1, t2;
653 
654 			t1 = get_rand(0, 3);
655 			t2 = get_rand(0, 3);
656 
657 			SWAP(dirs[t1], dirs[t2]);
658 		}
659 	}
660 	for (i = 0; i < 4; i++) {
661 		switch(dirs[i]) {
662 		case UPWARD:
663 			if (((r-1) >= tr) &&
664 				(dungeon[r-1][c] != TUNNEL) &&
665 				(dungeon[r-1][c-1] != TUNNEL) &&
666 				(dungeon[r-1][c+1] != TUNNEL) &&
667 				(dungeon[r-2][c] != TUNNEL)) {
668 				make_maze((r-1), c, tr, br, lc, rc);
669 			}
670 			break;
671 		case DOWN:
672 			if (((r+1) <= br) &&
673 				(dungeon[r+1][c] != TUNNEL) &&
674 				(dungeon[r+1][c-1] != TUNNEL) &&
675 				(dungeon[r+1][c+1] != TUNNEL) &&
676 				(dungeon[r+2][c] != TUNNEL)) {
677 				make_maze((r+1), c, tr, br, lc, rc);
678 			}
679 			break;
680 		case LEFT:
681 			if (((c-1) >= lc) &&
682 				(dungeon[r][c-1] != TUNNEL) &&
683 				(dungeon[r-1][c-1] != TUNNEL) &&
684 				(dungeon[r+1][c-1] != TUNNEL) &&
685 				(dungeon[r][c-2] != TUNNEL)) {
686 				make_maze(r, (c-1), tr, br, lc, rc);
687 			}
688 			break;
689 		case RIGHT:
690 			if (((c+1) <= rc) &&
691 				(dungeon[r][c+1] != TUNNEL) &&
692 				(dungeon[r-1][c+1] != TUNNEL) &&
693 				(dungeon[r+1][c+1] != TUNNEL) &&
694 				(dungeon[r][c+2] != TUNNEL)) {
695 				make_maze(r, (c+1), tr, br, lc, rc);
696 			}
697 			break;
698 		}
699 	}
700 }
701 
702 static void
703 hide_boxed_passage(short row1, short col1, short row2, short col2, short n)
704 {
705 	short i, j, t;
706 	short row, col, row_cut, col_cut;
707 	short h, w;
708 
709 	if (cur_level > 2) {
710 		if (row1 > row2) {
711 			SWAP(row1, row2);
712 		}
713 		if (col1 > col2) {
714 			SWAP(col1, col2);
715 		}
716 		h = row2 - row1;
717 		w = col2 - col1;
718 
719 		if ((w >= 5) || (h >= 5)) {
720 			row_cut = ((h >= 2) ? 1 : 0);
721 			col_cut = ((w >= 2) ? 1 : 0);
722 
723 			for (i = 0; i < n; i++) {
724 				for (j = 0; j < 10; j++) {
725 					row = get_rand(row1 + row_cut, row2 - row_cut);
726 					col = get_rand(col1 + col_cut, col2 - col_cut);
727 					if (dungeon[row][col] == TUNNEL) {
728 						dungeon[row][col] |= HIDDEN;
729 						break;
730 					}
731 				}
732 			}
733 		}
734 	}
735 }
736 
737 /*
738  * try not to put in this room
739  */
740 void
741 put_player(short nr)
742 {
743 	short rn = nr, misses;
744 	short row, col;
745 
746 	for (misses = 0; ((misses < 2) && (rn == nr)); misses++) {
747 		gr_row_col(&row, &col, (FLOOR | TUNNEL | OBJECT | STAIRS));
748 		rn = get_room_number(row, col);
749 	}
750 	rogue.row = row;
751 	rogue.col = col;
752 
753 	if (dungeon[rogue.row][rogue.col] & TUNNEL) {
754 		cur_room = PASSAGE;
755 	} else {
756 		cur_room = rn;
757 	}
758 	if (cur_room != PASSAGE) {
759 		light_up_room(cur_room);
760 	} else {
761 		light_passage(rogue.row, rogue.col);
762 	}
763 	rn = get_room_number(rogue.row, rogue.col);
764 	wake_room(rn, 1, rogue.row, rogue.col);
765 	if (new_level_message) {
766 		message(new_level_message, 0);
767 		new_level_message = NULL;
768 	}
769 	mvaddch(rogue.row, rogue.col, rogue.fchar);
770 }
771 
772 boolean
773 drop_check(void)
774 {
775 	if (wizard) {
776 		return(1);
777 	}
778 	if (dungeon[rogue.row][rogue.col] & STAIRS) {
779 		if (levitate) {
780 			message("you're floating in the air!", 0);
781 			return(0);
782 		}
783 		return(1);
784 	}
785 	message("I see no way down", 0);
786 	return(0);
787 }
788 
789 boolean
790 check_up(void)
791 {
792 	if (!wizard) {
793 		if (!(dungeon[rogue.row][rogue.col] & STAIRS)) {
794 			message("I see no way up", 0);
795 			return(0);
796 		}
797 		if (!has_amulet()) {
798 			message("your way is magically blocked", 0);
799 			return(0);
800 		}
801 	}
802 	new_level_message = "you feel a wrenching sensation in your gut";
803 	if (cur_level == 1) {
804 		win();
805 	} else {
806 		cur_level -= 2;
807 		return(1);
808 	}
809 	return(0);
810 }
811 
812 void
813 add_exp(int e, boolean promotion)
814 {
815 	char mbuf[40];
816 	short new_exp;
817 	short i, hp;
818 
819 	rogue.exp_points += e;
820 
821 	if (rogue.exp_points >= level_points[rogue.exp-1]) {
822 		new_exp = get_exp_level(rogue.exp_points);
823 		if (rogue.exp_points > MAX_EXP) {
824 			rogue.exp_points = MAX_EXP + 1;
825 		}
826 		for (i = rogue.exp+1; i <= new_exp; i++) {
827 			sprintf(mbuf, "welcome to level %d", i);
828 			message(mbuf, 0);
829 			if (promotion) {
830 				hp = hp_raise();
831 				rogue.hp_current += hp;
832 				rogue.hp_max += hp;
833 			}
834 			rogue.exp = i;
835 			print_stats(STAT_HP | STAT_EXP);
836 		}
837 	} else {
838 		print_stats(STAT_EXP);
839 	}
840 }
841 
842 static short
843 get_exp_level(long e)
844 {
845 	short i;
846 
847 	for (i = 0; i < (MAX_EXP_LEVEL - 1); i++) {
848 		if (level_points[i] > e) {
849 			break;
850 		}
851 	}
852 	return(i+1);
853 }
854 
855 int
856 hp_raise(void)
857 {
858 	int hp;
859 
860 	hp = (wizard ? 10 : get_rand(3, 10));
861 	return(hp);
862 }
863 
864 void
865 show_average_hp(void)
866 {
867 	char mbuf[80];
868 	float real_average;
869 	float effective_average;
870 
871 	if (rogue.exp == 1) {
872 		real_average = effective_average = 0.00;
873 	} else {
874 		real_average = (float)
875 			((rogue.hp_max - extra_hp - INIT_HP) + less_hp) / (rogue.exp - 1);
876 		effective_average = (float)(rogue.hp_max - INIT_HP) / (rogue.exp - 1);
877 
878 	}
879 	sprintf(mbuf, "R-Hp: %.2f, E-Hp: %.2f (!: %d, V: %d)", real_average,
880 		effective_average, extra_hp, less_hp);
881 	message(mbuf, 0);
882 }
883 
884 static void
885 mix_random_rooms(void)
886 {
887 	short i, t;
888 	short x, y;
889 
890 	for (i = 0; i < (3 * MAXROOMS); i++) {
891 		do {
892 			x = get_rand(0, (MAXROOMS-1));
893 			y = get_rand(0, (MAXROOMS-1));
894 		} while (x == y);
895 		SWAP(random_rooms[x], random_rooms[y]);
896 	}
897 }
898