xref: /minix/games/rogue/level.c (revision 08cbf5a0)
1 /*	$NetBSD: level.c,v 1.10 2008/01/14 03:50:01 dholland 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. Neither the name of the University nor the names of its contributors
19  *    may be used to endorse or promote products derived from this software
20  *    without specific prior written permission.
21  *
22  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
23  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
24  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
25  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
26  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
27  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
28  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
29  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
30  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
31  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
32  * SUCH DAMAGE.
33  */
34 
35 #include <sys/cdefs.h>
36 #ifndef lint
37 #if 0
38 static char sccsid[] = "@(#)level.c	8.1 (Berkeley) 5/31/93";
39 #else
40 __RCSID("$NetBSD: level.c,v 1.10 2008/01/14 03:50:01 dholland Exp $");
41 #endif
42 #endif /* not lint */
43 
44 /*
45  * level.c
46  *
47  * This source herein may be modified and/or distributed by anybody who
48  * so desires, with the following restrictions:
49  *    1.)  No portion of this notice shall be removed.
50  *    2.)  Credit shall not be taken for the creation of this source.
51  *    3.)  This code is not to be traded, sold, or used for personal
52  *         gain or profit.
53  *
54  */
55 
56 #include "rogue.h"
57 
58 #define SWAP(x,y) (t = (x), (x) = (y), (y) = t)
59 
60 static void	add_mazes(void);
61 static int	connect_rooms(short, short);
62 static void	draw_simple_passage(short, short, short, short, short);
63 static void	fill_it(int, boolean);
64 static void	fill_out_level(void);
65 static int	get_exp_level(long);
66 static void	hide_boxed_passage(short, short, short, short, short);
67 static void	make_maze(short, short, short, short, short, short);
68 static void	make_room(short, short, short, short);
69 static boolean	mask_room(short, short *, short *, unsigned short);
70 static void	mix_random_rooms(void);
71 static void	put_door(room *, short, short *, short *);
72 static void	recursive_deadend(short, const short *, short, short);
73 static int	same_col(int, int);
74 static int	same_row(int, int);
75 
76 short cur_level = 0;
77 short max_level = 1;
78 short cur_room;
79 const char *new_level_message = NULL;
80 short party_room = NO_ROOM;
81 
82 static short r_de;
83 
84 const long level_points[MAX_EXP_LEVEL] = {
85 		  10L,
86 		  20L,
87 		  40L,
88 		  80L,
89 		 160L,
90 		 320L,
91 		 640L,
92 		1300L,
93 		2600L,
94 		5200L,
95 	   10000L,
96 	   20000L,
97 	   40000L,
98 	   80000L,
99 	  160000L,
100 	  320000L,
101 	 1000000L,
102 	 3333333L,
103 	 6666666L,
104 	  MAX_EXP,
105 	99900000L
106 };
107 
108 static short random_rooms[MAXROOMS] = {3, 7, 5, 2, 0, 6, 1, 4, 8};
109 
110 void
111 make_level(void)
112 {
113 	short i, j;
114 	short must_1, must_2, must_3;
115 	boolean big_room;
116 
117 	must_2 = must_3 = 0;
118 	if (cur_level < LAST_DUNGEON) {
119 		cur_level++;
120 	}
121 	if (cur_level > max_level) {
122 		max_level = cur_level;
123 	}
124 	must_1 = get_rand(0, 5);
125 
126 	switch(must_1) {
127 	case 0:
128 		must_1 = 0;
129 		must_2 = 1;
130 		must_3 = 2;
131 		break;
132 	case 1:
133 		must_1 = 3;
134 		must_2 = 4;
135 		must_3 = 5;
136 		break;
137 	case 2:
138 		must_1 = 6;
139 		must_2 = 7;
140 		must_3 = 8;
141 		break;
142 	case 3:
143 		must_1 = 0;
144 		must_2 = 3;
145 		must_3 = 6;
146 		break;
147 	case 4:
148 		must_1 = 1;
149 		must_2 = 4;
150 		must_3 = 7;
151 		break;
152 	case 5:
153 		must_1 = 2;
154 		must_2 = 5;
155 		must_3 = 8;
156 		break;
157 	}
158 	if (rand_percent(8)) {
159 		party_room = 0;
160 	}
161 	big_room = ((party_room != NO_ROOM) && rand_percent(1));
162 	if (big_room) {
163 		make_room(BIG_ROOM, 0, 0, 0);
164 	} else {
165 		for (i = 0; i < MAXROOMS; i++) {
166 			make_room(i, must_1, must_2, must_3);
167 		}
168 	}
169 	if (!big_room) {
170 		add_mazes();
171 
172 		mix_random_rooms();
173 
174 		for (j = 0; j < MAXROOMS; j++) {
175 
176 			i = random_rooms[j];
177 
178 			if (i < (MAXROOMS-1)) {
179 				(void)connect_rooms(i, i+1);
180 			}
181 			if (i < (MAXROOMS-3)) {
182 				(void)connect_rooms(i, i+3);
183 			}
184 			if (i < (MAXROOMS-2)) {
185 				if (rooms[i+1].is_room & R_NOTHING) {
186 					if (connect_rooms(i, i+2)) {
187 						rooms[i+1].is_room = R_CROSS;
188 					}
189 				}
190 			}
191 			if (i < (MAXROOMS-6)) {
192 				if (rooms[i+3].is_room & R_NOTHING) {
193 					if (connect_rooms(i, i+6)) {
194 						rooms[i+3].is_room = R_CROSS;
195 					}
196 				}
197 			}
198 			if (is_all_connected()) {
199 				break;
200 			}
201 		}
202 		fill_out_level();
203 	}
204 	if (!has_amulet() && (cur_level >= AMULET_LEVEL)) {
205 		put_amulet();
206 	}
207 }
208 
209 static void
210 make_room(short rn, short r1, short r2, short r3)
211 {
212 	short left_col, right_col, top_row, bottom_row;
213 	short width, height;
214 	short row_offset, col_offset;
215 	short i, j, ch;
216 
217 	left_col = right_col = top_row = bottom_row = 0;
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 int
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 	being_held = bear_trap = 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 int
470 same_row(int room1, int room2)
471 {
472 	return((room1 / 3) == (room2 / 3));
473 }
474 
475 static int
476 same_col(int room1, int 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 #if defined(__minix)
544 	/* LSC: maybe-uninitialized, when compiling with -O3 */
545 	drow = dcol = 0;
546 #endif /* defined(__minix)*/
547 	for (i = 0; i < 10; i++) {
548 		srow = get_rand(0, 3);
549 		scol = get_rand(0, 3);
550 		t = offsets[srow];
551 		offsets[srow] = offsets[scol];
552 		offsets[scol] = t;
553 	}
554 	for (i = 0; i < 4; i++) {
555 
556 		target_room = rn + offsets[i];
557 
558 		if (((target_room < 0) || (target_room >= MAXROOMS)) ||
559 			(!(same_row(rn,target_room) || same_col(rn,target_room))) ||
560 			(!(rooms[target_room].is_room & (R_ROOM | R_MAZE)))) {
561 			continue;
562 		}
563 		if (same_row(rn, target_room)) {
564 			tunnel_dir = (rooms[rn].left_col < rooms[target_room].left_col) ?
565 				RIGHT : LEFT;
566 		} else {
567 			tunnel_dir = (rooms[rn].top_row < rooms[target_room].top_row) ?
568 				DOWN : UPWARD;
569 		}
570 		door_dir = ((tunnel_dir + 4) % DIRS);
571 		if (rooms[target_room].doors[door_dir/2].oth_room != NO_ROOM) {
572 			continue;
573 		}
574 		if (((!do_rec_de) || did_this) ||
575 			(!mask_room(rn, &srow, &scol, TUNNEL))) {
576 			srow = (rooms[rn].top_row + rooms[rn].bottom_row) / 2;
577 			scol = (rooms[rn].left_col + rooms[rn].right_col) / 2;
578 		}
579 		put_door(&rooms[target_room], door_dir, &drow, &dcol);
580 		rooms_found++;
581 		draw_simple_passage(srow, scol, drow, dcol, tunnel_dir);
582 		rooms[rn].is_room = R_DEADEND;
583 		dungeon[srow][scol] = TUNNEL;
584 
585 		if ((i < 3) && (!did_this)) {
586 			did_this = 1;
587 			if (coin_toss()) {
588 				continue;
589 			}
590 		}
591 		if ((rooms_found < 2) && do_rec_de) {
592 			recursive_deadend(rn, offsets, srow, scol);
593 		}
594 		break;
595 	}
596 }
597 
598 static void
599 recursive_deadend(short rn, const short *offsets, short srow, short scol)
600 {
601 	short i, de;
602 	short drow, dcol, tunnel_dir;
603 
604 	rooms[rn].is_room = R_DEADEND;
605 	dungeon[srow][scol] = TUNNEL;
606 
607 	for (i = 0; i < 4; i++) {
608 		de = rn + offsets[i];
609 		if (((de < 0) || (de >= MAXROOMS)) ||
610 			(!(same_row(rn, de) || same_col(rn, de)))) {
611 			continue;
612 		}
613 		if (!(rooms[de].is_room & R_NOTHING)) {
614 			continue;
615 		}
616 		drow = (rooms[de].top_row + rooms[de].bottom_row) / 2;
617 		dcol = (rooms[de].left_col + rooms[de].right_col) / 2;
618 		if (same_row(rn, de)) {
619 			tunnel_dir = (rooms[rn].left_col < rooms[de].left_col) ?
620 				RIGHT : LEFT;
621 		} else {
622 			tunnel_dir = (rooms[rn].top_row < rooms[de].top_row) ?
623 				DOWN : UPWARD;
624 		}
625 		draw_simple_passage(srow, scol, drow, dcol, tunnel_dir);
626 		r_de = de;
627 		recursive_deadend(de, offsets, drow, dcol);
628 	}
629 }
630 
631 static boolean
632 mask_room(short rn, short *row, short *col, unsigned short mask)
633 {
634 	short i, j;
635 
636 	for (i = rooms[rn].top_row; i <= rooms[rn].bottom_row; i++) {
637 		for (j = rooms[rn].left_col; j <= rooms[rn].right_col; j++) {
638 			if (dungeon[i][j] & mask) {
639 				*row = i;
640 				*col = j;
641 				return(1);
642 			}
643 		}
644 	}
645 	return(0);
646 }
647 
648 static void
649 make_maze(short r, short c, short tr, short br, short lc, short 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 static void
714 hide_boxed_passage(short row1, short col1, short row2, short col2, short n)
715 {
716 	short i, j, t;
717 	short row, col, row_cut, col_cut;
718 	short h, w;
719 
720 	if (cur_level > 2) {
721 		if (row1 > row2) {
722 			SWAP(row1, row2);
723 		}
724 		if (col1 > col2) {
725 			SWAP(col1, col2);
726 		}
727 		h = row2 - row1;
728 		w = col2 - col1;
729 
730 		if ((w >= 5) || (h >= 5)) {
731 			row_cut = ((h >= 2) ? 1 : 0);
732 			col_cut = ((w >= 2) ? 1 : 0);
733 
734 			for (i = 0; i < n; i++) {
735 				for (j = 0; j < 10; j++) {
736 					row = get_rand(row1 + row_cut, row2 - row_cut);
737 					col = get_rand(col1 + col_cut, col2 - col_cut);
738 					if (dungeon[row][col] == TUNNEL) {
739 						dungeon[row][col] |= HIDDEN;
740 						break;
741 					}
742 				}
743 			}
744 		}
745 	}
746 }
747 
748 /*
749  * try not to put in room NR
750  */
751 void
752 put_player(short nr)
753 {
754 	short rn = nr, misses;
755 	short row, col;
756 
757 	for (misses = 0; ((misses < 2) && (rn == nr)); misses++) {
758 		gr_row_col(&row, &col, (FLOOR | TUNNEL | OBJECT | STAIRS));
759 		rn = get_room_number(row, col);
760 	}
761 	rogue.row = row;
762 	rogue.col = col;
763 
764 	if (dungeon[rogue.row][rogue.col] & TUNNEL) {
765 		cur_room = PASSAGE;
766 	} else {
767 		cur_room = rn;
768 	}
769 	if (cur_room != PASSAGE) {
770 		light_up_room(cur_room);
771 	} else {
772 		light_passage(rogue.row, rogue.col);
773 	}
774 	rn = get_room_number(rogue.row, rogue.col);
775 	wake_room(rn, 1, rogue.row, rogue.col);
776 	if (new_level_message) {
777 		messagef(0, "%s", new_level_message);
778 		new_level_message = NULL;
779 	}
780 	mvaddch(rogue.row, rogue.col, rogue.fchar);
781 }
782 
783 int
784 drop_check(void)
785 {
786 	if (wizard) {
787 		return(1);
788 	}
789 	if (dungeon[rogue.row][rogue.col] & STAIRS) {
790 		if (levitate) {
791 			messagef(0, "you're floating in the air!");
792 			return(0);
793 		}
794 		return(1);
795 	}
796 	messagef(0, "I see no way down");
797 	return(0);
798 }
799 
800 int
801 check_up(void)
802 {
803 	if (!wizard) {
804 		if (!(dungeon[rogue.row][rogue.col] & STAIRS)) {
805 			messagef(0, "I see no way up");
806 			return(0);
807 		}
808 		if (!has_amulet()) {
809 			messagef(0, "your way is magically blocked");
810 			return(0);
811 		}
812 	}
813 	new_level_message = "you feel a wrenching sensation in your gut";
814 	if (cur_level == 1) {
815 		win();
816 	} else {
817 		cur_level -= 2;
818 		return(1);
819 	}
820 	return(0);
821 }
822 
823 void
824 add_exp(int e, boolean promotion)
825 {
826 	short new_exp;
827 	short i, hp;
828 
829 	rogue.exp_points += e;
830 
831 	if (rogue.exp_points >= level_points[rogue.exp-1]) {
832 		new_exp = get_exp_level(rogue.exp_points);
833 		if (rogue.exp_points > MAX_EXP) {
834 			rogue.exp_points = MAX_EXP + 1;
835 		}
836 		for (i = rogue.exp+1; i <= new_exp; i++) {
837 			messagef(0, "welcome to level %d", i);
838 			if (promotion) {
839 				hp = hp_raise();
840 				rogue.hp_current += hp;
841 				rogue.hp_max += hp;
842 			}
843 			rogue.exp = i;
844 			print_stats(STAT_HP | STAT_EXP);
845 		}
846 	} else {
847 		print_stats(STAT_EXP);
848 	}
849 }
850 
851 static int
852 get_exp_level(long e)
853 {
854 	short i;
855 
856 	for (i = 0; i < (MAX_EXP_LEVEL - 1); i++) {
857 		if (level_points[i] > e) {
858 			break;
859 		}
860 	}
861 	return(i+1);
862 }
863 
864 int
865 hp_raise(void)
866 {
867 	int hp;
868 
869 	hp = (wizard ? 10 : get_rand(3, 10));
870 	return(hp);
871 }
872 
873 void
874 show_average_hp(void)
875 {
876 	float real_average;
877 	float effective_average;
878 
879 	if (rogue.exp == 1) {
880 		real_average = effective_average = 0.00;
881 	} else {
882 		real_average = (float)
883 			((rogue.hp_max - extra_hp - INIT_HP) + less_hp) / (rogue.exp - 1);
884 		effective_average = (float)(rogue.hp_max - INIT_HP) / (rogue.exp - 1);
885 
886 	}
887 	messagef(0, "R-Hp: %.2f, E-Hp: %.2f (!: %d, V: %d)", real_average,
888 		effective_average, extra_hp, less_hp);
889 }
890 
891 static void
892 mix_random_rooms(void)
893 {
894 	short i, t;
895 	short x, y;
896 
897 	for (i = 0; i < (3 * MAXROOMS); i++) {
898 		do {
899 			x = get_rand(0, (MAXROOMS-1));
900 			y = get_rand(0, (MAXROOMS-1));
901 		} while (x == y);
902 		SWAP(random_rooms[x], random_rooms[y]);
903 	}
904 }
905