libc/sysvipc: Mark two functions as printf-like and fix resulting errors.
[dragonfly.git] / games / rogue / level.c
blob86d811864e11dee621294fef8d8883a683bec799
1 /*-
2 * Copyright (c) 1988, 1993
3 * The Regents of the University of California. All rights reserved.
5 * This code is derived from software contributed to Berkeley by
6 * Timothy C. Stoehr.
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.
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.
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 $
37 * level.c
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.
48 #include "rogue.h"
50 #define SWAP(x,y) {t = (x); (x) = (y); (y) = t;}
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);
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;
74 static short r_de;
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
100 static short random_rooms[MAXROOMS] = {3, 7, 5, 2, 0, 6, 1, 4, 8};
102 void
103 make_level(void)
105 short i, j;
106 short must_1, must_2, must_3;
107 boolean big_room;
109 must_2 = must_3 = 0;
110 if (cur_level < LAST_DUNGEON) {
111 cur_level++;
113 if (cur_level > max_level) {
114 max_level = cur_level;
116 must_1 = get_rand(0, 5);
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;
150 if (rand_percent(8)) {
151 party_room = 0;
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);
161 if (!big_room) {
162 add_mazes();
164 mix_random_rooms();
166 for (j = 0; j < MAXROOMS; j++) {
168 i = random_rooms[j];
170 if (i < (MAXROOMS-1)) {
171 connect_rooms(i, i+1);
173 if (i < (MAXROOMS-3)) {
174 connect_rooms(i, i+3);
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;
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;
190 if (is_all_connected()) {
191 break;
194 fill_out_level();
196 if (!has_amulet() && (cur_level >= AMULET_LEVEL)) {
197 put_amulet();
201 static void
202 make_room(short rn, short r1, short r2, short r3)
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;
209 left_col = right_col = top_row = bottom_row = 0;
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;
274 height = get_rand(4, (bottom_row - top_row + 1));
275 width = get_rand(7, (right_col - left_col - 2));
277 row_offset = get_rand(0, ((bottom_row - top_row) - height + 1));
278 col_offset = get_rand(0, ((right_col - left_col) - width + 1));
280 top_row += row_offset;
281 bottom_row = top_row + height - 1;
283 left_col += col_offset;
284 right_col = left_col + width - 1;
286 if ((rn != r1) && (rn != r2) && (rn != r3) && rand_percent(40)) {
287 goto END;
290 rooms[rn].is_room = R_ROOM;
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;
302 dungeon[i][j] = ch;
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;
312 static boolean
313 connect_rooms(short room1, short room2)
315 short row1, col1, row2, col2, dir;
317 if ((!(rooms[room1].is_room & (R_ROOM | R_MAZE))) ||
318 (!(rooms[room2].is_room & (R_ROOM | R_MAZE)))) {
319 return(0);
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);
345 do {
346 draw_simple_passage(row1, col1, row2, col2, dir);
347 } while (rand_percent(4));
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;
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);
359 void
360 clear_level(void)
362 short i, j;
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;
371 for (i = 0; i < MAX_TRAPS; i++) {
372 traps[i].trap_type = NO_TRAP;
374 for (i = 0; i < DROWS; i++) {
375 for (j = 0; j < DCOLS; j++) {
376 dungeon[i][j] = NOTHING;
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();
386 static void
387 put_door(room *rm, short dir, short *row, short *col)
389 short wall_width;
391 wall_width = (rm->is_room & R_MAZE) ? 0 : 1;
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;
411 if (rm->is_room & R_ROOM) {
412 dungeon[*row][*col] = DOOR;
414 if ((cur_level > 2) && rand_percent(HIDE_PERCENT)) {
415 dungeon[*row][*col] |= HIDDEN;
417 rm->doors[dir/2].door_row = *row;
418 rm->doors[dir/2].door_col = *col;
421 static void
422 draw_simple_passage(short row1, short col1, short row2, short col2, short dir)
424 short i, middle, t;
426 if ((dir == LEFT) || (dir == RIGHT)) {
427 if (col1 > col2) {
428 SWAP(row1, row2);
429 SWAP(col1, col2);
431 middle = get_rand(col1+1, col2-1);
432 for (i = col1+1; i != middle; i++) {
433 dungeon[row1][i] = TUNNEL;
435 for (i = row1; i != row2; i += (row1 > row2) ? -1 : 1) {
436 dungeon[i][middle] = TUNNEL;
438 for (i = middle; i != col2; i++) {
439 dungeon[row2][i] = TUNNEL;
441 } else {
442 if (row1 > row2) {
443 SWAP(row1, row2);
444 SWAP(col1, col2);
446 middle = get_rand(row1+1, row2-1);
447 for (i = row1+1; i != middle; i++) {
448 dungeon[i][col1] = TUNNEL;
450 for (i = col1; i != col2; i += (col1 > col2) ? -1 : 1) {
451 dungeon[middle][i] = TUNNEL;
453 for (i = middle; i != row2; i++) {
454 dungeon[i][col2] = TUNNEL;
457 if (rand_percent(HIDE_PERCENT)) {
458 hide_boxed_passage(row1, col1, row2, col2, 1);
462 static boolean
463 same_row(short room1, short room2)
465 return((room1 / 3) == (room2 / 3));
468 static boolean
469 same_col(short room1, short room2)
471 return((room1 % 3) == (room2 % 3));
474 static void
475 add_mazes(void)
477 short i, j;
478 short start;
479 short maze_percent;
481 if (cur_level > 1) {
482 start = get_rand(0, (MAXROOMS-1));
483 maze_percent = (cur_level * 5) / 4;
485 if (cur_level > 15) {
486 maze_percent += cur_level;
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));
506 static void
507 fill_out_level(void)
509 short i, rn;
511 mix_random_rooms();
513 r_de = NO_ROOM;
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);
522 if (r_de != NO_ROOM) {
523 fill_it(r_de, 0);
527 static void
528 fill_it(int rn, boolean do_rec_de)
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;
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;
543 for (i = 0; i < 4; i++) {
545 target_room = rn + offsets[i];
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;
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;
559 door_dir = ((tunnel_dir + 4) % DIRS);
560 if (rooms[target_room].doors[door_dir/2].oth_room != NO_ROOM) {
561 continue;
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;
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;
574 if ((i < 3) && (!did_this)) {
575 did_this = 1;
576 if (coin_toss()) {
577 continue;
580 if ((rooms_found < 2) && do_rec_de) {
581 recursive_deadend(rn, offsets, srow, scol);
583 break;
587 static void
588 recursive_deadend(short rn, const short *offsets, short srow, short scol)
590 short i, de;
591 short drow, dcol, tunnel_dir;
593 rooms[rn].is_room = R_DEADEND;
594 dungeon[srow][scol] = TUNNEL;
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;
602 if (!(rooms[de].is_room & R_NOTHING)) {
603 continue;
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;
614 draw_simple_passage(srow, scol, drow, dcol, tunnel_dir);
615 r_de = de;
616 recursive_deadend(de, offsets, drow, dcol);
620 static boolean
621 mask_room(short rn, short *row, short *col, unsigned short mask)
623 short i, j;
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);
634 return(0);
637 static void
638 make_maze(short r, short c, short tr, short br, short lc, short rc)
640 char dirs[4];
641 short i, t;
643 dirs[0] = UPWARD;
644 dirs[1] = DOWN;
645 dirs[2] = LEFT;
646 dirs[3] = RIGHT;
648 dungeon[r][c] = TUNNEL;
650 if (rand_percent(20)) {
651 for (i = 0; i < 10; i++) {
652 short t1, t2;
654 t1 = get_rand(0, 3);
655 t2 = get_rand(0, 3);
657 SWAP(dirs[t1], dirs[t2]);
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);
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);
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);
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);
697 break;
702 static void
703 hide_boxed_passage(short row1, short col1, short row2, short col2, short n)
705 short i, j, t;
706 short row, col, row_cut, col_cut;
707 short h, w;
709 if (cur_level > 2) {
710 if (row1 > row2) {
711 SWAP(row1, row2);
713 if (col1 > col2) {
714 SWAP(col1, col2);
716 h = row2 - row1;
717 w = col2 - col1;
719 if ((w >= 5) || (h >= 5)) {
720 row_cut = ((h >= 2) ? 1 : 0);
721 col_cut = ((w >= 2) ? 1 : 0);
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;
738 * try not to put in this room
740 void
741 put_player(short nr)
743 short rn = nr, misses;
744 short row, col;
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);
750 rogue.row = row;
751 rogue.col = col;
753 if (dungeon[rogue.row][rogue.col] & TUNNEL) {
754 cur_room = PASSAGE;
755 } else {
756 cur_room = rn;
758 if (cur_room != PASSAGE) {
759 light_up_room(cur_room);
760 } else {
761 light_passage(rogue.row, rogue.col);
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;
769 mvaddch(rogue.row, rogue.col, rogue.fchar);
772 boolean
773 drop_check(void)
775 if (wizard) {
776 return(1);
778 if (dungeon[rogue.row][rogue.col] & STAIRS) {
779 if (levitate) {
780 message("you're floating in the air!", 0);
781 return(0);
783 return(1);
785 message("I see no way down", 0);
786 return(0);
789 boolean
790 check_up(void)
792 if (!wizard) {
793 if (!(dungeon[rogue.row][rogue.col] & STAIRS)) {
794 message("I see no way up", 0);
795 return(0);
797 if (!has_amulet()) {
798 message("your way is magically blocked", 0);
799 return(0);
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);
809 return(0);
812 void
813 add_exp(int e, boolean promotion)
815 char mbuf[40];
816 short new_exp;
817 short i, hp;
819 rogue.exp_points += e;
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;
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;
834 rogue.exp = i;
835 print_stats(STAT_HP | STAT_EXP);
837 } else {
838 print_stats(STAT_EXP);
842 static short
843 get_exp_level(long e)
845 short i;
847 for (i = 0; i < (MAX_EXP_LEVEL - 1); i++) {
848 if (level_points[i] > e) {
849 break;
852 return(i+1);
856 hp_raise(void)
858 int hp;
860 hp = (wizard ? 10 : get_rand(3, 10));
861 return(hp);
864 void
865 show_average_hp(void)
867 char mbuf[80];
868 float real_average;
869 float effective_average;
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);
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);
884 static void
885 mix_random_rooms(void)
887 short i, t;
888 short x, y;
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]);