Bump libc's version and __DragonFly_version for recent changes made.
[dragonfly.git] / games / rogue / level.c
bloba533167fe292c1a0d48917c0c5aac78d407bc7f1
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. 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.
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.
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 $
42 * level.c
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.
53 #include "rogue.h"
55 #define swap(x,y) {t = x; x = y; y = t;}
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;
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
88 short random_rooms[MAXROOMS] = {3, 7, 5, 2, 0, 6, 1, 4, 8};
90 extern boolean being_held, wizard, detect_monster;
91 extern boolean see_invisible;
92 extern short bear_trap, levitate, extra_hp, less_hp;
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);
110 void
111 make_level(void)
113 short i, j;
114 short must_1, must_2 = 0, must_3 = 0;
115 boolean big_room;
117 if (cur_level < LAST_DUNGEON) {
118 cur_level++;
120 if (cur_level > max_level) {
121 max_level = cur_level;
123 must_1 = get_rand(0, 5);
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;
157 if (rand_percent(8)) {
158 party_room = 0;
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);
168 if (!big_room) {
169 add_mazes();
171 mix_random_rooms();
173 for (j = 0; j < MAXROOMS; j++) {
175 i = random_rooms[j];
177 if (i < (MAXROOMS-1)) {
178 connect_rooms(i, i+1);
180 if (i < (MAXROOMS-3)) {
181 connect_rooms(i, i+3);
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;
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;
197 if (is_all_connected()) {
198 break;
201 fill_out_level();
203 if (!has_amulet() && (cur_level >= AMULET_LEVEL)) {
204 put_amulet();
208 static void
209 make_room(short rn, short r1, short r2, short r3)
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;
216 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;
281 height = get_rand(4, (bottom_row - top_row + 1));
282 width = get_rand(7, (right_col - left_col - 2));
284 row_offset = get_rand(0, ((bottom_row - top_row) - height + 1));
285 col_offset = get_rand(0, ((right_col - left_col) - width + 1));
287 top_row += row_offset;
288 bottom_row = top_row + height - 1;
290 left_col += col_offset;
291 right_col = left_col + width - 1;
293 if ((rn != r1) && (rn != r2) && (rn != r3) && rand_percent(40)) {
294 goto END;
297 rooms[rn].is_room = R_ROOM;
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;
309 dungeon[i][j] = ch;
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;
319 static boolean
320 connect_rooms(short room1, short room2)
322 short row1, col1, row2, col2, dir;
324 if ((!(rooms[room1].is_room & (R_ROOM | R_MAZE))) ||
325 (!(rooms[room2].is_room & (R_ROOM | R_MAZE)))) {
326 return(0);
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);
352 do {
353 draw_simple_passage(row1, col1, row2, col2, dir);
354 } while (rand_percent(4));
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;
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);
366 void
367 clear_level(void)
369 short i, j;
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;
378 for (i = 0; i < MAX_TRAPS; i++) {
379 traps[i].trap_type = NO_TRAP;
381 for (i = 0; i < DROWS; i++) {
382 for (j = 0; j < DCOLS; j++) {
383 dungeon[i][j] = NOTHING;
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();
393 static void
394 put_door(room *rm, short dir, short *row, short *col)
396 short wall_width;
398 wall_width = (rm->is_room & R_MAZE) ? 0 : 1;
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;
418 if (rm->is_room & R_ROOM) {
419 dungeon[*row][*col] = DOOR;
421 if ((cur_level > 2) && rand_percent(HIDE_PERCENT)) {
422 dungeon[*row][*col] |= HIDDEN;
424 rm->doors[dir/2].door_row = *row;
425 rm->doors[dir/2].door_col = *col;
428 static void
429 draw_simple_passage(short row1, short col1, short row2, short col2, short dir)
431 short i, middle, t;
433 if ((dir == LEFT) || (dir == RIGHT)) {
434 if (col1 > col2) {
435 swap(row1, row2);
436 swap(col1, col2);
438 middle = get_rand(col1+1, col2-1);
439 for (i = col1+1; i != middle; i++) {
440 dungeon[row1][i] = TUNNEL;
442 for (i = row1; i != row2; i += (row1 > row2) ? -1 : 1) {
443 dungeon[i][middle] = TUNNEL;
445 for (i = middle; i != col2; i++) {
446 dungeon[row2][i] = TUNNEL;
448 } else {
449 if (row1 > row2) {
450 swap(row1, row2);
451 swap(col1, col2);
453 middle = get_rand(row1+1, row2-1);
454 for (i = row1+1; i != middle; i++) {
455 dungeon[i][col1] = TUNNEL;
457 for (i = col1; i != col2; i += (col1 > col2) ? -1 : 1) {
458 dungeon[middle][i] = TUNNEL;
460 for (i = middle; i != row2; i++) {
461 dungeon[i][col2] = TUNNEL;
464 if (rand_percent(HIDE_PERCENT)) {
465 hide_boxed_passage(row1, col1, row2, col2, 1);
469 static boolean
470 same_row(short room1, short room2)
472 return((room1 / 3) == (room2 / 3));
475 static boolean
476 same_col(short room1, short room2)
478 return((room1 % 3) == (room2 % 3));
481 static void
482 add_mazes(void)
484 short i, j;
485 short start;
486 short maze_percent;
488 if (cur_level > 1) {
489 start = get_rand(0, (MAXROOMS-1));
490 maze_percent = (cur_level * 5) / 4;
492 if (cur_level > 15) {
493 maze_percent += cur_level;
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));
513 static void
514 fill_out_level(void)
516 short i, rn;
518 mix_random_rooms();
520 r_de = NO_ROOM;
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);
529 if (r_de != NO_ROOM) {
530 fill_it(r_de, 0);
534 static void
535 fill_it(int rn, boolean do_rec_de)
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;
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;
550 for (i = 0; i < 4; i++) {
552 target_room = rn + offsets[i];
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;
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;
566 door_dir = ((tunnel_dir + 4) % DIRS);
567 if (rooms[target_room].doors[door_dir/2].oth_room != NO_ROOM) {
568 continue;
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;
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;
581 if ((i < 3) && (!did_this)) {
582 did_this = 1;
583 if (coin_toss()) {
584 continue;
587 if ((rooms_found < 2) && do_rec_de) {
588 recursive_deadend(rn, offsets, srow, scol);
590 break;
594 static void
595 recursive_deadend(short rn, const short *offsets, short srow, short scol)
597 short i, de;
598 short drow, dcol, tunnel_dir;
600 rooms[rn].is_room = R_DEADEND;
601 dungeon[srow][scol] = TUNNEL;
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;
609 if (!(rooms[de].is_room & R_NOTHING)) {
610 continue;
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;
621 draw_simple_passage(srow, scol, drow, dcol, tunnel_dir);
622 r_de = de;
623 recursive_deadend(de, offsets, drow, dcol);
627 static boolean
628 mask_room(short rn, short *row, short *col, unsigned short mask)
630 short i, j;
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);
641 return(0);
644 static void
645 make_maze(short r, short c, short tr, short br, short lc, short rc)
647 char dirs[4];
648 short i, t;
650 dirs[0] = UPWARD;
651 dirs[1] = DOWN;
652 dirs[2] = LEFT;
653 dirs[3] = RIGHT;
655 dungeon[r][c] = TUNNEL;
657 if (rand_percent(20)) {
658 for (i = 0; i < 10; i++) {
659 short t1, t2;
661 t1 = get_rand(0, 3);
662 t2 = get_rand(0, 3);
664 swap(dirs[t1], dirs[t2]);
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);
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);
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);
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);
704 break;
709 static void
710 hide_boxed_passage(short row1, short col1, short row2, short col2, short n)
712 short i, j, t;
713 short row, col, row_cut, col_cut;
714 short h, w;
716 if (cur_level > 2) {
717 if (row1 > row2) {
718 swap(row1, row2);
720 if (col1 > col2) {
721 swap(col1, col2);
723 h = row2 - row1;
724 w = col2 - col1;
726 if ((w >= 5) || (h >= 5)) {
727 row_cut = ((h >= 2) ? 1 : 0);
728 col_cut = ((w >= 2) ? 1 : 0);
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;
744 void
745 put_player(short nr) /* try not to put in this room */
747 short rn = nr, misses;
748 short row, col;
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);
754 rogue.row = row;
755 rogue.col = col;
757 if (dungeon[rogue.row][rogue.col] & TUNNEL) {
758 cur_room = PASSAGE;
759 } else {
760 cur_room = rn;
762 if (cur_room != PASSAGE) {
763 light_up_room(cur_room);
764 } else {
765 light_passage(rogue.row, rogue.col);
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;
773 mvaddch(rogue.row, rogue.col, rogue.fchar);
776 boolean
777 drop_check(void)
779 if (wizard) {
780 return(1);
782 if (dungeon[rogue.row][rogue.col] & STAIRS) {
783 if (levitate) {
784 message("you're floating in the air!", 0);
785 return(0);
787 return(1);
789 message("I see no way down", 0);
790 return(0);
793 boolean
794 check_up(void)
796 if (!wizard) {
797 if (!(dungeon[rogue.row][rogue.col] & STAIRS)) {
798 message("I see no way up", 0);
799 return(0);
801 if (!has_amulet()) {
802 message("your way is magically blocked", 0);
803 return(0);
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);
813 return(0);
816 void
817 add_exp(int e, boolean promotion)
819 char mbuf[40];
820 short new_exp;
821 short i, hp;
823 rogue.exp_points += e;
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;
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;
838 rogue.exp = i;
839 print_stats(STAT_HP | STAT_EXP);
841 } else {
842 print_stats(STAT_EXP);
846 static short
847 get_exp_level(long e)
849 short i;
851 for (i = 0; i < (MAX_EXP_LEVEL - 1); i++) {
852 if (level_points[i] > e) {
853 break;
856 return(i+1);
860 hp_raise(void)
862 int hp;
864 hp = (wizard ? 10 : get_rand(3, 10));
865 return(hp);
868 void
869 show_average_hp(void)
871 char mbuf[80];
872 float real_average;
873 float effective_average;
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);
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);
888 static void
889 mix_random_rooms(void)
891 short i, t;
892 short x, y;
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]);