Merge remote-tracking branch 'origin/vendor/GCC80'
[dragonfly.git] / games / rogue / level.c
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 }