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
8 * Redistribution and use in source and binary forms, with or without
9 * modification, are permitted provided that the following conditions
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
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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
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 1.2 2003/06/17 04:25:24 dillon Exp $
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
55 #define swap(x,y) {t = x; x = y; y = t;}
60 const char *new_level_message = 0;
61 short party_room = NO_ROOM;
64 const long level_points[MAX_EXP_LEVEL] = {
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, cur_room;
97 short must_1, must_2, must_3;
100 if (cur_level < LAST_DUNGEON) {
103 if (cur_level > max_level) {
104 max_level = cur_level;
106 must_1 = get_rand(0, 5);
140 if (rand_percent(8)) {
143 big_room = ((party_room != NO_ROOM) && rand_percent(1));
145 make_room(BIG_ROOM, 0, 0, 0);
147 for (i = 0; i < MAXROOMS; i++) {
148 make_room(i, must_1, must_2, must_3);
156 for (j = 0; j < MAXROOMS; j++) {
160 if (i < (MAXROOMS-1)) {
161 (void) connect_rooms(i, i+1);
163 if (i < (MAXROOMS-3)) {
164 (void) connect_rooms(i, i+3);
166 if (i < (MAXROOMS-2)) {
167 if (rooms[i+1].is_room & R_NOTHING) {
168 if (connect_rooms(i, i+2)) {
169 rooms[i+1].is_room = R_CROSS;
173 if (i < (MAXROOMS-6)) {
174 if (rooms[i+3].is_room & R_NOTHING) {
175 if (connect_rooms(i, i+6)) {
176 rooms[i+3].is_room = R_CROSS;
180 if (is_all_connected()) {
186 if (!has_amulet() && (cur_level >= AMULET_LEVEL)) {
191 make_room(rn, r1, r2, r3)
192 short rn, r1, r2, r3;
194 short left_col, right_col, top_row, bottom_row;
196 short row_offset, col_offset;
240 bottom_row = DROWS - 2;
246 bottom_row = DROWS - 2;
252 bottom_row = DROWS - 2;
255 top_row = get_rand(MIN_ROW, MIN_ROW+5);
256 bottom_row = get_rand(DROWS-7, DROWS-2);
257 left_col = get_rand(0, 10);;
258 right_col = get_rand(DCOLS-11, DCOLS-1);
262 height = get_rand(4, (bottom_row - top_row + 1));
263 width = get_rand(7, (right_col - left_col - 2));
265 row_offset = get_rand(0, ((bottom_row - top_row) - height + 1));
266 col_offset = get_rand(0, ((right_col - left_col) - width + 1));
268 top_row += row_offset;
269 bottom_row = top_row + height - 1;
271 left_col += col_offset;
272 right_col = left_col + width - 1;
274 if ((rn != r1) && (rn != r2) && (rn != r3) && rand_percent(40)) {
278 rooms[rn].is_room = R_ROOM;
280 for (i = top_row; i <= bottom_row; i++) {
281 for (j = left_col; j <= right_col; j++) {
282 if ((i == top_row) || (i == bottom_row)) {
284 } else if ( ((i != top_row) && (i != bottom_row)) &&
285 ((j == left_col) || (j == right_col))) {
294 rooms[rn].top_row = top_row;
295 rooms[rn].bottom_row = bottom_row;
296 rooms[rn].left_col = left_col;
297 rooms[rn].right_col = right_col;
300 connect_rooms(room1, room2)
303 short row1, col1, row2, col2, dir;
305 if ((!(rooms[room1].is_room & (R_ROOM | R_MAZE))) ||
306 (!(rooms[room2].is_room & (R_ROOM | R_MAZE)))) {
309 if (same_row(room1, room2) &&
310 (rooms[room1].left_col > rooms[room2].right_col)) {
311 put_door(&rooms[room1], LEFT, &row1, &col1);
312 put_door(&rooms[room2], RIGHT, &row2, &col2);
314 } else if (same_row(room1, room2) &&
315 (rooms[room2].left_col > rooms[room1].right_col)) {
316 put_door(&rooms[room1], RIGHT, &row1, &col1);
317 put_door(&rooms[room2], LEFT, &row2, &col2);
319 } else if (same_col(room1, room2) &&
320 (rooms[room1].top_row > rooms[room2].bottom_row)) {
321 put_door(&rooms[room1], UPWARD, &row1, &col1);
322 put_door(&rooms[room2], DOWN, &row2, &col2);
324 } else if (same_col(room1, room2) &&
325 (rooms[room2].top_row > rooms[room1].bottom_row)) {
326 put_door(&rooms[room1], DOWN, &row1, &col1);
327 put_door(&rooms[room2], UPWARD, &row2, &col2);
334 draw_simple_passage(row1, col1, row2, col2, dir);
335 } while (rand_percent(4));
337 rooms[room1].doors[dir/2].oth_room = room2;
338 rooms[room1].doors[dir/2].oth_row = row2;
339 rooms[room1].doors[dir/2].oth_col = col2;
341 rooms[room2].doors[(((dir+4)%DIRS)/2)].oth_room = room1;
342 rooms[room2].doors[(((dir+4)%DIRS)/2)].oth_row = row1;
343 rooms[room2].doors[(((dir+4)%DIRS)/2)].oth_col = col1;
351 for (i = 0; i < MAXROOMS; i++) {
352 rooms[i].is_room = R_NOTHING;
353 for (j = 0; j < 4; j++) {
354 rooms[i].doors[j].oth_room = NO_ROOM;
358 for (i = 0; i < MAX_TRAPS; i++) {
359 traps[i].trap_type = NO_TRAP;
361 for (i = 0; i < DROWS; i++) {
362 for (j = 0; j < DCOLS; j++) {
363 dungeon[i][j] = NOTHING;
366 detect_monster = see_invisible = 0;
367 being_held = bear_trap = 0;
368 party_room = NO_ROOM;
369 rogue.row = rogue.col = -1;
373 put_door(rm, dir, row, col)
380 wall_width = (rm->is_room & R_MAZE) ? 0 : 1;
385 *row = ((dir == UPWARD) ? rm->top_row : rm->bottom_row);
387 *col = get_rand(rm->left_col+wall_width,
388 rm->right_col-wall_width);
389 } while (!(dungeon[*row][*col] & (HORWALL | TUNNEL)));
393 *col = (dir == LEFT) ? rm->left_col : rm->right_col;
395 *row = get_rand(rm->top_row+wall_width,
396 rm->bottom_row-wall_width);
397 } while (!(dungeon[*row][*col] & (VERTWALL | TUNNEL)));
400 if (rm->is_room & R_ROOM) {
401 dungeon[*row][*col] = DOOR;
403 if ((cur_level > 2) && rand_percent(HIDE_PERCENT)) {
404 dungeon[*row][*col] |= HIDDEN;
406 rm->doors[dir/2].door_row = *row;
407 rm->doors[dir/2].door_col = *col;
410 draw_simple_passage(row1, col1, row2, col2, dir)
411 short row1, col1, row2, col2, dir;
415 if ((dir == LEFT) || (dir == RIGHT)) {
420 middle = get_rand(col1+1, col2-1);
421 for (i = col1+1; i != middle; i++) {
422 dungeon[row1][i] = TUNNEL;
424 for (i = row1; i != row2; i += (row1 > row2) ? -1 : 1) {
425 dungeon[i][middle] = TUNNEL;
427 for (i = middle; i != col2; i++) {
428 dungeon[row2][i] = TUNNEL;
435 middle = get_rand(row1+1, row2-1);
436 for (i = row1+1; i != middle; i++) {
437 dungeon[i][col1] = TUNNEL;
439 for (i = col1; i != col2; i += (col1 > col2) ? -1 : 1) {
440 dungeon[middle][i] = TUNNEL;
442 for (i = middle; i != row2; i++) {
443 dungeon[i][col2] = TUNNEL;
446 if (rand_percent(HIDE_PERCENT)) {
447 hide_boxed_passage(row1, col1, row2, col2, 1);
451 same_row(room1, room2)
453 return((room1 / 3) == (room2 / 3));
456 same_col(room1, room2)
458 return((room1 % 3) == (room2 % 3));
468 start = get_rand(0, (MAXROOMS-1));
469 maze_percent = (cur_level * 5) / 4;
471 if (cur_level > 15) {
472 maze_percent += cur_level;
474 for (i = 0; i < MAXROOMS; i++) {
475 j = ((start + i) % MAXROOMS);
476 if (rooms[j].is_room & R_NOTHING) {
477 if (rand_percent(maze_percent)) {
478 rooms[j].is_room = R_MAZE;
479 make_maze(get_rand(rooms[j].top_row+1, rooms[j].bottom_row-1),
480 get_rand(rooms[j].left_col+1, rooms[j].right_col-1),
481 rooms[j].top_row, rooms[j].bottom_row,
482 rooms[j].left_col, rooms[j].right_col);
483 hide_boxed_passage(rooms[j].top_row, rooms[j].left_col,
484 rooms[j].bottom_row, rooms[j].right_col,
500 for (i = 0; i < MAXROOMS; i++) {
501 rn = random_rooms[i];
502 if ((rooms[rn].is_room & R_NOTHING) ||
503 ((rooms[rn].is_room & R_CROSS) && coin_toss())) {
507 if (r_de != NO_ROOM) {
512 fill_it(rn, do_rec_de)
516 short i, tunnel_dir, door_dir, drow, dcol;
517 short target_room, rooms_found = 0;
519 static short offsets[4] = {-1, 1, 3, -3};
520 boolean did_this = 0;
522 for (i = 0; i < 10; i++) {
523 srow = get_rand(0, 3);
524 scol = get_rand(0, 3);
526 offsets[srow] = offsets[scol];
529 for (i = 0; i < 4; i++) {
531 target_room = rn + offsets[i];
533 if (((target_room < 0) || (target_room >= MAXROOMS)) ||
534 (!(same_row(rn,target_room) || same_col(rn,target_room))) ||
535 (!(rooms[target_room].is_room & (R_ROOM | R_MAZE)))) {
538 if (same_row(rn, target_room)) {
539 tunnel_dir = (rooms[rn].left_col < rooms[target_room].left_col) ?
542 tunnel_dir = (rooms[rn].top_row < rooms[target_room].top_row) ?
545 door_dir = ((tunnel_dir + 4) % DIRS);
546 if (rooms[target_room].doors[door_dir/2].oth_room != NO_ROOM) {
549 if (((!do_rec_de) || did_this) ||
550 (!mask_room(rn, &srow, &scol, TUNNEL))) {
551 srow = (rooms[rn].top_row + rooms[rn].bottom_row) / 2;
552 scol = (rooms[rn].left_col + rooms[rn].right_col) / 2;
554 put_door(&rooms[target_room], door_dir, &drow, &dcol);
556 draw_simple_passage(srow, scol, drow, dcol, tunnel_dir);
557 rooms[rn].is_room = R_DEADEND;
558 dungeon[srow][scol] = TUNNEL;
560 if ((i < 3) && (!did_this)) {
566 if ((rooms_found < 2) && do_rec_de) {
567 recursive_deadend(rn, offsets, srow, scol);
573 recursive_deadend(rn, offsets, srow, scol)
575 const short *offsets;
579 short drow, dcol, tunnel_dir;
581 rooms[rn].is_room = R_DEADEND;
582 dungeon[srow][scol] = TUNNEL;
584 for (i = 0; i < 4; i++) {
585 de = rn + offsets[i];
586 if (((de < 0) || (de >= MAXROOMS)) ||
587 (!(same_row(rn, de) || same_col(rn, de)))) {
590 if (!(rooms[de].is_room & R_NOTHING)) {
593 drow = (rooms[de].top_row + rooms[de].bottom_row) / 2;
594 dcol = (rooms[de].left_col + rooms[de].right_col) / 2;
595 if (same_row(rn, de)) {
596 tunnel_dir = (rooms[rn].left_col < rooms[de].left_col) ?
599 tunnel_dir = (rooms[rn].top_row < rooms[de].top_row) ?
602 draw_simple_passage(srow, scol, drow, dcol, tunnel_dir);
604 recursive_deadend(de, offsets, drow, dcol);
609 mask_room(rn, row, col, mask)
616 for (i = rooms[rn].top_row; i <= rooms[rn].bottom_row; i++) {
617 for (j = rooms[rn].left_col; j <= rooms[rn].right_col; j++) {
618 if (dungeon[i][j] & mask) {
628 make_maze(r, c, tr, br, lc, rc)
629 short r, c, tr, br, lc, rc;
639 dungeon[r][c] = TUNNEL;
641 if (rand_percent(20)) {
642 for (i = 0; i < 10; i++) {
648 swap(dirs[t1], dirs[t2]);
651 for (i = 0; i < 4; i++) {
655 (dungeon[r-1][c] != TUNNEL) &&
656 (dungeon[r-1][c-1] != TUNNEL) &&
657 (dungeon[r-1][c+1] != TUNNEL) &&
658 (dungeon[r-2][c] != TUNNEL)) {
659 make_maze((r-1), c, tr, br, lc, rc);
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);
673 (dungeon[r][c-1] != TUNNEL) &&
674 (dungeon[r-1][c-1] != TUNNEL) &&
675 (dungeon[r+1][c-1] != TUNNEL) &&
676 (dungeon[r][c-2] != TUNNEL)) {
677 make_maze(r, (c-1), tr, br, lc, rc);
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);
693 hide_boxed_passage(row1, col1, row2, col2, n)
694 short row1, col1, row2, col2, n;
697 short row, col, row_cut, col_cut;
710 if ((w >= 5) || (h >= 5)) {
711 row_cut = ((h >= 2) ? 1 : 0);
712 col_cut = ((w >= 2) ? 1 : 0);
714 for (i = 0; i < n; i++) {
715 for (j = 0; j < 10; j++) {
716 row = get_rand(row1 + row_cut, row2 - row_cut);
717 col = get_rand(col1 + col_cut, col2 - col_cut);
718 if (dungeon[row][col] == TUNNEL) {
719 dungeon[row][col] |= HIDDEN;
729 short nr; /* try not to put in this room */
731 short rn = nr, misses;
734 for (misses = 0; ((misses < 2) && (rn == nr)); misses++) {
735 gr_row_col(&row, &col, (FLOOR | TUNNEL | OBJECT | STAIRS));
736 rn = get_room_number(row, col);
741 if (dungeon[rogue.row][rogue.col] & TUNNEL) {
746 if (cur_room != PASSAGE) {
747 light_up_room(cur_room);
749 light_passage(rogue.row, rogue.col);
751 rn = get_room_number(rogue.row, rogue.col);
752 wake_room(rn, 1, rogue.row, rogue.col);
753 if (new_level_message) {
754 message(new_level_message, 0);
755 new_level_message = 0;
757 mvaddch(rogue.row, rogue.col, rogue.fchar);
765 if (dungeon[rogue.row][rogue.col] & STAIRS) {
767 message("you're floating in the air!", 0);
772 message("I see no way down", 0);
779 if (!(dungeon[rogue.row][rogue.col] & STAIRS)) {
780 message("I see no way up", 0);
784 message("your way is magically blocked", 0);
788 new_level_message = "you feel a wrenching sensation in your gut";
789 if (cur_level == 1) {
798 add_exp(e, promotion)
806 rogue.exp_points += e;
808 if (rogue.exp_points >= level_points[rogue.exp-1]) {
809 new_exp = get_exp_level(rogue.exp_points);
810 if (rogue.exp_points > MAX_EXP) {
811 rogue.exp_points = MAX_EXP + 1;
813 for (i = rogue.exp+1; i <= new_exp; i++) {
814 sprintf(mbuf, "welcome to level %d", i);
818 rogue.hp_current += hp;
822 print_stats(STAT_HP | STAT_EXP);
825 print_stats(STAT_EXP);
834 for (i = 0; i < (MAX_EXP_LEVEL - 1); i++) {
835 if (level_points[i] > e) {
846 hp = (wizard ? 10 : get_rand(3, 10));
854 float effective_average;
856 if (rogue.exp == 1) {
857 real_average = effective_average = 0.00;
859 real_average = (float)
860 ((rogue.hp_max - extra_hp - INIT_HP) + less_hp) / (rogue.exp - 1);
861 effective_average = (float) (rogue.hp_max - INIT_HP) / (rogue.exp - 1);
864 sprintf(mbuf, "R-Hp: %.2f, E-Hp: %.2f (!: %d, V: %d)", real_average,
865 effective_average, extra_hp, less_hp);
874 for (i = 0; i < (3 * MAXROOMS); i++) {
876 x = get_rand(0, (MAXROOMS-1));
877 y = get_rand(0, (MAXROOMS-1));
879 swap(random_rooms[x], random_rooms[y]);