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554eb505f8
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
882 lines
19 KiB
C
882 lines
19 KiB
C
/*
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* Copyright (c) 1988, 1993
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* The Regents of the University of California. All rights reserved.
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*
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* This code is derived from software contributed to Berkeley by
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* Timothy C. Stoehr.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. All advertising materials mentioning features or use of this software
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* must display the following acknowledgement:
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* This product includes software developed by the University of
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* California, Berkeley and its contributors.
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* 4. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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#ifndef lint
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static char sccsid[] = "@(#)level.c 8.1 (Berkeley) 5/31/93";
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#endif /* not lint */
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/*
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* level.c
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*
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* This source herein may be modified and/or distributed by anybody who
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* so desires, with the following restrictions:
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* 1.) No portion of this notice shall be removed.
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* 2.) Credit shall not be taken for the creation of this source.
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* 3.) This code is not to be traded, sold, or used for personal
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* gain or profit.
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*
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*/
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#include "rogue.h"
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#define swap(x,y) {t = x; x = y; y = t;}
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short cur_level = 0;
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short max_level = 1;
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short cur_room;
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char *new_level_message = 0;
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short party_room = NO_ROOM;
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short r_de;
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long level_points[MAX_EXP_LEVEL] = {
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10L,
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20L,
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40L,
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80L,
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160L,
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320L,
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640L,
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1300L,
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2600L,
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5200L,
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10000L,
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20000L,
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40000L,
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80000L,
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160000L,
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320000L,
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1000000L,
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3333333L,
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6666666L,
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MAX_EXP,
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99900000L
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};
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short random_rooms[MAXROOMS] = {3, 7, 5, 2, 0, 6, 1, 4, 8};
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extern boolean being_held, wizard, detect_monster;
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extern boolean see_invisible;
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extern short bear_trap, levitate, extra_hp, less_hp, cur_room;
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make_level()
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{
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short i, j;
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short must_1, must_2, must_3;
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boolean big_room;
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if (cur_level < LAST_DUNGEON) {
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cur_level++;
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}
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if (cur_level > max_level) {
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max_level = cur_level;
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}
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must_1 = get_rand(0, 5);
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switch(must_1) {
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case 0:
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must_1 = 0;
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must_2 = 1;
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must_3 = 2;
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break;
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case 1:
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must_1 = 3;
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must_2 = 4;
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must_3 = 5;
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break;
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case 2:
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must_1 = 6;
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must_2 = 7;
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must_3 = 8;
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break;
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case 3:
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must_1 = 0;
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must_2 = 3;
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must_3 = 6;
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break;
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case 4:
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must_1 = 1;
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must_2 = 4;
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must_3 = 7;
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break;
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case 5:
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must_1 = 2;
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must_2 = 5;
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must_3 = 8;
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break;
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}
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if (rand_percent(8)) {
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party_room = 0;
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}
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big_room = ((party_room != NO_ROOM) && rand_percent(1));
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if (big_room) {
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make_room(BIG_ROOM, 0, 0, 0);
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} else {
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for (i = 0; i < MAXROOMS; i++) {
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make_room(i, must_1, must_2, must_3);
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}
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}
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if (!big_room) {
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add_mazes();
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mix_random_rooms();
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for (j = 0; j < MAXROOMS; j++) {
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i = random_rooms[j];
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if (i < (MAXROOMS-1)) {
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(void) connect_rooms(i, i+1);
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}
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if (i < (MAXROOMS-3)) {
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(void) connect_rooms(i, i+3);
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}
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if (i < (MAXROOMS-2)) {
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if (rooms[i+1].is_room & R_NOTHING) {
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if (connect_rooms(i, i+2)) {
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rooms[i+1].is_room = R_CROSS;
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}
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}
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}
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if (i < (MAXROOMS-6)) {
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if (rooms[i+3].is_room & R_NOTHING) {
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if (connect_rooms(i, i+6)) {
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rooms[i+3].is_room = R_CROSS;
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}
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}
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}
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if (is_all_connected()) {
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break;
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}
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}
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fill_out_level();
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}
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if (!has_amulet() && (cur_level >= AMULET_LEVEL)) {
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put_amulet();
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}
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}
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make_room(rn, r1, r2, r3)
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short rn, r1, r2, r3;
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{
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short left_col, right_col, top_row, bottom_row;
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short width, height;
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short row_offset, col_offset;
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short i, j, ch;
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switch(rn) {
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case 0:
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left_col = 0;
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right_col = COL1-1;
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top_row = MIN_ROW;
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bottom_row = ROW1-1;
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break;
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case 1:
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left_col = COL1+1;
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right_col = COL2-1;
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top_row = MIN_ROW;
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bottom_row = ROW1-1;
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break;
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case 2:
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left_col = COL2+1;
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right_col = DCOLS-1;
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top_row = MIN_ROW;
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bottom_row = ROW1-1;
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break;
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case 3:
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left_col = 0;
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right_col = COL1-1;
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top_row = ROW1+1;
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bottom_row = ROW2-1;
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break;
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case 4:
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left_col = COL1+1;
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right_col = COL2-1;
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top_row = ROW1+1;
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bottom_row = ROW2-1;
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break;
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case 5:
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left_col = COL2+1;
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right_col = DCOLS-1;
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top_row = ROW1+1;
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bottom_row = ROW2-1;
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break;
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case 6:
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left_col = 0;
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right_col = COL1-1;
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top_row = ROW2+1;
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bottom_row = DROWS - 2;
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break;
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case 7:
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left_col = COL1+1;
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right_col = COL2-1;
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top_row = ROW2+1;
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bottom_row = DROWS - 2;
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break;
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case 8:
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left_col = COL2+1;
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right_col = DCOLS-1;
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top_row = ROW2+1;
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bottom_row = DROWS - 2;
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break;
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case BIG_ROOM:
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top_row = get_rand(MIN_ROW, MIN_ROW+5);
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bottom_row = get_rand(DROWS-7, DROWS-2);
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left_col = get_rand(0, 10);;
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right_col = get_rand(DCOLS-11, DCOLS-1);
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rn = 0;
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goto B;
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}
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height = get_rand(4, (bottom_row - top_row + 1));
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width = get_rand(7, (right_col - left_col - 2));
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row_offset = get_rand(0, ((bottom_row - top_row) - height + 1));
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col_offset = get_rand(0, ((right_col - left_col) - width + 1));
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top_row += row_offset;
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bottom_row = top_row + height - 1;
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left_col += col_offset;
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right_col = left_col + width - 1;
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if ((rn != r1) && (rn != r2) && (rn != r3) && rand_percent(40)) {
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goto END;
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}
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B:
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rooms[rn].is_room = R_ROOM;
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for (i = top_row; i <= bottom_row; i++) {
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for (j = left_col; j <= right_col; j++) {
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if ((i == top_row) || (i == bottom_row)) {
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ch = HORWALL;
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} else if ( ((i != top_row) && (i != bottom_row)) &&
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((j == left_col) || (j == right_col))) {
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ch = VERTWALL;
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} else {
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ch = FLOOR;
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}
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dungeon[i][j] = ch;
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}
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}
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END:
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rooms[rn].top_row = top_row;
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rooms[rn].bottom_row = bottom_row;
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rooms[rn].left_col = left_col;
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rooms[rn].right_col = right_col;
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}
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connect_rooms(room1, room2)
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short room1, room2;
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{
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short row1, col1, row2, col2, dir;
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if ((!(rooms[room1].is_room & (R_ROOM | R_MAZE))) ||
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(!(rooms[room2].is_room & (R_ROOM | R_MAZE)))) {
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return(0);
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}
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if (same_row(room1, room2) &&
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(rooms[room1].left_col > rooms[room2].right_col)) {
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put_door(&rooms[room1], LEFT, &row1, &col1);
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put_door(&rooms[room2], RIGHT, &row2, &col2);
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dir = LEFT;
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} else if (same_row(room1, room2) &&
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(rooms[room2].left_col > rooms[room1].right_col)) {
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put_door(&rooms[room1], RIGHT, &row1, &col1);
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put_door(&rooms[room2], LEFT, &row2, &col2);
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dir = RIGHT;
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} else if (same_col(room1, room2) &&
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(rooms[room1].top_row > rooms[room2].bottom_row)) {
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put_door(&rooms[room1], UPWARD, &row1, &col1);
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put_door(&rooms[room2], DOWN, &row2, &col2);
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dir = UPWARD;
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} else if (same_col(room1, room2) &&
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(rooms[room2].top_row > rooms[room1].bottom_row)) {
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put_door(&rooms[room1], DOWN, &row1, &col1);
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put_door(&rooms[room2], UPWARD, &row2, &col2);
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dir = DOWN;
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} else {
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return(0);
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}
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do {
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draw_simple_passage(row1, col1, row2, col2, dir);
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} while (rand_percent(4));
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rooms[room1].doors[dir/2].oth_room = room2;
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rooms[room1].doors[dir/2].oth_row = row2;
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rooms[room1].doors[dir/2].oth_col = col2;
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rooms[room2].doors[(((dir+4)%DIRS)/2)].oth_room = room1;
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rooms[room2].doors[(((dir+4)%DIRS)/2)].oth_row = row1;
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rooms[room2].doors[(((dir+4)%DIRS)/2)].oth_col = col1;
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return(1);
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}
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clear_level()
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{
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short i, j;
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for (i = 0; i < MAXROOMS; i++) {
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rooms[i].is_room = R_NOTHING;
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for (j = 0; j < 4; j++) {
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rooms[i].doors[j].oth_room = NO_ROOM;
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}
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}
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for (i = 0; i < MAX_TRAPS; i++) {
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traps[i].trap_type = NO_TRAP;
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}
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for (i = 0; i < DROWS; i++) {
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for (j = 0; j < DCOLS; j++) {
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dungeon[i][j] = NOTHING;
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}
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}
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detect_monster = see_invisible = 0;
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being_held = bear_trap = 0;
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party_room = NO_ROOM;
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rogue.row = rogue.col = -1;
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clear();
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}
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put_door(rm, dir, row, col)
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room *rm;
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short dir;
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short *row, *col;
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{
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short wall_width;
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wall_width = (rm->is_room & R_MAZE) ? 0 : 1;
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switch(dir) {
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case UPWARD:
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case DOWN:
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*row = ((dir == UPWARD) ? rm->top_row : rm->bottom_row);
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do {
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*col = get_rand(rm->left_col+wall_width,
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rm->right_col-wall_width);
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} while (!(dungeon[*row][*col] & (HORWALL | TUNNEL)));
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break;
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case RIGHT:
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case LEFT:
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*col = (dir == LEFT) ? rm->left_col : rm->right_col;
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do {
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*row = get_rand(rm->top_row+wall_width,
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rm->bottom_row-wall_width);
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} while (!(dungeon[*row][*col] & (VERTWALL | TUNNEL)));
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break;
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}
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if (rm->is_room & R_ROOM) {
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dungeon[*row][*col] = DOOR;
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}
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if ((cur_level > 2) && rand_percent(HIDE_PERCENT)) {
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dungeon[*row][*col] |= HIDDEN;
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}
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rm->doors[dir/2].door_row = *row;
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rm->doors[dir/2].door_col = *col;
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}
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draw_simple_passage(row1, col1, row2, col2, dir)
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short row1, col1, row2, col2, dir;
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{
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short i, middle, t;
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if ((dir == LEFT) || (dir == RIGHT)) {
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if (col1 > col2) {
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swap(row1, row2);
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swap(col1, col2);
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}
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middle = get_rand(col1+1, col2-1);
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for (i = col1+1; i != middle; i++) {
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dungeon[row1][i] = TUNNEL;
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}
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for (i = row1; i != row2; i += (row1 > row2) ? -1 : 1) {
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dungeon[i][middle] = TUNNEL;
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}
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for (i = middle; i != col2; i++) {
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dungeon[row2][i] = TUNNEL;
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}
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} else {
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if (row1 > row2) {
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swap(row1, row2);
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swap(col1, col2);
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}
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middle = get_rand(row1+1, row2-1);
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for (i = row1+1; i != middle; i++) {
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dungeon[i][col1] = TUNNEL;
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}
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for (i = col1; i != col2; i += (col1 > col2) ? -1 : 1) {
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dungeon[middle][i] = TUNNEL;
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}
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for (i = middle; i != row2; i++) {
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dungeon[i][col2] = TUNNEL;
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}
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}
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if (rand_percent(HIDE_PERCENT)) {
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hide_boxed_passage(row1, col1, row2, col2, 1);
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}
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}
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same_row(room1, room2)
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{
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return((room1 / 3) == (room2 / 3));
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}
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same_col(room1, room2)
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{
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return((room1 % 3) == (room2 % 3));
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}
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|
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add_mazes()
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{
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short i, j;
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short start;
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short maze_percent;
|
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|
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if (cur_level > 1) {
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start = get_rand(0, (MAXROOMS-1));
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maze_percent = (cur_level * 5) / 4;
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if (cur_level > 15) {
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maze_percent += cur_level;
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}
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for (i = 0; i < MAXROOMS; i++) {
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j = ((start + i) % MAXROOMS);
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if (rooms[j].is_room & R_NOTHING) {
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if (rand_percent(maze_percent)) {
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rooms[j].is_room = R_MAZE;
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make_maze(get_rand(rooms[j].top_row+1, rooms[j].bottom_row-1),
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get_rand(rooms[j].left_col+1, rooms[j].right_col-1),
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rooms[j].top_row, rooms[j].bottom_row,
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rooms[j].left_col, rooms[j].right_col);
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hide_boxed_passage(rooms[j].top_row, rooms[j].left_col,
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rooms[j].bottom_row, rooms[j].right_col,
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get_rand(0, 2));
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}
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}
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}
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}
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}
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fill_out_level()
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{
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short i, rn;
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|
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mix_random_rooms();
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r_de = NO_ROOM;
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for (i = 0; i < MAXROOMS; i++) {
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rn = random_rooms[i];
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if ((rooms[rn].is_room & R_NOTHING) ||
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((rooms[rn].is_room & R_CROSS) && coin_toss())) {
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fill_it(rn, 1);
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|
}
|
|
}
|
|
if (r_de != NO_ROOM) {
|
|
fill_it(r_de, 0);
|
|
}
|
|
}
|
|
|
|
fill_it(rn, do_rec_de)
|
|
int rn;
|
|
boolean do_rec_de;
|
|
{
|
|
short i, tunnel_dir, door_dir, drow, dcol;
|
|
short target_room, rooms_found = 0;
|
|
short srow, scol, t;
|
|
static short offsets[4] = {-1, 1, 3, -3};
|
|
boolean did_this = 0;
|
|
|
|
for (i = 0; i < 10; i++) {
|
|
srow = get_rand(0, 3);
|
|
scol = get_rand(0, 3);
|
|
t = offsets[srow];
|
|
offsets[srow] = offsets[scol];
|
|
offsets[scol] = t;
|
|
}
|
|
for (i = 0; i < 4; i++) {
|
|
|
|
target_room = rn + offsets[i];
|
|
|
|
if (((target_room < 0) || (target_room >= MAXROOMS)) ||
|
|
(!(same_row(rn,target_room) || same_col(rn,target_room))) ||
|
|
(!(rooms[target_room].is_room & (R_ROOM | R_MAZE)))) {
|
|
continue;
|
|
}
|
|
if (same_row(rn, target_room)) {
|
|
tunnel_dir = (rooms[rn].left_col < rooms[target_room].left_col) ?
|
|
RIGHT : LEFT;
|
|
} else {
|
|
tunnel_dir = (rooms[rn].top_row < rooms[target_room].top_row) ?
|
|
DOWN : UPWARD;
|
|
}
|
|
door_dir = ((tunnel_dir + 4) % DIRS);
|
|
if (rooms[target_room].doors[door_dir/2].oth_room != NO_ROOM) {
|
|
continue;
|
|
}
|
|
if (((!do_rec_de) || did_this) ||
|
|
(!mask_room(rn, &srow, &scol, TUNNEL))) {
|
|
srow = (rooms[rn].top_row + rooms[rn].bottom_row) / 2;
|
|
scol = (rooms[rn].left_col + rooms[rn].right_col) / 2;
|
|
}
|
|
put_door(&rooms[target_room], door_dir, &drow, &dcol);
|
|
rooms_found++;
|
|
draw_simple_passage(srow, scol, drow, dcol, tunnel_dir);
|
|
rooms[rn].is_room = R_DEADEND;
|
|
dungeon[srow][scol] = TUNNEL;
|
|
|
|
if ((i < 3) && (!did_this)) {
|
|
did_this = 1;
|
|
if (coin_toss()) {
|
|
continue;
|
|
}
|
|
}
|
|
if ((rooms_found < 2) && do_rec_de) {
|
|
recursive_deadend(rn, offsets, srow, scol);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
recursive_deadend(rn, offsets, srow, scol)
|
|
short rn;
|
|
short *offsets;
|
|
short srow, scol;
|
|
{
|
|
short i, de;
|
|
short drow, dcol, tunnel_dir;
|
|
|
|
rooms[rn].is_room = R_DEADEND;
|
|
dungeon[srow][scol] = TUNNEL;
|
|
|
|
for (i = 0; i < 4; i++) {
|
|
de = rn + offsets[i];
|
|
if (((de < 0) || (de >= MAXROOMS)) ||
|
|
(!(same_row(rn, de) || same_col(rn, de)))) {
|
|
continue;
|
|
}
|
|
if (!(rooms[de].is_room & R_NOTHING)) {
|
|
continue;
|
|
}
|
|
drow = (rooms[de].top_row + rooms[de].bottom_row) / 2;
|
|
dcol = (rooms[de].left_col + rooms[de].right_col) / 2;
|
|
if (same_row(rn, de)) {
|
|
tunnel_dir = (rooms[rn].left_col < rooms[de].left_col) ?
|
|
RIGHT : LEFT;
|
|
} else {
|
|
tunnel_dir = (rooms[rn].top_row < rooms[de].top_row) ?
|
|
DOWN : UPWARD;
|
|
}
|
|
draw_simple_passage(srow, scol, drow, dcol, tunnel_dir);
|
|
r_de = de;
|
|
recursive_deadend(de, offsets, drow, dcol);
|
|
}
|
|
}
|
|
|
|
boolean
|
|
mask_room(rn, row, col, mask)
|
|
short rn;
|
|
short *row, *col;
|
|
unsigned short mask;
|
|
{
|
|
short i, j;
|
|
|
|
for (i = rooms[rn].top_row; i <= rooms[rn].bottom_row; i++) {
|
|
for (j = rooms[rn].left_col; j <= rooms[rn].right_col; j++) {
|
|
if (dungeon[i][j] & mask) {
|
|
*row = i;
|
|
*col = j;
|
|
return(1);
|
|
}
|
|
}
|
|
}
|
|
return(0);
|
|
}
|
|
|
|
make_maze(r, c, tr, br, lc, rc)
|
|
short r, c, tr, br, lc, rc;
|
|
{
|
|
char dirs[4];
|
|
short i, t;
|
|
|
|
dirs[0] = UPWARD;
|
|
dirs[1] = DOWN;
|
|
dirs[2] = LEFT;
|
|
dirs[3] = RIGHT;
|
|
|
|
dungeon[r][c] = TUNNEL;
|
|
|
|
if (rand_percent(20)) {
|
|
for (i = 0; i < 10; i++) {
|
|
short t1, t2;
|
|
|
|
t1 = get_rand(0, 3);
|
|
t2 = get_rand(0, 3);
|
|
|
|
swap(dirs[t1], dirs[t2]);
|
|
}
|
|
}
|
|
for (i = 0; i < 4; i++) {
|
|
switch(dirs[i]) {
|
|
case UPWARD:
|
|
if (((r-1) >= tr) &&
|
|
(dungeon[r-1][c] != TUNNEL) &&
|
|
(dungeon[r-1][c-1] != TUNNEL) &&
|
|
(dungeon[r-1][c+1] != TUNNEL) &&
|
|
(dungeon[r-2][c] != TUNNEL)) {
|
|
make_maze((r-1), c, tr, br, lc, rc);
|
|
}
|
|
break;
|
|
case DOWN:
|
|
if (((r+1) <= br) &&
|
|
(dungeon[r+1][c] != TUNNEL) &&
|
|
(dungeon[r+1][c-1] != TUNNEL) &&
|
|
(dungeon[r+1][c+1] != TUNNEL) &&
|
|
(dungeon[r+2][c] != TUNNEL)) {
|
|
make_maze((r+1), c, tr, br, lc, rc);
|
|
}
|
|
break;
|
|
case LEFT:
|
|
if (((c-1) >= lc) &&
|
|
(dungeon[r][c-1] != TUNNEL) &&
|
|
(dungeon[r-1][c-1] != TUNNEL) &&
|
|
(dungeon[r+1][c-1] != TUNNEL) &&
|
|
(dungeon[r][c-2] != TUNNEL)) {
|
|
make_maze(r, (c-1), tr, br, lc, rc);
|
|
}
|
|
break;
|
|
case RIGHT:
|
|
if (((c+1) <= rc) &&
|
|
(dungeon[r][c+1] != TUNNEL) &&
|
|
(dungeon[r-1][c+1] != TUNNEL) &&
|
|
(dungeon[r+1][c+1] != TUNNEL) &&
|
|
(dungeon[r][c+2] != TUNNEL)) {
|
|
make_maze(r, (c+1), tr, br, lc, rc);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
hide_boxed_passage(row1, col1, row2, col2, n)
|
|
short row1, col1, row2, col2, n;
|
|
{
|
|
short i, j, t;
|
|
short row, col, row_cut, col_cut;
|
|
short h, w;
|
|
|
|
if (cur_level > 2) {
|
|
if (row1 > row2) {
|
|
swap(row1, row2);
|
|
}
|
|
if (col1 > col2) {
|
|
swap(col1, col2);
|
|
}
|
|
h = row2 - row1;
|
|
w = col2 - col1;
|
|
|
|
if ((w >= 5) || (h >= 5)) {
|
|
row_cut = ((h >= 2) ? 1 : 0);
|
|
col_cut = ((w >= 2) ? 1 : 0);
|
|
|
|
for (i = 0; i < n; i++) {
|
|
for (j = 0; j < 10; j++) {
|
|
row = get_rand(row1 + row_cut, row2 - row_cut);
|
|
col = get_rand(col1 + col_cut, col2 - col_cut);
|
|
if (dungeon[row][col] == TUNNEL) {
|
|
dungeon[row][col] |= HIDDEN;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
put_player(nr)
|
|
short nr; /* try not to put in this room */
|
|
{
|
|
short rn = nr, misses;
|
|
short row, col;
|
|
|
|
for (misses = 0; ((misses < 2) && (rn == nr)); misses++) {
|
|
gr_row_col(&row, &col, (FLOOR | TUNNEL | OBJECT | STAIRS));
|
|
rn = get_room_number(row, col);
|
|
}
|
|
rogue.row = row;
|
|
rogue.col = col;
|
|
|
|
if (dungeon[rogue.row][rogue.col] & TUNNEL) {
|
|
cur_room = PASSAGE;
|
|
} else {
|
|
cur_room = rn;
|
|
}
|
|
if (cur_room != PASSAGE) {
|
|
light_up_room(cur_room);
|
|
} else {
|
|
light_passage(rogue.row, rogue.col);
|
|
}
|
|
rn = get_room_number(rogue.row, rogue.col);
|
|
wake_room(rn, 1, rogue.row, rogue.col);
|
|
if (new_level_message) {
|
|
message(new_level_message, 0);
|
|
new_level_message = 0;
|
|
}
|
|
mvaddch(rogue.row, rogue.col, rogue.fchar);
|
|
}
|
|
|
|
drop_check()
|
|
{
|
|
if (wizard) {
|
|
return(1);
|
|
}
|
|
if (dungeon[rogue.row][rogue.col] & STAIRS) {
|
|
if (levitate) {
|
|
message("you're floating in the air!", 0);
|
|
return(0);
|
|
}
|
|
return(1);
|
|
}
|
|
message("I see no way down", 0);
|
|
return(0);
|
|
}
|
|
|
|
check_up()
|
|
{
|
|
if (!wizard) {
|
|
if (!(dungeon[rogue.row][rogue.col] & STAIRS)) {
|
|
message("I see no way up", 0);
|
|
return(0);
|
|
}
|
|
if (!has_amulet()) {
|
|
message("your way is magically blocked", 0);
|
|
return(0);
|
|
}
|
|
}
|
|
new_level_message = "you feel a wrenching sensation in your gut";
|
|
if (cur_level == 1) {
|
|
win();
|
|
} else {
|
|
cur_level -= 2;
|
|
return(1);
|
|
}
|
|
return(0);
|
|
}
|
|
|
|
add_exp(e, promotion)
|
|
int e;
|
|
boolean promotion;
|
|
{
|
|
char mbuf[40];
|
|
short new_exp;
|
|
short i, hp;
|
|
|
|
rogue.exp_points += e;
|
|
|
|
if (rogue.exp_points >= level_points[rogue.exp-1]) {
|
|
new_exp = get_exp_level(rogue.exp_points);
|
|
if (rogue.exp_points > MAX_EXP) {
|
|
rogue.exp_points = MAX_EXP + 1;
|
|
}
|
|
for (i = rogue.exp+1; i <= new_exp; i++) {
|
|
sprintf(mbuf, "welcome to level %d", i);
|
|
message(mbuf, 0);
|
|
if (promotion) {
|
|
hp = hp_raise();
|
|
rogue.hp_current += hp;
|
|
rogue.hp_max += hp;
|
|
}
|
|
rogue.exp = i;
|
|
print_stats(STAT_HP | STAT_EXP);
|
|
}
|
|
} else {
|
|
print_stats(STAT_EXP);
|
|
}
|
|
}
|
|
|
|
get_exp_level(e)
|
|
long e;
|
|
{
|
|
short i;
|
|
|
|
for (i = 0; i < (MAX_EXP_LEVEL - 1); i++) {
|
|
if (level_points[i] > e) {
|
|
break;
|
|
}
|
|
}
|
|
return(i+1);
|
|
}
|
|
|
|
hp_raise()
|
|
{
|
|
int hp;
|
|
|
|
hp = (wizard ? 10 : get_rand(3, 10));
|
|
return(hp);
|
|
}
|
|
|
|
show_average_hp()
|
|
{
|
|
char mbuf[80];
|
|
float real_average;
|
|
float effective_average;
|
|
|
|
if (rogue.exp == 1) {
|
|
real_average = effective_average = 0.00;
|
|
} else {
|
|
real_average = (float)
|
|
((rogue.hp_max - extra_hp - INIT_HP) + less_hp) / (rogue.exp - 1);
|
|
effective_average = (float) (rogue.hp_max - INIT_HP) / (rogue.exp - 1);
|
|
|
|
}
|
|
sprintf(mbuf, "R-Hp: %.2f, E-Hp: %.2f (!: %d, V: %d)", real_average,
|
|
effective_average, extra_hp, less_hp);
|
|
message(mbuf, 0);
|
|
}
|
|
|
|
mix_random_rooms()
|
|
{
|
|
short i, t;
|
|
short x, y;
|
|
|
|
for (i = 0; i < (3 * MAXROOMS); i++) {
|
|
do {
|
|
x = get_rand(0, (MAXROOMS-1));
|
|
y = get_rand(0, (MAXROOMS-1));
|
|
} while (x == y);
|
|
swap(random_rooms[x], random_rooms[y]);
|
|
}
|
|
}
|