From 057afceb86e030ad65b0130436860d9a18066186 Mon Sep 17 00:00:00 2001 From: jkh Date: Sun, 4 Sep 1994 04:03:31 +0000 Subject: Bring in the 4.4 Lite games directory, modulo man page changes and segregation 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 --- games/rogue/level.c | 881 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 881 insertions(+) create mode 100644 games/rogue/level.c (limited to 'games/rogue/level.c') diff --git a/games/rogue/level.c b/games/rogue/level.c new file mode 100644 index 0000000..1e95f6d --- /dev/null +++ b/games/rogue/level.c @@ -0,0 +1,881 @@ +/* + * Copyright (c) 1988, 1993 + * The Regents of the University of California. All rights reserved. + * + * This code is derived from software contributed to Berkeley by + * Timothy C. Stoehr. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * 1. Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * 2. Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * 3. All advertising materials mentioning features or use of this software + * must display the following acknowledgement: + * This product includes software developed by the University of + * California, Berkeley and its contributors. + * 4. Neither the name of the University nor the names of its contributors + * may be used to endorse or promote products derived from this software + * without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND + * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE + * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL + * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS + * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) + * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT + * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY + * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF + * SUCH DAMAGE. + */ + +#ifndef lint +static char sccsid[] = "@(#)level.c 8.1 (Berkeley) 5/31/93"; +#endif /* not lint */ + +/* + * level.c + * + * This source herein may be modified and/or distributed by anybody who + * so desires, with the following restrictions: + * 1.) No portion of this notice shall be removed. + * 2.) Credit shall not be taken for the creation of this source. + * 3.) This code is not to be traded, sold, or used for personal + * gain or profit. + * + */ + +#include "rogue.h" + +#define swap(x,y) {t = x; x = y; y = t;} + +short cur_level = 0; +short max_level = 1; +short cur_room; +char *new_level_message = 0; +short party_room = NO_ROOM; +short r_de; + +long level_points[MAX_EXP_LEVEL] = { + 10L, + 20L, + 40L, + 80L, + 160L, + 320L, + 640L, + 1300L, + 2600L, + 5200L, + 10000L, + 20000L, + 40000L, + 80000L, + 160000L, + 320000L, + 1000000L, + 3333333L, + 6666666L, + MAX_EXP, + 99900000L +}; + +short random_rooms[MAXROOMS] = {3, 7, 5, 2, 0, 6, 1, 4, 8}; + +extern boolean being_held, wizard, detect_monster; +extern boolean see_invisible; +extern short bear_trap, levitate, extra_hp, less_hp, cur_room; + +make_level() +{ + short i, j; + short must_1, must_2, must_3; + boolean big_room; + + if (cur_level < LAST_DUNGEON) { + cur_level++; + } + if (cur_level > max_level) { + max_level = cur_level; + } + must_1 = get_rand(0, 5); + + switch(must_1) { + case 0: + must_1 = 0; + must_2 = 1; + must_3 = 2; + break; + case 1: + must_1 = 3; + must_2 = 4; + must_3 = 5; + break; + case 2: + must_1 = 6; + must_2 = 7; + must_3 = 8; + break; + case 3: + must_1 = 0; + must_2 = 3; + must_3 = 6; + break; + case 4: + must_1 = 1; + must_2 = 4; + must_3 = 7; + break; + case 5: + must_1 = 2; + must_2 = 5; + must_3 = 8; + break; + } + if (rand_percent(8)) { + party_room = 0; + } + big_room = ((party_room != NO_ROOM) && rand_percent(1)); + if (big_room) { + make_room(BIG_ROOM, 0, 0, 0); + } else { + for (i = 0; i < MAXROOMS; i++) { + make_room(i, must_1, must_2, must_3); + } + } + if (!big_room) { + add_mazes(); + + mix_random_rooms(); + + for (j = 0; j < MAXROOMS; j++) { + + i = random_rooms[j]; + + if (i < (MAXROOMS-1)) { + (void) connect_rooms(i, i+1); + } + if (i < (MAXROOMS-3)) { + (void) connect_rooms(i, i+3); + } + if (i < (MAXROOMS-2)) { + if (rooms[i+1].is_room & R_NOTHING) { + if (connect_rooms(i, i+2)) { + rooms[i+1].is_room = R_CROSS; + } + } + } + if (i < (MAXROOMS-6)) { + if (rooms[i+3].is_room & R_NOTHING) { + if (connect_rooms(i, i+6)) { + rooms[i+3].is_room = R_CROSS; + } + } + } + if (is_all_connected()) { + break; + } + } + fill_out_level(); + } + if (!has_amulet() && (cur_level >= AMULET_LEVEL)) { + put_amulet(); + } +} + +make_room(rn, r1, r2, r3) +short rn, r1, r2, r3; +{ + short left_col, right_col, top_row, bottom_row; + short width, height; + short row_offset, col_offset; + short i, j, ch; + + switch(rn) { + case 0: + left_col = 0; + right_col = COL1-1; + top_row = MIN_ROW; + bottom_row = ROW1-1; + break; + case 1: + left_col = COL1+1; + right_col = COL2-1; + top_row = MIN_ROW; + bottom_row = ROW1-1; + break; + case 2: + left_col = COL2+1; + right_col = DCOLS-1; + top_row = MIN_ROW; + bottom_row = ROW1-1; + break; + case 3: + left_col = 0; + right_col = COL1-1; + top_row = ROW1+1; + bottom_row = ROW2-1; + break; + case 4: + left_col = COL1+1; + right_col = COL2-1; + top_row = ROW1+1; + bottom_row = ROW2-1; + break; + case 5: + left_col = COL2+1; + right_col = DCOLS-1; + top_row = ROW1+1; + bottom_row = ROW2-1; + break; + case 6: + left_col = 0; + right_col = COL1-1; + top_row = ROW2+1; + bottom_row = DROWS - 2; + break; + case 7: + left_col = COL1+1; + right_col = COL2-1; + top_row = ROW2+1; + bottom_row = DROWS - 2; + break; + case 8: + left_col = COL2+1; + right_col = DCOLS-1; + top_row = ROW2+1; + bottom_row = DROWS - 2; + break; + case BIG_ROOM: + top_row = get_rand(MIN_ROW, MIN_ROW+5); + bottom_row = get_rand(DROWS-7, DROWS-2); + left_col = get_rand(0, 10);; + right_col = get_rand(DCOLS-11, DCOLS-1); + rn = 0; + goto B; + } + height = get_rand(4, (bottom_row - top_row + 1)); + width = get_rand(7, (right_col - left_col - 2)); + + row_offset = get_rand(0, ((bottom_row - top_row) - height + 1)); + col_offset = get_rand(0, ((right_col - left_col) - width + 1)); + + top_row += row_offset; + bottom_row = top_row + height - 1; + + left_col += col_offset; + right_col = left_col + width - 1; + + if ((rn != r1) && (rn != r2) && (rn != r3) && rand_percent(40)) { + goto END; + } +B: + rooms[rn].is_room = R_ROOM; + + for (i = top_row; i <= bottom_row; i++) { + for (j = left_col; j <= right_col; j++) { + if ((i == top_row) || (i == bottom_row)) { + ch = HORWALL; + } else if ( ((i != top_row) && (i != bottom_row)) && + ((j == left_col) || (j == right_col))) { + ch = VERTWALL; + } else { + ch = FLOOR; + } + dungeon[i][j] = ch; + } + } +END: + rooms[rn].top_row = top_row; + rooms[rn].bottom_row = bottom_row; + rooms[rn].left_col = left_col; + rooms[rn].right_col = right_col; +} + +connect_rooms(room1, room2) +short room1, room2; +{ + short row1, col1, row2, col2, dir; + + if ((!(rooms[room1].is_room & (R_ROOM | R_MAZE))) || + (!(rooms[room2].is_room & (R_ROOM | R_MAZE)))) { + return(0); + } + if (same_row(room1, room2) && + (rooms[room1].left_col > rooms[room2].right_col)) { + put_door(&rooms[room1], LEFT, &row1, &col1); + put_door(&rooms[room2], RIGHT, &row2, &col2); + dir = LEFT; + } else if (same_row(room1, room2) && + (rooms[room2].left_col > rooms[room1].right_col)) { + put_door(&rooms[room1], RIGHT, &row1, &col1); + put_door(&rooms[room2], LEFT, &row2, &col2); + dir = RIGHT; + } else if (same_col(room1, room2) && + (rooms[room1].top_row > rooms[room2].bottom_row)) { + put_door(&rooms[room1], UPWARD, &row1, &col1); + put_door(&rooms[room2], DOWN, &row2, &col2); + dir = UPWARD; + } else if (same_col(room1, room2) && + (rooms[room2].top_row > rooms[room1].bottom_row)) { + put_door(&rooms[room1], DOWN, &row1, &col1); + put_door(&rooms[room2], UPWARD, &row2, &col2); + dir = DOWN; + } else { + return(0); + } + + do { + draw_simple_passage(row1, col1, row2, col2, dir); + } while (rand_percent(4)); + + rooms[room1].doors[dir/2].oth_room = room2; + rooms[room1].doors[dir/2].oth_row = row2; + rooms[room1].doors[dir/2].oth_col = col2; + + rooms[room2].doors[(((dir+4)%DIRS)/2)].oth_room = room1; + rooms[room2].doors[(((dir+4)%DIRS)/2)].oth_row = row1; + rooms[room2].doors[(((dir+4)%DIRS)/2)].oth_col = col1; + return(1); +} + +clear_level() +{ + short i, j; + + for (i = 0; i < MAXROOMS; i++) { + rooms[i].is_room = R_NOTHING; + for (j = 0; j < 4; j++) { + rooms[i].doors[j].oth_room = NO_ROOM; + } + } + + for (i = 0; i < MAX_TRAPS; i++) { + traps[i].trap_type = NO_TRAP; + } + for (i = 0; i < DROWS; i++) { + for (j = 0; j < DCOLS; j++) { + dungeon[i][j] = NOTHING; + } + } + detect_monster = see_invisible = 0; + being_held = bear_trap = 0; + party_room = NO_ROOM; + rogue.row = rogue.col = -1; + clear(); +} + +put_door(rm, dir, row, col) +room *rm; +short dir; +short *row, *col; +{ + short wall_width; + + wall_width = (rm->is_room & R_MAZE) ? 0 : 1; + + switch(dir) { + case UPWARD: + case DOWN: + *row = ((dir == UPWARD) ? rm->top_row : rm->bottom_row); + do { + *col = get_rand(rm->left_col+wall_width, + rm->right_col-wall_width); + } while (!(dungeon[*row][*col] & (HORWALL | TUNNEL))); + break; + case RIGHT: + case LEFT: + *col = (dir == LEFT) ? rm->left_col : rm->right_col; + do { + *row = get_rand(rm->top_row+wall_width, + rm->bottom_row-wall_width); + } while (!(dungeon[*row][*col] & (VERTWALL | TUNNEL))); + break; + } + if (rm->is_room & R_ROOM) { + dungeon[*row][*col] = DOOR; + } + if ((cur_level > 2) && rand_percent(HIDE_PERCENT)) { + dungeon[*row][*col] |= HIDDEN; + } + rm->doors[dir/2].door_row = *row; + rm->doors[dir/2].door_col = *col; +} + +draw_simple_passage(row1, col1, row2, col2, dir) +short row1, col1, row2, col2, dir; +{ + short i, middle, t; + + if ((dir == LEFT) || (dir == RIGHT)) { + if (col1 > col2) { + swap(row1, row2); + swap(col1, col2); + } + middle = get_rand(col1+1, col2-1); + for (i = col1+1; i != middle; i++) { + dungeon[row1][i] = TUNNEL; + } + for (i = row1; i != row2; i += (row1 > row2) ? -1 : 1) { + dungeon[i][middle] = TUNNEL; + } + for (i = middle; i != col2; i++) { + dungeon[row2][i] = TUNNEL; + } + } else { + if (row1 > row2) { + swap(row1, row2); + swap(col1, col2); + } + middle = get_rand(row1+1, row2-1); + for (i = row1+1; i != middle; i++) { + dungeon[i][col1] = TUNNEL; + } + for (i = col1; i != col2; i += (col1 > col2) ? -1 : 1) { + dungeon[middle][i] = TUNNEL; + } + for (i = middle; i != row2; i++) { + dungeon[i][col2] = TUNNEL; + } + } + if (rand_percent(HIDE_PERCENT)) { + hide_boxed_passage(row1, col1, row2, col2, 1); + } +} + +same_row(room1, room2) +{ + return((room1 / 3) == (room2 / 3)); +} + +same_col(room1, room2) +{ + return((room1 % 3) == (room2 % 3)); +} + +add_mazes() +{ + short i, j; + short start; + short maze_percent; + + if (cur_level > 1) { + start = get_rand(0, (MAXROOMS-1)); + maze_percent = (cur_level * 5) / 4; + + if (cur_level > 15) { + maze_percent += cur_level; + } + for (i = 0; i < MAXROOMS; i++) { + j = ((start + i) % MAXROOMS); + if (rooms[j].is_room & R_NOTHING) { + if (rand_percent(maze_percent)) { + rooms[j].is_room = R_MAZE; + make_maze(get_rand(rooms[j].top_row+1, rooms[j].bottom_row-1), + get_rand(rooms[j].left_col+1, rooms[j].right_col-1), + rooms[j].top_row, rooms[j].bottom_row, + rooms[j].left_col, rooms[j].right_col); + hide_boxed_passage(rooms[j].top_row, rooms[j].left_col, + rooms[j].bottom_row, rooms[j].right_col, + get_rand(0, 2)); + } + } + } + } +} + +fill_out_level() +{ + short i, rn; + + mix_random_rooms(); + + r_de = NO_ROOM; + + for (i = 0; i < MAXROOMS; i++) { + rn = random_rooms[i]; + if ((rooms[rn].is_room & R_NOTHING) || + ((rooms[rn].is_room & R_CROSS) && coin_toss())) { + fill_it(rn, 1); + } + } + 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]); + } +} -- cgit v1.1