freebsd-skq/games/rogue/level.c
Jordan K. Hubbard 554eb505f8 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
1994-09-04 04:03:31 +00:00

882 lines
19 KiB
C

/*
* 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]);
}
}