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Source:NetHack 3.3.0/mklev.c

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Below is the full text to mklev.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/mklev.c#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

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1.    /*	SCCS Id: @(#)mklev.c	3.3	99/04/22	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #include "hack.h"
6.    /* #define DEBUG */	/* uncomment to enable code debugging */
7.    
8.    #ifdef DEBUG
9.    # ifdef WIZARD
10.   #define debugpline	if (wizard) pline
11.   # else
12.   #define debugpline	pline
13.   # endif
14.   #endif
15.   
16.   /* for UNIX, Rand #def'd to (long)lrand48() or (long)random() */
17.   /* croom->lx etc are schar (width <= int), so % arith ensures that */
18.   /* conversion of result to int is reasonable */
19.   
20.   
21.   STATIC_DCL void FDECL(mkfount,(int,struct mkroom *));
22.   #ifdef SINKS
23.   STATIC_DCL void FDECL(mksink,(struct mkroom *));
24.   #endif
25.   STATIC_DCL void FDECL(mkaltar,(struct mkroom *));
26.   STATIC_DCL void FDECL(mkgrave,(struct mkroom *));
27.   STATIC_DCL void NDECL(makevtele);
28.   STATIC_DCL void NDECL(clear_level_structures);
29.   STATIC_DCL void NDECL(makelevel);
30.   STATIC_DCL void NDECL(mineralize);
31.   STATIC_DCL boolean FDECL(bydoor,(XCHAR_P,XCHAR_P));
32.   STATIC_DCL struct mkroom *FDECL(find_branch_room, (coord *));
33.   STATIC_DCL struct mkroom *FDECL(pos_to_room, (XCHAR_P, XCHAR_P));
34.   STATIC_DCL boolean FDECL(place_niche,(struct mkroom *,int*,int*,int*));
35.   STATIC_DCL void FDECL(makeniche,(int));
36.   STATIC_DCL void NDECL(make_niches);
37.   STATIC_PTR int FDECL(do_comp,(const genericptr,const genericptr));
38.   STATIC_DCL void FDECL(dosdoor,(XCHAR_P,XCHAR_P,struct mkroom *,int));
39.   STATIC_DCL void FDECL(join,(int,int,BOOLEAN_P));
40.   STATIC_DCL void FDECL(do_room_or_subroom, (struct mkroom *,int,int,int,int,
41.   				       BOOLEAN_P,SCHAR_P,BOOLEAN_P,BOOLEAN_P));
42.   STATIC_DCL void NDECL(makerooms);
43.   STATIC_DCL void FDECL(finddpos,(coord *,XCHAR_P,XCHAR_P,XCHAR_P,XCHAR_P));
44.   STATIC_DCL void FDECL(mkinvpos, (XCHAR_P,XCHAR_P,int));
45.   STATIC_DCL void FDECL(mk_knox_portal, (XCHAR_P,XCHAR_P));
46.   
47.   #define create_vault()	create_room(-1, -1, 2, 2, -1, -1, VAULT, TRUE)
48.   #define init_vault()	vault_x = -1
49.   #define do_vault()	(vault_x != -1)
50.   static xchar		vault_x, vault_y;
51.   boolean goldseen;
52.   static boolean made_branch;	/* used only during level creation */
53.   
54.   /* Args must be (const genericptr) so that qsort will always be happy. */
55.   
56.   STATIC_PTR int
57.   do_comp(vx,vy)
58.   const genericptr vx;
59.   const genericptr vy;
60.   {
61.   #ifdef LINT
62.   /* lint complains about possible pointer alignment problems, but we know
63.      that vx and vy are always properly aligned. Hence, the following
64.      bogus definition:
65.   */
66.   	return (vx == vy) ? 0 : -1;
67.   #else
68.   	register const struct mkroom *x, *y;
69.   
70.   	x = (const struct mkroom *)vx;
71.   	y = (const struct mkroom *)vy;
72.   	if(x->lx < y->lx) return(-1);
73.   	return(x->lx > y->lx);
74.   #endif /* LINT */
75.   }
76.   
77.   STATIC_OVL void
78.   finddpos(cc, xl,yl,xh,yh)
79.   coord *cc;
80.   xchar xl,yl,xh,yh;
81.   {
82.   	register xchar x, y;
83.   
84.   	x = (xl == xh) ? xl : (xl + rn2(xh-xl+1));
85.   	y = (yl == yh) ? yl : (yl + rn2(yh-yl+1));
86.   	if(okdoor(x, y))
87.   		goto gotit;
88.   
89.   	for(x = xl; x <= xh; x++) for(y = yl; y <= yh; y++)
90.   		if(okdoor(x, y))
91.   			goto gotit;
92.   
93.   	for(x = xl; x <= xh; x++) for(y = yl; y <= yh; y++)
94.   		if(IS_DOOR(levl[x][y].typ) || levl[x][y].typ == SDOOR)
95.   			goto gotit;
96.   	/* cannot find something reasonable -- strange */
97.   	x = xl;
98.   	y = yh;
99.   gotit:
100.  	cc->x = x;
101.  	cc->y = y;
102.  	return;
103.  }
104.  
105.  void
106.  sort_rooms()
107.  {
108.  #if defined(SYSV) || defined(DGUX)
109.  	qsort((genericptr_t) rooms, (unsigned)nroom, sizeof(struct mkroom), do_comp);
110.  #else
111.  	qsort((genericptr_t) rooms, nroom, sizeof(struct mkroom), do_comp);
112.  #endif
113.  }
114.  
115.  STATIC_OVL void
116.  do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit, rtype, special, is_room)
117.      register struct mkroom *croom;
118.      int lowx, lowy;
119.      register int hix, hiy;
120.      boolean lit;
121.      schar rtype;
122.      boolean special;
123.      boolean is_room;
124.  {
125.  	register int x, y;
126.  	struct rm *lev;
127.  
128.  	/* locations might bump level edges in wall-less rooms */
129.  	/* add/subtract 1 to allow for edge locations */
130.  	if(!lowx) lowx++;
131.  	if(!lowy) lowy++;
132.  	if(hix >= COLNO-1) hix = COLNO-2;
133.  	if(hiy >= ROWNO-1) hiy = ROWNO-2;
134.  
135.  	if(lit) {
136.  		for(x = lowx-1; x <= hix+1; x++) {
137.  			lev = &levl[x][max(lowy-1,0)];
138.  			for(y = lowy-1; y <= hiy+1; y++)
139.  				lev++->lit = 1;
140.  		}
141.  		croom->rlit = 1;
142.  	} else
143.  		croom->rlit = 0;
144.  
145.  	croom->lx = lowx;
146.  	croom->hx = hix;
147.  	croom->ly = lowy;
148.  	croom->hy = hiy;
149.  	croom->rtype = rtype;
150.  	croom->doorct = 0;
151.  	/* if we're not making a vault, doorindex will still be 0
152.  	 * if we are, we'll have problems adding niches to the previous room
153.  	 * unless fdoor is at least doorindex
154.  	 */
155.  	croom->fdoor = doorindex;
156.  	croom->irregular = FALSE;
157.  
158.  	croom->nsubrooms = 0;
159.  	croom->sbrooms[0] = (struct mkroom *) 0;
160.  	if (!special) {
161.  	    for(x = lowx-1; x <= hix+1; x++)
162.  		for(y = lowy-1; y <= hiy+1; y += (hiy-lowy+2)) {
163.  		    levl[x][y].typ = HWALL;
164.  		    levl[x][y].horizontal = 1;	/* For open/secret doors. */
165.  		}
166.  	    for(x = lowx-1; x <= hix+1; x += (hix-lowx+2))
167.  		for(y = lowy; y <= hiy; y++) {
168.  		    levl[x][y].typ = VWALL;
169.  		    levl[x][y].horizontal = 0;	/* For open/secret doors. */
170.  		}
171.  	    for(x = lowx; x <= hix; x++) {
172.  		lev = &levl[x][lowy];
173.  		for(y = lowy; y <= hiy; y++)
174.  		    lev++->typ = ROOM;
175.  	    }
176.  	    if (is_room) {
177.  		levl[lowx-1][lowy-1].typ = TLCORNER;
178.  		levl[hix+1][lowy-1].typ = TRCORNER;
179.  		levl[lowx-1][hiy+1].typ = BLCORNER;
180.  		levl[hix+1][hiy+1].typ = BRCORNER;
181.  	    } else {	/* a subroom */
182.  		wallification(lowx-1, lowy-1, hix+1, hiy+1);
183.  	    }
184.  	}
185.  }
186.  
187.  
188.  void
189.  add_room(lowx, lowy, hix, hiy, lit, rtype, special)
190.  register int lowx, lowy, hix, hiy;
191.  boolean lit;
192.  schar rtype;
193.  boolean special;
194.  {
195.  	register struct mkroom *croom;
196.  
197.  	croom = &rooms[nroom];
198.  	do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit,
199.  					    rtype, special, (boolean) TRUE);
200.  	croom++;
201.  	croom->hx = -1;
202.  	nroom++;
203.  }
204.  
205.  void
206.  add_subroom(proom, lowx, lowy, hix, hiy, lit, rtype, special)
207.  struct mkroom *proom;
208.  register int lowx, lowy, hix, hiy;
209.  boolean lit;
210.  schar rtype;
211.  boolean special;
212.  {
213.  	register struct mkroom *croom;
214.  
215.  	croom = &subrooms[nsubroom];
216.  	do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit,
217.  					    rtype, special, (boolean) FALSE);
218.  	proom->sbrooms[proom->nsubrooms++] = croom;
219.  	croom++;
220.  	croom->hx = -1;
221.  	nsubroom++;
222.  }
223.  
224.  STATIC_OVL void
225.  makerooms()
226.  {
227.  	boolean tried_vault = FALSE;
228.  
229.  	/* make rooms until satisfied */
230.  	/* rnd_rect() will returns 0 if no more rects are available... */
231.  	while(nroom < MAXNROFROOMS && rnd_rect()) {
232.  		if(nroom >= (MAXNROFROOMS/6) && rn2(2) && !tried_vault) {
233.  			tried_vault = TRUE;
234.  			if (create_vault()) {
235.  				vault_x = rooms[nroom].lx;
236.  				vault_y = rooms[nroom].ly;
237.  				rooms[nroom].hx = -1;
238.  			}
239.  		} else
240.  		    if (!create_room(-1, -1, -1, -1, -1, -1, OROOM, -1))
241.  			return;
242.  	}
243.  	return;
244.  }
245.  
246.  STATIC_OVL void
247.  join(a,b,nxcor)
248.  register int a, b;
249.  boolean nxcor;
250.  {
251.  	coord cc,tt, org, dest;
252.  	register xchar tx, ty, xx, yy;
253.  	register struct mkroom *croom, *troom;
254.  	register int dx, dy;
255.  
256.  	croom = &rooms[a];
257.  	troom = &rooms[b];
258.  
259.  	/* find positions cc and tt for doors in croom and troom
260.  	   and direction for a corridor between them */
261.  
262.  	if(troom->hx < 0 || croom->hx < 0 || doorindex >= DOORMAX) return;
263.  	if(troom->lx > croom->hx) {
264.  		dx = 1;
265.  		dy = 0;
266.  		xx = croom->hx+1;
267.  		tx = troom->lx-1;
268.  		finddpos(&cc, xx, croom->ly, xx, croom->hy);
269.  		finddpos(&tt, tx, troom->ly, tx, troom->hy);
270.  	} else if(troom->hy < croom->ly) {
271.  		dy = -1;
272.  		dx = 0;
273.  		yy = croom->ly-1;
274.  		finddpos(&cc, croom->lx, yy, croom->hx, yy);
275.  		ty = troom->hy+1;
276.  		finddpos(&tt, troom->lx, ty, troom->hx, ty);
277.  	} else if(troom->hx < croom->lx) {
278.  		dx = -1;
279.  		dy = 0;
280.  		xx = croom->lx-1;
281.  		tx = troom->hx+1;
282.  		finddpos(&cc, xx, croom->ly, xx, croom->hy);
283.  		finddpos(&tt, tx, troom->ly, tx, troom->hy);
284.  	} else {
285.  		dy = 1;
286.  		dx = 0;
287.  		yy = croom->hy+1;
288.  		ty = troom->ly-1;
289.  		finddpos(&cc, croom->lx, yy, croom->hx, yy);
290.  		finddpos(&tt, troom->lx, ty, troom->hx, ty);
291.  	}
292.  	xx = cc.x;
293.  	yy = cc.y;
294.  	tx = tt.x - dx;
295.  	ty = tt.y - dy;
296.  	if(nxcor && levl[xx+dx][yy+dy].typ)
297.  		return;
298.  	if (okdoor(xx,yy) || !nxcor)
299.  	    dodoor(xx,yy,croom);
300.  
301.  	org.x  = xx+dx; org.y  = yy+dy;
302.  	dest.x = tx; dest.y = ty;
303.  
304.  	if (!dig_corridor(&org, &dest, nxcor,
305.  			level.flags.arboreal ? ROOM : CORR, STONE))
306.  	    return;
307.  
308.  	/* we succeeded in digging the corridor */
309.  	if (okdoor(tt.x, tt.y) || !nxcor)
310.  	    dodoor(tt.x, tt.y, troom);
311.  
312.  	if(smeq[a] < smeq[b])
313.  		smeq[b] = smeq[a];
314.  	else
315.  		smeq[a] = smeq[b];
316.  }
317.  
318.  void
319.  makecorridors()
320.  {
321.  	int a, b, i;
322.  	boolean any = TRUE;
323.  
324.  	for(a = 0; a < nroom-1; a++) {
325.  		join(a, a+1, FALSE);
326.  		if(!rn2(50)) break; /* allow some randomness */
327.  	}
328.  	for(a = 0; a < nroom-2; a++)
329.  	    if(smeq[a] != smeq[a+2])
330.  		join(a, a+2, FALSE);
331.  	for(a = 0; any && a < nroom; a++) {
332.  	    any = FALSE;
333.  	    for(b = 0; b < nroom; b++)
334.  		if(smeq[a] != smeq[b]) {
335.  		    join(a, b, FALSE);
336.  		    any = TRUE;
337.  		}
338.  	}
339.  	if(nroom > 2)
340.  	    for(i = rn2(nroom) + 4; i; i--) {
341.  		a = rn2(nroom);
342.  		b = rn2(nroom-2);
343.  		if(b >= a) b += 2;
344.  		join(a, b, TRUE);
345.  	    }
346.  }
347.  
348.  void
349.  add_door(x,y,aroom)
350.  register int x, y;
351.  register struct mkroom *aroom;
352.  {
353.  	register struct mkroom *broom;
354.  	register int tmp;
355.  
356.  	aroom->doorct++;
357.  	broom = aroom+1;
358.  	if(broom->hx < 0)
359.  		tmp = doorindex;
360.  	else
361.  		for(tmp = doorindex; tmp > broom->fdoor; tmp--)
362.  			doors[tmp] = doors[tmp-1];
363.  	doorindex++;
364.  	doors[tmp].x = x;
365.  	doors[tmp].y = y;
366.  	for( ; broom->hx >= 0; broom++) broom->fdoor++;
367.  }
368.  
369.  STATIC_OVL void
370.  dosdoor(x,y,aroom,type)
371.  register xchar x, y;
372.  register struct mkroom *aroom;
373.  register int type;
374.  {
375.  	boolean shdoor = ((*in_rooms(x, y, SHOPBASE))? TRUE : FALSE);
376.  
377.  	if(!IS_WALL(levl[x][y].typ)) /* avoid SDOORs on already made doors */
378.  		type = DOOR;
379.  	levl[x][y].typ = type;
380.  	if(type == DOOR) {
381.  	    if(!rn2(3)) {      /* is it a locked door, closed, or a doorway? */
382.  		if(!rn2(5))
383.  		    levl[x][y].doormask = D_ISOPEN;
384.  		else if(!rn2(6))
385.  		    levl[x][y].doormask = D_LOCKED;
386.  		else
387.  		    levl[x][y].doormask = D_CLOSED;
388.  
389.  		if (levl[x][y].doormask != D_ISOPEN && !shdoor &&
390.  		    level_difficulty() >= 5 && !rn2(25))
391.  		    levl[x][y].doormask |= D_TRAPPED;
392.  	    } else
393.  #ifdef STUPID
394.  		if (shdoor)
395.  			levl[x][y].doormask = D_ISOPEN;
396.  		else
397.  			levl[x][y].doormask = D_NODOOR;
398.  #else
399.  		levl[x][y].doormask = (shdoor ? D_ISOPEN : D_NODOOR);
400.  #endif
401.  	    if(levl[x][y].doormask & D_TRAPPED) {
402.  		struct monst *mtmp;
403.  
404.  		if (level_difficulty() >= 9 && !rn2(5) &&
405.  		   !((mvitals[PM_SMALL_MIMIC].mvflags & G_GONE) &&
406.  		     (mvitals[PM_LARGE_MIMIC].mvflags & G_GONE) &&
407.  		     (mvitals[PM_GIANT_MIMIC].mvflags & G_GONE))) {
408.  		    /* make a mimic instead */
409.  		    levl[x][y].doormask = D_NODOOR;
410.  		    mtmp = makemon(mkclass(S_MIMIC,0), x, y, NO_MM_FLAGS);
411.  		    if (mtmp)
412.  			set_mimic_sym(mtmp);
413.  		}
414.  	    }
415.  	    /* newsym(x,y); */
416.  	} else { /* SDOOR */
417.  		if(shdoor || !rn2(5))	levl[x][y].doormask = D_LOCKED;
418.  		else			levl[x][y].doormask = D_CLOSED;
419.  
420.  		if(!shdoor && level_difficulty() >= 4 && !rn2(20))
421.  		    levl[x][y].doormask |= D_TRAPPED;
422.  	}
423.  
424.  	add_door(x,y,aroom);
425.  }
426.  
427.  STATIC_OVL boolean
428.  place_niche(aroom,dy,xx,yy)
429.  register struct mkroom *aroom;
430.  int *dy, *xx, *yy;
431.  {
432.  	coord dd;
433.  
434.  	if(rn2(2)) {
435.  	    *dy = 1;
436.  	    finddpos(&dd, aroom->lx, aroom->hy+1, aroom->hx, aroom->hy+1);
437.  	} else {
438.  	    *dy = -1;
439.  	    finddpos(&dd, aroom->lx, aroom->ly-1, aroom->hx, aroom->ly-1);
440.  	}
441.  	*xx = dd.x;
442.  	*yy = dd.y;
443.  	return((boolean)((isok(*xx,*yy+*dy) && levl[*xx][*yy+*dy].typ == STONE)
444.  	    && (isok(*xx,*yy-*dy) && !IS_POOL(levl[*xx][*yy-*dy].typ)
445.  				  && !IS_FURNITURE(levl[*xx][*yy-*dy].typ))));
446.  }
447.  
448.  /* there should be one of these per trap, in the same order as trap.h */
449.  static NEARDATA const char *trap_engravings[TRAPNUM] = {
450.  			(char *)0, (char *)0, (char *)0, (char *)0, (char *)0,
451.  			(char *)0, (char *)0, (char *)0, (char *)0, (char *)0,
452.  			(char *)0, (char *)0, (char *)0, (char *)0,
453.  			/* 14..16: trapdoor, teleport, level-teleport */
454.  			"Vlad was here", "ad aerarium", "ad aerarium",
455.  			(char *)0, (char *)0, (char *)0, (char *)0, (char *)0,
456.  			(char *)0,
457.  };
458.  
459.  STATIC_OVL void
460.  makeniche(trap_type)
461.  int trap_type;
462.  {
463.  	register struct mkroom *aroom;
464.  	register struct rm *rm;
465.  	register int vct = 8;
466.  	int dy, xx, yy;
467.  	register struct trap *ttmp;
468.  
469.  	if(doorindex < DOORMAX)
470.  	  while(vct--) {
471.  	    aroom = &rooms[rn2(nroom)];
472.  	    if(aroom->rtype != OROOM) continue;	/* not an ordinary room */
473.  	    if(aroom->doorct == 1 && rn2(5)) continue;
474.  	    if(!place_niche(aroom,&dy,&xx,&yy)) continue;
475.  
476.  	    rm = &levl[xx][yy+dy];
477.  	    if(trap_type || !rn2(4)) {
478.  
479.  		rm->typ = SCORR;
480.  		if(trap_type) {
481.  		    if((trap_type == HOLE || trap_type == TRAPDOOR)
482.  			&& !Can_fall_thru(&u.uz))
483.  			trap_type = ROCKTRAP;
484.  		    ttmp = maketrap(xx, yy+dy, trap_type);
485.  		    if (ttmp) {
486.  			ttmp->once = 1;
487.  			if (trap_engravings[trap_type]) {
488.  			    make_engr_at(xx, yy-dy,
489.  				     trap_engravings[trap_type], 0L, DUST);
490.  			    wipe_engr_at(xx, yy-dy, 5); /* age it a little */
491.  			}
492.  		    }
493.  		}
494.  		dosdoor(xx, yy, aroom, SDOOR);
495.  	    } else {
496.  		rm->typ = CORR;
497.  		if(rn2(7))
498.  		    dosdoor(xx, yy, aroom, rn2(5) ? SDOOR : DOOR);
499.  		else {
500.  		    if (!level.flags.noteleport)
501.  			(void) mksobj_at(SCR_TELEPORTATION, xx, yy+dy, TRUE);
502.  		    if(!rn2(3)) (void) mkobj_at(0, xx, yy+dy, TRUE);
503.  		}
504.  	    }
505.  	    return;
506.  	}
507.  }
508.  
509.  STATIC_OVL void
510.  make_niches()
511.  {
512.  	register int ct = rnd((nroom>>1) + 1), dep = depth(&u.uz);
513.  
514.  	boolean	ltptr = (!level.flags.noteleport && dep > 15),
515.  		vamp = (dep > 5 && dep < 25);
516.  
517.  	while(ct--) {
518.  		if (ltptr && !rn2(6)) {
519.  			ltptr = FALSE;
520.  			makeniche(LEVEL_TELEP);
521.  		} else if (vamp && !rn2(6)) {
522.  			vamp = FALSE;
523.  			makeniche(TRAPDOOR);
524.  		} else	makeniche(NO_TRAP);
525.  	}
526.  }
527.  
528.  STATIC_OVL void
529.  makevtele()
530.  {
531.  	makeniche(TELEP_TRAP);
532.  }
533.  
534.  /* clear out various globals that keep information on the current level.
535.   * some of this is only necessary for some types of levels (maze, normal,
536.   * special) but it's easier to put it all in one place than make sure
537.   * each type initializes what it needs to separately.
538.   */
539.  STATIC_OVL void
540.  clear_level_structures()
541.  {
542.  	static struct rm zerorm = { cmap_to_glyph(S_stone),
543.  						0, 0, 0, 0, 0, 0, 0, 0 };
544.  	register int x,y;
545.  	register struct rm *lev;
546.  
547.  	for(x=0; x<COLNO; x++) {
548.  	    lev = &levl[x][0];
549.  	    for(y=0; y<ROWNO; y++) {
550.  		*lev++ = zerorm;
551.  #ifdef MICROPORT_BUG
552.  		level.objects[x][y] = (struct obj *)0;
553.  		level.monsters[x][y] = (struct monst *)0;
554.  #endif
555.  	    }
556.  	}
557.  #ifndef MICROPORT_BUG
558.  	(void) memset((genericptr_t)level.objects, 0, sizeof(level.objects));
559.  	(void) memset((genericptr_t)level.monsters, 0, sizeof(level.monsters));
560.  #endif
561.  	level.objlist = (struct obj *)0;
562.  	level.buriedobjlist = (struct obj *)0;
563.  	level.monlist = (struct monst *)0;
564.  	level.damagelist = (struct damage *)0;
565.  
566.  	level.flags.nfountains = 0;
567.  	level.flags.nsinks = 0;
568.  	level.flags.has_shop = 0;
569.  	level.flags.has_vault = 0;
570.  	level.flags.has_zoo = 0;
571.  	level.flags.has_court = 0;
572.  	level.flags.has_morgue = level.flags.graveyard = 0;
573.  	level.flags.has_beehive = 0;
574.  	level.flags.has_barracks = 0;
575.  	level.flags.has_temple = 0;
576.  	level.flags.has_swamp = 0;
577.  	level.flags.noteleport = 0;
578.  	level.flags.hardfloor = 0;
579.  	level.flags.nommap = 0;
580.  	level.flags.hero_memory = 1;
581.  	level.flags.shortsighted = 0;
582.  	level.flags.arboreal = 0;
583.  	level.flags.is_maze_lev = 0;
584.  	level.flags.is_cavernous_lev = 0;
585.  
586.  	nroom = 0;
587.  	rooms[0].hx = -1;
588.  	nsubroom = 0;
589.  	subrooms[0].hx = -1;
590.  	doorindex = 0;
591.  	init_rect();
592.  	init_vault();
593.  	xdnstair = ydnstair = xupstair = yupstair = 0;
594.  	sstairs.sx = sstairs.sy = 0;
595.  	xdnladder = ydnladder = xupladder = yupladder = 0;
596.  	made_branch = FALSE;
597.  	clear_regions();
598.  }
599.  
600.  STATIC_OVL void
601.  makelevel()
602.  {
603.  	register struct mkroom *croom, *troom;
604.  	register int tryct;
605.  	register int x, y;
606.  	struct monst *tmonst;	/* always put a web with a spider */
607.  	branch *branchp;
608.  	int room_threshold;
609.  
610.  	if(wiz1_level.dlevel == 0) init_dungeons();
611.  	oinit();	/* assign level dependent obj probabilities */
612.  	clear_level_structures();
613.  
614.  	{
615.  	    register s_level *slev = Is_special(&u.uz);
616.  
617.  	    /* check for special levels */
618.  #ifdef REINCARNATION
619.  	    if (slev && !Is_rogue_level(&u.uz))
620.  #else
621.  	    if (slev)
622.  #endif
623.  	    {
624.  		    makemaz(slev->proto);
625.  		    return;
626.  	    } else if (dungeons[u.uz.dnum].proto[0]) {
627.  		    makemaz("");
628.  		    return;
629.  	    } else if (In_mines(&u.uz)) {
630.  		    makemaz("minefill");
631.  		    return;
632.  	    } else if (In_quest(&u.uz)) {
633.  		    char	fillname[9];
634.  		    s_level	*loc_lev;
635.  
636.  		    Sprintf(fillname, "%s-loca", urole.filecode);
637.  		    loc_lev = find_level(fillname);
638.  
639.  		    Sprintf(fillname, "%s-fil", urole.filecode);
640.  		    Strcat(fillname,
641.  			   (u.uz.dlevel < loc_lev->dlevel.dlevel) ? "a" : "b");
642.  		    makemaz(fillname);
643.  		    return;
644.  	    } else if(In_hell(&u.uz) ||
645.  		  (rn2(5) && u.uz.dnum == medusa_level.dnum
646.  			  && depth(&u.uz) > depth(&medusa_level))) {
647.  		    makemaz("");
648.  		    return;
649.  	    }
650.  	}
651.  
652.  	/* otherwise, fall through - it's a "regular" level. */
653.  
654.  #ifdef REINCARNATION
655.  	if (Is_rogue_level(&u.uz)) {
656.  		makeroguerooms();
657.  		makerogueghost();
658.  	} else
659.  #endif
660.  		makerooms();
661.  	sort_rooms();
662.  
663.  	/* construct stairs (up and down in different rooms if possible) */
664.  	croom = &rooms[rn2(nroom)];
665.  	if (!Is_botlevel(&u.uz))
666.  	     mkstairs(somex(croom), somey(croom), 0, croom);	/* down */
667.  	if (nroom > 1) {
668.  	    troom = croom;
669.  	    croom = &rooms[rn2(nroom-1)];
670.  	    if (croom == troom) croom++;
671.  	}
672.  
673.  	if (u.uz.dlevel != 1) {
674.  	    xchar sx, sy;
675.  	    do {
676.  		sx = somex(croom);
677.  		sy = somey(croom);
678.  	    } while(occupied(sx, sy));
679.  	    mkstairs(sx, sy, 1, croom);	/* up */
680.  	}
681.  
682.  	branchp = Is_branchlev(&u.uz);	/* possible dungeon branch */
683.  	room_threshold = branchp ? 4 : 3; /* minimum number of rooms needed
684.  					     to allow a random special room */
685.  #ifdef REINCARNATION
686.  	if (Is_rogue_level(&u.uz)) goto skip0;
687.  #endif
688.  	makecorridors();
689.  	make_niches();
690.  
691.  	/* make a secret treasure vault, not connected to the rest */
692.  	if(do_vault()) {
693.  		xchar w,h;
694.  #ifdef DEBUG
695.  		debugpline("trying to make a vault...");
696.  #endif
697.  		w = 1;
698.  		h = 1;
699.  		if (check_room(&vault_x, &w, &vault_y, &h, TRUE)) {
700.  		    fill_vault:
701.  			add_room(vault_x, vault_y, vault_x+w,
702.  				 vault_y+h, TRUE, VAULT, FALSE);
703.  			level.flags.has_vault = 1;
704.  			++room_threshold;
705.  			fill_room(&rooms[nroom - 1], FALSE);
706.  			mk_knox_portal(vault_x+w, vault_y+h);
707.  			if(!level.flags.noteleport && !rn2(3)) makevtele();
708.  		} else if(rnd_rect() && create_vault()) {
709.  			vault_x = rooms[nroom].lx;
710.  			vault_y = rooms[nroom].ly;
711.  			if (check_room(&vault_x, &w, &vault_y, &h, TRUE))
712.  				goto fill_vault;
713.  			else
714.  				rooms[nroom].hx = -1;
715.  		}
716.  	}
717.  
718.      {
719.  	register int u_depth = depth(&u.uz);
720.  
721.  #ifdef WIZARD
722.  	if(wizard && getenv("SHOPTYPE")) mkroom(SHOPBASE); else
723.  #endif
724.  	if (u_depth > 1 &&
725.  	    u_depth < depth(&medusa_level) &&
726.  	    nroom >= room_threshold &&
727.  	    rn2(u_depth) < 3) mkroom(SHOPBASE);
728.  	else if (u_depth > 4 && !rn2(6)) mkroom(COURT);
729.  	else if (u_depth > 5 && !rn2(8) &&
730.  	   !(mvitals[PM_LEPRECHAUN].mvflags & G_GONE)) mkroom(LEPREHALL);
731.  	else if (u_depth > 6 && !rn2(7)) mkroom(ZOO);
732.  	else if (u_depth > 8 && !rn2(5)) mkroom(TEMPLE);
733.  	else if (u_depth > 9 && !rn2(5) &&
734.  	   !(mvitals[PM_KILLER_BEE].mvflags & G_GONE)) mkroom(BEEHIVE);
735.  	else if (u_depth > 11 && !rn2(6)) mkroom(MORGUE);
736.  	else if (u_depth > 12 && !rn2(8)) mkroom(ANTHOLE);
737.  	else if (u_depth > 14 && !rn2(4) &&
738.  	   !(mvitals[PM_SOLDIER].mvflags & G_GONE)) mkroom(BARRACKS);
739.  	else if (u_depth > 15 && !rn2(6)) mkroom(SWAMP);
740.  	else if (u_depth > 16 && !rn2(8) &&
741.  	   !(mvitals[PM_COCKATRICE].mvflags & G_GONE)) mkroom(COCKNEST);
742.      }
743.  
744.  #ifdef REINCARNATION
745.  skip0:
746.  #endif
747.  	/* Place multi-dungeon branch. */
748.  	place_branch(branchp, 0, 0);
749.  
750.  	/* for each room: put things inside */
751.  	for(croom = rooms; croom->hx > 0; croom++) {
752.  		if(croom->rtype != OROOM) continue;
753.  
754.  		/* put a sleeping monster inside */
755.  		/* Note: monster may be on the stairs. This cannot be
756.  		   avoided: maybe the player fell through a trap door
757.  		   while a monster was on the stairs. Conclusion:
758.  		   we have to check for monsters on the stairs anyway. */
759.  
760.  		if(u.uhave.amulet || !rn2(3)) {
761.  		    x = somex(croom); y = somey(croom);
762.  		    tmonst = makemon((struct permonst *) 0, x,y,NO_MM_FLAGS);
763.  		    if (tmonst && tmonst->data == &mons[PM_GIANT_SPIDER] &&
764.  			!is_pool(x,y))
765.  			(void) maketrap (x,y,WEB);
766.  		}
767.  		/* put traps and mimics inside */
768.  		goldseen = FALSE;
769.  		x = 8 - (level_difficulty()/6);
770.  		if (x <= 1) x = 2;
771.  		while (!rn2(x))
772.  		    mktrap(0,0,croom,(coord*)0);
773.  		if (!goldseen && !rn2(3))
774.  		    (void) mkgold(0L, somex(croom), somey(croom));
775.  #ifdef REINCARNATION
776.  		if(Is_rogue_level(&u.uz)) goto skip_nonrogue;
777.  #endif
778.  		if(!rn2(10)) mkfount(0,croom);
779.  #ifdef SINKS
780.  		if(!rn2(60)) mksink(croom);
781.  #endif
782.  		if(!rn2(60)) mkaltar(croom);
783.  		x = 80 - (depth(&u.uz) * 2);
784.  		if (x < 2) x = 2;
785.  		if(!rn2(x)) mkgrave(croom);
786.  
787.  		/* put statues inside */
788.  		if(!rn2(20))
789.  		    (void) mkcorpstat(STATUE, (struct monst *)0,
790.  				      (struct permonst *)0,
791.  				      somex(croom), somey(croom), TRUE);
792.  		/* put box/chest inside;
793.  		 *  40% chance for at least 1 box, regardless of number
794.  		 *  of rooms; about 5 - 7.5% for 2 boxes, least likely
795.  		 *  when few rooms; chance for 3 or more is neglible.
796.  		 */
797.  		if(!rn2(nroom * 5 / 2))
798.  		    (void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST,
799.  				     somex(croom), somey(croom), TRUE);
800.  
801.  		/* maybe make some graffiti */
802.  		if(!rn2(27 + 3 * abs(depth(&u.uz)))) {
803.  		    char buf[BUFSZ];
804.  		    const char *mesg = random_engraving(buf);
805.  		    if (mesg) {
806.  			do {
807.  			    x = somex(croom);  y = somey(croom);
808.  			} while(levl[x][y].typ != ROOM && !rn2(40));
809.  			if (!(IS_POOL(levl[x][y].typ) ||
810.  			      IS_FURNITURE(levl[x][y].typ)))
811.  			    make_engr_at(x, y, mesg, 0L, MARK);
812.  		    }
813.  		}
814.  
815.  #ifdef REINCARNATION
816.  	skip_nonrogue:
817.  #endif
818.  		if(!rn2(3)) {
819.  		    (void) mkobj_at(0, somex(croom), somey(croom), TRUE);
820.  		    tryct = 0;
821.  		    while(!rn2(5)) {
822.  			if(++tryct > 100) {
823.  			    impossible("tryct overflow4");
824.  			    break;
825.  			}
826.  			(void) mkobj_at(0, somex(croom), somey(croom), TRUE);
827.  		    }
828.  		}
829.  	}
830.  }
831.  
832.  /*
833.   *	Place deposits of minerals (gold and misc gems) in the stone
834.   *	surrounding the rooms on the map.
835.   *	Also place kelp in water.
836.   */
837.  STATIC_OVL void
838.  mineralize()
839.  {
840.  	s_level *sp;
841.  	struct obj *otmp;
842.  	int goldprob, gemprob, x, y, cnt;
843.  
844.  
845.  	/* Place kelp, except on the plane of water */
846.  	if (In_endgame(&u.uz)) return;
847.  	for (x = 2; x < (COLNO - 2); x++)
848.  	    for (y = 1; y < (ROWNO - 1); y++)
849.  	    	if ((levl[x][y].typ == POOL || levl[x][y].typ == MOAT) && !rn2(3))
850.  	    	    (void)mksobj_at(KELP_FROND, x, y, TRUE);
851.  
852.  	/* determine if it is even allowed;
853.  	   almost all special levels are excluded */
854.  	if (In_hell(&u.uz) || In_V_tower(&u.uz) ||
855.  #ifdef REINCARNATION
856.  		Is_rogue_level(&u.uz) ||
857.  #endif
858.  		level.flags.arboreal ||
859.  		((sp = Is_special(&u.uz)) != 0 && !Is_oracle_level(&u.uz)
860.  					&& (!In_mines(&u.uz) || sp->flags.town)
861.  	    )) return;
862.  
863.  	/* basic level-related probabilities */
864.  	goldprob = 20 + depth(&u.uz) / 3;
865.  	gemprob = goldprob / 4;
866.  
867.  	/* mines have ***MORE*** goodies - otherwise why mine? */
868.  	if (In_mines(&u.uz)) {
869.  	    goldprob *= 2;
870.  	    gemprob *= 3;
871.  	} else if (In_quest(&u.uz)) {
872.  	    goldprob /= 4;
873.  	    gemprob /= 6;
874.  	}
875.  
876.  	/*
877.  	 * Seed rock areas with gold and/or gems.
878.  	 * We use fairly low level object handling to avoid unnecessary
879.  	 * overhead from placing things in the floor chain prior to burial.
880.  	 */
881.  	for (x = 2; x < (COLNO - 2); x++)
882.  	  for (y = 1; y < (ROWNO - 1); y++)
883.  	    if (levl[x][y+1].typ != STONE) {	 /* <x,y> spot not eligible */
884.  		y += 2;		/* next two spots aren't eligible either */
885.  	    } else if (levl[x][y].typ != STONE) { /* this spot not eligible */
886.  		y += 1;		/* next spot isn't eligible either */
887.  	    } else if (!(levl[x][y].wall_info & W_NONDIGGABLE) &&
888.  		  levl[x][y-1].typ   == STONE &&
889.  		  levl[x+1][y-1].typ == STONE && levl[x-1][y-1].typ == STONE &&
890.  		  levl[x+1][y].typ   == STONE && levl[x-1][y].typ   == STONE &&
891.  		  levl[x+1][y+1].typ == STONE && levl[x-1][y+1].typ == STONE) {
892.  		if (rn2(1000) < goldprob) {
893.  		    if ((otmp = mksobj(GOLD_PIECE, FALSE, FALSE)) != 0) {
894.  			otmp->ox = x,  otmp->oy = y;
895.  			otmp->quan = 1L + rnd(goldprob * 3);
896.  			otmp->owt = weight(otmp);
897.  			if (!rn2(3)) add_to_buried(otmp);
898.  			else place_object(otmp, x, y);
899.  		    }
900.  		}
901.  		if (rn2(1000) < gemprob) {
902.  		    for (cnt = rnd(2 + dunlev(&u.uz) / 3); cnt > 0; cnt--)
903.  			if ((otmp = mkobj(GEM_CLASS, FALSE)) != 0) {
904.  			    if (otmp->otyp == ROCK) {
905.  				dealloc_obj(otmp);	/* discard it */
906.  			    } else {
907.  				otmp->ox = x,  otmp->oy = y;
908.  				if (!rn2(3)) add_to_buried(otmp);
909.  				else place_object(otmp, x, y);
910.  			    }
911.  		    }
912.  		}
913.  	    }
914.  }
915.  
916.  void
917.  mklev()
918.  {
919.  	struct mkroom *croom;
920.  
921.  	if(getbones()) return;
922.  	in_mklev = TRUE;
923.  	makelevel();
924.  	bound_digging();
925.  	mineralize();
926.  	in_mklev = FALSE;
927.  	/* has_morgue gets cleared once morgue is entered; graveyard stays
928.  	   set (graveyard might already be set even when has_morgue is clear
929.  	   [see fixup_special()], so don't update it unconditionally) */
930.  	if (level.flags.has_morgue)
931.  	    level.flags.graveyard = 1;
932.  	if (!level.flags.is_maze_lev) {
933.  	    for (croom = &rooms[0]; croom != &rooms[nroom]; croom++)
934.  #ifdef SPECIALIZATION
935.  		topologize(croom, FALSE);
936.  #else
937.  		topologize(croom);
938.  #endif
939.  	}
940.  	set_wall_state();
941.  }
942.  
943.  void
944.  #ifdef SPECIALIZATION
945.  topologize(croom, do_ordinary)
946.  register struct mkroom *croom;
947.  boolean do_ordinary;
948.  #else
949.  topologize(croom)
950.  register struct mkroom *croom;
951.  #endif
952.  {
953.  	register int x, y, roomno = (croom - rooms) + ROOMOFFSET;
954.  	register int lowx = croom->lx, lowy = croom->ly;
955.  	register int hix = croom->hx, hiy = croom->hy;
956.  #ifdef SPECIALIZATION
957.  	register schar rtype = croom->rtype;
958.  #endif
959.  	register int subindex, nsubrooms = croom->nsubrooms;
960.  
961.  	/* skip the room if already done; i.e. a shop handled out of order */
962.  	/* also skip if this is non-rectangular (it _must_ be done already) */
963.  	if ((int) levl[lowx][lowy].roomno == roomno || croom->irregular)
964.  	    return;
965.  #ifdef SPECIALIZATION
966.  # ifdef REINCARNATION
967.  	if (Is_rogue_level(&u.uz))
968.  	    do_ordinary = TRUE;		/* vision routine helper */
969.  # endif
970.  	if ((rtype != OROOM) || do_ordinary)
971.  #endif
972.  	{
973.  	    /* do innards first */
974.  	    for(x = lowx; x <= hix; x++)
975.  		for(y = lowy; y <= hiy; y++)
976.  #ifdef SPECIALIZATION
977.  		    if (rtype == OROOM)
978.  			levl[x][y].roomno = NO_ROOM;
979.  		    else
980.  #endif
981.  			levl[x][y].roomno = roomno;
982.  	    /* top and bottom edges */
983.  	    for(x = lowx-1; x <= hix+1; x++)
984.  		for(y = lowy-1; y <= hiy+1; y += (hiy-lowy+2)) {
985.  		    levl[x][y].edge = 1;
986.  		    if (levl[x][y].roomno)
987.  			levl[x][y].roomno = SHARED;
988.  		    else
989.  			levl[x][y].roomno = roomno;
990.  		}
991.  	    /* sides */
992.  	    for(x = lowx-1; x <= hix+1; x += (hix-lowx+2))
993.  		for(y = lowy; y <= hiy; y++) {
994.  		    levl[x][y].edge = 1;
995.  		    if (levl[x][y].roomno)
996.  			levl[x][y].roomno = SHARED;
997.  		    else
998.  			levl[x][y].roomno = roomno;
999.  		}
1000. 	}
1001. 	/* subrooms */
1002. 	for (subindex = 0; subindex < nsubrooms; subindex++)
1003. #ifdef SPECIALIZATION
1004. 		topologize(croom->sbrooms[subindex], (rtype != OROOM));
1005. #else
1006. 		topologize(croom->sbrooms[subindex]);
1007. #endif
1008. }
1009. 
1010. /* Find an unused room for a branch location. */
1011. STATIC_OVL struct mkroom *
1012. find_branch_room(mp)
1013.     coord *mp;
1014. {
1015.     struct mkroom *croom = 0;
1016. 
1017.     if (nroom == 0) {
1018. 	mazexy(mp);		/* already verifies location */
1019.     } else {
1020. 	/* not perfect - there may be only one stairway */
1021. 	if(nroom > 2) {
1022. 	    int tryct = 0;
1023. 
1024. 	    do
1025. 		croom = &rooms[rn2(nroom)];
1026. 	    while((croom == dnstairs_room || croom == upstairs_room ||
1027. 		  croom->rtype != OROOM) && (++tryct < 100));
1028. 	} else
1029. 	    croom = &rooms[rn2(nroom)];
1030. 
1031. 	do {
1032. 	    if (!somexy(croom, mp))
1033. 		impossible("Can't place branch!");
1034. 	} while(occupied(mp->x, mp->y) ||
1035. 	    (levl[mp->x][mp->y].typ != CORR && levl[mp->x][mp->y].typ != ROOM));
1036.     }
1037.     return croom;
1038. }
1039. 
1040. /* Find the room for (x,y).  Return null if not in a room. */
1041. STATIC_OVL struct mkroom *
1042. pos_to_room(x, y)
1043.     xchar x, y;
1044. {
1045.     int i;
1046.     struct mkroom *curr;
1047. 
1048.     for (curr = rooms, i = 0; i < nroom; curr++, i++)
1049. 	if (inside_room(curr, x, y)) return curr;;
1050.     return (struct mkroom *) 0;
1051. }
1052. 
1053. 
1054. /* If given a branch, randomly place a special stair or portal. */
1055. void
1056. place_branch(br, x, y)
1057. branch *br;	/* branch to place */
1058. xchar x, y;	/* location */
1059. {
1060. 	coord	      m;
1061. 	d_level	      *dest;
1062. 	boolean	      make_stairs;
1063. 	struct mkroom *br_room;
1064. 
1065. 	/*
1066. 	 * Return immediately if there is no branch to make or we have
1067. 	 * already made one.  This routine can be called twice when
1068. 	 * a special level is loaded that specifies an SSTAIR location
1069. 	 * as a favored spot for a branch.
1070. 	 */
1071. 	if (!br || made_branch) return;
1072. 
1073. 	if (!x) {	/* find random coordinates for branch */
1074. 	    br_room = find_branch_room(&m);
1075. 	    x = m.x;
1076. 	    y = m.y;
1077. 	} else {
1078. 	    br_room = pos_to_room(x, y);
1079. 	}
1080. 
1081. 	if (on_level(&br->end1, &u.uz)) {
1082. 	    /* we're on end1 */
1083. 	    make_stairs = br->type != BR_NO_END1;
1084. 	    dest = &br->end2;
1085. 	} else {
1086. 	    /* we're on end2 */
1087. 	    make_stairs = br->type != BR_NO_END2;
1088. 	    dest = &br->end1;
1089. 	}
1090. 
1091. 	if (br->type == BR_PORTAL) {
1092. 	    mkportal(x, y, dest->dnum, dest->dlevel);
1093. 	} else if (make_stairs) {
1094. 	    sstairs.sx = x;
1095. 	    sstairs.sy = y;
1096. 	    sstairs.up = (char) on_level(&br->end1, &u.uz) ?
1097. 					    br->end1_up : !br->end1_up;
1098. 	    assign_level(&sstairs.tolev, dest);
1099. 	    sstairs_room = br_room;
1100. 
1101. 	    levl[x][y].ladder = sstairs.up ? LA_UP : LA_DOWN;
1102. 	    levl[x][y].typ = STAIRS;
1103. 	}
1104. 	/*
1105. 	 * Set made_branch to TRUE even if we didn't make a stairwell (i.e.
1106. 	 * make_stairs is false) since there is currently only one branch
1107. 	 * per level, if we failed once, we're going to fail again on the
1108. 	 * next call.
1109. 	 */
1110. 	made_branch = TRUE;
1111. }
1112. 
1113. STATIC_OVL boolean
1114. bydoor(x, y)
1115. register xchar x, y;
1116. {
1117. 	register int typ;
1118. 
1119. 	if (isok(x+1, y)) {
1120. 		typ = levl[x+1][y].typ;
1121. 		if (IS_DOOR(typ) || typ == SDOOR) return TRUE;
1122. 	}
1123. 	if (isok(x-1, y)) {
1124. 		typ = levl[x-1][y].typ;
1125. 		if (IS_DOOR(typ) || typ == SDOOR) return TRUE;
1126. 	}
1127. 	if (isok(x, y+1)) {
1128. 		typ = levl[x][y+1].typ;
1129. 		if (IS_DOOR(typ) || typ == SDOOR) return TRUE;
1130. 	}
1131. 	if (isok(x, y-1)) {
1132. 		typ = levl[x][y-1].typ;
1133. 		if (IS_DOOR(typ) || typ == SDOOR) return TRUE;
1134. 	}
1135. 	return FALSE;
1136. }
1137. 
1138. /* see whether it is allowable to create a door at [x,y] */
1139. int
1140. okdoor(x,y)
1141. register xchar x, y;
1142. {
1143. 	register boolean near_door = bydoor(x, y);
1144. 
1145. 	return((levl[x][y].typ == HWALL || levl[x][y].typ == VWALL) &&
1146. 			doorindex < DOORMAX && !near_door);
1147. }
1148. 
1149. void
1150. dodoor(x,y,aroom)
1151. register int x, y;
1152. register struct mkroom *aroom;
1153. {
1154. 	if(doorindex >= DOORMAX) {
1155. 		impossible("DOORMAX exceeded?");
1156. 		return;
1157. 	}
1158. 
1159. 	dosdoor(x,y,aroom,rn2(8) ? DOOR : SDOOR);
1160. }
1161. 
1162. boolean
1163. occupied(x, y)
1164. register xchar x, y;
1165. {
1166. 	return((boolean)(t_at(x, y)
1167. 		|| IS_FURNITURE(levl[x][y].typ)
1168. 		|| is_lava(x,y)
1169. 		|| is_pool(x,y)
1170. 		|| invocation_pos(x,y)
1171. 		));
1172. }
1173. 
1174. /* make a trap somewhere (in croom if mazeflag = 0 && !tm) */
1175. /* if tm != null, make trap at that location */
1176. void
1177. mktrap(num, mazeflag, croom, tm)
1178. register int num, mazeflag;
1179. register struct mkroom *croom;
1180. coord *tm;
1181. {
1182. 	register int kind;
1183. 	coord m;
1184. 
1185. 	/* no traps in pools */
1186. 	if (tm && is_pool(tm->x,tm->y)) return;
1187. 
1188. 	if (num > 0 && num < TRAPNUM) {
1189. 	    kind = num;
1190. #ifdef REINCARNATION
1191. 	} else if (Is_rogue_level(&u.uz)) {
1192. 	    switch (rn2(7)) {
1193. 		default: kind = BEAR_TRAP; break; /* 0 */
1194. 		case 1: kind = ARROW_TRAP; break;
1195. 		case 2: kind = DART_TRAP; break;
1196. 		case 3: kind = TRAPDOOR; break;
1197. 		case 4: kind = PIT; break;
1198. 		case 5: kind = SLP_GAS_TRAP; break;
1199. 		case 6: kind = RUST_TRAP; break;
1200. 	    }
1201. #endif
1202. 	} else if (Inhell && !rn2(5)) {
1203. 	    /* bias the frequency of fire traps in Gehennom */
1204. 	    kind = FIRE_TRAP;
1205. 	} else {
1206. 	    unsigned lvl = level_difficulty();
1207. 
1208. 	    do {
1209. 		kind = rnd(TRAPNUM-1);
1210. 		/* reject "too hard" traps */
1211. 		switch (kind) {
1212. 		    case MAGIC_PORTAL:
1213. 			kind = NO_TRAP; break;
1214. 		    case ROLLING_BOULDER_TRAP:
1215. 		    case SLP_GAS_TRAP:
1216. 			if (lvl < 2) kind = NO_TRAP; break;
1217. 		    case LEVEL_TELEP:
1218. 			if (lvl < 5 || level.flags.noteleport)
1219. 			    kind = NO_TRAP; break;
1220. 		    case SPIKED_PIT:
1221. 			if (lvl < 5) kind = NO_TRAP; break;
1222. 		    case LANDMINE:
1223. 			if (lvl < 6) kind = NO_TRAP; break;
1224. 		    case WEB:
1225. 			if (lvl < 7) kind = NO_TRAP; break;
1226. 		    case STATUE_TRAP:
1227. 		    case POLY_TRAP:
1228. 			if (lvl < 8) kind = NO_TRAP; break;
1229. 		    case FIRE_TRAP:
1230. 			if (!Inhell) kind = NO_TRAP; break;
1231. 		    case TELEP_TRAP:
1232. 			if (level.flags.noteleport) kind = NO_TRAP; break;
1233. 		    case HOLE:
1234. 			/* make these much less often than other traps */
1235. 			if (rn2(7)) kind = NO_TRAP; break;
1236. 		}
1237. 	    } while (kind == NO_TRAP);
1238. 	}
1239. 
1240. 	if ((kind == TRAPDOOR || kind == HOLE) && !Can_fall_thru(&u.uz))
1241. 		kind = ROCKTRAP;
1242. 
1243. 	if (tm)
1244. 	    m = *tm;
1245. 	else {
1246. 	    register int tryct = 0;
1247. 	    boolean avoid_boulder = (kind == PIT || kind == SPIKED_PIT ||
1248. 				     kind == TRAPDOOR || kind == HOLE);
1249. 
1250. 	    do {
1251. 		if (++tryct > 200)
1252. 		    return;
1253. 		if (mazeflag)
1254. 		    mazexy(&m);
1255. 		else if (!somexy(croom,&m))
1256. 		    return;
1257. 	    } while (occupied(m.x, m.y) ||
1258. 			(avoid_boulder && sobj_at(BOULDER, m.x, m.y)));
1259. 	}
1260. 
1261. 	(void) maketrap(m.x, m.y, kind);
1262. 	if (kind == WEB) (void) makemon(&mons[PM_GIANT_SPIDER],
1263. 						m.x, m.y, NO_MM_FLAGS);
1264. }
1265. 
1266. void
1267. mkstairs(x, y, up, croom)
1268. xchar x, y;
1269. char  up;
1270. struct mkroom *croom;
1271. {
1272. 	if (!x) {
1273. 	    impossible("mkstairs:  bogus stair attempt at <%d,%d>", x, y);
1274. 	    return;
1275. 	}
1276. 
1277. 	/*
1278. 	 * We can't make a regular stair off an end of the dungeon.  This
1279. 	 * attempt can happen when a special level is placed at an end and
1280. 	 * has an up or down stair specified in its description file.
1281. 	 */
1282. 	if ((dunlev(&u.uz) == 1 && up) ||
1283. 			(dunlev(&u.uz) == dunlevs_in_dungeon(&u.uz) && !up))
1284. 	    return;
1285. 
1286. 	if(up) {
1287. 		xupstair = x;
1288. 		yupstair = y;
1289. 		upstairs_room = croom;
1290. 	} else {
1291. 		xdnstair = x;
1292. 		ydnstair = y;
1293. 		dnstairs_room = croom;
1294. 	}
1295. 
1296. 	levl[x][y].typ = STAIRS;
1297. 	levl[x][y].ladder = up ? LA_UP : LA_DOWN;
1298. }
1299. 
1300. STATIC_OVL
1301. void
1302. mkfount(mazeflag,croom)
1303. register int mazeflag;
1304. register struct mkroom *croom;
1305. {
1306. 	coord m;
1307. 	register int tryct = 0;
1308. 
1309. 	do {
1310. 	    if(++tryct > 200) return;
1311. 	    if(mazeflag)
1312. 		mazexy(&m);
1313. 	    else
1314. 		if (!somexy(croom, &m))
1315. 		    return;
1316. 	} while(occupied(m.x, m.y) || bydoor(m.x, m.y));
1317. 
1318. 	/* Put a fountain at m.x, m.y */
1319. 	levl[m.x][m.y].typ = FOUNTAIN;
1320. 	/* Is it a "blessed" fountain? (affects drinking from fountain) */
1321. 	if(!rn2(7)) levl[m.x][m.y].blessedftn = 1;
1322. 
1323. 	level.flags.nfountains++;
1324. }
1325. 
1326. #ifdef SINKS
1327. STATIC_OVL void
1328. mksink(croom)
1329. register struct mkroom *croom;
1330. {
1331. 	coord m;
1332. 	register int tryct = 0;
1333. 
1334. 	do {
1335. 	    if(++tryct > 200) return;
1336. 	    if (!somexy(croom, &m))
1337. 		return;
1338. 	} while(occupied(m.x, m.y) || bydoor(m.x, m.y));
1339. 
1340. 	/* Put a sink at m.x, m.y */
1341. 	levl[m.x][m.y].typ = SINK;
1342. 
1343. 	level.flags.nsinks++;
1344. }
1345. #endif /* SINKS */
1346. 
1347. 
1348. STATIC_OVL void
1349. mkaltar(croom)
1350. register struct mkroom *croom;
1351. {
1352. 	coord m;
1353. 	register int tryct = 0;
1354. 	aligntyp al;
1355. 
1356. 	if (croom->rtype != OROOM) return;
1357. 
1358. 	do {
1359. 	    if(++tryct > 200) return;
1360. 	    if (!somexy(croom, &m))
1361. 		return;
1362. 	} while (occupied(m.x, m.y) || bydoor(m.x, m.y));
1363. 
1364. 	/* Put an altar at m.x, m.y */
1365. 	levl[m.x][m.y].typ = ALTAR;
1366. 
1367. 	/* -1 - A_CHAOTIC, 0 - A_NEUTRAL, 1 - A_LAWFUL */
1368. 	al = rn2((int)A_LAWFUL+2) - 1;
1369. 	levl[m.x][m.y].altarmask = Align2amask( al );
1370. }
1371. 
1372. static void
1373. mkgrave(croom)
1374. struct mkroom *croom;
1375. {
1376. 	coord m;
1377. 	register int tryct = 0;
1378. 	register struct obj *otmp;
1379. 
1380. 
1381. 	if(croom->rtype != OROOM) return;
1382. 
1383. 	do {
1384. 	    if(++tryct > 200) return;
1385. 	    if (!somexy(croom, &m))
1386. 		return;
1387. 	} while (occupied(m.x, m.y) || bydoor(m.x, m.y));
1388. 
1389. 	/* Put a grave at m.x, m.y */
1390. 	levl[m.x][m.y].typ = GRAVE;
1391. 
1392. 	/* Possibly fill it with objects */
1393. 	if (!rn2(3)) (void) mkgold(0L, m.x, m.y);
1394. 	for (tryct = rn2(5); tryct; tryct--) {
1395. 	    otmp = mkobj(RANDOM_CLASS, TRUE);
1396. 	    if (!otmp) return;
1397. 	    curse(otmp);
1398. 	    otmp->ox = m.x;
1399. 	    otmp->oy = m.y;
1400. 	    add_to_buried(otmp);
1401. 	}
1402. 
1403. 	/* Leave a bell, in case we accidentally buried someone alive */
1404. 	if (!rn2(25)) (void) mksobj_at(BELL, m.x, m.y, TRUE);
1405. 	return;
1406. }
1407. 
1408. 
1409. /* maze levels have slightly different constraints from normal levels */
1410. #define x_maze_min 2
1411. #define y_maze_min 2
1412. /*
1413.  * Major level transmutation: add a set of stairs (to the Sanctum) after
1414.  * an earthquake that leaves behind a a new topology, centered at inv_pos.
1415.  * Assumes there are no rooms within the invocation area and that inv_pos
1416.  * is not too close to the edge of the map.  Also assume the hero can see,
1417.  * which is guaranteed for normal play due to the fact that sight is needed
1418.  * to read the Book of the Dead.
1419.  */
1420. void
1421. mkinvokearea()
1422. {
1423.     int dist;
1424.     xchar xmin = inv_pos.x, xmax = inv_pos.x;
1425.     xchar ymin = inv_pos.y, ymax = inv_pos.y;
1426.     register xchar i;
1427. 
1428.     pline_The("floor shakes violently under you!");
1429.     pline_The("walls around you begin to bend and crumble!");
1430.     display_nhwindow(WIN_MESSAGE, TRUE);
1431. 
1432.     mkinvpos(xmin, ymin, 0);		/* middle, before placing stairs */
1433. 
1434.     for(dist = 1; dist < 7; dist++) {
1435. 	xmin--; xmax++;
1436. 
1437. 	/* top and bottom */
1438. 	if(dist != 3) { /* the area is wider that it is high */
1439. 	    ymin--; ymax++;
1440. 	    for(i = xmin+1; i < xmax; i++) {
1441. 		mkinvpos(i, ymin, dist);
1442. 		mkinvpos(i, ymax, dist);
1443. 	    }
1444. 	}
1445. 
1446. 	/* left and right */
1447. 	for(i = ymin; i <= ymax; i++) {
1448. 	    mkinvpos(xmin, i, dist);
1449. 	    mkinvpos(xmax, i, dist);
1450. 	}
1451. 
1452. 	flush_screen(1);	/* make sure the new glyphs shows up */
1453. 	delay_output();
1454.     }
1455. 
1456.     You("are standing at the top of a stairwell leading down!");
1457.     mkstairs(u.ux, u.uy, 0, (struct mkroom *)0); /* down */
1458.     newsym(u.ux, u.uy);
1459.     vision_full_recalc = 1;	/* everything changed */
1460. }
1461. 
1462. /* Change level topology.  Boulders in the vicinity are eliminated.
1463.  * Temporarily overrides vision in the name of a nice effect.
1464.  */
1465. STATIC_OVL void
1466. mkinvpos(x,y,dist)
1467. xchar x,y;
1468. int dist;
1469. {
1470.     struct trap *ttmp;
1471.     struct obj *otmp;
1472.     boolean make_rocks;
1473.     register struct rm *lev = &levl[x][y];
1474. 
1475.     /* clip at existing map borders if necessary */
1476.     if (!within_bounded_area(x, y, x_maze_min + 1, y_maze_min + 1,
1477. 				   x_maze_max - 1, y_maze_max - 1)) {
1478. 	/* only outermost 2 columns and/or rows may be truncated due to edge */
1479. 	if (dist < (7 - 2))
1480. 	    panic("mkinvpos: <%d,%d> (%d) off map edge!", x, y, dist);
1481. 	return;
1482.     }
1483. 
1484.     /* clear traps */
1485.     if ((ttmp = t_at(x,y)) != 0) deltrap(ttmp);
1486. 
1487.     /* clear boulders; leave some rocks for non-{moat|trap} locations */
1488.     make_rocks = (dist != 1 && dist != 4 && dist != 5) ? TRUE : FALSE;
1489.     while ((otmp = sobj_at(BOULDER, x, y)) != 0) {
1490. 	if (make_rocks) {
1491. 	    fracture_rock(otmp);
1492. 	    make_rocks = FALSE;		/* don't bother with more rocks */
1493. 	} else {
1494. 	    obj_extract_self(otmp);
1495. 	    obfree(otmp, (struct obj *)0);
1496. 	}
1497.     }
1498.     unblock_point(x,y);	/* make sure vision knows this location is open */
1499. 
1500.     /* fake out saved state */
1501.     lev->seenv = 0;
1502.     lev->doormask = 0;
1503.     if(dist < 6) lev->lit = TRUE;
1504.     lev->waslit = TRUE;
1505.     lev->horizontal = FALSE;
1506.     viz_array[y][x] = (dist < 6 ) ?
1507. 	(IN_SIGHT|COULD_SEE) : /* short-circuit vision recalc */
1508. 	COULD_SEE;
1509. 
1510.     switch(dist) {
1511.     case 1: /* fire traps */
1512. 	if (is_pool(x,y)) break;
1513. 	lev->typ = ROOM;
1514. 	ttmp = maketrap(x, y, FIRE_TRAP);
1515. 	if (ttmp) ttmp->tseen = TRUE;
1516. 	break;
1517.     case 0: /* lit room locations */
1518.     case 2:
1519.     case 3:
1520.     case 6: /* unlit room locations */
1521. 	lev->typ = ROOM;
1522. 	break;
1523.     case 4: /* pools (aka a wide moat) */
1524.     case 5:
1525. 	lev->typ = MOAT;
1526. 	/* No kelp! */
1527. 	break;
1528.     default:
1529. 	impossible("mkinvpos called with dist %d", dist);
1530. 	break;
1531.     }
1532. 
1533.     /* display new value of position; could have a monster/object on it */
1534.     newsym(x,y);
1535. }
1536. 
1537. /*
1538.  * The portal to Ludios is special.  The entrance can only occur within a
1539.  * vault in the main dungeon at a depth greater than 10.  The Ludios branch
1540.  * structure reflects this by having a bogus "source" dungeon:  the value
1541.  * of n_dgns (thus, Is_branchlev() will never find it).
1542.  *
1543.  * Ludios will remain isolated until the branch is corrected by this function.
1544.  */
1545. STATIC_OVL void
1546. mk_knox_portal(x, y)
1547. xchar x, y;
1548. {
1549. 	extern int n_dgns;		/* from dungeon.c */
1550. 	d_level *source;
1551. 	branch *br;
1552. 	schar u_depth;
1553. 
1554. 	br = dungeon_branch("Fort Ludios");
1555. 	if (on_level(&knox_level, &br->end1)) {
1556. 	    source = &br->end2;
1557. 	} else {
1558. 	    /* disallow Knox branch on a level with one branch already */
1559. 	    if(Is_branchlev(&u.uz))
1560. 		return;
1561. 	    source = &br->end1;
1562. 	}
1563. 
1564. 	/* Already set or 2/3 chance of deferring until a later level. */
1565. 	if (source->dnum < n_dgns || (rn2(3)
1566. #ifdef WIZARD
1567. 				      && !wizard
1568. #endif
1569. 				      )) return;
1570. 
1571. 	if (! (u.uz.dnum == oracle_level.dnum	    /* in main dungeon */
1572. 		&& !at_dgn_entrance("The Quest")    /* but not Quest's entry */
1573. 		&& (u_depth = depth(&u.uz)) > 10    /* beneath 10 */
1574. 		&& u_depth < depth(&medusa_level))) /* and above Medusa */
1575. 	    return;
1576. 
1577. 	/* Adjust source to be current level and re-insert branch. */
1578. 	*source = u.uz;
1579. 	insert_branch(br, TRUE);
1580. 
1581. #ifdef DEBUG
1582. 	pline("Made knox portal.");
1583. #endif
1584. 	place_branch(br, x, y);
1585. }
1586. 
1587. /*mklev.c*/

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