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Source:NetHack 3.4.0/mklev.c

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Below is the full text to mklev.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mklev.c#line123]], for example.

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

The NetHack General Public License applies to screenshots, source code and other content from NetHack.
1.    /*	SCCS Id: @(#)mklev.c	3.4	2001/11/29	*/
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.   
38.   STATIC_PTR int FDECL(do_comp,(const genericptr,const genericptr));
39.   
40.   STATIC_DCL void FDECL(dosdoor,(XCHAR_P,XCHAR_P,struct mkroom *,int));
41.   STATIC_DCL void FDECL(join,(int,int,BOOLEAN_P));
42.   STATIC_DCL void FDECL(do_room_or_subroom, (struct mkroom *,int,int,int,int,
43.   				       BOOLEAN_P,SCHAR_P,BOOLEAN_P,BOOLEAN_P));
44.   STATIC_DCL void NDECL(makerooms);
45.   STATIC_DCL void FDECL(finddpos,(coord *,XCHAR_P,XCHAR_P,XCHAR_P,XCHAR_P));
46.   STATIC_DCL void FDECL(mkinvpos, (XCHAR_P,XCHAR_P,int));
47.   STATIC_DCL void FDECL(mk_knox_portal, (XCHAR_P,XCHAR_P));
48.   
49.   #define create_vault()	create_room(-1, -1, 2, 2, -1, -1, VAULT, TRUE)
50.   #define init_vault()	vault_x = -1
51.   #define do_vault()	(vault_x != -1)
52.   static xchar		vault_x, vault_y;
53.   boolean goldseen;
54.   static boolean made_branch;	/* used only during level creation */
55.   
56.   /* Args must be (const genericptr) so that qsort will always be happy. */
57.   
58.   STATIC_PTR int
59.   do_comp(vx,vy)
60.   const genericptr vx;
61.   const genericptr vy;
62.   {
63.   #ifdef LINT
64.   /* lint complains about possible pointer alignment problems, but we know
65.      that vx and vy are always properly aligned. Hence, the following
66.      bogus definition:
67.   */
68.   	return (vx == vy) ? 0 : -1;
69.   #else
70.   	register const struct mkroom *x, *y;
71.   
72.   	x = (const struct mkroom *)vx;
73.   	y = (const struct mkroom *)vy;
74.   	if(x->lx < y->lx) return(-1);
75.   	return(x->lx > y->lx);
76.   #endif /* LINT */
77.   }
78.   
79.   STATIC_OVL void
80.   finddpos(cc, xl,yl,xh,yh)
81.   coord *cc;
82.   xchar xl,yl,xh,yh;
83.   {
84.   	register xchar x, y;
85.   
86.   	x = (xl == xh) ? xl : (xl + rn2(xh-xl+1));
87.   	y = (yl == yh) ? yl : (yl + rn2(yh-yl+1));
88.   	if(okdoor(x, y))
89.   		goto gotit;
90.   
91.   	for(x = xl; x <= xh; x++) for(y = yl; y <= yh; y++)
92.   		if(okdoor(x, y))
93.   			goto gotit;
94.   
95.   	for(x = xl; x <= xh; x++) for(y = yl; y <= yh; y++)
96.   		if(IS_DOOR(levl[x][y].typ) || levl[x][y].typ == SDOOR)
97.   			goto gotit;
98.   	/* cannot find something reasonable -- strange */
99.   	x = xl;
100.  	y = yh;
101.  gotit:
102.  	cc->x = x;
103.  	cc->y = y;
104.  	return;
105.  }
106.  
107.  void
108.  sort_rooms()
109.  {
110.  #if defined(SYSV) || defined(DGUX)
111.  	qsort((genericptr_t) rooms, (unsigned)nroom, sizeof(struct mkroom), do_comp);
112.  #else
113.  	qsort((genericptr_t) rooms, nroom, sizeof(struct mkroom), do_comp);
114.  #endif
115.  }
116.  
117.  STATIC_OVL void
118.  do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit, rtype, special, is_room)
119.      register struct mkroom *croom;
120.      int lowx, lowy;
121.      register int hix, hiy;
122.      boolean lit;
123.      schar rtype;
124.      boolean special;
125.      boolean is_room;
126.  {
127.  	register int x, y;
128.  	struct rm *lev;
129.  
130.  	/* locations might bump level edges in wall-less rooms */
131.  	/* add/subtract 1 to allow for edge locations */
132.  	if(!lowx) lowx++;
133.  	if(!lowy) lowy++;
134.  	if(hix >= COLNO-1) hix = COLNO-2;
135.  	if(hiy >= ROWNO-1) hiy = ROWNO-2;
136.  
137.  	if(lit) {
138.  		for(x = lowx-1; x <= hix+1; x++) {
139.  			lev = &levl[x][max(lowy-1,0)];
140.  			for(y = lowy-1; y <= hiy+1; y++)
141.  				lev++->lit = 1;
142.  		}
143.  		croom->rlit = 1;
144.  	} else
145.  		croom->rlit = 0;
146.  
147.  	croom->lx = lowx;
148.  	croom->hx = hix;
149.  	croom->ly = lowy;
150.  	croom->hy = hiy;
151.  	croom->rtype = rtype;
152.  	croom->doorct = 0;
153.  	/* if we're not making a vault, doorindex will still be 0
154.  	 * if we are, we'll have problems adding niches to the previous room
155.  	 * unless fdoor is at least doorindex
156.  	 */
157.  	croom->fdoor = doorindex;
158.  	croom->irregular = FALSE;
159.  
160.  	croom->nsubrooms = 0;
161.  	croom->sbrooms[0] = (struct mkroom *) 0;
162.  	if (!special) {
163.  	    for(x = lowx-1; x <= hix+1; x++)
164.  		for(y = lowy-1; y <= hiy+1; y += (hiy-lowy+2)) {
165.  		    levl[x][y].typ = HWALL;
166.  		    levl[x][y].horizontal = 1;	/* For open/secret doors. */
167.  		}
168.  	    for(x = lowx-1; x <= hix+1; x += (hix-lowx+2))
169.  		for(y = lowy; y <= hiy; y++) {
170.  		    levl[x][y].typ = VWALL;
171.  		    levl[x][y].horizontal = 0;	/* For open/secret doors. */
172.  		}
173.  	    for(x = lowx; x <= hix; x++) {
174.  		lev = &levl[x][lowy];
175.  		for(y = lowy; y <= hiy; y++)
176.  		    lev++->typ = ROOM;
177.  	    }
178.  	    if (is_room) {
179.  		levl[lowx-1][lowy-1].typ = TLCORNER;
180.  		levl[hix+1][lowy-1].typ = TRCORNER;
181.  		levl[lowx-1][hiy+1].typ = BLCORNER;
182.  		levl[hix+1][hiy+1].typ = BRCORNER;
183.  	    } else {	/* a subroom */
184.  		wallification(lowx-1, lowy-1, hix+1, hiy+1);
185.  	    }
186.  	}
187.  }
188.  
189.  
190.  void
191.  add_room(lowx, lowy, hix, hiy, lit, rtype, special)
192.  register int lowx, lowy, hix, hiy;
193.  boolean lit;
194.  schar rtype;
195.  boolean special;
196.  {
197.  	register struct mkroom *croom;
198.  
199.  	croom = &rooms[nroom];
200.  	do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit,
201.  					    rtype, special, (boolean) TRUE);
202.  	croom++;
203.  	croom->hx = -1;
204.  	nroom++;
205.  }
206.  
207.  void
208.  add_subroom(proom, lowx, lowy, hix, hiy, lit, rtype, special)
209.  struct mkroom *proom;
210.  register int lowx, lowy, hix, hiy;
211.  boolean lit;
212.  schar rtype;
213.  boolean special;
214.  {
215.  	register struct mkroom *croom;
216.  
217.  	croom = &subrooms[nsubroom];
218.  	do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit,
219.  					    rtype, special, (boolean) FALSE);
220.  	proom->sbrooms[proom->nsubrooms++] = croom;
221.  	croom++;
222.  	croom->hx = -1;
223.  	nsubroom++;
224.  }
225.  
226.  STATIC_OVL void
227.  makerooms()
228.  {
229.  	boolean tried_vault = FALSE;
230.  
231.  	/* make rooms until satisfied */
232.  	/* rnd_rect() will returns 0 if no more rects are available... */
233.  	while(nroom < MAXNROFROOMS && rnd_rect()) {
234.  		if(nroom >= (MAXNROFROOMS/6) && rn2(2) && !tried_vault) {
235.  			tried_vault = TRUE;
236.  			if (create_vault()) {
237.  				vault_x = rooms[nroom].lx;
238.  				vault_y = rooms[nroom].ly;
239.  				rooms[nroom].hx = -1;
240.  			}
241.  		} else
242.  		    if (!create_room(-1, -1, -1, -1, -1, -1, OROOM, -1))
243.  			return;
244.  	}
245.  	return;
246.  }
247.  
248.  STATIC_OVL void
249.  join(a,b,nxcor)
250.  register int a, b;
251.  boolean nxcor;
252.  {
253.  	coord cc,tt, org, dest;
254.  	register xchar tx, ty, xx, yy;
255.  	register struct mkroom *croom, *troom;
256.  	register int dx, dy;
257.  
258.  	croom = &rooms[a];
259.  	troom = &rooms[b];
260.  
261.  	/* find positions cc and tt for doors in croom and troom
262.  	   and direction for a corridor between them */
263.  
264.  	if(troom->hx < 0 || croom->hx < 0 || doorindex >= DOORMAX) return;
265.  	if(troom->lx > croom->hx) {
266.  		dx = 1;
267.  		dy = 0;
268.  		xx = croom->hx+1;
269.  		tx = troom->lx-1;
270.  		finddpos(&cc, xx, croom->ly, xx, croom->hy);
271.  		finddpos(&tt, tx, troom->ly, tx, troom->hy);
272.  	} else if(troom->hy < croom->ly) {
273.  		dy = -1;
274.  		dx = 0;
275.  		yy = croom->ly-1;
276.  		finddpos(&cc, croom->lx, yy, croom->hx, yy);
277.  		ty = troom->hy+1;
278.  		finddpos(&tt, troom->lx, ty, troom->hx, ty);
279.  	} else if(troom->hx < croom->lx) {
280.  		dx = -1;
281.  		dy = 0;
282.  		xx = croom->lx-1;
283.  		tx = troom->hx+1;
284.  		finddpos(&cc, xx, croom->ly, xx, croom->hy);
285.  		finddpos(&tt, tx, troom->ly, tx, troom->hy);
286.  	} else {
287.  		dy = 1;
288.  		dx = 0;
289.  		yy = croom->hy+1;
290.  		ty = troom->ly-1;
291.  		finddpos(&cc, croom->lx, yy, croom->hx, yy);
292.  		finddpos(&tt, troom->lx, ty, troom->hx, ty);
293.  	}
294.  	xx = cc.x;
295.  	yy = cc.y;
296.  	tx = tt.x - dx;
297.  	ty = tt.y - dy;
298.  	if(nxcor && levl[xx+dx][yy+dy].typ)
299.  		return;
300.  	if (okdoor(xx,yy) || !nxcor)
301.  	    dodoor(xx,yy,croom);
302.  
303.  	org.x  = xx+dx; org.y  = yy+dy;
304.  	dest.x = tx; dest.y = ty;
305.  
306.  	if (!dig_corridor(&org, &dest, nxcor,
307.  			level.flags.arboreal ? ROOM : CORR, STONE))
308.  	    return;
309.  
310.  	/* we succeeded in digging the corridor */
311.  	if (okdoor(tt.x, tt.y) || !nxcor)
312.  	    dodoor(tt.x, tt.y, troom);
313.  
314.  	if(smeq[a] < smeq[b])
315.  		smeq[b] = smeq[a];
316.  	else
317.  		smeq[a] = smeq[b];
318.  }
319.  
320.  void
321.  makecorridors()
322.  {
323.  	int a, b, i;
324.  	boolean any = TRUE;
325.  
326.  	for(a = 0; a < nroom-1; a++) {
327.  		join(a, a+1, FALSE);
328.  		if(!rn2(50)) break; /* allow some randomness */
329.  	}
330.  	for(a = 0; a < nroom-2; a++)
331.  	    if(smeq[a] != smeq[a+2])
332.  		join(a, a+2, FALSE);
333.  	for(a = 0; any && a < nroom; a++) {
334.  	    any = FALSE;
335.  	    for(b = 0; b < nroom; b++)
336.  		if(smeq[a] != smeq[b]) {
337.  		    join(a, b, FALSE);
338.  		    any = TRUE;
339.  		}
340.  	}
341.  	if(nroom > 2)
342.  	    for(i = rn2(nroom) + 4; i; i--) {
343.  		a = rn2(nroom);
344.  		b = rn2(nroom-2);
345.  		if(b >= a) b += 2;
346.  		join(a, b, TRUE);
347.  	    }
348.  }
349.  
350.  void
351.  add_door(x,y,aroom)
352.  register int x, y;
353.  register struct mkroom *aroom;
354.  {
355.  	register struct mkroom *broom;
356.  	register int tmp;
357.  
358.  	aroom->doorct++;
359.  	broom = aroom+1;
360.  	if(broom->hx < 0)
361.  		tmp = doorindex;
362.  	else
363.  		for(tmp = doorindex; tmp > broom->fdoor; tmp--)
364.  			doors[tmp] = doors[tmp-1];
365.  	doorindex++;
366.  	doors[tmp].x = x;
367.  	doors[tmp].y = y;
368.  	for( ; broom->hx >= 0; broom++) broom->fdoor++;
369.  }
370.  
371.  STATIC_OVL void
372.  dosdoor(x,y,aroom,type)
373.  register xchar x, y;
374.  register struct mkroom *aroom;
375.  register int type;
376.  {
377.  	boolean shdoor = ((*in_rooms(x, y, SHOPBASE))? TRUE : FALSE);
378.  
379.  	if(!IS_WALL(levl[x][y].typ)) /* avoid SDOORs on already made doors */
380.  		type = DOOR;
381.  	levl[x][y].typ = type;
382.  	if(type == DOOR) {
383.  	    if(!rn2(3)) {      /* is it a locked door, closed, or a doorway? */
384.  		if(!rn2(5))
385.  		    levl[x][y].doormask = D_ISOPEN;
386.  		else if(!rn2(6))
387.  		    levl[x][y].doormask = D_LOCKED;
388.  		else
389.  		    levl[x][y].doormask = D_CLOSED;
390.  
391.  		if (levl[x][y].doormask != D_ISOPEN && !shdoor &&
392.  		    level_difficulty() >= 5 && !rn2(25))
393.  		    levl[x][y].doormask |= D_TRAPPED;
394.  	    } else
395.  #ifdef STUPID
396.  		if (shdoor)
397.  			levl[x][y].doormask = D_ISOPEN;
398.  		else
399.  			levl[x][y].doormask = D_NODOOR;
400.  #else
401.  		levl[x][y].doormask = (shdoor ? D_ISOPEN : D_NODOOR);
402.  #endif
403.  	    if(levl[x][y].doormask & D_TRAPPED) {
404.  		struct monst *mtmp;
405.  
406.  		if (level_difficulty() >= 9 && !rn2(5) &&
407.  		   !((mvitals[PM_SMALL_MIMIC].mvflags & G_GONE) &&
408.  		     (mvitals[PM_LARGE_MIMIC].mvflags & G_GONE) &&
409.  		     (mvitals[PM_GIANT_MIMIC].mvflags & G_GONE))) {
410.  		    /* make a mimic instead */
411.  		    levl[x][y].doormask = D_NODOOR;
412.  		    mtmp = makemon(mkclass(S_MIMIC,0), x, y, NO_MM_FLAGS);
413.  		    if (mtmp)
414.  			set_mimic_sym(mtmp);
415.  		}
416.  	    }
417.  	    /* newsym(x,y); */
418.  	} else { /* SDOOR */
419.  		if(shdoor || !rn2(5))	levl[x][y].doormask = D_LOCKED;
420.  		else			levl[x][y].doormask = D_CLOSED;
421.  
422.  		if(!shdoor && level_difficulty() >= 4 && !rn2(20))
423.  		    levl[x][y].doormask |= D_TRAPPED;
424.  	}
425.  
426.  	add_door(x,y,aroom);
427.  }
428.  
429.  STATIC_OVL boolean
430.  place_niche(aroom,dy,xx,yy)
431.  register struct mkroom *aroom;
432.  int *dy, *xx, *yy;
433.  {
434.  	coord dd;
435.  
436.  	if(rn2(2)) {
437.  	    *dy = 1;
438.  	    finddpos(&dd, aroom->lx, aroom->hy+1, aroom->hx, aroom->hy+1);
439.  	} else {
440.  	    *dy = -1;
441.  	    finddpos(&dd, aroom->lx, aroom->ly-1, aroom->hx, aroom->ly-1);
442.  	}
443.  	*xx = dd.x;
444.  	*yy = dd.y;
445.  	return((boolean)((isok(*xx,*yy+*dy) && levl[*xx][*yy+*dy].typ == STONE)
446.  	    && (isok(*xx,*yy-*dy) && !IS_POOL(levl[*xx][*yy-*dy].typ)
447.  				  && !IS_FURNITURE(levl[*xx][*yy-*dy].typ))));
448.  }
449.  
450.  /* there should be one of these per trap, in the same order as trap.h */
451.  static NEARDATA const char *trap_engravings[TRAPNUM] = {
452.  			(char *)0, (char *)0, (char *)0, (char *)0, (char *)0,
453.  			(char *)0, (char *)0, (char *)0, (char *)0, (char *)0,
454.  			(char *)0, (char *)0, (char *)0, (char *)0,
455.  			/* 14..16: trap door, teleport, level-teleport */
456.  			"Vlad was here", "ad aerarium", "ad aerarium",
457.  			(char *)0, (char *)0, (char *)0, (char *)0, (char *)0,
458.  			(char *)0,
459.  };
460.  
461.  STATIC_OVL void
462.  makeniche(trap_type)
463.  int trap_type;
464.  {
465.  	register struct mkroom *aroom;
466.  	register struct rm *rm;
467.  	register int vct = 8;
468.  	int dy, xx, yy;
469.  	register struct trap *ttmp;
470.  
471.  	if(doorindex < DOORMAX)
472.  	  while(vct--) {
473.  	    aroom = &rooms[rn2(nroom)];
474.  	    if(aroom->rtype != OROOM) continue;	/* not an ordinary room */
475.  	    if(aroom->doorct == 1 && rn2(5)) continue;
476.  	    if(!place_niche(aroom,&dy,&xx,&yy)) continue;
477.  
478.  	    rm = &levl[xx][yy+dy];
479.  	    if(trap_type || !rn2(4)) {
480.  
481.  		rm->typ = SCORR;
482.  		if(trap_type) {
483.  		    if((trap_type == HOLE || trap_type == TRAPDOOR)
484.  			&& !Can_fall_thru(&u.uz))
485.  			trap_type = ROCKTRAP;
486.  		    ttmp = maketrap(xx, yy+dy, trap_type);
487.  		    if (ttmp) {
488.  			ttmp->once = 1;
489.  			if (trap_engravings[trap_type]) {
490.  			    make_engr_at(xx, yy-dy,
491.  				     trap_engravings[trap_type], 0L, DUST);
492.  			    wipe_engr_at(xx, yy-dy, 5); /* age it a little */
493.  			}
494.  		    }
495.  		}
496.  		dosdoor(xx, yy, aroom, SDOOR);
497.  	    } else {
498.  		rm->typ = CORR;
499.  		if(rn2(7))
500.  		    dosdoor(xx, yy, aroom, rn2(5) ? SDOOR : DOOR);
501.  		else {
502.  		    if (!level.flags.noteleport)
503.  			(void) mksobj_at(SCR_TELEPORTATION,
504.  					 xx, yy+dy, TRUE, FALSE);
505.  		    if (!rn2(3)) (void) mkobj_at(0, xx, yy+dy, TRUE);
506.  		}
507.  	    }
508.  	    return;
509.  	}
510.  }
511.  
512.  STATIC_OVL void
513.  make_niches()
514.  {
515.  	register int ct = rnd((nroom>>1) + 1), dep = depth(&u.uz);
516.  
517.  	boolean	ltptr = (!level.flags.noteleport && dep > 15),
518.  		vamp = (dep > 5 && dep < 25);
519.  
520.  	while(ct--) {
521.  		if (ltptr && !rn2(6)) {
522.  			ltptr = FALSE;
523.  			makeniche(LEVEL_TELEP);
524.  		} else if (vamp && !rn2(6)) {
525.  			vamp = FALSE;
526.  			makeniche(TRAPDOOR);
527.  		} else	makeniche(NO_TRAP);
528.  	}
529.  }
530.  
531.  STATIC_OVL void
532.  makevtele()
533.  {
534.  	makeniche(TELEP_TRAP);
535.  }
536.  
537.  /* clear out various globals that keep information on the current level.
538.   * some of this is only necessary for some types of levels (maze, normal,
539.   * special) but it's easier to put it all in one place than make sure
540.   * each type initializes what it needs to separately.
541.   */
542.  STATIC_OVL void
543.  clear_level_structures()
544.  {
545.  	static struct rm zerorm = { cmap_to_glyph(S_stone),
546.  						0, 0, 0, 0, 0, 0, 0, 0 };
547.  	register int x,y;
548.  	register struct rm *lev;
549.  
550.  	for(x=0; x<COLNO; x++) {
551.  	    lev = &levl[x][0];
552.  	    for(y=0; y<ROWNO; y++) {
553.  		*lev++ = zerorm;
554.  #ifdef MICROPORT_BUG
555.  		level.objects[x][y] = (struct obj *)0;
556.  		level.monsters[x][y] = (struct monst *)0;
557.  #endif
558.  	    }
559.  	}
560.  #ifndef MICROPORT_BUG
561.  	(void) memset((genericptr_t)level.objects, 0, sizeof(level.objects));
562.  	(void) memset((genericptr_t)level.monsters, 0, sizeof(level.monsters));
563.  #endif
564.  	level.objlist = (struct obj *)0;
565.  	level.buriedobjlist = (struct obj *)0;
566.  	level.monlist = (struct monst *)0;
567.  	level.damagelist = (struct damage *)0;
568.  
569.  	level.flags.nfountains = 0;
570.  	level.flags.nsinks = 0;
571.  	level.flags.has_shop = 0;
572.  	level.flags.has_vault = 0;
573.  	level.flags.has_zoo = 0;
574.  	level.flags.has_court = 0;
575.  	level.flags.has_morgue = level.flags.graveyard = 0;
576.  	level.flags.has_beehive = 0;
577.  	level.flags.has_barracks = 0;
578.  	level.flags.has_temple = 0;
579.  	level.flags.has_swamp = 0;
580.  	level.flags.noteleport = 0;
581.  	level.flags.hardfloor = 0;
582.  	level.flags.nommap = 0;
583.  	level.flags.hero_memory = 1;
584.  	level.flags.shortsighted = 0;
585.  	level.flags.arboreal = 0;
586.  	level.flags.is_maze_lev = 0;
587.  	level.flags.is_cavernous_lev = 0;
588.  
589.  	nroom = 0;
590.  	rooms[0].hx = -1;
591.  	nsubroom = 0;
592.  	subrooms[0].hx = -1;
593.  	doorindex = 0;
594.  	init_rect();
595.  	init_vault();
596.  	xdnstair = ydnstair = xupstair = yupstair = 0;
597.  	sstairs.sx = sstairs.sy = 0;
598.  	xdnladder = ydnladder = xupladder = yupladder = 0;
599.  	made_branch = FALSE;
600.  	clear_regions();
601.  }
602.  
603.  STATIC_OVL void
604.  makelevel()
605.  {
606.  	register struct mkroom *croom, *troom;
607.  	register int tryct;
608.  	register int x, y;
609.  	struct monst *tmonst;	/* always put a web with a spider */
610.  	branch *branchp;
611.  	int room_threshold;
612.  
613.  	if(wiz1_level.dlevel == 0) init_dungeons();
614.  	oinit();	/* assign level dependent obj probabilities */
615.  	clear_level_structures();
616.  
617.  	{
618.  	    register s_level *slev = Is_special(&u.uz);
619.  
620.  	    /* check for special levels */
621.  #ifdef REINCARNATION
622.  	    if (slev && !Is_rogue_level(&u.uz))
623.  #else
624.  	    if (slev)
625.  #endif
626.  	    {
627.  		    makemaz(slev->proto);
628.  		    return;
629.  	    } else if (dungeons[u.uz.dnum].proto[0]) {
630.  		    makemaz("");
631.  		    return;
632.  	    } else if (In_mines(&u.uz)) {
633.  		    makemaz("minefill");
634.  		    return;
635.  	    } else if (In_quest(&u.uz)) {
636.  		    char	fillname[9];
637.  		    s_level	*loc_lev;
638.  
639.  		    Sprintf(fillname, "%s-loca", urole.filecode);
640.  		    loc_lev = find_level(fillname);
641.  
642.  		    Sprintf(fillname, "%s-fil", urole.filecode);
643.  		    Strcat(fillname,
644.  			   (u.uz.dlevel < loc_lev->dlevel.dlevel) ? "a" : "b");
645.  		    makemaz(fillname);
646.  		    return;
647.  	    } else if(In_hell(&u.uz) ||
648.  		  (rn2(5) && u.uz.dnum == medusa_level.dnum
649.  			  && depth(&u.uz) > depth(&medusa_level))) {
650.  		    makemaz("");
651.  		    return;
652.  	    }
653.  	}
654.  
655.  	/* otherwise, fall through - it's a "regular" level. */
656.  
657.  #ifdef REINCARNATION
658.  	if (Is_rogue_level(&u.uz)) {
659.  		makeroguerooms();
660.  		makerogueghost();
661.  	} else
662.  #endif
663.  		makerooms();
664.  	sort_rooms();
665.  
666.  	/* construct stairs (up and down in different rooms if possible) */
667.  	croom = &rooms[rn2(nroom)];
668.  	if (!Is_botlevel(&u.uz))
669.  	     mkstairs(somex(croom), somey(croom), 0, croom);	/* down */
670.  	if (nroom > 1) {
671.  	    troom = croom;
672.  	    croom = &rooms[rn2(nroom-1)];
673.  	    if (croom == troom) croom++;
674.  	}
675.  
676.  	if (u.uz.dlevel != 1) {
677.  	    xchar sx, sy;
678.  	    do {
679.  		sx = somex(croom);
680.  		sy = somey(croom);
681.  	    } while(occupied(sx, sy));
682.  	    mkstairs(sx, sy, 1, croom);	/* up */
683.  	}
684.  
685.  	branchp = Is_branchlev(&u.uz);	/* possible dungeon branch */
686.  	room_threshold = branchp ? 4 : 3; /* minimum number of rooms needed
687.  					     to allow a random special room */
688.  #ifdef REINCARNATION
689.  	if (Is_rogue_level(&u.uz)) goto skip0;
690.  #endif
691.  	makecorridors();
692.  	make_niches();
693.  
694.  	/* make a secret treasure vault, not connected to the rest */
695.  	if(do_vault()) {
696.  		xchar w,h;
697.  #ifdef DEBUG
698.  		debugpline("trying to make a vault...");
699.  #endif
700.  		w = 1;
701.  		h = 1;
702.  		if (check_room(&vault_x, &w, &vault_y, &h, TRUE)) {
703.  		    fill_vault:
704.  			add_room(vault_x, vault_y, vault_x+w,
705.  				 vault_y+h, TRUE, VAULT, FALSE);
706.  			level.flags.has_vault = 1;
707.  			++room_threshold;
708.  			fill_room(&rooms[nroom - 1], FALSE);
709.  			mk_knox_portal(vault_x+w, vault_y+h);
710.  			if(!level.flags.noteleport && !rn2(3)) makevtele();
711.  		} else if(rnd_rect() && create_vault()) {
712.  			vault_x = rooms[nroom].lx;
713.  			vault_y = rooms[nroom].ly;
714.  			if (check_room(&vault_x, &w, &vault_y, &h, TRUE))
715.  				goto fill_vault;
716.  			else
717.  				rooms[nroom].hx = -1;
718.  		}
719.  	}
720.  
721.      {
722.  	register int u_depth = depth(&u.uz);
723.  
724.  #ifdef WIZARD
725.  	if(wizard && nh_getenv("SHOPTYPE")) mkroom(SHOPBASE); else
726.  #endif
727.  	if (u_depth > 1 &&
728.  	    u_depth < depth(&medusa_level) &&
729.  	    nroom >= room_threshold &&
730.  	    rn2(u_depth) < 3) mkroom(SHOPBASE);
731.  	else if (u_depth > 4 && !rn2(6)) mkroom(COURT);
732.  	else if (u_depth > 5 && !rn2(8) &&
733.  	   !(mvitals[PM_LEPRECHAUN].mvflags & G_GONE)) mkroom(LEPREHALL);
734.  	else if (u_depth > 6 && !rn2(7)) mkroom(ZOO);
735.  	else if (u_depth > 8 && !rn2(5)) mkroom(TEMPLE);
736.  	else if (u_depth > 9 && !rn2(5) &&
737.  	   !(mvitals[PM_KILLER_BEE].mvflags & G_GONE)) mkroom(BEEHIVE);
738.  	else if (u_depth > 11 && !rn2(6)) mkroom(MORGUE);
739.  	else if (u_depth > 12 && !rn2(8)) mkroom(ANTHOLE);
740.  	else if (u_depth > 14 && !rn2(4) &&
741.  	   !(mvitals[PM_SOLDIER].mvflags & G_GONE)) mkroom(BARRACKS);
742.  	else if (u_depth > 15 && !rn2(6)) mkroom(SWAMP);
743.  	else if (u_depth > 16 && !rn2(8) &&
744.  	   !(mvitals[PM_COCKATRICE].mvflags & G_GONE)) mkroom(COCKNEST);
745.      }
746.  
747.  #ifdef REINCARNATION
748.  skip0:
749.  #endif
750.  	/* Place multi-dungeon branch. */
751.  	place_branch(branchp, 0, 0);
752.  
753.  	/* for each room: put things inside */
754.  	for(croom = rooms; croom->hx > 0; croom++) {
755.  		if(croom->rtype != OROOM) continue;
756.  
757.  		/* put a sleeping monster inside */
758.  		/* Note: monster may be on the stairs. This cannot be
759.  		   avoided: maybe the player fell through a trap door
760.  		   while a monster was on the stairs. Conclusion:
761.  		   we have to check for monsters on the stairs anyway. */
762.  
763.  		if(u.uhave.amulet || !rn2(3)) {
764.  		    x = somex(croom); y = somey(croom);
765.  		    tmonst = makemon((struct permonst *) 0, x,y,NO_MM_FLAGS);
766.  		    if (tmonst && tmonst->data == &mons[PM_GIANT_SPIDER] &&
767.  			    !occupied(x, y))
768.  			(void) maketrap(x, y, WEB);
769.  		}
770.  		/* put traps and mimics inside */
771.  		goldseen = FALSE;
772.  		x = 8 - (level_difficulty()/6);
773.  		if (x <= 1) x = 2;
774.  		while (!rn2(x))
775.  		    mktrap(0,0,croom,(coord*)0);
776.  		if (!goldseen && !rn2(3))
777.  		    (void) mkgold(0L, somex(croom), somey(croom));
778.  #ifdef REINCARNATION
779.  		if(Is_rogue_level(&u.uz)) goto skip_nonrogue;
780.  #endif
781.  		if(!rn2(10)) mkfount(0,croom);
782.  #ifdef SINKS
783.  		if(!rn2(60)) mksink(croom);
784.  #endif
785.  		if(!rn2(60)) mkaltar(croom);
786.  		x = 80 - (depth(&u.uz) * 2);
787.  		if (x < 2) x = 2;
788.  		if(!rn2(x)) mkgrave(croom);
789.  
790.  		/* put statues inside */
791.  		if(!rn2(20))
792.  		    (void) mkcorpstat(STATUE, (struct monst *)0,
793.  				      (struct permonst *)0,
794.  				      somex(croom), somey(croom), TRUE);
795.  		/* put box/chest inside;
796.  		 *  40% chance for at least 1 box, regardless of number
797.  		 *  of rooms; about 5 - 7.5% for 2 boxes, least likely
798.  		 *  when few rooms; chance for 3 or more is neglible.
799.  		 */
800.  		if(!rn2(nroom * 5 / 2))
801.  		    (void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST,
802.  				     somex(croom), somey(croom), TRUE, FALSE);
803.  
804.  		/* maybe make some graffiti */
805.  		if(!rn2(27 + 3 * abs(depth(&u.uz)))) {
806.  		    char buf[BUFSZ];
807.  		    const char *mesg = random_engraving(buf);
808.  		    if (mesg) {
809.  			do {
810.  			    x = somex(croom);  y = somey(croom);
811.  			} while(levl[x][y].typ != ROOM && !rn2(40));
812.  			if (!(IS_POOL(levl[x][y].typ) ||
813.  			      IS_FURNITURE(levl[x][y].typ)))
814.  			    make_engr_at(x, y, mesg, 0L, MARK);
815.  		    }
816.  		}
817.  
818.  #ifdef REINCARNATION
819.  	skip_nonrogue:
820.  #endif
821.  		if(!rn2(3)) {
822.  		    (void) mkobj_at(0, somex(croom), somey(croom), TRUE);
823.  		    tryct = 0;
824.  		    while(!rn2(5)) {
825.  			if(++tryct > 100) {
826.  			    impossible("tryct overflow4");
827.  			    break;
828.  			}
829.  			(void) mkobj_at(0, somex(croom), somey(croom), TRUE);
830.  		    }
831.  		}
832.  	}
833.  }
834.  
835.  /*
836.   *	Place deposits of minerals (gold and misc gems) in the stone
837.   *	surrounding the rooms on the map.
838.   *	Also place kelp in water.
839.   */
840.  STATIC_OVL void
841.  mineralize()
842.  {
843.  	s_level *sp;
844.  	struct obj *otmp;
845.  	int goldprob, gemprob, x, y, cnt;
846.  
847.  
848.  	/* Place kelp, except on the plane of water */
849.  	if (In_endgame(&u.uz)) return;
850.  	for (x = 2; x < (COLNO - 2); x++)
851.  	    for (y = 1; y < (ROWNO - 1); y++)
852.  		if ((levl[x][y].typ == POOL && !rn2(10)) ||
853.  			(levl[x][y].typ == MOAT && !rn2(30)))
854.  		    (void) mksobj_at(KELP_FROND, x, y, TRUE, FALSE);
855.  
856.  	/* determine if it is even allowed;
857.  	   almost all special levels are excluded */
858.  	if (In_hell(&u.uz) || In_V_tower(&u.uz) ||
859.  #ifdef REINCARNATION
860.  		Is_rogue_level(&u.uz) ||
861.  #endif
862.  		level.flags.arboreal ||
863.  		((sp = Is_special(&u.uz)) != 0 && !Is_oracle_level(&u.uz)
864.  					&& (!In_mines(&u.uz) || sp->flags.town)
865.  	    )) return;
866.  
867.  	/* basic level-related probabilities */
868.  	goldprob = 20 + depth(&u.uz) / 3;
869.  	gemprob = goldprob / 4;
870.  
871.  	/* mines have ***MORE*** goodies - otherwise why mine? */
872.  	if (In_mines(&u.uz)) {
873.  	    goldprob *= 2;
874.  	    gemprob *= 3;
875.  	} else if (In_quest(&u.uz)) {
876.  	    goldprob /= 4;
877.  	    gemprob /= 6;
878.  	}
879.  
880.  	/*
881.  	 * Seed rock areas with gold and/or gems.
882.  	 * We use fairly low level object handling to avoid unnecessary
883.  	 * overhead from placing things in the floor chain prior to burial.
884.  	 */
885.  	for (x = 2; x < (COLNO - 2); x++)
886.  	  for (y = 1; y < (ROWNO - 1); y++)
887.  	    if (levl[x][y+1].typ != STONE) {	 /* <x,y> spot not eligible */
888.  		y += 2;		/* next two spots aren't eligible either */
889.  	    } else if (levl[x][y].typ != STONE) { /* this spot not eligible */
890.  		y += 1;		/* next spot isn't eligible either */
891.  	    } else if (!(levl[x][y].wall_info & W_NONDIGGABLE) &&
892.  		  levl[x][y-1].typ   == STONE &&
893.  		  levl[x+1][y-1].typ == STONE && levl[x-1][y-1].typ == STONE &&
894.  		  levl[x+1][y].typ   == STONE && levl[x-1][y].typ   == STONE &&
895.  		  levl[x+1][y+1].typ == STONE && levl[x-1][y+1].typ == STONE) {
896.  		if (rn2(1000) < goldprob) {
897.  		    if ((otmp = mksobj(GOLD_PIECE, FALSE, FALSE)) != 0) {
898.  			otmp->ox = x,  otmp->oy = y;
899.  			otmp->quan = 1L + rnd(goldprob * 3);
900.  			otmp->owt = weight(otmp);
901.  			if (!rn2(3)) add_to_buried(otmp);
902.  			else place_object(otmp, x, y);
903.  		    }
904.  		}
905.  		if (rn2(1000) < gemprob) {
906.  		    for (cnt = rnd(2 + dunlev(&u.uz) / 3); cnt > 0; cnt--)
907.  			if ((otmp = mkobj(GEM_CLASS, FALSE)) != 0) {
908.  			    if (otmp->otyp == ROCK) {
909.  				dealloc_obj(otmp);	/* discard it */
910.  			    } else {
911.  				otmp->ox = x,  otmp->oy = y;
912.  				if (!rn2(3)) add_to_buried(otmp);
913.  				else place_object(otmp, x, y);
914.  			    }
915.  		    }
916.  		}
917.  	    }
918.  }
919.  
920.  void
921.  mklev()
922.  {
923.  	struct mkroom *croom;
924.  
925.  	if(getbones()) return;
926.  	in_mklev = TRUE;
927.  	makelevel();
928.  	bound_digging();
929.  	mineralize();
930.  	in_mklev = FALSE;
931.  	/* has_morgue gets cleared once morgue is entered; graveyard stays
932.  	   set (graveyard might already be set even when has_morgue is clear
933.  	   [see fixup_special()], so don't update it unconditionally) */
934.  	if (level.flags.has_morgue)
935.  	    level.flags.graveyard = 1;
936.  	if (!level.flags.is_maze_lev) {
937.  	    for (croom = &rooms[0]; croom != &rooms[nroom]; croom++)
938.  #ifdef SPECIALIZATION
939.  		topologize(croom, FALSE);
940.  #else
941.  		topologize(croom);
942.  #endif
943.  	}
944.  	set_wall_state();
945.  }
946.  
947.  void
948.  #ifdef SPECIALIZATION
949.  topologize(croom, do_ordinary)
950.  register struct mkroom *croom;
951.  boolean do_ordinary;
952.  #else
953.  topologize(croom)
954.  register struct mkroom *croom;
955.  #endif
956.  {
957.  	register int x, y, roomno = (croom - rooms) + ROOMOFFSET;
958.  	register int lowx = croom->lx, lowy = croom->ly;
959.  	register int hix = croom->hx, hiy = croom->hy;
960.  #ifdef SPECIALIZATION
961.  	register schar rtype = croom->rtype;
962.  #endif
963.  	register int subindex, nsubrooms = croom->nsubrooms;
964.  
965.  	/* skip the room if already done; i.e. a shop handled out of order */
966.  	/* also skip if this is non-rectangular (it _must_ be done already) */
967.  	if ((int) levl[lowx][lowy].roomno == roomno || croom->irregular)
968.  	    return;
969.  #ifdef SPECIALIZATION
970.  # ifdef REINCARNATION
971.  	if (Is_rogue_level(&u.uz))
972.  	    do_ordinary = TRUE;		/* vision routine helper */
973.  # endif
974.  	if ((rtype != OROOM) || do_ordinary)
975.  #endif
976.  	{
977.  	    /* do innards first */
978.  	    for(x = lowx; x <= hix; x++)
979.  		for(y = lowy; y <= hiy; y++)
980.  #ifdef SPECIALIZATION
981.  		    if (rtype == OROOM)
982.  			levl[x][y].roomno = NO_ROOM;
983.  		    else
984.  #endif
985.  			levl[x][y].roomno = roomno;
986.  	    /* top and bottom edges */
987.  	    for(x = lowx-1; x <= hix+1; x++)
988.  		for(y = lowy-1; y <= hiy+1; y += (hiy-lowy+2)) {
989.  		    levl[x][y].edge = 1;
990.  		    if (levl[x][y].roomno)
991.  			levl[x][y].roomno = SHARED;
992.  		    else
993.  			levl[x][y].roomno = roomno;
994.  		}
995.  	    /* sides */
996.  	    for(x = lowx-1; x <= hix+1; x += (hix-lowx+2))
997.  		for(y = lowy; y <= hiy; y++) {
998.  		    levl[x][y].edge = 1;
999.  		    if (levl[x][y].roomno)
1000. 			levl[x][y].roomno = SHARED;
1001. 		    else
1002. 			levl[x][y].roomno = roomno;
1003. 		}
1004. 	}
1005. 	/* subrooms */
1006. 	for (subindex = 0; subindex < nsubrooms; subindex++)
1007. #ifdef SPECIALIZATION
1008. 		topologize(croom->sbrooms[subindex], (rtype != OROOM));
1009. #else
1010. 		topologize(croom->sbrooms[subindex]);
1011. #endif
1012. }
1013. 
1014. /* Find an unused room for a branch location. */
1015. STATIC_OVL struct mkroom *
1016. find_branch_room(mp)
1017.     coord *mp;
1018. {
1019.     struct mkroom *croom = 0;
1020. 
1021.     if (nroom == 0) {
1022. 	mazexy(mp);		/* already verifies location */
1023.     } else {
1024. 	/* not perfect - there may be only one stairway */
1025. 	if(nroom > 2) {
1026. 	    int tryct = 0;
1027. 
1028. 	    do
1029. 		croom = &rooms[rn2(nroom)];
1030. 	    while((croom == dnstairs_room || croom == upstairs_room ||
1031. 		  croom->rtype != OROOM) && (++tryct < 100));
1032. 	} else
1033. 	    croom = &rooms[rn2(nroom)];
1034. 
1035. 	do {
1036. 	    if (!somexy(croom, mp))
1037. 		impossible("Can't place branch!");
1038. 	} while(occupied(mp->x, mp->y) ||
1039. 	    (levl[mp->x][mp->y].typ != CORR && levl[mp->x][mp->y].typ != ROOM));
1040.     }
1041.     return croom;
1042. }
1043. 
1044. /* Find the room for (x,y).  Return null if not in a room. */
1045. STATIC_OVL struct mkroom *
1046. pos_to_room(x, y)
1047.     xchar x, y;
1048. {
1049.     int i;
1050.     struct mkroom *curr;
1051. 
1052.     for (curr = rooms, i = 0; i < nroom; curr++, i++)
1053. 	if (inside_room(curr, x, y)) return curr;;
1054.     return (struct mkroom *) 0;
1055. }
1056. 
1057. 
1058. /* If given a branch, randomly place a special stair or portal. */
1059. void
1060. place_branch(br, x, y)
1061. branch *br;	/* branch to place */
1062. xchar x, y;	/* location */
1063. {
1064. 	coord	      m;
1065. 	d_level	      *dest;
1066. 	boolean	      make_stairs;
1067. 	struct mkroom *br_room;
1068. 
1069. 	/*
1070. 	 * Return immediately if there is no branch to make or we have
1071. 	 * already made one.  This routine can be called twice when
1072. 	 * a special level is loaded that specifies an SSTAIR location
1073. 	 * as a favored spot for a branch.
1074. 	 */
1075. 	if (!br || made_branch) return;
1076. 
1077. 	if (!x) {	/* find random coordinates for branch */
1078. 	    br_room = find_branch_room(&m);
1079. 	    x = m.x;
1080. 	    y = m.y;
1081. 	} else {
1082. 	    br_room = pos_to_room(x, y);
1083. 	}
1084. 
1085. 	if (on_level(&br->end1, &u.uz)) {
1086. 	    /* we're on end1 */
1087. 	    make_stairs = br->type != BR_NO_END1;
1088. 	    dest = &br->end2;
1089. 	} else {
1090. 	    /* we're on end2 */
1091. 	    make_stairs = br->type != BR_NO_END2;
1092. 	    dest = &br->end1;
1093. 	}
1094. 
1095. 	if (br->type == BR_PORTAL) {
1096. 	    mkportal(x, y, dest->dnum, dest->dlevel);
1097. 	} else if (make_stairs) {
1098. 	    sstairs.sx = x;
1099. 	    sstairs.sy = y;
1100. 	    sstairs.up = (char) on_level(&br->end1, &u.uz) ?
1101. 					    br->end1_up : !br->end1_up;
1102. 	    assign_level(&sstairs.tolev, dest);
1103. 	    sstairs_room = br_room;
1104. 
1105. 	    levl[x][y].ladder = sstairs.up ? LA_UP : LA_DOWN;
1106. 	    levl[x][y].typ = STAIRS;
1107. 	}
1108. 	/*
1109. 	 * Set made_branch to TRUE even if we didn't make a stairwell (i.e.
1110. 	 * make_stairs is false) since there is currently only one branch
1111. 	 * per level, if we failed once, we're going to fail again on the
1112. 	 * next call.
1113. 	 */
1114. 	made_branch = TRUE;
1115. }
1116. 
1117. STATIC_OVL boolean
1118. bydoor(x, y)
1119. register xchar x, y;
1120. {
1121. 	register int typ;
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-1, y)) {
1128. 		typ = levl[x-1][y].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. 	if (isok(x, y-1)) {
1136. 		typ = levl[x][y-1].typ;
1137. 		if (IS_DOOR(typ) || typ == SDOOR) return TRUE;
1138. 	}
1139. 	return FALSE;
1140. }
1141. 
1142. /* see whether it is allowable to create a door at [x,y] */
1143. int
1144. okdoor(x,y)
1145. register xchar x, y;
1146. {
1147. 	register boolean near_door = bydoor(x, y);
1148. 
1149. 	return((levl[x][y].typ == HWALL || levl[x][y].typ == VWALL) &&
1150. 			doorindex < DOORMAX && !near_door);
1151. }
1152. 
1153. void
1154. dodoor(x,y,aroom)
1155. register int x, y;
1156. register struct mkroom *aroom;
1157. {
1158. 	if(doorindex >= DOORMAX) {
1159. 		impossible("DOORMAX exceeded?");
1160. 		return;
1161. 	}
1162. 
1163. 	dosdoor(x,y,aroom,rn2(8) ? DOOR : SDOOR);
1164. }
1165. 
1166. boolean
1167. occupied(x, y)
1168. register xchar x, y;
1169. {
1170. 	return((boolean)(t_at(x, y)
1171. 		|| IS_FURNITURE(levl[x][y].typ)
1172. 		|| is_lava(x,y)
1173. 		|| is_pool(x,y)
1174. 		|| invocation_pos(x,y)
1175. 		));
1176. }
1177. 
1178. /* make a trap somewhere (in croom if mazeflag = 0 && !tm) */
1179. /* if tm != null, make trap at that location */
1180. void
1181. mktrap(num, mazeflag, croom, tm)
1182. register int num, mazeflag;
1183. register struct mkroom *croom;
1184. coord *tm;
1185. {
1186. 	register int kind;
1187. 	coord m;
1188. 
1189. 	/* no traps in pools */
1190. 	if (tm && is_pool(tm->x,tm->y)) return;
1191. 
1192. 	if (num > 0 && num < TRAPNUM) {
1193. 	    kind = num;
1194. #ifdef REINCARNATION
1195. 	} else if (Is_rogue_level(&u.uz)) {
1196. 	    switch (rn2(7)) {
1197. 		default: kind = BEAR_TRAP; break; /* 0 */
1198. 		case 1: kind = ARROW_TRAP; break;
1199. 		case 2: kind = DART_TRAP; break;
1200. 		case 3: kind = TRAPDOOR; break;
1201. 		case 4: kind = PIT; break;
1202. 		case 5: kind = SLP_GAS_TRAP; break;
1203. 		case 6: kind = RUST_TRAP; break;
1204. 	    }
1205. #endif
1206. 	} else if (Inhell && !rn2(5)) {
1207. 	    /* bias the frequency of fire traps in Gehennom */
1208. 	    kind = FIRE_TRAP;
1209. 	} else {
1210. 	    unsigned lvl = level_difficulty();
1211. 
1212. 	    do {
1213. 		kind = rnd(TRAPNUM-1);
1214. 		/* reject "too hard" traps */
1215. 		switch (kind) {
1216. 		    case MAGIC_PORTAL:
1217. 			kind = NO_TRAP; break;
1218. 		    case ROLLING_BOULDER_TRAP:
1219. 		    case SLP_GAS_TRAP:
1220. 			if (lvl < 2) kind = NO_TRAP; break;
1221. 		    case LEVEL_TELEP:
1222. 			if (lvl < 5 || level.flags.noteleport)
1223. 			    kind = NO_TRAP; break;
1224. 		    case SPIKED_PIT:
1225. 			if (lvl < 5) kind = NO_TRAP; break;
1226. 		    case LANDMINE:
1227. 			if (lvl < 6) kind = NO_TRAP; break;
1228. 		    case WEB:
1229. 			if (lvl < 7) kind = NO_TRAP; break;
1230. 		    case STATUE_TRAP:
1231. 		    case POLY_TRAP:
1232. 			if (lvl < 8) kind = NO_TRAP; break;
1233. 		    case FIRE_TRAP:
1234. 			if (!Inhell) kind = NO_TRAP; break;
1235. 		    case TELEP_TRAP:
1236. 			if (level.flags.noteleport) kind = NO_TRAP; break;
1237. 		    case HOLE:
1238. 			/* make these much less often than other traps */
1239. 			if (rn2(7)) kind = NO_TRAP; break;
1240. 		}
1241. 	    } while (kind == NO_TRAP);
1242. 	}
1243. 
1244. 	if ((kind == TRAPDOOR || kind == HOLE) && !Can_fall_thru(&u.uz))
1245. 		kind = ROCKTRAP;
1246. 
1247. 	if (tm)
1248. 	    m = *tm;
1249. 	else {
1250. 	    register int tryct = 0;
1251. 	    boolean avoid_boulder = (kind == PIT || kind == SPIKED_PIT ||
1252. 				     kind == TRAPDOOR || kind == HOLE);
1253. 
1254. 	    do {
1255. 		if (++tryct > 200)
1256. 		    return;
1257. 		if (mazeflag)
1258. 		    mazexy(&m);
1259. 		else if (!somexy(croom,&m))
1260. 		    return;
1261. 	    } while (occupied(m.x, m.y) ||
1262. 			(avoid_boulder && sobj_at(BOULDER, m.x, m.y)));
1263. 	}
1264. 
1265. 	(void) maketrap(m.x, m.y, kind);
1266. 	if (kind == WEB) (void) makemon(&mons[PM_GIANT_SPIDER],
1267. 						m.x, m.y, NO_MM_FLAGS);
1268. }
1269. 
1270. void
1271. mkstairs(x, y, up, croom)
1272. xchar x, y;
1273. char  up;
1274. struct mkroom *croom;
1275. {
1276. 	if (!x) {
1277. 	    impossible("mkstairs:  bogus stair attempt at <%d,%d>", x, y);
1278. 	    return;
1279. 	}
1280. 
1281. 	/*
1282. 	 * We can't make a regular stair off an end of the dungeon.  This
1283. 	 * attempt can happen when a special level is placed at an end and
1284. 	 * has an up or down stair specified in its description file.
1285. 	 */
1286. 	if ((dunlev(&u.uz) == 1 && up) ||
1287. 			(dunlev(&u.uz) == dunlevs_in_dungeon(&u.uz) && !up))
1288. 	    return;
1289. 
1290. 	if(up) {
1291. 		xupstair = x;
1292. 		yupstair = y;
1293. 		upstairs_room = croom;
1294. 	} else {
1295. 		xdnstair = x;
1296. 		ydnstair = y;
1297. 		dnstairs_room = croom;
1298. 	}
1299. 
1300. 	levl[x][y].typ = STAIRS;
1301. 	levl[x][y].ladder = up ? LA_UP : LA_DOWN;
1302. }
1303. 
1304. STATIC_OVL
1305. void
1306. mkfount(mazeflag,croom)
1307. register int mazeflag;
1308. register struct mkroom *croom;
1309. {
1310. 	coord m;
1311. 	register int tryct = 0;
1312. 
1313. 	do {
1314. 	    if(++tryct > 200) return;
1315. 	    if(mazeflag)
1316. 		mazexy(&m);
1317. 	    else
1318. 		if (!somexy(croom, &m))
1319. 		    return;
1320. 	} while(occupied(m.x, m.y) || bydoor(m.x, m.y));
1321. 
1322. 	/* Put a fountain at m.x, m.y */
1323. 	levl[m.x][m.y].typ = FOUNTAIN;
1324. 	/* Is it a "blessed" fountain? (affects drinking from fountain) */
1325. 	if(!rn2(7)) levl[m.x][m.y].blessedftn = 1;
1326. 
1327. 	level.flags.nfountains++;
1328. }
1329. 
1330. #ifdef SINKS
1331. STATIC_OVL void
1332. mksink(croom)
1333. register struct mkroom *croom;
1334. {
1335. 	coord m;
1336. 	register int tryct = 0;
1337. 
1338. 	do {
1339. 	    if(++tryct > 200) return;
1340. 	    if (!somexy(croom, &m))
1341. 		return;
1342. 	} while(occupied(m.x, m.y) || bydoor(m.x, m.y));
1343. 
1344. 	/* Put a sink at m.x, m.y */
1345. 	levl[m.x][m.y].typ = SINK;
1346. 
1347. 	level.flags.nsinks++;
1348. }
1349. #endif /* SINKS */
1350. 
1351. 
1352. STATIC_OVL void
1353. mkaltar(croom)
1354. register struct mkroom *croom;
1355. {
1356. 	coord m;
1357. 	register int tryct = 0;
1358. 	aligntyp al;
1359. 
1360. 	if (croom->rtype != OROOM) return;
1361. 
1362. 	do {
1363. 	    if(++tryct > 200) return;
1364. 	    if (!somexy(croom, &m))
1365. 		return;
1366. 	} while (occupied(m.x, m.y) || bydoor(m.x, m.y));
1367. 
1368. 	/* Put an altar at m.x, m.y */
1369. 	levl[m.x][m.y].typ = ALTAR;
1370. 
1371. 	/* -1 - A_CHAOTIC, 0 - A_NEUTRAL, 1 - A_LAWFUL */
1372. 	al = rn2((int)A_LAWFUL+2) - 1;
1373. 	levl[m.x][m.y].altarmask = Align2amask( al );
1374. }
1375. 
1376. static void
1377. mkgrave(croom)
1378. struct mkroom *croom;
1379. {
1380. 	coord m;
1381. 	register int tryct = 0;
1382. 	register struct obj *otmp;
1383. 	boolean dobell = !rn2(10);
1384. 
1385. 
1386. 	if(croom->rtype != OROOM) return;
1387. 
1388. 	do {
1389. 	    if(++tryct > 200) return;
1390. 	    if (!somexy(croom, &m))
1391. 		return;
1392. 	} while (occupied(m.x, m.y) || bydoor(m.x, m.y));
1393. 
1394. 	/* Put a grave at m.x, m.y */
1395. 	make_grave(m.x, m.y, dobell ? "Saved by the bell!" : (char *) 0);
1396. 
1397. 	/* Possibly fill it with objects */
1398. 	if (!rn2(3)) (void) mkgold(0L, m.x, m.y);
1399. 	for (tryct = rn2(5); tryct; tryct--) {
1400. 	    otmp = mkobj(RANDOM_CLASS, TRUE);
1401. 	    if (!otmp) return;
1402. 	    curse(otmp);
1403. 	    otmp->ox = m.x;
1404. 	    otmp->oy = m.y;
1405. 	    add_to_buried(otmp);
1406. 	}
1407. 
1408. 	/* Leave a bell, in case we accidentally buried someone alive */
1409. 	if (dobell) (void) mksobj_at(BELL, m.x, m.y, TRUE, FALSE);
1410. 	return;
1411. }
1412. 
1413. 
1414. /* maze levels have slightly different constraints from normal levels */
1415. #define x_maze_min 2
1416. #define y_maze_min 2
1417. /*
1418.  * Major level transmutation: add a set of stairs (to the Sanctum) after
1419.  * an earthquake that leaves behind a a new topology, centered at inv_pos.
1420.  * Assumes there are no rooms within the invocation area and that inv_pos
1421.  * is not too close to the edge of the map.  Also assume the hero can see,
1422.  * which is guaranteed for normal play due to the fact that sight is needed
1423.  * to read the Book of the Dead.
1424.  */
1425. void
1426. mkinvokearea()
1427. {
1428.     int dist;
1429.     xchar xmin = inv_pos.x, xmax = inv_pos.x;
1430.     xchar ymin = inv_pos.y, ymax = inv_pos.y;
1431.     register xchar i;
1432. 
1433.     pline_The("floor shakes violently under you!");
1434.     pline_The("walls around you begin to bend and crumble!");
1435.     display_nhwindow(WIN_MESSAGE, TRUE);
1436. 
1437.     mkinvpos(xmin, ymin, 0);		/* middle, before placing stairs */
1438. 
1439.     for(dist = 1; dist < 7; dist++) {
1440. 	xmin--; xmax++;
1441. 
1442. 	/* top and bottom */
1443. 	if(dist != 3) { /* the area is wider that it is high */
1444. 	    ymin--; ymax++;
1445. 	    for(i = xmin+1; i < xmax; i++) {
1446. 		mkinvpos(i, ymin, dist);
1447. 		mkinvpos(i, ymax, dist);
1448. 	    }
1449. 	}
1450. 
1451. 	/* left and right */
1452. 	for(i = ymin; i <= ymax; i++) {
1453. 	    mkinvpos(xmin, i, dist);
1454. 	    mkinvpos(xmax, i, dist);
1455. 	}
1456. 
1457. 	flush_screen(1);	/* make sure the new glyphs shows up */
1458. 	delay_output();
1459.     }
1460. 
1461.     You("are standing at the top of a stairwell leading down!");
1462.     mkstairs(u.ux, u.uy, 0, (struct mkroom *)0); /* down */
1463.     newsym(u.ux, u.uy);
1464.     vision_full_recalc = 1;	/* everything changed */
1465. }
1466. 
1467. /* Change level topology.  Boulders in the vicinity are eliminated.
1468.  * Temporarily overrides vision in the name of a nice effect.
1469.  */
1470. STATIC_OVL void
1471. mkinvpos(x,y,dist)
1472. xchar x,y;
1473. int dist;
1474. {
1475.     struct trap *ttmp;
1476.     struct obj *otmp;
1477.     boolean make_rocks;
1478.     register struct rm *lev = &levl[x][y];
1479. 
1480.     /* clip at existing map borders if necessary */
1481.     if (!within_bounded_area(x, y, x_maze_min + 1, y_maze_min + 1,
1482. 				   x_maze_max - 1, y_maze_max - 1)) {
1483. 	/* only outermost 2 columns and/or rows may be truncated due to edge */
1484. 	if (dist < (7 - 2))
1485. 	    panic("mkinvpos: <%d,%d> (%d) off map edge!", x, y, dist);
1486. 	return;
1487.     }
1488. 
1489.     /* clear traps */
1490.     if ((ttmp = t_at(x,y)) != 0) deltrap(ttmp);
1491. 
1492.     /* clear boulders; leave some rocks for non-{moat|trap} locations */
1493.     make_rocks = (dist != 1 && dist != 4 && dist != 5) ? TRUE : FALSE;
1494.     while ((otmp = sobj_at(BOULDER, x, y)) != 0) {
1495. 	if (make_rocks) {
1496. 	    fracture_rock(otmp);
1497. 	    make_rocks = FALSE;		/* don't bother with more rocks */
1498. 	} else {
1499. 	    obj_extract_self(otmp);
1500. 	    obfree(otmp, (struct obj *)0);
1501. 	}
1502.     }
1503.     unblock_point(x,y);	/* make sure vision knows this location is open */
1504. 
1505.     /* fake out saved state */
1506.     lev->seenv = 0;
1507.     lev->doormask = 0;
1508.     if(dist < 6) lev->lit = TRUE;
1509.     lev->waslit = TRUE;
1510.     lev->horizontal = FALSE;
1511.     viz_array[y][x] = (dist < 6 ) ?
1512. 	(IN_SIGHT|COULD_SEE) : /* short-circuit vision recalc */
1513. 	COULD_SEE;
1514. 
1515.     switch(dist) {
1516.     case 1: /* fire traps */
1517. 	if (is_pool(x,y)) break;
1518. 	lev->typ = ROOM;
1519. 	ttmp = maketrap(x, y, FIRE_TRAP);
1520. 	if (ttmp) ttmp->tseen = TRUE;
1521. 	break;
1522.     case 0: /* lit room locations */
1523.     case 2:
1524.     case 3:
1525.     case 6: /* unlit room locations */
1526. 	lev->typ = ROOM;
1527. 	break;
1528.     case 4: /* pools (aka a wide moat) */
1529.     case 5:
1530. 	lev->typ = MOAT;
1531. 	/* No kelp! */
1532. 	break;
1533.     default:
1534. 	impossible("mkinvpos called with dist %d", dist);
1535. 	break;
1536.     }
1537. 
1538.     /* display new value of position; could have a monster/object on it */
1539.     newsym(x,y);
1540. }
1541. 
1542. /*
1543.  * The portal to Ludios is special.  The entrance can only occur within a
1544.  * vault in the main dungeon at a depth greater than 10.  The Ludios branch
1545.  * structure reflects this by having a bogus "source" dungeon:  the value
1546.  * of n_dgns (thus, Is_branchlev() will never find it).
1547.  *
1548.  * Ludios will remain isolated until the branch is corrected by this function.
1549.  */
1550. STATIC_OVL void
1551. mk_knox_portal(x, y)
1552. xchar x, y;
1553. {
1554. 	extern int n_dgns;		/* from dungeon.c */
1555. 	d_level *source;
1556. 	branch *br;
1557. 	schar u_depth;
1558. 
1559. 	br = dungeon_branch("Fort Ludios");
1560. 	if (on_level(&knox_level, &br->end1)) {
1561. 	    source = &br->end2;
1562. 	} else {
1563. 	    /* disallow Knox branch on a level with one branch already */
1564. 	    if(Is_branchlev(&u.uz))
1565. 		return;
1566. 	    source = &br->end1;
1567. 	}
1568. 
1569. 	/* Already set or 2/3 chance of deferring until a later level. */
1570. 	if (source->dnum < n_dgns || (rn2(3)
1571. #ifdef WIZARD
1572. 				      && !wizard
1573. #endif
1574. 				      )) return;
1575. 
1576. 	if (! (u.uz.dnum == oracle_level.dnum	    /* in main dungeon */
1577. 		&& !at_dgn_entrance("The Quest")    /* but not Quest's entry */
1578. 		&& (u_depth = depth(&u.uz)) > 10    /* beneath 10 */
1579. 		&& u_depth < depth(&medusa_level))) /* and above Medusa */
1580. 	    return;
1581. 
1582. 	/* Adjust source to be current level and re-insert branch. */
1583. 	*source = u.uz;
1584. 	insert_branch(br, TRUE);
1585. 
1586. #ifdef DEBUG
1587. 	pline("Made knox portal.");
1588. #endif
1589. 	place_branch(br, x, y);
1590. }
1591. 
1592. /*mklev.c*/

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