Source:NetHack 3.6.0/src/mklev.c

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Below is the full text to mklev.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/mklev.c#line123]], for example.

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/* NetHack 3.6	mklev.c	$NHDT-Date: 1446191876 2015/10/30 07:57:56 $  $NHDT-Branch: master $:$NHDT-Revision: 1.44 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed.  See license for details. */

#include "hack.h"

/* for UNIX, Rand #def'd to (long)lrand48() or (long)random() */
/* croom->lx etc are schar (width <= int), so % arith ensures that */
/* conversion of result to int is reasonable */

STATIC_DCL void FDECL(mkfount, (int, struct mkroom *));
STATIC_DCL void FDECL(mksink, (struct mkroom *));
STATIC_DCL void FDECL(mkaltar, (struct mkroom *));
STATIC_DCL void FDECL(mkgrave, (struct mkroom *));
STATIC_DCL void NDECL(makevtele);
STATIC_DCL void NDECL(clear_level_structures);
STATIC_DCL void NDECL(makelevel);
STATIC_DCL boolean FDECL(bydoor, (XCHAR_P, XCHAR_P));
STATIC_DCL struct mkroom *FDECL(find_branch_room, (coord *));
STATIC_DCL struct mkroom *FDECL(pos_to_room, (XCHAR_P, XCHAR_P));
STATIC_DCL boolean FDECL(place_niche, (struct mkroom *, int *, int *, int *));
STATIC_DCL void FDECL(makeniche, (int));
STATIC_DCL void NDECL(make_niches);
STATIC_PTR int FDECL(CFDECLSPEC do_comp, (const genericptr,
const genericptr));
STATIC_DCL void FDECL(dosdoor, (XCHAR_P, XCHAR_P, struct mkroom *, int));
STATIC_DCL void FDECL(join, (int, int, BOOLEAN_P));
STATIC_DCL void FDECL(do_room_or_subroom, (struct mkroom *, int, int,
int, int, BOOLEAN_P,
SCHAR_P, BOOLEAN_P, BOOLEAN_P));
STATIC_DCL void NDECL(makerooms);
STATIC_DCL void FDECL(finddpos, (coord *, XCHAR_P, XCHAR_P,
XCHAR_P, XCHAR_P));
STATIC_DCL void FDECL(mkinvpos, (XCHAR_P, XCHAR_P, int));
STATIC_DCL void FDECL(mk_knox_portal, (XCHAR_P, XCHAR_P));

#define create_vault() create_room(-1, -1, 2, 2, -1, -1, VAULT, TRUE)
#define init_vault() vault_x = -1
#define do_vault() (vault_x != -1)
static xchar vault_x, vault_y;
static boolean made_branch; /* used only during level creation */

/* Args must be (const genericptr) so that qsort will always be happy. */

STATIC_PTR int CFDECLSPEC
do_comp(vx, vy)
const genericptr vx;
const genericptr vy;
{
#ifdef LINT
/* lint complains about possible pointer alignment problems, but we know
that vx and vy are always properly aligned. Hence, the following
bogus definition:
*/
return (vx == vy) ? 0 : -1;
#else
register const struct mkroom *x, *y;

x = (const struct mkroom *) vx;
y = (const struct mkroom *) vy;
if (x->lx < y->lx)
return -1;
return (x->lx > y->lx);
#endif /* LINT */
}

STATIC_OVL void
finddpos(cc, xl, yl, xh, yh)
coord *cc;
xchar xl, yl, xh, yh;
{
register xchar x, y;

x = rn1(xh - xl + 1, xl);
y = rn1(yh - yl + 1, yl);
if (okdoor(x, y))
goto gotit;

for (x = xl; x <= xh; x++)
for (y = yl; y <= yh; y++)
if (okdoor(x, y))
goto gotit;

for (x = xl; x <= xh; x++)
for (y = yl; y <= yh; y++)
if (IS_DOOR(levl[x][y].typ) || levl[x][y].typ == SDOOR)
goto gotit;
/* cannot find something reasonable -- strange */
x = xl;
y = yh;
gotit:
cc->x = x;
cc->y = y;
return;
}

void
sort_rooms()
{
#if defined(SYSV) || defined(DGUX)
qsort((genericptr_t) rooms, (unsigned) nroom, sizeof(struct mkroom),
do_comp);
#else
qsort((genericptr_t) rooms, nroom, sizeof(struct mkroom), do_comp);
#endif
}

STATIC_OVL void
do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit, rtype, special, is_room)
register struct mkroom *croom;
int lowx, lowy;
register int hix, hiy;
boolean lit;
schar rtype;
boolean special;
boolean is_room;
{
register int x, y;
struct rm *lev;

/* locations might bump level edges in wall-less rooms */
/* add/subtract 1 to allow for edge locations */
if (!lowx)
lowx++;
if (!lowy)
lowy++;
if (hix >= COLNO - 1)
hix = COLNO - 2;
if (hiy >= ROWNO - 1)
hiy = ROWNO - 2;

if (lit) {
for (x = lowx - 1; x <= hix + 1; x++) {
lev = &levl[x][max(lowy - 1, 0)];
for (y = lowy - 1; y <= hiy + 1; y++)
lev++->lit = 1;
}
croom->rlit = 1;
} else
croom->rlit = 0;

croom->lx = lowx;
croom->hx = hix;
croom->ly = lowy;
croom->hy = hiy;
croom->rtype = rtype;
croom->doorct = 0;
/* if we're not making a vault, doorindex will still be 0
* if we are, we'll have problems adding niches to the previous room
* unless fdoor is at least doorindex
*/
croom->fdoor = doorindex;
croom->irregular = FALSE;

croom->nsubrooms = 0;
croom->sbrooms[0] = (struct mkroom *) 0;
if (!special) {
for (x = lowx - 1; x <= hix + 1; x++)
for (y = lowy - 1; y <= hiy + 1; y += (hiy - lowy + 2)) {
levl[x][y].typ = HWALL;
levl[x][y].horizontal = 1; /* For open/secret doors. */
}
for (x = lowx - 1; x <= hix + 1; x += (hix - lowx + 2))
for (y = lowy; y <= hiy; y++) {
levl[x][y].typ = VWALL;
levl[x][y].horizontal = 0; /* For open/secret doors. */
}
for (x = lowx; x <= hix; x++) {
lev = &levl[x][lowy];
for (y = lowy; y <= hiy; y++)
lev++->typ = ROOM;
}
if (is_room) {
levl[lowx - 1][lowy - 1].typ = TLCORNER;
levl[hix + 1][lowy - 1].typ = TRCORNER;
levl[lowx - 1][hiy + 1].typ = BLCORNER;
levl[hix + 1][hiy + 1].typ = BRCORNER;
} else { /* a subroom */
wallification(lowx - 1, lowy - 1, hix + 1, hiy + 1);
}
}
}

void
add_room(lowx, lowy, hix, hiy, lit, rtype, special)
int lowx, lowy, hix, hiy;
boolean lit;
schar rtype;
boolean special;
{
register struct mkroom *croom;

croom = &rooms[nroom];
do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit, rtype, special,
(boolean) TRUE);
croom++;
croom->hx = -1;
nroom++;
}

void
add_subroom(proom, lowx, lowy, hix, hiy, lit, rtype, special)
struct mkroom *proom;
int lowx, lowy, hix, hiy;
boolean lit;
schar rtype;
boolean special;
{
register struct mkroom *croom;

croom = &subrooms[nsubroom];
do_room_or_subroom(croom, lowx, lowy, hix, hiy, lit, rtype, special,
(boolean) FALSE);
proom->sbrooms[proom->nsubrooms++] = croom;
croom++;
croom->hx = -1;
nsubroom++;
}

STATIC_OVL void
makerooms()
{
boolean tried_vault = FALSE;

/* make rooms until satisfied */
/* rnd_rect() will returns 0 if no more rects are available... */
while (nroom < MAXNROFROOMS && rnd_rect()) {
if (nroom >= (MAXNROFROOMS / 6) && rn2(2) && !tried_vault) {
tried_vault = TRUE;
if (create_vault()) {
vault_x = rooms[nroom].lx;
vault_y = rooms[nroom].ly;
rooms[nroom].hx = -1;
}
} else if (!create_room(-1, -1, -1, -1, -1, -1, OROOM, -1))
return;
}
return;
}

STATIC_OVL void
join(a, b, nxcor)
register int a, b;
boolean nxcor;
{
coord cc, tt, org, dest;
register xchar tx, ty, xx, yy;
register struct mkroom *croom, *troom;
register int dx, dy;

croom = &rooms[a];
troom = &rooms[b];

/* find positions cc and tt for doors in croom and troom
and direction for a corridor between them */

if (troom->hx < 0 || croom->hx < 0 || doorindex >= DOORMAX)
return;
if (troom->lx > croom->hx) {
dx = 1;
dy = 0;
xx = croom->hx + 1;
tx = troom->lx - 1;
finddpos(&cc, xx, croom->ly, xx, croom->hy);
finddpos(&tt, tx, troom->ly, tx, troom->hy);
} else if (troom->hy < croom->ly) {
dy = -1;
dx = 0;
yy = croom->ly - 1;
finddpos(&cc, croom->lx, yy, croom->hx, yy);
ty = troom->hy + 1;
finddpos(&tt, troom->lx, ty, troom->hx, ty);
} else if (troom->hx < croom->lx) {
dx = -1;
dy = 0;
xx = croom->lx - 1;
tx = troom->hx + 1;
finddpos(&cc, xx, croom->ly, xx, croom->hy);
finddpos(&tt, tx, troom->ly, tx, troom->hy);
} else {
dy = 1;
dx = 0;
yy = croom->hy + 1;
ty = troom->ly - 1;
finddpos(&cc, croom->lx, yy, croom->hx, yy);
finddpos(&tt, troom->lx, ty, troom->hx, ty);
}
xx = cc.x;
yy = cc.y;
tx = tt.x - dx;
ty = tt.y - dy;
if (nxcor && levl[xx + dx][yy + dy].typ)
return;
if (okdoor(xx, yy) || !nxcor)
dodoor(xx, yy, croom);

org.x = xx + dx;
org.y = yy + dy;
dest.x = tx;
dest.y = ty;

if (!dig_corridor(&org, &dest, nxcor, level.flags.arboreal ? ROOM : CORR,
STONE))
return;

/* we succeeded in digging the corridor */
if (okdoor(tt.x, tt.y) || !nxcor)
dodoor(tt.x, tt.y, troom);

if (smeq[a] < smeq[b])
smeq[b] = smeq[a];
else
smeq[a] = smeq[b];
}

void
makecorridors()
{
int a, b, i;
boolean any = TRUE;

for (a = 0; a < nroom - 1; a++) {
join(a, a + 1, FALSE);
if (!rn2(50))
break; /* allow some randomness */
}
for (a = 0; a < nroom - 2; a++)
if (smeq[a] != smeq[a + 2])
join(a, a + 2, FALSE);
for (a = 0; any && a < nroom; a++) {
any = FALSE;
for (b = 0; b < nroom; b++)
if (smeq[a] != smeq[b]) {
join(a, b, FALSE);
any = TRUE;
}
}
if (nroom > 2)
for (i = rn2(nroom) + 4; i; i--) {
a = rn2(nroom);
b = rn2(nroom - 2);
if (b >= a)
b += 2;
join(a, b, TRUE);
}
}

void
add_door(x, y, aroom)
register int x, y;
register struct mkroom *aroom;
{
register struct mkroom *broom;
register int tmp;
int i;

if (aroom->doorct == 0)
aroom->fdoor = doorindex;

aroom->doorct++;

for (tmp = doorindex; tmp > aroom->fdoor; tmp--)
doors[tmp] = doors[tmp - 1];

for (i = 0; i < nroom; i++) {
broom = &rooms[i];
if (broom != aroom && broom->doorct && broom->fdoor >= aroom->fdoor)
broom->fdoor++;
}
for (i = 0; i < nsubroom; i++) {
broom = &subrooms[i];
if (broom != aroom && broom->doorct && broom->fdoor >= aroom->fdoor)
broom->fdoor++;
}

doorindex++;
doors[aroom->fdoor].x = x;
doors[aroom->fdoor].y = y;
}

STATIC_OVL void
dosdoor(x, y, aroom, type)
register xchar x, y;
struct mkroom *aroom;
int type;
{
boolean shdoor = *in_rooms(x, y, SHOPBASE) ? TRUE : FALSE;

if (!IS_WALL(levl[x][y].typ)) /* avoid SDOORs on already made doors */
type = DOOR;
levl[x][y].typ = type;
if (type == DOOR) {
if (!rn2(3)) { /* is it a locked door, closed, or a doorway? */
if (!rn2(5))
levl[x][y].doormask = D_ISOPEN;
else if (!rn2(6))
levl[x][y].doormask = D_LOCKED;
else
levl[x][y].doormask = D_CLOSED;

if (levl[x][y].doormask != D_ISOPEN && !shdoor
&& level_difficulty() >= 5 && !rn2(25))
levl[x][y].doormask |= D_TRAPPED;
} else {
#ifdef STUPID
if (shdoor)
levl[x][y].doormask = D_ISOPEN;
else
levl[x][y].doormask = D_NODOOR;
#else
levl[x][y].doormask = (shdoor ? D_ISOPEN : D_NODOOR);
#endif
}

/* also done in roguecorr(); doing it here first prevents
making mimics in place of trapped doors on rogue level */
if (Is_rogue_level(&u.uz))
levl[x][y].doormask = D_NODOOR;

if (levl[x][y].doormask & D_TRAPPED) {
struct monst *mtmp;

if (level_difficulty() >= 9 && !rn2(5)
&& !((mvitals[PM_SMALL_MIMIC].mvflags & G_GONE)
&& (mvitals[PM_LARGE_MIMIC].mvflags & G_GONE)
&& (mvitals[PM_GIANT_MIMIC].mvflags & G_GONE))) {
/* make a mimic instead */
levl[x][y].doormask = D_NODOOR;
mtmp = makemon(mkclass(S_MIMIC, 0), x, y, NO_MM_FLAGS);
if (mtmp)
set_mimic_sym(mtmp);
}
}
/* newsym(x,y); */
} else { /* SDOOR */
if (shdoor || !rn2(5))
levl[x][y].doormask = D_LOCKED;
else
levl[x][y].doormask = D_CLOSED;

if (!shdoor && level_difficulty() >= 4 && !rn2(20))
levl[x][y].doormask |= D_TRAPPED;
}

add_door(x, y, aroom);
}

STATIC_OVL boolean
place_niche(aroom, dy, xx, yy)
register struct mkroom *aroom;
int *dy, *xx, *yy;
{
coord dd;

if (rn2(2)) {
*dy = 1;
finddpos(&dd, aroom->lx, aroom->hy + 1, aroom->hx, aroom->hy + 1);
} else {
*dy = -1;
finddpos(&dd, aroom->lx, aroom->ly - 1, aroom->hx, aroom->ly - 1);
}
*xx = dd.x;
*yy = dd.y;
return (boolean) ((isok(*xx, *yy + *dy)
&& levl[*xx][*yy + *dy].typ == STONE)
&& (isok(*xx, *yy - *dy)
&& !IS_POOL(levl[*xx][*yy - *dy].typ)
&& !IS_FURNITURE(levl[*xx][*yy - *dy].typ)));
}

/* there should be one of these per trap, in the same order as trap.h */
static NEARDATA const char *trap_engravings[TRAPNUM] = {
(char *) 0,      (char *) 0,    (char *) 0,    (char *) 0, (char *) 0,
(char *) 0,      (char *) 0,    (char *) 0,    (char *) 0, (char *) 0,
(char *) 0,      (char *) 0,    (char *) 0,    (char *) 0,
/* 14..16: trap door, teleport, level-teleport */
"Vlad was here", "ad aerarium", "ad aerarium", (char *) 0, (char *) 0,
(char *) 0,      (char *) 0,    (char *) 0,    (char *) 0, (char *) 0,
};

STATIC_OVL void
makeniche(trap_type)
int trap_type;
{
register struct mkroom *aroom;
struct rm *rm;
int vct = 8;
int dy, xx, yy;
struct trap *ttmp;

if (doorindex < DOORMAX) {
while (vct--) {
aroom = &rooms[rn2(nroom)];
if (aroom->rtype != OROOM)
continue; /* not an ordinary room */
if (aroom->doorct == 1 && rn2(5))
continue;
if (!place_niche(aroom, &dy, &xx, &yy))
continue;

rm = &levl[xx][yy + dy];
if (trap_type || !rn2(4)) {
rm->typ = SCORR;
if (trap_type) {
if ((trap_type == HOLE || trap_type == TRAPDOOR)
&& !Can_fall_thru(&u.uz))
trap_type = ROCKTRAP;
ttmp = maketrap(xx, yy + dy, trap_type);
if (ttmp) {
if (trap_type != ROCKTRAP)
ttmp->once = 1;
if (trap_engravings[trap_type]) {
make_engr_at(xx, yy - dy,
trap_engravings[trap_type], 0L,
DUST);
wipe_engr_at(xx, yy - dy, 5,
FALSE); /* age it a little */
}
}
}
dosdoor(xx, yy, aroom, SDOOR);
} else {
rm->typ = CORR;
if (rn2(7))
dosdoor(xx, yy, aroom, rn2(5) ? SDOOR : DOOR);
else {
/* inaccessible niches occasionally have iron bars */
if (!rn2(5) && IS_WALL(levl[xx][yy].typ)) {
levl[xx][yy].typ = IRONBARS;
if (rn2(3))
(void) mkcorpstat(CORPSE, (struct monst *) 0,
mkclass(S_HUMAN, 0), xx,
yy + dy, TRUE);
}
if (!level.flags.noteleport)
(void) mksobj_at(SCR_TELEPORTATION, xx, yy + dy, TRUE,
FALSE);
if (!rn2(3))
(void) mkobj_at(0, xx, yy + dy, TRUE);
}
}
return;
}
}
}

STATIC_OVL void
make_niches()
{
int ct = rnd((nroom >> 1) + 1), dep = depth(&u.uz);
boolean ltptr = (!level.flags.noteleport && dep > 15),
vamp = (dep > 5 && dep < 25);

while (ct--) {
if (ltptr && !rn2(6)) {
ltptr = FALSE;
makeniche(LEVEL_TELEP);
} else if (vamp && !rn2(6)) {
vamp = FALSE;
makeniche(TRAPDOOR);
} else
makeniche(NO_TRAP);
}
}

STATIC_OVL void
makevtele()
{
makeniche(TELEP_TRAP);
}

/* clear out various globals that keep information on the current level.
* some of this is only necessary for some types of levels (maze, normal,
* special) but it's easier to put it all in one place than make sure
* each type initializes what it needs to separately.
*/
STATIC_OVL void
clear_level_structures()
{
static struct rm zerorm = { cmap_to_glyph(S_stone),
0, 0, 0, 0, 0, 0, 0, 0, 0 };
register int x, y;
register struct rm *lev;

for (x = 0; x < COLNO; x++) {
lev = &levl[x][0];
for (y = 0; y < ROWNO; y++) {
*lev++ = zerorm;
/*
* These used to be '#if MICROPORT_BUG',
* with use of memset(0) for '#if !MICROPORT_BUG' below,
* but memset is not appropriate for initializing pointers,
* so do these level.objects[][] and level.monsters[][]
* initializations unconditionally.
*/
level.objects[x][y] = (struct obj *) 0;
level.monsters[x][y] = (struct monst *) 0;
}
}
level.objlist = (struct obj *) 0;
level.buriedobjlist = (struct obj *) 0;
level.monlist = (struct monst *) 0;
level.damagelist = (struct damage *) 0;
level.bonesinfo = (struct cemetery *) 0;

level.flags.nfountains = 0;
level.flags.nsinks = 0;
level.flags.has_shop = 0;
level.flags.has_vault = 0;
level.flags.has_zoo = 0;
level.flags.has_court = 0;
level.flags.has_morgue = level.flags.graveyard = 0;
level.flags.has_beehive = 0;
level.flags.has_barracks = 0;
level.flags.has_temple = 0;
level.flags.has_swamp = 0;
level.flags.noteleport = 0;
level.flags.hardfloor = 0;
level.flags.nommap = 0;
level.flags.hero_memory = 1;
level.flags.shortsighted = 0;
level.flags.sokoban_rules = 0;
level.flags.is_maze_lev = 0;
level.flags.is_cavernous_lev = 0;
level.flags.arboreal = 0;
level.flags.wizard_bones = 0;
level.flags.corrmaze = 0;

nroom = 0;
rooms[0].hx = -1;
nsubroom = 0;
subrooms[0].hx = -1;
doorindex = 0;
init_rect();
init_vault();
xdnstair = ydnstair = xupstair = yupstair = 0;
sstairs.sx = sstairs.sy = 0;
xdnladder = ydnladder = xupladder = yupladder = 0;
made_branch = FALSE;
clear_regions();
}

STATIC_OVL void
makelevel()
{
register struct mkroom *croom, *troom;
register int tryct;
register int x, y;
struct monst *tmonst; /* always put a web with a spider */
branch *branchp;
int room_threshold;

if (wiz1_level.dlevel == 0)
init_dungeons();
oinit(); /* assign level dependent obj probabilities */
clear_level_structures();

{
register s_level *slev = Is_special(&u.uz);

/* check for special levels */
if (slev && !Is_rogue_level(&u.uz)) {
makemaz(slev->proto);
return;
} else if (dungeons[u.uz.dnum].proto[0]) {
makemaz("");
return;
} else if (In_mines(&u.uz)) {
makemaz("minefill");
return;
} else if (In_quest(&u.uz)) {
char fillname[9];
s_level *loc_lev;

Sprintf(fillname, "%s-loca", urole.filecode);
loc_lev = find_level(fillname);

Sprintf(fillname, "%s-fil", urole.filecode);
Strcat(fillname,
(u.uz.dlevel < loc_lev->dlevel.dlevel) ? "a" : "b");
makemaz(fillname);
return;
} else if (In_hell(&u.uz)
|| (rn2(5) && u.uz.dnum == medusa_level.dnum
&& depth(&u.uz) > depth(&medusa_level))) {
makemaz("");
return;
}
}

/* otherwise, fall through - it's a "regular" level. */

if (Is_rogue_level(&u.uz)) {
makeroguerooms();
makerogueghost();
} else
makerooms();
sort_rooms();

/* construct stairs (up and down in different rooms if possible) */
croom = &rooms[rn2(nroom)];
if (!Is_botlevel(&u.uz))
mkstairs(somex(croom), somey(croom), 0, croom); /* down */
if (nroom > 1) {
troom = croom;
croom = &rooms[rn2(nroom - 1)];
if (croom == troom)
croom++;
}

if (u.uz.dlevel != 1) {
xchar sx, sy;
do {
sx = somex(croom);
sy = somey(croom);
} while (occupied(sx, sy));
mkstairs(sx, sy, 1, croom); /* up */
}

branchp = Is_branchlev(&u.uz);    /* possible dungeon branch */
room_threshold = branchp ? 4 : 3; /* minimum number of rooms needed
to allow a random special room */
if (Is_rogue_level(&u.uz))
goto skip0;
makecorridors();
make_niches();

/* make a secret treasure vault, not connected to the rest */
if (do_vault()) {
xchar w, h;
debugpline0("trying to make a vault...");
w = 1;
h = 1;
if (check_room(&vault_x, &w, &vault_y, &h, TRUE)) {
fill_vault:
add_room(vault_x, vault_y, vault_x + w, vault_y + h, TRUE, VAULT,
FALSE);
level.flags.has_vault = 1;
++room_threshold;
fill_room(&rooms[nroom - 1], FALSE);
mk_knox_portal(vault_x + w, vault_y + h);
if (!level.flags.noteleport && !rn2(3))
makevtele();
} else if (rnd_rect() && create_vault()) {
vault_x = rooms[nroom].lx;
vault_y = rooms[nroom].ly;
if (check_room(&vault_x, &w, &vault_y, &h, TRUE))
goto fill_vault;
else
rooms[nroom].hx = -1;
}
}

{
register int u_depth = depth(&u.uz);

if (wizard && nh_getenv("SHOPTYPE"))
mkroom(SHOPBASE);
else if (u_depth > 1 && u_depth < depth(&medusa_level)
&& nroom >= room_threshold && rn2(u_depth) < 3)
mkroom(SHOPBASE);
else if (u_depth > 4 && !rn2(6))
mkroom(COURT);
else if (u_depth > 5 && !rn2(8)
&& !(mvitals[PM_LEPRECHAUN].mvflags & G_GONE))
mkroom(LEPREHALL);
else if (u_depth > 6 && !rn2(7))
mkroom(ZOO);
else if (u_depth > 8 && !rn2(5))
mkroom(TEMPLE);
else if (u_depth > 9 && !rn2(5)
&& !(mvitals[PM_KILLER_BEE].mvflags & G_GONE))
mkroom(BEEHIVE);
else if (u_depth > 11 && !rn2(6))
mkroom(MORGUE);
else if (u_depth > 12 && !rn2(8) && antholemon())
mkroom(ANTHOLE);
else if (u_depth > 14 && !rn2(4)
&& !(mvitals[PM_SOLDIER].mvflags & G_GONE))
mkroom(BARRACKS);
else if (u_depth > 15 && !rn2(6))
mkroom(SWAMP);
else if (u_depth > 16 && !rn2(8)
&& !(mvitals[PM_COCKATRICE].mvflags & G_GONE))
mkroom(COCKNEST);
}

skip0:
/* Place multi-dungeon branch. */
place_branch(branchp, 0, 0);

/* for each room: put things inside */
for (croom = rooms; croom->hx > 0; croom++) {
if (croom->rtype != OROOM)
continue;

/* put a sleeping monster inside */
/* Note: monster may be on the stairs. This cannot be
avoided: maybe the player fell through a trap door
while a monster was on the stairs. Conclusion:
we have to check for monsters on the stairs anyway. */

if (u.uhave.amulet || !rn2(3)) {
x = somex(croom);
y = somey(croom);
tmonst = makemon((struct permonst *) 0, x, y, NO_MM_FLAGS);
if (tmonst && tmonst->data == &mons[PM_GIANT_SPIDER]
&& !occupied(x, y))
(void) maketrap(x, y, WEB);
}
/* put traps and mimics inside */
x = 8 - (level_difficulty() / 6);
if (x <= 1)
x = 2;
while (!rn2(x))
mktrap(0, 0, croom, (coord *) 0);
if (!rn2(3))
(void) mkgold(0L, somex(croom), somey(croom));
if (Is_rogue_level(&u.uz))
goto skip_nonrogue;
if (!rn2(10))
mkfount(0, croom);
if (!rn2(60))
mksink(croom);
if (!rn2(60))
mkaltar(croom);
x = 80 - (depth(&u.uz) * 2);
if (x < 2)
x = 2;
if (!rn2(x))
mkgrave(croom);

/* put statues inside */
if (!rn2(20))
(void) mkcorpstat(STATUE, (struct monst *) 0,
(struct permonst *) 0, somex(croom),
somey(croom), CORPSTAT_INIT);
/* put box/chest inside;
*  40% chance for at least 1 box, regardless of number
*  of rooms; about 5 - 7.5% for 2 boxes, least likely
*  when few rooms; chance for 3 or more is negligible.
*/
if (!rn2(nroom * 5 / 2))
(void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST, somex(croom),
somey(croom), TRUE, FALSE);

/* maybe make some graffiti */
if (!rn2(27 + 3 * abs(depth(&u.uz)))) {
char buf[BUFSZ];
const char *mesg = random_engraving(buf);
if (mesg) {
do {
x = somex(croom);
y = somey(croom);
} while (levl[x][y].typ != ROOM && !rn2(40));
if (!(IS_POOL(levl[x][y].typ)
|| IS_FURNITURE(levl[x][y].typ)))
make_engr_at(x, y, mesg, 0L, MARK);
}
}

skip_nonrogue:
if (!rn2(3)) {
(void) mkobj_at(0, somex(croom), somey(croom), TRUE);
tryct = 0;
while (!rn2(5)) {
if (++tryct > 100) {
impossible("tryct overflow4");
break;
}
(void) mkobj_at(0, somex(croom), somey(croom), TRUE);
}
}
}
}

/*
*      Place deposits of minerals (gold and misc gems) in the stone
*      surrounding the rooms on the map.
*      Also place kelp in water.
*      mineralize(-1, -1, -1, -1, FALSE); => "default" behaviour
*/
void
mineralize(kelp_pool, kelp_moat, goldprob, gemprob, skip_lvl_checks)
int kelp_pool, kelp_moat, goldprob, gemprob;
boolean skip_lvl_checks;
{
s_level *sp;
struct obj *otmp;
int x, y, cnt;

if (kelp_pool < 0)
kelp_pool = 10;
if (kelp_moat < 0)
kelp_moat = 30;

/* Place kelp, except on the plane of water */
if (!skip_lvl_checks && In_endgame(&u.uz))
return;
for (x = 2; x < (COLNO - 2); x++)
for (y = 1; y < (ROWNO - 1); y++)
if ((kelp_pool && levl[x][y].typ == POOL && !rn2(kelp_pool))
|| (kelp_moat && levl[x][y].typ == MOAT && !rn2(kelp_moat)))
(void) mksobj_at(KELP_FROND, x, y, TRUE, FALSE);

/* determine if it is even allowed;
almost all special levels are excluded */
if (!skip_lvl_checks
&& (In_hell(&u.uz) || In_V_tower(&u.uz) || Is_rogue_level(&u.uz)
|| level.flags.arboreal
|| ((sp = Is_special(&u.uz)) != 0 && !Is_oracle_level(&u.uz)
&& (!In_mines(&u.uz) || sp->flags.town))))
return;

/* basic level-related probabilities */
if (goldprob < 0)
goldprob = 20 + depth(&u.uz) / 3;
if (gemprob < 0)
gemprob = goldprob / 4;

/* mines have ***MORE*** goodies - otherwise why mine? */
if (!skip_lvl_checks) {
if (In_mines(&u.uz)) {
goldprob *= 2;
gemprob *= 3;
} else if (In_quest(&u.uz)) {
goldprob /= 4;
gemprob /= 6;
}
}

/*
* Seed rock areas with gold and/or gems.
* We use fairly low level object handling to avoid unnecessary
* overhead from placing things in the floor chain prior to burial.
*/
for (x = 2; x < (COLNO - 2); x++)
for (y = 1; y < (ROWNO - 1); y++)
if (levl[x][y + 1].typ != STONE) { /* <x,y> spot not eligible */
y += 2; /* next two spots aren't eligible either */
} else if (levl[x][y].typ != STONE) { /* this spot not eligible */
y += 1; /* next spot isn't eligible either */
} else if (!(levl[x][y].wall_info & W_NONDIGGABLE)
&& levl[x][y - 1].typ == STONE
&& levl[x + 1][y - 1].typ == STONE
&& levl[x - 1][y - 1].typ == STONE
&& levl[x + 1][y].typ == STONE
&& levl[x - 1][y].typ == STONE
&& levl[x + 1][y + 1].typ == STONE
&& levl[x - 1][y + 1].typ == STONE) {
if (rn2(1000) < goldprob) {
if ((otmp = mksobj(GOLD_PIECE, FALSE, FALSE)) != 0) {
otmp->ox = x, otmp->oy = y;
otmp->quan = 1L + rnd(goldprob * 3);
otmp->owt = weight(otmp);
if (!rn2(3))
add_to_buried(otmp);
else
place_object(otmp, x, y);
}
}
if (rn2(1000) < gemprob) {
for (cnt = rnd(2 + dunlev(&u.uz) / 3); cnt > 0; cnt--)
if ((otmp = mkobj(GEM_CLASS, FALSE)) != 0) {
if (otmp->otyp == ROCK) {
dealloc_obj(otmp); /* discard it */
} else {
otmp->ox = x, otmp->oy = y;
if (!rn2(3))
add_to_buried(otmp);
else
place_object(otmp, x, y);
}
}
}
}
}

void
mklev()
{
struct mkroom *croom;
int ridx;

init_mapseen(&u.uz);
if (getbones())
return;

in_mklev = TRUE;
makelevel();
bound_digging();
mineralize(-1, -1, -1, -1, FALSE);
in_mklev = FALSE;
/* has_morgue gets cleared once morgue is entered; graveyard stays
set (graveyard might already be set even when has_morgue is clear
[see fixup_special()], so don't update it unconditionally) */
if (level.flags.has_morgue)
level.flags.graveyard = 1;
if (!level.flags.is_maze_lev) {
for (croom = &rooms[0]; croom != &rooms[nroom]; croom++)
#ifdef SPECIALIZATION
topologize(croom, FALSE);
#else
topologize(croom);
#endif
}
set_wall_state();
/* for many room types, rooms[].rtype is zeroed once the room has been
entered; rooms[].orig_rtype always retains original rtype value */
for (ridx = 0; ridx < SIZE(rooms); ridx++)
rooms[ridx].orig_rtype = rooms[ridx].rtype;
}

void
#ifdef SPECIALIZATION
topologize(croom, do_ordinary)
struct mkroom *croom;
boolean do_ordinary;
#else
topologize(croom)
struct mkroom *croom;
#endif
{
register int x, y, roomno = (int) ((croom - rooms) + ROOMOFFSET);
int lowx = croom->lx, lowy = croom->ly;
int hix = croom->hx, hiy = croom->hy;
#ifdef SPECIALIZATION
schar rtype = croom->rtype;
#endif
int subindex, nsubrooms = croom->nsubrooms;

/* skip the room if already done; i.e. a shop handled out of order */
/* also skip if this is non-rectangular (it _must_ be done already) */
if ((int) levl[lowx][lowy].roomno == roomno || croom->irregular)
return;
#ifdef SPECIALIZATION
if (Is_rogue_level(&u.uz))
do_ordinary = TRUE; /* vision routine helper */
if ((rtype != OROOM) || do_ordinary)
#endif
{
/* do innards first */
for (x = lowx; x <= hix; x++)
for (y = lowy; y <= hiy; y++)
#ifdef SPECIALIZATION
if (rtype == OROOM)
levl[x][y].roomno = NO_ROOM;
else
#endif
levl[x][y].roomno = roomno;
/* top and bottom edges */
for (x = lowx - 1; x <= hix + 1; x++)
for (y = lowy - 1; y <= hiy + 1; y += (hiy - lowy + 2)) {
levl[x][y].edge = 1;
if (levl[x][y].roomno)
levl[x][y].roomno = SHARED;
else
levl[x][y].roomno = roomno;
}
/* sides */
for (x = lowx - 1; x <= hix + 1; x += (hix - lowx + 2))
for (y = lowy; y <= hiy; y++) {
levl[x][y].edge = 1;
if (levl[x][y].roomno)
levl[x][y].roomno = SHARED;
else
levl[x][y].roomno = roomno;
}
}
/* subrooms */
for (subindex = 0; subindex < nsubrooms; subindex++)
#ifdef SPECIALIZATION
topologize(croom->sbrooms[subindex], (boolean) (rtype != OROOM));
#else
topologize(croom->sbrooms[subindex]);
#endif
}

/* Find an unused room for a branch location. */
STATIC_OVL struct mkroom *
find_branch_room(mp)
coord *mp;
{
struct mkroom *croom = 0;

if (nroom == 0) {
mazexy(mp); /* already verifies location */
} else {
/* not perfect - there may be only one stairway */
if (nroom > 2) {
int tryct = 0;

do
croom = &rooms[rn2(nroom)];
while ((croom == dnstairs_room || croom == upstairs_room
|| croom->rtype != OROOM) && (++tryct < 100));
} else
croom = &rooms[rn2(nroom)];

do {
if (!somexy(croom, mp))
impossible("Can't place branch!");
} while (occupied(mp->x, mp->y)
|| (levl[mp->x][mp->y].typ != CORR
&& levl[mp->x][mp->y].typ != ROOM));
}
return croom;
}

/* Find the room for (x,y).  Return null if not in a room. */
STATIC_OVL struct mkroom *
pos_to_room(x, y)
xchar x, y;
{
int i;
struct mkroom *curr;

for (curr = rooms, i = 0; i < nroom; curr++, i++)
if (inside_room(curr, x, y))
return curr;
;
return (struct mkroom *) 0;
}

/* If given a branch, randomly place a special stair or portal. */
void
place_branch(br, x, y)
branch *br; /* branch to place */
xchar x, y; /* location */
{
coord m;
d_level *dest;
boolean make_stairs;
struct mkroom *br_room;

/*
* Return immediately if there is no branch to make or we have
* already made one.  This routine can be called twice when
* a special level is loaded that specifies an SSTAIR location
* as a favored spot for a branch.
*/
if (!br || made_branch)
return;

if (!x) { /* find random coordinates for branch */
br_room = find_branch_room(&m);
x = m.x;
y = m.y;
} else {
br_room = pos_to_room(x, y);
}

if (on_level(&br->end1, &u.uz)) {
/* we're on end1 */
make_stairs = br->type != BR_NO_END1;
dest = &br->end2;
} else {
/* we're on end2 */
make_stairs = br->type != BR_NO_END2;
dest = &br->end1;
}

if (br->type == BR_PORTAL) {
mkportal(x, y, dest->dnum, dest->dlevel);
} else if (make_stairs) {
sstairs.sx = x;
sstairs.sy = y;
sstairs.up =
(char) on_level(&br->end1, &u.uz) ? br->end1_up : !br->end1_up;
assign_level(&sstairs.tolev, dest);
sstairs_room = br_room;

levl[x][y].ladder = sstairs.up ? LA_UP : LA_DOWN;
levl[x][y].typ = STAIRS;
}
/*
* Set made_branch to TRUE even if we didn't make a stairwell (i.e.
* make_stairs is false) since there is currently only one branch
* per level, if we failed once, we're going to fail again on the
* next call.
*/
made_branch = TRUE;
}

STATIC_OVL boolean
bydoor(x, y)
register xchar x, y;
{
register int typ;

if (isok(x + 1, y)) {
typ = levl[x + 1][y].typ;
if (IS_DOOR(typ) || typ == SDOOR)
return TRUE;
}
if (isok(x - 1, y)) {
typ = levl[x - 1][y].typ;
if (IS_DOOR(typ) || typ == SDOOR)
return TRUE;
}
if (isok(x, y + 1)) {
typ = levl[x][y + 1].typ;
if (IS_DOOR(typ) || typ == SDOOR)
return TRUE;
}
if (isok(x, y - 1)) {
typ = levl[x][y - 1].typ;
if (IS_DOOR(typ) || typ == SDOOR)
return TRUE;
}
return FALSE;
}

/* see whether it is allowable to create a door at [x,y] */
int
okdoor(x, y)
xchar x, y;
{
boolean near_door = bydoor(x, y);

return ((levl[x][y].typ == HWALL || levl[x][y].typ == VWALL)
&& doorindex < DOORMAX && !near_door);
}

void
dodoor(x, y, aroom)
int x, y;
struct mkroom *aroom;
{
if (doorindex >= DOORMAX) {
impossible("DOORMAX exceeded?");
return;
}

dosdoor(x, y, aroom, rn2(8) ? DOOR : SDOOR);
}

boolean
occupied(x, y)
register xchar x, y;
{
return (boolean) (t_at(x, y) || IS_FURNITURE(levl[x][y].typ)
|| is_lava(x, y) || is_pool(x, y)
|| invocation_pos(x, y));
}

/* make a trap somewhere (in croom if mazeflag = 0 && !tm) */
/* if tm != null, make trap at that location */
void
mktrap(num, mazeflag, croom, tm)
int num, mazeflag;
struct mkroom *croom;
coord *tm;
{
register int kind;
coord m;

/* no traps in pools */
if (tm && is_pool(tm->x, tm->y))
return;

if (num > 0 && num < TRAPNUM) {
kind = num;
} else if (Is_rogue_level(&u.uz)) {
switch (rn2(7)) {
default:
kind = BEAR_TRAP;
break; /* 0 */
case 1:
kind = ARROW_TRAP;
break;
case 2:
kind = DART_TRAP;
break;
case 3:
kind = TRAPDOOR;
break;
case 4:
kind = PIT;
break;
case 5:
kind = SLP_GAS_TRAP;
break;
case 6:
kind = RUST_TRAP;
break;
}
} else if (Inhell && !rn2(5)) {
/* bias the frequency of fire traps in Gehennom */
kind = FIRE_TRAP;
} else {
unsigned lvl = level_difficulty();

do {
kind = rnd(TRAPNUM - 1);
/* reject "too hard" traps */
switch (kind) {
case MAGIC_PORTAL:
case VIBRATING_SQUARE:
kind = NO_TRAP;
break;
case ROLLING_BOULDER_TRAP:
case SLP_GAS_TRAP:
if (lvl < 2)
kind = NO_TRAP;
break;
case LEVEL_TELEP:
if (lvl < 5 || level.flags.noteleport)
kind = NO_TRAP;
break;
case SPIKED_PIT:
if (lvl < 5)
kind = NO_TRAP;
break;
case LANDMINE:
if (lvl < 6)
kind = NO_TRAP;
break;
case WEB:
if (lvl < 7)
kind = NO_TRAP;
break;
case STATUE_TRAP:
case POLY_TRAP:
if (lvl < 8)
kind = NO_TRAP;
break;
case FIRE_TRAP:
if (!Inhell)
kind = NO_TRAP;
break;
case TELEP_TRAP:
if (level.flags.noteleport)
kind = NO_TRAP;
break;
case HOLE:
/* make these much less often than other traps */
if (rn2(7))
kind = NO_TRAP;
break;
}
} while (kind == NO_TRAP);
}

if ((kind == TRAPDOOR || kind == HOLE) && !Can_fall_thru(&u.uz))
kind = ROCKTRAP;

if (tm)
m = *tm;
else {
register int tryct = 0;
boolean avoid_boulder = (kind == PIT || kind == SPIKED_PIT
|| kind == TRAPDOOR || kind == HOLE);

do {
if (++tryct > 200)
return;
if (mazeflag)
mazexy(&m);
else if (!somexy(croom, &m))
return;
} while (occupied(m.x, m.y)
|| (avoid_boulder && sobj_at(BOULDER, m.x, m.y)));
}

(void) maketrap(m.x, m.y, kind);
if (kind == WEB)
(void) makemon(&mons[PM_GIANT_SPIDER], m.x, m.y, NO_MM_FLAGS);
}

void
mkstairs(x, y, up, croom)
xchar x, y;
char up;
struct mkroom *croom;
{
if (!x) {
impossible("mkstairs:  bogus stair attempt at <%d,%d>", x, y);
return;
}

/*
* We can't make a regular stair off an end of the dungeon.  This
* attempt can happen when a special level is placed at an end and
* has an up or down stair specified in its description file.
*/
if ((dunlev(&u.uz) == 1 && up)
|| (dunlev(&u.uz) == dunlevs_in_dungeon(&u.uz) && !up))
return;

if (up) {
xupstair = x;
yupstair = y;
upstairs_room = croom;
} else {
xdnstair = x;
ydnstair = y;
dnstairs_room = croom;
}

levl[x][y].typ = STAIRS;
levl[x][y].ladder = up ? LA_UP : LA_DOWN;
}

STATIC_OVL void
mkfount(mazeflag, croom)
int mazeflag;
struct mkroom *croom;
{
coord m;
register int tryct = 0;

do {
if (++tryct > 200)
return;
if (mazeflag)
mazexy(&m);
else if (!somexy(croom, &m))
return;
} while (occupied(m.x, m.y) || bydoor(m.x, m.y));

/* Put a fountain at m.x, m.y */
levl[m.x][m.y].typ = FOUNTAIN;
/* Is it a "blessed" fountain? (affects drinking from fountain) */
if (!rn2(7))
levl[m.x][m.y].blessedftn = 1;

level.flags.nfountains++;
}

STATIC_OVL void
mksink(croom)
struct mkroom *croom;
{
coord m;
register int tryct = 0;

do {
if (++tryct > 200)
return;
if (!somexy(croom, &m))
return;
} while (occupied(m.x, m.y) || bydoor(m.x, m.y));

/* Put a sink at m.x, m.y */
levl[m.x][m.y].typ = SINK;

level.flags.nsinks++;
}

STATIC_OVL void
mkaltar(croom)
struct mkroom *croom;
{
coord m;
register int tryct = 0;
aligntyp al;

if (croom->rtype != OROOM)
return;

do {
if (++tryct > 200)
return;
if (!somexy(croom, &m))
return;
} while (occupied(m.x, m.y) || bydoor(m.x, m.y));

/* Put an altar at m.x, m.y */
levl[m.x][m.y].typ = ALTAR;

/* -1 - A_CHAOTIC, 0 - A_NEUTRAL, 1 - A_LAWFUL */
al = rn2((int) A_LAWFUL + 2) - 1;
levl[m.x][m.y].altarmask = Align2amask(al);
}

static void
mkgrave(croom)
struct mkroom *croom;
{
coord m;
register int tryct = 0;
register struct obj *otmp;
boolean dobell = !rn2(10);

if (croom->rtype != OROOM)
return;

do {
if (++tryct > 200)
return;
if (!somexy(croom, &m))
return;
} while (occupied(m.x, m.y) || bydoor(m.x, m.y));

/* Put a grave at m.x, m.y */
make_grave(m.x, m.y, dobell ? "Saved by the bell!" : (char *) 0);

/* Possibly fill it with objects */
if (!rn2(3))
(void) mkgold(0L, m.x, m.y);
for (tryct = rn2(5); tryct; tryct--) {
otmp = mkobj(RANDOM_CLASS, TRUE);
if (!otmp)
return;
curse(otmp);
otmp->ox = m.x;
otmp->oy = m.y;
add_to_buried(otmp);
}

/* Leave a bell, in case we accidentally buried someone alive */
if (dobell)
(void) mksobj_at(BELL, m.x, m.y, TRUE, FALSE);
return;
}

/* maze levels have slightly different constraints from normal levels */
#define x_maze_min 2
#define y_maze_min 2

/*
* Major level transmutation: add a set of stairs (to the Sanctum) after
* an earthquake that leaves behind a a new topology, centered at inv_pos.
* Assumes there are no rooms within the invocation area and that inv_pos
* is not too close to the edge of the map.  Also assume the hero can see,
* which is guaranteed for normal play due to the fact that sight is needed
* to read the Book of the Dead.
*/
void
mkinvokearea()
{
int dist;
xchar xmin = inv_pos.x, xmax = inv_pos.x;
xchar ymin = inv_pos.y, ymax = inv_pos.y;
register xchar i;

pline_The("floor shakes violently under you!");
pline_The("walls around you begin to bend and crumble!");
display_nhwindow(WIN_MESSAGE, TRUE);

/* any trap hero is stuck in will be going away now */
if (u.utrap) {
u.utrap = 0;
if (u.utraptype == TT_BURIEDBALL)
buried_ball_to_punishment();
}
mkinvpos(xmin, ymin, 0); /* middle, before placing stairs */

for (dist = 1; dist < 7; dist++) {
xmin--;
xmax++;

/* top and bottom */
if (dist != 3) { /* the area is wider that it is high */
ymin--;
ymax++;
for (i = xmin + 1; i < xmax; i++) {
mkinvpos(i, ymin, dist);
mkinvpos(i, ymax, dist);
}
}

/* left and right */
for (i = ymin; i <= ymax; i++) {
mkinvpos(xmin, i, dist);
mkinvpos(xmax, i, dist);
}

flush_screen(1); /* make sure the new glyphs shows up */
delay_output();
}

You("are standing at the top of a stairwell leading down!");
mkstairs(u.ux, u.uy, 0, (struct mkroom *) 0); /* down */
newsym(u.ux, u.uy);
vision_full_recalc = 1; /* everything changed */
}

/* Change level topology.  Boulders in the vicinity are eliminated.
* Temporarily overrides vision in the name of a nice effect.
*/
STATIC_OVL void
mkinvpos(x, y, dist)
xchar x, y;
int dist;
{
struct trap *ttmp;
struct obj *otmp;
boolean make_rocks;
register struct rm *lev = &levl[x][y];

/* clip at existing map borders if necessary */
if (!within_bounded_area(x, y, x_maze_min + 1, y_maze_min + 1,
x_maze_max - 1, y_maze_max - 1)) {
/* only outermost 2 columns and/or rows may be truncated due to edge
*/
if (dist < (7 - 2))
panic("mkinvpos: <%d,%d> (%d) off map edge!", x, y, dist);
return;
}

/* clear traps */
if ((ttmp = t_at(x, y)) != 0)
deltrap(ttmp);

/* clear boulders; leave some rocks for non-{moat|trap} locations */
make_rocks = (dist != 1 && dist != 4 && dist != 5) ? TRUE : FALSE;
while ((otmp = sobj_at(BOULDER, x, y)) != 0) {
if (make_rocks) {
fracture_rock(otmp);
make_rocks = FALSE; /* don't bother with more rocks */
} else {
obj_extract_self(otmp);
obfree(otmp, (struct obj *) 0);
}
}
unblock_point(x, y); /* make sure vision knows this location is open */

/* fake out saved state */
lev->seenv = 0;
lev->doormask = 0;
if (dist < 6)
lev->lit = TRUE;
lev->waslit = TRUE;
lev->horizontal = FALSE;
/* short-circuit vision recalc */
viz_array[y][x] = (dist < 6) ? (IN_SIGHT | COULD_SEE) : COULD_SEE;

switch (dist) {
case 1: /* fire traps */
if (is_pool(x, y))
break;
lev->typ = ROOM;
ttmp = maketrap(x, y, FIRE_TRAP);
if (ttmp)
ttmp->tseen = TRUE;
break;
case 0: /* lit room locations */
case 2:
case 3:
case 6: /* unlit room locations */
lev->typ = ROOM;
break;
case 4: /* pools (aka a wide moat) */
case 5:
lev->typ = MOAT;
/* No kelp! */
break;
default:
impossible("mkinvpos called with dist %d", dist);
break;
}

/* display new value of position; could have a monster/object on it */
newsym(x, y);
}

/*
* The portal to Ludios is special.  The entrance can only occur within a
* vault in the main dungeon at a depth greater than 10.  The Ludios branch
* structure reflects this by having a bogus "source" dungeon:  the value
* of n_dgns (thus, Is_branchlev() will never find it).
*
* Ludios will remain isolated until the branch is corrected by this function.
*/
STATIC_OVL void
mk_knox_portal(x, y)
xchar x, y;
{
extern int n_dgns; /* from dungeon.c */
d_level *source;
branch *br;
schar u_depth;

br = dungeon_branch("Fort Ludios");
if (on_level(&knox_level, &br->end1)) {
source = &br->end2;
} else {
/* disallow Knox branch on a level with one branch already */
if (Is_branchlev(&u.uz))
return;
source = &br->end1;
}

/* Already set or 2/3 chance of deferring until a later level. */
if (source->dnum < n_dgns || (rn2(3) && !wizard))
return;

if (!(u.uz.dnum == oracle_level.dnum      /* in main dungeon */
&& !at_dgn_entrance("The Quest")    /* but not Quest's entry */
&& (u_depth = depth(&u.uz)) > 10    /* beneath 10 */
&& u_depth < depth(&medusa_level))) /* and above Medusa */
return;

/* Adjust source to be current level and re-insert branch. */
*source = u.uz;
insert_branch(br, TRUE);

debugpline0("Made knox portal.");
place_branch(br, x, y);
}

/*mklev.c*/