Source:NetHack 3.1.0/mklev.c
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1. /* SCCS Id: @(#)mklev.c 3.1 92/10/10 */ 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 void FDECL(mkfount,(int,struct mkroom *)); 22. #ifdef SINKS 23. static void FDECL(mksink,(struct mkroom *)); 24. #endif 25. static void FDECL(mkaltar,(struct mkroom *)); 26. static void NDECL(makevtele); 27. static void NDECL(clear_level_structures); 28. static void NDECL(makelevel); 29. static boolean FDECL(bydoor,(XCHAR_P,XCHAR_P)); 30. static struct mkroom *FDECL(find_branch_room, (coord *)); 31. static struct mkroom *FDECL(pos_to_room, (XCHAR_P, XCHAR_P)); 32. static boolean FDECL(place_niche,(struct mkroom *,int*,int*,int*)); 33. static void FDECL(makeniche,(int)); 34. static void NDECL(make_niches); 35. STATIC_PTR int FDECL(do_comp,(const genericptr,const genericptr)); 36. static void FDECL(dosdoor,(XCHAR_P,XCHAR_P,struct mkroom *,int)); 37. static void FDECL(join,(int,int,BOOLEAN_P)); 38. static void FDECL(do_room_or_subroom, (struct mkroom *,int,int,int,int, 39. BOOLEAN_P,SCHAR_P,BOOLEAN_P,BOOLEAN_P)); 40. static void NDECL(makerooms); 41. static void FDECL(finddpos,(coord *,XCHAR_P,XCHAR_P,XCHAR_P,XCHAR_P)); 42. static void FDECL(mkinvpos, (XCHAR_P,XCHAR_P,int)); 43. #ifdef MULDGN 44. static void FDECL(mk_knox_portal, (XCHAR_P,XCHAR_P)); 45. #endif 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 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 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 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 void 247. join(a,b,nxcor) 248. register int a, b; 249. boolean nxcor; 250. { 251. coord cc,tt, org, dest; 252. register int 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, CORR, STONE)) 305. return; 306. 307. /* we succeeded in digging the corridor */ 308. if (okdoor(tt.x, tt.y) || !nxcor) 309. dodoor(tt.x, tt.y, troom); 310. 311. if(smeq[a] < smeq[b]) 312. smeq[b] = smeq[a]; 313. else 314. smeq[a] = smeq[b]; 315. } 316. 317. void 318. makecorridors() 319. { 320. int a, b, i; 321. boolean any = TRUE; 322. 323. for(a = 0; a < nroom-1; a++) { 324. join(a, a+1, FALSE); 325. if(!rn2(50)) break; /* allow some randomness */ 326. } 327. for(a = 0; a < nroom-2; a++) 328. if(smeq[a] != smeq[a+2]) 329. join(a, a+2, FALSE); 330. for(a = 0; any && a < nroom; a++) { 331. any = FALSE; 332. for(b = 0; b < nroom; b++) 333. if(smeq[a] != smeq[b]) { 334. join(a, b, FALSE); 335. any = TRUE; 336. } 337. } 338. if(nroom > 2) 339. for(i = rn2(nroom) + 4; i; i--) { 340. a = rn2(nroom); 341. b = rn2(nroom-2); 342. if(b >= a) b += 2; 343. join(a, b, TRUE); 344. } 345. } 346. 347. void 348. add_door(x,y,aroom) 349. register int x, y; 350. register struct mkroom *aroom; 351. { 352. register struct mkroom *broom; 353. register int tmp; 354. 355. aroom->doorct++; 356. broom = aroom+1; 357. if(broom->hx < 0) 358. tmp = doorindex; 359. else 360. for(tmp = doorindex; tmp > broom->fdoor; tmp--) 361. doors[tmp] = doors[tmp-1]; 362. doorindex++; 363. doors[tmp].x = x; 364. doors[tmp].y = y; 365. for( ; broom->hx >= 0; broom++) broom->fdoor++; 366. } 367. 368. static void 369. dosdoor(x,y,aroom,type) 370. register xchar x, y; 371. register struct mkroom *aroom; 372. register int type; 373. { 374. boolean shdoor = ((*in_rooms(x, y, SHOPBASE))? TRUE : FALSE); 375. 376. if(!IS_WALL(levl[x][y].typ)) /* avoid SDOORs on already made doors */ 377. type = DOOR; 378. levl[x][y].typ = type; 379. if(type == DOOR) { 380. if(!rn2(3)) { /* is it a locked door, closed, or a doorway? */ 381. if(!rn2(5)) 382. levl[x][y].doormask = D_ISOPEN; 383. else if(!rn2(6)) 384. levl[x][y].doormask = D_LOCKED; 385. else 386. levl[x][y].doormask = D_CLOSED; 387. 388. if (levl[x][y].doormask != D_ISOPEN && !shdoor && !rn2(25)) 389. levl[x][y].doormask |= D_TRAPPED; 390. } else 391. #ifdef STUPID 392. if (shdoor) 393. levl[x][y].doormask = D_ISOPEN; 394. else 395. levl[x][y].doormask = D_NODOOR; 396. #else 397. levl[x][y].doormask = (shdoor ? D_ISOPEN : D_NODOOR); 398. #endif 399. if(levl[x][y].doormask & D_TRAPPED) { 400. struct monst *mtmp; 401. 402. if (level_difficulty() >= 9 && !rn2(5) && 403. !((mons[PM_SMALL_MIMIC].geno & (G_GENOD | G_EXTINCT)) && 404. (mons[PM_LARGE_MIMIC].geno & (G_GENOD | G_EXTINCT)) && 405. (mons[PM_GIANT_MIMIC].geno & (G_GENOD | G_EXTINCT)))) { 406. /* make a mimic instead */ 407. levl[x][y].doormask = D_NODOOR; 408. mtmp = makemon(mkclass(S_MIMIC,0), x, y); 409. if (mtmp) 410. set_mimic_sym(mtmp); 411. } 412. } 413. /* newsym(x,y); */ 414. } else { /* SDOOR */ 415. if(shdoor || !rn2(5)) levl[x][y].doormask = D_LOCKED; 416. else levl[x][y].doormask = D_CLOSED; 417. 418. if(!shdoor && !rn2(20)) levl[x][y].doormask |= D_TRAPPED; 419. } 420. 421. add_door(x,y,aroom); 422. } 423. 424. static boolean 425. place_niche(aroom,dy,xx,yy) 426. register struct mkroom *aroom; 427. int *dy, *xx, *yy; 428. { 429. coord dd; 430. 431. if(rn2(2)) { 432. *dy = 1; 433. finddpos(&dd, aroom->lx, aroom->hy+1, aroom->hx, aroom->hy+1); 434. } else { 435. *dy = -1; 436. finddpos(&dd, aroom->lx, aroom->ly-1, aroom->hx, aroom->ly-1); 437. } 438. *xx = dd.x; 439. *yy = dd.y; 440. return(isok(*xx,*yy+*dy) && levl[*xx][(*yy)+(*dy)].typ == STONE); 441. } 442. 443. /* there should be one of these per trap */ 444. const char *trap_engravings[TRAPNUM] = { 445. "", "", "", "", "", "", "", 446. "", "", "", "", "", "", 447. "ad ae?ar um", "?la? ?as ?er?", "ad ae?ar um", 448. "", "", "", "" 449. #ifdef POLYSELF 450. ,"" 451. #endif 452. }; 453. 454. static void 455. makeniche(trap_type) 456. int trap_type; 457. { 458. register struct mkroom *aroom; 459. register struct rm *rm; 460. register int vct = 8; 461. int dy, xx, yy; 462. register struct trap *ttmp; 463. 464. if(doorindex < DOORMAX) 465. while(vct--) { 466. aroom = &rooms[rn2(nroom)]; 467. if(aroom->rtype != OROOM) continue; /* not an ordinary room */ 468. if(aroom->doorct == 1 && rn2(5)) continue; 469. if(!place_niche(aroom,&dy,&xx,&yy)) continue; 470. 471. rm = &levl[xx][yy+dy]; 472. if(trap_type || !rn2(4)) { 473. 474. rm->typ = SCORR; 475. if(trap_type) { 476. if(trap_type == TRAPDOOR && !Can_fall_thru(&u.uz)) 477. trap_type = ROCKTRAP; 478. ttmp = maketrap(xx, yy+dy, trap_type); 479. ttmp->once = 1; 480. if (*trap_engravings[trap_type]) 481. make_engr_at(xx, yy-dy, trap_engravings[trap_type], 0L, DUST); 482. } 483. dosdoor(xx, yy, aroom, SDOOR); 484. } else { 485. rm->typ = CORR; 486. if(rn2(7)) 487. dosdoor(xx, yy, aroom, rn2(5) ? SDOOR : DOOR); 488. else { 489. (void) mksobj_at(SCR_TELEPORTATION, xx, yy+dy, TRUE); 490. if(!rn2(3)) (void) mkobj_at(0, xx, yy+dy, TRUE); 491. } 492. } 493. return; 494. } 495. } 496. 497. static void 498. make_niches() 499. { 500. register int ct = rnd((nroom>>1) + 1); 501. boolean ltptr = TRUE, 502. vamp = TRUE; 503. 504. while(ct--) { 505. 506. if(depth(&u.uz) > 15 && !rn2(6) && ltptr) { 507. ltptr = FALSE; 508. makeniche(LEVEL_TELEP); 509. } else if(depth(&u.uz) > 5 && depth(&u.uz) < 25 510. && !rn2(6) && vamp) { 511. vamp = FALSE; 512. makeniche(TRAPDOOR); 513. } else makeniche(NO_TRAP); 514. } 515. } 516. 517. static void 518. makevtele() 519. { 520. makeniche(TELEP_TRAP); 521. } 522. 523. /* clear out various globals that keep information on the current level. 524. * some of this is only necessary for some types of levels (maze, normal, 525. * special) but it's easier to put it all in one place than make sure 526. * each type initializes what it needs to separately. 527. */ 528. static void 529. clear_level_structures() 530. { 531. static struct rm zerorm = { cmap_to_glyph(S_stone), 532. 0, 0, 0, 0, 0, 0, 0, 0 }; 533. register int x,y; 534. register struct rm *lev; 535. 536. for(x=0; x<COLNO; x++) { 537. lev = &levl[x][0]; 538. for(y=0; y<ROWNO; y++) { 539. *lev++ = zerorm; 540. #ifdef MICROPORT_BUG 541. level.objects[x][y] = (struct obj *)0; 542. level.monsters[x][y] = (struct monst *)0; 543. #endif 544. } 545. } 546. #ifndef MICROPORT_BUG 547. (void) memset((genericptr_t)level.objects, 0, sizeof(level.objects)); 548. (void) memset((genericptr_t)level.monsters, 0, sizeof(level.monsters)); 549. #endif 550. level.flags.nfountains = 0; 551. level.flags.nsinks = 0; 552. level.flags.has_shop = 0; 553. level.flags.has_vault = 0; 554. level.flags.has_zoo = 0; 555. level.flags.has_court = 0; 556. level.flags.has_morgue = 0; 557. level.flags.has_beehive = 0; 558. #ifdef ARMY 559. level.flags.has_barracks = 0; 560. #endif 561. level.flags.has_temple = 0; 562. level.flags.has_swamp = 0; 563. level.flags.noteleport = 0; 564. level.flags.hardfloor = 0; 565. level.flags.nommap = 0; 566. level.flags.hero_memory = 1; 567. level.flags.shortsighted = 0; 568. level.flags.is_maze_lev = 0; 569. level.flags.is_cavernous_lev = 0; 570. 571. nroom = 0; 572. rooms[0].hx = -1; 573. nsubroom = 0; 574. doorindex = 0; 575. init_rect(); 576. init_vault(); 577. xdnstair = ydnstair = xupstair = yupstair = 0; 578. sstairs.sx = sstairs.sy = 0; 579. xdnladder = ydnladder = xupladder = yupladder = 0; 580. made_branch = FALSE; 581. } 582. 583. static void 584. makelevel() 585. { 586. register struct mkroom *croom, *troom; 587. register int tryct; 588. register int x, y; 589. struct monst *tmonst; /* always put a web with a spider */ 590. 591. if(wiz1_level.dlevel == 0) init_dungeons(); 592. oinit(); /* assign level dependent obj probabilities */ 593. clear_level_structures(); 594. 595. { 596. register s_level *slev = Is_special(&u.uz); 597. 598. /* check for special levels */ 599. #ifdef REINCARNATION 600. if (slev && !Is_rogue_level(&u.uz)) 601. #else 602. if (slev) 603. #endif 604. { 605. makemaz(slev->proto); 606. return; 607. } else if (dungeons[u.uz.dnum].proto[0]) { 608. makemaz(""); 609. return; 610. #ifdef MULDGN 611. } else if (In_mines(&u.uz)) { 612. makemaz("minefill"); 613. return; 614. } else if (In_quest(&u.uz)) { 615. char fillname[9]; 616. s_level *loc_lev; 617. 618. Sprintf(fillname, "%c-locate", pl_character[0]); 619. loc_lev = find_level(fillname); 620. 621. Sprintf(fillname, "%c-fill", pl_character[0]); 622. Strcat(fillname, 623. (u.uz.dlevel < loc_lev->dlevel.dlevel) ? "a" : "b"); 624. makemaz(fillname); 625. return; 626. #endif 627. } else if(In_hell(&u.uz) || 628. (rn2(5) && u.uz.dnum == medusa_level.dnum 629. && depth(&u.uz) > depth(&medusa_level))) { 630. makemaz(""); 631. return; 632. } 633. } 634. 635. /* otherwise, fall through - it's a "regular" level. */ 636. 637. #ifdef REINCARNATION 638. if (Is_rogue_level(&u.uz)) { 639. makeroguerooms(); 640. makerogueghost(); 641. } else 642. #endif 643. makerooms(); 644. sort_rooms(); 645. 646. /* construct stairs (up and down in different rooms if possible) */ 647. croom = &rooms[rn2(nroom)]; 648. if (!Is_botlevel(&u.uz)) 649. mkstairs(somex(croom), somey(croom), 0, croom); /* down */ 650. if (nroom > 1) { 651. troom = croom; 652. croom = &rooms[rn2(nroom-1)]; 653. if (croom == troom) croom++; 654. } 655. 656. if (u.uz.dlevel != 1) { 657. xchar sx, sy; 658. do { 659. sx = somex(croom); 660. sy = somey(croom); 661. } while(occupied(sx, sy)); 662. mkstairs(sx, sy, 1, croom); /* up */ 663. } 664. 665. #ifdef REINCARNATION 666. if (Is_rogue_level(&u.uz)) goto skip0; 667. #endif 668. makecorridors(); 669. make_niches(); 670. 671. /* make a secret treasure vault, not connected to the rest */ 672. if(do_vault()) { 673. xchar w,h; 674. #ifdef DEBUG 675. debugpline("trying to make a vault..."); 676. #endif 677. w = 1; 678. h = 1; 679. if (check_room(&vault_x, &w, &vault_y, &h, TRUE)) { 680. fill_vault: 681. add_room(vault_x, vault_y, vault_x+w, 682. vault_y+h, TRUE, VAULT, FALSE); 683. level.flags.has_vault = 1; 684. fill_room(&rooms[nroom - 1], FALSE); 685. #ifdef MULDGN 686. mk_knox_portal(vault_x+w, vault_y+h); 687. #endif 688. if(!rn2(3)) makevtele(); 689. } else if(rnd_rect() && create_vault()) { 690. vault_x = rooms[nroom].lx; 691. vault_y = rooms[nroom].ly; 692. if (check_room(&vault_x, &w, &vault_y, &h, TRUE)) 693. goto fill_vault; 694. else 695. rooms[nroom].hx = -1; 696. } 697. } 698. 699. #ifdef WIZARD 700. if(wizard && getenv("SHOPTYPE")) mkroom(SHOPBASE); else 701. #endif 702. if(depth(&u.uz) > 1 && 703. depth(&u.uz) < depth(&medusa_level) && 704. rn2(depth(&u.uz)) < 3) mkroom(SHOPBASE); 705. else if(depth(&u.uz) > 4 && !rn2(6)) mkroom(COURT); 706. else if(depth(&u.uz) > 6 && !rn2(7)) mkroom(ZOO); 707. else if(depth(&u.uz) > 8 && !rn2(5)) mkroom(TEMPLE); 708. else if(depth(&u.uz) > 9 && !rn2(5) && 709. !(mons[PM_KILLER_BEE].geno & (G_GENOD | G_EXTINCT))) mkroom(BEEHIVE); 710. else if(depth(&u.uz) > 11 && !rn2(6)) mkroom(MORGUE); 711. else 712. #ifdef ARMY 713. if(depth(&u.uz) > 14 && !rn2(4) && 714. !(mons[PM_SOLDIER].geno & (G_GENOD | G_EXTINCT))) mkroom(BARRACKS); 715. else 716. #endif 717. if(depth(&u.uz) > 18 && !rn2(6)) mkroom(SWAMP); 718. 719. #ifdef REINCARNATION 720. skip0: 721. #endif 722. /* Place multi-dungeon branch. */ 723. place_branch(Is_branchlev(&u.uz), 0, 0); 724. 725. /* for each room: put things inside */ 726. for(croom = rooms; croom->hx > 0; croom++) { 727. if(croom->rtype != OROOM) continue; 728. 729. /* put a sleeping monster inside */ 730. /* Note: monster may be on the stairs. This cannot be 731. avoided: maybe the player fell through a trap door 732. while a monster was on the stairs. Conclusion: 733. we have to check for monsters on the stairs anyway. */ 734. 735. if(u.uhave.amulet || !rn2(3)) { 736. x = somex(croom); y = somey(croom); 737. tmonst = makemon((struct permonst *) 0, x,y); 738. if (tmonst && tmonst->data == &mons[PM_GIANT_SPIDER] && 739. !is_pool(x,y)) 740. (void) maketrap (x,y,WEB); 741. } 742. /* put traps and mimics inside */ 743. goldseen = FALSE; 744. x = 8 - (level_difficulty()/6); 745. if (x <= 1) x = 2; 746. while (!rn2(x)) 747. mktrap(0,0,croom,(coord*)0); 748. if(!goldseen && !rn2(3)) mkgold(0L, somex(croom), somey(croom)); 749. #ifdef REINCARNATION 750. if(Is_rogue_level(&u.uz)) goto skip_nonrogue; 751. #endif 752. if(!rn2(10)) mkfount(0,croom); 753. #ifdef SINKS 754. if(!rn2(60)) mksink(croom); 755. #endif 756. if(!rn2(60)) mkaltar(croom); 757. /* put statues inside */ 758. if(!rn2(20)) 759. (void) mkcorpstat(STATUE, (struct permonst *)0, 760. somex(croom), somey(croom), TRUE); 761. 762. /* put box/chest inside; 763. * 40% chance for at least 1 box, regardless of number 764. * of rooms; about 5 - 7.5% for 2 boxes, least likely 765. * when few rooms; chance for 3 or more is neglible. 766. */ 767. if(!rn2(nroom * 5 / 2)) 768. (void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST, 769. somex(croom), somey(croom), TRUE); 770. 771. /* maybe make some graffiti */ 772. if(!rn2(27 + 3 * depth(&u.uz))) { 773. const char *mesg = random_engraving(); 774. if (mesg) { 775. do { 776. x = somex(croom); y = somey(croom); 777. } while(levl[x][y].typ != ROOM && !rn2(40)); 778. if (!(IS_POOL(levl[x][y].typ) || 779. IS_FURNITURE(levl[x][y].typ))) 780. make_engr_at(x, y, mesg, 0L, MARK); 781. } 782. } 783. 784. #ifdef REINCARNATION 785. skip_nonrogue: 786. #endif 787. if(!rn2(3)) { 788. (void) mkobj_at(0, somex(croom), somey(croom), TRUE); 789. tryct = 0; 790. while(!rn2(5)) { 791. if(++tryct > 100) { 792. impossible("tryct overflow4"); 793. break; 794. } 795. (void) mkobj_at(0, somex(croom), somey(croom), TRUE); 796. } 797. } 798. } 799. } 800. 801. void 802. mklev() 803. { 804. struct mkroom *croom; 805. 806. if(getbones()) return; 807. in_mklev = TRUE; 808. makelevel(); 809. bound_digging(); 810. in_mklev = FALSE; 811. if(!level.flags.is_maze_lev) { 812. for (croom = &rooms[0]; croom != &rooms[nroom]; croom++) 813. #ifdef SPECIALIZATION 814. topologize(croom, FALSE); 815. #else 816. topologize(croom); 817. #endif 818. } 819. } 820. 821. void 822. #ifdef SPECIALIZATION 823. topologize(croom, do_ordinary) 824. register struct mkroom *croom; 825. boolean do_ordinary; 826. #else 827. topologize(croom) 828. register struct mkroom *croom; 829. #endif 830. { 831. register int x, y, roomno = (croom - rooms) + ROOMOFFSET; 832. register int lowx = croom->lx, lowy = croom->ly; 833. register int hix = croom->hx, hiy = croom->hy; 834. #ifdef SPECIALIZATION 835. register schar rtype = croom->rtype; 836. #endif 837. register int subindex, nsubrooms = croom->nsubrooms; 838. 839. /* skip the room if already done; i.e. a shop handled out of order */ 840. /* also skip if this is non-rectangular (it _must_ be done already) */ 841. if (levl[lowx][lowy].roomno == roomno || croom->irregular) 842. return; 843. #ifdef SPECIALIZATION 844. # ifdef REINCARNATION 845. if (Is_rogue_level(&u.uz)) 846. do_ordinary = TRUE; /* vision routine helper */ 847. # endif 848. if ((rtype != OROOM) || do_ordinary) 849. #endif 850. { 851. /* do innards first */ 852. for(x = lowx; x <= hix; x++) 853. for(y = lowy; y <= hiy; y++) 854. #ifdef SPECIALIZATION 855. if (rtype == OROOM) 856. levl[x][y].roomno = NO_ROOM; 857. else 858. #endif 859. levl[x][y].roomno = roomno; 860. /* top and bottom edges */ 861. for(x = lowx-1; x <= hix+1; x++) 862. for(y = lowy-1; y <= hiy+1; y += (hiy-lowy+2)) { 863. levl[x][y].edge = 1; 864. if (levl[x][y].roomno) 865. levl[x][y].roomno = SHARED; 866. else 867. levl[x][y].roomno = roomno; 868. } 869. /* sides */ 870. for(x = lowx-1; x <= hix+1; x += (hix-lowx+2)) 871. for(y = lowy; y <= hiy; y++) { 872. levl[x][y].edge = 1; 873. if (levl[x][y].roomno) 874. levl[x][y].roomno = SHARED; 875. else 876. levl[x][y].roomno = roomno; 877. } 878. } 879. /* subrooms */ 880. for (subindex = 0; subindex < nsubrooms; subindex++) 881. #ifdef SPECIALIZATION 882. topologize(croom->sbrooms[subindex], (rtype != OROOM)); 883. #else 884. topologize(croom->sbrooms[subindex]); 885. #endif 886. } 887. 888. /* Find an unused room for a branch location. */ 889. static struct mkroom * 890. find_branch_room(mp) 891. coord *mp; 892. { 893. struct mkroom *croom = 0; 894. 895. if (nroom == 0) { 896. mazexy(mp); /* already verifies location */ 897. } else { 898. /* not perfect - there may be only one stairway */ 899. if(nroom > 2) { 900. int tryct = 0; 901. 902. do 903. croom = &rooms[rn2(nroom)]; 904. while((croom == dnstairs_room || croom == upstairs_room || 905. croom->rtype != OROOM) && (++tryct < 100)); 906. } else 907. croom = &rooms[rn2(nroom)]; 908. 909. do { 910. if (!somexy(croom, mp)) 911. impossible("Can't place branch!"); 912. } while(occupied(mp->x, mp->y) || 913. (levl[mp->x][mp->y].typ != CORR && levl[mp->x][mp->y].typ != ROOM)); 914. } 915. return croom; 916. } 917. 918. /* Find the room for (x,y). Return NULL of not in a room. */ 919. static struct mkroom * 920. pos_to_room(x, y) 921. xchar x, y; 922. { 923. int i; 924. struct mkroom *curr; 925. 926. for (curr = rooms, i = 0; i < nroom; curr++, i++) 927. if (inside_room(curr, x, y)) return curr;; 928. return (struct mkroom *) 0; 929. } 930. 931. 932. /* If given a branch, randomly place a special stair or portal. */ 933. void 934. place_branch(br, x, y) 935. branch *br; /* branch to place */ 936. xchar x, y; /* location */ 937. { 938. coord m; 939. d_level *dest; 940. boolean make_stairs; 941. struct mkroom *br_room; 942. 943. /* 944. * Return immediately if there is no branch to make or we have 945. * already made one. This routine can be called twice when 946. * a special level is loaded that specifies an SSTAIR location 947. * as a favored spot for a branch. 948. */ 949. if (!br || made_branch) return; 950. 951. if (!x) { /* find random coordinates for branch */ 952. br_room = find_branch_room(&m); 953. x = m.x; 954. y = m.y; 955. } else { 956. br_room = pos_to_room(x, y); 957. } 958. 959. if (on_level(&br->end1, &u.uz)) { 960. /* we're on end1 */ 961. make_stairs = br->type != BR_NO_END1; 962. dest = &br->end2; 963. } else { 964. /* we're on end2 */ 965. make_stairs = br->type != BR_NO_END2; 966. dest = &br->end1; 967. } 968. 969. if (br->type == BR_PORTAL) { 970. mkportal(x, y, dest->dnum, dest->dlevel); 971. } else if (make_stairs) { 972. sstairs.sx = x; 973. sstairs.sy = y; 974. sstairs.up = (char) on_level(&br->end1, &u.uz) ? 975. br->end1_up : !br->end1_up; 976. assign_level(&sstairs.tolev, dest); 977. sstairs_room = br_room; 978. 979. levl[x][y].ladder = sstairs.up ? LA_UP : LA_DOWN; 980. levl[x][y].typ = STAIRS; 981. } 982. /* 983. * Set made_branch to TRUE even if we didn't make a stairwell (i.e. 984. * make_stairs is false) since there is currently only one branch 985. * per level, if we failed once, we're going to fail again on the 986. * next call. 987. */ 988. made_branch = TRUE; 989. } 990. 991. static boolean 992. bydoor(x, y) 993. register xchar x, y; 994. { 995. register boolean tmp1, tmp2; 996. 997. /* break up large expression to help some compilers */ 998. tmp1 = (IS_DOOR(levl[x+1][y].typ) || levl[x+1][y].typ == SDOOR || 999. IS_DOOR(levl[x-1][y].typ) || levl[x-1][y].typ == SDOOR); 1000. tmp2 = (IS_DOOR(levl[x][y+1].typ) || levl[x][y+1].typ == SDOOR || 1001. IS_DOOR(levl[x][y-1].typ) || levl[x][y-1].typ == SDOOR); 1002. return(tmp1 || tmp2); 1003. } 1004. 1005. /* see whether it is allowable to create a door at [x,y] */ 1006. int 1007. okdoor(x,y) 1008. register xchar x, y; 1009. { 1010. register boolean near_door = bydoor(x, y); 1011. 1012. return((levl[x][y].typ == HWALL || levl[x][y].typ == VWALL) && 1013. doorindex < DOORMAX && !near_door); 1014. } 1015. 1016. void 1017. dodoor(x,y,aroom) 1018. register int x, y; 1019. register struct mkroom *aroom; 1020. { 1021. if(doorindex >= DOORMAX) { 1022. impossible("DOORMAX exceeded?"); 1023. return; 1024. } 1025. 1026. dosdoor(x,y,aroom,rn2(8) ? DOOR : SDOOR); 1027. } 1028. 1029. boolean 1030. occupied(x, y) 1031. register xchar x, y; 1032. { 1033. return(t_at(x, y) || levl[x][y].typ == STAIRS 1034. || IS_FOUNTAIN(levl[x][y].typ) 1035. || IS_THRONE(levl[x][y].typ) 1036. #ifdef SINKS 1037. || IS_SINK(levl[x][y].typ) 1038. #endif 1039. || levl[x][y].typ == ALTAR 1040. || is_lava(x,y) 1041. || is_pool(x,y) 1042. || invocation_pos(x,y) 1043. ); 1044. } 1045. 1046. /* make a trap somewhere (in croom if mazeflag = 0 && !tm) */ 1047. /* if tm != NULL, make trap at that location */ 1048. void 1049. mktrap(num, mazeflag, croom, tm) 1050. register int num, mazeflag; 1051. register struct mkroom *croom; 1052. coord *tm; 1053. { 1054. register int kind; 1055. coord m; 1056. 1057. /* no traps in pools */ 1058. if (tm && is_pool(tm->x,tm->y)) return; 1059. 1060. if (num > 0 && num < TRAPNUM) { 1061. kind = num; 1062. #ifdef REINCARNATION 1063. } else if (Is_rogue_level(&u.uz)) { 1064. switch (rn2(7)) { 1065. default: kind = BEAR_TRAP; break; /* 0 */ 1066. case 1: kind = ARROW_TRAP; break; 1067. case 2: kind = DART_TRAP; break; 1068. case 3: kind = TRAPDOOR; break; 1069. case 4: kind = PIT; break; 1070. case 5: kind = SLP_GAS_TRAP; break; 1071. case 6: kind = RUST_TRAP; break; 1072. } 1073. #endif 1074. } else if (Inhell && !rn2(5)) { 1075. /* bias the frequency of fire traps in Gehennom */ 1076. kind = FIRE_TRAP; 1077. } else { 1078. unsigned lvl = level_difficulty(); 1079. 1080. do { 1081. kind = rnd(TRAPNUM-1); 1082. /* reject "too hard" traps */ 1083. switch (kind) { 1084. case LEVEL_TELEP: 1085. case LANDMINE: 1086. if (lvl < 5) kind = NO_TRAP; break; 1087. case SPIKED_PIT: 1088. #ifdef POLYSELF 1089. case POLY_TRAP: 1090. #endif 1091. if (lvl < 6) kind = NO_TRAP; break; 1092. case WEB: 1093. case STATUE_TRAP: 1094. if (lvl < 7) kind = NO_TRAP; break; 1095. case FIRE_TRAP: 1096. if (!Inhell) kind = NO_TRAP; break; 1097. } 1098. } while (kind == NO_TRAP || kind == MAGIC_PORTAL); 1099. } 1100. 1101. if (kind == TRAPDOOR && !Can_fall_thru(&u.uz)) kind = ROCKTRAP; 1102. 1103. if (tm) 1104. m = *tm; 1105. else { 1106. register int tryct = 0; 1107. 1108. do { 1109. if (++tryct > 200) 1110. return; 1111. if (mazeflag) 1112. mazexy(&m); 1113. else if (!somexy(croom,&m)) 1114. return; 1115. } while (occupied(m.x, m.y) || is_pool(m.x,m.y) || 1116. (sobj_at(BOULDER, m.x, m.y) && 1117. (kind == PIT || kind == SPIKED_PIT || 1118. kind == TRAPDOOR))); 1119. } 1120. 1121. (void) maketrap(m.x, m.y, kind); 1122. if (kind == WEB) (void) makemon(&mons[PM_GIANT_SPIDER], m.x, m.y); 1123. } 1124. 1125. void 1126. mkstairs(x, y, up, croom) 1127. xchar x, y; 1128. char up; 1129. struct mkroom *croom; 1130. { 1131. if (! (x || y)) { 1132. impossible("mkstairs: bogus stair attempt at (%d,%d)", x, y); 1133. return; 1134. } 1135. 1136. /* 1137. * We can't make a regular stair off an end of the dungeon. This 1138. * attempt can happen when a special level is placed at an end and 1139. * has an up or down stair specified in its description file. 1140. */ 1141. if ((dunlev(&u.uz) == 1 && up) || 1142. (dunlev(&u.uz) == dunlevs_in_dungeon(&u.uz) && !up)) 1143. return; 1144. 1145. if(up) { 1146. xupstair = x; 1147. yupstair = y; 1148. upstairs_room = croom; 1149. } else { 1150. xdnstair = x; 1151. ydnstair = y; 1152. dnstairs_room = croom; 1153. } 1154. 1155. levl[x][y].typ = STAIRS; 1156. levl[x][y].ladder = up ? LA_UP : LA_DOWN; 1157. } 1158. 1159. static 1160. void 1161. mkfount(mazeflag,croom) 1162. register int mazeflag; 1163. register struct mkroom *croom; 1164. { 1165. coord m; 1166. register int tryct = 0; 1167. 1168. do { 1169. if(++tryct > 200) return; 1170. if(mazeflag) 1171. mazexy(&m); 1172. else 1173. if (!somexy(croom, &m)) 1174. return; 1175. } while(occupied(m.x, m.y) || bydoor(m.x, m.y)); 1176. 1177. /* Put a fountain at m.x, m.y */ 1178. levl[m.x][m.y].typ = FOUNTAIN; 1179. /* Is it a "blessed" fountain? (affects drinking from fountain) */ 1180. if(!rn2(7)) levl[m.x][m.y].blessedftn = 1; 1181. 1182. level.flags.nfountains++; 1183. } 1184. 1185. #ifdef SINKS 1186. static void 1187. mksink(croom) 1188. register struct mkroom *croom; 1189. { 1190. coord m; 1191. register int tryct = 0; 1192. 1193. do { 1194. if(++tryct > 200) return; 1195. if (!somexy(croom, &m)) 1196. return; 1197. } while(occupied(m.x, m.y) || bydoor(m.x, m.y)); 1198. 1199. /* Put a sink at m.x, m.y */ 1200. levl[m.x][m.y].typ = SINK; 1201. 1202. level.flags.nsinks++; 1203. } 1204. #endif /* SINKS /**/ 1205. 1206. 1207. static void 1208. mkaltar(croom) 1209. register struct mkroom *croom; 1210. { 1211. coord m; 1212. register int tryct = 0; 1213. aligntyp al; 1214. 1215. if(croom->rtype != OROOM) return; 1216. 1217. do { 1218. if(++tryct > 200) return; 1219. if (!somexy(croom, &m)) 1220. return; 1221. } while(occupied(m.x, m.y) || bydoor(m.x, m.y)); 1222. 1223. /* Put an altar at m.x, m.y */ 1224. levl[m.x][m.y].typ = ALTAR; 1225. 1226. /* -1 - A_CHAOTIC, 0 - A_NEUTRAL, 1 - A_LAWFUL */ 1227. al = rn2((int)A_LAWFUL+2) - 1; 1228. levl[m.x][m.y].altarmask = Align2amask( al ); 1229. } 1230. 1231. /* 1232. * Major level transmutation: add a set of stairs (to the Sanctum) after 1233. * an earthquake that leaves behind a a new topology, centered at inv_pos. 1234. * Assumes there are no rooms within the invocation area and that inv_pos 1235. * is not too close to the edge of the map. Also assume the hero can see. 1236. */ 1237. void 1238. mkinvokearea() 1239. { 1240. int dist; 1241. xchar xmin = inv_pos.x, xmax = inv_pos.x; 1242. xchar ymin = inv_pos.y, ymax = inv_pos.y; 1243. register xchar i; 1244. 1245. pline("The floor shakes violently under you!"); 1246. pline("The walls around you begin to move and fall down!"); 1247. display_nhwindow(WIN_MESSAGE, TRUE); 1248. 1249. for(dist = 1; dist < 7; dist++) { 1250. xmin--; xmax++; 1251. 1252. /* top and bottom */ 1253. if(dist != 3) { /* the area is wider that it is high */ 1254. ymin--; ymax++; 1255. for(i = xmin+1; i < xmax; i++) { 1256. mkinvpos(i, ymin, dist); 1257. mkinvpos(i, ymax, dist); 1258. } 1259. } 1260. 1261. /* left and right */ 1262. for(i = ymin; i <= ymax; i++) { 1263. mkinvpos(xmin, i, dist); 1264. mkinvpos(xmax, i, dist); 1265. } 1266. 1267. flush_screen(1); /* make sure the new glyphs shows up */ 1268. delay_output(); 1269. } 1270. 1271. You("are standing at the top of a stairwell leading down!"); 1272. mkstairs(u.ux, u.uy, 0, (struct mkroom *)0); /* down */ 1273. newsym(u.ux, u.uy); 1274. vision_full_recalc = 1; /* everything changed */ 1275. } 1276. 1277. /* Change level topology. Messes with vision tables and ignores things like 1278. * boulders in the name of a nice effect. Vision will get fixed up again 1279. * immediately after the effect is complete. 1280. */ 1281. static void 1282. mkinvpos(x,y,dist) 1283. xchar x,y; 1284. int dist; 1285. { 1286. struct trap *ttmp; 1287. register struct rm *lev = &levl[x][y]; 1288. 1289. unblock_point(x,y); /* make sure vision knows this location is open */ 1290. 1291. /* fake out saved state */ 1292. lev->seen = FALSE; 1293. lev->doormask = 0; 1294. if(dist < 6) lev->lit = TRUE; 1295. lev->waslit = TRUE; 1296. lev->horizontal = FALSE; 1297. viz_array[y][x] = (dist < 6 ) ? 1298. (IN_SIGHT|COULD_SEE) : /* short-circuit vision recalc */ 1299. COULD_SEE; 1300. 1301. switch(dist) { 1302. case 1: /* fire traps */ 1303. lev->typ = ROOM; 1304. if (is_pool(x,y)) break; 1305. ttmp = maketrap(x, y, FIRE_TRAP); 1306. ttmp->tseen = TRUE; 1307. break; 1308. case 2: /* lit room locations */ 1309. case 3: 1310. case 6: 1311. if ((ttmp = t_at(x,y)) != 0) deltrap(ttmp); 1312. lev->typ = ROOM; 1313. break; 1314. case 4: /* pools (aka a wide moat) */ 1315. case 5: 1316. if ((ttmp = t_at(x,y)) != 0) deltrap(ttmp); 1317. lev->typ = MOAT; 1318. break; 1319. default: 1320. impossible("mkinvpos called with dist %d", dist); 1321. break; 1322. } 1323. 1324. /* display new value of position; could have a monster/object on it */ 1325. newsym(x,y); 1326. } 1327. 1328. #ifdef MULDGN 1329. /* 1330. * The portal to Ludios is special. The entrance can only occur within a 1331. * vault in the main dungeon at a depth greater than 10. The Ludios branch 1332. * structure reflects this by having a bogus "source" dungeon: the value 1333. * of n_dgns (thus, Is_branchlev() will never find it). 1334. * 1335. * Ludios will remain isolated until the branch is corrected by this function. 1336. */ 1337. static void 1338. mk_knox_portal(x, y) 1339. xchar x, y; 1340. { 1341. extern int n_dgns; /* from dungeon.c */ 1342. d_level *source; 1343. branch *br; 1344. xchar u_depth; 1345. 1346. br = dungeon_branch("Fort Ludios"); 1347. if (on_level(&knox_level, &br->end1)) { 1348. source = &br->end2; 1349. } else { 1350. /* disallow Knox branch on a level with one branch already */ 1351. if(Is_branchlev(&u.uz)) 1352. return; 1353. source = &br->end1; 1354. } 1355. 1356. /* Already set or 2/3 chance of deferring until a later level. */ 1357. if (source->dnum < n_dgns || (rn2(3) 1358. #ifdef WIZARD 1359. && !wizard 1360. #endif 1361. )) return; 1362. 1363. if (! (u.uz.dnum == oracle_level.dnum /* in main dungeon */ 1364. && !at_dgn_entrance("The Quest") /* but not Quest's entry */ 1365. && (u_depth = depth(&u.uz)) > 10 /* beneath 10 */ 1366. && u_depth < depth(&medusa_level))) /* and above Medusa */ 1367. return; 1368. 1369. /* Adjust source to be current level and re-insert branch. */ 1370. *source = u.uz; 1371. insert_branch(br, TRUE); 1372. 1373. # ifdef DEBUG 1374. pline("Made knox portal."); 1375. # endif 1376. place_branch(br, x, y); 1377. } 1378. #endif 1379. 1380. /*mklev.c*/