/*	SCCS Id: @(#)sp_lev.c	3.4	2001/09/06	*/
/*	Copyright (c) 1989 by Jean-Christophe Collet */
/* NetHack may be freely redistributed.  See license for details. */

/*
 * This file contains the various functions that are related to the special
 * levels.
 * It contains also the special level loader.
 *
 */

#include "hack.h"
#include "dlb.h"
/* #define DEBUG */	/* uncomment to enable code debugging */

#ifdef DEBUG
# ifdef WIZARD
#define debugpline	if (wizard) pline
# else
#define debugpline	pline
# endif
#endif

#include "sp_lev.h"
#include "rect.h"

extern void FDECL(mkmap, (lev_init *));

STATIC_DCL void FDECL(get_room_loc, (schar *, schar *, struct mkroom *));
STATIC_DCL void FDECL(get_free_room_loc, (schar *, schar *, struct mkroom *));
STATIC_DCL void FDECL(create_trap, (trap *, struct mkroom *));
STATIC_DCL int FDECL(noncoalignment, (ALIGNTYP_P));
STATIC_DCL void FDECL(create_monster, (monster *, struct mkroom *));
STATIC_DCL void NDECL(cleanup_mons);
STATIC_DCL void FDECL(create_object, (object *, struct mkroom *));
STATIC_DCL void FDECL(create_engraving, (engraving *,struct mkroom *));
STATIC_DCL void FDECL(create_stairs, (stair *, struct mkroom *));
STATIC_DCL void FDECL(create_altar, (altar *, struct mkroom *));
STATIC_DCL void FDECL(create_gold, (gold *, struct mkroom *));
STATIC_DCL void FDECL(create_feature, (int,int,struct mkroom *,int));
STATIC_DCL boolean FDECL(search_door, (struct mkroom *, xchar *, xchar *,
					XCHAR_P, int));
/*STATIC_DCL void NDECL(fix_stair_rooms);*/
STATIC_DCL void FDECL(create_corridor, (corridor *));

STATIC_DCL boolean FDECL(create_subroom, (struct mkroom *, XCHAR_P, XCHAR_P,
					XCHAR_P, XCHAR_P, XCHAR_P, XCHAR_P));

#define LEFT	1
#define H_LEFT	2
#define CENTER	3
#define H_RIGHT	4
#define RIGHT	5
#define	EDGE	6

#define TOP	1
#define BOTTOM	5

#define sq(x) ((x)*(x))

#define XLIM	4
#define YLIM	3

#define Fread	(void)dlb_fread
#define Fgetc	(schar)dlb_fgetc
#define New(type)		(type *) alloc(sizeof(type))
#define NewTab(type, size)	(type **) alloc(sizeof(type *) * (unsigned)size)
#define Free(ptr)		if(ptr) free((genericptr_t) (ptr))

static NEARDATA walk walklist[50];
extern int min_rx, max_rx, min_ry, max_ry; /* from mkmap.c */

static char Map[COLNO][ROWNO];
static char robjects[10], rloc_x[10], rloc_y[10], rmonst[10];
static aligntyp	ralign[3] = { AM_CHAOTIC, AM_NEUTRAL, AM_LAWFUL };
static NEARDATA xchar xstart, ystart;
static NEARDATA char xsize, ysize;
static boolean rndvault = FALSE;
static int mon_num;

STATIC_DCL void FDECL(set_wall_property, (XCHAR_P,XCHAR_P,XCHAR_P,XCHAR_P,int));
STATIC_DCL int NDECL(rnddoor);
STATIC_DCL int NDECL(rndtrap);
STATIC_DCL void FDECL(get_location, (schar *,schar *,int));
STATIC_DCL void FDECL(sp_lev_shuffle, (char *,char *,int));
STATIC_DCL void FDECL(light_region, (region *));
STATIC_DCL void FDECL(load_common_data, (dlb *,int));
STATIC_DCL void FDECL(load_one_monster, (dlb *,monster *));
STATIC_DCL void FDECL(load_one_object, (dlb *,object *));
STATIC_DCL void FDECL(load_one_engraving, (dlb *,engraving *));
STATIC_DCL boolean FDECL(load_rooms, (dlb *));
STATIC_DCL void FDECL(maze1xy, (coord *,int));
STATIC_DCL boolean FDECL(load_maze, (dlb *));
STATIC_DCL void FDECL(create_door, (room_door *, struct mkroom *));
STATIC_DCL void FDECL(free_rooms,(room **, int));
STATIC_DCL void FDECL(build_room, (room *, room*));

char *lev_message = 0;
lev_region *lregions = 0;
int num_lregions = 0;
lev_init init_lev;

/*
 * Make walls of the area (x1, y1, x2, y2) non diggable/non passwall-able
 */

STATIC_OVL void
set_wall_property(x1,y1,x2,y2, prop)
xchar x1, y1, x2, y2;
int prop;
{
	register xchar x, y;

	for(y = y1; y <= y2; y++)
	    for(x = x1; x <= x2; x++)
		if(IS_STWALL(levl[x][y].typ) || IS_TREES(levl[x][y].typ))
		    levl[x][y].wall_info |= prop;
}

/*
 * Choose randomly the state (nodoor, open, closed or locked) for a door
 */
STATIC_OVL int
rnddoor()
{
	int i = 1 << rn2(5);
	i >>= 1;
	return i;
}

/*
 * Select a random trap
 */
STATIC_OVL int
rndtrap()
{
	int rtrap;

	do {
	    rtrap = rnd(TRAPNUM-1);
	    switch (rtrap) {
	     case HOLE:		/* no random holes on special levels */
	     case MAGIC_PORTAL:	rtrap = NO_TRAP;
				break;
	     case TRAPDOOR:	if (!Can_dig_down(&u.uz)) rtrap = NO_TRAP;
				break;
	     case LEVEL_TELEP:
	     case TELEP_TRAP:	if (level.flags.noteleport) rtrap = NO_TRAP;
				break;
	     case ROLLING_BOULDER_TRAP:
	     case ROCKTRAP:	if (In_endgame(&u.uz)) rtrap = NO_TRAP;
				break;
	    }
	} while (rtrap == NO_TRAP);
	return rtrap;
}

/*
 * Coordinates in special level files are handled specially:
 *
 *	if x or y is -11, we generate a random coordinate.
 *	if x or y is between -1 and -10, we read one from the corresponding
 *	register (x0, x1, ... x9).
 *	if x or y is nonnegative, we convert it from relative to the local map
 *	to global coordinates.
 *	The "humidity" flag is used to insure that engravings aren't
 *	created underwater, or eels on dry land.
 */
#define DRY	0x1
#define WET	0x2

STATIC_DCL boolean FDECL(is_ok_location, (SCHAR_P, SCHAR_P, int));

STATIC_OVL void
get_location(x, y, humidity)
schar *x, *y;
int humidity;
{
	int cpt = 0;

	if (*x >= 0) {			/* normal locations */
		*x += xstart;
		*y += ystart;
	} else if (*x > -11) {		/* special locations */
		*y = ystart + rloc_y[ - *y - 1];
		*x = xstart + rloc_x[ - *x - 1];
	} else {			/* random location */
	    do {
		*x = xstart + rn2((int)xsize);
		*y = ystart + rn2((int)ysize);
		if (is_ok_location(*x,*y,humidity)) break;
	    } while (++cpt < 100);
	    if (cpt >= 100) {
		register int xx, yy;
		/* last try */
		for (xx = 0; xx < xsize; xx++)
		    for (yy = 0; yy < ysize; yy++) {
			*x = xstart + xx;
			*y = ystart + yy;
			if (is_ok_location(*x,*y,humidity)) goto found_it;
		    }
		panic("get_location:  can't find a place!");
	    }
	}
found_it:;

	if (!isok(*x,*y)) {
	    impossible("get_location:  (%d,%d) out of bounds", *x, *y);
	    *x = x_maze_max; *y = y_maze_max;
	}
}

STATIC_OVL boolean
is_ok_location(x, y, humidity)
register schar x, y;
register int humidity;
{
	register int typ;

	if (Is_waterlevel(&u.uz)) return TRUE;	/* accept any spot */

	if (humidity & DRY) {
	    typ = levl[x][y].typ;
	    if (typ == ROOM || typ == AIR ||
		typ == CLOUD || typ == ICE || typ == CORR ||
		typ == GROUND || typ == GRASS || typ == CARPET)
		return TRUE;
	}
	if (humidity & WET) {
	    if (is_pool(x,y) || is_lava(x,y))
		return TRUE;
	}
	return FALSE;
}

/*
 * Shuffle the registers for locations, objects or monsters
 */

STATIC_OVL void
sp_lev_shuffle(list1, list2, n)
char list1[], list2[];
int n;
{
	register int i, j;
	register char k;

	for (i = n - 1; i > 0; i--) {
		if ((j = rn2(i + 1)) == i) continue;
		k = list1[j];
		list1[j] = list1[i];
		list1[i] = k;
		if (list2) {
			k = list2[j];
			list2[j] = list2[i];
			list2[i] = k;
		}
	}
}

/*
 * Get a relative position inside a room.
 * negative values for x or y means RANDOM!
 */

STATIC_OVL void
get_room_loc(x,y, croom)
schar		*x, *y;
struct mkroom	*croom;
{
	coord c;

	if (*x <0 && *y <0) {
		if (somexy(croom, &c)) {
			*x = c.x;
			*y = c.y;
		} else
		    panic("get_room_loc : can't find a place!");
	} else {
		if (*x < 0)
		    *x = rn2(croom->hx - croom->lx + 1);
		if (*y < 0)
		    *y = rn2(croom->hy - croom->ly + 1);
		*x += croom->lx;
		*y += croom->ly;
	}
}

/*
 * Get a relative position inside a room.
 * negative values for x or y means RANDOM!
 */

STATIC_OVL void
get_free_room_loc(x,y, croom)
schar		*x, *y;
struct mkroom	*croom;
{
	schar try_x, try_y;
	register int trycnt = 0;

	do {
	    try_x = *x,  try_y = *y;
	    get_room_loc(&try_x, &try_y, croom);
	} while (levl[try_x][try_y].typ != ROOM && ++trycnt <= 100);

	if (trycnt > 100)
	    panic("get_free_room_loc:  can't find a place!");
	*x = try_x,  *y = try_y;
}

boolean
check_room(lowx, ddx, lowy, ddy, vault)
xchar *lowx, *ddx, *lowy, *ddy;
boolean vault;
{
	register int x,y,hix = *lowx + *ddx, hiy = *lowy + *ddy;
	register struct rm *lev;
	int xlim, ylim, ymax;

	xlim = XLIM + (vault ? 1 : 0);
	ylim = YLIM + (vault ? 1 : 0);

	if (*lowx < 3)		*lowx = 3;
	if (*lowy < 2)		*lowy = 2;
	if (hix > COLNO-3)	hix = COLNO-3;
	if (hiy > ROWNO-3)	hiy = ROWNO-3;
chk:
	if (hix <= *lowx || hiy <= *lowy)	return FALSE;

	/* check area around room (and make room smaller if necessary) */
	for (x = *lowx - xlim; x<= hix + xlim; x++) {
		if(x <= 0 || x >= COLNO) continue;
		y = *lowy - ylim;	ymax = hiy + ylim;
		if(y < 0) y = 0;
		if(ymax >= ROWNO) ymax = (ROWNO-1);
		lev = &levl[x][y];
		for (; y <= ymax; y++) {
			if (lev++->typ) {
#ifdef DEBUG
				if(!vault)
				    debugpline("strange area [%d,%d] in check_room.",x,y);
#endif
				if (!rn2(3))	return FALSE;
				if (x < *lowx)
				    *lowx = x + xlim + 1;
				else
				    hix = x - xlim - 1;
				if (y < *lowy)
				    *lowy = y + ylim + 1;
				else
				    hiy = y - ylim - 1;
				goto chk;
			}
		}
	}
	*ddx = hix - *lowx;
	*ddy = hiy - *lowy;
	return TRUE;
}

/*
 * Create a new room.
 * This is still very incomplete...
 */

boolean
create_room(x,y,w,h,xal,yal,rtype,rlit)
xchar	x,y;
xchar	w,h;
xchar	xal,yal;
xchar	rtype, rlit;
{
	xchar	xabs, yabs;
	int	wtmp, htmp, xaltmp, yaltmp, xtmp, ytmp;
	NhRect	*r1 = 0, r2;
	int	trycnt = 0;
	boolean	vault = FALSE;
	int	xlim = XLIM, ylim = YLIM;

	if (rtype == -1)	/* Is the type random ? */
	    rtype = OROOM;

	if (rtype == VAULT) {
		vault = TRUE;
		xlim++;
		ylim++;
	}

	/* on low levels the room is lit (usually) */
	/* some other rooms may require lighting */

	/* is light state random ? */
	if (rlit == -1)
	    rlit = (rnd(1+abs(depth(&u.uz))) < 11 && rn2(77)) ? TRUE : FALSE;

	/*
	 * Here we will try to create a room. If some parameters are
	 * random we are willing to make several try before we give
	 * it up.
	 */
	do {
		xchar xborder, yborder;
		wtmp = w; htmp = h;
		xtmp = x; ytmp = y;
		xaltmp = xal; yaltmp = yal;

		/* First case : a totaly random room */

		if((xtmp < 0 && ytmp <0 && wtmp < 0 && xaltmp < 0 &&
		   yaltmp < 0) || vault) {
			xchar hx, hy, lx, ly, dx, dy;
			r1 = rnd_rect(); /* Get a random rectangle */

			if (!r1) { /* No more free rectangles ! */
#ifdef DEBUG
				debugpline("No more rects...");
#endif
				return FALSE;
			}
			hx = r1->hx;
			hy = r1->hy;
			lx = r1->lx;
			ly = r1->ly;
			if (vault)
			    dx = dy = 1;
			else {
				dx = 2 + rn2((hx-lx > 28) ? 12 : 8);
				dy = 2 + rn2(4);
				if(dx*dy > 50)
				    dy = 50/dx;
			}
			xborder = (lx > 0 && hx < COLNO -1) ? 2*xlim : xlim+1;
			yborder = (ly > 0 && hy < ROWNO -1) ? 2*ylim : ylim+1;
			if(hx-lx < dx + 3 + xborder ||
			   hy-ly < dy + 3 + yborder) {
				r1 = 0;
				continue;
			}
			xabs = lx + (lx > 0 ? xlim : 3)
			    + rn2(hx - (lx>0?lx : 3) - dx - xborder + 1);
			yabs = ly + (ly > 0 ? ylim : 2)
			    + rn2(hy - (ly>0?ly : 2) - dy - yborder + 1);
			if (ly == 0 && hy >= (ROWNO-1) &&
			    (!nroom || !rn2(nroom)) && (yabs+dy > ROWNO/2)) {
			    yabs = rn1(3, 2);
			    if(nroom < 4 && dy>1) dy--;
		        }
			if (!check_room(&xabs, &dx, &yabs, &dy, vault)) {
				r1 = 0;
				continue;
			}
			wtmp = dx+1;
			htmp = dy+1;
			r2.lx = xabs-1; r2.ly = yabs-1;
			r2.hx = xabs + wtmp;
			r2.hy = yabs + htmp;
		} else {	/* Only some parameters are random */
			int rndpos = 0;
			if (xtmp < 0 && ytmp < 0) { /* Position is RANDOM */
				xtmp = rnd(5);
				ytmp = rnd(5);
				rndpos = 1;
			}
			if (wtmp < 0 || htmp < 0) { /* Size is RANDOM */
				wtmp = rn1(15, 3);
				htmp = rn1(8, 2);
			}
			if (xaltmp == -1) /* Horizontal alignment is RANDOM */
			    xaltmp = rnd(3);
			if (yaltmp == -1) /* Vertical alignment is RANDOM */
			    yaltmp = rnd(3);

			/* Try to generate real (absolute) coordinates here! */

			xabs = (((xtmp-1) * COLNO) / 5) + 1;
			yabs = (((ytmp-1) * ROWNO) / 5) + 1;
			switch (xaltmp) {
			      case LEFT:
				break;
			      case RIGHT:
				xabs += (COLNO / 5) - wtmp;
				break;
			      case CENTER:
				xabs += ((COLNO / 5) - wtmp) / 2;
				break;
			}
			switch (yaltmp) {
			      case TOP:
				break;
			      case BOTTOM:
				yabs += (ROWNO / 5) - htmp;
				break;
			      case CENTER:
				yabs += ((ROWNO / 5) - htmp) / 2;
				break;
			}

			if (xabs + wtmp - 1 > COLNO - 2)
			    xabs = COLNO - wtmp - 3;
			if (xabs < 2)
			    xabs = 2;
			if (yabs + htmp - 1> ROWNO - 2)
			    yabs = ROWNO - htmp - 3;
			if (yabs < 2)
			    yabs = 2;

			/* Try to find a rectangle that fit our room ! */

			r2.lx = xabs-1; r2.ly = yabs-1;
			r2.hx = xabs + wtmp + rndpos;
			r2.hy = yabs + htmp + rndpos;
			r1 = get_rect(&r2);
		}
	} while (++trycnt <= 100 && !r1);
	if (!r1) {	/* creation of room failed ? */
		return FALSE;
	}
	split_rects(r1, &r2);

	if (!vault) {
		smeq[nroom] = nroom;
		add_room(xabs, yabs, xabs+wtmp-1, yabs+htmp-1,
			 rlit, rtype, FALSE);
	} else {
		rooms[nroom].lx = xabs;
		rooms[nroom].ly = yabs;
	}
	return TRUE;
}

/*
 * Create a subroom in room proom at pos x,y with width w & height h.
 * x & y are relative to the parent room.
 */

STATIC_OVL boolean
create_subroom(proom, x, y, w,  h, rtype, rlit)
struct mkroom *proom;
xchar x,y;
xchar w,h;
xchar rtype, rlit;
{
	xchar width, height;

	width = proom->hx - proom->lx + 1;
	height = proom->hy - proom->ly + 1;

	/* There is a minimum size for the parent room */
	if (width < 4 || height < 4)
	    return FALSE;

	/* Check for random position, size, etc... */

	if (w == -1)
	    w = rnd(width - 3);
	if (h == -1)
	    h = rnd(height - 3);
	if (x == -1)
	    x = rnd(width - w - 1) - 1;
	if (y == -1)
	    y = rnd(height - h - 1) - 1;
	if (x == 1)
	    x = 0;
	if (y == 1)
	    y = 0;
	if ((x + w + 1) == width)
	    x++;
	if ((y + h + 1) == height)
	    y++;
	if (rtype == -1)
	    rtype = OROOM;
	if (rlit == -1)
	    rlit = (rnd(1+abs(depth(&u.uz))) < 11 && rn2(77)) ? TRUE : FALSE;
	add_subroom(proom, proom->lx + x, proom->ly + y,
		    proom->lx + x + w - 1, proom->ly + y + h - 1,
		    rlit, rtype, FALSE);
	return TRUE;
}

/*
 * Create a new door in a room.
 * It's placed on a wall (north, south, east or west).
 */

STATIC_OVL void
create_door(dd, broom)
room_door *dd;
struct mkroom *broom;
{
	int	x, y;
	int	trycnt = 0;

	if (dd->secret == -1)
	    dd->secret = rn2(2);

	if (dd->mask == -1) {
		/* is it a locked door, closed, or a doorway? */
		if (!dd->secret) {
			if(!rn2(3)) {
				if(!rn2(5))
				    dd->mask = D_ISOPEN;
				else if(!rn2(6))
				    dd->mask = D_LOCKED;
				else
				    dd->mask = D_CLOSED;
				if (dd->mask != D_ISOPEN && !rn2(25))
				    dd->mask |= D_TRAPPED;
			} else
			    dd->mask = D_NODOOR;
		} else {
			if(!rn2(5))	dd->mask = D_LOCKED;
			else		dd->mask = D_CLOSED;

			if(!rn2(20)) dd->mask |= D_TRAPPED;
		}
	}

	do {
		register int dwall, dpos;

		dwall = dd->wall;
		if (dwall == -1)	/* The wall is RANDOM */
		    dwall = 1 << rn2(4);

		dpos = dd->pos;
		if (dpos == -1)	/* The position is RANDOM */
		    dpos = rn2((dwall == W_WEST || dwall == W_EAST) ?
			    (broom->hy - broom->ly) : (broom->hx - broom->lx));

		/* Convert wall and pos into an absolute coordinate! */

		switch (dwall) {
		      case W_NORTH:
			y = broom->ly - 1;
			x = broom->lx + dpos;
			break;
		      case W_SOUTH:
			y = broom->hy + 1;
			x = broom->lx + dpos;
			break;
		      case W_WEST:
			x = broom->lx - 1;
			y = broom->ly + dpos;
			break;
		      case W_EAST:
			x = broom->hx + 1;
			y = broom->ly + dpos;
			break;
		      default:
			x = y = 0;
			panic("create_door: No wall for door!");
			break;
		}
		if (okdoor(x,y))
		    break;
	} while (++trycnt <= 100);
	if (trycnt > 100) {
		impossible("create_door: Can't find a proper place!");
		return;
	}
	add_door(x,y,broom);
	levl[x][y].typ = (dd->secret ? SDOOR : DOOR);
	levl[x][y].doormask = dd->mask;
}

/*
 * Create a secret door in croom on any one of the specified walls.
 */
void
create_secret_door(croom, walls)
    struct mkroom *croom;
    xchar walls; /* any of W_NORTH | W_SOUTH | W_EAST | W_WEST (or W_ANY) */
{
    xchar sx, sy; /* location of the secret door */
    int count;

    for(count = 0; count < 100; count++) {
	sx = rn1(croom->hx - croom->lx + 1, croom->lx);
	sy = rn1(croom->hy - croom->ly + 1, croom->ly);

	switch(rn2(4)) {
	case 0:  /* top */
	    if(!(walls & W_NORTH)) continue;
	    sy = croom->ly-1; break;
	case 1: /* bottom */
	    if(!(walls & W_SOUTH)) continue;
	    sy = croom->hy+1; break;
	case 2: /* left */
	    if(!(walls & W_EAST)) continue;
	    sx = croom->lx-1; break;
	case 3: /* right */
	    if(!(walls & W_WEST)) continue;
	    sx = croom->hx+1; break;
	}

	if(okdoor(sx,sy)) {
	    levl[sx][sy].typ = SDOOR;
	    levl[sx][sy].doormask = D_CLOSED;
	    add_door(sx,sy,croom);
	    return;
	}
    }

    impossible("couldn't create secret door on any walls 0x%x", walls);
}

/*
 * Create a trap in a room.
 */

STATIC_OVL void
create_trap(t,croom)
trap	*t;
struct mkroom	*croom;
{
    schar	x,y;
    coord	tm;

    if (rn2(100) < t->chance) {
	x = t->x;
	y = t->y;
	if (croom)
	    get_free_room_loc(&x, &y, croom);
	else
	    get_location(&x, &y, DRY);

	tm.x = x;
	tm.y = y;

	mktrap(t->type, 1, (struct mkroom*) 0, &tm);
    }
}

/*
 * Create a monster in a room.
 */

STATIC_OVL int
noncoalignment(alignment)
aligntyp alignment;
{
	int k;

	k = rn2(2);
	if (!alignment)
		return(k ? -1 : 1);
	return(k ? -alignment : 0);
}

STATIC_OVL void
create_monster(m,croom)
monster	*m;
struct mkroom	*croom;
{
    struct monst *mtmp;
    schar x, y;
    char class;
    aligntyp amask;
    coord cc;
    struct permonst *pm;
    unsigned g_mvflags;

    mon_num++;

    if (rn2(100) < m->chance) {

	if (m->class >= 0)
	    class = (char) def_char_to_monclass((char)m->class);
	else if (m->class > -11)
	    class = (char) def_char_to_monclass(rmonst[- m->class - 1]);
	else
	    class = 0;

	if (class == MAXMCLASSES)
	    panic("create_monster: unknown monster class '%c'", m->class);

	amask = (m->align == AM_SPLEV_CO) ?
			Align2amask(u.ualignbase[A_ORIGINAL]) :
		(m->align == AM_SPLEV_NONCO) ?
			Align2amask(noncoalignment(u.ualignbase[A_ORIGINAL])) :
		(m->align <= -11) ? induced_align(80) :
		(m->align < 0 ? ralign[-m->align-1] : m->align);

	if (!class)
	    pm = (struct permonst *) 0;
	else if (m->id != NON_PM) {
	    pm = &mons[m->id];
	    g_mvflags = (unsigned) mvitals[monsndx(pm)].mvflags;
	    if ((pm->geno & G_UNIQ) && (g_mvflags & G_EXTINCT))
		goto m_done;
	    else if (g_mvflags & G_GONE)	/* genocided or extinct */
		pm = (struct permonst *) 0;	/* make random monster */
	} else {
	    pm = mkclass(class,G_NOGEN);
	    /* if we can't get a specific monster type (pm == 0) then the
	       class has been genocided, so settle for a random monster */
	}
	if (In_mines(&u.uz) && pm && your_race(pm) &&
			(Race_if(PM_DWARF) || Race_if(PM_GNOME)) && rn2(3))
	    pm = (struct permonst *) 0;

	x = m->x;
	y = m->y;
	if (croom)
	    get_room_loc(&x, &y, croom);
	else {
	    if (!pm || !is_swimmer(pm))
		get_location(&x, &y, DRY);
	    else if (pm->mlet == S_EEL)
		get_location(&x, &y, WET);
	    else
		get_location(&x, &y, DRY|WET);
	}
	/* try to find a close place if someone else is already there */
	if (MON_AT(x,y) && enexto(&cc, x, y, pm))
	    x = cc.x,  y = cc.y;

	if(m->align != -12)
	    mtmp = mk_roamer(pm, Amask2align(amask), x, y, m->peaceful);
	else if(PM_ARCHEOLOGIST <= m->id && m->id <= PM_WIZARD)
	         mtmp = mk_mplayer(pm, x, y, FALSE);
	else mtmp = makemon(pm, x, y, MM_MONSTEEDOK/*NO_MM_FLAGS*/);

	if (mtmp) {
	    /* handle specific attributes for some special monsters */
	    if (m->name.str) mtmp = christen_monst(mtmp, m->name.str);

	    /*
	     * This is currently hardwired for mimics only.  It should
	     * eventually be expanded.
	     */
	    if (m->appear_as.str && mtmp->data->mlet == S_MIMIC) {
		int i;

		switch (m->appear) {
		    case M_AP_NOTHING:
			impossible(
		"create_monster: mon has an appearance, \"%s\", but no type",
				m->appear_as.str);
			break;

		    case M_AP_FURNITURE:
			for (i = 0; i < MAXPCHARS; i++)
			    if (!strcmp(E_J(defsyms[i].explanation,
					    defsyms[i].eexplanation),
					m->appear_as.str))
				break;
			if (i == MAXPCHARS) {
			    impossible(
				"create_monster: can't find feature \"%s\"",
				m->appear_as.str);
			} else {
			    mtmp->m_ap_type = M_AP_FURNITURE;
			    mtmp->mappearance = i;
			}
			break;

		    case M_AP_OBJECT:
			for (i = 0; i < NUM_OBJECTS; i++)
			    if (OBJ_NAME(objects[i]) &&
				!strcmp(OBJ_NAME(objects[i]),m->appear_as.str))
				break;
			if (i == NUM_OBJECTS) {
			    impossible(
				"create_monster: can't find object \"%s\"",
				m->appear_as.str);
			} else {
			    mtmp->m_ap_type = M_AP_OBJECT;
			    mtmp->mappearance = i;
			}
			break;

		    case M_AP_MONSTER:
			/* note: mimics don't appear as monsters! */
			/*	 (but chameleons can :-)	  */
		    default:
			impossible(
		"create_monster: unimplemented mon appear type [%d,\"%s\"]",
				m->appear, m->appear_as.str);
			break;
		}
		if (does_block(x, y, &levl[x][y]))
		    block_point(x, y);
	    }

	    if (m->peaceful >= 0) {
		mtmp->mpeaceful = m->peaceful;
		/* changed mpeaceful again; have to reset malign */
		set_malign(mtmp);
	    }
	    if (m->asleep >= 0) {
#ifdef UNIXPC
		/* optimizer bug strikes again */
		if (m->asleep)
			mtmp->msleeping = 1;
		else
			mtmp->msleeping = 0;
#else
		mtmp->msleeping = m->asleep;
#endif
	    }
	    /* mark a temporary serial number for later use */
	    mtmp->meating = mon_num;
	}

    }		/* if (rn2(100) < m->chance) */
 m_done:
    Free(m->name.str);
    Free(m->appear_as.str);
}

STATIC_OVL void
cleanup_mons()
{
	struct monst *mtmp;
	for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
	    /* clear the temporal serial number */
	    mtmp->meating = 0;
	}
}

/*
 * Create an object in a room.
 */

STATIC_OVL void
create_object(o,croom)
object	*o;
struct mkroom	*croom;
{
    struct obj *otmp;
    schar x, y;
    char c;
    boolean named;	/* has a name been supplied in level description? */

    if (rn2(100) < o->chance) {
	named = o->name.str ? TRUE : FALSE;

	x = o->x; y = o->y;
	if (croom)
	    get_room_loc(&x, &y, croom);
	else
	    get_location(&x, &y, DRY);

	if (o->class >= 0)
	    c = o->class;
	else if (o->class > -11)
	    c = robjects[ -(o->class+1)];
	else
	    c = 0;

	if (!c)
	    otmp = mkobj_at(RANDOM_CLASS, x, y, !named);
	else if (o->id < -1) {
	    /* ranked random object */
	    switch (-(o->id)-2) {
		case 0: /* fine */
		    pline("create_object(): <fine>");
		    break;
		case 1: /* excellent */
		    pline("create_object(): <excellent>");
		    break;
		case 2: /* superb */
		    pline("create_object(): <superb>");
		    break;
		default:
		    pline("create_object(): ERROR!");
		    break;
	    }
	} else if (o->id != -1)
	    /* object type is specified */
	    otmp = mksobj_at(o->id, x, y, TRUE, !named);
	else {
	    /*
	     * The special levels are compiled with the default "text" object
	     * class characters.  We must convert them to the internal format.
	     */
	    char oclass = (char) def_char_to_objclass(c);

	    if (oclass == MAXOCLASSES)
		panic("create_object:  unexpected object class '%c'",c);

	    /* KMH -- Create piles of gold properly */
	    if (oclass == COIN_CLASS)
		otmp = mkgold(0L, x, y);
	    else
		otmp = mkobj_at(oclass, x, y, !named);
	}

	/* Sokoban prize special handling */
	if (115 <= o->spe && o->spe <= 125) {
	    o->spe -= 120;
	    otmp->sokoprize = 1;
	    /* Wizards already have CoMR... give pointy hat instead */
	    if (otmp->otyp == CLOAK_OF_MAGIC_RESISTANCE &&
		Role_if(PM_WIZARD)) otmp->otyp = CORNUTHAUM;
	}

	if (o->spe != -127)	/* That means NOT RANDOM! */
	    otmp->spe = (schar)o->spe;

	if (o->material != -127)	/* That means NOT RANDOM! */
	    change_material(otmp, o->material);

	switch (o->curse_state) {
	      case 1:	bless(otmp); break; /* BLESSED */
	      case 2:	unbless(otmp); uncurse(otmp); break; /* uncursed */
	      case 3:	curse(otmp); break; /* CURSED */
	      default:	break;	/* Otherwise it's random and we're happy
				 * with what mkobj gave us! */
	}

	/*	corpsenm is "empty" if -1, random if -2, otherwise specific */
	if (o->corpsenm == NON_PM - 1) otmp->corpsenm = rndmonnum();
	else if (o->corpsenm != NON_PM) otmp->corpsenm = o->corpsenm;

	/* assume we wouldn't be given an egg corpsenm unless it was
	   hatchable */
	if (otmp->otyp == EGG && otmp->corpsenm != NON_PM) {
	    if (dead_species(otmp->otyp, TRUE))
		kill_egg(otmp);	/* make sure nothing hatches */
	    else
		attach_egg_hatch_timeout(otmp);	/* attach new hatch timeout */
	}

	if (named)
#ifndef JP
	    otmp = oname(otmp, o->name.str);
#else
	{   /* 英語名のアーティファクトを日本語名に変換 */
	    const char *ntmp;
	    short otyp;
	    ntmp = artifact_name(o->name.str, &otyp);
	    otmp = oname(otmp, ntmp ? ntmp : o->name.str);
	}
#endif /*JP*/

	switch(o->containment) {
	    static struct obj *container = 0;

	    /* contents */
	    case 1:
		if (!container) {
		    impossible("create_object: no container");
		    break;
		}
		remove_object(otmp);
		(void) add_to_container(container, otmp);
		goto o_done;		/* don't stack, but do other cleanup */
	    /* container */
	    case 2:
		delete_contents(otmp);
		container = otmp;
		break;
	    /* nothing */
	    case 0: break;
	    /* monster picks it up... handled later */
	    case 3: break;
	    /* buried */
	    case 4: break;

	    default:
		if (o->containment < 0) break;
		impossible("containment type %d?", (int) o->containment);
	}

	/* Medusa level special case: statues are petrified monsters, so they
	 * are not stone-resistant and have monster inventory.  They also lack
	 * other contents, but that can be specified as an empty container.
	 */
	if (o->id == STATUE && Is_medusa_level(&u.uz) &&
		    o->corpsenm == NON_PM) {
	    struct monst *was;
	    struct obj *obj;
	    int wastyp;

	    /* Named random statues are of player types, and aren't stone-
	     * resistant (if they were, we'd have to reset the name as well as
	     * setting corpsenm).
	     */
	    for (wastyp = otmp->corpsenm; ; wastyp = rndmonnum()) {
		/* makemon without rndmonst() might create a group */
		was = makemon(&mons[wastyp], 0, 0, NO_MM_FLAGS);
		if (!resists_ston(was)) break;
		mongone(was);
	    }
	    otmp->corpsenm = wastyp;
	    while(was->minvent) {
		obj = was->minvent;
		obj->owornmask = 0;
		obj_extract_self(obj);
		(void) add_to_container(otmp, obj);
	    }
	    otmp->owt = weight(otmp);
	    mongone(was);
	}

	/* monster picks up the object */
	if (o->containment == 3 || o->containment < 0) {
	    struct monst *mtmp;
	    if (o->containment < 0) {
		for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
		    if (mtmp->meating == -(o->containment)) break;
		}
	    } else
		mtmp = m_at(x, y);
	    if (mtmp) {
		obj_extract_self(otmp);
		mpickobj(mtmp, otmp);
		m_dowear(mtmp, TRUE);	/* mon would use the given equipment */
	    } else
		impossible("no monster to pick up obj");
		stackobj(otmp);
	} else if (o->containment == 4) {
	    bury_an_obj(otmp);
	} else
	    stackobj(otmp);

    }		/* if (rn2(100) < o->chance) */
 o_done:
    Free(o->name.str);
}

/*
 * Randomly place a specific engraving, then release its memory.
 */
STATIC_OVL void
create_engraving(e, croom)
engraving *e;
struct mkroom *croom;
{
	xchar x, y;

	x = e->x,  y = e->y;
	if (croom)
	    get_room_loc(&x, &y, croom);
	else
	    get_location(&x, &y, DRY);

	make_engr_at(x, y, e->engr.str, 0L, e->etype);
	free((genericptr_t) e->engr.str);
}

/*
 * Create stairs in a room.
 *
 */

STATIC_OVL void
create_stairs(s,croom)
stair	*s;
struct mkroom	*croom;
{
	schar		x,y;

	x = s->x; y = s->y;
	get_free_room_loc(&x, &y, croom);
	mkstairs(x,y,(char)s->up, croom);
}

/*
 * Create an altar in a room.
 */

STATIC_OVL void
create_altar(a, croom)
	altar		*a;
	struct mkroom	*croom;
{
	schar		sproom,x,y;
	aligntyp	amask;
	boolean		croom_is_temple = TRUE;
	int oldtyp; 

	x = a->x; y = a->y;

	if (croom) {
	    get_free_room_loc(&x, &y, croom);
	    if (croom->rtype != TEMPLE)
		croom_is_temple = FALSE;
	} else {
	    get_location(&x, &y, DRY);
	    if ((sproom = (schar) *in_rooms(x, y, TEMPLE)) != 0)
		croom = &rooms[sproom - ROOMOFFSET];
	    else
		croom_is_temple = FALSE;
	}

	/* check for existing features */
	oldtyp = levl[x][y].typ;
	if (oldtyp == STAIRS || oldtyp == LADDER)
	    return;

	a->x = x;
	a->y = y;

	/* Is the alignment random ?
	 * If so, it's an 80% chance that the altar will be co-aligned.
	 *
	 * The alignment is encoded as amask values instead of alignment
	 * values to avoid conflicting with the rest of the encoding,
	 * shared by many other parts of the special level code.
	 */

	amask = (a->align == AM_SPLEV_CO) ?
			Align2amask(u.ualignbase[A_ORIGINAL]) :
		(a->align == AM_SPLEV_NONCO) ?
			Align2amask(noncoalignment(u.ualignbase[A_ORIGINAL])) :
		(a->align == -11) ? induced_align(80) :
		(a->align < 0 ? ralign[-a->align-1] : a->align);

	levl[x][y].typ = ALTAR;
	levl[x][y].altarmask = amask;

	if (a->shrine < 0) a->shrine = rn2(2);	/* handle random case */

	if (oldtyp == FOUNTAIN)
	    level.flags.nfountains--;
	else if (oldtyp == SINK)
	    level.flags.nsinks--;

	if (!croom_is_temple || !a->shrine) return;

	if (a->shrine) {	/* Is it a shrine  or sanctum? */
	    priestini(&u.uz, croom, x, y, (a->shrine > 1));
	    levl[x][y].altarmask |= AM_SHRINE;
	    level.flags.has_temple = TRUE;
	}
}

/*
 * Create a gold pile in a room.
 */

STATIC_OVL void
create_gold(g,croom)
gold *g;
struct mkroom	*croom;
{
	schar		x,y;

	x = g->x; y= g->y;
	if (croom)
	    get_room_loc(&x, &y, croom);
	else
	    get_location(&x, &y, DRY);

	if (g->amount == -1)
	    g->amount = rnd(200);
	(void) mkgold((long) g->amount, x, y);
}

/*
 * Create a feature (e.g a fountain) in a room.
 */

STATIC_OVL void
create_feature(fx, fy, croom, typ)
int		fx, fy;
struct mkroom	*croom;
int		typ;
{
	schar		x,y;
	int		trycnt = 0;

	x = fx;  y = fy;
	if (croom) {
	    if (x < 0 && y < 0)
		do {
		    x = -1;  y = -1;
		    get_room_loc(&x, &y, croom);
		} while (++trycnt <= 200 && occupied(x,y));
	    else
		get_room_loc(&x, &y, croom);
	    if(trycnt > 200)
		return;
	} else {
	    get_location(&x, &y, DRY);
	}
	/* Don't cover up an existing feature (particularly randomly
	   placed stairs).  However, if the _same_ feature is already
	   here, it came from the map drawing and we still need to
	   update the special counters. */
	if (IS_FURNITURE(levl[x][y].typ) && levl[x][y].typ != typ)
	    return;

	levl[x][y].typ = typ;
	if (typ == FOUNTAIN)
	    level.flags.nfountains++;
	else if (typ == SINK)
	    level.flags.nsinks++;
}

/*
 * Search for a door in a room on a specified wall.
 */

STATIC_OVL boolean
search_door(croom,x,y,wall,cnt)
struct mkroom *croom;
xchar *x, *y;
xchar wall;
int cnt;
{
	int dx, dy;
	int xx,yy;

	switch(wall) {
	      case W_NORTH:
		dy = 0; dx = 1;
		xx = croom->lx;
		yy = croom->hy + 1;
		break;
	      case W_SOUTH:
		dy = 0; dx = 1;
		xx = croom->lx;
		yy = croom->ly - 1;
		break;
	      case W_EAST:
		dy = 1; dx = 0;
		xx = croom->hx + 1;
		yy = croom->ly;
		break;
	      case W_WEST:
		dy = 1; dx = 0;
		xx = croom->lx - 1;
		yy = croom->ly;
		break;
	      default:
		dx = dy = xx = yy = 0;
		panic("search_door: Bad wall!");
		break;
	}
	while (xx <= croom->hx+1 && yy <= croom->hy+1) {
		if (IS_DOOR(levl[xx][yy].typ) || levl[xx][yy].typ == SDOOR) {
			*x = xx;
			*y = yy;
			if (cnt-- <= 0)
			    return TRUE;
		}
		xx += dx;
		yy += dy;
	}
	return FALSE;
}

/*
 * Dig a corridor between two points.
 */

boolean
dig_corridor(org,dest,nxcor,ftyp,btyp)
coord *org, *dest;
boolean nxcor;
schar ftyp, btyp;
{
	register int dx=0, dy=0, dix, diy, cct;
	register struct rm *crm;
	register int tx, ty, xx, yy;

	xx = org->x;  yy = org->y;
	tx = dest->x; ty = dest->y;
	if (xx <= 0 || yy <= 0 || tx <= 0 || ty <= 0 ||
	    xx > COLNO-1 || tx > COLNO-1 ||
	    yy > ROWNO-1 || ty > ROWNO-1) {
#ifdef DEBUG
		debugpline("dig_corridor: bad coords : (%d,%d) (%d,%d).",
			   xx,yy,tx,ty);
#endif
		return FALSE;
	}
	if (tx > xx)		dx = 1;
	else if (ty > yy)	dy = 1;
	else if (tx < xx)	dx = -1;
	else			dy = -1;

	xx -= dx;
	yy -= dy;
	cct = 0;
	while(xx != tx || yy != ty) {
	    /* loop: dig corridor at [xx,yy] and find new [xx,yy] */
	    if(cct++ > 500 || (nxcor && !rn2(35)))
		return FALSE;

	    xx += dx;
	    yy += dy;

	    if(xx >= COLNO-1 || xx <= 0 || yy <= 0 || yy >= ROWNO-1)
		return FALSE;		/* impossible */

	    crm = &levl[xx][yy];
	    if(crm->typ == btyp) {
		if(ftyp != CORR || rn2(100)) {
			crm->typ = ftyp;
			if(nxcor && !rn2(50))
				(void) mksobj_at(BOULDER, xx, yy, TRUE, FALSE);
		} else {
			crm->typ = SCORR;
		}
	    } else
	    if(crm->typ != ftyp && crm->typ != SCORR) {
		/* strange ... */
		return FALSE;
	    }

	    /* find next corridor position */
	    dix = abs(xx-tx);
	    diy = abs(yy-ty);

	    /* do we have to change direction ? */
	    if(dy && dix > diy) {
		register int ddx = (xx > tx) ? -1 : 1;

		crm = &levl[xx+ddx][yy];
		if(crm->typ == btyp || crm->typ == ftyp || crm->typ == SCORR) {
		    dx = ddx;
		    dy = 0;
		    continue;
		}
	    } else if(dx && diy > dix) {
		register int ddy = (yy > ty) ? -1 : 1;

		crm = &levl[xx][yy+ddy];
		if(crm->typ == btyp || crm->typ == ftyp || crm->typ == SCORR) {
		    dy = ddy;
		    dx = 0;
		    continue;
		}
	    }

	    /* continue straight on? */
	    crm = &levl[xx+dx][yy+dy];
	    if(crm->typ == btyp || crm->typ == ftyp || crm->typ == SCORR)
		continue;

	    /* no, what must we do now?? */
	    if(dx) {
		dx = 0;
		dy = (ty < yy) ? -1 : 1;
	    } else {
		dy = 0;
		dx = (tx < xx) ? -1 : 1;
	    }
	    crm = &levl[xx+dx][yy+dy];
	    if(crm->typ == btyp || crm->typ == ftyp || crm->typ == SCORR)
		continue;
	    dy = -dy;
	    dx = -dx;
	}
	return TRUE;
}

/*
 * Disgusting hack: since special levels have their rooms filled before
 * sorting the rooms, we have to re-arrange the speed values upstairs_room
 * and dnstairs_room after the rooms have been sorted.  On normal levels,
 * stairs don't get created until _after_ sorting takes place.
 */
void
fix_stair_rooms()
{
    int i;
    struct mkroom *croom;

    if(xdnstair &&
       !((dnstairs_room->lx <= xdnstair && xdnstair <= dnstairs_room->hx) &&
	 (dnstairs_room->ly <= ydnstair && ydnstair <= dnstairs_room->hy))) {
	for(i=0; i < nroom; i++) {
	    croom = &rooms[i];
	    if((croom->lx <= xdnstair && xdnstair <= croom->hx) &&
	       (croom->ly <= ydnstair && ydnstair <= croom->hy)) {
		dnstairs_room = croom;
		break;
	    }
	}
	if(i == nroom)
	    panic("Couldn't find dnstair room in fix_stair_rooms!");
    }
    if(xupstair &&
       !((upstairs_room->lx <= xupstair && xupstair <= upstairs_room->hx) &&
	 (upstairs_room->ly <= yupstair && yupstair <= upstairs_room->hy))) {
	for(i=0; i < nroom; i++) {
	    croom = &rooms[i];
	    if((croom->lx <= xupstair && xupstair <= croom->hx) &&
	       (croom->ly <= yupstair && yupstair <= croom->hy)) {
		upstairs_room = croom;
		break;
	    }
	}
	if(i == nroom)
	    panic("Couldn't find upstair room in fix_stair_rooms!");
    }
}

/*
 * Corridors always start from a door. But it can end anywhere...
 * Basically we search for door coordinates or for endpoints coordinates
 * (from a distance).
 */

STATIC_OVL void
create_corridor(c)
corridor	*c;
{
	coord org, dest;

	if (c->src.room == -1) {
		sort_rooms();
		fix_stair_rooms();
		makecorridors();
		return;
	}

	if( !search_door(&rooms[c->src.room], &org.x, &org.y, c->src.wall,
			 c->src.door))
	    return;

	if (c->dest.room != -1) {
		if(!search_door(&rooms[c->dest.room], &dest.x, &dest.y,
				c->dest.wall, c->dest.door))
		    return;
		switch(c->src.wall) {
		      case W_NORTH: org.y--; break;
		      case W_SOUTH: org.y++; break;
		      case W_WEST:  org.x--; break;
		      case W_EAST:  org.x++; break;
		}
		switch(c->dest.wall) {
		      case W_NORTH: dest.y--; break;
		      case W_SOUTH: dest.y++; break;
		      case W_WEST:  dest.x--; break;
		      case W_EAST:  dest.x++; break;
		}
		(void) dig_corridor(&org, &dest, FALSE, CORR, STONE);
	}
}


/*
 * Fill a room (shop, zoo, etc...) with appropriate stuff.
 */

void
fill_room(croom, prefilled)
struct mkroom *croom;
boolean prefilled;
{
	if (!croom || croom->rtype == OROOM)
	    return;

	if (!prefilled) {
	    int x,y;

	    /* Shop ? */
	    if (croom->rtype >= SHOPBASE) {
		    stock_room(croom->rtype - SHOPBASE, croom);
		    level.flags.has_shop = TRUE;
		    return;
	    }

	    switch (croom->rtype) {
		case VAULT:
		    for (x=croom->lx;x<=croom->hx;x++)
			for (y=croom->ly;y<=croom->hy;y++)
			    (void) mkgold((long)rn1(abs(depth(&u.uz))*100, 51), x, y);
		    break;
		case COURT:
		case ZOO:
		case BEEHIVE:
		case MORGUE:
		case BARRACKS:
		    fill_zoo(croom);
		    break;
	    }
	}
	switch (croom->rtype) {
	    case VAULT:
		level.flags.has_vault = TRUE;
		break;
	    case ZOO:
		level.flags.has_zoo = TRUE;
		break;
	    case COURT:
		level.flags.has_court = TRUE;
		break;
	    case MORGUE:
		level.flags.has_morgue = TRUE;
		break;
	    case BEEHIVE:
		level.flags.has_beehive = TRUE;
		break;
	    case BARRACKS:
		level.flags.has_barracks = TRUE;
		break;
	    case TEMPLE:
		level.flags.has_temple = TRUE;
		break;
	    case SWAMP:
		level.flags.has_swamp = TRUE;
		break;
	}
}

STATIC_OVL void
free_rooms(ro, n)
room **ro;
int n;
{
	short j;
	room *r;

	while(n--) {
		r = ro[n];
		Free(r->name);
		Free(r->parent);
		if ((j = r->ndoor) != 0) {
			while(j--)
			    Free(r->doors[j]);
			Free(r->doors);
		}
		if ((j = r->nstair) != 0) {
			while(j--)
			    Free(r->stairs[j]);
			Free(r->stairs);
		}
		if ((j = r->naltar) != 0) {
			while (j--)
			    Free(r->altars[j]);
			Free(r->altars);
		}
		if ((j = r->nfountain) != 0) {
			while(j--)
			    Free(r->fountains[j]);
			Free(r->fountains);
		}
		if ((j = r->nsink) != 0) {
			while(j--)
			    Free(r->sinks[j]);
			Free(r->sinks);
		}
		if ((j = r->npool) != 0) {
			while(j--)
			    Free(r->pools[j]);
			Free(r->pools);
		}
		if ((j = r->ntrap) != 0) {
			while (j--)
			    Free(r->traps[j]);
			Free(r->traps);
		}
		if ((j = r->nmonster) != 0) {
			while (j--)
				Free(r->monsters[j]);
			Free(r->monsters);
		}
		if ((j = r->nobject) != 0) {
			while (j--)
				Free(r->objects[j]);
			Free(r->objects);
		}
		if ((j = r->ngold) != 0) {
			while(j--)
			    Free(r->golds[j]);
			Free(r->golds);
		}
		if ((j = r->nengraving) != 0) {
			while (j--)
				Free(r->engravings[j]);
			Free(r->engravings);
		}
		Free(r);
	}
	Free(ro);
}

STATIC_OVL void
build_room(r, pr)
room *r, *pr;
{
	boolean okroom;
	struct mkroom	*aroom;
	short i;
	xchar rtype = (!r->chance || rn2(100) < r->chance) ? r->rtype : OROOM;

	if(pr) {
		aroom = &subrooms[nsubroom];
		okroom = create_subroom(pr->mkr, r->x, r->y, r->w, r->h,
					rtype, r->rlit);
	} else {
		aroom = &rooms[nroom];
		okroom = create_room(r->x, r->y, r->w, r->h, r->xalign,
				     r->yalign, rtype, r->rlit);
		r->mkr = aroom;
	}

	if (okroom) {
		/* Create subrooms if necessary... */
		for(i=0; i < r->nsubroom; i++)
		    build_room(r->subrooms[i], r);
		/* And now we can fill the room! */

		/* Priority to the stairs */

		for(i=0; i <r->nstair; i++)
		    create_stairs(r->stairs[i], aroom);

		/* Then to the various elements (sinks, etc..) */
		for(i = 0; i<r->nsink; i++)
		    create_feature(r->sinks[i]->x, r->sinks[i]->y, aroom, SINK);
		for(i = 0; i<r->npool; i++)
		    create_feature(r->pools[i]->x, r->pools[i]->y, aroom, POOL);
		for(i = 0; i<r->nfountain; i++)
		    create_feature(r->fountains[i]->x, r->fountains[i]->y,
				   aroom, FOUNTAIN);
		for(i = 0; i<r->naltar; i++)
		    create_altar(r->altars[i], aroom);
		for(i = 0; i<r->ndoor; i++)
		    create_door(r->doors[i], aroom);

		/* The traps */
		for(i = 0; i<r->ntrap; i++)
		    create_trap(r->traps[i], aroom);

		/* The monsters */
		mon_num = 0;
		for(i = 0; i<r->nmonster; i++)
		    create_monster(r->monsters[i], aroom);

		/* The objects */
		for(i = 0; i<r->nobject; i++)
		    create_object(r->objects[i], aroom);

		/* The gold piles */
		for(i = 0; i<r->ngold; i++)
		    create_gold(r->golds[i], aroom);

		/* The engravings */
		for (i = 0; i < r->nengraving; i++)
		    create_engraving(r->engravings[i], aroom);

#ifdef SPECIALIZATION
		topologize(aroom,FALSE);		/* set roomno */
#else
		topologize(aroom);			/* set roomno */
#endif
		/* MRS - 07/04/91 - This is temporary but should result
		 * in proper filling of shops, etc.
		 * DLC - this can fail if corridors are added to this room
		 * at a later point.  Currently no good way to fix this.
		 */
		if(aroom->rtype != OROOM && r->filled) fill_room(aroom, FALSE);
	}
	cleanup_mons();
}

/*
 * set lighting in a region that will not become a room.
 */
STATIC_OVL void
light_region(tmpregion)
    region  *tmpregion;
{
    register boolean litstate = tmpregion->rlit ? 1 : 0;
    register int hiy = tmpregion->y2;
    register int x, y;
    register struct rm *lev;
    int lowy = tmpregion->y1;
    int lowx = tmpregion->x1, hix = tmpregion->x2;

    if(litstate) {
	/* adjust region size for walls, but only if lighted */
	lowx = max(lowx-1,1);
	hix = min(hix+1,COLNO-1);
	lowy = max(lowy-1,0);
	hiy = min(hiy+1, ROWNO-1);
    }
    for(x = lowx; x <= hix; x++) {
	lev = &levl[x][lowy];
	for(y = lowy; y <= hiy; y++) {
	    if (lev->typ != LAVAPOOL) /* this overrides normal lighting */
		lev->lit = litstate;
	    lev++;
	}
    }
}

/* initialization common to all special levels */
STATIC_OVL void
load_common_data(fd, typ)
dlb *fd;
int typ;
{
	uchar	n;
	long	lev_flags;
	int	i;

      {
	aligntyp atmp;
	/* shuffle 3 alignments; can't use sp_lev_shuffle() on aligntyp's */
	i = rn2(3);   atmp=ralign[2]; ralign[2]=ralign[i]; ralign[i]=atmp;
	if (rn2(2)) { atmp=ralign[1]; ralign[1]=ralign[0]; ralign[0]=atmp; }
      }

	level.flags.is_maze_lev = typ == SP_LEV_MAZE;

	/* Read the level initialization data */
	Fread((genericptr_t) &init_lev, 1, sizeof(lev_init), fd);
	switch (init_lev.init_present) {
	  case 1: /* mkmap */
	    if(init_lev.lit < 0)
		init_lev.lit = rn2(2);
	    mkmap(&init_lev);
	    break;
	  case 2: /* ice cavern */
	    if(init_lev.lit < 0)
		init_lev.lit = rn2(2);
	    mk_ice_cavern(init_lev.fg, init_lev.bg, init_lev.lit, 0);
	    break;
	  case 3: /* ghost town */
	    mkghosttown(init_lev.arg);
	    break;
	  case 4: /* deserted field */
	    mkbaallev(ROOM, BOG, init_lev.arg);
	    break;
	  default: /* none */
	    break;
	}

	/* Read the per level flags */
	Fread((genericptr_t) &lev_flags, 1, sizeof(lev_flags), fd);
	if (lev_flags & NOTELEPORT)
	    level.flags.noteleport = 1;
	if (lev_flags & HARDFLOOR)
	    level.flags.hardfloor = 1;
	if (lev_flags & NOMMAP)
	    level.flags.nommap = 1;
	if (lev_flags & SHORTSIGHTED)
	    level.flags.shortsighted = 1;
	if (lev_flags & ARBOREAL)
	    level.flags.arboreal = 1;
	if (lev_flags & NOMONGEN)
	    level.flags.nomongen = 1;

	/* Read message */
	Fread((genericptr_t) &n, 1, sizeof(n), fd);
	if (n) {
	    lev_message = (char *) alloc(n + 1);
	    Fread((genericptr_t) lev_message, 1, (int) n, fd);
	    lev_message[n] = 0;
	}
}

STATIC_OVL void
load_one_monster(fd, m)
dlb *fd;
monster *m;
{
	int size;

	Fread((genericptr_t) m, 1, sizeof *m, fd);
	if ((size = m->name.len) != 0) {
	    m->name.str = (char *) alloc((unsigned)size + 1);
	    Fread((genericptr_t) m->name.str, 1, size, fd);
	    m->name.str[size] = '\0';
	} else
	    m->name.str = (char *) 0;
	if ((size = m->appear_as.len) != 0) {
	    m->appear_as.str = (char *) alloc((unsigned)size + 1);
	    Fread((genericptr_t) m->appear_as.str, 1, size, fd);
	    m->appear_as.str[size] = '\0';
	} else
	    m->appear_as.str = (char *) 0;
}

STATIC_OVL void
load_one_object(fd, o)
dlb *fd;
object *o;
{
	int size;

	Fread((genericptr_t) o, 1, sizeof *o, fd);
	if ((size = o->name.len) != 0) {
	    o->name.str = (char *) alloc((unsigned)size + 1);
	    Fread((genericptr_t) o->name.str, 1, size, fd);
	    o->name.str[size] = '\0';
	} else
	    o->name.str = (char *) 0;
}

STATIC_OVL void
load_one_engraving(fd, e)
dlb *fd;
engraving *e;
{
	int size;

	Fread((genericptr_t) e, 1, sizeof *e, fd);
	size = e->engr.len;
	e->engr.str = (char *) alloc((unsigned)size+1);
	Fread((genericptr_t) e->engr.str, 1, size, fd);
	e->engr.str[size] = '\0';
}

STATIC_OVL boolean
load_rooms(fd)
dlb *fd;
{
	xchar		nrooms, ncorr;
	char		n;
	short		size;
	corridor	tmpcor;
	room**		tmproom;
	int		i, j;

	load_common_data(fd, SP_LEV_ROOMS);

	Fread((genericptr_t) &n, 1, sizeof(n), fd); /* nrobjects */
	if (n) {
		Fread((genericptr_t)robjects, sizeof(*robjects), n, fd);
		sp_lev_shuffle(robjects, (char *)0, (int)n);
	}

	Fread((genericptr_t) &n, 1, sizeof(n), fd); /* nrmonst */
	if (n) {
		Fread((genericptr_t)rmonst, sizeof(*rmonst), n, fd);
		sp_lev_shuffle(rmonst, (char *)0, (int)n);
	}

	Fread((genericptr_t) &nrooms, 1, sizeof(nrooms), fd);
						/* Number of rooms to read */
	tmproom = NewTab(room,nrooms);
	for (i=0;i<nrooms;i++) {
		room *r;

		r = tmproom[i] = New(room);

		/* Let's see if this room has a name */
		Fread((genericptr_t) &size, 1, sizeof(size), fd);
		if (size > 0) {	/* Yup, it does! */
			r->name = (char *) alloc((unsigned)size + 1);
			Fread((genericptr_t) r->name, 1, size, fd);
			r->name[size] = 0;
		} else
		    r->name = (char *) 0;

		/* Let's see if this room has a parent */
		Fread((genericptr_t) &size, 1, sizeof(size), fd);
		if (size > 0) {	/* Yup, it does! */
			r->parent = (char *) alloc((unsigned)size + 1);
			Fread((genericptr_t) r->parent, 1, size, fd);
			r->parent[size] = 0;
		} else
		    r->parent = (char *) 0;

		Fread((genericptr_t) &r->x, 1, sizeof(r->x), fd);
					/* x pos on the grid (1-5) */
		Fread((genericptr_t) &r->y, 1, sizeof(r->y), fd);
					 /* y pos on the grid (1-5) */
		Fread((genericptr_t) &r->w, 1, sizeof(r->w), fd);
					 /* width of the room */
		Fread((genericptr_t) &r->h, 1, sizeof(r->h), fd);
					 /* height of the room */
		Fread((genericptr_t) &r->xalign, 1, sizeof(r->xalign), fd);
					 /* horizontal alignment */
		Fread((genericptr_t) &r->yalign, 1, sizeof(r->yalign), fd);
					 /* vertical alignment */
		Fread((genericptr_t) &r->rtype, 1, sizeof(r->rtype), fd);
					 /* type of room (zoo, shop, etc.) */
		Fread((genericptr_t) &r->chance, 1, sizeof(r->chance), fd);
					 /* chance of room being special. */
		Fread((genericptr_t) &r->rlit, 1, sizeof(r->rlit), fd);
					 /* lit or not ? */
		Fread((genericptr_t) &r->filled, 1, sizeof(r->filled), fd);
					 /* to be filled? */
		r->nsubroom= 0;

		/* read the doors */
		Fread((genericptr_t) &r->ndoor, 1, sizeof(r->ndoor), fd);
		if ((n = r->ndoor) != 0)
		    r->doors = NewTab(room_door, n);
		while(n--) {
			r->doors[(int)n] = New(room_door);
			Fread((genericptr_t) r->doors[(int)n], 1,
				sizeof(room_door), fd);
		}

		/* read the stairs */
		Fread((genericptr_t) &r->nstair, 1, sizeof(r->nstair), fd);
		if ((n = r->nstair) != 0)
		    r->stairs = NewTab(stair, n);
		while (n--) {
			r->stairs[(int)n] = New(stair);
			Fread((genericptr_t) r->stairs[(int)n], 1,
				sizeof(stair), fd);
		}

		/* read the altars */
		Fread((genericptr_t) &r->naltar, 1, sizeof(r->naltar), fd);
		if ((n = r->naltar) != 0)
		    r->altars = NewTab(altar, n);
		while (n--) {
			r->altars[(int)n] = New(altar);
			Fread((genericptr_t) r->altars[(int)n], 1,
				sizeof(altar), fd);
		}

		/* read the fountains */
		Fread((genericptr_t) &r->nfountain, 1,
			sizeof(r->nfountain), fd);
		if ((n = r->nfountain) != 0)
		    r->fountains = NewTab(fountain, n);
		while (n--) {
			r->fountains[(int)n] = New(fountain);
			Fread((genericptr_t) r->fountains[(int)n], 1,
				sizeof(fountain), fd);
		}

		/* read the sinks */
		Fread((genericptr_t) &r->nsink, 1, sizeof(r->nsink), fd);
		if ((n = r->nsink) != 0)
		    r->sinks = NewTab(sink, n);
		while (n--) {
			r->sinks[(int)n] = New(sink);
			Fread((genericptr_t) r->sinks[(int)n], 1, sizeof(sink), fd);
		}

		/* read the pools */
		Fread((genericptr_t) &r->npool, 1, sizeof(r->npool), fd);
		if ((n = r->npool) != 0)
		    r->pools = NewTab(pool,n);
		while (n--) {
			r->pools[(int)n] = New(pool);
			Fread((genericptr_t) r->pools[(int)n], 1, sizeof(pool), fd);
		}

		/* read the traps */
		Fread((genericptr_t) &r->ntrap, 1, sizeof(r->ntrap), fd);
		if ((n = r->ntrap) != 0)
		    r->traps = NewTab(trap, n);
		while(n--) {
			r->traps[(int)n] = New(trap);
			Fread((genericptr_t) r->traps[(int)n], 1, sizeof(trap), fd);
		}

		/* read the monsters */
		Fread((genericptr_t) &r->nmonster, 1, sizeof(r->nmonster), fd);
		if ((n = r->nmonster) != 0) {
		    r->monsters = NewTab(monster, n);
		    j = 0;
		    while(n--) {
			r->monsters[j] = New(monster);
			load_one_monster(fd, r->monsters[j++]);
		    }
		} else
		    r->monsters = 0;

		/* read the objects, in same order as mazes */
		Fread((genericptr_t) &r->nobject, 1, sizeof(r->nobject), fd);
		if ((n = r->nobject) != 0) {
		    r->objects = NewTab(object, n);
		    for (j = 0; j < n; ++j) {
			r->objects[j] = New(object);
			load_one_object(fd, r->objects[j]);
		    }
		} else
		    r->objects = 0;

		/* read the gold piles */
		Fread((genericptr_t) &r->ngold, 1, sizeof(r->ngold), fd);
		if ((n = r->ngold) != 0)
		    r->golds = NewTab(gold, n);
		while (n--) {
			r->golds[(int)n] = New(gold);
			Fread((genericptr_t) r->golds[(int)n], 1, sizeof(gold), fd);
		}

		/* read the engravings */
		Fread((genericptr_t) &r->nengraving, 1,
			sizeof(r->nengraving), fd);
		if ((n = r->nengraving) != 0) {
		    r->engravings = NewTab(engraving,n);
		    while (n--) {
			r->engravings[(int)n] = New(engraving);
			load_one_engraving(fd, r->engravings[(int)n]);
		    }
		} else
		    r->engravings = 0;

	}

	/* Now that we have loaded all the rooms, search the
	 * subrooms and create the links.
	 */

	for (i = 0; i<nrooms; i++)
	    if (tmproom[i]->parent) {
		    /* Search the parent room */
		    for(j=0; j<nrooms; j++)
			if (tmproom[j]->name && !strcmp(tmproom[j]->name,
						       tmproom[i]->parent)) {
				n = tmproom[j]->nsubroom++;
				tmproom[j]->subrooms[(int)n] = tmproom[i];
				break;
			}
	    }

	/*
	 * Create the rooms now...
	 */

	for (i=0; i < nrooms; i++)
	    if(!tmproom[i]->parent)
		build_room(tmproom[i], (room *) 0);

	free_rooms(tmproom, nrooms);

	/* read the corridors */

	Fread((genericptr_t) &ncorr, sizeof(ncorr), 1, fd);
	for (i=0; i<ncorr; i++) {
		Fread((genericptr_t) &tmpcor, 1, sizeof(tmpcor), fd);
		create_corridor(&tmpcor);
	}

	return TRUE;
}

/*
 * Select a random coordinate in the maze.
 *
 * We want a place not 'touched' by the loader.  That is, a place in
 * the maze outside every part of the special level.
 */

STATIC_OVL void
maze1xy(m, humidity)
coord *m;
int humidity;
{
	register int x, y, tryct = 2000;
	/* tryct:  normally it won't take more than ten or so tries due
	   to the circumstances under which we'll be called, but the
	   `humidity' screening might drastically change the chances */

	do {
	    x = rn1(x_maze_max - 3, 3);
	    y = rn1(y_maze_max - 3, 3);
	    if (--tryct < 0) break;	/* give up */
	} while (!(x % 2) || !(y % 2) || Map[x][y] ||
		 !is_ok_location((schar)x, (schar)y, humidity));

	m->x = (xchar)x,  m->y = (xchar)y;
}

/*
 * The Big Thing: special maze loader
 *
 * Could be cleaner, but it works.
 */

STATIC_OVL boolean
load_maze(fd)
dlb *fd;
{
    xchar   x, y, typ;
    boolean prefilled, room_not_needed;

    char    n, numpart = 0;
    xchar   nwalk = 0, nwalk_sav;
    schar   filling;
    char    halign, valign;

    int     xi, dir, size;
    coord   mm;
    int     mapcount, mapcountmax, mapfact;

    lev_region  tmplregion;
    region  tmpregion;
    door    tmpdoor;
    trap    tmptrap;
    monster tmpmons;
    object  tmpobj;
    drawbridge tmpdb;
    walk    tmpwalk;
    digpos  tmpdig;
    lad     tmplad;
    stair   tmpstair, prevstair;
    altar   tmpaltar;
    gold    tmpgold;
    fountain tmpfountain;
    engraving tmpengraving;
    xchar   mustfill[(MAXNROFROOMS+1)*2];
    struct trap *badtrap;
    boolean has_bounds;
    boolean has_transparent;
    struct mkroom *croom, *proom;

    (void) memset((genericptr_t)&Map[0][0], 0, sizeof Map);
    load_common_data(fd, SP_LEV_MAZE);

    /* Initialize map */
    Fread((genericptr_t) &filling, 1, sizeof(filling), fd);
    if (!init_lev.init_present && filling != -2) { /* don't init if mkmap() has been called */
      for(x = 2; x <= x_maze_max; x++)
	for(y = 0; y <= y_maze_max; y++)
	    if (filling == -1) {
#ifndef WALLIFIED_MAZE
		    levl[x][y].typ = STONE;
#else
		    levl[x][y].typ =
			(y < 2 || ((x % 2) && (y % 2))) ? STONE : HWALL;
#endif
	    } else {
		    levl[x][y].typ = filling;
	    }
    }

    /* Start reading the file */
    Fread((genericptr_t) &numpart, 1, sizeof(numpart), fd);
						/* Number of parts */
    if (!numpart || numpart > 9)
	panic("load_maze error: numpart = %d", (int) numpart);

    has_transparent = FALSE;
    while (numpart--) {
	int ymin;
	Fread((genericptr_t) &halign, 1, sizeof(halign), fd);
					/* Horizontal alignment */
	Fread((genericptr_t) &valign, 1, sizeof(valign), fd);
					/* Vertical alignment */
	Fread((genericptr_t) &xsize, 1, sizeof(xsize), fd);
					/* size in X */
	Fread((genericptr_t) &ysize, 1, sizeof(ysize), fd);
					/* size in Y */
	if (halign == EDGE) halign = rn2(2) ? LEFT : RIGHT;
	if (valign == EDGE) valign = rn2(2) ? TOP  : BOTTOM;
	switch((int) halign) {
	    case LEFT:	    xstart = 3;					break;
	    case H_LEFT:    xstart = 2+((x_maze_max-2-xsize)/4);	break;
	    case CENTER:    xstart = 2+((x_maze_max-2-xsize)/2);	break;
	    case H_RIGHT:   xstart = 2+((x_maze_max-2-xsize)*3/4);	break;
	    case RIGHT:     xstart = x_maze_max-xsize-1;		break;
	    default:	    xstart = 2+rn2(x_maze_max-2-xsize);		break;
	}
	ymin = (rndvault) ? 0 : 2;
	switch((int) valign) {
	    case TOP:	    ystart = ymin+1/*3*/;			break;
	    case CENTER:    ystart = ymin+((y_maze_max-ymin-ysize)/2);	break;
	    case BOTTOM:    ystart = y_maze_max-ysize-1;		break;
	    default:	    ystart = ymin+rn2(y_maze_max-ymin-ysize);	break;
	}
	if (!(xstart % 2)) xstart++;
	if (!(ystart % 2)) ystart++;
	if ((ystart < 0) || (ystart + ysize > ROWNO)) {
	    /* try to move the start a bit */
	    ystart += (ystart > 0) ? -2 : 2;
	    if(ysize == ROWNO) ystart = 0;
	    if(ystart < 0 || ystart + ysize > ROWNO)
		panic("reading special level with ysize too large");
	}

	/*
	 * If any CROSSWALLs are found, must change to ROOM after REGION's
	 * are laid out.  CROSSWALLS are used to specify "invisible"
	 * boundaries where DOOR syms look bad or aren't desirable.
	 */
	has_bounds = FALSE;

	if(init_lev.init_present && xsize <= 1 && ysize <= 1) {
	    xstart = 1;
	    ystart = 0;
	    xsize = COLNO-1;
	    ysize = ROWNO;
	} else {
	    /* Load the map */
	    for(y = ystart; y < ystart+ysize; y++)
		for(x = xstart; x < xstart+xsize; x++) {
		    schar typ;
		    typ = Fgetc(fd);
		    if (typ == KEEP_BG_MAP) {
			has_transparent = TRUE;
			continue;
		    }
		    levl[x][y].typ = typ;
		    levl[x][y].lit = FALSE;
		    /* clear out levl: load_common_data may set them */
		    levl[x][y].flags = 0;
		    levl[x][y].horizontal = 0;
		    levl[x][y].roomno = 0;
		    levl[x][y].edge = 0;
		    /*
		     * Note: Even though levl[x][y].typ is type schar,
		     *	 lev_comp.y saves it as type char. Since schar != char
		     *	 all the time we must make this exception or hack
		     *	 through lev_comp.y to fix.
		     */

		    /*
		     *  Set secret doors to closed (why not trapped too?).  Set
		     *  the horizontal bit.
		     */
		    if (levl[x][y].typ == SDOOR || IS_DOOR(levl[x][y].typ)) {
			if(levl[x][y].typ == SDOOR)
			    levl[x][y].doormask = D_CLOSED;
			/*
			 *  If there is a wall to the left that connects to a
			 *  (secret) door, then it is horizontal.  This does
			 *  not allow (secret) doors to be corners of rooms.
			 */
			if (x != xstart && (IS_WALL(levl[x-1][y].typ) ||
					    levl[x-1][y].horizontal))
			    levl[x][y].horizontal = 1;
		    } else if(levl[x][y].typ == HWALL ||
				levl[x][y].typ == IRONBARS)
			levl[x][y].horizontal = 1;
		    else if(levl[x][y].typ == LAVAPOOL)
			levl[x][y].lit = 1;
		    else if(levl[x][y].typ == CROSSWALL)
			has_bounds = TRUE;
		    else if(levl[x][y].typ == ICE)
			levl[x][y].icedpool = ICED_POOL;
		    Map[x][y] = 1;
		}
	    if (init_lev.init_present && init_lev.joined)
		remove_rooms(xstart, ystart, xstart+xsize, ystart+ysize);
	}

	Fread((genericptr_t) &n, 1, sizeof(n), fd);
						/* Number of level regions */
	if(n) {
	    if(num_lregions) {
		/* realloc the lregion space to add the new ones */
		/* don't really free it up until the whole level is done */
		lev_region *newl = (lev_region *) alloc(sizeof(lev_region) *
						(unsigned)(n+num_lregions));
		(void) memcpy((genericptr_t)(newl+n), (genericptr_t)lregions,
					sizeof(lev_region) * num_lregions);
		Free(lregions);
		num_lregions += n;
		lregions = newl;
	    } else {
		num_lregions = n;
		lregions = (lev_region *)
				alloc(sizeof(lev_region) * (unsigned)n);
	    }
	}

	while(n--) {
	    Fread((genericptr_t) &tmplregion, sizeof(tmplregion), 1, fd);
	    if ((size = tmplregion.rname.len) != 0) {
		tmplregion.rname.str = (char *) alloc((unsigned)size + 1);
		Fread((genericptr_t) tmplregion.rname.str, size, 1, fd);
		tmplregion.rname.str[size] = '\0';
	    } else
		tmplregion.rname.str = (char *) 0;
	    if(!tmplregion.in_islev) {
		get_location(&tmplregion.inarea.x1, &tmplregion.inarea.y1,
								DRY|WET);
		get_location(&tmplregion.inarea.x2, &tmplregion.inarea.y2,
								DRY|WET);
	    }
	    if(!tmplregion.del_islev) {
		get_location(&tmplregion.delarea.x1, &tmplregion.delarea.y1,
								DRY|WET);
		get_location(&tmplregion.delarea.x2, &tmplregion.delarea.y2,
								DRY|WET);
	    }
	    lregions[(int)n] = tmplregion;
	}

	Fread((genericptr_t) &n, 1, sizeof(n), fd);
						/* Random objects */
	if(n) {
		Fread((genericptr_t)robjects, sizeof(*robjects), (int) n, fd);
		sp_lev_shuffle(robjects, (char *)0, (int)n);
	}

	Fread((genericptr_t) &n, 1, sizeof(n), fd);
						/* Random locations */
	if(n) {
		Fread((genericptr_t)rloc_x, sizeof(*rloc_x), (int) n, fd);
		Fread((genericptr_t)rloc_y, sizeof(*rloc_y), (int) n, fd);
		sp_lev_shuffle(rloc_x, rloc_y, (int)n);
	}

	Fread((genericptr_t) &n, 1, sizeof(n), fd);
						/* Random monsters */
	if(n) {
		Fread((genericptr_t)rmonst, sizeof(*rmonst), (int) n, fd);
		sp_lev_shuffle(rmonst, (char *)0, (int)n);
	}

	proom = (struct mkroom *)0;
	(void) memset((genericptr_t)mustfill, 0, sizeof(mustfill));
	Fread((genericptr_t) &n, 1, sizeof(n), fd);
						/* Number of subrooms */
	while(n--) {
		register struct mkroom *troom;
		int roomno;

		Fread((genericptr_t)&tmpregion, 1, sizeof(tmpregion), fd);

		if(tmpregion.rtype > MAXRTYPE) {
		    tmpregion.rtype -= MAXRTYPE+1;
		    prefilled = TRUE;
		} else
		    prefilled = FALSE;

		if(tmpregion.rlit < 0)
		    tmpregion.rlit = (rnd(1+abs(depth(&u.uz))) < 11 && rn2(77))
			? TRUE : FALSE;

		/* special case: the first region with "rndvault" flag
		   makes an irregular shaped room, with where
		   Map[x][y] is 1 */
		if (rndvault && !proom && tmpregion.rirreg == 2 &&
		    (tmpregion.rtype == OROOM ||
		     tmpregion.rtype == EMPTYROOM)) {
		    proom = &rooms[nroom];
		    smeq[nroom] = nroom;
		    for(y = ystart; y < ystart+ysize; y++) {
			for(x = xstart; x < xstart+xsize; x++) {
			    if (Map[x][y]) {
				levl[x][y].roomno = nroom+ROOMOFFSET;
				levl[x][y].lit = tmpregion.rlit;
			    }
			    if (IS_WALL(levl[x][y].typ) ||
				IS_DOOR(levl[x][y].typ))
				levl[x][y].edge = 1;
			}
		    }
		    add_room(xstart+1, ystart+1, xstart+xsize-2, ystart+ysize-2,
			     FALSE, tmpregion.rtype, TRUE);
		    proom->rlit = tmpregion.rlit;
		    proom->irregular = TRUE;
		    proom->rndvault = 1;
		    continue;
		}

		get_location(&tmpregion.x1, &tmpregion.y1, DRY|WET);
		get_location(&tmpregion.x2, &tmpregion.y2, DRY|WET);

		/* dummy region to avoid putting doors in
		   specified area. Do not make an actual room */
		if(tmpregion.rtype == REGNODOOR) {
		    tmpregion.rtype = OROOM;
		    set_wall_property(tmpregion.x1, tmpregion.y1,
				      tmpregion.x2, tmpregion.y2, W_NODOOR);
		    continue;
		}

		/* for an ordinary room, `prefilled' is a flag to force
		   an actual room to be created (such rooms are used to
		   control placement of migrating monster arrivals) */
		room_not_needed = (tmpregion.rtype == OROOM &&
				   !tmpregion.rirreg && !prefilled);
		if (room_not_needed || nroom >= MAXNROFROOMS) {
		    if (!room_not_needed)
			impossible("Too many rooms on new level!");
		    light_region(&tmpregion);
		    continue;
		}

		if (rndvault && proom)
		    troom = &subrooms[nsubroom];
		else
		    troom = &rooms[nroom];
		roomno = troom - rooms;

		/* mark rooms that must be filled, but do it later */
		if (tmpregion.rtype != OROOM) {
		    if (!rndvault || proom)
			mustfill[roomno] = (prefilled ? 2 : 1);
		    else
			troom->needfill = 1;
		}

		if(tmpregion.rirreg) {
		    min_rx = max_rx = tmpregion.x1;
		    min_ry = max_ry = tmpregion.y1;
		    flood_fill_rm(tmpregion.x1, tmpregion.y1,
				  roomno + ROOMOFFSET, tmpregion.rlit, TRUE);
		    if (!rndvault || !proom)
			add_room(min_rx, min_ry, max_rx, max_ry,
				 FALSE, tmpregion.rtype, TRUE);
		    else
			add_subroom(proom, min_rx, min_ry, max_rx, max_ry,
				    FALSE, tmpregion.rtype, TRUE);
		    troom->rlit = tmpregion.rlit;
		    troom->irregular = TRUE;
		} else {
		    if (!rndvault || !proom)
			add_room(tmpregion.x1, tmpregion.y1,
				 tmpregion.x2, tmpregion.y2,
				 tmpregion.rlit, tmpregion.rtype, TRUE);
		    else
			add_subroom(proom,
				    tmpregion.x1, tmpregion.y1,
				    tmpregion.x2, tmpregion.y2,
				    tmpregion.rlit, tmpregion.rtype, TRUE);
#ifdef SPECIALIZATION
		    topologize(troom,FALSE);		/* set roomno */
#else
		    topologize(troom);			/* set roomno */
#endif
		}
		if (rndvault) {
		    troom->rndvault = 1;
		    if (!proom) proom = troom;
		}
	}

	Fread((genericptr_t) &n, 1, sizeof(n), fd);
						/* Number of doors */
	while(n--) {
		struct mkroom *croom = &rooms[0];

		Fread((genericptr_t)&tmpdoor, 1, sizeof(tmpdoor), fd);

		x = tmpdoor.x;	y = tmpdoor.y;
		typ = tmpdoor.mask == -1 ? rnddoor() : tmpdoor.mask;

		get_location(&x, &y, DRY);
		if(levl[x][y].typ != SDOOR)
			levl[x][y].typ = DOOR;
		else {
			if(typ < D_CLOSED)
			    typ = D_CLOSED; /* force it to be closed */
		}
		levl[x][y].doormask = typ;

		/* Now the complicated part, list it with each subroom */
		/* The dog move and mail daemon routines use this */
		if (rndvault) {
		    if (proom && levl[x][y].edge &&
			(levl[x][y].roomno == (proom - rooms + ROOMOFFSET)) &&
			(proom->lx == x+1 || proom->hx == x-1 ||
			 proom->ly == y+1 || proom->hy == y-1)) {
			add_door(x, y, proom);
			continue;
		    } else {
			/* The doors inside a random vault should be
			   added to subrooms only. */
			croom = &subrooms[0];
		    }
		}
		while(croom->hx >= 0 && doorindex < DOORMAX) {
		    if(croom->hx >= x-1 && croom->lx <= x+1 &&
		       croom->hy >= y-1 && croom->ly <= y+1) {
			/* Found it */
			add_door(x, y, croom);
		    }
		    croom++;
		}
	}

	/* now that we have rooms _and_ associated doors, fill the rooms */
	for(n = 0; n < SIZE(mustfill); n++)
	    if(mustfill[(int)n])
		fill_room(&rooms[(int)n], (mustfill[(int)n] == 2));

	/* if special boundary syms (CROSSWALL) in map, remove them now */
	if(has_bounds) {
	    for(x = xstart; x < xstart+xsize; x++)
		for(y = ystart; y < ystart+ysize; y++)
		    if(levl[x][y].typ == CROSSWALL)
			levl[x][y].typ = ROOM;
	}

	Fread((genericptr_t) &n, 1, sizeof(n), fd);
						/* Number of drawbridges */
	while(n--) {
		Fread((genericptr_t)&tmpdb, 1, sizeof(tmpdb), fd);

		x = tmpdb.x;  y = tmpdb.y;
		get_location(&x, &y, DRY|WET);

		if (!create_drawbridge(x, y, tmpdb.dir, tmpdb.db_open))
		    impossible("Cannot create drawbridge.");
	}

	Fread((genericptr_t) &n, 1, sizeof(n), fd);
						/* Number of mazewalks */
	while(n--) {
		Fread((genericptr_t)&tmpwalk, 1, sizeof(tmpwalk), fd);

		get_location(&tmpwalk.x, &tmpwalk.y, DRY|WET);

		walklist[nwalk++] = tmpwalk;
	}

	Fread((genericptr_t) &n, 1, sizeof(n), fd);
						/* Number of non_diggables */
	while(n--) {
		Fread((genericptr_t)&tmpdig, 1, sizeof(tmpdig), fd);

		get_location(&tmpdig.x1, &tmpdig.y1, DRY|WET);
		get_location(&tmpdig.x2, &tmpdig.y2, DRY|WET);

		set_wall_property(tmpdig.x1, tmpdig.y1,
				  tmpdig.x2, tmpdig.y2, W_NONDIGGABLE);
	}

	Fread((genericptr_t) &n, 1, sizeof(n), fd);
						/* Number of non_passables */
	while(n--) {
		Fread((genericptr_t)&tmpdig, 1, sizeof(tmpdig), fd);

		get_location(&tmpdig.x1, &tmpdig.y1, DRY|WET);
		get_location(&tmpdig.x2, &tmpdig.y2, DRY|WET);

		set_wall_property(tmpdig.x1, tmpdig.y1,
				  tmpdig.x2, tmpdig.y2, W_NONPASSWALL);
	}

	Fread((genericptr_t) &n, 1, sizeof(n), fd);
						/* Number of ladders */
	while(n--) {
		Fread((genericptr_t)&tmplad, 1, sizeof(tmplad), fd);

		x = tmplad.x;  y = tmplad.y;
		get_location(&x, &y, DRY);

		levl[x][y].typ = LADDER;
		if (tmplad.up == 1) {
			xupladder = x;	yupladder = y;
			levl[x][y].ladder = LA_UP;
		} else {
			xdnladder = x;	ydnladder = y;
			levl[x][y].ladder = LA_DOWN;
		}
	}

	prevstair.x = prevstair.y = 0;
	Fread((genericptr_t) &n, 1, sizeof(n), fd);
						/* Number of stairs */
	while(n--) {
		Fread((genericptr_t)&tmpstair, 1, sizeof(tmpstair), fd);

		xi = 0;
		do {
		    x = tmpstair.x;  y = tmpstair.y;
		    get_location(&x, &y, DRY);
		} while(prevstair.x && xi++ < 100 &&
			distmin(x,y,prevstair.x,prevstair.y) <= 8);
		if ((badtrap = t_at(x,y)) != 0) deltrap(badtrap);
		croom = (levl[x][y].roomno >= ROOMOFFSET) ?
			&rooms[levl[x][y].roomno - ROOMOFFSET] :
			(struct mkroom *)0;
		mkstairs(x, y, (char)tmpstair.up, croom);
		prevstair.x = x;
		prevstair.y = y;
	}

	Fread((genericptr_t) &n, 1, sizeof(n), fd);
						/* Number of altars */
	while(n--) {
		Fread((genericptr_t)&tmpaltar, 1, sizeof(tmpaltar), fd);

		create_altar(&tmpaltar, (struct mkroom *)0);
	}

	Fread((genericptr_t) &n, 1, sizeof(n), fd);
						/* Number of fountains */
	while (n--) {
		Fread((genericptr_t)&tmpfountain, 1, sizeof(tmpfountain), fd);

		create_feature(tmpfountain.x, tmpfountain.y,
			       (struct mkroom *)0, FOUNTAIN);
	}

	Fread((genericptr_t) &n, 1, sizeof(n), fd);
						/* Number of traps */
	while(n--) {
		Fread((genericptr_t)&tmptrap, 1, sizeof(tmptrap), fd);

		create_trap(&tmptrap, (struct mkroom *)0);
	}

	Fread((genericptr_t) &n, 1, sizeof(n), fd);
						/* Number of monsters */
	mon_num = 0;
	while(n--) {
		load_one_monster(fd, &tmpmons);

		create_monster(&tmpmons, (struct mkroom *)0);
	}

	Fread((genericptr_t) &n, 1, sizeof(n), fd);
						/* Number of objects */
	while(n--) {
		load_one_object(fd, &tmpobj);

		create_object(&tmpobj, (struct mkroom *)0);
	}

	Fread((genericptr_t) &n, 1, sizeof(n), fd);
						/* Number of gold piles */
	while (n--) {
		Fread((genericptr_t)&tmpgold, 1, sizeof(tmpgold), fd);

		create_gold(&tmpgold, (struct mkroom *)0);
	}

	Fread((genericptr_t) &n, 1, sizeof(n), fd);
						/* Number of engravings */
	while(n--) {
		load_one_engraving(fd, &tmpengraving);

		create_engraving(&tmpengraving, (struct mkroom *)0);
	}

	cleanup_mons();

    }		/* numpart loop */

    nwalk_sav = nwalk;
    while(nwalk--) {
	    x = (xchar) walklist[nwalk].x;
	    y = (xchar) walklist[nwalk].y;
	    dir = walklist[nwalk].dir;

	    /* don't use move() - it doesn't use W_NORTH, etc. */
	    switch (dir) {
		case W_NORTH: --y; break;
		case W_SOUTH: y++; break;
		case W_EAST:  x++; break;
		case W_WEST:  --x; break;
		default: panic("load_maze: bad MAZEWALK direction");
	    }

	    if(!IS_DOOR(levl[x][y].typ)) {
#ifndef WALLIFIED_MAZE
		levl[x][y].typ = CORR;
#else
		levl[x][y].typ = ROOM;
#endif
		levl[x][y].flags = 0;
	    }

	    /*
	     * We must be sure that the parity of the coordinates for
	     * walkfrom() is odd.  But we must also take into account
	     * what direction was chosen.
	     */
	    if(!(x % 2)) {
		if (dir == W_EAST)
		    x++;
		else
		    x--;

		/* no need for IS_DOOR check; out of map bounds */
#ifndef WALLIFIED_MAZE
		levl[x][y].typ = CORR;
#else
		levl[x][y].typ = ROOM;
#endif
		levl[x][y].flags = 0;
	    }

	    if (!(y % 2)) {
		if (dir == W_SOUTH)
		    y++;
		else
		    y--;
	    }

	    walkfrom(x, y);
    }
    if (has_transparent && level.flags.is_cavernous_lev) wallify_map();
    wallification(1, 0, COLNO-1, ROWNO-1);

    if (rndvault) return TRUE;

    /*
     * If there's a significant portion of maze unused by the special level,
     * we don't want it empty.
     *
     * Makes the number of traps, monsters, etc. proportional
     * to the size of the maze.
     */
    mapcountmax = mapcount = (x_maze_max - 2) * (y_maze_max - 2);

    for(x = 2; x < x_maze_max; x++)
	for(y = 0; y < y_maze_max; y++)
	    if(Map[x][y]) mapcount--;

    if (nwalk_sav && (mapcount > (int) (mapcountmax / 10))) {
	    mapfact = (int) ((mapcount * 100L) / mapcountmax);
	    for(x = rnd((int) (20 * mapfact) / 100); x; x--) {
		    maze1xy(&mm, DRY);
		    (void) mkobj_at(rn2(2) ? GEM_CLASS : RANDOM_CLASS,
							mm.x, mm.y, TRUE);
	    }
	    for(x = rnd((int) (12 * mapfact) / 100); x; x--) {
		    maze1xy(&mm, DRY);
		    (void) mksobj_at(BOULDER, mm.x, mm.y, TRUE, FALSE);
	    }
	    for (x = rn2(2); x; x--) {
		maze1xy(&mm, DRY);
		(void) makemon(&mons[PM_MINOTAUR], mm.x, mm.y, NO_MM_FLAGS);
	    }
	    for(x = rnd((int) (12 * mapfact) / 100); x; x--) {
		    maze1xy(&mm, WET|DRY);
		    (void) makemon((struct permonst *) 0, mm.x, mm.y, MM_MONSTEEDOK);
	    }
	    for(x = rn2((int) (15 * mapfact) / 100); x; x--) {
		    maze1xy(&mm, DRY);
		    (void) mkgold(0L,mm.x,mm.y);
	    }
	    for(x = rn2((int) (15 * mapfact) / 100); x; x--) {
		    int trytrap;

		    maze1xy(&mm, DRY);
		    trytrap = rndtrap();
		    if (sobj_at(BOULDER, mm.x, mm.y))
			while (trytrap == PIT || trytrap == SPIKED_PIT ||
				trytrap == TRAPDOOR || trytrap == HOLE)
			    trytrap = rndtrap();
		    (void) maketrap(mm.x, mm.y, trytrap);
	    }
    }
    return TRUE;
}

/*
 * General loader
 */

boolean
load_special(name)
const char *name;
{
	dlb *fd;
	boolean result = FALSE;
	char c;
	struct version_info vers_info;

	fd = dlb_fopen(name, RDBMODE);
	if (!fd) return FALSE;

	Fread((genericptr_t) &vers_info, sizeof vers_info, 1, fd);
	if (!check_version(&vers_info, name, TRUE))
	    goto give_up;

	Fread((genericptr_t) &c, sizeof c, 1, fd); /* c Header */

	switch (c) {
		case SP_LEV_ROOMS:
		    result = load_rooms(fd);
		    break;
		case SP_LEV_MAZE:
		    result = load_maze(fd);
		    break;
		default:	/* ??? */
		    result = FALSE;
	}
 give_up:
	(void)dlb_fclose(fd);
	return result;
}

void
load_preset_vault(name)
const char *name;
{
	NhRect	*r1 = 0, r2;
	rndvault = TRUE;
	if (load_special(name)) {
	    r1 = rnd_rect();	/*  */
	    r2.lx = xstart;
	    r2.ly = ystart;
	    r2.hx = xstart + xsize - 1;
	    r2.hy = ystart + ysize - 1;
	    if (r2.lx < 0) r2.lx = 0;
	    if (r2.ly < 0) r2.ly = 0;
	    if (r2.hx >= COLNO-1) r2.hx = COLNO-1;
	    if (r2.hy >= ROWNO-1) r2.hy = ROWNO-1;
	    split_rects(r1, &r2);
	}
	rndvault = FALSE;
	level.flags.is_maze_lev = 0;	/* only inside this room is mazelike! */
}

/* finddpos for random vault */
boolean
finddpos_special(cc, xl,yl,xh,yh)
coord *cc;
xchar xl,yl,xh,yh;
{
	int i = 0;
	xchar x, y;
	for(x = xl; x <= xh; x++) for(y = yl; y <= yh; y++)
	    if (okdoor(x, y) || IS_DOOR(levl[x][y].typ) ||
		(levl[x][y].typ == CORR)) {
		/* use Map to work area... */
		Map[i][0] = x;
		Map[i][1] = y;
		i++;
		if (i >= COLNO) break;
	    }
	if (!i) return FALSE;
	i = rn2(i);
	cc->x = Map[i][0];
	cc->y = Map[i][1];
	return TRUE;
}

/* sort_rooms() would break the link between rooms[] and doors[],
   so it is necessary to refresh the link if you created any room doors
   before sort_rooms(). */
void
sort_doors()
{
	struct mkroom *croom;
	xchar *dcpx, *dcpy;
	int i, j, k;
	int newindex;
	dcpx = (xchar *)&Map[0][0];	/* sorry */
	dcpy = &dcpx[DOORMAX];
	for (i=0; i<doorindex; i++) {
		dcpx[i] = doors[i].x;
		dcpy[i] = doors[i].y;
	}
	newindex = 0;
	/* subroom */
	for (i=0; i<nsubroom; i++) {
	    croom = &subrooms[i];
	    k = croom->fdoor;
	    croom->fdoor = newindex;
	    for (j=croom->doorct; j; j--) {
		doors[newindex].x = dcpx[k];
		doors[newindex].y = dcpy[k];
		newindex++;
		k++;
	    }
	}
	/* room */
	for (i=0; i<nroom; i++) {
	    croom = &rooms[i];
	    k = croom->fdoor;
	    croom->fdoor = newindex;
	    for (j=croom->doorct; j; j--) {
		doors[newindex].x = dcpx[k];
		doors[newindex].y = dcpy[k];
		newindex++;
		k++;
	    }
	}
}

/*sp_lev.c*/
