1 /* omega copyright (c) 1987,1988,1989 by Laurence Raphael Brothers */
2 /* gen1.c */
3 /* level generator functions */
4
5 #include "glob.h"
6
7
8 /* Deallocate current dungeon */
free_dungeon()9 void free_dungeon()
10 {
11 #ifndef SAVE_LEVELS
12 plv tlv;
13
14 while (Dungeon != NULL) {
15 tlv = Dungeon;
16 Dungeon = Dungeon->next;
17 free_level(tlv);
18 }
19 #else
20 if (Dungeon != NULL)
21 {
22 sprintf(Str2,"om%d*.lev",Dungeon->environment);
23 kill_levels(Str2);
24 }
25 #endif
26 }
27
28
29 /* erase the level w/o deallocating it*/
clear_level(dungeon_level)30 void clear_level(dungeon_level)
31 struct level *dungeon_level;
32 {
33 int i,j;
34 if (dungeon_level != NULL) {
35 dungeon_level->generated = FALSE;
36 dungeon_level->numrooms = 0;
37 dungeon_level->tunnelled = 0;
38 dungeon_level->depth = 0;
39 dungeon_level->mlist = NULL;
40 dungeon_level->next = NULL;
41 dungeon_level->last_visited = time((long *) NULL);
42 for(i=0;i<MAXWIDTH;i++)
43 for(j=0;j<MAXLENGTH;j++) {
44 dungeon_level->site[i][j].locchar = WALL;
45 dungeon_level->site[i][j].showchar = SPACE;
46 dungeon_level->site[i][j].creature = NULL;
47 dungeon_level->site[i][j].things = NULL;
48 dungeon_level->site[i][j].aux = difficulty()*20;
49 dungeon_level->site[i][j].buildaux = 0;
50 dungeon_level->site[i][j].p_locf = L_NO_OP;
51 dungeon_level->site[i][j].lstatus = 0;
52 dungeon_level->site[i][j].roomnumber = RS_WALLSPACE;
53 }
54 }
55 }
56
57
58
59 /* Looks for level tolevel in current dungeon which is named by
60 Dungeon, which may be NULL. If the level is found, and rewrite_level
61 is FALSE, and the level has already been generated, nothing happens
62 beyond Level being set correctly. Otherwise the level is recreated
63 from scratch */
64
change_level(fromlevel,tolevel,rewrite_level)65 void change_level(fromlevel,tolevel,rewrite_level)
66 char fromlevel,tolevel,rewrite_level;
67 {
68 struct level *thislevel = NULL;
69 Player.sx = -1; Player.sy = -1; /* sanctuary effect dispelled */
70 #ifndef SAVE_LEVELS
71 thislevel = findlevel(Dungeon,tolevel);
72 deepest[Current_Environment] = max(deepest[Current_Environment],tolevel);
73 if (thislevel == NULL) {
74 thislevel = ((plv) checkmalloc(sizeof(levtype)));
75 #else
76 thislevel = msdos_changelevel(Level,Current_Environment,tolevel);
77 deepest[Current_Environment] = max(deepest[Current_Environment],tolevel);
78 if (thislevel == NULL) {
79 thislevel = &TheLevel;
80 #endif
81 clear_level(thislevel);
82 Level = thislevel;
83 Level->next = Dungeon;
84 Dungeon = Level;
85 }
86 Level = thislevel;
87 if ((! Level->generated) || rewrite_level) {
88 initrand(Current_Environment, tolevel);
89 Level->environment = Current_Environment;
90 Level->depth = tolevel;
91 Level->generated = TRUE;
92 switch(Current_Environment) {
93 case E_CAVES:
94 if ((random_range(4)==0) && (tolevel < MaxDungeonLevels))
95 room_level();
96 else cavern_level();
97 break;
98 case E_SEWERS:
99 if ((random_range(4)==0) && (tolevel < MaxDungeonLevels))
100 room_level();
101 else sewer_level();
102 break;
103 case E_CASTLE:
104 room_level();
105 break;
106 case E_ASTRAL:
107 maze_level();
108 break;
109 case E_VOLCANO:
110 switch(random_range(3)) {
111 case 0: cavern_level(); break;
112 case 1: room_level(); break;
113 case 2: maze_level(); break;
114 }
115 break;
116 default: print3("This dungeon not implemented!"); break;
117 }
118 install_traps();
119 install_specials();
120 make_stairs(fromlevel);
121 make_stairs(fromlevel);
122 initrand(E_RESTORE, 0);
123 populate_level(Current_Environment);
124 stock_level();
125 }
126 find_stairs(fromlevel,tolevel);
127 ScreenOffset = Player.y - (ScreenLength/2);
128 show_screen();
129 screencheck(Player.y);
130 drawvision(Player.x,Player.y);
131 /* synchronize with player on level change */
132 Player.click = (Tick+1)%60;
133 roomcheck();
134 }
135
136
137 #ifndef SAVE_LEVELS
138 /* tries to find the level of depth levelnum in dungeon; if can't find
139 it returns NULL */
findlevel(dungeon,levelnum)140 plv findlevel(dungeon,levelnum)
141 struct level *dungeon;
142 char levelnum;
143 {
144 if (dungeon == NULL) return(NULL);
145 else {
146 while((dungeon->next != NULL) && (dungeon->depth != levelnum))
147 dungeon = dungeon->next;
148 if (dungeon->depth == levelnum) {
149 dungeon->last_visited = time((long *)NULL);
150 return(dungeon);
151 }
152 else return(NULL);
153 }
154 }
155 #endif
156
157
158
159 /* keep going in one orthogonal direction or another until we hit our */
160 /* destination */
161
straggle_corridor(fx,fy,tx,ty,loc,rsi)162 void straggle_corridor(fx,fy,tx,ty,loc,rsi)
163 int fx,fy,tx,ty;
164 Symbol loc;
165 char rsi;
166 {
167 int dx,dy;
168 while ((fx != tx) || (fy != ty)) {
169 dx = tx - fx;
170 dy = ty - fy;
171 if (random_range(abs(dx)+abs(dy)) < abs(dx))
172 corridor_crawl(&fx,&fy,sign(dx),0,random_range(abs(dx))+1,loc,rsi);
173 else corridor_crawl(&fx,&fy,0,sign(dy),random_range(abs(dy))+1,loc,rsi);
174 }
175 }
176
177
178
makedoor(x,y)179 void makedoor(x,y)
180 int x,y;
181 {
182 if (random_range(20) <= Level->depth/10) {
183 Level->site[x][y].locchar = FLOOR;
184 lset(x,y,SECRET);
185 }
186 else if (random_range(20)<=Level->depth/2) {
187 Level->site[x][y].locchar = CLOSED_DOOR;
188 if (random_range(20) <= Level->depth/10)
189 lset(x,y,SECRET);
190 if (random_range(40) <= Level->depth)
191 Level->site[x][y].aux = LOCKED;
192 else Level->site[x][y].aux = UNLOCKED;
193 }
194 else {
195 Level->site[x][y].locchar = OPEN_DOOR;
196 Level->site[x][y].aux = UNLOCKED;
197 }
198 if (! loc_statusp(x,y,SECRET)) {
199 lset(x,y+1,STOPS);
200 lset(x+1,y,STOPS);
201 lset(x-1,y,STOPS);
202 lset(x,y-1,STOPS);
203 lset(x,y,STOPS);
204 }
205 Level->site[x][y].p_locf = L_NO_OP;
206 /* prevents water corridors from being instant death in sewers */
207 }
208
209
corridor_crawl(fx,fy,sx,sy,n,loc,rsi)210 void corridor_crawl(fx,fy,sx,sy,n,loc,rsi)
211 int *fx,*fy,sx,sy,n;
212 Symbol loc;
213 char rsi;
214 {
215 int i;
216 for (i=0;i<n;i++) {
217 *fx += sx;
218 *fy += sy;
219 if ((*fx < WIDTH) &&
220 (*fx > -1) &&
221 (*fy > -1) &&
222 (*fy < LENGTH)) {
223 Level->site[*fx][*fy].locchar = loc;
224 if (Level->site[*fx][*fy].roomnumber == RS_WALLSPACE)
225 Level->site[*fx][*fy].roomnumber = rsi;
226 if (loc==WATER)
227 Level->site[*fx][*fy].p_locf = L_WATER;
228 else if (loc==FLOOR)
229 Level->site[*fx][*fy].p_locf = L_NO_OP;
230 else if (loc==RUBBLE)
231 Level->site[*fx][*fy].p_locf = L_RUBBLE;
232 }
233 }
234 }
235
236
237
238
239
roomname(index)240 char *roomname(index)
241 int index;
242 {
243 switch(index) {
244 case RS_ZORCH:strcpy(Str4,"A place zorched by powerful magic.");break;
245 case RS_COURT:strcpy(Str4,"The Court of the ArchMage."); break;
246 case RS_CIRCLE:strcpy(Str4,"The Astral Demesne of the Circle of Sorcerors");
247 break;
248 case RS_MAGIC_ISLE: strcpy(Str4,"An island positively reeking of magic");
249 break;
250 case RS_STARPEAK: strcpy(Str4,"Near the oddly glowing peak of a mountain");
251 break;
252 case RS_VOLCANO: strcpy(Str4,"Deep within the bowels of the earth"); break;
253 case RS_HIGHASTRAL: strcpy(Str4,"The High Astral Plane"); break;
254 case RS_EARTHPLANE: strcpy(Str4,"The Plane of Earth"); break;
255 case RS_WATERPLANE: strcpy(Str4,"The Plane of Water"); break;
256 case RS_FIREPLANE: strcpy(Str4,"The Plane of Fire"); break;
257 case RS_AIRPLANE: strcpy(Str4,"The Plane of Air"); break;
258 case RS_KITCHEN: strcpy(Str4,"A kitchen"); break;
259 case RS_BATHROOM: strcpy(Str4,"A bathroom"); break;
260 case RS_BEDROOM: strcpy(Str4,"A bedroom"); break;
261 case RS_DININGROOM: strcpy(Str4,"A dining room"); break;
262 case RS_SECRETPASSAGE: strcpy(Str4,"A secret passage"); break;
263 case RS_CLOSET: strcpy(Str4,"A stuffy closet"); break;
264 case RS_ARENA: strcpy(Str4,"The Rampart Arena"); break;
265 case RS_DROWNED_SEWER: strcpy(Str4,"A water-filled sewer node"); break;
266 case RS_DRAINED_SEWER: strcpy(Str4,"An unused sewer node"); break;
267 case RS_SEWER_DUCT: strcpy(Str4,"A winding sewer duct"); break;
268 case RS_DESTINY: strcpy(Str4,"The Halls of Fate"); break;
269 case RS_DRUID: strcpy(Str4,"The Great Henge"); break;
270 case RS_HECATE: strcpy(Str4,"The Church of the Far Side"); break;
271 case RS_SET: strcpy(Str4,"The Temple of the Black Hand"); break;
272 case RS_ATHENA: strcpy(Str4,"The Parthenon"); break;
273 case RS_ODIN: strcpy(Str4,"The Shrine of the Noose"); break;
274 case RS_ADEPT: strcpy(Str4,"The Adept's Challenge"); break;
275 case RS_WYRM: strcpy(Str4,"The Sunken Cavern of the Great Wyrm."); break;
276 case RS_OCEAN: strcpy(Str4,"The Underground Ocean."); break;
277 case RS_PONDS: strcpy(Str4,"A series of subterranean pools and streams."); break;
278 case RS_DRAGONLORD: strcpy(Str4,"The Lair of the DragonLord."); break;
279 case RS_GOBLINKING: strcpy(Str4,"The Caves of the Goblins."); break;
280 case RS_CAVERN: strcpy(Str4,"A vast natural cavern."); break;
281 case RS_CORRIDOR: strcpy(Str4,"A dimly lit corridor."); break;
282 case RS_WALLSPACE: strcpy(Str4,"A niche hollowed out of the wall."); break;
283 case ROOMBASE+0: strcpy(Str4,"An abandoned garderobe."); break;
284 case ROOMBASE+1: strcpy(Str4,"A dungeon cell."); break;
285 case ROOMBASE+2: strcpy(Str4,"A tiled chamber."); break;
286 case ROOMBASE+3: strcpy(Str4,"A crystal cavern."); break;
287 case ROOMBASE+4: strcpy(Str4,"Someone's bedroom."); break;
288 case ROOMBASE+5: strcpy(Str4,"An old storeroom."); break;
289 case ROOMBASE+6: strcpy(Str4,"A room with charred walls."); break;
290 case ROOMBASE+7: strcpy(Str4,"A marble hall."); break;
291 case ROOMBASE+8: strcpy(Str4,"An eerie cave."); break;
292 case ROOMBASE+9: strcpy(Str4,"A ransacked treasure-chamber."); break;
293 case ROOMBASE+10: strcpy(Str4,"A smoke-filled room."); break;
294 case ROOMBASE+11: strcpy(Str4,"A well-appointed apartment."); break;
295 case ROOMBASE+12: strcpy(Str4,"An antechamber."); break;
296 case ROOMBASE+13: strcpy(Str4,"An unoccupied harem."); break;
297 case ROOMBASE+14: strcpy(Str4,"A multi-purpose room."); break;
298 case ROOMBASE+15: strcpy(Str4,"A room filled with stalactites."); break;
299 case ROOMBASE+16: strcpy(Str4,"An underground greenhouse."); break;
300 case ROOMBASE+17: strcpy(Str4,"A water closet."); break;
301 case ROOMBASE+18: strcpy(Str4,"A study."); break;
302 case ROOMBASE+19: strcpy(Str4,"A living room."); break;
303 case ROOMBASE+20: strcpy(Str4,"A comfortable den."); break;
304 case ROOMBASE+21: strcpy(Str4,"An abatoir."); break;
305 case ROOMBASE+22: strcpy(Str4,"A boudoir.");break;
306 case ROOMBASE+23: strcpy(Str4,"A star chamber.");break;
307 case ROOMBASE+24: strcpy(Str4,"A manmade cavern."); break;
308 case ROOMBASE+25: strcpy(Str4,"A sewer control room");break;
309 case ROOMBASE+26: strcpy(Str4,"A shrine to High Magic"); break;
310 case ROOMBASE+27: strcpy(Str4,"A magic laboratory"); break;
311 case ROOMBASE+28: strcpy(Str4,"A room with inscribed pentagram");break;
312 case ROOMBASE+29: strcpy(Str4,"A chamber with a blue crystal omega dais");
313 break;
314 default: strcpy(Str4,"A room of mystery and allure."); break;
315 }
316 return(Str4);
317 }
318
319
320
321 /* puts the player on the first set of stairs from the apt level */
322 /* if can't find them, just drops player anywhere.... */
find_stairs(fromlevel,tolevel)323 void find_stairs(fromlevel,tolevel)
324 char fromlevel;
325 char tolevel;
326 {
327 int i,j,found=FALSE;
328 Symbol sitechar;
329 if (fromlevel > tolevel) sitechar = STAIRS_DOWN; else sitechar = STAIRS_UP;
330 for(i=0;i<WIDTH;i++)
331 for(j=0;j<LENGTH;j++)
332 if ((Level->site[i][j].locchar == sitechar) && (! found)) {
333 found = TRUE;
334 Player.x = i;
335 Player.y = j;
336 break;
337 }
338 if (! found) {
339 findspace(&Player.x,&Player.y,-1);
340 if (Level->environment != E_ASTRAL) {
341 Level->site[Player.x][Player.y].locchar = sitechar;
342 lset(Player.x, Player.y, CHANGED);
343 }
344 }
345 }
346
347
348
install_traps()349 void install_traps()
350 {
351 int i,j;
352 for(i=0;i<WIDTH;i++)
353 for(j=0;j<LENGTH;j++)
354 if ((Level->site[i][j].locchar == FLOOR) &&
355 (Level->site[i][j].p_locf == L_NO_OP) &&
356 random_range(500) <= ((int)(Level->depth/6)))
357 Level->site[i][j].p_locf = TRAP_BASE+random_range(NUMTRAPS);
358 }
359
360
361
362 /* x, y, is top left corner, l is length of side, rsi is room string index */
363 /* baux is so all rooms will have a key field. */
build_square_room(x,y,l,rsi,baux)364 void build_square_room(x,y,l,rsi,baux)
365 int x,y,l;
366 char rsi;
367 int baux;
368 {
369 int i,j;
370
371 for(i=x;i<=x+l;i++)
372 for(j=y;j<=y+l;j++){
373 Level->site[i][j].roomnumber = rsi;
374 Level->site[i][j].buildaux = baux;
375 }
376 for(i=x+1;i<x+l;i++)
377 for(j=y+1;j<y+l;j++) {
378 Level->site[i][j].locchar = FLOOR;
379 Level->site[i][j].p_locf = L_NO_OP;
380 }
381 }
382
383
384
build_room(x,y,l,rsi,baux)385 void build_room(x,y,l,rsi,baux)
386 int x,y,l;
387 char rsi;
388 int baux;
389 {
390 build_square_room(x,y,l,rsi,baux);
391 }
392
cavern_level()393 void cavern_level()
394 {
395 int i,fx,fy,tx,ty,t,l,e;
396 char rsi;
397
398 Level->numrooms = 1;
399
400 if ((Current_Dungeon == E_CAVES) && (Level->depth == CAVELEVELS))
401 rsi = RS_GOBLINKING;
402 else rsi = RS_CAVERN;
403 t = random_range(LENGTH/2);
404 l = random_range(WIDTH/2);
405 e = random_range(WIDTH/8)+WIDTH/8;
406 build_square_room(t,l,e,rsi,0);
407
408 for (i=0;i<16;i++) {
409 findspace(&tx,&ty,-1);
410 fx = random_range(WIDTH-2)+1;
411 fy = random_range(LENGTH-2)+1;
412 straggle_corridor(fx,fy,tx,ty,FLOOR,RS_CORRIDOR);
413 }
414 while (random_range(3)==1) {
415 findspace(&tx,&ty,-1);
416 fx = random_range(WIDTH-2)+1;
417 fy = random_range(LENGTH-2)+1;
418 straggle_corridor(fx,fy,tx,ty,WATER,RS_PONDS);
419 }
420 if (Current_Dungeon == E_CAVES) {
421 if ((Level->depth == CAVELEVELS) && (! gamestatusp(COMPLETED_CAVES))) {
422 findspace(&tx,&ty,-1);
423 Level->mlist = ((pml) checkmalloc(sizeof(mltype)));
424 Level->mlist->next = NULL;
425 Level->mlist->m =
426 Level->site[tx][ty].creature =
427 ((pmt) make_creature(GOBLIN_KING)); /* goblin king */
428 Level->mlist->m->x = tx;
429 Level->mlist->m->y = ty;
430 }
431 }
432 else if (Current_Environment == E_VOLCANO) {
433 if (Level->depth == VOLCANOLEVELS) {
434 findspace(&tx,&ty,-1);
435 Level->mlist = ((pml) checkmalloc(sizeof(mltype)));
436 Level->mlist->next = NULL;
437 Level->mlist->m =
438 Level->site[tx][ty].creature =
439 ((pmt) make_creature(DEMON_EMP)); /* The dark emp */
440 Level->mlist->m->x = tx;
441 Level->mlist->m->y = ty;
442 }
443 }
444 }
445
446
447
448
449
450
451
sewer_level()452 void sewer_level()
453 {
454 int i,tx,ty,t,l,e;
455 char rsi;
456 Symbol lchar;
457
458 Level->numrooms = random_range(3)+3;
459 rsi = RS_DRAINED_SEWER;
460 for (i=0;i<Level->numrooms;i++) {
461 do {
462 t = random_range(LENGTH-10)+1;
463 l = random_range(WIDTH-10)+1;
464 e = 4;
465 } while ((Level->site[l][t].roomnumber == rsi) ||
466 (Level->site[l+e][t].roomnumber == rsi) ||
467 (Level->site[l][t+e].roomnumber == rsi) ||
468 (Level->site[l+e][t+e].roomnumber == rsi));
469 if (random_range(5)) {
470 lchar = FLOOR;
471 rsi = RS_DRAINED_SEWER;
472 }
473 else {
474 lchar = WATER;
475 rsi = RS_DROWNED_SEWER;
476 }
477 build_room(l,t,e,rsi,i);
478 sewer_corridor(l,t,-1,-1,lchar);
479 sewer_corridor(l+e,t,1,-1,lchar);
480 sewer_corridor(l,t+e,-1,1,lchar);
481 sewer_corridor(l+e,t+e,1,1,lchar);
482 }
483 if (Current_Dungeon == E_SEWERS) {
484 if ((Level->depth == SEWERLEVELS) && (! gamestatusp(COMPLETED_SEWERS))) {
485 findspace(&tx,&ty,-1);
486 Level->mlist = ((pml) checkmalloc(sizeof(mltype)));
487 Level->mlist->next = NULL;
488 Level->mlist->m =
489 Level->site[tx][ty].creature =
490 ((pmt) make_creature(GREAT_WYRM)); /* The Great Wyrm */
491 Level->mlist->m->x = tx;
492 Level->mlist->m->y = ty;
493 }
494 }
495 }
496
497
498
sewer_corridor(x,y,dx,dy,locchar)499 void sewer_corridor(x,y,dx,dy,locchar)
500 int x,y,dx,dy;
501 Symbol locchar;
502 {
503 int continuing = TRUE;
504 makedoor(x,y);
505 x+=dx;
506 y+=dy;
507 while(continuing) {
508 Level->site[x][y].locchar = locchar;
509 if (locchar == WATER)
510 Level->site[x][y].p_locf = L_WATER;
511 else Level->site[x][y].p_locf = L_NO_OP;
512 Level->site[x][y].roomnumber = RS_SEWER_DUCT;
513 x+=dx;
514 y+=dy;
515 if (locchar == WATER)
516 continuing = (inbounds(x,y) &&
517 ((Level->site[x][y].locchar == WALL) ||
518 (Level->site[x][y].locchar == WATER)));
519 else
520 continuing = (inbounds(x,y) &&
521 ((Level->site[x][y].roomnumber == RS_WALLSPACE) ||
522 (Level->site[x][y].roomnumber == RS_SEWER_DUCT)));
523 }
524 if (inbounds(x,y))
525 makedoor(x,y);
526 }
527
528
529
530
install_specials()531 void install_specials()
532 {
533 int i,j,x,y;
534
535 for(x=0;x<WIDTH;x++)
536 for(y=0;y<LENGTH;y++)
537 if ((Level->site[x][y].locchar == FLOOR) &&
538 (Level->site[x][y].p_locf == L_NO_OP) &&
539 (random_range(300) < difficulty())) {
540 i = random_range(100);
541 if (i < 10) {
542 Level->site[x][y].locchar = ALTAR;
543 Level->site[x][y].p_locf = L_ALTAR;
544 Level->site[x][y].aux = random_range(10);
545 }
546 else if (i < 20) {
547 Level->site[x][y].locchar = WATER;
548 Level->site[x][y].p_locf = L_MAGIC_POOL;
549 }
550 else if (i < 35) {
551 Level->site[x][y].locchar = RUBBLE;
552 Level->site[x][y].p_locf = L_RUBBLE;
553 }
554 else if (i < 40) {
555 Level->site[x][y].locchar = LAVA;
556 Level->site[x][y].p_locf = L_LAVA;
557 }
558 else if (i < 45) {
559 Level->site[x][y].locchar = FIRE;
560 Level->site[x][y].p_locf = L_FIRE;
561 }
562 else if ((i < 50) && (Current_Environment != E_ASTRAL)) {
563 Level->site[x][y].locchar = LIFT;
564 Level->site[x][y].p_locf = L_LIFT;
565 }
566 else if ((i < 55) && (Current_Environment != E_VOLCANO)) {
567 Level->site[x][y].locchar = HEDGE;
568 Level->site[x][y].p_locf = L_HEDGE;
569 }
570 else if (i < 57) {
571 Level->site[x][y].locchar = HEDGE;
572 Level->site[x][y].p_locf = L_TRIFID;
573 }
574 else if (i< 70) {
575 Level->site[x][y].locchar = STATUE;
576 if (random_range(100) < difficulty())
577 for (j=0;j<8;j++) {
578 if (Level->site[x+Dirs[0][j]][y+Dirs[1][j]].p_locf != L_NO_OP)
579 Level->site[x+Dirs[0][j]][y+Dirs[1][j]].locchar = FLOOR;
580 Level->site[x+Dirs[0][j]][y+Dirs[1][j]].p_locf =
581 L_STATUE_WAKE;
582 }
583 }
584 else {
585 if (Current_Environment == E_VOLCANO) {
586 Level->site[x][y].locchar = LAVA;
587 Level->site[x][y].p_locf = L_LAVA;
588 }
589 else if (Current_Environment == E_ASTRAL) {
590 if (Level->depth == 1) {
591 Level->site[x][y].locchar = RUBBLE;
592 Level->site[x][y].p_locf = L_RUBBLE;
593 }
594 else if (Level->depth == 2) {
595 Level->site[x][y].locchar = FIRE;
596 Level->site[x][y].p_locf = L_FIRE;
597 }
598 else if (Level->depth == 3) {
599 Level->site[x][y].locchar = WATER;
600 Level->site[x][y].p_locf = L_WATER;
601 }
602 else if (Level->depth == 4) {
603 Level->site[x][y].locchar = ABYSS;
604 Level->site[x][y].p_locf = L_ABYSS;
605 }
606 }
607 else {
608 Level->site[x][y].locchar = WATER;
609 Level->site[x][y].p_locf = L_WATER;
610 }
611 }
612 }
613 }
614