/*	SCCS Id: @(#)lev_main.c	3.2	96/06/22	*/
/*	Copyright (c) 1989 by Jean-Christophe Collet */
/* NetHack may be freely redistributed.  See license for details. */

/*
 * This file contains the main function for the parser
 * and some useful functions needed by yacc
 */

#include "hack.h"
#include "date.h"
#include "sp_lev.h"
#ifdef STRICT_REF_DEF
#include "termcap.h"
#endif

#ifdef MAC
# ifdef applec
#  define MPWTOOL
#include <CursorCtl.h>
# else
#  define PREFIX ":lib:"	/* place output files here */
# endif
#endif

#ifndef MPWTOOL
# define SpinCursor(x)
#endif

#if defined(AMIGA) && defined(DLB)
# define PREFIX "NH:slib/"
#endif

#ifndef O_WRONLY
#include <fcntl.h>
#endif
#ifndef O_CREAT	/* some older BSD systems do not define O_CREAT in <fcntl.h> */
#include <sys/file.h>
#endif
#ifndef O_BINARY	/* used for micros, no-op for others */
# define O_BINARY 0
#endif

#ifdef MICRO
# define OMASK FCMASK
#else
# define OMASK 0644
#endif

#define NEWLINE	10	/* under Mac MPW C '\n' is 13 so don't use it. */

#define ERR		(-1)

#define NewTab(type, size)	(type **) alloc(sizeof(type *) * size)
#define Free(ptr)		if(ptr) free((genericptr_t) (ptr))
#define Write(fd, item, size)	(void) write(fd, (genericptr_t)(item), size)

#ifdef __BORLANDC__
extern unsigned _stklen = STKSIZ;
#endif
#define MAX_ERRORS	25

extern int  NDECL (yyparse);
extern void FDECL (init_yyin, (FILE *));
extern void FDECL (init_yyout, (FILE *));

int  FDECL (main, (int, char **));
void FDECL (yyerror, (const char *));
void FDECL (yywarning, (const char *));
int  NDECL (yywrap);
int FDECL(get_floor_type, (CHAR_P));
int FDECL(get_room_type, (char *));
int FDECL(get_trap_type, (char *));
int FDECL(get_monster_id, (char *,CHAR_P));
int FDECL(get_object_id, (char *));
boolean FDECL(check_monster_char, (CHAR_P));
boolean FDECL(check_object_char, (CHAR_P));
char FDECL(what_map_char, (CHAR_P));
void FDECL(scan_map, (char *));
void NDECL(wallify_map);
boolean NDECL(check_subrooms);
void FDECL(check_coord, (int,int,const char *));
void NDECL(store_part);
void NDECL(store_room);
boolean FDECL(write_level_file, (char *,splev *,specialmaze *));
void FDECL(free_rooms, (splev *));

extern void NDECL(monst_init);
extern void NDECL(objects_init);
extern void NDECL(decl_init);

static void FDECL(write_common_data, (int,int,lev_init *,long));
static void FDECL(write_monsters, (int,char *,monster ***));
static void FDECL(write_objects, (int,char *,object ***));
static void FDECL(write_engravings, (int,char *,engraving ***));
static void FDECL(write_maze, (int,specialmaze *));
static void FDECL(write_rooms, (int,splev *));

static struct {
	const char *name;
	int type;
} trap_types[] = {
	{ "arrow",	ARROW_TRAP },
	{ "dart",	DART_TRAP },
	{ "falling rock", ROCKTRAP },
	{ "board",	SQKY_BOARD },
	{ "bear",	BEAR_TRAP },
	{ "land mine",	LANDMINE },
	{ "rolling boulder",	ROLLING_BOULDER_TRAP },
	{ "sleep gas",	SLP_GAS_TRAP },
	{ "rust",	RUST_TRAP },
	{ "fire",	FIRE_TRAP },
	{ "pit",	PIT },
	{ "spiked pit",	SPIKED_PIT },
	{ "hole",	HOLE },
	{ "trapdoor",	TRAPDOOR },
	{ "teleport",	TELEP_TRAP },
	{ "level teleport", LEVEL_TELEP },
	{ "magic portal",   MAGIC_PORTAL },
	{ "web",	WEB },
	{ "statue",	STATUE_TRAP },
	{ "magic",	MAGIC_TRAP },
	{ "anti magic",	ANTI_MAGIC },
	{ "polymorph",	POLY_TRAP },
	{ 0, 0 }
};

static struct {
	const char *name;
	int type;
} room_types[] = {
	/* for historical reasons, room types are not contiguous numbers */
	/* (type 1 is skipped) */
	{ "ordinary",	 OROOM },
	{ "throne",	 COURT },
	{ "swamp",	 SWAMP },
	{ "vault",	 VAULT },
	{ "beehive",	 BEEHIVE },
	{ "morgue",	 MORGUE },
	{ "barracks",	 BARRACKS },
	{ "zoo",	 ZOO },
	{ "delphi",	 DELPHI },
	{ "temple",	 TEMPLE },
	{ "shop",	 SHOPBASE },
	{ "armor shop",	 ARMORSHOP },
	{ "scroll shop", SCROLLSHOP },
	{ "potion shop", POTIONSHOP },
	{ "weapon shop", WEAPONSHOP },
	{ "food shop",	 FOODSHOP },
	{ "ring shop",	 RINGSHOP },
	{ "wand shop",	 WANDSHOP },
	{ "tool shop",	 TOOLSHOP },
	{ "book shop",	 BOOKSHOP },
	{ "candle shop", CANDLESHOP },
	{ 0, 0 }
};

const char *fname = "(stdin)";
int fatal_error = 0;
int want_warnings = 0;

#ifdef FLEX23_BUG
/* Flex 2.3 bug work around; not needed for 2.3.6 or later */
int yy_more_len = 0;
#endif

extern char tmpmessage[];
extern altar *tmpaltar[];
extern lad *tmplad[];
extern stair *tmpstair[];
extern digpos *tmpdig[];
extern digpos *tmppass[];
extern char *tmpmap[];
extern region *tmpreg[];
extern lev_region *tmplreg[];
extern door *tmpdoor[];
extern room_door *tmprdoor[];
extern trap *tmptrap[];
extern monster *tmpmonst[];
extern object *tmpobj[];
extern drawbridge *tmpdb[];
extern walk *tmpwalk[];
extern gold *tmpgold[];
extern fountain *tmpfountain[];
extern sink *tmpsink[];
extern pool *tmppool[];
extern engraving *tmpengraving[];
extern mazepart *tmppart[];
extern room *tmproom[];

extern int n_olist, n_mlist, n_plist;

extern unsigned int nlreg, nreg, ndoor, ntrap, nmons, nobj;
extern unsigned int ndb, nwalk, npart, ndig, npass, nlad, nstair;
extern unsigned int naltar, ncorridor, nrooms, ngold, nengraving;
extern unsigned int nfountain, npool, nsink;

extern unsigned int max_x_map, max_y_map;

extern int line_number, colon_line_number;

int
main(argc, argv)
int argc;
char **argv;
{
	FILE *fin;
	int i;
	boolean errors_encountered = FALSE;
#if defined(MAC) && (defined(THINK_C) || defined(__MWERKS__))
	static char *mac_argv[] = {	"lev_comp",	/* dummy argv[0] */
				":dat:Arch.des",
				":dat:Barb.des",
				":dat:Caveman.des",
				":dat:Elf.des",
				":dat:Healer.des",
				":dat:Knight.des",
				":dat:Priest.des",
				":dat:Rogue.des",
				":dat:Samurai.des",
				":dat:Tourist.des",
				":dat:Valkyrie.des",
				":dat:Wizard.des",
				":dat:bigroom.des",
				":dat:castle.des",
				":dat:endgame.des",
				":dat:gehennom.des",
				":dat:knox.des",
				":dat:medusa.des",
				":dat:mines.des",
				":dat:oracle.des",
				":dat:tower.des",
				":dat:yendor.des"
				};

	argc = SIZE(mac_argv);
	argv = mac_argv;
#endif
	/* Note:  these initializers don't do anything except guarantee that
		we're linked properly.
	*/
	monst_init();
	objects_init();
	decl_init();

	init_yyout(stdout);
	if (argc == 1) {		/* Read standard input */
	    init_yyin(stdin);
	    (void) yyparse();
	    if (fatal_error > 0) {
		    errors_encountered = TRUE;
	    }
	} else {			/* Otherwise every argument is a filename */
	    for(i=1; i<argc; i++) {
		    fname = argv[i];
		    if(!strcmp(fname, "-w")) {
			want_warnings++;
			continue;
		    }
		    fin = freopen(fname, "r", stdin);
		    if (!fin) {
			(void) fprintf(stderr,"Can't open \"%s\" for input.\n",
						fname);
			perror(fname);
			errors_encountered = TRUE;
		    } else {
			init_yyin(fin);
			(void) yyparse();
			line_number = 1;
			if (fatal_error > 0) {
				errors_encountered = TRUE;
				fatal_error = 0;
			}
		    }
	    }
	}
	exit(errors_encountered ? EXIT_FAILURE : EXIT_SUCCESS);
	/*NOTREACHED*/
	return 0;
}

/*
 * Each time the parser detects an error, it uses this function.
 * Here we take count of the errors. To continue farther than
 * MAX_ERRORS wouldn't be reasonable.
 * Assume that explicit calls from lev_comp.y have the 1st letter
 * capitalized, to allow printing of the line containing the start of
 * the current declaration, instead of the beginning of the next declaration.
 */
void
yyerror(s)
const char *s;
{
	(void) fprintf(stderr, "%s: line %d : %s\n", fname,
		(*s >= 'A' && *s <= 'Z') ? colon_line_number : line_number, s);
	if (++fatal_error > MAX_ERRORS) {
		(void) fprintf(stderr,"Too many errors, good bye!\n");
		exit(EXIT_FAILURE);
	}
}

/*
 * Just display a warning (that is : a non fatal error)
 */
void
yywarning(s)
const char *s;
{
	(void) fprintf(stderr, "%s: line %d : WARNING : %s\n",
				fname, colon_line_number, s);
}

/*
 * Stub needed for lex interface.
 */
int
yywrap()
{
	return 1;
}

/*
 * Find the type of floor, knowing its char representation.
 */
int
get_floor_type(c)
char c;
{
	int val;

	SpinCursor(3);
	val = what_map_char(c);
	if(val == INVALID_TYPE) {
	    val = ERR;
	    yywarning("Invalid fill character in MAZE declaration");
	}
	return val;
}

/*
 * Find the type of a room in the table, knowing its name.
 */
int
get_room_type(s)
char *s;
{
	register int i;

	SpinCursor(3);
	for(i=0; room_types[i].name; i++)
	    if (!strcmp(s, room_types[i].name))
		return ((int) room_types[i].type);
	return ERR;
}

/*
 * Find the type of a trap in the table, knowing its name.
 */
int
get_trap_type(s)
char *s;
{
	register int i;

	SpinCursor(3);
	for (i=0; trap_types[i].name; i++)
	    if(!strcmp(s,trap_types[i].name))
		return trap_types[i].type;
	return ERR;
}

/*
 * Find the index of a monster in the table, knowing its name.
 */
int
get_monster_id(s, c)
char *s;
char c;
{
	register int i, class;

	SpinCursor(3);
	class = c ? def_char_to_monclass(c) : 0;
	if (class == MAXMCLASSES) return ERR;

	for (i = LOW_PM; i < NUMMONS; i++)
	    if (!class || class == mons[i].mlet)
		if (!strcmp(s, mons[i].mname)) return i;
	return ERR;
}

/*
 * Find the index of an object in the table, knowing its name.
 */
int
get_object_id(s)
char *s;
{
	register int i;
	register const char *objname;

	SpinCursor(3);
	for (i=0; i<NUM_OBJECTS; i++) {
	    objname = obj_descr[i].oc_name;
	    if (objname && !strcmp(s, objname))
		return i;
	}
	return ERR;
}

/*
 * Is the character 'c' a valid monster class ?
 */
boolean
check_monster_char(c)
char c;
{
	return (def_char_to_monclass(c) != MAXMCLASSES);
}

/*
 * Is the character 'c' a valid object class ?
 */
boolean
check_object_char(c)
char c;
{
	return (def_char_to_objclass(c) != MAXOCLASSES);
}

/*
 * Convert .des map letter into floor type.
 */
char
what_map_char(c)
char c;
{
	SpinCursor(3);
	switch(c) {
		  case ' '  : return(STONE);
		  case '#'  : return(CORR);
		  case '.'  : return(ROOM);
		  case '-'  : return(HWALL);
		  case '|'  : return(VWALL);
		  case '+'  : return(DOOR);
		  case 'A'  : return(AIR);
		  case 'B'  : return(CROSSWALL); /* hack: boundary location */
		  case 'C'  : return(CLOUD);
		  case 'S'  : return(SDOOR);
		  case 'H'  : return(SCORR);
		  case '{'  : return(FOUNTAIN);
		  case '\\' : return(THRONE);
		  case 'K'  :
#ifdef SINKS
		      return(SINK);
#else
		      yywarning("Sinks are not allowed in this version!  Ignoring...");
		      return(ROOM);
#endif
		  case '}'  : return(MOAT);
		  case 'P'  : return(POOL);
		  case 'L'  : return(LAVAPOOL);
		  case 'I'  : return(ICE);
		  case 'W'  : return(WATER);
	    }
	return(INVALID_TYPE);
}

/*
 * Yep! LEX gives us the map in a raw mode.
 * Just analyze it here.
 */
void
scan_map(map)
char *map;
{
	register int i, len;
	register char *s1, *s2;
	int max_len = 0;
	int max_hig = 0;
	char msg[256];

	/* First : find the max width of the map */

	s1 = map;
	while (s1 && *s1) {
		s2 = index(s1, NEWLINE);
		if (s2) {
			len = (int) (s2 - s1);
			s1 = s2 + 1;
		} else {
			len = (int) strlen(s1);
			s1 = (char *) 0;
		}
		if (len > max_len) max_len = len;
	}

	/* Then parse it now */

	while (map && *map) {
		tmpmap[max_hig] = (char *) alloc(max_len);
		s1 = index(map, NEWLINE);
		if (s1) {
			len = (int) (s1 - map);
			s1++;
		} else {
			len = (int) strlen(map);
			s1 = map + len;
		}
		for(i=0; i<len; i++)
		  if((tmpmap[max_hig][i] = what_map_char(map[i])) == INVALID_TYPE) {
		      Sprintf(msg,
			 "Invalid character @ (%d, %d) - replacing with stone",
			      max_hig, i);
		      yywarning(msg);
		      tmpmap[max_hig][i] = STONE;
		    }
		while(i < max_len)
		    tmpmap[max_hig][i++] = STONE;
		map = s1;
		max_hig++;
	}

	/* Memorize boundaries */

	max_x_map = max_len - 1;
	max_y_map = max_hig - 1;

	/* Store the map into the mazepart structure */

	if(max_len > MAP_X_LIM || max_hig > MAP_Y_LIM) {
	    Sprintf(msg, "Map too large! (max %d x %d)", MAP_X_LIM, MAP_Y_LIM);
	    yyerror(msg);
	}

	tmppart[npart]->xsize = max_len;
	tmppart[npart]->ysize = max_hig;
	tmppart[npart]->map = (char **) alloc(max_hig*sizeof(char *));
	for(i = 0; i< max_hig; i++)
	    tmppart[npart]->map[i] = tmpmap[i];
}

/*
 *	If we have drawn a map without walls, this allows us to
 *	auto-magically wallify it.
 */
#define Map_point(x,y) *(tmppart[npart]->map[y] + x)

void
wallify_map()
{
	unsigned int x, y, xx, yy, lo_xx, lo_yy, hi_xx, hi_yy;

	for (y = 0; y <= max_y_map; y++) {
	    SpinCursor(3);
	    lo_yy = (y > 0) ? y - 1 : 0;
	    hi_yy = (y < max_y_map) ? y + 1 : max_y_map;
	    for (x = 0; x <= max_x_map; x++) {
		if (Map_point(x,y) != STONE) continue;
		lo_xx = (x > 0) ? x - 1 : 0;
		hi_xx = (x < max_x_map) ? x + 1 : max_x_map;
		for (yy = lo_yy; yy <= hi_yy; yy++)
		    for (xx = lo_xx; xx <= hi_xx; xx++)
			if (IS_ROOM(Map_point(xx,yy)) ||
				Map_point(xx,yy) == CROSSWALL) {
			    Map_point(x,y) = (yy != y) ? HWALL : VWALL;
			    yy = hi_yy;		/* end `yy' loop */
			    break;		/* end `xx' loop */
			}
	    }
	}
}

/*
 * We need to check the subrooms apartenance to an existing room.
 */
boolean
check_subrooms()
{
	unsigned i, j, n_subrooms;
	boolean	found, ok = TRUE;
	char	*last_parent, msg[256];

	for (i = 0; i < nrooms; i++)
	    if (tmproom[i]->parent) {
		found = FALSE;
		for(j = 0; j < nrooms; j++)
		    if (tmproom[j]->name &&
			    !strcmp(tmproom[i]->parent, tmproom[j]->name)) {
			found = TRUE;
			break;
		    }
		if (!found) {
		    Sprintf(msg,
			    "Subroom error : parent room '%s' not found!",
			    tmproom[i]->parent);
		    yyerror(msg);
		    ok = FALSE;
		}
	    }

	msg[0] = '\0';
	last_parent = msg;
	for (i = 0; i < nrooms; i++)
	    if (tmproom[i]->parent) {
		n_subrooms = 0;
		for(j = i; j < nrooms; j++) {
/*
 *	This is by no means perfect, but should cut down the duplicate error
 *	messages by over 90%.  The only problem will be when either subrooms
 *	are mixed in the level definition (not likely but possible) or rooms
 *	have subrooms that have subrooms.
 */
		    if (!strcmp(tmproom[i]->parent, last_parent)) continue;
		    if (tmproom[j]->parent &&
			    !strcmp(tmproom[i]->parent, tmproom[j]->parent)) {
			n_subrooms++;
			if(n_subrooms > MAX_SUBROOMS) {

			    Sprintf(msg,
	      "Subroom error: too many subrooms attached to parent room '%s'!",
				    tmproom[i]->parent);
			    yyerror(msg);
			    last_parent = tmproom[i]->parent;
			    ok = FALSE;
			    break;
			}
		    }
		}
	    }
	return ok;
}

/*
 * Check that coordinates (x,y) are roomlike locations.
 * Print warning "str" if they aren't.
 */
void
check_coord(x, y, str)
int x, y;
const char *str;
{
    char ebuf[60];

    if (x >= 0 && y >= 0 && x <= (int)max_x_map && y <= (int)max_y_map &&
	(IS_ROCK(tmpmap[y][x]) || IS_DOOR(tmpmap[y][x]))) {
	Sprintf(ebuf, "%s placed in wall at (%02d,%02d)?!", str, x, y);
	yywarning(ebuf);
    }
}

/*
 * Here we want to store the maze part we just got.
 */
void
store_part()
{
	register unsigned i;

	/* Ok, We got the whole part, now we store it. */

	/* The Regions */

	if ((tmppart[npart]->nreg = nreg) != 0) {
		tmppart[npart]->regions = NewTab(region, nreg);
		for(i=0;i<nreg;i++)
		    tmppart[npart]->regions[i] = tmpreg[i];
	}
	nreg = 0;

	/* The Level Regions */

	if ((tmppart[npart]->nlreg = nlreg) != 0) {
		tmppart[npart]->lregions = NewTab(lev_region, nlreg);
		for(i=0;i<nlreg;i++)
		    tmppart[npart]->lregions[i] = tmplreg[i];
	}
	nlreg = 0;

	/* the doors */

	if ((tmppart[npart]->ndoor = ndoor) != 0) {
		tmppart[npart]->doors = NewTab(door, ndoor);
		for(i=0;i<ndoor;i++)
		    tmppart[npart]->doors[i] = tmpdoor[i];
	}
	ndoor = 0;

	/* the drawbridges */

	if ((tmppart[npart]->ndrawbridge = ndb) != 0) {
		tmppart[npart]->drawbridges = NewTab(drawbridge, ndb);
		for(i=0;i<ndb;i++)
		    tmppart[npart]->drawbridges[i] = tmpdb[i];
	}
	ndb = 0;

	/* The walkmaze directives */

	if ((tmppart[npart]->nwalk = nwalk) != 0) {
		tmppart[npart]->walks = NewTab(walk, nwalk);
		for(i=0;i<nwalk;i++)
		    tmppart[npart]->walks[i] = tmpwalk[i];
	}
	nwalk = 0;

	/* The non_diggable directives */

	if ((tmppart[npart]->ndig = ndig) != 0) {
		tmppart[npart]->digs = NewTab(digpos, ndig);
		for(i=0;i<ndig;i++)
		    tmppart[npart]->digs[i] = tmpdig[i];
	}
	ndig = 0;

	/* The non_passwall directives */

	if ((tmppart[npart]->npass = npass) != 0) {
		tmppart[npart]->passs = NewTab(digpos, npass);
		for(i=0;i<npass;i++)
		    tmppart[npart]->passs[i] = tmppass[i];
	}
	npass = 0;

	/* The ladders */

	if ((tmppart[npart]->nlad = nlad) != 0) {
		tmppart[npart]->lads = NewTab(lad, nlad);
		for(i=0;i<nlad;i++)
		    tmppart[npart]->lads[i] = tmplad[i];
	}
	nlad = 0;

	/* The stairs */

	if ((tmppart[npart]->nstair = nstair) != 0) {
		tmppart[npart]->stairs = NewTab(stair, nstair);
		for(i=0;i<nstair;i++)
		    tmppart[npart]->stairs[i] = tmpstair[i];
	}
	nstair = 0;

	/* The altars */
	if ((tmppart[npart]->naltar = naltar) != 0) {
		tmppart[npart]->altars = NewTab(altar, naltar);
		for(i=0;i<naltar;i++)
		    tmppart[npart]->altars[i] = tmpaltar[i];
	}
	naltar = 0;

	/* The fountains */

	if ((tmppart[npart]->nfountain = nfountain) != 0) {
		tmppart[npart]->fountains = NewTab(fountain, nfountain);
		for(i=0;i<nfountain;i++)
		    tmppart[npart]->fountains[i] = tmpfountain[i];
	}
	nfountain = 0;

	/* the traps */

	if ((tmppart[npart]->ntrap = ntrap) != 0) {
		tmppart[npart]->traps = NewTab(trap, ntrap);
		for(i=0;i<ntrap;i++)
		    tmppart[npart]->traps[i] = tmptrap[i];
	}
	ntrap = 0;

	/* the monsters */

	if ((tmppart[npart]->nmonster = nmons) != 0) {
		tmppart[npart]->monsters = NewTab(monster, nmons);
		for(i=0;i<nmons;i++)
		    tmppart[npart]->monsters[i] = tmpmonst[i];
	} else
		tmppart[npart]->monsters = 0;
	nmons = 0;

	/* the objects */

	if ((tmppart[npart]->nobject = nobj) != 0) {
		tmppart[npart]->objects = NewTab(object, nobj);
		for(i=0;i<nobj;i++)
		    tmppart[npart]->objects[i] = tmpobj[i];
	} else
		tmppart[npart]->objects = 0;
	nobj = 0;

	/* The gold piles */

	if ((tmppart[npart]->ngold = ngold) != 0) {
		tmppart[npart]->golds = NewTab(gold, ngold);
		for(i=0;i<ngold;i++)
		    tmppart[npart]->golds[i] = tmpgold[i];
	}
	ngold = 0;

	/* The engravings */

	if ((tmppart[npart]->nengraving = nengraving) != 0) {
		tmppart[npart]->engravings = NewTab(engraving, nengraving);
		for(i=0;i<nengraving;i++)
		    tmppart[npart]->engravings[i] = tmpengraving[i];
	} else
		tmppart[npart]->engravings = 0;
	nengraving = 0;

	npart++;
	n_plist = n_mlist = n_olist = 0;
}

/*
 * Here we want to store the room part we just got.
 */
void
store_room()
{
	register unsigned i;

	/* Ok, We got the whole room, now we store it. */

	/* the doors */

	if ((tmproom[nrooms]->ndoor = ndoor) != 0) {
		tmproom[nrooms]->doors = NewTab(room_door, ndoor);
		for(i=0;i<ndoor;i++)
		    tmproom[nrooms]->doors[i] = tmprdoor[i];
	}
	ndoor = 0;

	/* The stairs */

	if ((tmproom[nrooms]->nstair = nstair) != 0) {
		tmproom[nrooms]->stairs = NewTab(stair, nstair);
		for(i=0;i<nstair;i++)
		    tmproom[nrooms]->stairs[i] = tmpstair[i];
	}
	nstair = 0;

	/* The altars */
	if ((tmproom[nrooms]->naltar = naltar) != 0) {
		tmproom[nrooms]->altars = NewTab(altar, naltar);
		for(i=0;i<naltar;i++)
		    tmproom[nrooms]->altars[i] = tmpaltar[i];
	}
	naltar = 0;

	/* The fountains */

	if ((tmproom[nrooms]->nfountain = nfountain) != 0) {
		tmproom[nrooms]->fountains = NewTab(fountain, nfountain);
		for(i=0;i<nfountain;i++)
		    tmproom[nrooms]->fountains[i] = tmpfountain[i];
	}
	nfountain = 0;

	/* The sinks */

	if ((tmproom[nrooms]->nsink = nsink) != 0) {
		tmproom[nrooms]->sinks = NewTab(sink, nsink);
		for(i=0;i<nsink;i++)
		    tmproom[nrooms]->sinks[i] = tmpsink[i];
	}
	nsink = 0;

	/* The pools */

	if ((tmproom[nrooms]->npool = npool) != 0) {
		tmproom[nrooms]->pools = NewTab(pool, npool);
		for(i=0;i<npool;i++)
		    tmproom[nrooms]->pools[i] = tmppool[i];
	}
	npool = 0;

	/* the traps */

	if ((tmproom[nrooms]->ntrap = ntrap) != 0) {
		tmproom[nrooms]->traps = NewTab(trap, ntrap);
		for(i=0;i<ntrap;i++)
		    tmproom[nrooms]->traps[i] = tmptrap[i];
	}
	ntrap = 0;

	/* the monsters */

	if ((tmproom[nrooms]->nmonster = nmons) != 0) {
		tmproom[nrooms]->monsters = NewTab(monster, nmons);
		for(i=0;i<nmons;i++)
		    tmproom[nrooms]->monsters[i] = tmpmonst[i];
	} else
		tmproom[nrooms]->monsters = 0;
	nmons = 0;

	/* the objects */

	if ((tmproom[nrooms]->nobject = nobj) != 0) {
		tmproom[nrooms]->objects = NewTab(object, nobj);
		for(i=0;i<nobj;i++)
		    tmproom[nrooms]->objects[i] = tmpobj[i];
	} else
		tmproom[nrooms]->objects = 0;
	nobj = 0;

	/* The gold piles */

	if ((tmproom[nrooms]->ngold = ngold) != 0) {
		tmproom[nrooms]->golds = NewTab(gold, ngold);
		for(i=0;i<ngold;i++)
		    tmproom[nrooms]->golds[i] = tmpgold[i];
	}
	ngold = 0;

	/* The engravings */

	if ((tmproom[nrooms]->nengraving = nengraving) != 0) {
		tmproom[nrooms]->engravings = NewTab(engraving, nengraving);
		for(i=0;i<nengraving;i++)
		    tmproom[nrooms]->engravings[i] = tmpengraving[i];
	} else
		tmproom[nrooms]->engravings = 0;
	nengraving = 0;

	nrooms++;
}

/*
 * Output some info common to all special levels.
 */
static void
write_common_data(fd, typ, init, flgs)
int fd, typ;
lev_init *init;
long flgs;
{
	char c;
	uchar len;
	static struct version_info version_data = {
			VERSION_NUMBER, VERSION_FEATURES,
			VERSION_SANITY1, VERSION_SANITY2
	};

	Write(fd, &version_data, sizeof version_data);
	c = typ;
	Write(fd, &c, sizeof(c));	/* 1 byte header */
	Write(fd, init, sizeof(lev_init));
	Write(fd, &flgs, sizeof flgs);

	len = (uchar) strlen(tmpmessage);
	Write(fd, &len, sizeof len);
	if (len) Write(fd, tmpmessage, (int) len);
	tmpmessage[0] = '\0';
}

/*
 * Output monster info, which needs string fixups, then release memory.
 */
static void
write_monsters(fd, nmonster_p, monsters_p)
int fd;
char *nmonster_p;
monster ***monsters_p;
{
	monster *m;
	char *name, *appr;
	int j, n = (int)*nmonster_p;

	Write(fd, nmonster_p, sizeof *nmonster_p);
	for (j = 0; j < n; j++) {
	    m = (*monsters_p)[j];
	    name = m->name.str;
	    appr = m->appear_as.str;
	    m->name.str = m->appear_as.str = 0;
	    m->name.len = name ? strlen(name) : 0;
	    m->appear_as.len = appr ? strlen(appr) : 0;
	    Write(fd, m, sizeof *m);
	    if (name) {
		Write(fd, name, m->name.len);
		Free(name);
	    }
	    if (appr) {
		Write(fd, appr, m->appear_as.len);
		Free(appr);
	    }
	    Free(m);
	}
	if (*monsters_p) {
	    Free(*monsters_p);
	    *monsters_p = 0;
	}
	*nmonster_p = 0;
}

/*
 * Output object info, which needs string fixup, then release memory.
 */
static void
write_objects(fd, nobject_p, objects_p)
int fd;
char *nobject_p;
object ***objects_p;
{
	object *o;
	char *name;
	int j, n = (int)*nobject_p;

	Write(fd, nobject_p, sizeof *nobject_p);
	for (j = 0; j < n; j++) {
	    o = (*objects_p)[j];
	    name = o->name.str;
	    o->name.str = 0;	/* reset in case `len' is narrower */
	    o->name.len = name ? strlen(name) : 0;
	    Write(fd, o, sizeof *o);
	    if (name) {
		Write(fd, name, o->name.len);
		Free(name);
	    }
	    Free(o);
	}
	if (*objects_p) {
	    Free(*objects_p);
	    *objects_p = 0;
	}
	*nobject_p = 0;
}

/*
 * Output engraving info, which needs string fixup, then release memory.
 */
static void
write_engravings(fd, nengraving_p, engravings_p)
int fd;
char *nengraving_p;
engraving ***engravings_p;
{
	engraving *e;
	char *engr;
	int j, n = (int)*nengraving_p;

	Write(fd, nengraving_p, sizeof *nengraving_p);
	for (j = 0; j < n; j++) {
	    e = (*engravings_p)[j];
	    engr = e->engr.str;
	    e->engr.str = 0;	/* reset in case `len' is narrower */
	    e->engr.len = strlen(engr);
	    Write(fd, e, sizeof *e);
	    Write(fd, engr, e->engr.len);
	    Free(engr);
	    Free(e);
	}
	if (*engravings_p) {
	    Free(*engravings_p);
	    *engravings_p = 0;
	}
	*nengraving_p = 0;
}

/*
 * Open and write maze or rooms file, based on which pointer is non-null.
 * Return TRUE on success, FALSE on failure.
 */
boolean
write_level_file(filename, room_level, maze_level)
char *filename;
splev *room_level;
specialmaze *maze_level;
{
	int fout;
	char lbuf[60];

	lbuf[0] = '\0';
#ifdef PREFIX
	Strcat(lbuf, PREFIX);
#endif
	Strcat(lbuf, filename);
	Strcat(lbuf, LEV_EXT);

	fout = open(lbuf, O_WRONLY|O_CREAT|O_BINARY, OMASK);
	if (fout < 0) return FALSE;

	if (room_level)
	    write_rooms(fout, room_level);
	else if (maze_level)
	    write_maze(fout, maze_level);
	else
	    panic("write_level_file");

	(void) close(fout);
	return TRUE;
}

/*
 * Here we write the structure of the maze in the specified file (fd).
 * Also, we have to free the memory allocated via alloc().
 */
static void
write_maze(fd, maze)
int fd;
specialmaze *maze;
{
	short i,j;
	mazepart *pt;

	write_common_data(fd, SP_LEV_MAZE, &(maze->init_lev), maze->flags);

	Write(fd, &(maze->filling), sizeof(maze->filling));
	Write(fd, &(maze->numpart), sizeof(maze->numpart));
					 /* Number of parts */
	for(i=0;i<maze->numpart;i++) {
	    pt = maze->parts[i];

	    /* First, write the map */

	    Write(fd, &(pt->halign), sizeof(pt->halign));
	    Write(fd, &(pt->valign), sizeof(pt->valign));
	    Write(fd, &(pt->xsize), sizeof(pt->xsize));
	    Write(fd, &(pt->ysize), sizeof(pt->ysize));
	    for(j=0;j<pt->ysize;j++) {
		if(!maze->init_lev.init_present ||
		   pt->xsize > 1 || pt->ysize > 1)
		    Write(fd, pt->map[j], pt->xsize * sizeof *pt->map[j]);
		Free(pt->map[j]);
	    }
	    Free(pt->map);

	    /* level region stuff */
	    Write(fd, &pt->nlreg, sizeof pt->nlreg);
	    for (j = 0; j < pt->nlreg; j++) {
		lev_region *l = pt->lregions[j];
		char *rname = l->rname.str;
		l->rname.str = 0;	/* reset in case `len' is narrower */
		l->rname.len = rname ? strlen(rname) : 0;
		Write(fd, l, sizeof *l);
		if (rname) {
		    Write(fd, rname, l->rname.len);
		    Free(rname);
		}
		Free(l);
	    }
	    if (pt->nlreg > 0)
		Free(pt->lregions);

	    /* The random registers */
	    Write(fd, &(pt->nrobjects), sizeof(pt->nrobjects));
	    if(pt->nrobjects) {
		    Write(fd, pt->robjects, pt->nrobjects);
		    Free(pt->robjects);
	    }
	    Write(fd, &(pt->nloc), sizeof(pt->nloc));
	    if(pt->nloc) {
		    Write(fd, pt->rloc_x, pt->nloc);
		    Write(fd, pt->rloc_y, pt->nloc);
		    Free(pt->rloc_x);
		    Free(pt->rloc_y);
	    }
	    Write(fd, &(pt->nrmonst), sizeof(pt->nrmonst));
	    if(pt->nrmonst) {
		    Write(fd, pt->rmonst, pt->nrmonst);
		    Free(pt->rmonst);
	    }

	    /* subrooms */
	    Write(fd, &(pt->nreg), sizeof(pt->nreg));
	    for(j=0;j<pt->nreg;j++) {
		    Write(fd, pt->regions[j], sizeof(region));
		    Free(pt->regions[j]);
	    }
	    if(pt->nreg > 0)
		    Free(pt->regions);

	    /* the doors */
	    Write(fd, &(pt->ndoor), sizeof(pt->ndoor));
	    for(j=0;j<pt->ndoor;j++) {
		    Write(fd, pt->doors[j], sizeof(door));
		    Free(pt->doors[j]);
	    }
	    if (pt->ndoor > 0)
		    Free(pt->doors);

	    /* The drawbridges */
	    Write(fd, &(pt->ndrawbridge), sizeof(pt->ndrawbridge));
	    for(j=0;j<pt->ndrawbridge;j++) {
		    Write(fd, pt->drawbridges[j], sizeof(drawbridge));
		    Free(pt->drawbridges[j]);
	    }
	    if(pt->ndrawbridge > 0)
		    Free(pt->drawbridges);

	    /* The mazewalk directives */
	    Write(fd, &(pt->nwalk), sizeof(pt->nwalk));
	    for(j=0; j<pt->nwalk; j++) {
		    Write(fd, pt->walks[j], sizeof(walk));
		    Free(pt->walks[j]);
	    }
	    if (pt->nwalk > 0)
		    Free(pt->walks);

	    /* The non_diggable directives */
	    Write(fd, &(pt->ndig), sizeof(pt->ndig));
	    for(j=0;j<pt->ndig;j++) {
		    Write(fd, pt->digs[j], sizeof(digpos));
		    Free(pt->digs[j]);
	    }
	    if (pt->ndig > 0)
		    Free(pt->digs);

	    /* The non_passwall directives */
	    Write(fd, &(pt->npass), sizeof(pt->npass));
	    for(j=0;j<pt->npass;j++) {
		    Write(fd, pt->passs[j], sizeof(digpos));
		    Free(pt->passs[j]);
	    }
	    if (pt->npass > 0)
		    Free(pt->passs);

	    /* The ladders */
	    Write(fd, &(pt->nlad), sizeof(pt->nlad));
	    for(j=0;j<pt->nlad;j++) {
		    Write(fd, pt->lads[j], sizeof(lad));
		    Free(pt->lads[j]);
	    }
	    if (pt->nlad > 0)
		    Free(pt->lads);

	    /* The stairs */
	    Write(fd, &(pt->nstair), sizeof(pt->nstair));
	    for(j=0;j<pt->nstair;j++) {
		    Write(fd, pt->stairs[j], sizeof(stair));
		    Free(pt->stairs[j]);
	    }
	    if (pt->nstair > 0)
		    Free(pt->stairs);

	    /* The altars */
	    Write(fd, &(pt->naltar), sizeof(pt->naltar));
	    for(j=0;j<pt->naltar;j++) {
		    Write(fd, pt->altars[j], sizeof(altar));
		    Free(pt->altars[j]);
	    }
	    if (pt->naltar > 0)
		    Free(pt->altars);

	    /* The fountains */
	    Write(fd, &(pt->nfountain), sizeof(pt->nfountain));
	    for(j=0;j<pt->nfountain;j++) {
		Write(fd, pt->fountains[j], sizeof(fountain));
		Free(pt->fountains[j]);
	    }
	    if (pt->nfountain > 0)
		    Free(pt->fountains);

	    /* The traps */
	    Write(fd, &(pt->ntrap), sizeof(pt->ntrap));
	    for(j=0;j<pt->ntrap;j++) {
		    Write(fd, pt->traps[j], sizeof(trap));
		    Free(pt->traps[j]);
	    }
	    if (pt->ntrap)
		    Free(pt->traps);

	    /* The monsters */
	    write_monsters(fd, &pt->nmonster, &pt->monsters);

	    /* The objects */
	    write_objects(fd, &pt->nobject, &pt->objects);

	    /* The gold piles */
	    Write(fd, &(pt->ngold), sizeof(pt->naltar));
	    for(j=0;j<pt->ngold;j++) {
		    Write(fd, pt->golds[j], sizeof(gold));
		    Free(pt->golds[j]);
	    }
	    if (pt->ngold > 0)
		    Free(pt->golds);

	    /* The engravings */
	    write_engravings(fd, &pt->nengraving, &pt->engravings);

	    Free(pt);
	}

	Free(maze->parts);
	maze->parts = (mazepart **)0;
	maze->numpart = 0;
}

/*
 * Here we write the structure of the room level in the specified file (fd).
 */
static void
write_rooms(fd, lev)
int fd;
splev *lev;
{
	short i,j, size;
	room *pt;

	write_common_data(fd, SP_LEV_ROOMS, &(lev->init_lev), lev->flags);

	/* Random registers */

	Write(fd, &lev->nrobjects, sizeof(lev->nrobjects));
	if (lev->nrobjects)
		Write(fd, lev->robjects, lev->nrobjects);
	Write(fd, &lev->nrmonst, sizeof(lev->nrmonst));
	if (lev->nrmonst)
		Write(fd, lev->rmonst, lev->nrmonst);

	Write(fd, &(lev->nroom), sizeof(lev->nroom));
							/* Number of rooms */
	for(i=0;i<lev->nroom;i++) {
		pt = lev->rooms[i];

		/* Room characteristics */

		size = (short) (pt->name ? strlen(pt->name) : 0);
		Write(fd, &size, sizeof(size));
		if (size)
			Write(fd, pt->name, size);

		size = (short) (pt->parent ? strlen(pt->parent) : 0);
		Write(fd, &size, sizeof(size));
		if (size)
			Write(fd, pt->parent, size);

		Write(fd, &(pt->x), sizeof(pt->x));
		Write(fd, &(pt->y), sizeof(pt->y));
		Write(fd, &(pt->w), sizeof(pt->w));
		Write(fd, &(pt->h), sizeof(pt->h));
		Write(fd, &(pt->xalign), sizeof(pt->xalign));
		Write(fd, &(pt->yalign), sizeof(pt->yalign));
		Write(fd, &(pt->rtype), sizeof(pt->rtype));
		Write(fd, &(pt->chance), sizeof(pt->chance));
		Write(fd, &(pt->rlit), sizeof(pt->rlit));
		Write(fd, &(pt->filled), sizeof(pt->filled));

		/* the doors */
		Write(fd, &(pt->ndoor), sizeof(pt->ndoor));
		for(j=0;j<pt->ndoor;j++)
			Write(fd, pt->doors[j], sizeof(room_door));

		/* The stairs */
		Write(fd, &(pt->nstair), sizeof(pt->nstair));
		for(j=0;j<pt->nstair;j++)
			Write(fd, pt->stairs[j], sizeof(stair));

		/* The altars */
		Write(fd, &(pt->naltar), sizeof(pt->naltar));
		for(j=0;j<pt->naltar;j++)
			Write(fd, pt->altars[j], sizeof(altar));

		/* The fountains */
		Write(fd, &(pt->nfountain), sizeof(pt->nfountain));
		for(j=0;j<pt->nfountain;j++)
			Write(fd, pt->fountains[j], sizeof(fountain));

		/* The sinks */
		Write(fd, &(pt->nsink), sizeof(pt->nsink));
		for(j=0;j<pt->nsink;j++)
			Write(fd, pt->sinks[j], sizeof(sink));

		/* The pools */
		Write(fd, &(pt->npool), sizeof(pt->npool));
		for(j=0;j<pt->npool;j++)
			Write(fd, pt->pools[j], sizeof(pool));

		/* The traps */
		Write(fd, &(pt->ntrap), sizeof(pt->ntrap));
		for(j=0;j<pt->ntrap;j++)
			Write(fd, pt->traps[j], sizeof(trap));

		/* The monsters */
		write_monsters(fd, &pt->nmonster, &pt->monsters);

		/* The objects */
		write_objects(fd, &pt->nobject, &pt->objects);

		/* The gold piles */
		Write(fd, &(pt->ngold), sizeof(pt->ngold));
		for(j=0;j<pt->ngold;j++)
			Write(fd, pt->golds[j], sizeof(gold));

		/* The engravings */
		write_engravings(fd, &pt->nengraving, &pt->engravings);

	}

	/* The corridors */
	Write(fd, &lev->ncorr, sizeof(lev->ncorr));
	for (i=0; i < lev->ncorr; i++)
		Write(fd, lev->corrs[i], sizeof(corridor));
}

/*
 * Release memory allocated to a rooms-style special level; maze-style
 * levels have the fields freed as they're written; monsters, objects, and
 * engravings are freed as written for both styles, so not handled here.
 */
void
free_rooms(lev)
splev *lev;
{
	room *r;
	int j, n = lev->nroom;

	while(n--) {
		r = lev->rooms[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->ngold) != 0) {
			while(j--)
				Free(r->golds[j]);
			Free(r->golds);
		}
		Free(r);
		lev->rooms[n] = (room *)0;
	}
	Free(lev->rooms);
	lev->rooms = (room **)0;
	lev->nroom = 0;

	for (j = 0; j < lev->ncorr; j++) {
		Free(lev->corrs[j]);
		lev->corrs[j] = (corridor *)0;
	}
	Free(lev->corrs);
	lev->corrs = (corridor **)0;
	lev->ncorr = 0;

	Free(lev->robjects);
	lev->robjects = (char *)0;
	lev->nrobjects = 0;
	Free(lev->rmonst);
	lev->rmonst = (char *)0;
	lev->nrmonst = 0;
}

#ifdef STRICT_REF_DEF
/*
 * Any globals declared in hack.h and descendents which aren't defined
 * in the modules linked into lev_comp should be defined here.  These
 * definitions can be dummies:  their sizes shouldn't matter as long as
 * as their types are correct; actual values are irrelevant.
 */
#define ARBITRARY_SIZE 1
/* attrib.c */
struct attribs attrmax, attrmin;
/* files.c */
const char *configfile;
char lock[ARBITRARY_SIZE];
char SAVEF[ARBITRARY_SIZE];
# ifdef MICRO
char SAVEP[ARBITRARY_SIZE];
# endif
/* termcap.c */
struct tc_lcl_data tc_lcl_data;
# ifdef TEXTCOLOR
#  ifdef TOS
const char *hilites[CLR_MAX];
#  else
char NEARDATA *hilites[CLR_MAX];
#  endif
# endif
/* trap.c */
const char *traps[TRAPNUM];
/* window.c */
struct window_procs windowprocs;
/* xxxtty.c */
# ifdef DEFINE_OSPEED
short ospeed;
# endif
#endif	/* STRICT_REF_DEF */

/*lev_main.c*/
