----------------------------------------------------------------
-- BUILDER
----------------------------------------------------------------
--
--  Oblige Level Maker (C) 2006,2007 Andrew Apted
--
--  This program is free software; you can redistribute it and/or
--  modify it under the terms of the GNU General Public License
--  as published by the Free Software Foundation; either version 2
--  of the License, or (at your option) any later version.
--
--  This program is distributed in the hope that it will be useful,
--  but WITHOUT ANY WARRANTY; without even the implied warranty of
--  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
--  GNU General Public License for more details.
--
----------------------------------------------------------------


function copy_block(B, ...)
  local result = copy_table(B)

  result.things = {}
  
  -- copy the overrides and corner adjustments
  for i = 1,9 do
    if B[i] then result[i] = copy_table(B[i]) end
  end

  return result
end

function copy_block_with_new(B, newbie)
  return merge_table(copy_block(B), newbie)
end

function block_is_used(B)
  if B.solid or B.f_tex or B.fragments then return true end
  return false
end


function side_to_chunk(side)
  if side == 2 then return 2, 1 end
  if side == 8 then return 2, 3 end
  if side == 4 then return 1, 2 end
  if side == 6 then return 3, 2 end
  error ("side_to_chunk: bad side " .. side)
end

function dir_to_corner(dir, W, H)
  if dir == 1 then return 1,1 end
  if dir == 3 then return W,1 end
  if dir == 7 then return 1,H end
  if dir == 9 then return W,H end
  error ("dir_to_corner: bad dir " .. dir)
end

function chunk_touches_side(kx, ky, side)
  if side == 4 then return kx == 1 end
  if side == 6 then return kx == 3 end
  if side == 2 then return ky == 1 end
  if side == 8 then return ky == 3 end
end

function is_roomy(chunk)
  return chunk and (chunk.kind == "room" or chunk.kind == "link")
end

function random_where(link, border)

  local LINK_WHERES = { 3, 3, 9, 3, 3 }

  if GAME.caps.blocky_doors or
     (link.quest and link.quest.kind == "key") or
     link.cells[1].is_exit or link.cells[2].is_exit
  then
    LINK_WHERES = { 1, 3, 9, 3, 1 }
  end

  for zzz,c in ipairs(link.cells) do
--???    if c.small_exit then return 0 end
  end

  if (link.kind == "door" and rand_odds(4)) or
     (link.kind ~= "door" and rand_odds(15))
  then
    if border.long >= 7 then
--!!!!      return "double";
    end
  end

  if (link.kind == "arch" and rand_odds(33)) or
     (link.kind == "falloff" and rand_odds(99)) or
     (link.kind == "vista" and rand_odds(50))
  then
--!!!!    return "wide";
  end

---???  if link.kind == "falloff" then return 0 end

  return rand_index_by_probs(LINK_WHERES) - 3
end


function show_blocks(cell) -- FIXME
  assert(cell.blocks)
  for y = BH,1,-1 do
    for x = 1,BW do
      local B = cell.blocks[x][y]
      con.printf(B and (B.fragments and "%" or
                      (B.sector and "/" or "#")) or ".")
    end
    con.printf("\n")
  end
end

function show_fragments(block)
  assert(block.fragments)
  for y = FH,1,-1 do
    for x = 1,FW do
      local fg = block.fragments[x][y]
      con.printf(fg and (fg.sector and "/" or "#") or ".")
    end
    con.printf("\n")
  end
end

function add_special_pickup_spot(c, bx,by, dx,dy, specialness)
  if not c.special_spots then
    c.special_spots = {}
  end

  local SPOT =
  {
    c=c, x=bx, y=by, dx=dx, dy=dy, double=false,
    specialness=specialness,
  }

  table.insert(c.special_spots, SPOT)

  table.sort(c.special_spots,
    function(a, b)
      return a.specialness > b.specialness
    end)

  return SPOT
end

function fill(c, sx, sy, ex, ey, B, B2)
  if sx > ex then sx, ex = ex, sx end
  if sy > ey then sy, ey = ey, sy end
  for x = sx,ex do
    for y = sy,ey do
      assert(valid_block(x, y))

      local N = copy_block(B)
      PLAN.blocks[x][y] = N

      if B2 then
        merge_table(N, B2)
      end

      N.mark = N.mark or c.mark
    end
  end
end

function c_fill(c, sx, sy, ex, ey, B, B2)
  fill(c, c.bx1-1+sx, c.by1-1+sy, c.bx1-1+ex, c.by1-1+ey, B, B2)
end

function gap_fill(c, sx, sy, ex, ey, B, B2)
  if sx > ex then sx, ex = ex, sx end
  if sy > ey then sy, ey = ey, sy end
  for x = sx,ex do
    for y = sy,ey do

if not valid_block(x,y) then
con.printf("gap_fill: invalid block (%d,%d)  max: (%d,%d)\n", x,y, PLAN.blk_w, PLAN.blk_h)
error("invalid block")
end
      assert(valid_block(x, y))

      local X = PLAN.blocks[x][y]

      if not X or not block_is_used(X) then
        fill(c, x,y, x,y, B, B2)
      end
    end
  end
end

function frag_fill(c, sx, sy, ex, ey, F, F2)

  if sx > ex then sx, ex = ex, sx end
  if sy > ey then sy, ey = ey, sy end
  for x = sx,ex do
    for y = sy,ey do
      local bx, fx = div_mod(x, FW)
      local by, fy = div_mod(y, FH)
      
      if not PLAN.blocks[bx][by] then
        PLAN.blocks[bx][by] = {}
      end

      local B = PLAN.blocks[bx][by]
      B.solid = nil

      if not B.fragments then
        B.fragments = array_2D(FW, FH)
      end

      local N = copy_block(F)
      B.fragments[fx][fy] = N

      if F2 then merge_table(N, F2) end

      N.mark = N.mark or c.mark
    end
  end
end


function move_corner(c, x,y,corner, dx,dy)

  local B = PLAN.blocks[x][y]
  assert(B)

  if not B[corner] then
    B[corner] = {}
  else
    dx = dx + (B[corner].dx or 0)
    dy = dy + (B[corner].dy or 0)
  end

  B[corner].dx = dx
  B[corner].dy = dy

  -- ensure that the writer doesn't swallow up this block
  -- (which would lose the vertex we want to move)
  B.mark = allocate_mark()
end

-- the c_ prefix means (x,y) are cell-relative coords
function c_move_frag_corner(c, x,y,corner, dx,dy)

  local bx, fx = div_mod(x, FW)
  local by, fy = div_mod(y, FH)

  local B = PLAN.blocks[c.bx1-1+bx][c.by1-1+by]
  assert(B)
  assert(B.fragments)

  local F = B.fragments[fx][fy]
  assert(F)

  if not F[corner] then
    F[corner] = {}
  else
    dx = dx + (F[corner].dx or 0)
    dy = dy + (F[corner].dy or 0)
  end

  F[corner].dx = dx
  F[corner].dy = dy

  F.mark = allocate_mark()
end

 
function scale_block(B, scale)
  -- Note: doesn't set x_offsets
  scale = (scale - 1) * 32
  B[1] = { dx=-scale, dy=-scale }
  B[3] = { dx= scale, dy=-scale }
  B[7] = { dx=-scale, dy= scale }
  B[9] = { dx= scale, dy= scale }
end

function rotate_block(B, d)
  -- Note: doesn't set x_offsets
  B[1] = { dx= 32, dy= -d }
  B[3] = { dx=  d, dy= 32 }
  B[9] = { dx=-32, dy=  d }
  B[7] = { dx= -d, dy=-32 }
end


FAB_DIRECTION_MAP =
{
  [2] = { 1,2,3, 4,5,6, 7,8,9 },
  [8] = { 9,8,7, 6,5,4, 3,2,1 },

  [6] = { 3,6,9, 2,5,8, 1,4,7 },
  [4] = { 7,4,1, 8,5,2, 9,6,3 },

  -- mirror --

  [12] = { 3,2,1, 6,5,4, 9,8,7 },
  [18] = { 7,8,9, 4,5,6, 1,2,3 },

  [16] = { 9,6,3, 8,5,2, 7,4,1 },
  [14] = { 1,4,7, 2,5,8, 3,6,9 },
}

function B_prefab(c, fab,skin,parm, model,combo, x,y, dir,mirror_x,mirror_y)

  -- (x,y) is always the block with the lowest coordinate.
  -- dir == 2 is the natural mode, other values rotate it.

  assert(fab and skin and parm and combo)

  local focus = PLAN.blocks[x][y]
  if focus and focus.rmodel then
    focus = focus.rmodel
  else
    focus = model
  end

  parm.floor_h = parm.floor_h or focus.f_h
  parm.ceil_h  = parm.ceil_h  or focus.c_h

  local diff_h = parm.ceil_h - parm.floor_h

  parm.low_h  = parm.low_h  or (parm.floor_h + math.min(64, diff_h * 0.25))
  parm.high_h = parm.high_h or (parm. ceil_h - math.min(64, diff_h * 0.25))

  parm.mid_h  = parm.mid_h  or (parm.low_h + parm.high_h) / 2

  -- simulate Y mirroring using X mirroring instead
  if mirror_y then
    mirror_x = not mirror_x
    dir = 10-dir
  end

  local long = fab.long
  local deep = fab.deep
  
  if fab.scale ~= 64 then
    long, deep = long*4, deep*4
  end

  local function f_coords(ex, ey)
    if mirror_x then ex = long+1-ex end

        if dir == 8 then ex,ey = long+1-ex, deep+1-ey
    elseif dir == 6 then ex,ey = deep+1-ey, ex
    elseif dir == 4 then ex,ey =        ey, long+1-ex
    end

    if fab.scale == 64 then
      return x + ex - 1, y + ey - 1
    end
  
    local fx = 1 + (x-1)*FW + ex - 1
    local fy = 1 + (y-1)*FH + ey - 1

    return fx, fy
  end

  local function dd_coords(dx, dy)
    if mirror_x then dx = -dx end

        if dir == 8 then return -dx, -dy
    elseif dir == 6 then return -dy,  dx
    elseif dir == 4 then return  dy, -dx
    else return dx, dy -- dir == 2
    end
  end

  local function th_coords(tx, ty)
    local mid_x = long * (fab.scale or 16) / 2
    local mid_y = deep * (fab.scale or 16) / 2

    tx, ty = dd_coords(tx - mid_x, ty - mid_y)

    if dir == 4 or dir == 6 then mid_x,mid_y = mid_y,mid_x end

    tx, ty = mid_x + tx, mid_y + ty

    local bx = x + int(tx / 64)
    local by = y + int(ty / 64)

    local dx = (tx % 64) - 32
    local dy = (ty % 64) - 32

    return bx,by, dx,dy
  end


  local function parm_val(key)
    if parm[key] then return parm[key] end
    if skin[key] then return skin[key] end
    if model[key] then return model[key] end

--con.printf("Parms =\n%s\nSkin=\n%s\n", table_to_str(parm), table_to_str(skin))
    error("Bad fab/parameters: missing value for " .. key .. " in prefab: " .. fab.name)
  end

  local function what_h_ref(base, rel, h, add)

    local result = base

    if rel then
      if not parm[rel] then
        error("Missing f/c rel value: " .. rel .. " in prefab: " .. fab.name)
      end
      result = parm[rel]
    end

    if add then
      if not skin[add] then
        error("Missing f/c add value: " .. add .. " in prefab: " .. fab.name)
      end
      result = result + skin[add]
    end

    return result + (h or 0)
  end

  local function what_tex(base, key)
    if parm[key] then return parm[key] end
    if skin[key] then return skin[key] end

    if key == "sky" and combo.outdoor then return GAME.SKY_TEX end

    if parm[base]  then return parm[base] end
    if skin[base]  then return skin[base] end
    if combo[base] then return combo[base] end

    error("Unknown texture ref: " .. key .. " in prefab: " .. fab.name)
  end

  local function what_thing(name)
    if parm[name] then return parm[name] end
    if skin[name] then return skin[name] end

    error("Unknown thing ref: " .. name .. " in prefab: " .. fab.name)
  end

  local function compile_element(elem)

    local sec

    if elem.solid then
      sec = { solid=what_tex("wall", elem.solid) }
    else
      sec = copy_block(focus)

      -- Make sure the writer knows to mark secret doors as secret
      if elem.secret then
	sec.secret = "true"
      end

      if elem.f_h or elem.f_tex or elem.l_tex then
        sec.f_h   = what_h_ref(sec.f_h, elem.f_rel, elem.f_h, elem.f_add)
        sec.f_tex = what_tex("floor",elem.f_tex)
        sec.l_tex = what_tex("wall", elem.l_tex)
      end

      if elem.c_h or elem.c_tex or elem.u_tex then
        sec.c_h   = what_h_ref(sec.c_h, elem.c_rel, elem.c_h, elem.c_add)
        sec.c_tex = what_tex("ceil", elem.c_tex)
        sec.u_tex = what_tex("wall", elem.u_tex)
      end

      if elem.kind == "door_kind" then sec.door_dir = parm.door_dir end

      if elem.light then
        sec.light = elem.light
        if type(sec.light) == "string" then sec.light = parm_val(sec.light) end
      end
      if elem.light_add then
        sec.light = sec.light + elem.light_add
      end
    end

    sec.l_peg = elem.l_peg
    sec.u_peg = elem.u_peg

    sec.x_offset = elem.x_offset
    sec.y_offset = elem.y_offset

    if elem.mark then sec.mark = elem.mark end

    if elem.kind then sec[elem.kind] = parm_val(elem.kind) end
    if elem.tag  then sec[elem.tag]  = parm_val(elem.tag) end

    -- handle overrides

    for i = 1,9 do
      local OV = elem[i]
      if OV then
        OV = copy_block(OV)  -- don't modify the prefab!

        if OV.l_tex then OV.l_tex = what_tex("wall", OV.l_tex) end
        if OV.u_tex then OV.u_tex = what_tex("wall", OV.u_tex) end
        if OV.f_tex then OV.f_tex = what_tex("floor", OV.f_tex) end
        if OV.c_tex then OV.c_tex = what_tex("ceil", OV.c_tex) end
        if OV.rail  then OV.rail  = what_tex("rail", OV.rail) end

        if OV.x_offset and type(OV.x_offset) == "string" then OV.x_offset = parm_val(OV.x_offset) end
        if OV.y_offset and type(OV.y_offset) == "string" then OV.y_offset = parm_val(OV.y_offset) end

        if OV.kind then OV.kind = parm_val(OV.kind) end
        if OV.tag  then OV.tag  = parm_val(OV.tag) end

        if OV.dx or OV.dy then
          OV.dx, OV.dy = dd_coords(OV.dx or 0, OV.dy or 0)

          -- ensure that the writer doesn't swallow up the block
          -- (which would lose the vertex we want to move)
          if not sec.mark then
            sec.mark = allocate_mark()
          end
        end

        local s_dir = FAB_DIRECTION_MAP[dir + sel(mirror_x,10,0)][i]
        assert(s_dir)

        sec[s_dir] = OV
      end
    end

    -- 2008/May/14 : FIX for putting monsters onto crates (etc)
    if fab.scale == 64 and not fab.can_thing then
	sec.no_things = true
    end

    return sec
  end

  local ROOM = focus
  local WALL = { solid=what_tex("wall", "wall") }

  -- cache for compiled elements
  local cache = {}

  for ey = 1,deep do for ex = 1,long do
    local fx, fy = f_coords(ex,ey)

    local e = string.sub(fab.structure[deep+1-ey], ex, ex)

    if e == " " then
      -- do nothing
    else
      local sec, elem

      if e == "#" then
        sec = WALL
      elseif e == "." then
        sec = ROOM
      else
        elem = fab.elements[e]

        if not elem then
          error("Unknown element '" .. e .. "' in prefab:" .. fab.name)
        end

        if not cache[e] then
          cache[e] = compile_element(elem)
        end

        sec = cache[e]
      end

      if fab.scale == 64 then
        fill(c, fx,fy, fx,fy, sec)
      else
        frag_fill(c, fx,fy, fx,fy, sec)
      end

      if elem and elem.thing then
        local bx, by
        if fab.scale == 64 then
          bx,by = fx,fy
        else
          -- FIXME: offsets
          bx = div_mod(fx, FW)
          by = div_mod(fy, FH)
        end

        add_thing(c, bx,by, what_thing(elem.thing), false, elem.angle)
      end
    end
  end end

  -- add the final touches: things

  if fab.things then
    for zzz,tdef in ipairs(fab.things) do

      local bx,by, dx,dy = th_coords(tdef.x, tdef.y)

      if tdef.kind == "pickup_spot" then

        add_special_pickup_spot(c, bx,by, dx,dy, skin.pickup_specialness or 20)

      elseif tdef.kind == "cage_spot" then

        assert(not mirror_x)

        if tdef.double then
          if dir == 8 or dir == 6 then bx=bx-1 end
          if dir == 8 or dir == 4 then by=by-1 end
        end

        add_cage_spot(c, { c=c, x=bx, y=by, dx=dx, dy=dy, double=tdef.double })

      else
        local name = what_thing(tdef.kind)

        if name ~= "none" then
          -- FIXME !!! blocking
          local th = add_thing(c, bx,by, name, false)

          th.dx = dx
          th.dy = dy
        end
      end
    end
  end
end


--
-- Build a stair
--
-- (bx,by) is the lowest left corner (cf. B_prefab)
--
-- Z is the starting height
--
function B_stair(c, rmodel, bx,by, dir, long, deep, step)

  local dx, dy = dir_to_delta(dir)
  local ax, ay = dir_to_across(dir)

  if (dir == 2 or dir == 4) then
    bx,by = bx-(deep-1)*dx, by-(deep-1)*dy
  end

  local fx = (bx - 1) * FW + 1
  local fy = (by - 1) * FH + 1

  if (dir == 4) then fx = fx + FW - 1 end
  if (dir == 2) then fy = fy + FH - 1 end

  local zx = ax * (long*4-1)
  local zy = ay * (long*4-1)

  local z = rmodel.f_h

  -- first step is always raised off the ground
  if step > 0 then z = z + step end

  local out_dir = sel(step < 0, dir, 10-dir)

  local xo_dir1 = rotate_cw90(dir)
  local xo_dir2 = rotate_ccw90(dir)

  for i = 1,deep*4 do

    local STEP =
    {
      rmodel = rmodel,

      f_h   = z,
      f_tex = c.combo.step_floor or rmodel.f_tex,
      l_tex = rmodel.l_tex,

      [out_dir] = { l_tex=c.combo.step, l_peg="top" },

      [xo_dir1] = { x_offset= i*16 },
      [xo_dir2] = { x_offset=-i*16 },
    }

    frag_fill(c, fx, fy, fx+zx, fy+zy, STEP)

    fx = fx + dx
    fy = fy + dy
    z  = z  + step
  end

  -- mark area with stair info
  local min_h = math.min(rmodel.f_h, z)
  local max_h = math.max(rmodel.f_h, z)

  local stair_info = { kind="stair", dir=dir, step=step, min_h=min_h, max_h=max_h }

  local sx1 = math.min(bx, bx + (deep-1)*dx + (long-1)*ax)
  local sy1 = math.min(by, by + (deep-1)*dy + (long-1)*ay)
  local sx2 = math.max(bx, bx + (deep-1)*dx + (long-1)*ax)
  local sy2 = math.max(by, by + (deep-1)*dy + (long-1)*ay)

  for ix = sx1,sx2 do for iy = sy1,sy2 do
    PLAN.blocks[ix][iy].stair_info = stair_info
  end end
end


--
-- Build a lift
--
-- Z is the starting height
--
function B_lift(c, rmodel, bx,by, z1,z2, dir, long, deep)

  assert(GAME.lifts)

  local lift_def = GAME.lifts["fast"]
  if not lift_def or rand_odds(20) then
    lift_def = non_nil(GAME.lifts["slow"])
  end

  local dx, dy = dir_to_delta(dir)
  local ax, ay = dir_to_across(dir)

  if (dir == 2 or dir == 4) then
    bx,by = bx-(deep-1)*dx, by-(deep-1)*dy
  end

  local LIFT =
  {
    rmodel = rmodel,

    f_h = z2,
    f_tex = c.combo.lift_floor or GAME.mats.LIFT.floor,
    l_tex = c.combo.lift or GAME.mats.LIFT.wall,

    lift_kind = lift_def.kind,
    lift_walk = lift_def.walk,

    tag = allocate_tag(),

    [2] = { l_peg="top" }, [4] = { l_peg="top" },
    [6] = { l_peg="top" }, [8] = { l_peg="top" },

    stair_info = { kind="lift", dir=dir, step=step, min_h=z1, max_h=z2 },
  }

  fill(c, bx, by,
       bx + (long-1) * ax + (deep-1) * dx,
       by + (long-1) * ay + (deep-1) * dy, LIFT)
end


function cage_select_height(c, kind, rail, floor_h, ceil_h)

  if c[kind] and c[kind].z >= floor_h and rand_odds(80) then
    return c[kind].z, c[kind].open_top
  end
  
  local open_top = false

  if rail.h < 72 then open_top = true end
  if ceil_h >= floor_h + 256 then open_top = true end
  if dual_odds(c.outdoor, 50, 10) then open_top = true end

  local z1 = floor_h + 32
  local z2 = math.min(floor_h + 128, ceil_h - 16 - rail.h)

  local r = con.random() * 100
      if r < 16 then z2 = z1
  elseif r < 50 then z1 = z2
  end

  z1 = (z1+z2)/2

  if not c[kind] then
    c[kind] = { z=z1, open_top=open_top }
  end

  return (z1+z2)/2, open_top
end

function B_pillar_cage(c, combo, kx,ky, bx,by)

  local K = c.chunks[kx][ky]

  local rail
  if K.rmodel.c_h < K.rmodel.f_h+192 then
    rail = GAME.rails["r_1"]  -- FIXME: want "short" rail
  else
    rail = get_rand_rail()
  end
  assert(rail)

  local kind = sel(kx==2 and ky==2, "middle_cage", "pillar_cage")

  local z, open_top = cage_select_height(c, kind, rail, K.rmodel.f_h,K.rmodel.c_h)

  if kx==2 and ky==2 and dual_odds(c.combo.outdoor, 90, 20) then
    open_top = true
  end

  local CAGE = copy_block_with_new(K.rmodel,
  {
    f_h   = z,
    f_tex = combo.floor,
    l_tex = combo.wall,
    u_tex = combo.wall,
    rail  = rail.wall,
    is_cage = true,
  })

  if not open_top then
    CAGE.c_h = CAGE.f_h + rail.h
    CAGE.c_tex = combo.ceil
    CAGE.light = 192  -- FIXME: from CAGE combo
  end

--  if K.dud_chunk and (c.combo.outdoor or not c.sky_light) then
--    rotate_block(CAGE,32)
--  end

  fill(c, bx,by, bx,by, CAGE)

  local spot = {c=c, x=bx, y=by}
  if kx==2 and ky==2 then spot.different = true end

  add_cage_spot(c, spot)
end


--
-- Build a hidden monster closet
--
function B_monster_closet(c, K,kx,ky, z, tag)

  local bx, by = K.x1, K.y1

  local INNER = copy_block_with_new(c.rmodel,
  {
    f_h = z,

    --!! c_tex = c.combo.arch_ceil or c.rmodel.f_tex,

    l_tex = c.combo.wall,
    u_tex = c.combo.wall,

    is_cage = true,
  })

  local OUTER = copy_block_with_new(INNER,
  {
    c_h   = INNER.f_h,
    c_tex = c.combo.arch_ceil or INNER.f_tex,
    tag   = tag,
  })

  local fx = (bx - 1) * FW
  local fy = (by - 1) * FH

  frag_fill(c, fx+1,fy+1, fx+3*FW,fy+3*FH, OUTER);
  frag_fill(c, fx+2,fy+2, fx+3*FW-1,fy+3*FH-1, INNER)

  return { c=c, x=bx, y=by, double=true, dx=32, dy=32 }
end


--
-- Build a scenic vista!
--
-- c is the cell the walks out into the vista.
-- The other cell actually contains the vista.
-- 
-- The 'kind' can be: "solid", "frame", "open", "wire" OR "fall_over".
--
function B_vista(src,dest, x1,y1, x2,y2, side, b_combo,kind)

  local ROOM
  
  if kind == "solid" then
    ROOM = copy_block(src.rmodel)
  else
    ROOM = copy_block(dest.rmodel)
  end

  ROOM.f_h   = src.rmodel.f_h
  ROOM.f_tex = src.rmodel.f_tex
  ROOM.l_tex = b_combo.wall
  ROOM.u_tex = b_combo.wall

  ROOM.light = (src.rmodel.light + dest.rmodel.light) / 2

  ROOM.has_blocker = true

  if kind == "solid" then
    local h = rand_index_by_probs { 20, 80, 20, 40 }

    ROOM.c_h = ROOM.f_h + 96 + (h-1)*32

    if ROOM.c_h > dest.sky_h then
       ROOM.c_h = math.max(dest.sky_h, ROOM.f_h + 96)
    end

    if src.combo.outdoor then
      ROOM.c_tex = src.combo.ceil
    end
  end


  local LEDGE = copy_block(ROOM)

  if kind ~= "fall_over" then
    LEDGE.f_h = ROOM.f_h + 32
    LEDGE.impassible = true
  end

  if kind == "solid" then
    LEDGE.c_h = math.min(ROOM.c_h - 24, ROOM.f_h + 96)
  
  elseif kind == "frame" then
    LEDGE.c_h = ROOM.c_h - 24
    LEDGE.c_tex = b_combo.ceil
  end


  local ax,ay = dir_to_across(side)

  local fx1 = (x1 - 1) * FW + 1
  local fy1 = (y1 - 1) * FH + 1

  local fx2 = x2 * FW
  local fy2 = y2 * FH

  local px1,py1, px2,py2 = side_coords(side,    fx1,fy1, fx2,fy2)
  local wx1,wy1, wx2,wy2 = side_coords(10-side, fx1,fy1, fx2,fy2)


  local long = x2-x1+1
  local deep = y2-y1+1

  if side==4 or side==6 then long,deep = deep,long end
  

  if kind == "wire" or kind == "fall_over" then

    local rail = get_rand_rail()

    local curved = rand_odds(90)

    local cv_x1,cv_y1, cv_x2,cv_y2 = side_coords(side, x1,y1, x2,y2)
    local cv_dir1,cv_dir2

        if side == 2 then cv_dir1,cv_dir2 = 1,3
    elseif side == 4 then cv_dir1,cv_dir2 = 1,7
    elseif side == 6 then cv_dir1,cv_dir2 = 3,9
    elseif side == 8 then cv_dir1,cv_dir2 = 7,9
    end

    for x = x1,x2 do
      for y = y1,y2 do

        local overrides = {}

        if kind == "wire" then
          if x == x1 then overrides[4] = { rail=rail.wall, impassible=true } end
          if x == x2 then overrides[6] = { rail=rail.wall, impassible=true } end
          if y == y1 then overrides[2] = { rail=rail.wall, impassible=true } end
          if y == y2 then overrides[8] = { rail=rail.wall, impassible=true } end

          -- don't block the entryway
          overrides[10-side] = nil
        end

        -- curve ball!
        if curved then
          local dx,dy = dir_to_delta(10-side)
          if (x == cv_x1 and y == cv_y1) then
            -- 48 is the magical distance to align the railing
            overrides[cv_dir1] = { dx=(dx*48), dy=(dy*48) }
            overrides.mark = allocate_mark()
          end
          if (x == cv_x2 and y == cv_y2) then
            overrides[cv_dir2] = { dx=(dx*48), dy=(dy*48) }
            overrides.mark = allocate_mark()
          end
        end

        fill(src, x,y, x,y, ROOM, overrides)
      end
    end

  else -- solid, frame, open or fall_over

    frag_fill(src, fx1,fy1, fx2,fy2, LEDGE)
    frag_fill(src, fx1+1,fy1+1, fx2-1,fy2-1, ROOM)

    --- walkway ---

    frag_fill(src, wx1+ax,wy1+ay, wx2-ax,wy2-ay, ROOM)
  end


  --- pillars ---

  if kind == "solid" or kind == "frame" then

    local support = b_combo.vista_support or b_combo.wall

    local fp_min = 2.0 + long / 7.0
    local fp_max = 2.0 + long / 3.0

    local sp_min = 2.0 + deep / 6.0
    local sp_max = 2.0 + deep / 2.5

    local front_pillars = int( rand_range(fp_min, fp_max) + rand_skew()*0.5 )
    local  side_pillars = int( rand_range(sp_min, sp_max) + rand_skew()*0.5 )

    con.debugf("VISTA %dx%d --> PILLARS front:%d side:%d\n", long, deep,
               front_pillars, side_pillars)

    for fp = 1, front_pillars do
      local u = (fp - 1) / (front_pillars - 1)

      local x = int(px1 + (px2-px1) * u)
      local y = int(py1 + (py2-py1) * u)
      
      frag_fill(src, x,y, x,y, { solid=support })
    end

    for sp = 1, side_pillars do
      local u = (sp - 1) / (side_pillars - 1)

      local x1 = int(px1 + (wx1-px1) * u)
      local y1 = int(py1 + (wy1-py1) * u)
      
      frag_fill(src, x1,y1, x1,y1, { solid=support })
      
      local x2 = int(px2 + (wx2-px2) * u)
      local y2 = int(py2 + (wy2-py2) * u)

      frag_fill(src, x2,y2, x2,y2, { solid=support })
    end
  end 


  -- FIXME !!! add spots to room
  -- return { c=src, x=x1+dx, y=y1+dy, double=true, dx=32, dy=32 }
end


function B_exit_elevator(c, x, y, side)

  local def = non_nil(GAME.misc_fabs["elevator"])
  local fab = non_nil(PREFABS[def.prefab])

  local parm =
  {
    door_kind = "door_elevator", door_dir = side,
  }

  local dir = 10-side
  -- FIXME: generalise this
  if side == 2 then x=x-1
  elseif side == 8 then x=x-1; y=y-fab.deep+1
  elseif side == 4 then y=y-1
  elseif side == 6 then x=x-fab.deep+1; y=y-1
  end

  B_prefab(c, fab, def.skin, parm, c.rmodel,c.combo, x, y, dir)
end


----------------------------------------------------------------

SKY_LIGHT_FUNCS =
{
  all      = function(kx,ky, x,y) return true end,
  middle   = function(kx,ky, x,y) return kx==2 and ky==2 end,
  pillar   = function(kx,ky, x,y) return not (kx==2 and ky==2) end,

--  pillar_2 = function(kx,ky, x,y) return kx==2 and ky==2 end,

  double_x = function(kx,ky, x,y) return (x % 2) == 0 end,
  double_y = function(kx,ky, x,y) return (y % 2) == 0 end,

  triple_x = function(kx,ky, x,y) return (x % 3) == 2 end,
  triple_y = function(kx,ky, x,y) return (y % 3) == 2 end,

  holes_2 = function(kx,ky, x,y) return (x % 2) == 0 and (y % 2) == 0 end,
  holes_3 = function(kx,ky, x,y) return (x % 3) == 2 and (y % 3) == 2 end,

  boggle = function(kx,ky, x,y)
    return not ((x % 3) == 2 or (y % 3) == 2) end,

  pin_hole = function(kx,ky, x,y)
    return kx==2 and ky==2 and (x % 3 )== 2 and (y % 3) == 2 end,

  cross_1 = function(kx,ky, x,y)
    return (kx==2 and (x % 3) == 2) or 
           (ky==2 and (y % 3) == 2) end,

  cross_2 = function(kx,ky, x,y)
    return (kx==2 and ky==2) and
      ((x % 3) == 2 or (y % 3) == 2) end,

  pieces_1 = function(kx,ky, x,y)
    return (kx~=2 and ky==2 and (y%3)==2) or
           (kx==2 and ky~=2 and (x%3)==2) end,

  pieces_2 = function(kx,ky, x,y)
    return (kx~=2 and ky==2 and (x%3)==2) or
           (kx==2 and ky~=2 and (y%3)==2) end,

  weird = function(kx,ky, x,y)
    return (kx==2 or ky==2) and not (kx==2 and ky==2) and
      ((x % 3) == 2 or (y % 3) == 2) end,

--  cross = function(kx,ky, x,y) return kx==2 or  ky==2 end,
--  hash  = function(kx,ky, x,y)
--    return (kx==2 or ky==2) and not
--      ((x % 3) == 1 or (y % 3) == 1) end,
}

function random_sky_light()
  local names = {}
  for _,kind in ipairs(sorted_table_keys(SKY_LIGHT_FUNCS)) do
    table.insert(names,kind)
  end
  return rand_element(names)
end

function mark_walkable(c, walk, x1,y1, x2,y2)
  assert(x2 >= x1 and y2 >= y1)
  assert(valid_cell_block(c, x1, y1))
  assert(valid_cell_block(c, x2, y2))

  for x = x1,x2 do for y = y1,y2 do
    local B = PLAN.blocks[x][y]
    assert(B)

    if not B.walk or walk > B.walk then
      B.walk = walk
    end
  end end
end

function shrink_tendril(rec, pos)
  assert(rec.tendrils[pos] >= 1)

  rec.tendrils[pos] = rec.tendrils[pos] - 1
  rec.total_blk = rec.total_blk - 1
end

function limit_tendril(rec, pos, deep)
  if rec.tendrils[pos] > deep then
    rec.total_blk = rec.total_blk - (rec.tendrils[pos] - deep)
    rec.tendrils[pos] = deep
  end
end

function clip_reclaim_by_bbox(rec, x1,y1, x2,y2)
  local side = rec.side
  local deep

      if side == 2 then if y2 < rec.y1 then return else deep = y1 - rec.y1 end
  elseif side == 4 then if x2 < rec.x1 then return else deep = x1 - rec.x1 end
  elseif side == 8 then if y1 > rec.y1 then return else deep = rec.y1 - y2 end
  elseif side == 6 then if x1 > rec.x1 then return else deep = rec.x1 - x2 end
  end

  deep = math.max(0, deep)

  local p1, p2 = 1, rec.long

  if (side == 2 or side == 8) then
    if x1 > rec.x2 or x2 < rec.x1 then return end
    
    p1 = math.max(p1, x1 - rec.x1 + 1)
    p2 = math.min(p2, x2 - rec.x1 + 1)
  else
    if y1 > rec.y2 or y2 < rec.y1 then return end
    
    p1 = math.max(p1, y1 - rec.y1 + 1)
    p2 = math.min(p2, y2 - rec.y1 + 1)
  end

if p1>p2 then
con.printf("p_range:%d..%d  rec:(%d,%d)..(%d,%d) side:%d\n", p1,p2,
rec.x1,rec.y1, rec.x2,rec.y2, rec.side)
con.printf("BBOX:(%d,%d)..(%d,%d)\n", x1,y1, x2,y2)
end
  assert(p1 <= p2)

  for pos = p1, p2 do
    limit_tendril(rec, pos, deep)
  end
end

function tendril_min_max(rec)
  local t_min = 9999
  local t_max = 0

  for pos = 1,rec.long do
    t_min = math.min(rec.tendrils[pos], t_min)
    t_max = math.max(rec.tendrils[pos], t_max)
  end

  return t_min, t_max
end


----------------------------------------------------------------


function setup_rmodel(c)

  c.rmodel =
  {
    f_h=c.floor_h,
    f_tex=c.combo.floor,
    l_tex=c.combo.wall,

    c_h=c.ceil_h,
    c_tex=c.combo.ceil,
    u_tex=c.combo.wall,

    light=c.light,

    floor_code=c.floor_code,
  }

  if c.combo.outdoor then
    c.rmodel.c_tex = GAME.SKY_TEX
  end

  if not c.rmodel.light then
    c.rmodel.light = sel(c.combo.outdoor, 192, 144)
  end

  c.mark = allocate_mark()
end

function make_chunks()

  local function space_it_out(c)

    if PLAN.coop and c == PLAN.quests[1].first then
      c.space_factor = 95
      return
    end

    local range =
      c.room_type.space_range or
      c.combo.space_range or
      (not PLAN.deathmatch and c.quest.theme.space_range) or
      GAME.space_range

    assert(range)

    c.space_factor = rand_irange(range[1], range[2])
  end

  local K_BORD_PROBS = { 0, 60, 90, 15, 5, 1 }

  local function decide_chunk_sizes(total, q_pos)
    assert(total >= 3)

    if total <  6 then return 1, total-2, 1 end
    if total == 6 then return 2, 2, 2 end

    local L, M, R

    if q_pos then
      M = int((total+2) / 3)
      L = int(total / 3)
      R = total - M - L

          if q_pos == 1 then return M, L, R
      elseif q_pos == 2 then return L, M, R
      else assert(q_pos==3); return R, L, M
      end
    end 

    repeat
        L = rand_index_by_probs(K_BORD_PROBS)
        R = rand_index_by_probs(K_BORD_PROBS)
        M = total - L - R
    until M >= 2 and M <= 6

    return L, M, R
  end

  local function create_chunks(c)

    c.chunks = array_2D(3, 3)

    for kx = 1,3 do for ky = 1,3 do

       c.chunks[kx][ky] =
       {
         c=c, kx=kx, ky=ky, kind="empty"
       }
    end end
  end

  local function setup_chunk_sizes(c)
    assert(c.bw >= GAME.cell_min_size)
    assert(c.bh >= GAME.cell_min_size)

    -- decide depths of each side
    local L, M, R = decide_chunk_sizes(c.bw, c.q_spot and c.q_spot.kx)
    local B, N, T = decide_chunk_sizes(c.bh, c.q_spot and c.q_spot.ky)

    c.chunk_sizes =
    {
      L=L, M=M, R=R,
      B=B, N=N, T=T
    }

    for kx = 1,3 do for ky = 1,3 do
      local K = c.chunks[kx][ky]

      K.w = sel(kx == 1, L, sel(kx == 2, M, R))
      K.h = sel(ky == 1, B, sel(ky == 2, N, T))

      local dx = sel(kx == 1, 0, sel(kx == 2, L, L+M))
      local dy = sel(ky == 1, 0, sel(ky == 2, B, B+N))

      K.x1 = c.bx1 + dx
      K.y1 = c.by1 + dy
      K.x2 = c.bx1 + dx + K.w - 1
      K.y2 = c.by1 + dy + K.h - 1
    end end
  end

  local function count_empty_chunks(c)
    local count = 0
    for kx = 1,3 do
      for ky = 1,3 do
        if not c.chunks[kx][ky] then
          count = count + 1
        end
      end
    end
    return count
  end


  local function set_link_coords(c, side, link)
    
    local D = c.border[side]
    assert(D)

    assert(link.long <= D.long)

    if link.where == "double" or link.where == "wide" or
       link.long == D.long
    then
      link.x1, link.y1 = D.x1, D.y1
      link.x2, link.y2 = D.x2, D.y2

      return
    end

    local diff = D.long - link.long
    local pos

        if link.where == -2 then pos = 0
    elseif link.where == -1 then pos = int((diff+2)/4)
    elseif link.where ==  0 then pos = int(diff / 2)
    elseif link.where ==  1 then pos = diff - int((diff+2)/4)
    elseif link.where ==  2 then pos = diff
    else
      error("Bad where value: " .. tostring(link.where))
    end

    if link.where == 0 and (diff % 2) == 1 and (side < 5) then
      pos = pos + 1
    end

    local ax, ay = dir_to_across(side)

    link.x1 = D.x1 + pos * ax
    link.y1 = D.y1 + pos * ay

--con.printf("link_L:%d border_L:%d  where:%d -> pos:%d..%d\n",
--link.long, D.long, link.where, pos, pos + link.long - 1)

    pos = pos + link.long - 1

    link.x2 = D.x1 + pos * ax
    link.y2 = D.y1 + pos * ay

--con.printf("BORDER: (%d,%d) .. (%d,%d)\n", D.x1, D.y1, D.x2, D.y2)
--con.printf("LINK:   (%d,%d) .. (%d,%d)\n", link.x1, link.y1, link.x2, link.y2)

    assert(link.x1 >= D.x1); assert(link.y1 >= D.y1)
    assert(link.x2 <= D.x2); assert(link.y2 <= D.y2)
  end

  local function overlaps_chunk(K, x1,y1, x2,y2)

    if x2 < K.x1 or x1 > K.x2 then return false end
    if y2 < K.y1 or y1 > K.y2 then return false end

    return true
  end
  
  local function alloc_door_spot(c, side, link)

    local clasher
    local dx,dy = dir_to_delta(side)

    for kx = 1,3 do for ky = 1,3 do
      local K = c.chunks[kx][ky]

      if overlaps_chunk(K, link.x1-dx, link.y1-dy, link.x2-dx, link.y2-dy) then

        if K.kind == "link" then
          clasher = K.link

        else
          K.kind = "link"
          K.link = link
        end
      end 
    end end

    return clasher

--[[ OLDIES BUT GOODIES...

    -- figure out which chunks are needed

    local kx, ky = side_to_chunk(side)
    local ax, ay = dir_to_across(side)

    assert(not c.chunks[kx][ky].link)

    if link.where == "double" then
      table.insert(coords, {x=kx+ax, y=ky+ay})
      table.insert(coords, {x=kx-ax, y=ky-ay})
      
      local no_void = c.closet[2] or c.closet[4] or c.closet[6] or c.closet[8]

      -- what shall we put in-between?
      local r = con.random() * 100
      local K
      if r < 40 then
        c.chunks[kx][ky] = new_chunk(c, kx,ky, "link",link)
      elseif r < 80 or no_void then
        c.chunks[kx][ky] = new_chunk(c, kx,ky, "room")
      else
        c.chunks[kx][ky] = new_chunk(c, kx,ky, "void")
      end

    elseif link.where == "wide" then
      table.insert(coords, {x=kx+ax, y=ky+ay})
      table.insert(coords, {x=kx   , y=ky   })
      table.insert(coords, {x=kx-ax, y=ky-ay})

    else
      local d_pos = where_to_block(link.where, link.long)
      -- FIXME DUPLICATED SHITE
      local d_min, d_max = 1, BW - (link.long-1)
      if (d_pos < d_min) then d_pos = d_min end
      if (d_pos > d_max) then d_pos = d_max end

      local j1 = int((d_pos - 1) / JW)
      local j2 = int((d_pos - 1 + link.long-1) / JW)
      
      for j = j1,j2 do
        assert (0 <= j and j < KW)
        table.insert(coords,
          { x = kx-ax + ax * j, y = ky-ay + ay * j })
      end

    end

    -- now check for clashes
    local has_clash = false

    for zzz,loc in ipairs(coords) do

      kx, ky = loc.x, loc.y
      assert (1 <= kx and kx <= KW)
      assert (1 <= ky and ky <= KH)

      if c.chunks[kx][ky] then
        -- do c.chunks[kx][ky] = { link="#" }; return true end
        has_clash = true
        c.chunks.clasher = c.chunks[kx][ky]
      else
        c.chunks[kx][ky] = new_chunk(c, kx,ky, "link",link )
      end
    end
    return not has_clash
--]]
  end

  local function clear_link_allocs(c)
    c.got_links = nil

    for kx = 1,3 do for ky = 1,3 do
      local K = c.chunks[kx][ky]
      if K.kind == "link" then K.kind = "empty" end
    end end
  end

  local function alloc_link_chunks(c, loop)

    -- last time was successful, nothing to do
    if c.got_links then return true end

    for _,side in ipairs(sorted_table_keys(c.link)) do
      local L = c.link[side]

      local clash_L = alloc_door_spot(c, side, L)

      if clash_L then

        con.debugf("CLASH (%d,%d) -> (%d,%d)  L:%s/%s  K:%s/%s\n",
          clash_L.cells[1].x, clash_L.cells[1].y,
          clash_L.cells[2].x, clash_L.cells[2].y,
          L.kind, L.where, clash_L.kind, clash_L.where)

        -- be fair about which link we will blame
        if rand_odds(50) then
          L = clash_L

          for i = 2,8,2 do
            if c.link[i] == L then
              side = i
              break
            end
          end
        end

        assert(c.link[side] == L)

        local other = link_other(L, c)

        -- reset the allocation in the offending cells
        clear_link_allocs(c)
        clear_link_allocs(other)

        -- choose a new place
        L.where = random_where(L, c.border[side])
        set_link_coords(c, side, L)

        if loop >= 512 then

          -- Emergency!! our options are to:
          --   1. reorganise chunks
          --   2. make links narrower
          --   3. remove falloffs/vistas

          if (loop % 8) < 3 then
            setup_chunk_sizes(c)
          elseif (loop % 8) < 6 then
            L.long = 2
          elseif (L.kind == "vista") or (L.kind == "falloff") then
            c.link[side] = nil
            other.link[10-side] = nil
          end
        end

        return false
      end
    end

    c.got_links = true

    return true
  end


  local function add_travel_chunks(c)

    -- give each chunk a travel ID.  Touching chunks can
    -- merge the id's (choose lowest value).  After some
    -- iterations, the existence of multiple IDS means that
    -- we need to add extra chunks.

    -- These are shuffled to give better randomness of the
    -- grow algorithm.  They are re-used for efficiency.
    local SIDES  = { 2,4,6,8 }
    local KX_MAP = { 1,2,3 }
    local KY_MAP = { 1,2,3 }

    local function init()
      local chunk_list = {}
      
      for kx = 1,3 do for ky = 1,3 do
        local K = c.chunks[kx][ky]
        K.travel_id = ky*10 + kx
        if is_roomy(K) then
          table.insert(chunk_list, { x=kx,y=ky })
        end
      end end

      return chunk_list
    end

    local function merge()
      for loop=1,12 do
        for kx = 1,3 do for ky = 1,3 do
          for side = 6,8,2 do
            local dx, dy = dir_to_delta(side)
            local nx, ny = kx+dx, ky+dy

            if valid_chunk(nx,ny) then
              local K1 = c.chunks[kx][ky]
              local K2 = c.chunks[nx][ny]

              if is_roomy(K1) and is_roomy(K2) then
                K1.travel_id = math.min(K1.travel_id, K2.travel_id)
                K2.travel_id = K1.travel_id
              end
            end
          end
        end end
      end
    end

    local function has_islands()
      local last
      for kx = 1,3 do for ky = 1,3 do
        local K = c.chunks[kx][ky]
        if not is_roomy(K) then
          -- skip it
        elseif not last then last = K
        elseif K.travel_id ~= last.travel_id then 
          return true
        end
      end end
      return false
    end

    local function grow(chunk_list)
      
      local function grow_a_pair(K, N, bridge)

        assert(N.kind == "empty")

        --[[ if N.kx==2 and N.ky==2 and rand_odds(50) then
          N.kind = "room"
        elseif --]]

        if K.kind == "vista" then
          if bridge and bridge.link and bridge.kind ~= "vista" then
            N.kind = "link"
            N.link = bridge.link
          else
            N.kind = "room"
          end
        else
          assert(K.kind == "link" or K.kind == "room")
          N.kind = K.kind
          N.link = K.link
        end

        table.insert(chunk_list, { x=N.kx, y=N.ky })
      end

      -- look for the optimal solution: a "bridge" between two
      -- different groups.  Do it by studying the empty chunks.

      rand_shuffle(SIDES)
      rand_shuffle(KX_MAP)
      rand_shuffle(KY_MAP)

      for ix=1,3 do for iy=1,3 do
        local kx,ky = KX_MAP[ix], KY_MAP[iy]
        local K = c.chunks[kx][ky]

        if K.kind == "empty" then
          local last_K

          for zzz,side in ipairs(SIDES) do
            local N = chunk_neighbour(c, K, side)
            local dx,dy = dir_to_delta(side)

            if N and is_roomy(N) then
              if not last_K then
                last_K = N
              elseif N.travel_id ~= last_K.travel_id then
                -- FOUND ONE !!
                con.debugf("Found travel bridge @ (%d,%d) [%d,%d]^%d\n", c.x,c.y, kx,ky,side)
                if rand_odds(50) then
                  grow_a_pair(last_K, K, N)
                else
                  grow_a_pair(N, K, last_K)
                end
                return true
              end
            end

          end
        end
      end end

      -- failing that, grow a chunk at random

      for i = 1,#chunk_list do

        local kx,ky = chunk_list[i].x, chunk_list[i].y
        local K1 = c.chunks[kx][ky]
        assert(K1 and is_roomy(K1))

        for zzz,side in ipairs(SIDES) do
          local dx,dy = dir_to_delta(side)
          if valid_chunk(kx+dx, ky+dy) then
            local K2 = c.chunks[kx+dx][ky+dy]
            assert(K2)
        
            if K2.kind == "empty" then
              grow_a_pair(K1, K2)
con.debugf("GROWING AT RANDOM [%d,%d] -> [%d,%d]\n", K1.kx,K1.ky, K2.kx,K2.ky)
              return true
            end

          end
        end

        -- try next chunk in list...
      end

      error("add_travel_chunks: grow failed!")
    end

    --- add_travel_chunks ---

    if c.scenic then return end

    do
      local MID = c.chunks[2][2]

      if MID.kind == "empty" and not c.hallway and
         (c == PLAN.quests[1].first or c == c.quest.last or
          dual_odds(links_in_cell(c) >= 3, 70, 25))
      then
        MID.kind = "room"
      end
    end

    chunk_list = init()

    if #chunk_list < 1 then con.printf("0 #chunk_list!")
	return 
    end

    assert(#chunk_list >= 1)

    merge()

    for loop=1,99 do
      if not has_islands() then break end
      
      rand_shuffle(chunk_list)
      rand_shuffle(SIDES)
      
      grow(chunk_list)
      merge()
    end
  end


  local function chunk_similar(k1, k2)
    assert(k1 and k2)
    if k1.void and k2.void then return true end
    if k1.room and k2.room then return true end
    if k1.cage and k2.cage then return true end
    if k1.liquid and k2.liquid then return true end
    if k1.link and k2.link then return k1.link == k2.link end
    return false
  end

  local BIG_CAGE_ADJUST = { less=50, normal=75, more=90 }

--  local function try_flush_side(c)
--
--    -- select a side
--    local side = rand_irange(1,4) * 2
--    local x1, y1, x2, y2 = side_coords(side, 1,1, 3,3)
--
--    local common
--    local possible = true
--
--    for x = x1,x2 do
--      for y = y1,y2 do
--        if not possible then break end
--        
--        local K = c.chunks[x][y]
--
--        if not K then
--          -- continue
--        elseif K.vista then
--          possible = false
--        elseif not common then
--          common = K
--        elseif not chunk_similar(common, K) then
--          possible = false
--        end
--      end
--    end
--
--    if not (possible and common) then return end
--
--    if not PLAN.coop then
--      -- let user adjustment parameters control whether closets and
--      -- cages are made bigger.
--      if common.closet and not rand_odds(BIG_CAGE_ADJUST[SETTINGS.traps]) then
--        return
--      end
--      if common.cage and not rand_odds(BIG_CAGE_ADJUST[SETTINGS.mons]) then
--        return
--      end
--    end
--
--    for kx = x1,x2 do
--      for ky = y1,y2 do
--        if not c.chunks[kx][ky] then
--          c.chunks[kx][ky] = copy_chunk(c, kx, ky, common)
--        end
--      end
--    end
--  end

--  local function try_grow_room(c)
--    local kx, ky
--
--    repeat
--      kx, ky = rand_irange(1,3), rand_irange(1,3)
--    until c.chunks[kx][ky] and c.chunks[kx][ky].room
--
--    local dir_order = { 2,4,6,8 }
--    rand_shuffle(dir_order)
--
--    for zzz,dir in ipairs(dir_order) do
--      local nx,ny = dir_to_delta(dir)
--      nx, ny = kx+nx, ky+ny
--
--      if valid_chunk(nx, ny) then
--        if not c.chunks[nx][ny] then
--          c.chunks[nx][ny] = new_chunk(c, nx, ny, "room")
--          return -- SUCCESS --
--        end
--      end
--    end
--  end

--  local function try_add_special(c, kind)
--    
--    if kind == "liquid" then
--      if not c.liquid then return end
--      if c.is_exit and rand_odds(98) then return end
--    end
--
--    -- TODO: more cage themes...
--    if kind == "cage" then
--      if not GAME.mats.CAGE then return end
--      if c.scenic then return end
--    end
--
--    local posits = {}
--
--    for kx = 1,3 do
--      for ky = 1,3 do
--        if not c.chunks[kx][ky] then
--          -- make sure cage has a walkable neighbour
--          for dir = 2,8,2 do
--            local nx,ny = dir_to_delta(dir)
--            nx, ny = kx+nx, ky+ny
--
--            if valid_chunk(nx, ny) and c.chunks[nx][ny] and
--               (c.chunks[nx][ny].room or c.chunks[nx][ny].link)
--            then
--              table.insert(posits, {x=kx, y=ky})
--              break;
--            end
--          end
--        end
--      end
--    end
--
--    if #posits == 0 then return end
--
--    local p = rand_element(posits)
--
--    c.chunks[p.x][p.y] = new_chunk(c, p.x, p.y, kind)
--  end

  local function add_closet_chunks(c)
    if not c.quest.closet then return end

    local closet = c.quest.closet

    for idx,place in ipairs(closet.places) do
      if place.c == c then

        -- !!! FIXME: determine side _HERE_ (not in planner)
        local kx,ky = side_to_chunk(place.side)

        if c.chunks[kx][ky] then
          con.printf("WARNING: monster closet stomped a chunk!\n")
          con.printf("CELL (%d,%d)  CHUNK (%d,%d)\n", c.x, c.y, kx, ky)
          con.printf("%s\n", table_to_str(c.chunks[kx][ky], 2))

          show_chunks()
        end

        con.debugf("CLOSET CHUNK @ (%d,%d) [%d,%d]\n", c.x, c.y, kx, ky)

        local K = new_chunk(c, kx,ky, "void")
        K.closet = true
        K.place = place

        c.chunks[kx][ky] = K
      end
    end
  end

--  local function grow_small_exit(c)
--    assert(c.entry_dir)
--    local kx,ky = side_to_chunk(10 - c.entry_dir)
--
--    if c.chunks[kx][ky] then
--      con.printf("WARNING: small_exit stomped a chunk!\n")
--    end
--
--    local r = con.random() * 100
--
--    if r < 2 then
--      c.chunks[kx][ky] = new_chunk(c, kx,ky, "room")
--    elseif r < 12 then
--      c.chunks[kx][ky] = new_chunk(c, kx,ky, "cage")
--      c.smex_cage = true
--    end
--
--    void_it_up(c)
--  end

--  local function flesh_out_cell(c)
--
--    if PLAN.deathmatch and c.x == 1 and c.y == PLAN.h then
--      add_dm_exit(c)
--    end
--
--    -- possibilities:
--    --   (a) fill unused chunks with void
--    --   (b) fill unused chunks with room
--    --   (c) fill unused chunk from nearby ledge
--
--    -- FIXME get probabilities from theme
--    local kinds = { "room", "void", "flush", "cage", "liquid" }
--    local probs = { 60, 10, 97, 5, 70 }
--
--    if not c.combo.outdoor then probs[2] = 15 end
--
--    if SETTINGS.mons == "less" then probs[4] = 3.2 end
--    if SETTINGS.mons == "more" then probs[4] = 7.5 end
--
--    if PLAN.deathmatch then probs[4] = 0 end
--
--    if c.scenic then probs[2] = 2; probs[4] = 0 end
--
--    -- special handling for hallways...
--    if c.hallway then
--      if rand_odds(probs[4]) then
--        try_add_special(c, "cage")
--      end
--      void_it_up(c)
--    end
--
--    if c.small_exit then
--      grow_small_exit(c)
--    end
--
--    if c.scenic and c.vista_from then
--      -- Bleh...
--      if c.liquid and rand_odds(75) then
--        void_it_up(c, "liquid")
--      else
--        void_it_up(c, "room")
--      end
--    end
--
--    while count_empty_chunks(c) > 0 do
--
--      local idx = rand_index_by_probs(probs)
--      local kind = kinds[idx]
--
--      if kind == "room" then
--        try_grow_room(c)
--      elseif kind == "void" then
--        void_it_up(c)
--      elseif kind == "flush" then
--        try_flush_side(c)
--      else
--        try_add_special(c, kind)
--      end
--    end
--  end


  local function setup_chunk_rmodels(c)

    local empties = {}
    local SIDES   = { 2,4,6,8 }

    local function gunk_pass(K)
      for zzz,side in ipairs(SIDES) do

        local N = chunk_neighbour(c, K, side)
        if N and N.rmodel and N.kind ~= "vista" then

          K.rmodel = copy_table(N.rmodel)
          return
        end
      end
    end

    --- STEP 1: setup known chunks
 
    local highest
 
    for kx = 1,3 do for ky = 1,3 do
      local K = c.chunks[kx][ky]
      assert(K)

      if K.kind == "empty" then
        table.insert(empties, K)

      elseif K.kind == "vista" then
        -- fixed up later

      else -- "room", "link" etc..
        K.rmodel = copy_table(c.rmodel)

        if K.link then
          local other = link_other(K.link, c)

          if K.link.build == c or K.link.kind == "falloff" then
            -- no change
          else
            K.rmodel.f_h = other.rmodel.f_h
            K.rmodel.c_h = math.max(c.rmodel.c_h, other.rmodel.c_h)
          end
        end

        if not highest or highest.f_h < K.rmodel.f_h then
          highest = K.rmodel
        end

        if K.kind == "liquid" then -- FIXME
          K.rmodel.f_h   = K.rmodel.f_h - 12
          K.rmodel.f_tex = c.liquid.floor
          K.rmodel.l_tex = c.liquid.wall or c.rmodel.l_tex
        end
      end
    end end

    --- STEP 2: setup empty chunks

    -- none at all ? (Scenic cells)
    if not highest then
      highest = c.rmodel
      while #empties > 0 do
        local K = table.remove(empties)
        K.rmodel = copy_table(highest)
        K.kind = "room"
      end
    end

    while #empties > 0 do
      rand_shuffle(empties)
      rand_shuffle(SIDES)

      local K = table.remove(empties, 1)

      gunk_pass(K)

      if not K.rmodel then  -- try again later
        assert(#empties > 0)
        table.insert(empties, K)
      end
    end

    -- STEP 3: setup vistas, remembering the "empty" rmodel

    for kx = 1,3 do for ky = 1,3 do
      local K = c.chunks[kx][ky]
      assert(K)

      if K.kind == "vista" then
        local other = link_other(K.link, c)

        K.ground_model = copy_table(highest)
        K.rmodel = copy_table(other.rmodel)
      end
    end end

    -- fix c_min and c_max values
    c.c_min =  99999
    c.c_max = -99999

    local M_min =  99999
    local M_max = -99999

    for kx = 1,3 do for ky = 1,3 do
      local K = c.chunks[kx][ky]

      c.c_min = math.min(c.c_min, K.rmodel.c_h)
      c.c_max = math.max(c.c_max, K.rmodel.c_h)

      if (kx==2) or (ky==2) then
        M_min = math.min(M_min, K.rmodel.c_h)
        M_max = math.max(M_max, K.rmodel.c_h)
      end
    end end

    -- raise middle ceiling to match highest neighbour
    if not c.combo.outdoor then
      local mid_K = c.chunks[2][2]

      if M_max - M_min >= 48 then
        mid_K.rmodel.c_h = (M_min + M_max) / 2
      else
        mid_K.rmodel.c_h = M_max
      end
    end
  end

  local function mark_vista_chunks(c)

    -- mark the chunks containing the intruder
    for kx = 1,3 do for ky = 1,3 do
      local K = c.chunks[kx][ky]
      if K.link and K.link.kind == "vista" and c == K.link.vista_dest then
        K.kind = "vista"
        K.no_reclaim = true
      end
    end end
  end

  local function create_huge_vista(c)

    if c.chunks[2][2].kind ~= "empty" then return end

--    if rand_odds(75) then return end

    local vista_x, vista_y

    local side_vistas   = 0
    local corner_vistas = 0

    for kx = 1,3 do for ky = 1,3 do
      local K = c.chunks[kx][ky]
      if K.kind == "vista" then
        vista_x, vista_y = kx, ky
        if kx==2 or ky==2 then
          side_vistas = side_vistas + 1
        else
          corner_vistas = corner_vistas + 1
        end
      end
    end end

    if side_vistas ~= 1 or corner_vistas > 0 then return end

    con.debugf("Making HUGE VISTA @ (%d,%d)\n", c.x, c.y);

    local K = c.chunks[vista_x][vista_y]
    assert(K and K.kind == "vista")

    local N = c.chunks[2][2]

    N.kind = "vista"
    N.link = K.link
    N.no_reclaim = true

    K.link.huge = true
  end

  local function add_vista_environs(c)

    -- make sure the vista(s) have something to see

    for kx = 1,3 do for ky = 1,3 do
      local K = c.chunks[kx][ky]
      if K.kind == "vista" then
        for nx = kx-1,kx+1 do for ny = ky-1,ky+1 do
          local N = valid_chunk(nx, ny) and c.chunks[nx][ny]
          if N and N.kind == "empty" then
            N.kind = "room"
          end
        end end
      end
    end end
  end

  local function add_stairs(c)

    --> result: certain chunks have a "stair_dir" field.
    -->         Direction to neighbour chunk.  Stair/Lift will
    -->         be built inside that chunk.

    local function init_connx()

      for kx = 1,3 do for ky = 1,3 do
        local K = c.chunks[kx][ky]
        assert(K)

        K.stair = {}

        if is_roomy(K) then
          K.connect_id = ky*10 + kx
        end
      end end
    end

    local function dump_connx()
      con.printf("connx @ (%d,%d):\n", c.x,c.y)
      for ky = 3,1,-1 do
        for kx = 1,3 do
          con.printf(" % 3d", c.chunks[kx][ky].connect_id or -77)
        end
        con.printf("\n")
      end
    end

    local function is_fully_connected()
      local last
      for kx = 1,3 do for ky = 1,3 do
        local K = c.chunks[kx][ky]
        if not K.connect_id then
          -- skip it
        elseif not last then last = K
        elseif K.connect_id ~= last.connect_id then 
          return false
        end
      end end
      return true
    end

    local function merge_connx()

      local function are_connected(K, N, dir)
        if math.abs(K.rmodel.f_h - N.rmodel.f_h) <= MAX_STEP then
          return true
        end
        if K.stair[dir] then return true end
        return false
      end

      for loop = 1,12 do
        for kx = 1,3 do for ky = 1,3 do
          local K1 = c.chunks[kx][ky]
          for dir = 6,8,2 do
            local dx,dy = dir_to_delta(dir)
            if valid_chunk(kx+dx,ky+dy) then
              local K2 = c.chunks[kx+dx][ky+dy]
              if K1.connect_id and K2.connect_id and are_connected(K1,K2, dir) then
                K1.connect_id = math.min(K1.connect_id, K2.connect_id)
                K2.connect_id = K1.connect_id
              end
            end
          end
        end end
      end
    end

    local function add_one_stair()

      -- find the best chunk pair to use

      local best_diff = 999999
      local coords = {}

      for kx = 1,3 do for ky = 1,3 do
        local K = c.chunks[kx][ky]

          for side = 6,8,2 do
            local dx,dy = dir_to_delta(side)

            if valid_chunk(kx+dx, ky+dy) then
              local N = c.chunks[kx+dx][ky+dy]
              if K.connect_id and N.connect_id and K.connect_id ~= N.connect_id then

                local diff = math.abs(K.rmodel.f_h - N.rmodel.f_h)
                assert(diff > MAX_STEP)

                if diff < best_diff then
                  -- clear out the previous (worse) results
                  coords = {}
                  best_diff = diff
                end

                if diff == best_diff then
                  table.insert(coords, { x=kx, y=ky, side=side, K=K, N=N })
                end
            end
          end
        end
      end end

      if #coords == 0 then
        --- error("Cannot find stair position!") --- Disabled: Make this soft
        return false
      end

      local loc = rand_element(coords)

      local K1, K2, dir = loc.K, loc.N, loc.side

      assert(K1 and not K1.stair[dir])
      assert(K2 and not K2.stair[10-dir])

      local STAIR =
      {
        k1 = K1, k2 = K2, dir = dir, build = k1
      }

      K1.stair[dir] = STAIR
      K2.stair[10-dir] = STAIR
      return true
    end

    local function shuffle_stair_builds()
      for kx=1,3 do for ky=1,3 do
        local K = c.chunks[kx][ky]
        for side=6,8,2 do
          local stair = K.stair[side]
          if stair then
            local chance = 50

            local deep1 = sel(side==6, stair.k1.w, stair.k1.h)
            local deep2 = sel(side==6, stair.k2.w, stair.k2.h)

            if deep1 > deep2 then chance = 90 end
            if deep1 < deep2 then chance = 10 end

            stair.build = rand_sel(chance, stair.k1, stair.k2)
          end
        end
      end end
    end

    local function select_stair_spots()
      for kx=1,3 do for ky=1,3 do
        local K = c.chunks[kx][ky]
        K.stair_dir = nil  

        for side=2,8,2 do
          local stair = K.stair[side]
          if stair and stair.build == K then
            if K.stair_dir then
              return false, K --FAIL--
            end
            K.stair_dir = side
          end
        end
      end end

      return true --OK--
    end

    local function modify_clasher(clasher)
      assert(clasher)

      local bad_stairs = {}

      for kx=1,3 do for ky=1,3 do
        local K = c.chunks[kx][ky]
        for side=6,8,2 do
          local stair = K.stair[side]
          if stair and (stair.k1 == clasher or stair.k2 == clasher) then
            table.insert(bad_stairs, stair)
          end
        end
      end end

      assert(#bad_stairs >= 2)

      -- be fair and pick one at random
      local stair = rand_element(bad_stairs)
      
      stair.build = sel(stair.build == stair.k1, stair.k2, stair.k1)
    end


    --- add_stairs ---

    init_connx()

    for loop=1,99 do
      merge_connx()

      if is_fully_connected() then break end
   con.debugf("CONNECT CHUNKS @ (%d,%d) loop: %d\n", c.x, c.y, loop)
      if not add_one_stair() then return false end
    end 

    shuffle_stair_builds()

    for loop=1,99 do
      local able,clasher = select_stair_spots()
      if able then break end
con.debugf("SELECT STAIR SPOTS @ (%d,%d) loop: %d\n", c.x, c.y, loop);
      if loop==99 then
        error("Failed to select stair spots")
      end
      modify_clasher(clasher)
    end
    return true
  end

  local function good_Q_spot(c, exit_dir, purpose)

    local DIST_PROBS = { 1, 20, 100 }

    local function k_dist(kx, ky)
      if exit_dir==2 then return ky-1 end
      if exit_dir==4 then return kx-1 end
      if exit_dir==6 then return 3-kx end
      if exit_dir==8 then return 3-ky end
    end

    local function next_to_link(kx, ky)
      if kx==1 and c.link[4] then return true end
      if kx==3 and c.link[6] then return true end
      if ky==1 and c.link[2] then return true end
      if ky==3 and c.link[8] then return true end
      return false
    end

    local M = c.chunks[2][2]
    assert(M.kind == "empty")

    -- first: try to find a usuable chunk next to middle one.
    -- Note: should only fail when cell has four links.

    local chunk_list = {}
    local prob_list  = {}

    for dir = 2,8,2 do
      local K = chunk_neighbour(c, M, dir)
      if K.kind == "empty" and not next_to_link(K.kx, K.ky) and k_dist(K.kx, K.ky) then
        local prob = DIST_PROBS[1 + k_dist(K.kx, K.ky)]
        assert(prob)

        table.insert(prob_list, prob)
        table.insert(chunk_list, { K=K, dir=10-dir })
      end
    end

    if #prob_list > 0 then
      local info = chunk_list[rand_index_by_probs(prob_list)]

      c.q_spot = info.K
      c.q_spot.q_dir = info.dir

      M.kind = "room"
      M.no_reclaim = true
    else
      c.q_spot = M
      c.q_spot.q_dir = exit_dir
    end

    c.q_spot.kind = "q_spot"
    c.q_spot.purpose = purpose
    c.q_spot.no_reclaim = true

con.debugf("Q-SPOT @ (%d,%d) chunk:[%d,%d] for:%s\n",
c.x,c.y, c.q_spot.kx,c.q_spot.ky, purpose)


--[[ PREVIOUS CODE
    for kx = 1,3 do for ky = 1,3 do
      local K = c.chunks[kx][ky]
      if K.kind == "empty" and not next_to_link(kx,ky) then

        -- find a visitable neighbour
        --((
        local N
        for n_side = 2,8,2 do
          K2 = chunk_neighbour(c, K, n_side)
          if K2 and is_roomy(K2) then
            N = K2
            break;
          end
        end
        --))

        local prob = DIST_PROBS[1 + k_dist(kx, ky)]
        assert(prob)

        table.insert(prob_list, prob)
        table.insert(chunk_list, K)

      end
    end end

    if #prob_list > 0 then
      
      assert(c.q_spot)
      
      c.q_spot.kind = "room"
      c.q_spot.purpose = purpose

    end

--]]
  end

  local function find_q_spots(c)

    if PLAN.deathmatch then
      if c.x==1 and c.y==PLAN.h then
        local K = c.chunks[2][3]
        local M = c.chunks[2][2]

        if K.kind ~= "empty" then
          con.printf("WARNING: deathmatch exit stomped a chunk!\n")
          K.link = nil
        end

        c.q_spot = K

        K.kind = "exit"
        K.no_reclaim = true

        M.kind = "room"
        M.no_reclaim = true
      end

      return
    end

    if c == PLAN.quests[1].first then
      good_Q_spot(c, c.exit_dir, "player")
    
    elseif c == c.quest.last then
      good_Q_spot(c, c.entry_dir, "quest")
    end
  end

  local function add_closets(c)
    -- FIXME: add_closets
  end

  local function void_up_cell(c)
    local SIDES = { 2,4,6,8 }

    local function settle_chunk(K)
      local roomy_nb
      local near_window = 0

      rand_shuffle(SIDES)

      for zzz, side in ipairs(SIDES) do
        local N = chunk_neighbour(c, K, side)
        if N and is_roomy(N) and not roomy_nb then
          roomy_nb = N

        elseif not N then
          local D = c.border[side]
          if D and D.kind == "window" then
            near_window = near_window + 1
          end
        end
      end

      if GAME.caps.elevator_exits and c.is_exit then
        K.kind = "room"
        K.rmodel = c.rmodel
        return
      end

      if not roomy_nb then return end

      local void_chance
      if near_window > 0 then
        void_chance = sel(near_window == 1, 10, 2)
      elseif c.hallway then
        void_chance = 99
      else
        void_chance = 100 - c.space_factor
      end

      if rand_odds(void_chance) then
        K.kind = "void"
      else
        K.kind = "room"
        K.rmodel = roomy_nb.rmodel
      end
    end

    for loop = 1,3 do
      for kx=1,3 do for ky=1,3 do
        local K = c.chunks[kx][ky]
        if K.kind == "empty" then
          if loop < 3 then
            settle_chunk(K)
          else
            K.kind = "void"
          end
        end
      end end
    end
  end


  ---===| make_chunks |===---

  for zzz,c in ipairs(PLAN.all_cells) do
    space_it_out(c)
    create_chunks(c)

    find_q_spots(c)
    setup_chunk_sizes(c)
  end

  for zzz,cell in ipairs(PLAN.all_cells) do
    for side = 2,8,2 do
      local L = cell.link[side]
      if L and not L.where then
        L.where = random_where(L, cell.border[side])
        set_link_coords(cell, side, L)
      end
    end
  end


  -- allocate chunks based on entry/exit locations

  local clashes

  for loop=1,(512+80) do 
    clashes = 0

    for zzz,cell in ipairs(PLAN.all_cells) do
      if not alloc_link_chunks(cell, loop) then
        clashes = clashes + 1
      end
    end

    con.debugf("MAKING CHUNKS: %d clashes (loop %d)\n", clashes, loop)

    if clashes == 0 then break end
  end

  if clashes > 0 then
    -- Shit!
    error("Unable to allocate link chunks!")
  end

  -- secondly, determine main walk areas

  for zzz,c in ipairs(PLAN.all_cells) do

    mark_vista_chunks(c)
    create_huge_vista(c)

    add_travel_chunks(c)
    setup_chunk_rmodels(c)

    add_vista_environs(c)
    add_closets(c)

    void_up_cell(c)
    if not add_stairs(c) then return false end

--[[
    for kx = 1,3 do for ky = 1,3 do
      local K = c.chunks[kx][ky]
      K.rmodel = copy_table(K.rmodel)
      K.rmodel.light =
       sel(kx==2 and ky==2, 176,
        sel(kx==2 or ky==2, 144, 112))
    end end
--]]

  end
  return true
end -- make_chunks()


function setup_borders_and_corners()

  -- for each border and corner: decide on the type, the combo,
  -- and which cell is ultimately responsible for building it.

  local function border_combo(cells)
    assert(#cells >= 1)

    if #cells == 1 then return cells[1].combo end

    for zzz,c in ipairs(cells) do
      if c.is_exit then return c.combo end
    end

--[[    for zzz,c in ipairs(cells) do
      if c.scenic == "solid" then return c.combo end
    end
--]]
    local combos = {}
    local hall_num = 0

    for zzz,c in ipairs(cells) do
      if c.hallway then hall_num = hall_num + 1 end
      table.insert(combos, c.combo)
    end
  
    -- when some cells are hallways and some are not, we
    -- upgrade the hallways to their "outer" combo.

    if (hall_num > 0) and (#cells - hall_num > 0) then
      for idx = 1,#combos do
        if cells[idx].hallway then
          combos[idx] = cells[idx].quest.combo
        end
      end
    end

    -- when some cells are outdoor and some are indoor,
    -- remove the outdoor combos from consideration.

    local out_num = 0

    for zzz,T in ipairs(combos) do
      if T.outdoor then out_num = out_num + 1 end
    end
    
    if (out_num > 0) and (#combos - out_num > 0) then
      for idx = #combos,1,-1 do
        if combos[idx].outdoor then
          table.remove(combos, idx)
        end
      end
    end

    if #combos >= 2 then
      table.sort(combos, function(t1, t2) return 
		t1.mat_pri < t2.mat_pri end)
    end

    return combos[1]
  end


  local function border_kind(c1, c2, side, link)

    -- Don't spoil a secret with a window
    if c1 ~= nil and c1.quest ~= nil and c1.quest.is_secret ~= nil then
      return "solid"
    end
    if c2 ~= nil and c2.quest ~= nil and c2.quest.is_secret ~= nil then
      return "solid"
    end

    if not c2 or c2.is_depot then
      if c1.combo.outdoor and GAME.caps.sky then return "sky" end
      return "solid"
    end

    if c1.scenic == "solid" or c2.scenic == "solid" then
      return "solid"
    end

    -- FIXME: use room_type (e.g. fence_probs)
    if c1.hallway or c2.hallway then return "solid" end

    -- TODO: sometimes allow windows
    if c1.is_exit or c2.is_exit then return "solid" end

    if not GAME.caps.heights then return "solid" end

    -- fencing anyone?   (move tests into Planner???)
    local diff_h = math.min(c1.ceil_h, c2.ceil_h) - math.max(c1.f_max, c2.f_max)

    if (c1.combo.outdoor == c2.combo.outdoor) and diff_h > 64 and
       (not c1.is_exit  and not c2.is_exit) and
       (not c1.is_depot and not c2.is_depot) and
       not (link and link.kind == "vista")
    then
      if c1.scenic or c2.scenic then
        return "fence"
      end

      if dual_odds(c1.combo.outdoor, 60, 5) then
        return "fence"
      end
    end
 
    if c1.border[side].window then return "window" end 

    return "solid"
  end

  local function init_border(c, side)

    local D = c.border[side]
    if D.build then return end -- already done

    -- which cell actually builds the border is arbitrary, unless
    -- there is a link with the other cell
    local link = c.link[side]
    D.build = (link and link.build) or c

    local other = neighbour_by_side(c, side)

    -- vistas are an extension to the original room
    if link and link.kind == "vista" then
      D.combo = sel(D.build.hallway, D.build.quest.combo, D.build.combo)
    else
      D.combo = border_combo(D.cells)
    end

    D.kind = border_kind (c, other, side, link)

    if D.kind == "fence" then
      D.fence_h = math.max(c.f_max, other.f_max)

      -- Wire fences
      if GAME.misc_fabs and GAME.misc_fabs["fence_wire_STD"] and
         rand_odds(33) and (side%2)==0
      then
        D.kind = "wire"
        D.wire_h = D.fence_h + rand_sel(35, 0, 48)
      end

      D.fence_h = D.fence_h + 48 + 16*rand_irange(0,2)
    end
  end

  local function init_corner(c, side)

    local E = c.corner[side]
    if E.build then return end -- already done

--local touches_it
--for zzz,foo in ipairs(E.cells) do
--if foo.x==3 and foo.y==2 then touches_it = true end
--end
--if touches_it then
--con.printf("\n\n\nCORNERS @ (%d,%d)\n", c.x,c.y)
--con.printf("[%d] =\n%s\n", side, table_to_str(E, 3))
--con.printf("----\n")
--end

    E.build = c
    E.combo = border_combo(E.cells)

    -- determine corner kind

    local outies = 0
    local total  = 0
    local fence_h

    -- firstly, check for sky borders
    for dir = 2,8,2 do
      local D = E.borders[dir]

      if D and (D.kind == "solid" or D.kind == "window") then
        E.kind = "solid"
        E.combo = D.combo
        return
      end

      local rot = rotate_cw90(dir)
      if not E.borders[10-dir] and
         (E.borders[rot] and E.borders[rot].kind == "sky") and
         (E.borders[10-rot] and E.borders[10-rot].kind == "sky")
      then
        E.kind = "sky_border"
        E.sky_dir = dir
        if D then E.combo = D.combo end
        return
      end

      if not E.borders[10-dir] and not E.borders[10-rot] and
         (E.borders[dir] and E.borders[dir].kind == "sky") and
         (E.borders[rot] and E.borders[rot].kind == "sky")
      then
        E.kind = "sky_corner"
        E.sky_dir = dir
        return
      end

      if D then total = total + 1 end
      if D and D.combo.outdoor then outies = outies + 1 end

      if D and D.kind == "fence" then
        if not fence_h then fence_h = D.fence_h
        else fence_h = math.max(fence_h, D.fence_h)
        end
      elseif D and D.kind == "wire" then
        if not fence_h then fence_h = D.fence_h
        else fence_h = math.max(fence_h, D.fence_h)
        end
      end
    end

    if outies > 0 and outies == total and fence_h then
      E.kind = "fence"
      E.fence_h = fence_h
      return
    end

    E.kind = "solid"
  end

  --- setup_borders_and_corners ---

  for zzz,c in ipairs(PLAN.all_cells) do
    for side = 1,9 do
      if c.border[side] then init_border(c, side) end
    end
  end

  for zzz,c in ipairs(PLAN.all_cells) do
    for side = 1,9,2 do
      if c.corner[side] then init_corner(c, side) end
    end
  end
end

function find_border_spot(D)
  assert(D)
  assert(D.side)

  local function get_all_free_spots(D)
    local ax, ay = dir_to_across(D.side)

    local spots = {}
    local cur_spot

    for pos = 0,30 do
      local x,y = D.x1+pos*ax, D.y1+pos*ay
      if x > D.x2 or y > D.y2 then break end

      local B = PLAN.blocks[x][y]
      if not (B and block_is_used(B)) then
        if not cur_spot then
          cur_spot = { x=x, y=y, long=1 }
        else
          cur_spot.long = cur_spot.long + 1
        end
      elseif cur_spot then
        -- hit a used block, push the current spot
        table.insert(spots, cur_spot)
        cur_spot = nil
      end
    end

    if cur_spot then
      table.insert(spots, cur_spot)
    end

    return spots
  end

  -- find_border_spot --

  local best
  local all_spots = get_all_free_spots(D)

  for zzz,spot in ipairs(all_spots) do
    if not best or spot.long > best.long or
       (spot.long == best.long and rand_odds(50))
    then
      best = spot
    end
  end

  return best
end

function build_borders()

  local c

  local function select_rand_arch(c, link, D)

    if link.long == 3 then
      if c.combo.arch then
        return non_nil(GAME.misc_fabs[c.combo.arch])
      end
      if c.quest.theme.arch and rand_odds(50) then
        return non_nil(GAME.misc_fabs[c.quest.theme.arch])
      end
    end

    -- !!! FIXME: use GAME.arch_fabs[]
    local name

    if D.kind == "fence" then
      name = "ARCH_FENCE"
    elseif D.kind == "wire" then
      name = "ARCH_WIRE_FENCE"
    else
      name = "ARCH"
    end

    -- rand_element { "ARCH", "ARCH_ARCHED", "ARCH_TRUSS", "ARCH_BEAMS", "ARCH_RUSSIAN", "ARCH_CURVY" }

    if link.long <= 2 then name = name .. "_NARROW" end
    if link.long >= 5 then name = name .. "_WIDE" end

    local skin = { beam_h = 72 }

    if string.match(SETTINGS.game, "doom") then
      skin.beam_w = "METAL"
      skin.beam_f = "CEIL5_1"
    end

    return { prefab=name, skin=skin }
  end

  local function build_arch(link, side)

    local D = c.border[side]

    if not link.arch_def then
      link.arch_def = select_rand_arch(c, link, D)
    end

    local arch_def = link.arch_def

    local fab = PREFABS[arch_def.prefab]
    if not fab then error("Missing arch prefab: " .. arch_def.prefab) end

    local parm =
    {
      door_top = math.min(link.build.rmodel.c_h-32, link.build.floor_h+128),
--##  door_kind = 1, tag = 0,

      frame_c = D.combo.floor,
    }

    if D.kind == "fence" then
      parm.low_h = D.fence_h
    elseif D.kind == "wire" then
      parm.low_h = D.wire_h
    end

    if link.kind == "vista" then
      parm.floor = link.vista_src.rmodel.f_tex
    end

    B_prefab(c, fab, arch_def.skin, parm, link.build.rmodel,D.combo, link.x1, link.y1, side)
  end


  local function select_rand_door(c, link, D)

    if link.quest and link.quest.kind == "key" then

      con.printf("Key quest door\n")
      return GAME.key_doors[link.quest.item]

    elseif link.quest and link.quest.kind == "switch" then

      con.printf("Switch door\n")
      return GAME.switches[link.quest.item].door

    elseif link.is_secret then

      con.printf("Secret door\n")
      return GAME.misc_fabs["secret_DOOR"]

    elseif link.is_exit then

      con.printf("Exit door\n")
      return GAME.misc_fabs["exit_DOOR"]

    end

    -- plain door

    con.printf("Normal door\n")
    return get_rand_door_kind(c.quest.theme, link.long)
  end


  local function build_door( link, side  )

    local D = c.border[side]
    local rmodel = link.build.rmodel

    if not link.door_def then
      link.door_def = select_rand_door(c, link, D)
      if not link.door_def then return false end
    end

    local door_def = link.door_def
    assert(door_def);

    door_info = copy_table(door_def)

    local parm =
    {
      door_top = rmodel.f_h + door_info.h,
--    door_kind = 1, tag = 0,
    }

    if GAME.doom_format and not link.is_exit and
       dual_odds(PLAN.deathmatch, 80, 15) and
       door_def.skin.door_kind == 1 and not GAME.noblaze_door
    then
      con.printf("Blaze door\n")
      parm.door_kind = 117 -- Blaze
    end

    if link.quest and link.quest.kind == "key" then

    end

    if link.quest and link.quest.kind == "switch" then

---   parm.door_kind = 0
      parm.tag = link.quest.tag + 1

    end

    if not door_info.prefab then print(table_to_str(door_info)) end
    assert(door_info.prefab)

    local fab = PREFABS[door_info.prefab]
    assert(fab)

    B_prefab(c, fab, door_info.skin, parm, rmodel,D.combo, link.x1, link.y1, side)

    -- add heretic statues
    if door_def.thing then
      local dx, dy = dir_to_delta(10 - side)
      local ax, ay = dir_to_across(10 - side)
      local x, y = link.x1, link.y1

      for j = 1,2 do --- A statue for each door side
	vvag = 1
        -- Make sure the statue doesn't block anything; we make sure
        -- of this by looking at the blocks around the statue, and moving
        -- the statue closer to the wall (it will clip and not not as nice)
        -- if it looks like the statue may block things

	-- Look at the five 64x64 "blocks" around the statue
	if dy == -1 then
		vvax = x - 1
		vvay = y - 2
		vvbx = x
		vvby = y - 2
		vvcx = x + 1
		vvcy = y - 2
		vvdx = x - 1
		vvdy = y - 1
		vvex = x + 1
		vvey = y - 1
	elseif dy == 1 then
		vvax = x - 1
		vvay = y + 2
		vvbx = x
		vvby = y + 2
		vvcx = x + 1
		vvcy = y + 2
		vvdx = x - 1
		vvdy = y + 1
		vvex = x + 1
		vvey = y + 1
	elseif dx == -1 then
		vvax = x - 2
		vvay = y - 1
		vvbx = x - 2
		vvby = y
		vvcx = x - 2
		vvcy = y + 1
		vvdx = x - 1
		vvdy = y - 1
		vvex = x - 1
		vvey = y + 1
	elseif dx == 1 then
		vvax = x + 2
		vvay = y - 1
		vvbx = x + 2
		vvby = y
		vvcx = x + 2
		vvcy = y + 1
		vvdx = x + 1
		vvdy = y - 1
		vvex = x + 1
		vvey = y + 1
	end
        --- Here is how it now looks oriented compared to the statue

        --- vvax,vvay vvbx,vvby vvcx,vvcy
        --- vvdx,vvsy  statue   vvex,vvey
        --- Wall and door behinfd statue

	--- If there is a stair next to the statue, then we move the statues
        --- closer to the wall.  We usually don't move the statue if there
        --- is also a stair in the corner next to that stair.
        vvflush = 12
	if PLAN.blocks[vvbx][vvby] and PLAN.blocks[vvbx][vvby].stair_info then
		vvflush = 24
	end
	if PLAN.blocks[vvdx][vvdy] and PLAN.blocks[vvdx][vvdy].stair_info then
		vva = PLAN.blocks[vvax][vvay]
		if (not vva) or (not vva.stair_info) then
			vvflush = 24
		end
	end
	if PLAN.blocks[vvex][vvey] and PLAN.blocks[vvex][vvey].stair_info then
		vva = PLAN.blocks[vvcx][vvcy]
		if (not vva) or (not vva.stair_info) then
			vvflush = 24
		end
	end

        --- If either of the corners is non-passable, and the edge next to the
        --- corner is passable, move the statue closer to the wall
        if (not PLAN.blocks[vvax][vvay] or not PLAN.blocks[vvax][vvay].f_h)
          and (PLAN.blocks[vvdx][vvdy] and PLAN.blocks[vvdx][vvdy].f_h) then
            vvflush = 25
        elseif (not PLAN.blocks[vvcx][vvcy] or 
                not PLAN.blocks[vvcx][vvcy].f_h) 
          and (PLAN.blocks[vvex][vvey] and PLAN.blocks[vvex][vvey].f_h) then
            vvflush = 25

        --- If there is a height difference lerge enough that the player can't
        --- "step on it" between the edges and corners then we move the 
        --- statues closer to the wall.  We only move the statue if two
        --- edges have the same height, and the corner between the edges
        --- has a height difference too big to step on to 
        elseif PLAN.blocks[vvex][vvey] and PLAN.blocks[vvex][vvey].f_h and
               PLAN.blocks[vvcx][vvcy] and PLAN.blocks[vvcx][vvcy].f_h and
               PLAN.blocks[vvbx][vvby] and PLAN.blocks[vvbx][vvby].f_h and
               PLAN.blocks[vvbx][vvby].f_h == PLAN.blocks[vvex][vvey].f_h and
               PLAN.blocks[vvcx][vvcy].f_h ~= PLAN.blocks[vvex][vvey].f_h then
            vvhght = PLAN.blocks[vvcx][vvcy].f_h - PLAN.blocks[vvex][vvey].f_h
            if vvhght < 0 then vvhght = -vvhght end
            if vvhght > 16 then vvflush = 26 end
        elseif PLAN.blocks[vvdx][vvdy] and PLAN.blocks[vvdx][vvdy].f_h and
               PLAN.blocks[vvax][vvay] and PLAN.blocks[vvax][vvay].f_h and
               PLAN.blocks[vvbx][vvby] and PLAN.blocks[vvbx][vvby].f_h and
               PLAN.blocks[vvbx][vvby].f_h == PLAN.blocks[vvdx][vvdy].f_h and
               PLAN.blocks[vvax][vvay].f_h ~= PLAN.blocks[vvdx][vvdy].f_h then
            vvhght = PLAN.blocks[vvax][vvay].f_h - PLAN.blocks[vvdx][vvdy].f_h
            if vvhght < 0 then vvhght = -vvhght end
            if vvhght > 16 then vvflush = 26 end
        end
        
	if vvflush ~= 12 then
	    con.printf("WARNING: Door statue moved to %d\n",vvflush)
        end

        local th = add_thing(c, x+dx, y+dy, door_def.thing, true, dir_to_angle(10-side))

        --- Place the statue flush against the wall
        th.dx = (-dx-ax) * vvflush
        th.dy = (-dy-ay) * vvflush

        dx, dy, side = -dx, -dy, 10-side
      end --- End placing and checking statues
    end
    return true;
  end


  local function blocky_door( link, side, double_who )
    local D = c.border[side]

    local def
    if link.quest and link.quest.kind == "key" then
      def = GAME.key_doors[link.quest.item]
      assert(def)
      assert(def.door_kind)
    end

    -- door sides
    local side_tex
    local ax,ay = dir_to_across(side)
    
    if def and def.lock_side then
      side_tex = def.lock_side
    elseif not def and D.combo.door_side then
      side_tex = D.combo.door_side
    end

    if side_tex then
      gap_fill(c, link.x1-ax, link.y1-ay, link.x1+ax, link.y1+ay,
        { solid=side_tex })
    else 
      con.printf("WARNING: No side_tex for door!\n")
    end
    
    PLAN.blocks[link.x1][link.y1] =
    {
      f_tex = 0,
      door_kind = (def and def.door_kind) or "door",
      door_dir  = side,
      blocked = true,
    }

    con.printf("BUILT BLOCK DOOR @ (%d,%d)\n", link.x1, link.y1)
  end


  local function build_real_link(link, side, double_who)

    local D = c.border[side]
    assert(D)

    if GAME.wolf_format then

      if link.kind == "door" then
        con.printf("Blocky door\n")
        blocky_door(link, side, double_who)
        return true
      end

      if link.kind == "arch" then
        gap_fill(c, link.x1,link.y1, link.x2,link.y2, D.build.rmodel)
        return true
      end

      error("Cannot build: " .. link.kind)
    end

    if link.kind == "door" then
      con.printf("Build door\n")
      if build_door(link, side) == false then
	return false
      end
      return true
    end

    build_arch(link, side)

    do return true end

do
gap_fill(c, link.x1, link.y1, link.x2, link.y2,
copy_block_with_new(link.build.rmodel,
{ f_tex = "NUKAGE1" }))
return
end

---- OLD STUFF FROM HERE (Need to MERGE IT) --------

    -- DIR here points to center of current cell
--    local dir = 10-side  -- FIXME: remove
--
--    assert (link.build == c)
--
--    local other = link_other(link, c)
--    assert(other)
--
--
--    local b_combo = D.combo
--
--    local x, y
--    local dx, dy = dir_to_delta(dir)
--    local ax, ay = dir_to_across(dir)
--
--    local long = link.long or 2
--
--    local d_min = 1
--    local d_max = BW
--
--    local d_pos
--    
--    if link.where == "wide" then
--      d_pos = d_min + 1
--      long  = d_max - d_min - 1
--    else
--      d_pos = where_to_block(where, long) --!!! MOVE
--      d_max = d_max - (long-1)
--
--      if (d_pos < d_min) then d_pos = d_min end
--      if (d_pos > d_max) then d_pos = d_max end
--    end
--
--        if side == 2 then x,y = d_pos, 1
--    elseif side == 8 then x,y = d_pos, BH
--    elseif side == 4 then x,y =  1, d_pos
--    elseif side == 6 then x,y = BW, d_pos
--    end
--
--    x = D.x1
--    y = D.y1
--
--    if (link.kind == "arch" or link.kind == "falloff") then
--
--      local ex, ey = x + ax*(long-1), y + ay*(long-1)
--      local tex = b_combo.wall
--
--      -- sometimes leave it empty
--      if D.kind == "wire" then link.arch_rand = link.arch_rand * 4 end
--
--      if link.kind == "arch" and link.where ~= "wide" and
--        c.combo.outdoor == other.combo.outdoor and
--        ((c.combo.outdoor and link.arch_rand < 50) or
--         (not c.combo.outdoor and link.arch_rand < 10))
--      then
--        local sec = copy_block(c.rmodel)
--sec.f_tex = "FWATER1"
--        sec.l_tex = tex
--        sec.u_tex = tex
--        fill(c, x, y, ex, ey, sec)
--        return
--      end
--
--      local arch = copy_block(c.rmodel)
--      arch.c_h = math.min(c.ceil_h-32, other.ceil_h-32, c.floor_h+128)
--      arch.f_tex = c.combo.arch_floor or c.rmodel.f_tex
--      arch.c_tex = c.combo.arch_ceil  or arch.f_tex
--arch.f_tex = "TLITE6_6"
--
--      if (arch.c_h - arch.f_h) < 64 then
--        arch.c_h = arch.f_h + 64
--      end
--
--      if c.hallway and other.hallway then
--        arch.light = (c.rmodel.light + other.rmodel.light) / 2.0
--      elseif c.combo.outdoor then
--        arch.light = arch.light - 32
--      else
--        arch.light = arch.light - 16
--      end
--
--      local special_arch
--
--      if link.where == "wide" and GAME.mats.ARCH and rand_odds(70) then
--        special_arch = true
--
--        arch.c_h = math.max(arch.c_h, c.ceil_h - 48)
--        arch.c_tex = GAME.mats.ARCH.ceil
--
--        tex = GAME.mats.ARCH.wall
--
--        fill(c, x, y, ex+ax, ey+ay, { solid=tex })
--      end
--
--      arch.l_tex = tex
--      arch.u_tex = tex
--
--      fill(c, x, y, ex+ax, ey+ay, { solid=tex })
--      fill(c, x+ax, y+ay, ex, ey, arch)
--
--      if link.block_sound then
--        -- FIXME block_sound(c, x,y, ex,ey, 1)
--      end
--
--      -- pillar in middle of special arch
--      if link.where == "wide" then
--        long = int((long-1) / 2)
--        x, y  = x+long*ax,  y+long*ay
--        ex,ey = ex-long*ax, ey-long*ay
--
--        if x == ex and y == ey then
--          fill(c, x, y, ex, ey, { solid=tex })
--        end
--      end
--
--    elseif link.kind == "door" and link.is_exit and not link.quest then
--
--      B_exit_door(c, c.combo, link, x, y, c.floor_h, dir)
--
--    elseif link.kind == "door" and link.quest and link.quest.kind == "switch" and
--       GAME.switches[link.quest.item].bars
--    then
--      local info = GAME.switches[link.quest.item]
--      local sec = copy_block_with_new(c.rmodel,
--      {
--        f_tex = b_combo.floor,
--        c_tex = b_combo.ceil,
--      })
--
--      if not (c.combo.outdoor and other.combo.outdoor) then
--        sec.c_h = sec.c_h - 32
--        while sec.c_h > (sec.c_h+sec.f_h+128)/2 do
--          sec.c_h = sec.c_h - 32
--        end
--        if b_combo.outdoor then sec.c_tex = b_combo.arch_ceil or sec.f_tex end
--      end
--
--      local bar = link.bar_size
--      local tag = link.quest.tag + 1
--
--      B_bars(c, x,y, math.min(dir,10-dir),long, bar,bar*2, info, sec,b_combo.wall, tag,true)
--
--    elseif link.kind == "door" then
--
--      local kind = link.wide_door
--
--      if c.quest == other.quest
--        and link.door_rand < sel(c.combo.outdoor or other.combo.outdoor, 10, 20)
--      then
--        kind = link.narrow_door
--      end
--
--      local info = GAME.doors[kind]
--      assert(info)
--
--      local door_kind = 1
--      local tag = nil
--      local key_tex = nil
--
--
--      B_door(c, link, b_combo, x, y, c.floor_h, dir,
--             1 + int(info.w / 64), 1, info, door_kind, tag, key_tex)
--    else
--      error("build_link: bad kind: " .. tostring(link.kind))
--    end
--
  end

  local function build_link(side)

    local link = c.link[side]
    if not (link and link.build == c) then return end

    link.block_sound = rand_odds(90)
    link.bar_size    = rand_index_by_probs { 20,90 }
    link.arch_rand   = con.random() * 100
    link.door_rand   = con.random() * 100

    if link.where == "double" then
      local awh = rand_irange(2,3)
      if build_real_link(link, side, 1) == false then 
	return false
      end
      if build_real_link(link, side, 2) == false then
	return false
      end
    else
      if build_real_link(link, side, 0) == false then
	return false
      end
    end
    return true
  end

  local function build_sky_border(side, x1,y1, x2,y2)

    local WALL =
    {
      f_h = c.f_max + 48,
      f_tex = c.rmodel.f_tex,
      l_tex = c.rmodel.l_tex,

      c_h = c.rmodel.c_h,
      c_tex = c.rmodel.c_tex,
      u_tex = c.rmodel.u_tex,

      light = c.rmodel.light,
    }

    local BEHIND =
    {
      f_h = c.f_min - 512,
      c_h = c.f_min - 508,
      f_tex = c.rmodel.f_tex,
      c_tex = c.rmodel.c_tex,
      l_tex = c.rmodel.l_tex,
      u_tex = c.rmodel.u_tex,
      light = c.rmodel.light,
    }

    local ax1, ay1, ax2, ay2 = side_coords(10-side, 1,1, FW,FH)

    for x = x1,x2 do for y = y1,y2 do

      local B = PLAN.blocks[x][y]

      -- overwrite a 64x64 block, but not a fragmented one
      if (not B) or (not B.fragments) then

        local fx = (x - 1) * FW
        local fy = (y - 1) * FH

        frag_fill(c, fx+  1, fy+  1, fx+ FW, fy+ FH, BEHIND)
        frag_fill(c, fx+ax1, fy+ay1, fx+ax2, fy+ay2, WALL)
	PLAN.blocks[x][y].has_sky = true

      end

    end end
  end

  local function build_sky_corner(side, x, y)
    
    local wx = sel(side==2 or side==4, 1, FW)
    local wy = sel(side==2 or side==6, 1, FH)

    local WALL =
    {
      f_h = c.f_max + 48, c_h = c.rmodel.c_h,
      f_tex = c.rmodel.f_tex, c_tex = c.rmodel.c_tex,
      light = c.rmodel.light,
      l_tex = c.rmodel.l_tex,
      u_tex = c.rmodel.u_tex,
    }

    local BEHIND =
    {
      f_h = c.f_min - 512, c_h = c.f_min - 508,
      f_tex = c.rmodel.f_tex, c_tex = c.rmodel.c_tex,
      light = c.rmodel.light,
      l_tex = c.rmodel.l_tex,
      u_tex = c.rmodel.u_tex,
    }

    if not PLAN.blocks[x][y] then

      local fx = (x - 1) * FW
      local fy = (y - 1) * FH

      frag_fill(c, fx+ 1, fy+ 1, fx+FW, fy+FH, BEHIND)
      frag_fill(c, fx+wx, fy+wy, fx+wx, fy+wy, WALL)
      PLAN.blocks[x][y].has_sky = true
    end
  end

  local function build_wire_fence(side, x1,y1, x2,y2, other, b_combo)

    local D = c.border[side]
    assert(D.wire_h)

    local def = GAME.misc_fabs["fence_wire_STD"]
    assert(def)

    local fab = non_nil(PREFABS[def.prefab])
    local parm = { low_h = D.wire_h }

    -- Experimental shite
    local def2 = GAME.misc_fabs["fence_beam_BLUETORCH"]
    local fab2 = def2 and non_nil(PREFABS[def2.prefab])

    for x = x1,x2 do for y = y1,y2 do
      local B = PLAN.blocks[x][y]
      if not B then
        if fab2 and rand_odds(10) and (x>x1 or y>y1) and (x<x2 or y<y2) then
          B_prefab(c, fab2,def2.skin,parm, c.rmodel,D.combo, x,y,10-side)
        else
          B_prefab(c, fab,def.skin,parm, c.rmodel,D.combo, x,y,10-side)
        end
      end
    end end

    -- FIXME: sound blocking
  end

  local function build_fence(x1,y1, x2,y2, other, b_combo, fence_h)
    assert(fence_h)

    -- FIXME: "castley" fences

    local FENCE = copy_block_with_new(c.rmodel,
    {
      f_h = fence_h,
      f_tex = b_combo.floor,
      l_tex = b_combo.wall,
    })

    if c.scenic or other.scenic then FENCE.impassible = true end

    if rand_odds(95) then FENCE.block_sound = 2 end

    gap_fill(c, x1,y1, x2,y2, FENCE)
  end

  local function build_window(side)

    local D = c.border[side]

    if not (D and D.window and D.build == c) then return end

    local dir = D.side  -- true side
    local ax,ay = dir_to_across(dir)

    local link = c.link[side]
    local other = neighbour_by_side(c,side)

    assert(D.combo)

    -- FIXME: only consider chunks that touch the border
    --        [IE: floor_border_range, use for fences too]
    local parm =
    {
      floor_h = math.max(c.f_min, other.f_min) + 16,
      ceil_h  = math.max(c.c_max, other.c_max) - 16,

      low_h  = math.max(c.f_max, other.f_max) + 32,
      high_h = math.min(c.rmodel.c_h, other.rmodel.c_h) - 32,
    }

    assert(parm.high_h > parm.low_h)

    for loop=1,10 do
      local spot = find_border_spot(D)
      if not spot then break; end
    
      if spot.long >= 4 then
        -- plain window

        local x1,y1 = spot.x, spot.y
        local x2    = x1 + (spot.long-1)*ax
        local    y2 = y1 + (spot.long-1)*ay
       
        fill (c, x1,y1, x1,y1, { solid=D.combo.wall })
        fill (c, x2,y2, x2,y2, { solid=D.combo.wall })

        local WINDOW =
        {
          f_h   = parm.low_h,
          f_tex = D.combo.floor,
          l_tex = D.combo.wall,

          c_h   = parm.high_h,
          c_tex = D.combo.ceil,
          u_tex = D.combo.wall,

          light = c.rmodel.light,
        }

        assert(WINDOW.f_h)
        assert(WINDOW.f_tex)
        assert(WINDOW.l_tex)

---     if (side%2)<=2 then WINDOW.light=255; WINDOW.kind=8 end
        if other.scenic then WINDOW.impassible = true end

        fill (c, x1+ax,y1+ay, x2-ax,y2-ay, WINDOW)

        if spot.long >= 7 or
           (spot.long >= 5 and (WINDOW.c_h - WINDOW.f_h) < 72)
        then
          local mx1 = int((x1+x2)/2)
          local my1 = int((y1+y2)/2)
          local mx2 = int((x1+x2+1)/2)
          local my2 = int((y1+y2+1)/2)
          fill (c, mx1,my1, mx2,my2, { solid=D.combo.wall })
        end
      else
        local DEFS = { "window_narrow", "window_rail_nar_MIDGRATE", "window_cross_big" } ---!!!! FIXME: not hard coded
        local def_name = non_nil(DEFS[spot.long])

        local def = GAME.win_fabs and GAME.win_fabs[def_name]
        if def then
          local fab = non_nil(PREFABS[def.prefab])
          B_prefab(c, fab,def.skin,parm, c.rmodel,D.combo, spot.x,spot.y,10-dir)
        end
      end
    end

--[[ GOOD OLD STUFF

    -- cohabitate nicely with doors
    local min_x, max_x = 1, BW

    if link then
      if link.where == "double" then return end
      if link.where == "wide"   then return end

      local l_long = link.long or 2
      local l_pos = where_to_block(link.where, l_long)
      if l_pos > (BW+1)/2 then
        max_x = l_pos - 2
      else
        min_x = l_pos + l_long + 1
      end

    elseif c.vista[side] then
      if rand_odds(50) then
        max_x = 3
      else
        min_x = BW-3+1
      end
    end

    local dx, dy = dir_to_delta(D.side)

    local x, y = side_coords(side, 1,1, BW,BH)

    x = c.bx1-1 + x+dx
    y = c.by1-1 + y+dy


    local long  = rand_index_by_probs { 30, 90, 10, 3 }
    local step  = long + rand_index_by_probs { 90, 30, 4 }
    local first = -1 + rand_index_by_probs { 90, 90, 30, 5, 2 }

    local bar, bar_step
    local bar_chance

    if D.kind == "fence" then
      bar_chance = 0.1
    else
      bar_chance = 10 + math.min(long,4) * 15
    end

    if rand_odds(bar_chance) then
      if long == 1 then bar = 1
      else bar = rand_index_by_probs { 90, 30 }
      end
      if bar > 1 then bar_step = 2 * bar
      else bar_step = 2 * rand_index_by_probs { 40, 80 }
      end
    end

    if not bar and D.kind ~= "fence" then
      sec[side] = { rail = GAME.rails["r_2"].wall }
    end

    for d_pos = first, BW-long, step do
      local wx, wy = x + ax*d_pos, y + ay*d_pos

      if (d_pos+1) >= min_x and (d_pos+long) <= max_x then
        if bar then
          B_bars(c, wx,wy, math.min(side,10-side),long, bar,bar_step, GAME.mats.METAL, sec,b_combo.wall)
        else
          gap_fill(c, wx,wy, wx+ax*(long-1),wy+ay*(long-1), sec)
        end
      end
    end
--]]
  end

  local function build_one_border(side)

    local D = c.border[side]
    if not D then return end
    if D.build ~= c then return end

    local link = c.link[side]
    local other = neighbour_by_side(c, side)

    local b_combo = D.combo
    assert(b_combo)

    local x1,y1, x2,y2 = D.x1, D.y1, D.x2, D.y2

    if D.kind == "fence" then
      build_fence(x1,y1, x2,y2, other, b_combo, D.fence_h)

    elseif D.kind == "wire" then
      build_wire_fence(side, x1,y1, x2,y2, other, b_combo)

    elseif D.kind == "window" then
      build_window(side)

    elseif D.kind == "sky" then
      build_sky_border(D.side, x1,y1, x2,y2)
    end

    -- otherwise solid
    gap_fill(c, x1,y1, x2,y2, { solid=b_combo.wall })
  end

  local function build_one_corner(side)

    local E = c.corner[side]
    if not E then return end
    if E.build ~= c then return end

    if E.kind == "sky_border" then
      build_sky_border(10-E.sky_dir, E.bx,E.by, E.bx,E.by)

    elseif E.kind == "sky_corner" then
      build_sky_corner(E.sky_dir, E.bx,E.by, E.bx,E.by)

    elseif E.kind == "fence" then
      build_fence(E.bx,E.by, E.bx,E.by, {}, E.combo, E.fence_h)
    end

    -- otherwise solid
    gap_fill(c, E.bx, E.by, E.bx, E.by, { solid=E.combo.wall })
  end


  --== build_borders ==--

  for zzz,cell in ipairs(PLAN.all_cells) do

    c = cell

    for side = 1,9,2 do
      build_one_corner(side)
      build_one_border(side)
    end

    for side = 2,8,2 do
      if build_link(side) == false then
	return false
      end
      build_one_border(side)
    end
  end
  return true
end


----------------------------------------------------------------

function build_maze(c, x1,y1, x2,y2)
  -- FIXME: build_maze
end

function build_grotto(c, x1,y1, x2,y2)
  
  local ROOM = c.rmodel
  local WALL = { solid=c.combo.wall }

  for y = y1+1, y2-1, 2 do
    for x = x1+1+(int(y/2)%2)*2, x2-3, 4 do
      gap_fill(c, x-2,y, x-2,y, WALL)
      gap_fill(c, x+2,y, x+2,y, WALL)

      local ax, ay = dir_to_across(rand_sel(50, 2, 4))
      gap_fill(c, x-ax,y-ay, x+ax,y+ay, WALL)
    end
  end

  gap_fill(c, x1,y1, x2-3,y2-1, ROOM)
end

function build_pacman_level(c)

  local function free_spot(bx, by)
    local B = PLAN.blocks[bx][by]
    return B and not B.solid and not B.has_blocker and
           (not B.things or table_empty(B.things))
  end

  local function solid_spot(bx, by)
    local B = PLAN.blocks[bx][by]
    return B and B.solid
  end

  local PACMAN_MID_FABS  = { "WOLF_PACMAN_MID_1", "WOLF_PACMAN_MID_2", "WOLF_PACMAN_MID_3" }
  local PACMAN_CORN_FABS = { "WOLF_PACMAN_CORN_1", "WOLF_PACMAN_CORN_2", "WOLF_PACMAN_CORN_3" }
 
  local mid_fab = PREFABS[rand_element(PACMAN_MID_FABS)]
  assert(mid_fab)

  local mid_x = 32 - int(mid_fab.long/2)
  local mid_y = 30 - int(mid_fab.deep/2)

  local top_fab = PREFABS[rand_element(PACMAN_CORN_FABS)]
  local bot_fab = PREFABS[rand_element(PACMAN_CORN_FABS)]
  assert(top_fab and bot_fab)

  local top_flip = rand_odds(50)
  local bot_flip = not top_flip

  -- !!!! FIXME: move skin into x_wolf.lua
  local combo = GAME.combos[rand_sel(50,"BLUE_STONE","BLUE_BRICK")]
  assert(combo)

  local skin =
  {
    ghost_w = GAME.combos[rand_sel(50,"RED_BRICK","GRAY_STONE")].wall,

    dot_t = rand_sel(50,"chalice","cross"),

    treasure1 = "chest",
    treasure2 = "crown",

    blinky = "blinky",
    clyde = "clyde",
    inky = "inky",
    pinky = "pinky",
    first_aid = "first_aid",
  }
  local parm =
  {
  }

  B_prefab(c, mid_fab,skin,parm, c.rmodel,combo, mid_x-2, mid_y, 2, false)

  B_prefab(c, top_fab,skin,parm, c.rmodel,combo, mid_x-10, mid_y+16, 2,false,top_flip)
  B_prefab(c, top_fab,skin,parm, c.rmodel,combo, mid_x+10, mid_y+16, 2,true, top_flip)

  B_prefab(c, bot_fab,skin,parm, c.rmodel,combo, mid_x-10, mid_y-12, 2,false,bot_flip)
  B_prefab(c, bot_fab,skin,parm, c.rmodel,combo, mid_x+10, mid_y-12, 2,true, bot_flip)

  B_exit_elevator(c, mid_x+18, mid_y+28, 2)

  gap_fill(c, 2,2, 63,63, { solid=combo.wall })
  
  -- player spot
  local px
  local py = rand_irange(mid_y-11, mid_y-3)
  local p_ang = 0

  for x = mid_x-7,mid_x+12 do
    if free_spot(x, py) then
      px = x
      if solid_spot(x+1, py) or solid_spot(x+2,py) then
        p_ang = 90
        if solid_spot(x,py+1) or solid_spot(x,py+2) then p_ang = 270 end
      end
      break;
    end 
  end

  if not px then error("Could not find spot for pacman!") end

  add_thing(c, px, py, "player1", true, p_ang)
end

----------------------------------------------------------------


function layout_cell(c)
 
  local function decide_void_pic(c)
    if c.combo.pic_wd and rand_odds(60) then
      c.void_pic = { wall=c.combo.pic_wd, w=128, h=c.combo.pic_wd_h or 128 }
      c.void_cut = 1
      return

    elseif not c.combo.outdoor and rand_odds(25) then
      c.void_pic = get_rand_wall_light()
      c.void_cut = rand_irange(3,4)
      return

    else
      c.void_pic = get_rand_pic()
      c.void_cut = 1
    end
  end


  local function chunk_pair(cell, other, side,n)
    local cx,cy, ox,oy
    
        if side == 2 then cx,cy,ox,oy = n,1,n,3
    elseif side == 8 then cx,cy,ox,oy = n,3,n,1
    elseif side == 4 then cx,cy,ox,oy = 1,n,3,n
    elseif side == 6 then cx,cy,ox,oy = 3,n,1,n
    end

    return cell.chunks[cx][cy], other.chunks[ox][oy]
  end


  local function OLD_build_chunk(kx, ky)

    local function link_is_door(c, side)
      return c.link[side] and c.link[side].kind == "door"
    end

    local function add_overhang_pillars(c, K, kx, ky, sec, l_tex, u_tex)
      local basex = K.x1
      local basey = K.y1

      sec = copy_block(sec)
      sec.l_tex = l_tex
      sec.u_tex = u_tex
      
      for side = 1,9,2 do
        if side ~= 5 then
          local jx, jy = dir_to_corner(side, JW, JH)
          local fx, fy = dir_to_corner(side, FW, FH)

          local bx, by = (basex + jx-1), (basey + jy-1)

          local pillar = true

          if (bx ==  1 and link_is_door(c, 4)) or
             (bx == BW and link_is_door(c, 6)) or
             (by ==  1 and link_is_door(c, 2)) or
             (by == BH and link_is_door(c, 8))
          then
            pillar = false
          end

          -- FIXME: interact better with stairs/lift

          jx,jy = (bx - 1)*FW, (by - 1)*FH

          frag_fill(c, jx+1, jy+1, jx+FW, jy+FH, sec)

          if pillar then
            frag_fill(c, jx+fx, jy+fy, jx+fx, jy+fy, { solid=K.sup_tex})
          end
        end
      end
    end


    local function wall_switch_dir(kx, ky, entry_dir)
      if not entry_dir then
        entry_dir = rand_irange(1,4)*2
      end
      
      if kx==2 and ky==2 then
        return entry_dir
      end

      if kx==2 then return sel(ky < 2, 8, 2) end
      if ky==2 then return sel(kx < 2, 6, 4) end

      return entry_dir
    end


    ---=== OLD_build_chunk ===---

--     local K = c.chunks[kx][ky]
--     assert(K)
-- 
-- 
-- 
--     if K.void then
--       gap_fill(c, K.x1, K.y1, K.x2, K.y2, c.rmodel)
--       do return end
-- 
--       if K.closet then
--         con.debugf("BUILDING CLOSET @ (%d,%d)\n", c.x, c.y)
-- 
--         table.insert(K.place.spots,
--           B_monster_closet(c, K,kx,ky, c.floor_h + 0,
--             c.quest.closet.door_tag))
-- 
--       elseif K.dm_exit then
--         B_deathmatch_exit(c, K,kx,ky,K.dir)
-- 
--       elseif GAME.pics and not c.small_exit
--           and rand_odds(sel(c.combo.outdoor, 10, sel(c.hallway,20, 50)))
--       then
--         if not c.void_pic then decide_void_pic(c) end
--         local pic,cut = c.void_pic,c.void_cut
-- 
--         if not c.quest.image and (PLAN.deathmatch or
--              (c.quest.parent and rand_odds(33)))
--         then
--           pic = GAME.images[1]
--           cut = 1
--           c.quest.image = "pic"
--         end
-- 
--         B_void_pic(c, K,kx,ky, pic,cut)
-- 
--       else
--         gap_fill(c, K.x1, K.y1, K.x2, K.y2, { solid=c.combo.wall })
--       end
--       return
--     end -- K.void
-- 
--     if K.cage then
--       B_big_cage(c, GAME.mats.CAGE, K,kx,ky)
--       return
--     end
-- 
-- 
-- 
--     local bx = K.x1 + 1
--     local by = K.y1 + 1
--     
--     if K.player then
--       local angle = player_angle(kx, ky)
--       local offsets = sel(rand_odds(50), {1,3,7,9}, {2,4,6,8})
--       if PLAN.coop then
--         for i = 1,4 do
--           local dx,dy = dir_to_delta(offsets[i])
--           if SETTINGS.game == "plutonia" then
--             B_double_pedestal(c, bx+dx,by+dy, K.rmodel, GAME.special_ped)
--           else
--             B_pedestal(c, bx+dx, by+dy, K.rmodel, GAME.pedestals.PLAYER)
--           end
--           add_thing(c, bx+dx, by+dy, "player" .. tostring(i), true, angle)
--           c.player_pos = {x=bx+dx, y=by+dy}
--         end
--       else
--         if SETTINGS.game == "plutonia" then
--           B_double_pedestal(c, bx,by, K.rmodel, GAME.special_ped)
--         else
--           B_pedestal(c, bx, by, K.rmodel, GAME.pedestals.PLAYER)
--         end
--         add_thing(c, bx, by, sel(PLAN.deathmatch, "dm_player", "player1"), true, angle)
--         c.player_pos = {x=bx, y=by}
-- 
--       end
-- 
--     elseif K.dm_weapon then
--       B_pedestal(c, bx, by, K.rmodel, GAME.pedestals.WEAPON)
--       add_thing(c, bx, by, K.dm_weapon, true)
-- 
--     elseif K.quest then
-- 
--       if c.quest.kind == "key" or c.quest.kind == "weapon" or c.quest.kind == "item" then
--         B_pedestal(c, bx, by, K.rmodel, GAME.pedestals.QUEST)
-- 
--         -- weapon and keys are non-blocking, but we don't want
--         -- a monster sitting on top of our quest item (especially
--         -- when it has a pedestal).
--         add_thing(c, bx, by, c.quest.item, true)
-- 
--       elseif c.quest.kind == "switch" then
--         local info = GAME.switches[c.quest.item]
--         assert(info.switch)
--         local kind = 103; if info.bars then kind = 23 end
--         if rand_odds(40) then
--           local side = wall_switch_dir(kx, ky, c.entry_dir)
--           B_wall_switch(c, bx,by, K.rmodel.f_h, side, 2, info, kind, c.quest.tag + 1)
--         else
--           B_pillar_switch(c, K,bx,by, info,kind, c.quest.tag + 1)
--         end
-- 
--       elseif c.quest.kind == "exit" then
--         assert(c.combo.switch)
-- 
--         local side = wall_switch_dir(kx, ky, c.entry_dir)
-- 
--         if SETTINGS.game == "plutonia" then
--           B_double_pedestal(c, bx,by, K.rmodel, GAME.special_ped,
--             { walk_kind = 52 }) -- FIXME "exit_W1"
-- 
--         elseif c.small_exit and not c.smex_cage and rand_odds(80) then
--           if c.combo.flush then
--             B_flush_switch(c, bx,by, K.rmodel.f_h,side, c.combo.switch, 11)
--           else
--             B_wall_switch(c, bx,by, K.rmodel.f_h,side, 3, c.combo.switch, 11)
--           end
-- 
--           -- make the area behind the switch solid
--           local x1, y1 = K.x1, K.y1
--           local x2, y2 = K.x2, K.y2
--               if side == 4 then x1 = x1+2
--           elseif side == 6 then x2 = x2-2
--           elseif side == 2 then y1 = y1+2
--           elseif side == 8 then y2 = y2-2
--           else   error("Bad side for small_exit switch: " .. side)
--           end
-- 
--           gap_fill(c, x1,y1, x2,y2, { solid=c.combo.wall })
--           
--         elseif c.combo.hole_tex and rand_odds(75) then
--           B_exit_hole(c, K,kx,ky, c.rmodel)
--           return
--         elseif rand_odds(85) then
--           B_floor_switch(c, bx,by, K.rmodel.f_h, side, c.combo.switch, 11)
--         else
--           B_pillar_switch(c, K,bx,by, c.combo.switch, 11)
--         end
--       end
--     end -- if K.player | K.quest etc...
-- 
-- 
--     ---| fill in the rest |---
-- 
--     local sec = copy_block(K.rmodel)
-- 
--     local surprise = c.quest.closet or c.quest.depot
-- 
--     if K.quest and surprise and c == surprise.trigger_cell then
-- 
--       sec.mark = allocate_mark()
--       sec.walk_kind = 2
--       sec.walk_tag  = surprise.door_tag
--     end
-- 
--     if K.liquid then  -- FIXME: put into setup_chunk_rmodels
--       sec.kind = c.liquid.sec_kind
--     end
-- 
--     if K.player then
-- 
--       sec.near_player = true;
--       if not sec.kind then
--         sec.kind = 9  -- FIXME: "secret"
--       end
-- 
--       if SETTINGS.mode == "coop" and SETTINGS.game == "plutonia" then
--         sec.light = GAME.special_ped.coop_light
--       end
--     end
-- 
--     -- TEST CRUD : overhangs
--     if rand_odds(9) and c.combo.outdoor
--       and (sec.c_h - sec.f_h <= 256)
--       and not (c.quest.kind == "exit" and c == c.quest.path[#c.quest.path-1])
--       and not K.stair_dir
--     then
-- 
--       K.overhang = true
-- 
--       if not c.overhang then
--         local name
--         name, c.overhang = rand_table_pair(GAME.hangs)
--       end
--       local overhang = c.overhang
-- 
--       K.sup_tex = overhang.thin
-- 
--       sec.c_tex = overhang.ceil
--       sec.u_tex = overhang.upper
-- 
--       sec.c_h = sec.c_h - (overhang.h or 24)
--       sec.light = sec.light - 48
--     end
-- 
--     -- TEST CRUD : crates
--     if not c.scenic and not K.stair_dir
--       and GAME.crates
--       and dual_odds(c.combo.outdoor, 20, 33)
--       and (not c.hallway or rand_odds(25))
--       and (not c.exit or rand_odds(50))
--     then
--       K.crate = true
--       if not c.crate_combo then
--         c.crate_combo = get_rand_crate()
--       end
--     end
-- 
--     -- TEST CRUD : pillars
--     if not K.crate and not c.scenic and not K.stair_dir
--       and dual_odds(c.combo.outdoor, 12, 25)
--       and (not c.hallway or rand_odds(15))
--       and (not c.exit or rand_odds(22))
--     then
--       K.pillar = true
--     end
-- 
--     --FIXME: very cruddy check...
--     if c.is_exit and chunk_touches_side(kx, ky, c.entry_dir) then
--       K.crate  = nil
--       K.pillar = nil
--     end
-- 
--     -- TEST CRUD : sky lights
--     if c.sky_light then
--       if kx==2 and ky==2 and c.sky_light.pattern == "pillar" then
--         K.pillar = true
--       end
-- 
--       K.sky_light_sec = copy_block(sec)
--       K.sky_light_sec.c_h   = sel(c.sky_light.is_sky, c.sky_h, sec.c_h + c.sky_light.h)
--       K.sky_light_sec.c_tex = sel(c.sky_light.is_sky, GAME.SKY_TEX, c.sky_light.light_info.floor)
--       K.sky_light_sec.light = 176
--       K.sky_light_utex = c.sky_light.light_info.side
-- 
--       -- make sure sky light doesn't come down too low
--       K.sky_light_sec.c_h = math.max(K.sky_light_sec.c_h,
--         sel(c.sky_light.is_sky, c.c_max+16, c.c_min))
--     end
--  
--     ---- Chunk Fill ----
-- 
--     local l_tex = c.rmodel.l_tex
-- 
--     do
--       assert(sec)
-- 
--       if K.overhang then
--         add_overhang_pillars(c, K, kx, ky, sec, sec.l_tex, sec.u_tex)
--       end
-- 
--       if K.sky_light_sec then
--         local x1,y1,x2,y2 = K.x1,K.y1,K.x2,K.y2
--         if kx==1 then x1=x1+1 end
--         if kx==3 then x2=x2-1 end
--         if ky==1 then y1=y1+1 end
--         if ky==3 then y2=y2-1 end
-- 
--         local func = SKY_LIGHT_FUNCS[c.sky_light.pattern]
--         assert(func)
-- 
--         local BB = copy_block(K.sky_light_sec)
--         BB.l_tex = sec.l_tex
--         BB.u_tex = K.sky_light_utex or sec.u_tex
-- 
--         for x = x1,x2 do for y = y1,y2 do
--           if func(kx,ky, x,y) then
--             gap_fill(c, x,y, x,y, BB)
--           end
--         end end
--       end
-- 
--       -- get this *after* doing sky lights
--       local blocked = PLAN.blocks[K.x1+1][K.y1+1] --!!!
-- 
--       if K.crate and not blocked then
--         local combo = c.crate_combo
--         if not c.quest.image and not c.quest.parent and
--            (not PLAN.image or rand_odds(11))
--         then
--           combo = GAME.images[2]
--           c.quest.image = "crate"
--           PLAN.image = true
--         end
--         B_crate(c, combo, sec, kx,ky, K.x1+1,K.y1+1)
--         blocked = true
--       end
-- 
--       if K.pillar and not blocked then
-- 
--         -- TEST CRUD
--         if rand_odds(22) and GAME.mats.CAGE and not PLAN.deathmatch
--           and K.rmodel.c_h >= K.rmodel.f_h + 128
--         then
--           B_pillar_cage(c, GAME.mats.CAGE, kx,ky, K.x1+1,K.y1+1)
--         else
--           B_pillar(c, c.combo, kx,ky, K.x1+1,K.y1+1)
--         end
--         blocked = true
--       end
-- 
--       gap_fill(c, K.x1, K.y1, K.x2, K.y2, sec)
-- 
--       if not blocked and c.combo.scenery and not K.stair_dir and
--          (dual_odds(c.combo.outdoor, 37, 22)
--           or (c.scenic and rand_odds(51)))
--       then
-- --!!!        PLAN.blocks[K.x1+1][K.y1+1].has_scenery = true
--         local th = add_thing(c, K.x1+1, K.y1+1, c.combo.scenery, true)
--         if c.scenic then
--           th.dx = rand_irange(-64,64)
--           th.dy = rand_irange(-64,64)
--         end
--       end
--     end

  end

  local function decide_sky_lights(c)
    if not c.combo.outdoor and not c.is_exit and not c.hallway
       and GAME.lights and rand_odds(70)
    then
      c.sky_light =
      {
        h  = 8 * rand_irange(2,4),
        pattern = random_sky_light(),
        is_sky = rand_odds(33),
        light_info = get_rand_light()
      }
      if not c.sky_light.is_sky and rand_odds(80) then
        c.sky_light.h = - c.sky_light.h
      end
    end
  end

    local function get_reclaim_border(K, side)
      return
         (K.kx == 1 and (side==4 or side==1 or side==7) and c.border[4])
      or (K.kx == 3 and (side==6 or side==3 or side==9) and c.border[6])
      or (K.ky == 1 and (side==2 or side==1 or side==3) and c.border[2])
      or (K.ky == 3 and (side==8 or side==7 or side==9) and c.border[8])
    end
    
  local function reclaim_areas(c)

    local function create_reclaim(K, side)
      local rec =
      {
        c=c, K=K, side=side, total_blk=0,
        tendrils = {},
      }

      rec.x1, rec.y1, rec.x2, rec.y2 =
          side_coords(side, K.x1, K.y1, K.x2, K.y2)

      rec.long = K.x2 - K.x1 + 1
      rec.deep = K.y2 - K.y1 + 1

      if side == 4 or side == 6 then
        rec.long, rec.deep = rec.deep, rec.long
      end

      for pos = 1,rec.long do
        rec.tendrils[pos] = 0
      end

      return rec
    end

    local function best_reclaim(A, B)
      
      -- FIXME: for wolf3d/spear: choose one next to border

      if A.total_blk > B.total_blk+1 then return A end
      if B.total_blk > A.total_blk+1 then return B end

      return rand_sel(50, A, B)
    end

    local function neighbour_is_void(K, side)
      local N = chunk_neighbour(c, K, side)
      if N then 
        return N.kind == "void"
      else
        return c.border[side] -- ???? border kinds? window?
      end
    end

    local function flank_partner_is_void(K, flank_dir, dir)
      local kx,ky = K.kx, K.ky
      local dx,dy

      dx,dy = dir_to_delta(flank_dir)
      kx,ky = kx+dx, ky+dy

      if not valid_chunk(kx,ky) then return true end

      dx,dy = dir_to_delta(dir)
      kx,ky = kx+dx, ky+dy

      if not valid_chunk(kx,ky) then return true end

      return c.chunks[kx][ky].kind == "void"
    end

    local function try_grow_tendril(K, dir, rec, pos)
      local dx, dy = dir_to_delta(dir)
      local ax, ay = dir_to_across(dir)

      local max_deep = rec.deep - 1

--con.printf("\nTRY_GROW_TENDRIL: long:%d deep:%d\n", rec.long, rec.deep)
      for deep = 1, max_deep do

        local x = rec.x1 + (pos-1)*ax + (deep-1)*dx
        local y = rec.y1 + (pos-1)*ay + (deep-1)*dy

        assert(valid_chunk_block(K, x, y))

        local B = PLAN.blocks[x][y]
        assert(B)

--[[
con.printf("_ pos:%d deep:%d --> chunk:%s used:%s walk:%s on_path:%s\n",
pos, deep, sel(B.chunk,"YES","NO"),
sel(block_is_used(B), "YES", "NO"),
sel(B.walk, "YES", "NO"),
sel(B.on_path, "YES", "NO"))
--]]
        if not B.chunk         then break; end
        if block_is_used(B)    then break; end
        if B.walk or B.on_path then break; end

        -- avoid touching stairs
        local function test_area(x1,y1,x2,y2)
          if x1 > x2 then x1,x2 = x2,x1 end
          if y1 > y2 then y1,y2 = y2,y1 end

          for tx = x1,x2 do for ty = y1,y2 do
            if valid_cell_block(c, tx, ty) then
              local B = PLAN.blocks[tx][ty]
              if block_is_used(B) then
                return false
              end
            end
          end end

          return true --OK--
        end
    
        if not test_area(x-ax, y-ay, x+ax+dx, y+ay+dy) then
          break;
        end

        -- OK, this block passed the tests
        rec.tendrils[pos] = deep

        rec.total_blk = rec.total_blk + 1
      end
    end

    local function try_reclaim_side(K, dir)

      -- Requirements:
      --  (a) start side must be against solid wall or void chunk
      --  (b) never fill chunk completely (leave 1 block free)
      --  (c) never fill over a 'walk' or 'on_path' block

      if K.no_reclaim then return false end

      local solids = {}
      local sol_count = 0

      for side = 2,8,2 do
        if neighbour_is_void(K, side)
        then
          solids[side] = true
          sol_count = sol_count + 1
        end
      end

-- if c.x==3 and c.y==4 and K.kx==3 and K.ky==3 then
-- con.printf("\n***************\n");
-- con.printf("dir:%d count:%d solids=\n%s\n", dir, sol_count, table_to_str(solids))
-- con.printf("\n***************\n");
-- end

      if sol_count >= 4 then return false end 

      -- assert(sol_count < 4)

      if sol_count == 0 then return false end

      if not solids[10-dir] then return false end

      -- OK, direction is valid, now try and grow tendrils

      local rec = create_reclaim(K, 10-dir)

      for pos = 1,rec.long do
        try_grow_tendril (K, dir, rec, pos)
      end

      if rec.total_blk == 0 then
        return false
      end

      -- allow 1 horizontal and 1 vertical per chunk

      if K.rec and K.rec2 then
        if is_parallel(K.rec.side, rec.side) then
          K.rec = best_reclaim(K.rec, rec)
        else
          K.rec2 = best_reclaim(K.rec2, rec)
        end
      
      elseif K.rec then
        if is_parallel(K.rec.side, rec.side) then
          K.rec = best_reclaim(K.rec, rec)
        else
          K.rec2 = rec
        end

      else
        K.rec = rec
      end

      return true --SUCCESS--
    end

--[[ UNUSED (didn't work well)

    local function normalize_reclaims(K)
      if K.rec and K.rec2 then

        local R_good = K.rec
        local R_clip = K.rec2

        if (R_clip.total_blk > R_good.total_blk) or
           (R_clip.total_blk == R_good.total_blk and
            R_clip.long > R_good.long)
        then
          R_clip,R_good = R_good,R_clip
        end

        local dx, dy = dir_to_delta(10-R_good.side)
        local ax, ay = dir_to_across(10-R_good.side)

        for pos = 1, R_good.long do
          local T = R_good.tendrils[pos]
          if T > 0 then
            local x1 = R_good.x1 + (pos-1)*ax
            local y1 = R_good.y1 + (pos-1)*ay

            -- Note: one block extra (prevent two corners closing off)
            local x2 = x1 + (T+0)*dx
            local y2 = y1 + (T+0)*dy

            x1,x2 = low_high(x1,x2)
            y1,y2 = low_high(y1,y2)

            clip_reclaim_by_bbox(R_clip, x1,y1, x2,y2)
          end
        end 
      end
    end
--]]

    --== reclaim_areas_==--

    -- choose reclaim direction for rows and columns.
    -- By limiting them to a single direction, we prevent the
    -- chance of two neighbouring chunks closing off an area
    -- (because the opposite sides were reclaimed).
    --
    -- pass #2 is special, if no claims occurred for X or Y
    -- direction in pass #1, then try the opposite way.

    local col_dirs = { 6, rand_sel(50,4,6), 4 }
    local row_dirs = { 8, rand_sel(50,2,8), 2 }

    if c.link[4] and not c.link[6] then col_dirs[2] = 4 end
    if c.link[6] and not c.link[4] then col_dirs[2] = 6 end

    if c.link[2] and not c.link[8] then row_dirs[2] = 2 end
    if c.link[8] and not c.link[2] then row_dirs[2] = 8 end

    local col_claims = { 0, 0, 0 }
    local row_claims = { 0, 0, 0 }

    for pass = 1,2 do
      for kx = 1,3 do for ky = 1,3 do

        local K = c.chunks[kx][ky]
        if is_roomy(K) and not K.no_reclaim then

          local x_dir = col_dirs[kx]
          local y_dir = row_dirs[ky]

          if pass == 2 then
            x_dir, y_dir = 10-x_dir, 10-y_dir
          end

          if pass == 1 or col_claims[kx] == 0 then
            if try_reclaim_side(K, x_dir) then
              col_claims[kx] = 1
            end
          end

          if pass == 1 or row_claims[ky] == 0 then
            if try_reclaim_side(K, y_dir) then
              row_claims[ky] = 1
            end
          end
        end

      end end  -- for kx for ky
    end -- for pass

  end

  local function trim_reclamations(c)

    local function can_shrink_tendril(K, rec, pos)
      local T = rec.tendrils[pos]
      if (T <= 0) then return false end

      local perp = sel(rec == K.rec, K.rec2, K.rec)
      if not perp then return true end

      -- make sure we don't introduce a "hole", which is when
      -- the perpendicular rec has a tendril that touches the
      -- tip of the current tendril.

--#     local dx,dy = dir_to_delta(10-rec.side)
--#     local ax,ay = dir_to_across(10-rec.side)
--#
--#     -- compute block coord one ahead of tendril
--#     local tx = rec.x1 + (pos-1)*ax + T*dx
--#     local ty = rec.y1 + (pos-1)*ay + T*dy

      -- test if this block is covered by perpendicular rec
      -- NOTE: we assume that an existing hole can be enlarged
      --       (hence only need to test a single perp tendril).
      
      local p_pos = T+1
      if p_pos > perp.long then return true end

      local T2 = perp.tendrils[p_pos]
      if T2 <= 0 then return true end

      local t_along
      if perp.side == 6 or perp.side == 8 then
        t_along = rec.long + 1 - pos
      else
        t_along = pos
      end

      return (T2 < t_along)
    end

    local function cut_tall_poppy(rec)
      return false --FAIL--
    end

    local function prune_chunk(K, rec)
      -- Prune method: use total_blk and space_factor to compute
      -- how many blocks should be removed, then remove them.

      error("prune_chunk does not handle overlapping reclaims")

      local skew = 1.0 + rand_skew() * 0.35

      local kill_blk = int(rec.total_blk * c.space_factor / 100 * skew)

      if kill_blk >= rec.total_blk then
        for pos = 1,rec.long do
          rec.tendrils[pos] = 0
        end
        return
      end

      -- determine what our neighbours are:
      --   0 = open space
      --   1 = reclaim (same side)
      --   2 = void / border
      local function neighbour_quantum(dir)
        local N = chunk_neighbour(c, K, dir)
        if not N then return 2 end
        if N.kind == "void" then return 2 end
        if N.rec  and N.rec.side  == rec.side then return 1 end
        if N.rec2 and N.rec2.side == rec.side then return 1 end
        return 0
      end

      local perp_dir = sel(rec.side==2 or rec.side==8, 4, 2)

      local n1 = neighbour_quantum(perp_dir)
      local n2 = neighbour_quantum(10-perp_dir)

      while kill_blk > 0 do
        if cut_tall_poppy(rec) then
          kill_blk = kill_blk - 1
        else
          -- sweep from one side to the other
          local sweep_d = n2 - n1
          if sweep_d == 0 then sweep_d = rand_sel(50, -1, 1) end

          for i = 1,rec.long do
            local pos = sel(sweep_d > 0, i, rec.long+1 - i)

            if rec.tendrils[pos] > 0 then
              shrink_tendril(rec, pos)
              kill_blk = kill_blk - 1
            end

            if kill_blk == 0 then break; end
          end
        end
      end
    end

    local function rough_hew_chunk(K, rec)
      -- Rough Hew method: use total_blk and space_factor to compute
      -- how many blocks should be removed, then remove them randomly.

      local skew = 1.0 + rand_skew() * 0.35

      local kill_blk = int(rec.total_blk * c.space_factor / 100 * skew)

      if kill_blk >= rec.total_blk then
        for pos = 1,rec.long do
          rec.tendrils[pos] = 0
        end

        rec.total_blk = 0
        return
      end

      -- FIXME: optimise this algorithm
      for loop = 1,40 do
        if kill_blk <= 0 then break; end

        local pos = rand_irange(1, rec.long)

--#     if rec.tendrils[pos] > 0 then
          if can_shrink_tendril(K, rec, pos) then
            shrink_tendril(rec, pos)
            kill_blk = kill_blk - 1
          end
--#     end
      end
    end

    local function guillotine_chunk(K, rec)
      -- Rough Hew method: use average_depth and space_factor to
      -- compute a chop-off point.  All tendrils are limited to it.

      local t_min, t_max = tendril_min_max(rec)
      local t_avg = rec.total_blk / rec.long

      local new_deep = t_avg * (1 - c.space_factor/100) * 1.25 + con.random()

-- con.printf("GUILLOTINE: SPACE:%d  |  min:%1.1f max:%1.1f @avg:%1.1f --> new_deep:%1.2f\n",
--   (c.space_factor/10), t_min, t_max, t_avg, new_deep)

      new_deep = int(new_deep)

      if new_deep <= 0 then
        for pos = 1,rec.long do
          rec.tendrils[pos] = 0
        end

        rec.total_blk = 0
        return
      end

      for pos = 1, rec.long do
        limit_tendril(rec, pos, new_deep)
      end
    end

    --- trim_reclamations ---

    local mode =
      c.room_type.trim_mode or c.combo.trim_mode or
      (not PLAN.deathmatch and c.quest.theme.trim_mode) or
      "guillotine";

    for kx = 1,3 do for ky = 1,3 do
      local K = c.chunks[kx][ky]

      if mode == "prune" then
        if K.rec  then prune_chunk(K, K.rec)  end
        if K.rec2 then prune_chunk(K, K.rec2) end

      elseif mode == "rough_hew" then
        if K.rec  then rough_hew_chunk(K, K.rec)  end
        if K.rec2 then rough_hew_chunk(K, K.rec2) end

      elseif mode == "guillotine" then
        if K.rec  then guillotine_chunk(K, K.rec)  end
        if K.rec2 then guillotine_chunk(K, K.rec2) end

      else
        error("Unknown trim_mode: " .. tostring(mode))
      end
    end end

    -- remove empty reclamations
    for kx = 1,3 do for ky = 1,3 do
      local K = c.chunks[kx][ky]
      if K.rec2 and K.rec2.total_blk == 0 then
        K.rec2 = nil
      end
      if K.rec and K.rec.total_blk == 0 then
        K.rec  = K.rec2
        K.rec2 = nil
      end
    end end
  end

  local function get_vista_coords(c, side, link, other)

    local x1, y1, x2, y2

    for kx = 1,3 do for ky = 1,3 do
      local K = other.chunks[kx][ky]
      if K.kind == "vista" and K.link == link then
        if not x1 then
          x1,y1, x2,y2 = K.x1,K.y1, K.x2,K.y2
        else
          x1 = math.min(x1, K.x1)
          y1 = math.min(y1, K.y1)
          x2 = math.max(x2, K.x2)
          y2 = math.max(y2, K.y2)
        end
      end
    end end

con.debugf("get_vista_coords @ (%d,%d) --> (%d,%d)\n",
c.x, c.y, other.x, other.y)
    if not x1 then error("missing vista chunks!?!?") end

    return x1,y1, x2,y2
  end
  
  local function vista_gap_fill(c, side, link, other)

    for kx = 1,3 do for ky = 1,3 do
      local K = other.chunks[kx][ky]
      if K.kind == "vista" and K.link == link then
        assert(K.ground_model)
---###  gap_fill(c, K.x1,K.y1, K.x2,K.y2, K.ground_model)
        for x = K.x1,K.x2 do for y = K.y1,K.y2 do
          PLAN.blocks[x][y].rmodel = K.ground_model
        end end
      end
    end end
  end

  local function vista_jiggle_link(c, side, L, other, x1,y1, x2,y2)
    local D = c.border[side]

con.debugf("\n vista_jiggle_link:\n")
con.debugf("  new size: (%d,%d) .. (%d,%d)\n", x1,y1, x2,y2)
con.debugf("  link coords: (%d,%d) .. (%d,%d)\n", L.x1,L.y1, L.x2,L.y2)
con.debugf("  boorder cds: (%d,%d) .. (%d,%d)\n\n", D.x1,D.y1, D.x2,D.y2)

    local dir

    if side == 4 or side == 6 then

          if L.y1 < y1 then dir = 8
      elseif L.y2 > y2 then dir = 2
      else return -- no problem --
      end

      if dir == 8 and L.y2 < math.min(y2, D.y2) then
        L.y1, L.y2 = L.y1+1, L.y2+1
        return
      end

      if dir == 2 and L.y1 > math.max(y1, D.y1) then
        L.y1, L.y2 = L.y1-1, L.y2-1
        return
      end

      -- unable to move link, backup plan: shorten it
      L.long = math.max(L.long-1, 2)

      if dir == 2 then
        L.y2 = L.y1 + L.long - 1
      else
        L.y1 = L.y2 - L.long + 1
      end

    else  -- side == 2 or side == 8

          if L.x1 < x1 then dir = 6
      elseif L.x2 > x2 then dir = 4
      else return -- no problem --
      end

      if dir == 6 and L.x2 < math.min(x2, D.x2) then
        L.x1, L.x2 = L.x1+1, L.x2+1
        return
      end

      if dir == 4 and L.x1 > math.max(x1, D.x1) then
        L.x1, L.x2 = L.x1-1, L.x2-1
        return
      end

      -- unable to move link, backup plan: shorten it
      L.long = math.max(L.long-1, 2)

      if dir == 4 then
        L.x2 = L.x1 + L.long - 1
      else
        L.x1 = L.x2 - L.long + 1
      end
    end
  end
 
  local SHALLOW_PROBS = { 0, 1, 20, 50, 90 }
  local SHALLOW_DBLS  = { 0, 0,  1, 15, 30 }

  local function build_one_vista(c, nb, side, link)

    local kind
    local diff_h = c.floor_h - nb.floor_h

    if link.fall_over then kind = "fall_over" end

    if not kind and diff_h >= 48 and rand_odds(35) then
      kind = "wire"
    end

    if not kind and not c.combo.outdoor and nb.combo.outdoor then
      local space_h = nb.ceil_h - c.floor_h
      local r = con.random() * 100

      if space_h >= 96 and space_h <= 256 and r < 15 then
        kind = "frame"
      elseif r < 70 then
        kind = "solid"
      end
    end

    if not kind then kind = "open" end

    local x1,y1, x2,y2 = get_vista_coords(c, side, link, nb)
    local sx,sy, ex,ey = x1,y1, x2,y2

    local long = x2 - x1 + 1
    local deep = y2 - y1 + 1

    if (side == 4) or (side == 6) then
      long,deep = deep,long
    end

    assert(long >= 1 and deep >= 1)

    -- make some vistas more shallow
    if deep > 5 or rand_odds(SHALLOW_PROBS[deep]) then
      local qty = 1
      if deep > 5 or rand_odds(SHALLOW_DBLS[deep]) then qty = 2 end

          if side == 2 then y1 = y1+qty
      elseif side == 8 then y2 = y2-qty
      elseif side == 4 then x1 = x1+qty
      elseif side == 6 then x2 = x2-qty
      end
    end

    -- don't touch the sides of the cell
    -- ALSO: don't go past the corner of the source cell
    if (side == 2) or (side == 8) then
      if x1 == nb.bx1 then x1 = x1+1 end
      if x2 == nb.bx2 then x2 = x2-1 end

      x1 = math.max(x1, c.bx1-1)
      x2 = math.min(x2, c.bx2+1)
    else
      if y1 == nb.by1 then y1 = y1+1 end
      if y2 == nb.by2 then y2 = y2-1 end

      y1 = math.max(y1, c.by1-1)
      y2 = math.min(y2, c.by2+1)
    end

    assert(x2 >= x1 and y2 >= y1)

    link.vista_x1 = x1; link.vista_y1 = y1
    link.vista_x2 = x2; link.vista_y2 = y2

    if sx ~= x1 or sy ~= y1 or ex ~= x2 or ey ~= y2 then
      vista_gap_fill(c, side, link, nb)
    end

    vista_jiggle_link(c, side, link, nb, x1,y1, x2,y2)
con.debugf("  link coords now: (%d,%d) .. (%d,%d)\n", link.x1,link.y1, link.x2,link.y2)

con.debugf("  COORDS: (%d,%d) .. (%d,%d)  size:%dx%d\n", x1,y1, x2,y2, long,deep)
con.debugf("  CELL:   (%d,%d) .. (%d,%d)\n", c.bx1,c.by1, c.bx2,c.by2)

    B_vista(link.vista_src, link.vista_dest, x1,y1, x2,y2, side, c.border[side].combo or c.combo, kind)

    -- add special spots
    local w = x2-x1+1
    local h = y2-y1+1

    if w >= 2 and h >= 2 then
      local count = 1

      if w >= 5 or h >= 5 then count = 2 end

      for i = 1,count do
        local x, y
        if w >= h then
          x = x1 + i*w/(count+1)
          y = y1 + 1*h/2
        else
          x = x1 + 1*w/2
          y = y1 + i*h/(count+1)
        end

        local spot = add_special_pickup_spot(c, int(x), int(y), 32,32, 200)

        spot.vista_side = side
      end
    end
  end

  local function build_vistas(c)
    for side = 2,8,2 do
      local L = c.link[side]
      if L and L.kind == "vista" and L.vista_dest == c then
        build_one_vista(L.vista_src, c, 10-side, L)
      end
    end
  end


  local function mark_secret(c, x1,y1, x2,y2)
    assert(x2 >= x1 and y2 >= y1)

    if not GAME.doom_format then return end

    for x = x1,x2 do for y = y1,y2 do
      local B = PLAN.blocks[x][y]
      assert(B)

      B.kind = 9
    end end
  end

  local function mark_link_walks(c)
    
    for side = 2,8,2 do
      local dx,dy = dir_to_delta(10-side) -- inwards

      local L = c.link[side]
      if L and not (L.kind == "vista" and L.vista_dest == c) then
        mark_walkable(c, 4, L.x1+dx,   L.y1+dy,   L.x2+dx,   L.y2+dy)
        mark_walkable(c, 2, L.x1+dx*2, L.y1+dy*2, L.x2+dx*2, L.y2+dy*2)
      end
--***********************************************************************************************************************
--FIX for secret spoiler outside secret door      
	if L and L.is_secret and L.build == c then
      	if L and L.is_secret and L.build == c and c.is_exit then
			mark_secret(c, L.x1+dx, L.y1+dy, L.x2+dx, L.y2+dy)
		else
  			mark_secret(c, L.x1-dx, L.y1-dy, L.x2-dx, L.y2-dy)        
		end		
   	end
--***********************************************************************************************************************
      local D = c.border[side]
      if D and D.kind == "window" then
        mark_walkable(c, 2, D.x1+dx,   D.y1+dy,   D.x2+dx,   D.y2+dy)
        mark_walkable(c, 1, D.x1+dx*2, D.y1+dy*2, D.x2+dx*2, D.y2+dy*2)
      end
    end
  end

  local function mark_vista_walks(c)

    for side = 2,8,2 do
      local L = c.link[side]
      if L and L.kind == "vista" and L.vista_dest == c then
        
        assert(L.vista_x1)

        -- surrounding coordinates
        local x1,y1 = L.vista_x1, L.vista_y1
        local x2,y2 = L.vista_x2, L.vista_y2

        if side == 2 or side == 8 then
          x1,x2 = x1-1, x2+1
        else
          y1,y2 = y1-1, y2+1
        end

            if side == 2 then y2=y2+1
        elseif side == 8 then y1=y1-1
        elseif side == 4 then x2=x2+1
        elseif side == 6 then x1=x1-1
        end

        for dir = 2,8,2 do
          if dir ~= side then
            mark_walkable(c, 3, side_coords(dir, x1,y1, x2,y2))
          end
        end
      end
    end
  end

  local function mark_deathmatch_walk(c)
    if PLAN.deathmatch and c.x==1 and c.y==PLAN.h then
      local K = c.chunks[2][3]
      local x, y = K.x1 + 1, K.y1 - 1
      mark_walkable(c, 4, x,y, x,y)
    end
  end

  local function stair_depths(diff_h)
    diff_h = math.abs(diff_h)

    local low = 1
    if diff_h >= 72  then low = 2 end
    if diff_h >= 168 then low = 3 end
    if diff_h >= 264 then low = 4 end
    
    local high = 1
    if diff_h >= 48  then high = 2 end
    if diff_h >= 96  then high = 3 end
    if diff_h >= 144 then high = 4 end

    return low,high
  end

  local function sort_stair_chunks(c)

    -- Requirements:
    --   Each chunk with 'stair_dir' field is placed _after_ the
    --   chunk pointed to.

    -- Algorithm:
    --   (a) give each chunk a unique ID
    --   (b) let low IDs "flow down" stair directions
    --   (c) repeat step (b) many times until stable
    --   (d) sort chunks into ascending ID numbers
    --
    -- NOTE: cyclic references prevent it from becoming truly
    --       stable. We ignore this problem (rare and benign).

    local ids = {}
    rand_shuffle(ids, 3*3)

    local result = {}

    for kx = 1,3 do for ky = 1,3 do
      local K = c.chunks[kx][ky]
      K.sort_id = table.remove(ids, 1)
      table.insert(result, K)
    end end

    for loop = 1,10 do
      for kx = 1,3 do for ky = 1,3 do
        local K = c.chunks[kx][ky]
        if K.stair_dir then
          local dx,dy = dir_to_delta(K.stair_dir)
          local J = c.chunks[kx+dx][ky+dy]
          if K.sort_id < J.sort_id then
            K.sort_id, J.sort_id = J.sort_id, K.sort_id
          end
        end
       end end 
    end

    table.sort(result, function(k1,k2) return k1.sort_id < k2.sort_id end)

-- con.printf("RESULT = \n%s\n", table_to_str(result,2))
    return result
  end

  local function find_stair_loc(K, behind_K,edge1,edge2, max_walk, min_deep,want_deep)

    -- Requirements:
    --   (a) blocks which stair will occupy are empty
    --   (b) blocks vor und hinter the stair are walkable
    --
    -- Preferences:
    --   (c) depth >= min_deep
    --   (d) width at least 2 blocks
    --   (e) prefer away from side edges

    local in_dir = 10-K.stair_dir
    local dx,dy = dir_to_delta(in_dir)
    local ax,ay = dir_to_across(in_dir)

    local x1,y1, x2,y2 = side_coords(K.stair_dir, K.x1,K.y1, K.x2,K.y2)

    local long = K.x2 - K.x1 + 1
    local deep = K.y2 - K.y1 + 1 

    if (K.stair_dir==4 or K.stair_dir==6) then
      long,deep = deep,long
    end

    local function check_stair_pos(pos, w)

      if pos == 0      and edge1 == "bad" then return nil end
      if pos+w == long and edge2 == "bad" then return nil end

      local x, y = x1 + ax*pos, y1 + ay*pos
      assert(K.x1 <= x and x <= K.x2)
      assert(K.y1 <= y and y <= K.y2)

      for h = want_deep,1,-1 do
        local able = true

        local sx, sy = x1 + ax*pos, y1 + ay*pos
        local ex, ey = sx + (h-1)*dx + (w-1)*ax, sy + (h-1)*dy + (w-1)*ay

        local st_x1 = math.min(sx,ex)
        local st_y1 = math.min(sy,ey)
        local st_x2 = math.max(sx,ex)
        local st_y2 = math.max(sy,ey)

        if h >= deep or
           (ex < K.x1 or ex > K.x2) or
           (ey < K.y1 or ey > K.y2)
        then
          able = false
        else

          assert(K.x1 <= st_x1 and st_x2 <= K.x2)
          assert(K.y1 <= st_y1 and st_y2 <= K.y2)

          -- first: check stair itself
          for qx = st_x1,st_x2 do for qy = st_y1,st_y2 do
            local B = PLAN.blocks[qx][qy]
            assert(B)
            assert(not block_is_used(B))

            if (B.walk and B.walk > max_walk) or not is_roomy(B.chunk) then
              able = false
            end
          end end

          -- second: check walkable ends
          for i = 0,w-1 do
            local qx, qy = sx + i*ax -   dx, sy + i*ay -   dy
            local rx, ry = sx + i*ax + h*dx, sy + i*ay + h*dy

            assert(c.bx1 <= qx and qx <= c.bx2)
            assert(c.by1 <= qy and qy <= c.by2)

            if not (c.bx1 <= rx and rx <= c.bx2 and
                    c.by1 <= ry and ry <= c.by2)
            then
              able = false

            elseif behind_K and behind_K.stair_dir and
               (behind_K.x1 <= rx and rx <= behind_K.x2) and
               (behind_K.y1 <= ry and ry <= behind_K.y2)
            then
              able = false

            else
              local B1 = PLAN.blocks[qx][qy]
              local B2 = PLAN.blocks[rx][ry]
              assert(B1)
              assert(B2)

              if block_is_used(B1) or not is_roomy(B1.chunk) or
                 block_is_used(B2) or not is_roomy(B2.chunk)
              then
                able = false
              end
            end
          end
        end

        if able then
          local info = { x=x, y=y, sx=st_x1,sy=st_y1,ex=st_x2,ey=st_y2, pos=pos, long=w, deep=h, score=0 }

          if h == want_deep then info.score = 400
          elseif h >= min_deep then info.score = 200
          end

          if w >= 2 then info.score = info.score + 100 end

          if pos > 0 and pos+w < long then
            info.score = info.score + 50
          end

          info.score = info.score + math.min(w-1,4) * 10

          -- deadlock breaker
          info.score = info.score + con.random()

          return info
        end          
      end

      return nil
    end

    -- find_stair_loc --

    local best

    for pos = 0,long-1 do
      for w = 1,long-pos do
        info = check_stair_pos(pos, w)
        if info and (not best or info.score > best.score) then
          best = info
        end
      end
    end

    return best
  end
  
  local function put_in_stair(c, mode, K,J, x,y, long,deep)

    local dir = K.stair_dir
    local dx,dy = dir_to_delta (K.stair_dir)
    local ax,ay = dir_to_across(K.stair_dir)

    local ex = x + ax*(long-1) + ay*(deep-1)
    local ey = y + ax*(deep-1) + ay*(long-1)

    local diff_h = K.rmodel.f_h - J.rmodel.f_h
    local min_fh = math.min(K.rmodel.f_h, J.rmodel.f_h)
    local max_fh = math.max(K.rmodel.f_h, J.rmodel.f_h)

    local step = -diff_h / (deep * 4)
    
con.debugf("Putting in Stair: (%d,%d)..(%d,%d) dir:%d size:%dx%d\n", x,y, ex,ey, dir, long, deep)

    if mode == "stair" then
      B_stair(c, K.rmodel, x,y, dir, long,deep, step)

    elseif mode == "lift" then
      B_lift(c, K.rmodel, x,y, min_fh,max_fh, dir, long, deep)

    else
      error("put_in_stair: unknown mode: " .. tostring(mode))
    end

    -- reserve space vor und hinter the staircase

    mark_walkable(c, 4, side_coords(   dir, x-ay,y-ax, ex+ay,ey+ax))
    mark_walkable(c, 4, side_coords(10-dir, x-ay,y-ax, ex+ay,ey+ax))

    -- mark stair for reclaim_areas() to avoid

    if not K.stair_x1 then
      K.stair_x1 = x
      K.stair_y1 = y
      K.stair_x2 = ex
      K.stair_y2 = ey
    else
      -- compute union of areas
      K.stair_x1 = math.min(K.stair_x1, x)
      K.stair_y1 = math.min(K.stair_y1, y)
      K.stair_x2 = math.max(K.stair_x2, ex)
      K.stair_y2 = math.max(K.stair_y2, ey)
    end
  end

  local function build_stair_chunk(c, K)

    local kx,ky = K.kx, K.ky
    local dx,dy = dir_to_delta(K.stair_dir)
    local ax,ay = dir_to_across(K.stair_dir)

    assert(valid_chunk(kx+dx, ky+dy))

    local J = c.chunks[kx+dx][ky+dy]
    local diff_h = K.rmodel.f_h - J.rmodel.f_h

    local behind_K
    if valid_chunk(kx-dx, ky-dy) then
      behind_K = c.chunks[kx-dx][ky-dy]
    end

    local function side_is_bad(side)
      local N = chunk_neighbour(c, K, side)

      if not N then return nil end
      if not N.stair_dir then return nil end

      if is_perpendicular(N.stair_dir, K.stair_dir) then return nil end

      local k_long, k_deep = get_long_deep(K.stair_dir, K.w, K.h)
      local n_long, n_deep = get_long_deep(K.stair_dir, N.w, N.h)

      -- choose: let the narrowest chunk to use the edge
      if k_long < n_long then return nil end --OK--

      return "bad"
    end

    local edge1, edge2

    if K.stair_dir==2 or K.stair_dir==8 then
      edge1 = side_is_bad(4)
      edge2 = side_is_bad(6)
    else
      edge1 = side_is_bad(2)
      edge2 = side_is_bad(8)
    end

con.debugf("Building stair @ (%d,%d) chunk [%d,%d] dir:%d\n", c.x, c.y, kx,ky, K.stair_dir)
con.debugf("  Chunk: (%d,%d)..(%d,%d)\n", K.x1,K.y1, K.x2,K.y2)
con.debugf("  EDGE1:%s  EDGE2:%s\n", edge1 or "OK", edge2 or "OK")

    local info
    for max_walk = 1,3 do
      info = find_stair_loc(K, behind_K, edge1,edge2, max_walk,
                            stair_depths(diff_h))
      if info then break; end
    end

    if not info then
      -- Emergency!
      info = find_stair_loc(K, behind_K, nil,nil, 3,
                            stair_depths(diff_h))

      if not info then
        info = find_stair_loc(K, behind_K, nil,nil, 4,
                              stair_depths(diff_h))
      end

      if not info then
        -- Fuck!
        show_cell_blocks(c)
        con.printf("Error in Cell (%d,%d) Chunk [%d,%d] dir:%d\n",
            c.x, c.y, K.kx, K.ky, K.stair_dir)
        error("Unable to find stair position!")
        return
      end
    end

    local x, y = info.sx, info.sy
    local long, deep = info.long, info.deep

    local diff_h = K.rmodel.f_h - J.rmodel.f_h
    local step   = -diff_h / (deep * 4)

    local prefer_stairs = c.room_type.prefer_stairs or
       (not PLAN.deathmatch and c.quest.theme.prefer_stairs) or
       GAME.caps.prefer_stairs

    local max_step = sel(GAME.caps.prefer_stairs, 24, 16) --????

    -- decide whether to make a staircase or a lowering platform
    local mode = "lift"

    if math.abs(step) <= max_step then
      if prefer_stairs then
        mode = "stair"
      elseif math.abs(diff_h) <= 32 then
        mode = "stair"
      elseif math.abs(diff_h) >= 224 then
        mode = "lift"
      else
        prob = (math.abs(diff_h) - 28) / 2
        mode = rand_sel(prob, "lift", "stair")
      end
    end

    if mode == "lift" then
      
      -- limit width to reasonable values (128 or 256 units)
          if long == 3 then long = 2
      elseif long >= 5 and rand_odds(95) then
        local pos = int( (long - 4 + rand_irange(0,1)) / 2)
        x, y = x + pos*ax, y + pos*ay
        long = 4
      end

      -- limit depth to reasonable values
      local lift_h = deep

      if long == 1 then
        lift_h = 1
      elseif lift_h >= 2 and rand_odds(95) then
        lift_h = rand_sel(66, 2, 1)
      end

      if lift_h ~= deep then
        if K.stair_dir == 8 or K.stair_dir == 6 then
          x,y = x + (deep-lift_h)*dx, y + (deep-lift_h)*dy
        end
        deep = lift_h
      end

    else
      assert(mode == "stair")

      -- sometimes make stairs narrow, or even split into two pieces

      local NARROW_PROBS = { 0, 0, 0, 40, 70, 70, 70, 70 }
      local SPLIT_PROBS  = { 0, 0, 2, 20, 75, 90, 95, 99 }

      while rand_odds(NARROW_PROBS[math.min(long,8)]) do
        -- don't always centre the new stair
        local centre = rand_index_by_probs({ 10,90,10 }) - 1
        x, y = x + ax*centre, y + ay*centre
        long = long - 2
  con.printf("MAKING STAIR NARROWER @ (%d,%d) : new size %dx%d\n", c.x,c.y, long,deep)
      end

      if rand_odds(SPLIT_PROBS[math.min(long,8)]) then
        local split_w, gap_w

        repeat
          split_w = rand_index_by_probs { 10, 60, 90 }
          gap_w   = long - split_w*2
        until gap_w >= 1

        long = split_w
  con.printf("SPLITTING STAIR @ (%d,%d) : new size %dx%d\n", c.x,c.y, long,deep)

        put_in_stair(c, mode, K,J, x,y, long,deep)
        x,y = x + (long+gap_w)*ax, y + (long+gap_w)*ay
      end
    end

    put_in_stair(c, mode, K,J, x,y, long,deep)
  end


  local function build_stairs(c)

    local chunk_list = sort_stair_chunks(c)
    
    for i = 1,#chunk_list do
      local K = chunk_list[i]
      if K.stair_dir then
        build_stair_chunk(c, K)
      end
    end
  end

  local function create_paths(c)

    -- two basic methods:
    --   1. pick a common point (e.g. middle of room) and
    --      create a path from there to all the exits.
    --   2. make paths between pairs of exits.

    local function link_walk_pos(L)
      local dx,dy = dir_to_delta(10-L.side) -- inwards

      local x = int((L.link.x1 + L.link.x2) / 2)
      local y = int((L.link.y1 + L.link.y2) / 2)

      return x+dx, y+dy
    end

    local function path_scorer(cx,cy, nx,ny, dir)

      cx, cy = c.bx1 + cx-1, c.by1 + cy-1
      nx, ny = c.bx1 + nx-1, c.by1 + ny-1

      assert(valid_cell_block(c, cx,cy))
      assert(valid_cell_block(c, nx,ny))

      local C = PLAN.blocks[cx][cy]
      local N = PLAN.blocks[nx][ny]

      if N.solid then return -1 end

      if N.chunk and (N.chunk.kind == "vista" or N.chunk.kind == "void") then
        return -1
      end

      -- stair check

      if C.stair_info or N.stair_info then
        if C.stair_info == N.stair_info then return 2.0 end

        local info = C.stair_info or N.stair_info

        -- cannot pass stairs when dir is perpendicular
        if is_perpendicular(info.dir, dir) then
          return -1
        end

        return 2.0
      end

      -- FIXME: lift check

      -- height check

      local C_fh = (C.rmodel and C.rmodel.f_h) or
                   (C.chunk and C.chunk.rmodel.f_h) or
                   c.rmodel.f_h

      local N_fh = (N.rmodel and N.rmodel.f_h) or
                   (N.chunk and N.chunk.rmodel.f_h) or
                   c.rmodel.f_h

      if math.abs(C_fh - N_fh) > MAX_STEP then
        return -1
      end
      
      return sel(C_fh == N_fh, 1.0, 1.2)
    end

    local function find_path(L1, L2, sx, sy)
      if L1 ~= "room" then
        sx, sy = link_walk_pos(L1)
      end

      local ex, ey = link_walk_pos(L2)

      -- coordinates must be relative for A* algorithm
      sx, sy = (sx - c.bx1) + 1, (sy - c.by1) + 1
      ex, ey = (ex - c.bx1) + 1, (ey - c.by1) + 1

--con.printf("\nROOM @ (%d,%d)\n", c.x, c.y)
--con.printf(  "  path from (%d,%d) .. (%d,%d)\n", sx,sy, ex,ey)
      local path = astar_find_path(c.bw, c.bh, sx,sy, ex,ey, path_scorer)

      if not path then
        con.printf("NO PATH INSIDE ROOM!\n")
        return false
      end

      table.insert(path, { x=ex, y=ey })

      for zzz, pos in ipairs(path) do
        local x = pos.x + c.bx1 - 1
        local y = pos.y + c.by1 - 1
        assert(valid_cell_block(c, x, y))

--con.printf(  "  |-- coord (%d,%d)\n", pos.x, pos.y)
        PLAN.blocks[x][y].on_path = true
--      add_thing(c, x, y, "candle", false)
      end
      return true
    end

    --- create_paths ---

    if c.scenic then return true end

    local link_list = {}

    for side = 2,8,2 do
      local L = c.link[side]
      if L and not (L.kind == "vista" and L.vista_dest == c) then
        table.insert(link_list, { link=L, side=side })
      end
    end

    if #link_list <= 0 then 
      con.printf("link_list fail\n")
      return false 
    end

    assert(#link_list > 0)
    
    if #link_list >= 2 then

      rand_shuffle(link_list)

      local star_form = false
      local mid_K = c.chunks[2][2]

      if (mid_K.kind == "room" or mid_K.kind == "link") and rand_odds(50) then
        star_form = true
      end

      if star_form then

        local K = c.chunks[2][2]
        if K.kind == "vista" then error("VISTA ON PATH!!") end

        if K.kind == "empty" then K.kind = "room" end

        -- TODO: prefer block is not on stair/lift
        local rx = int((K.x1+K.x2)/2)
        local ry = int((K.y1+K.y2)/2)

        for i = 1,#link_list do
          if not find_path("room", link_list[i], rx, ry) then return false end
        end
      else
        for i = 1,#link_list-1 do
          if not find_path(link_list[i], link_list[i+1]) then return false end
        end
      end

    end

    -- handle quest/player spot

    if c.q_spot then
      local K = c.q_spot
      local qx, qy

          if K.kx == 1 then qx = K.x2
      elseif K.kx == 3 then qx = K.x1
      else   qx = int((K.x1+K.x2) / 2)
      end

          if K.ky == 1 then qy = K.y2
      elseif K.ky == 3 then qy = K.y1
      else   qy = int((K.y1+K.y2) / 2)
      end

      if not find_path("room", rand_element(link_list), qx, qy) then
        con.printf("find_path fail\n")
	return false
      end

    end
    
    return true

  end


  ---=== layout_cell ===---

  if c.scenic == "solid" then
    fill(c, c.bx1, c.by1, c.bx2, c.by2, { solid=c.combo.wall })
    return true
  end

  -- elevator exits are handled specially
  if GAME.caps.elevator_exits and c.is_exit then return end

  decide_sky_lights(c)

  build_vistas(c)

  mark_link_walks(c)
  mark_vista_walks(c)
  mark_deathmatch_walk(c)

  build_stairs(c)

  if not create_paths(c) then 
    con.printf("create_paths fail\n")
    return false 
  end 

  reclaim_areas(c)
  trim_reclamations(c)
  return true
end


function fill_reclaim_area(c, K, rec_kind, solid_combo, x1,y1, x2,y2)
 
  if not solid_combo then
    solid_combo = c.combo
  end

  if rec_kind == "plain" then
    -- do nothing, allow GAP_FILL_ROOM to take care of it
    return
  end

  if rec_kind == "solid" then
    gap_fill(c, x1,y1, x2,y2, { solid=solid_combo.wall })
    return
  end

  -- remaining types don't affect the ceiling

  local AREA

  if rec_kind == "fence" then

    -- FIXME: use border[XX].fence_h for nicer joins
    local fence_h = c.f_max+48

    AREA =
    {
      f_h = fence_h,
      f_tex = c.combo.floor,
      l_tex = c.combo.wall,
    }

  elseif rec_kind == "liquid" then
    AREA =
    {
      f_h = K.rmodel.f_h - 8,
      f_tex = c.quest.liquid.floor,
      l_tex = c.quest.liquid.wall or c.combo.wall,
      kind  = c.quest.liquid.sec_kind,
    }

  else
    error("fill_reclaim_area: unknown rec_kind: " .. tostring(K.rec_kind)) 
  end

  gap_fill(c, x1,y1, x2,y2, AREA, { has_blocker=true })
end

function build_reclamations(c)

-- debug_with_liquid = true
-- debug_with_solid  = true

--[[ FIXME incorporate DECORATE into fill_reclaim_area
    local function void_up_chunk(c, K)

      if c.combo.decorate and not c.scenic and K.rec_kind == "solid" and
        (K.x2 > K.x1 or rand_odds(50)) and  -- FIXME: better randomness
        (K.y2 > K.y1 or rand_odds(50)) and
        rand_odds(65)
      then
        local dec_tex = c.combo.decorate
        if type(dec_tex) == "table" then
          dec_tex = rand_element(dec_tex)
        end
        gap_fill(c, K.x1,K.y1, K.x1,K.y1, { solid=dec_tex })
        gap_fill(c, K.x2,K.y2, K.x2,K.y2, { solid=dec_tex })
      end

      if debug_with_solid then
        gap_fill(c, K.x1,K.y1, K.x2,K.y2, { solid="BLAKWAL1" })

      elseif K.rec_kind == "solid" then
        gap_fill(c, K.x1,K.y1, K.x2,K.y2, { solid=c.combo.wall })

      elseif K.rec_kind == "fence" then

      elseif K.rec_kind == "liquid" then

      else
      end
    end

    local REC_FLATS =
    {
      [2]="FWATER1", [8]="LAVA1",
      [4]="NUKAGE3", [6]="SLIME01",
    }

--]]

    local function fill_tendril(c, K, rec, pos)

--    local debug_with_solid = true
      local REC_TEX =
      {
        [2]="COMPBLUE", [8]="CRACKLE2",
        [4]="SFALL1",   [6]="SKSNAKE1",
      }

      local dir = 10-rec.side
      local dx, dy = dir_to_delta(dir)
      local ax, ay = dir_to_across(dir)

      local T = rec.tendrils[pos]
      if T > 0 then
        local x1 = rec.x1 + (pos-1)*ax
        local y1 = rec.y1 + (pos-1)*ay
        local x2 = x1 + (T-1)*dx
        local y2 = y1 + (T-1)*dy

        x1,x2 = low_high(x1,x2)
        y1,y2 = low_high(y1,y2)

        if debug_with_solid then
          gap_fill(c, x1,y1, x2,y2, { solid=REC_TEX[rec.side] })
          return
        end

        fill_reclaim_area(c, K, rec.rec_kind, rec.solid_combo, x1,y1, x2,y2)
      end
    end

    -- build_reclamations --

    for kx = 1,3 do for ky = 1,3 do
      local K = c.chunks[kx][ky]
      if K.kind == "void" then
        fill_reclaim_area(c, K, K.rec_kind, K.solid_combo, K.x1,K.y1, K.x2,K.y2)
      else
        if K.rec then
          for pos = 1,K.rec.long do
            fill_tendril(c, K, K.rec, pos)
          end
        end
        if K.rec2 then
          for pos = 1,K.rec2.long do
            fill_tendril(c, K, K.rec2, pos)
          end
        end
      end
    end end

    do return end

--[[
    for side = 2,8,2 do
      local rec = c.reclaim[side]
      local D   = c.border[side]

      if rec and D then

        local sec

        if D.kind == "solid" and
           not (D.cells[1].combo.outdoor and D.cells[2].combo.outdoor)
        then
          if c.combo.outdoor then
            sec = { solid = D.combo.wall }
          else
            sec = { solid = c.combo.wall }
          end

        elseif D.kind == "fence" then
          sec = copy_block_with_new(c.rmodel,
                 { f_h=D.fence_h, f_tex=D.combo.floor,
                   l_tex=D.combo.wall, has_blocker=true })

      end
   end
--]]
end

function block_is_avail(B)
    if not B.chunk then return false end
    if block_is_used(B) then return false end
    if B.has_blocker then return false end
    if B.chunk.kind == "void"  then return false end
    if B.chunk.kind == "vista" then return false end
    if B.chunk.kind == "deathmatch" then return false end
    return true
end

function tizzy_up_room(c)

  local function verify_inner(c, fab,def, max_walk, x1,y1, x2,y2)
    assert(valid_cell_block(c,x1,y1))
    assert(valid_cell_block(c,x2,y2))

    local f_h, c_h

    for x = x1,x2 do for y = y1,y2 do
      local B = PLAN.blocks[x][y]
      assert(B)

      if not block_is_avail(B) then return false end

      if not f_h then
        f_h = B.chunk.rmodel.f_h
        c_h = B.chunk.rmodel.c_h

        local h = c_h - f_h
        if def.min_height and h < def.min_height then return false end
        if def.max_height and h > def.max_height then return false end

      else
        if B.chunk.rmodel.f_h ~= f_h and fab.region ~= "ceiling" then
          return false
        end

        if B.chunk.rmodel.c_h ~= c_h and fab.region ~= "floor" then
          return false
        end
      end

      if B.walk and B.walk >= max_walk then return false end
    end end

    return true, f_h
  end

  local function verify_outer(c, f_h, x1,y1, x2,y2)
    if not valid_cell_block(c,x1,y1) then return false end
    if not valid_cell_block(c,x2,y2) then return false end
    
    for x = x1,x2 do for y = y1,y2 do
      local B = PLAN.blocks[x][y]
      if not block_is_avail(B) then return false end
      if B.chunk.rmodel.f_h ~= f_h then return false end
    end end

    return true --OK--
  end

  local function verify_wall(c, f_h, x1,y1, x2,y2)
    for x = x1,x2 do for y = y1,y2 do
      if valid_cell_block(c, x, y) then
        local B = PLAN.blocks[x][y]
        if not B.solid then return false end
---??   if block_is_avail(B) then
---??     return (B.chunk.rmodel.f_h >= f_h + 80)
---??   end
      else
        -- "border" block is fine
      end
    end end

    return true --OK--
  end

  local function verify_island_spot(c, f_h, x1,y1, x2,y2)
   
    -- oooo
    -- oIIo
    -- oIIo
    -- oooo

    if not verify_outer(c, f_h, side_coords(2, x1-1,y1-1, x2+1,y2+1)) or
       not verify_outer(c, f_h, side_coords(4, x1-1,y1-1, x2+1,y2+1)) or
       not verify_outer(c, f_h, side_coords(6, x1-1,y1-1, x2+1,y2+1)) or
       not verify_outer(c, f_h, side_coords(8, x1-1,y1-1, x2+1,y2+1))
    then
      return false
    end

    return true --OK--
  end

  local function verify_wall_extend(c, f_h, dir, x1,y1, x2,y2)

    -- WWWW
    -- oIIo
    -- oIIo
    -- oooo

    if not verify_wall(c, f_h, side_coords(10-dir, x1-1,y1-1, x2+1,y2+1)) then
      return false
    end

    if not verify_outer(c, f_h, side_coords(dir, x1-1,y1-1, x2+1,y2+1)) then
      return false
    end

    local ex1,ey1, ex2,ey2 = x1,y1, x2,y2
    local edir

    if dir == 2 or dir == 8 then
      edir,ex1,ex2 = 4,ex1-1,ex2+1
    else
      edir,ey1,ey2 = 2,ey1-1,ey2+1
    end

    if not verify_outer(c, f_h, side_coords(edir,    ex1,ey1, ex2,ey2)) or
       not verify_outer(c, f_h, side_coords(10-edir, ex1,ey1, ex2,ey2))
    then
      return false
    end

    return true --OK--
  end

---  local function verify_corner_extend(c, f_h, dir, x1,y1, x2,y2)
---
---    local nb_dir = rotate_cw90(dir)
---
---    -- Xooo
---    -- WIIo
---    -- WIIo
---    -- WWWX
---
---    -- FIXME !!! verify_corner_extend
---
---    return false --FAIL--
---  end

  local function fab_check_position(c, fab,def, max_walk, dir1, dir2, x1,y1, x2,y2)

    assert(x1 <= x2 and y1 <= y2)

    if not valid_cell_block(c,x1,y1) then return false end
    if not valid_cell_block(c,x2,y2) then return false end

    local able, f_h = verify_inner(c, fab,def, max_walk, x1,y1, x2,y2)

    if not able then return false end

    if (not def.add_mode or def.add_mode == "island") then
      if verify_island_spot(c, f_h, x1,y1, x2,y2) then
        return true, "island", rand_sel(50, dir1, dir2)
      end
    end

    if (not def.add_mode or def.add_mode == "extend") then

      if verify_wall_extend(c, f_h, dir1, x1,y1, x2,y2) then
        return true, "extend", dir1
      
      elseif dir1 ~= dir2 and
        verify_wall_extend(c, f_h, dir2, x1,y1, x2,y2)
      then
        return true, "extend", dir2
      end
    end

    return false --FAIL--
  end

  local function try_one_fab_loc(c, fab,def, max_walk, dir, x, y)
    local long = fab.long
    local deep = fab.deep

    if dir==4 or dir==6 then deep,long = long,deep end

    local able, g_mode, g_dir =
        fab_check_position(c, fab,def, max_walk, dir or 2, dir or 8, x,y, x+long-1, y+deep-1)

    if able then return true, g_dir end

    if not dir then
      long,deep = deep,long
      local able, g_mode, g_dir =
          fab_check_position(c, fab,def, max_walk, 4, 6, x,y, x+long-1, y+deep-1)

      if able then return true, g_dir end
    end
  end

  local function sort_fab_locs(c, mode, x, y)

    if not c.fab_spots then
      c.fab_spots = {}
      for x = c.bx1,c.bx2 do for y = c.by1,c.by2 do
        table.insert(c.fab_spots, {c=c, x=x, y=y, rand=con.random()})
      end end
    end

    if mode == "random" then
      rand_shuffle(c.fab_spots)

    elseif mode == "near" then
      
      table.sort(c.fab_spots,
        function (a, b)
          local a_dist = dist(x, y, a.x, a.y) + a.rand/2
          local b_dist = dist(x, y, b.x, b.y) + b.rand/2
          return a_dist < b_dist
        end
      )

    else
      error("Unknwon sort_fab_locs mode: " .. tostring(mode))
    end
  end

  local function find_fab_loc(c, fab,def, walk1,walk2, dir)
    assert(def)
    assert(c.fab_spots)

    for max_walk = walk1,walk2 do

      for zzz,spot in ipairs(c.fab_spots) do
        local x = spot.x
        local y = spot.y

        local able, g_dir = try_one_fab_loc(c, fab,def, max_walk, dir, x, y)

        if able then return x, y, g_dir end
      end
    end

    return nil, nil --FAIL--
  end

  local function find_emergency_loc(c, dir)

    rand_shuffle(c.fab_spots)

    for zzz,spot in ipairs(c.fab_spots) do
      local x = spot.x
      local y = spot.y
      local B = PLAN.blocks[x][y]

      if B and block_is_avail(B) and is_roomy(B.chunk) then
        return x,y, dir or (rand_irange(1,4)*2)
      end
    end
  end

  local function wall_test_chunk(c, K, fab, side, kind)

    local B = chunk_neighbour(c, K, side) -- behind chunk

    if B and B.kind ~= "void" then return nil,nil end

    if B and B.rec_kind and B.rec_kind ~= kind then return nil,nil end


    local rec
    local perp

    if K.rec then
      if K.rec.rec_kind and K.rec.rec_kind ~= kind then return nil,nil end

      if K.rec.side == side then
        rec  = K.rec
        perp = K.rec2

      elseif K.rec2 and K.rec2.side == side then
        rec  = K.rec2
        perp = K.rec

      else
        -- a little harsh (this non-reclaimed side may be usable),
        -- however it simplifies the rec management.
        return nil, nil
      end
    end

    -- one or both of 'rec' and 'B' can be nil.
    -- When 'rec' is nil, it is as though all the tendrils were 0.
    -- When  'B'  is nil, we might "eat" into the border itself.

    local K_long, K_deep = get_long_deep(side, K.w, K.h)
    local B_long, B_deep

    if B then
      B_long, B_deep = get_long_deep(side, B.w, B.h)
    else
      B_long, B_deep = K_long, 1
    end

--if c.x==3 and c.y==2 and K.kx==2 and K.ky==3 and side == 8 then
--con.printf("\n\n>>>>>>>>>>>>>>>>>>\n")
--con.printf("wall_test_chunk: rec:%s B:%s K:%dx%d fab:%dx%d\n",
--tostring(rec), tostring(B), K_long or -1,K_deep or -1, fab.long,fab.deep)
--end


    if fab.long > K_long then return nil, nil end

    local dx,dy = dir_to_delta (10-side)
    local ax,ay = dir_to_across(side)

    local sx1,sy1, sx2,sy2 = side_coords(side, K.x1,K.y1, K.x2,K.y2)


    local function test_pos(pos)

      local rec_min

      if rec then
        for L = 1,fab.long do
          -- check for already-used parts
          if rec.tendrils[pos+L] < 0 then return -1 end

          if L == 1 then
            rec_min = rec.tendrils[pos+L]
          else
            rec_min = math.min(rec_min, rec.tendrils[pos+L])
          end
        end

        if rec_min >= fab.deep then
          -- FIXME: count blocks "chopped"
          return 200 + rec_min + con.random()/2, rec_min-1
        end

      else
        rec_min = 0
      end

      --| here we know the prefab crosses into behind area

      -- don't eat into different rec_kind
      if B and B.rec_kind and B.rec_kind ~= kind then return -1 end

      local v_deep = fab.deep - rec_min
      assert(v_deep > 0)

      -- TODO: maybe there are TWO void chunks behind us....

      if v_deep > B_deep then return -1 end

      if not B then 
        -- TODO: allow cell border (for VIP stuff)
        return -1
      end

      -- check if void area is already used
      local vx1 = sx1 + pos*ax - dx
      local vy1 = sy1 + pos*ay - dy

      local vx2 = vx1 + (fab.long-1)*ax - (v_deep-1)*dx
      local vy2 = vy1 + (fab.long-1)*ay - (v_deep-1)*dy

      vx1, vx2 = low_high(vx1, vx2)
      vy1, vy2 = low_high(vy1, vy2)

      for x = vx1,vx2 do for y = vy1,vy2 do
        assert(valid_chunk_block(B, x, y))
        local B = PLAN.blocks[x][y]

        if B and block_is_used(B) then
          return -1
        end
      end end

      return 100 + rec_min + con.random()/2, rec_min-1
    end

    local best_pos
    local best_score = 0
    local best_delta  -- positive is outwards (forwards)

    for pos = 0, (K_long - fab.long) do
      local score, delta = test_pos(pos)
      if score < 0 then
        -- not possible
      elseif score > best_score then
        best_pos   = pos
        best_score = score
        best_delta = delta
      end
    end

    if not best_pos then return nil, nil end


    -- found it! now build it...

    if B and not B.rec_kind then B.rec_kind = kind end
    if rec and not rec.rec_kind then rec.rec_kind = kind end

    local x = sx1 + best_pos*ax + best_delta*dx
    local y = sy1 + best_pos*ay + best_delta*dy

    local x2 = x + (fab.long-1)*ax
    local y2 = y + (fab.long-1)*ay

    -- mark area in front of prefab
    mark_walkable(c, 3, x+dx, y+dy, x2+dx, y2+dy)

    local combo = c.combo

    if rec then
      if rec.solid_combo then combo = rec.solid_combo end

      -- fill the area behind tendrils
      if best_delta >= fab.deep then

        local tx1 = sx1 + best_pos*ax
        local ty1 = sy1 + best_pos*ay

        local tx2 = x2 - fab.deep*dx
        local ty2 = y2 - fab.deep*dy

        tx1, tx2 = low_high(tx1, tx2)
        ty1, ty2 = low_high(ty1, ty2)

        fill_reclaim_area(c, K, kind, combo, tx1,ty1, tx2,ty2)

        if perp then
          clip_reclaim_by_bbox(perp, tx1,ty1, tx2,ty2)
        end
      end

      for pos = best_pos+1, best_pos+fab.long do
        rec.tendrils[pos] = -1
      end

      -- FIXME: properly adjust the other rec
      --        (e.g. clip tendrils to the bounding box)

      if rec == K.rec then
        K.rec2 = nil
      else
        K.rec = K.rec2
        K.rec2 = nil
      end
    end

    -- adjust x/y coordinates ready for B_prefab
    if side == 4 then
      x = x - (fab.deep - 1)
    elseif side == 2 then
      y = y - (fab.deep - 1)
    end

    if perp then
      local w,h = get_long_deep(side, fab.long, fab.deep)
      clip_reclaim_by_bbox(perp, x,y, x+w-1, y+h-1)
    end

    if rec then   return x, y, combo, "reclaim"
    elseif B then return x, y, combo, "void"
    else          return x, y, combo, "border"
    end
  end

  local function find_wallish_loc(c, def,fab, dir, q_spot, kind)

    if not kind then kind = "solid" end

    local chunk_list = {}

    for kx=1,3 do for ky=1,3 do
      local K = c.chunks[kx][ky]
      if is_roomy(K) then
         table.insert(chunk_list, K)
      end
    end end

    if #chunk_list <= 0 then return end

    assert(#chunk_list > 0)

    rand_shuffle(chunk_list)

    -- make sure we try the Q-Spot first (if given)
    if q_spot then
      table.insert(chunk_list, 1, q_spot)
    end

    local function passes_height_test(K)
      local h = K.rmodel.c_h - K.rmodel.f_h
      if def.min_height and h < def.min_height then return false end
      if def.max_height and h > def.max_height then return false end
      return true
    end

    for zzz, K in ipairs(chunk_list) do
      if passes_height_test(K) then
        for try_dir = 2,8,2 do
          if not dir or try_dir == dir then
            local x, y, combo, mode = wall_test_chunk(c, K, fab, 10-try_dir, kind)
            if x then return x, y, try_dir, K, combo end
          end
        end
      end
    end

    return nil, nil --FAIL--
  end

  local function fab_mark_walkable(c, x, y, dir, long,deep, walk)

    if dir==4 or dir==6 then long,deep = deep,long end

    local x1,y1 = x, y
    local x2 = x1 + long-1
    local y2 = y1 + deep-1

    assert(x1 <= x2 and y1 <= y2)
    assert(c.bx1 <= x1 and x2 <= c.bx2)
    assert(c.by1 <= y1 and y2 <= c.by2)

    for x = x1-1,x2+1 do for y = y1-1,y2+1 do
      if (x == x1-1 or x == x2+1 or y == y1-1 or y == y2+1) and
         valid_cell_block(c, x, y)
      then
        local B = PLAN.blocks[x][y]
        
        if (B.walk and walk > B.walk) or block_is_avail(B) then
          B.walk = walk
        end
      end
    end end
  end

  local function decide_reclaim_kinds(c)

    local function liquid_chance()
      local chance =
        c.room_type.liquid_prob or
        c.combo.liquid_prob or
        (not PLAN.deathmatch and c.quest.theme.liquid_prob) or
        GAME.liquid_prob or 40

      return rand_odds(chance)
    end

    local function kind_from_border(D)
      assert(D)

      if c.quest.liquid and liquid_chance() then return "liquid" end

      if D.kind == "fence" then return "fence" end
      if D.kind == "solid" then return "solid" end

      return sel(c.combo.outdoor, "fence", "solid")
    end

    local function set_void_kind(K)
      if K.rec_kind then return end

      local SIDES = { 2,4,6,8 }
      rand_shuffle(SIDES)

      for zzz, side in ipairs(SIDES) do
        local N = chunk_neighbour(c, K, side)
        local D = c.border[side]
        
        if N and N.rec_kind and rand_odds(50) then
          K.rec_kind = N.rec_kind
          K.solid_combo = N.solid_combo
          return

        elseif not N and D and rand_odds(50) and not c.hallway then
          K.rec_kind = kind_from_border(D)
          K.solid_combo = D.combo
          return
        end

        if not N and D then
          K.solid_combo = D.combo
        end
      end

      K.rec_kind = sel(c.combo.outdoor, "fence", "solid")

      if c.hallway then
        K.solid_combo = c.combo
      end
    end

    local function set_rec_kind(K, rec)
      
      local B = chunk_neighbour(c, K, rec.side) -- behind chunk

      if B then
        assert(B.rec_kind)
        rec.rec_kind = B.rec_kind
        rec.solid_combo = B.solid_combo
        return
      end

      local D = c.border[rec.side]

      if D then
        rec.rec_kind = kind_from_border(D)
        rec.solid_combo = D.combo

        if rec.rec_kind == "solid" and c.hallway then
          rec.solid_combo = c.combo
        end
        return
      end

      rec.rec_kind = "plain"
    end

    for pass = 1,2 do
      for kx = 1,3 do for ky = 1,3 do
        local K = c.chunks[kx][ky]

        if pass == 1 and K.kind == "void" then
          set_void_kind(K)
        end

        if pass == 2 and K.rec then
          set_rec_kind(K, K.rec)
          if K.rec2 then
            K.rec2.rec_kind = K.rec.rec_kind
            K.rec2.solid_combo = K.rec.solid_combo
          end
        end
      end end
    end
  end


  local function add_quest_object(c, name, ped, must_put, can_special, angle, heretic_hack)

    con.printf("ADD QUEST OBJECT %s\n",name)
    
    local x,y,dir
    
    if can_special and c.special_spots and #c.special_spots >= 1 then
      local spot = table.remove(c.special_spots, 1)
      return add_thing(c, spot.x, spot.y, name, true,
        (spot.vista_side and dir_to_angle(spot.vista_side)) or angle or 0)
    end

    local info = GAME.things[name] or {}

    local def = (GAME.misc_fabs and GAME.misc_fabs[ped]) or {}

    --- The coop starts are invisible in spdm (Single player + DM) mode
    if SETTINGS.mode == "spdm" and (name == "player2" or
       name == "player3" or name == "player4") then
	def = {}
        heretic_hack = 4 --- Don't add DM starts
    end

    local fab = PREFABS[def.prefab or "PLAIN"]
    assert(fab)

    if c.q_spot and must_put then
      sort_fab_locs(c, "near", (c.q_spot.x1+c.q_spot.x2)/2, (c.q_spot.y1+c.q_spot.y2)/2 );
    else
      sort_fab_locs(c, "random");
    end

    if not x then x,y,dir = find_fab_loc(c, fab,info, 0, sel(must_put,3,2)) end

    if not x and must_put then
      x,y,dir = find_emergency_loc(c)
      def = {}
      fab = PREFABS["PLAIN"]
      assert(fab)
    end
    if not x then
      show_cell_blocks(c)
      con.printf("WARNING: Could not find place for: %s\n", name)
      if must_put then
        error("Could not find place for: " .. name)
      end
      return
    end
 
    local K = PLAN.blocks[x][y].chunk
    assert(K)

con.debugf("add_quest_object: %s @ (%d,%d)\n", name, x, y)
---##    gap_fill(c, x,y, x,y, PLAN.blocks[x][y].chunk.rmodel, { light=255, kind=8 })

    B_prefab(c, fab, def.skin or {}, {}, K.rmodel, c.combo, x, y, dir)
    fab_mark_walkable(c, x, y, 8, 1,1, 4)

    --- If they want a start weapon, give it to them
    if name == "dm_player" or name == "player1" then
      local mplay = nil
      if name ~= "player1" and SETTINGS.mode ~= "dm" then
         mplay = { easy= true, medium=true, hard=true, multiplayer = true }
      end 
      con.printf("About to add weapon for %s for %s\n",SETTINGS.iweapon,name)
      if SETTINGS.iweapon == "basic" then
        add_thing(c,x,y,"iw_basic",false,0,mplay)
      elseif SETTINGS.iweapon == "hardcore" then
        add_thing(c,x,y,"iw_hardcore",false,0,mplay)
      end
      --- Add weapons in spdm2 mode
      if (SETTINGS.mode == "spdm2" or SETTINGS.mode == "sp") then
        local dmonly = { easy= true, medium=true, hard=true, multiplayer=true}
	-- Since spdm2 ("SP + DM (remix)") has so many monsters, give them
	-- more ammo even in single player mode
	if SETTINGS.mode == "spdm2" then
		dmonly = { easy= true, medium=true, hard=true }
	end
        add_thing(c,x,y,"spdm2_start",false,0,dmonly)
        add_thing(c,x,y,"spdm2_sammo",false,0,dmonly)
      end
    end

    --- Heretic hack: Since smitemaster is so hard in Heretic, we add
    --- the gauntlets and the chaos device to the beginning of the level
    if heretic_hack then
       con.printf("Heretic hack enabled\n")
       --- When adding DM starts to spdm (SP + DM) maps, make sure
       --- we only add one spot per room with quest object; this is
       --- also used for adding the initial weapon (Start weapon)
       if heretic_hack == 4 then
          return add_thing(c, x, y, name, true, angle or 0)
       end
       if heretic_hack == 1 then
         ---add_quest_object(c, "tome", false, false, false, false, 2)
         add_quest_object(c, "chaos", false, false, false, false, 2)
         add_quest_object(c, "gauntlets", false, false, false, false, 3)
       end
       if heretic_hack >= 2 then
         local options = { hard=true }
         -- Add a couple of coop starts in SP maps (Should we also
         -- do this for non-Heretic?  Nahhhh...)
         add_thing(c,x,y,"player" .. tostring(heretic_hack),false,0)
         -- Add a crossbow at easy so the play always immediately has one
	 if heretic_hack == 2 then
	    local babe = { easy=true }
            add_thing(c,x,y,"crossbow",false,0,babe)
	 end    
         -- And add the thing to make life easier at Smite-master
         return add_thing(c,x,y,name,false,0,options)
       end
    end

    -- Add dm starts to sp/coop 
    if (SETTINGS.mode == "sp" or SETTINGS.mode == "coop" or 
        SETTINGS.mode == "spdm2") and
       name ~= "player2" and name ~= "player3" and name ~= "player4" then
      add_thing(c,x,y,"dm_player",false,angle or 0) 
      -- In mode spdm2, player immediately gets decent weapon
      if (SETTINGS.mode == "spdm2" or SETTINGS.mode == "sp") then
        local dmonly = { easy= true, medium=true, hard=true, multiplayer=true}
	-- Since spdm2 ("SP + DM (remix)") has so many monsters, give them
	-- more ammo even in single player mode
	if SETTINGS.mode == "spdm2" then
		dmonly = { easy= true, medium=true, hard=true }
	end
	add_thing(c,x,y,"spdm2_start",false,0,dmonly)
	add_thing(c,x,y,"spdm2_sammo",false,0,dmonly)
      end
    end
    -- The dm starts in spdm have little pedestals.  How nice.
    if SETTINGS.mode == "spdm" then
      add_quest_object(c, "dm_player", "pedestal_PLAYER", "must", false, 
                       angle or 0, 4)
    end 
    return add_thing(c, x, y, name, true, angle or 0)
  end

  local function player_angle(c)

    if c.q_spot and c.q_spot.purpose == "player" then
      local dir = non_nil(c.q_spot.q_dir)

      local dir2 = c.exit_dir or c.entry_dir

      -- look diagonally sometimes
      if not GAME.caps.four_dirs then
        if dir2 and dir2 ~= dir and rand_odds(75) then
          if dir2 == rotate_cw90(dir) then
            dir = rotate_cw45(dir)
          elseif dir2 == rotate_ccw90(dir) then
            dir = rotate_ccw45(dir)
          end
        elseif rand_odds(2) then
          dir = rotate_cw45(dir)
        elseif rand_odds(2) then
          dir = rotate_ccw45(dir)
        end
      end

      return dir_to_angle(dir)
    end

    if c.exit_dir then
      return dir_to_angle(c.exit_dir)
    end

    -- this logic is mainly for deathmatch games
    for i = 1,20 do
      local dir = rand_irange(1,4)*2
      if c.link[dir] then
        return dir_to_angle(dir)
      end
    end

    -- failsafe: select a random direction
    local dir = rand_irange(1,4)*2

    return dir_to_angle(dir)
  end

  local function add_player(c, name, must_put, heretic_hack)
    add_quest_object(c, name, "pedestal_PLAYER", must_put, "special", player_angle(c),heretic_hack)
  end

  local function add_boss(c)
    local name = non_nil(c.quest.item)

    -- FIXME!!! boss_brain levels
    if name == "boss_brain" then return end

    local info = GAME.bosses[name] or GAME.monsters[name]
    if not info then error("Unknown boss: " .. name) end

    local count = 1
    if info.hp < 900 then count = int(1900/info.hp) end

    for i = 1,count do
      add_quest_object(c, name)
    end

    c.toughness = 0
  end

  local function add_dm_weapon(c)

    local function do_add_weap(x, y)
      for idx,SK in ipairs(SKILLS) do

        local name = choose_dm_thing(GAME.dm.weapons, true)
        local angle = 0
        local options = { [SK]=true }

        con.debugf("add_dm_weapon: %s @ (%d,%d) SK=%s\n", name, x, y, SK)

        add_thing(c, x, y, name, idx==1, angle, options)
      end
    end

    if c.special_spots and #c.special_spots >= 1 then
      local spot = table.remove(c.special_spots, 1)
      return do_add_weap(spot.x, spot.y)
    end

    local ped = "pedestal_ITEM"

    local def = (GAME.misc_fabs and GAME.misc_fabs[ped]) or {}

    local fab = PREFABS[def.prefab or "PLAIN"]
    assert(fab)

    sort_fab_locs(c, "random");
    local x,y,dir = find_fab_loc(c, fab,def, 0, 3)

    if not x then
      con.printf("WARNING: unable to place DM weapon @ (%d,%d)\n", c.x,c.y)
      return
    end

    local K = PLAN.blocks[x][y].chunk
    assert(K)

---##    gap_fill(c, x,y, x,y, PLAN.blocks[x][y].chunk.rmodel, { light=255, kind=8 })
    B_prefab(c, fab, def.skin or {}, {}, K.rmodel, c.combo, x, y, dir)
    fab_mark_walkable(c, x, y, 8, 1,1, 4)

    do_add_weap(x, y)
  end

  local function add_ceiling_beams(c) -- TEST JUNK
    local dir = 8

    for y = c.by1+1, c.by2-1, 2 do
      for x = c.bx1, c.bx2 do
        local B = PLAN.blocks[x][y]
        if not B.c_tex and B.chunk then
          B.c_tex = "CEIL5_2"
          B.u_tex = "METAL"
          B.c_h   = B.chunk.rmodel.c_h - 20
        end
      end
    end
  end

  local function get_rand_fab(fab_tab)
    local info_list = {}
    for _,name in ipairs(sorted_table_keys(fab_tab)) do
      table.insert(info_list, fab_tab[name])
    end
    return rand_element(info_list)
  end

  local function try_add_wall_prefab(c, def)
    local fab = PREFABS[def.prefab]
    assert(fab)
    assert(def.skin)

    local parm = {
             cage_base_h = c.rmodel.f_h + 64,
             }

    local x, y, dir, K, combo = find_wallish_loc(c, def,fab)

    if not x then return end

con.debugf("add_wall_stuff: %s @ (%d,%d) block:(%d,%d) dir:%d\n",
  fab.name, c.x, c.y, x, y, dir)

    B_prefab(c, fab, def.skin, parm, K.rmodel, combo, x, y, dir)

    return true
  end

  local function add_deathmatch_exit(c)

    if not GAME.dm_exits then return end

    local K = c.q_spot

    local def = get_rand_fab(GAME.dm_exits)
    assert(def)

    local fab = PREFABS[def.prefab]
    assert(fab)

    assert(def.skin)
    assert(def.skin.wall)

    assert(fab.long <= K.w and fab.deep <= K.h)

    B_prefab(c, fab, def.skin, {}, K.rmodel, c.combo, K.x1, K.y1, 2)

    gap_fill(c, K.x1,K.y1, K.x2,K.y2, { solid=def.skin.wall })
  end

  local function add_hexen_gate(c)
    assert(GAME.misc_fabs)

    local def = GAME.misc_fabs[sel(c.quest.return_args, "gate_FORWARD", "gate_BACK")]
    assert(def)

    local fab = non_nil(PREFABS[def.prefab])

    local K = c.q_spot
    assert(K)
    assert(fab.long <= K.w and fab.deep <= K.h)

    local parm = { kind=non_nil(c.quest.gate_kind) }

    local dir = non_nil(K.q_dir)

    B_prefab(c, fab, def.skin, parm, K.rmodel, c.combo, K.x1, K.y1, dir)

    gap_fill(c, K.x1,K.y1, K.x2,K.y2, K.rmodel)

    -- add player return spots
    if c.quest.return_args then
      local dx,dy = dir_to_delta(dir)

      local x  = int((K.x1+K.x2) / 2) + dx * 4
      local y  = int((K.y1+K.y2) / 2) + dy * 4

      sort_fab_locs(c, "near", x, y)

      uum = 1
      if SETTINGS.mode == "coop" or SETTINGS.mode == "spdm" then
        uum = 4
      end
      for p = 1,uum do
        local th = false
        th = add_quest_object(c, "player" .. tostring(p), nil, "must", 
                              false, dir_to_angle(dir))
        if th then
          th.args = c.quest.return_args
        end
      end
    end
  end

  local function add_special_item(c)
    local def = GAME.item_fabs[c.quest.item]
    assert(def)

    local fab = non_nil(PREFABS[def.prefab])

    local K = c.q_spot
    assert(K)
    assert(fab.long <= K.w and fab.deep <= K.h)

    local dir = c.entry_dir or (10 - c.exit_dir)

    B_prefab(c, fab, def.skin, {}, K.rmodel, c.combo, K.x1, K.y1, dir)

    gap_fill(c, K.x1,K.y1, K.x2,K.y2, K.rmodel)
  end

  local function add_exit_elevator(c,fabz)
    local def = non_nil(GAME.misc_fabs["elevator"])
    local fab
    if not fabz then
    	fab = non_nil(PREFABS[def.prefab])
    else
	fab = fabz
    end

    local want_dir = 4
    if (c.entry_dir == 6) then want_dir = 6 end

    local parm =
    {
      door_kind = "door_elevator", door_dir = 10-want_dir,
    }

    sort_fab_locs(c, "random");
    local x,y,dir = find_fab_loc(c, fab,def, 0,3, want_dir)

    if not x then error("cannot find place for exit elevator!") end

    B_prefab(c, fab, def.skin, parm, c.rmodel,c.combo, x, y, dir)
  end

  local function add_switch(c, in_wall, override_def)

    local def = override_def

    if not def then
      if c.is_exit then
        def = non_nil(c.combo.switch)
      else
        local info = GAME.switches[c.quest.item]
        if not info then
          error("Missing switch: " .. tostring(c.quest.item))
        end
        -- alternative switches (FIXME: awful hack!!)
        if not in_wall then
          if info.switch3 and rand_odds(25) then
            if add_switch(c, false, info.switch3) then return true end
          end
          if info.switch2 and rand_odds(80) then
            if add_switch(c, false, info.switch2) then return true end
          end
        end
        def = non_nil(info.switch)
      end
    end

    local fab = PREFABS[def.prefab]
    if not fab then
      error("Unknown switch prefab: " .. tostring(def.prefab))
    end

    if (not in_wall) == (def.add_mode == "wall") and
       not c.quest.wall_switch_emergency
    then
      return
    end

    local x,y,dir
    
    if in_wall then
      x,y,dir = find_wallish_loc(c, def,fab, nil, c.q_spot)

      -- if not found, try again later as a "normal" prefab
      if not x then
        c.quest.wall_switch_emergency = true
        return
      end
    else
      assert(c.q_spot)
      sort_fab_locs(c, "near", (c.q_spot.x1+c.q_spot.x2)/2, (c.q_spot.y1+c.q_spot.y2)/2 );
      x,y,dir = find_fab_loc(c, fab,{}, 0,3)
    end

    if not x then
      if override_def then
        return false
      end
      show_cell_blocks(c)
      con.printf("Could not find place for SWITCH: %s %dx%d\n", fab.name, fab.long, fab.deep)
      con.printf("Trying harder...")
        c.quest.wall_switch_emergency = true
	--- return
      con.printf("Failed.")
      --- error("Could not find place for switch!");
      return 
    end

    local skin = def.skin
    local parm = { }

    if not c.is_exit then 
      parm.tag = c.quest.tag + 1
    end

con.debugf("add_switch '%s' @ (%d,%d) block:(%d,%d) dir:%d\n",
fab.name, c.x,c.y, x,y,dir)

    B_prefab(c, fab,skin,parm, PLAN.blocks[x][y].chunk.rmodel,c.combo, x, y, dir)

    if not in_wall then  -- FIXME: mark front
      fab_mark_walkable(c, x,y, dir, fab.long,fab.deep, 4)
    end

    return true
  end

  local function select_nice_fab(c, fab_tab)

    local list = {}

    for _,name in ipairs(sorted_table_keys(fab_tab)) do
      local def = fab_tab[name]
      
      local prob = def.prob

      local fab = PREFABS[def.prefab]
      if not fab then error("Missing prefab: " .. tostring(def.prefab)) end

      if def.environment then
        if (def.environment == "indoor" and c.combo.outdoor) or
           (def.environment == "outdoor" and not c.combo.outdoor)
        then prob = 0 end
      end

      if def.is_cage and c.no_monsters then
        prob = 0
      end

      if not prob and def.theme_probs then
        prob = def.theme_probs[c.quest.theme.name] or 0
      end

      if prob and prob > 0 then
        list[name] = prob
      end
    end

    if table_empty(list) then
      return nil
    end

    local name = rand_key_by_probs(list)

    return non_nil(fab_tab[name])
  end

  local function add_wall_stuff(c)

    if not GAME.wall_fabs then return end

    local def

    if not def and c.room_type and c.room_type.wall_fabs then
      local name = rand_key_by_probs(c.room_type.wall_fabs)
      if name ~= "other" then
        def = non_nil(GAME.wall_fabs[name])
      end
    end

    if not def and c.combo.wall_fabs then
      local name = rand_key_by_probs(c.combo.wall_fabs)
      if name ~= "other" then
        def = non_nil(GAME.wall_fabs[name])
      end
    end

    if not def and c.quest.theme.wall_fabs then
      local name = rand_key_by_probs(c.quest.theme.wall_fabs)
      if name ~= "other" then
        def = non_nil(GAME.wall_fabs[name])
      end
    end

    if def and def.is_cage and c.no_monsters then
      def = nil
    end

    if not def then
      def = select_nice_fab(c, GAME.wall_fabs)
    end

    if def then
      try_add_wall_prefab(c, def)

      while def.repeat_chance and rand_odds(def.repeat_chance) do
        try_add_wall_prefab(c, def)
      end 
    end
  end

  local function try_add_prefab(c, def, is_feature)

    local fab = non_nil(PREFABS[def.prefab])

    assert(def.skin)

    if is_feature then
      sort_fab_locs(c, "near", (c.bx1+c.bx2)/2, (c.by1+c.by2)/2)
    else
      sort_fab_locs(c, "random");
    end

    local x,y,dir = find_fab_loc(c, fab,def, 0,2, def.force_dir)
    if not x then return end

con.debugf("add_prefab: %s  dir:%d\n", def.name, dir)

    local parm = {

             y_offset = 0,

             cage_base_h = c.rmodel.f_h + 64,

             door_top_h  = c.rmodel.f_h + 72,

           }

    local mirror
    if fab.mirror then mirror = rand_odds(50) end

    B_prefab(c, fab, def.skin, parm, PLAN.blocks[x][y].chunk.rmodel,c.combo, x, y, dir, mirror)
    fab_mark_walkable(c, x,y, dir, fab.long,fab.deep, 4)

    -- some prefabs look good used multiple times
    while def.repeat_chance and rand_odds(def.repeat_chance) do
      sort_fab_locs("random");
      local x,y,dir = find_fab_loc(c, fab,def, 0,2, def.force_dir)
      if x then
        B_prefab(c, fab, def.skin, parm, PLAN.blocks[x][y].chunk.rmodel,c.combo, x, y, dir, mirror)
        fab_mark_walkable(c, x,y, dir, fab.long,fab.deep, 4)
      end
    end

    return true
  end

  local function add_prefab(c, is_feature)

    if not GAME.sc_fabs then return end

    local def

    if is_feature then
      def = select_nice_fab(c, GAME.feat_fabs)
    else
      if not def and c.room_type and c.room_type.sc_fabs then
        local name = rand_key_by_probs(c.room_type.sc_fabs)
        if name ~= "other" then
          def = GAME.sc_fabs[name]
          if not def then error("No such sc_fab: " .. tostring(name)) end
        end
      end

      if not def and c.combo.sc_fabs then
        local name = rand_key_by_probs(c.combo.sc_fabs)
        if name ~= "other" then
          def = GAME.sc_fabs[name]
          if not def then error("No such sc_fab: " .. tostring(name)) end
        end
      end

      if not def and c.quest.theme.sc_fabs then
        local name = rand_key_by_probs(c.quest.theme.sc_fabs)
        if name ~= "other" then
          def = GAME.sc_fabs[name]
          if not def then error("No such sc_fab: " .. tostring(name)) end
        end
      end

      if def and def.is_cage and c.no_monsters then
        def = nil
      end

      if not def then
        def = select_nice_fab(c, GAME.sc_fabs)
      end
    end

    return def and try_add_prefab(c, def, is_feature)
  end

  local function add_image(c, what)
    if GAME.wolf_format then return end
    if not GAME.misc_fabs then return end

    local def = GAME.misc_fabs["image_" .. tostring(what)]
    assert(def)

    if SETTINGS.mode == "dm" then
      -- for DM maps put an image in each corner and middle
      if c.has_image then return end
      if what==2 and rand_odds(20) then return end

      if (c.x==1 and c.y==1) or (c.x==PLAN.w and c.y==PLAN.h) then
        -- OK
      elseif math.max(PLAN.w,PLAN.h) >= 5 and
             c.x == int(PLAN.w/2 + 0.6) and
             c.y == int(PLAN.h/2 + 0.6) then
        -- OK
      else return end
    else
      -- every second quest has an image
      if c.quest.image then return end

      local Q_val = (c.quest.level*3 + c.quest.sub_level) % 4

      if 2*(what-1) ~= Q_val then return end
    end

    if what == 1 then
      if not try_add_prefab(c, def) then return end
    else
      if not try_add_wall_prefab(c, def) then return end
    end

    c.quest.image = true
    c.has_image = true
  end

  local function add_scenery(c)

    -- select type of item
    -- FIXME: use multiple times

    local item

    if not item and c.room_type and c.room_type.scenery then
      item = rand_key_by_probs(c.room_type.scenery)
      if item == "other" then item = nil end
    end

    if not item and c.combo.scenery then
      item = rand_sel(40, c.combo.scenery, "other")
      if type(item) == "table" then
        item = rand_key_by_probs(item)
      end
      if item == "other" then item = nil end
    end

    if not item and c.quest.theme and c.quest.theme.scenery then
      item = rand_key_by_probs(c.quest.theme.scenery)
      if item == "other" then item = nil end
    end

    if not item then return end

    local info = GAME.things[item]
    if not info then error("Missing info for item: " .. item) end

    local fab = PREFABS[info.prefab or "PLAIN"]
    assert(fab)

    while true do
      sort_fab_locs(c, "random");
      local x,y,dir = find_fab_loc(c, fab,info, 0,2)
      if not x then return end

con.debugf("add_scenery : %s\n", item)
      gap_fill(c, x,y, x,y, PLAN.blocks[x][y].chunk.rmodel)
      local th = add_thing(c, x, y, item, true)

      -- when there is wriggle room, use it!
      if info.r < 30 then
        local gap = 30 - info.r
        
        if info.add_mode == "extend" and gap >= 4 then
          local odx,ody = dir_to_delta(10 - dir)
          th.dx = (gap - 2) * odx
          th.dy = (gap - 2) * ody
        else
          th.dx = rand_irange(-gap,gap)
          th.dy = rand_irange(-gap,gap)
        end
      end

      fab_mark_walkable(c, x, y, 8, 1,1, 4)
    
      -- some scenery looks good used multiple times
      if not (info.repeat_chance and rand_odds(info.rand_odds)) then
        return
      end
    end
  end


  --====| tizzy_up_room |====--

  -- the order here is important, earlier items may cause
  -- later items to no longer fit.

  if c.q_spot and c.q_spot.kind == "exit" and 
     -- Some source ports have a Quake-style "end the DM level after 
     -- XXX minutes" option; we have an option to not have 
     -- DM exits at all
     SETTINGS.mode ~= "dmne" and
     -- Heretic E6M3 doesn't have an exit
     not PLAN.level.no_exit then 
        add_deathmatch_exit(c)
  end

  if c.q_spot and c == c.quest.last and
     (c.quest.kind == "gate" or c.quest.kind == "back")
  then
    add_hexen_gate(c)
  end


  local DM_PLAYERS_1 = { rare=10, less=20, normal=40, more=55, swarms=80 }
  local DM_PLAYERS_2 = { rare=10, less=20, normal=25, more=35, swarms=50 }

  local DM_WEAPONS_1 = { less=33, normal=50, more=70 }
  local DM_WEAPONS_2 = { less=10, normal=15, more=30 }


  -- WALL SWITCHES
  if not PLAN.deathmatch and c == c.quest.last then
    if GAME.caps.elevator_exits and c.quest.kind == "exit" then
      add_exit_elevator(c)
    elseif (c.quest.kind == "switch") or (c.quest.kind == "exit") then
      add_switch(c, true) 
    end
  end

  decide_reclaim_kinds(c)

  add_image(c, 2)

  -- WALL STUFF
  local wf_count =
    c.room_type.ff_count or
    c.combo.ff_count or
    c.quest.theme.ff_count or
    { 1, 4 }

  for loop = 1,rand_irange(wf_count[1],wf_count[2]) do
    add_wall_stuff(c)
  end

  build_reclamations(c)


  -- PLAYERS

  if not PLAN.deathmatch and c == PLAN.quests[1].first then

    --- Heretic hack: Make sure the player, at smitemaster level, gets
    --- the gauntlets and the tomb at the beginning of each level, so
    --- they have a fighting chance
    local heretic_hack = 0
    if SETTINGS.game == "heretic" and SETTINGS.mode == "sp" then
	heretic_hack = 1
    end

    uum = 1
    if SETTINGS.mode == "coop" or SETTINGS.mode == "spdm" then
      uum = 4
    end
    for i = 1,uum do
      add_player(c, "player" .. tostring(i), "must", heretic_hack)
    end

  elseif PLAN.deathmatch and (c.require_player or
      rand_odds(DM_PLAYERS_1[SETTINGS.mons]))
  then
    add_player(c, "dm_player", "must")
  end

  if PLAN.deathmatch and c.x==1 and not PLAN.have_sp_player then
    add_player(c, "player1", "must")
    PLAN.have_sp_player = true
  end

  -- NORMAL SWITCHES
  if not PLAN.deathmatch and c == c.quest.last then
    if (c.quest.kind == "switch") or (c.quest.kind == "exit" and not GAME.caps.elevator_exits) then
      add_switch(c, false)
    end
  end

  -- QUEST ITEM
  if not PLAN.deathmatch and c == c.quest.last then
    if (c.quest.kind == "key") or
       (c.quest.kind == "weapon") or
       (c.quest.kind == "item")
    then
      if GAME.item_fabs and GAME.item_fabs[c.quest.item] then
        add_special_item(c)
      elseif c.quest.item == "treasure" then
        -- FIXME: room full of treasure (USE ROOM_TYPE INSTEAD)
      else
        add_quest_object(c, c.quest.item, "pedestal_ITEM", "must", "special")
      end
    end

    if c.quest.kind == "boss" then
      add_boss(c)
    end

  elseif PLAN.deathmatch and (c.require_weapon or 
       rand_odds(DM_WEAPONS_1[SETTINGS.traps]))
  then
    add_dm_weapon(c)
  end


  -- TODO: 'room switch'

  add_image(c, 1)

  if GAME.feat_fabs then
    add_prefab(c, "feature")
  end


  if PLAN.deathmatch then
    -- secondary DM PLAYER
    if rand_odds(DM_PLAYERS_2[SETTINGS.mons]) then
      add_player(c, "dm_player")
    end
    -- secondary DM WEAPON
    if rand_odds(DM_WEAPONS_2[SETTINGS.traps]) then
      add_dm_weapon(c)
    end
  end

  -- PREFABS
  local pf_count =
    c.room_type.pf_count or
    c.combo.pf_count or
    c.quest.theme.pf_count or
    { 1, 4 }

  for loop = 1,rand_irange(pf_count[1],pf_count[2]) do
    add_prefab(c)
  end

  -- SCENERY
  local sc_count =
    c.room_type.sc_count or
    c.combo.sc_count or
    c.quest.theme.sc_count or
    { 2, 6 }

  for loop = 1,rand_irange(sc_count[1],sc_count[2]) do
    add_scenery(c)
  end
end 


function build_rooms()

  local function create_blocks(c)
    
    for kx=1,3 do for ky=1,3 do
      local K = c.chunks[kx][ky]
      for x = K.x1,K.x2 do for y = K.y1,K.y2 do
        PLAN.blocks[x][y] = { chunk = K }
      end end
    end end
  end
  
  local function GAP_FILL_ROOM(c)
    
    local function gap_fill_block(B)
      if B.solid then return end

      local model = B.rmodel or (B.chunk and B.chunk.rmodel) or c.rmodel

      -- floor
      if not B.f_tex then
        B.f_tex = model.f_tex
        B.f_h   = model.f_h
        B.l_tex = model.l_tex
        B.floor_code = model.floor_code
      end

      -- ceiling
      if not B.c_tex then
        B.c_tex = model.c_tex
        B.c_h   = model.c_h
        B.u_tex = model.u_tex
      end

      -- lighting
      if not B.light then
        B.light = model.light
      end
    end

    -- GAP_FILL_ROOM --

    for x = c.bx1,c.bx2 do for y = c.by1,c.by2 do
      local B = PLAN.blocks[x][y]

      if B.fragments then
        for fx = 1,FW do for fy = 1,FH do
          local F = B.fragments[fx][fy]
          gap_fill_block(B.fragments[fx][fy])
        end end
      else
        gap_fill_block(B)

        if B.on_path then
--        add_thing(c, x, y, "candle", false)
        end
      end
    end end
  end

  -- build_rooms --

  for zzz,cell in ipairs(PLAN.all_cells) do
    create_blocks(cell)
  end

  for zzz,cell in ipairs(PLAN.all_cells) do
    if not layout_cell(cell) then 
      con.printf("layout_cell fail")
      return false 
    end
  end

  for zzz,cell in ipairs(PLAN.all_cells) do
    tizzy_up_room(cell)
    GAP_FILL_ROOM(cell)
  end

  con.printf("Build_rooms success")
  return true

end


function build_depots()

  local function build_one_depot(c)

    setup_rmodel(c)

    c.bx1 = BORDER_BLK + (c.x-1) * (BW+1) + 1
    c.by1 = BORDER_BLK + (c.y-1) * (BH+1) + 1

    c.bx2 = c.bx1 + BW - 1
    c.by2 = c.by1 + BW - 1

    local depot = c.quest.depot
    assert(depot)

    local places = depot.places
    assert(#places >= 2)
    assert(#places <= 4)

    local start = PLAN.quests[1].first
  --!!!! FIXME: start.player_pos
  --[[
    assert(start.player_pos)
    local player_B = PLAN.blocks[start.player_pos.x][start.player_pos.y]
  --]] local player_B = start.rmodel

    -- check for double pedestals (Plutonia)
    if player_B.fragments then
      player_B = player_B.fragments[1][1]
    end
    assert(player_B)
    assert(player_B.f_h)

    local sec = { f_h = player_B.f_h, c_h = player_B.f_h + 128,
                  f_tex = c.rmodel.f_tex, c_tex = c.rmodel.c_tex,
                  l_tex = c.combo.wall,  u_tex = c.combo.wall,
                  light = 0
                }

    mon_sec = copy_block(sec)
    mon_sec[8] = { block_mon=true }

    door_sec = copy_block(sec)
    door_sec.c_h = door_sec.f_h
    door_sec.tag = depot.door_tag

    assert(GAME.depot_info)

    tele_sec = copy_block(sec)
    tele_sec.walk_kind = non_nil(GAME.depot_info.teleport_kind)

    local m1,m2 = 1,4
    local t1,t2 = 6,BW

    -- mirror the room horizontally
    if c.x > start.x then
      m1,m2, t1,t2 = t1,t2, m1,m2
    end

    for y = 1,#places do
      c_fill(c, 1,y*2-1, BW,y*2, mon_sec, { mark=y })
      places[y].spots = rectangle_to_spots(c, c.bx1-1+m1, c.by1-1+y*2-1,
            c.bx1-1+m1+0, c.by1-1+y*2)

      for x = t1,t2 do
        local t = 1 + ((x + y) % #places)
        c_fill(c, x,y*2-1, x,y*2, tele_sec, { mark=x*10+y, walk_tag=places[t].tag})
      end
    end

    -- door separating monsters from teleporter lines
    c_fill(c, 5,1, 5,2*#places, door_sec)

    -- bottom corner block is same sector as player start,
    -- to allow sound to wake up these monsters.
    c_fill(c, m1,1, m1,1, copy_block(player_B), { same_sec=player_B })

    -- put a border around the room
    gap_fill(c, c.bx1-1, c.by1-1, c.bx2+1, c.by2+1, { solid=c.combo.wall })
  end

  --- build_depots ---

  for zzz,cell in ipairs(PLAN.all_depots) do
    build_one_depot(cell)
  end
end


function build_level()

  for zzz,cell in ipairs(PLAN.all_cells) do
    setup_rmodel(cell)
  end

if string.find(PLAN.level.name, "L10") then
build_pacman_level(PLAN.quests[1].first)
return true
end

  setup_borders_and_corners()

  if not make_chunks() then 
    con.printf("Make_chunks failed\n")
    return false 
  end
  con.ticker()

  show_chunks()

  if not build_rooms() then 
    con.printf("Build_rooms failed\n")
    return false 
  end
  con.ticker()

  if not build_borders() then
    con.printf("build_borders failed\n");
    return false
  end
  con.ticker()

  build_depots()
  con.ticker()

  -- Check to see if we have any blocks which 
  -- a) Are next to the void (areas outside of sectors)
  -- b) Do no have a texture
  for _,block_x in ipairs(sorted_table_keys(PLAN.blocks)) do
    if type(PLAN.blocks[block_x]) == "table" then
    for _,block_y in ipairs(sorted_table_keys(PLAN.blocks[block_x])) do
      local next_to_void = false
      -- Look north, south, east, west for adjacent block
      if PLAN.blocks[block_x][block_y + 1] == nil then -- North
        next_to_void = true
      end
      if PLAN.blocks[block_x][block_y - 1] == nil then -- South
        next_to_void = true
      end
      if PLAN.blocks[block_x + 1] == nil 
           or PLAN.blocks[block_x + 1][block_y] == nil then -- East
        next_to_void = true
      end
      if PLAN.blocks[block_x - 1] == nil
           or PLAN.blocks[block_x - 1][block_y] == nil then -- West
        next_to_void = true
      end
      -- If a block is next to the void, it better be either a skybox
      -- or solid
      if next_to_void and 
	  PLAN.blocks[block_x][block_y].solid == nil and -- Not a solid wall
          PLAN.blocks[block_x][block_y].has_sky == nil then -- Nor a skybox
	local this_block = PLAN.blocks[block_x][block_y]
        con.printf("Warning: map has block at (%d,%d) which is\n",
	    block_x,block_y)
	con.printf(" next_to_void w/o being solid or sky border\n")
	con.printf("Making block sky block\n")
	if this_block.f_h == nil then
          this_block.f_h = -2000
        end
	this_block.f_h = this_block.f_h - 640
	this_block.c_h = this_block.f_h + 4
        con.printf("On second thought, still looks buggy. Remaking level.\n")
	return false -- Remove this line if you want to keep old level
      end -- Handle next_to_void block
    end -- Iterate over block_y
    end -- Make sure this "block_y" is a table
  end -- Iterate over block_x

  con.progress(25); if con.abort() then return true end
 
  if PLAN.deathmatch then
    deathmatch_through_level()
  else
    battle_through_level()
  end

  con.progress(40); if con.abort() then return true end
  return true

end

