* its branch. First, the depth of the entry point:
*
* depth of branch from "parent" dungeon
- * + -1 or 1 depending on a up or down stair or
+ * + -1 or 1 depending on an up or down stair or
* 0 if portal
*
* Followed by the depth of the top of the dungeon:
* The same applies to Vlad's Tower, although the increment
* there is inconsequential compared to overall depth.
*/
+#if 0
+ /*
+ * The inside of the Wizard's Tower is also effectively a
+ * builds-up area, reached from a portal an arbitrary distance
+ * below rather than stairs 1 level beneath the entry level.
+ */
+ else if (On_W_tower_level(&u.uz) && In_W_tower(some_X, some_Y, &u.uz))
+ res += (fakewiz1.dlev - u.uz.dlev);
+ /*
+ * Handling this properly would need more information here:
+ * an inside/outside flag, or coordinates to calculate it.
+ * Unfortunately level difficulty may be wanted before
+ * coordinates have been chosen so simply extending this
+ * routine to take extra arguments is not sufficient to cope.
+ * The difference beyond naive depth-from-surface is small
+ * relative to the overall depth, so just ignore complications
+ * posed by W_tower.
+ */
+#endif /*0*/
}
return (xchar) res;
}