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/**
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* @file town.h
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*
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* Implementation of functionality for rendering the town, towners and calling other render routines.
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*/
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#include "town.h"
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#include "drlg_l1.h"
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#include "engine/load_file.hpp"
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#include "engine/random.hpp"
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#include "init.h"
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#include "player.h"
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#include "quests.h"
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#include "trigs.h"
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namespace devilution {
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namespace {
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/**
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* @brief Load level data into dPiece
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* @param path Path of dun file
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* @param xi upper left destination
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* @param yy upper left destination
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*/
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void FillSector(const char *path, int xi, int yy)
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{
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auto dunData = LoadFileInMem<uint16_t>(path);
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int width = SDL_SwapLE16(dunData[0]);
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int height = SDL_SwapLE16(dunData[1]);
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const uint16_t *tileLayer = &dunData[2];
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for (int j = 0; j < height; j++) {
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int xx = xi;
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for (int i = 0; i < width; i++) {
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int v1 = 0;
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int v2 = 0;
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int v3 = 0;
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int v4 = 0;
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int tileId = SDL_SwapLE16(tileLayer[j * width + i]) - 1;
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if (tileId >= 0) {
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MegaTile mega = pMegaTiles[tileId];
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v1 = SDL_SwapLE16(mega.micro1) + 1;
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v2 = SDL_SwapLE16(mega.micro2) + 1;
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v3 = SDL_SwapLE16(mega.micro3) + 1;
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v4 = SDL_SwapLE16(mega.micro4) + 1;
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}
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dPiece[xx + 0][yy + 0] = v1;
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dPiece[xx + 1][yy + 0] = v2;
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dPiece[xx + 0][yy + 1] = v3;
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dPiece[xx + 1][yy + 1] = v4;
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xx += 2;
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}
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yy += 2;
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}
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}
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/**
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* @brief Load a tile in to dPiece
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* @param megas Map from mega tiles to macro tiles
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* @param xx upper left destination
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* @param yy upper left destination
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* @param t tile id
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*/
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void FillTile(int xx, int yy, int t)
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{
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MegaTile mega = pMegaTiles[t - 1];
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dPiece[xx + 0][yy + 0] = SDL_SwapLE16(mega.micro1) + 1;
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dPiece[xx + 1][yy + 0] = SDL_SwapLE16(mega.micro2) + 1;
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dPiece[xx + 0][yy + 1] = SDL_SwapLE16(mega.micro3) + 1;
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dPiece[xx + 1][yy + 1] = SDL_SwapLE16(mega.micro4) + 1;
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}
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/**
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* @brief Update the map to show the closed hive
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*/
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void TownCloseHive()
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{
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dPiece[78][60] = 0x48a;
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dPiece[79][60] = 0x4eb;
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dPiece[78][61] = 0x4ec;
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dPiece[79][61] = 0x4ed;
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dPiece[78][62] = 0x4ee;
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dPiece[79][62] = 0x4ef;
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dPiece[78][63] = 0x4f0;
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dPiece[79][63] = 0x4f1;
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dPiece[78][64] = 0x4f2;
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dPiece[79][64] = 0x4f3;
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dPiece[78][65] = 0x4f4;
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dPiece[80][60] = 0x4f5;
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dPiece[81][60] = 0x4f6;
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dPiece[80][61] = 0x4f7;
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dPiece[81][61] = 0x4f8;
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dPiece[82][60] = 0x4f9;
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dPiece[83][60] = 0x4fa;
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dPiece[82][61] = 0x4fb;
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dPiece[83][61] = 0x4fc;
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dPiece[80][62] = 0x4fd;
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dPiece[81][62] = 0x4fe;
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dPiece[80][63] = 0x4ff;
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dPiece[81][63] = 0x500;
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dPiece[80][64] = 0x501;
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dPiece[81][64] = 0x502;
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dPiece[80][65] = 0x503;
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dPiece[81][65] = 0x504;
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dPiece[82][64] = 0x509;
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dPiece[83][64] = 0x50a;
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dPiece[82][65] = 0x50b;
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dPiece[83][65] = 0x50c;
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dPiece[82][62] = 0x505;
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dPiece[83][62] = 0x506;
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dPiece[82][63] = 0x507;
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dPiece[83][63] = 0x508;
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dPiece[84][61] = 0x118;
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dPiece[84][62] = 0x118;
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dPiece[84][63] = 0x118;
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dPiece[85][60] = 0x118;
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dPiece[85][61] = 0x118;
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dPiece[85][63] = 8;
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dPiece[85][64] = 8;
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dPiece[86][60] = 0xd9;
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dPiece[86][61] = 0x18;
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dPiece[85][62] = 0x13;
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dPiece[84][64] = 0x118;
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SetDungeonMicros();
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}
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/**
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* @brief Update the map to show the closed grave
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*/
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void TownCloseGrave()
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{
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dPiece[36][21] = 0x52b;
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dPiece[37][21] = 0x52c;
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dPiece[36][22] = 0x52d;
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dPiece[37][22] = 0x52e;
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dPiece[36][23] = 0x52f;
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dPiece[37][23] = 0x530;
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dPiece[36][24] = 0x531;
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dPiece[37][24] = 0x532;
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dPiece[35][21] = 0x53b;
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dPiece[34][21] = 0x53c;
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SetDungeonMicros();
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}
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/**
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* @brief Initialize all of the levels data
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*/
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void DrlgTPass3()
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{
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for (int yy = 0; yy < MAXDUNY; yy += 2) {
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for (int xx = 0; xx < MAXDUNX; xx += 2) {
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dPiece[xx][yy] = 0;
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dPiece[xx + 1][yy] = 0;
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dPiece[xx][yy + 1] = 0;
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dPiece[xx + 1][yy + 1] = 0;
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}
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}
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FillSector("Levels\\TownData\\Sector1s.DUN", 46, 46);
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FillSector("Levels\\TownData\\Sector2s.DUN", 46, 0);
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FillSector("Levels\\TownData\\Sector3s.DUN", 0, 46);
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FillSector("Levels\\TownData\\Sector4s.DUN", 0, 0);
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if (!IsWarpOpen(DTYPE_CATACOMBS)) {
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FillTile(48, 20, 320);
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}
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if (!IsWarpOpen(DTYPE_CAVES)) {
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FillTile(16, 68, 332);
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FillTile(16, 70, 331);
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}
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if (!IsWarpOpen(DTYPE_HELL)) {
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for (int x = 36; x < 46; x++) {
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FillTile(x, 78, GenerateRnd(4) + 1);
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}
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}
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if (gbIsHellfire) {
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if (IsWarpOpen(DTYPE_NEST)) {
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TownOpenHive();
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} else {
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TownCloseHive();
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}
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if (IsWarpOpen(DTYPE_CRYPT))
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TownOpenGrave();
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else
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TownCloseGrave();
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}
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if (Quests[Q_PWATER]._qactive != QUEST_DONE && Quests[Q_PWATER]._qactive != QUEST_NOTAVAIL) {
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FillTile(60, 70, 342);
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} else {
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FillTile(60, 70, 71);
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}
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}
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} // namespace
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void TownOpenHive()
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{
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dPiece[78][60] = 0x48a;
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dPiece[79][60] = 0x48b;
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dPiece[78][61] = 0x48c;
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dPiece[79][61] = 0x50e;
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dPiece[78][62] = 0x4ee;
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dPiece[78][63] = 0x4f0;
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dPiece[79][62] = 0x510;
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dPiece[79][63] = 0x511;
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dPiece[79][64] = 0x512;
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dPiece[78][64] = 0x11a;
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dPiece[78][65] = 0x11c;
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dPiece[79][65] = 0x11d;
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dPiece[80][60] = 0x513;
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dPiece[80][61] = 0x515;
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dPiece[81][61] = 0x516;
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dPiece[82][60] = 0x517;
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dPiece[83][60] = 0x518;
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dPiece[82][61] = 0x519;
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dPiece[83][61] = 0x51a;
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dPiece[80][62] = 0x51b;
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dPiece[81][62] = 0x51c;
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dPiece[80][63] = 0x51d;
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dPiece[81][63] = 0x51e;
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dPiece[80][64] = 0x51f;
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dPiece[81][64] = 0x520;
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dPiece[80][65] = 0x521;
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dPiece[81][65] = 0x522;
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dPiece[82][64] = 0x527;
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dPiece[83][64] = 0x528;
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dPiece[82][65] = 0x529;
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dPiece[83][65] = 0x52a;
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dPiece[82][62] = 0x523;
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dPiece[83][62] = 0x524;
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dPiece[82][63] = 0x525;
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dPiece[83][63] = 0x526;
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dPiece[84][61] = 0x118;
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dPiece[84][62] = 0x118;
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dPiece[84][63] = 0x118;
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dPiece[85][60] = 0x118;
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dPiece[85][61] = 0x118;
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dPiece[85][63] = 8;
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dPiece[85][64] = 8;
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dPiece[86][60] = 0xd9;
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dPiece[86][61] = 0x18;
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dPiece[85][62] = 0x13;
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dPiece[84][64] = 0x118;
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SetDungeonMicros();
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}
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void TownOpenGrave()
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{
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dPiece[36][21] = 0x533;
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dPiece[37][21] = 0x534;
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dPiece[36][22] = 0x535;
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dPiece[37][22] = 0x536;
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dPiece[36][23] = 0x537;
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dPiece[37][23] = 0x538;
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dPiece[36][24] = 0x539;
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dPiece[37][24] = 0x53a;
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dPiece[35][21] = 0x53b;
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dPiece[34][21] = 0x53c;
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SetDungeonMicros();
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}
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void CreateTown(lvl_entry entry)
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{
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dminPosition = { 10, 10 };
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dmaxx = 84;
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dmaxy = 84;
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DRLG_InitTrans();
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DRLG_Init_Globals();
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if (entry == ENTRY_MAIN) { // New game
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ViewPosition = { 75, 68 };
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} else if (entry == ENTRY_PREV) { // Cathedral
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ViewPosition = { 25, 31 };
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} else if (entry == ENTRY_TWARPUP) {
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if (TWarpFrom == 5) {
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ViewPosition = { 49, 22 };
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}
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if (TWarpFrom == 9) {
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ViewPosition = { 18, 69 };
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}
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if (TWarpFrom == 13) {
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ViewPosition = { 41, 81 };
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}
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if (TWarpFrom == 21) {
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ViewPosition = { 36, 25 };
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}
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if (TWarpFrom == 17) {
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ViewPosition = { 79, 62 };
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}
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}
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DrlgTPass3();
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memset(dFlags, 0, sizeof(dFlags));
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memset(dLight, 0, sizeof(dLight));
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memset(dFlags, 0, sizeof(dFlags));
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memset(dPlayer, 0, sizeof(dPlayer));
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memset(dMonster, 0, sizeof(dMonster));
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memset(dObject, 0, sizeof(dObject));
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memset(dItem, 0, sizeof(dItem));
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memset(dSpecial, 0, sizeof(dSpecial));
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for (int y = 0; y < MAXDUNY; y++) {
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for (int x = 0; x < MAXDUNX; x++) {
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if (dPiece[x][y] == 360) {
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dSpecial[x][y] = 1;
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} else if (dPiece[x][y] == 358) {
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dSpecial[x][y] = 2;
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} else if (dPiece[x][y] == 129) {
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dSpecial[x][y] = 6;
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} else if (dPiece[x][y] == 130) {
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dSpecial[x][y] = 7;
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} else if (dPiece[x][y] == 128) {
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dSpecial[x][y] = 8;
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} else if (dPiece[x][y] == 117) {
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dSpecial[x][y] = 9;
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} else if (dPiece[x][y] == 157) {
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dSpecial[x][y] = 10;
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} else if (dPiece[x][y] == 158) {
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dSpecial[x][y] = 11;
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} else if (dPiece[x][y] == 156) {
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dSpecial[x][y] = 12;
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} else if (dPiece[x][y] == 162) {
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dSpecial[x][y] = 13;
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} else if (dPiece[x][y] == 160) {
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dSpecial[x][y] = 14;
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} else if (dPiece[x][y] == 214) {
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dSpecial[x][y] = 15;
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} else if (dPiece[x][y] == 212) {
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dSpecial[x][y] = 16;
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} else if (dPiece[x][y] == 217) {
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dSpecial[x][y] = 17;
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} else if (dPiece[x][y] == 216) {
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dSpecial[x][y] = 18;
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}
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}
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}
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}
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} // namespace devilution
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