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//HEADER_GOES_HERE
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#ifndef __DRLG_L4_H__
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#define __DRLG_L4_H__
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extern int diabquad1x;
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extern int diabquad1y;
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extern int diabquad3x;
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extern int diabquad3y;
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extern int diabquad2x;
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extern int diabquad2y;
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extern int diabquad4x;
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extern int diabquad4y;
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extern BOOL hallok[20];
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extern int l4holdx;
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extern int l4holdy;
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extern int SP4x1;
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extern int SP4x2;
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extern int SP4y1;
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extern int SP4y2;
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extern BYTE L4dungeon[80][80];
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extern BYTE dung[20][20];
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//int dword_52A4DC;
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void DRLG_LoadL4SP();
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void DRLG_FreeL4SP();
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void DRLG_L4SetSPRoom(int rx1, int ry1);
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void L4SaveQuads();
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void DRLG_L4SetRoom(BYTE *pSetPiece, int rx1, int ry1);
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void DRLG_LoadDiabQuads(BOOL preflag);
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BOOL IsDURWall(char d);
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BOOL IsDLLWall(char dd);
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void L4FixRim();
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void DRLG_L4GeneralFix();
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void CreateL4Dungeon(DWORD rseed, int entry);
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void DRLG_L4(int entry);
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void DRLG_L4Shadows();
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void InitL4Dungeon();
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void L4makeDmt();
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void L4AddWall();
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int L4HWallOk(int i, int j);
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int L4VWallOk(int i, int j);
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void L4HorizWall(int i, int j, int dx);
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void L4VertWall(int i, int j, int dy);
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void L4tileFix();
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void DRLG_L4Subs();
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void L4makeDungeon();
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void uShape();
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long GetArea();
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void L4firstRoom();
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void L4drawRoom(int x, int y, int width, int height);
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void L4roomGen(int x, int y, int w, int h, int dir);
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BOOL L4checkRoom(int x, int y, int width, int height);
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BOOL DRLG_L4PlaceMiniSet(const BYTE *miniset, int tmin, int tmax, int cx, int cy, BOOL setview, int ldir);
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void DRLG_L4FloodTVal();
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void DRLG_L4FTVR(int i, int j, int x, int y, int d);
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void DRLG_L4TransFix();
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void DRLG_L4Corners();
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void DRLG_L4Pass3();
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/* rdata */
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extern const BYTE L4ConvTbl[16];
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extern const BYTE L4USTAIRS[42];
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extern const BYTE L4TWARP[42];
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extern const BYTE L4DSTAIRS[52];
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extern const BYTE L4PENTA[52];
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extern const BYTE L4PENTA2[52];
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extern const BYTE L4BTYPES[140];
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#endif /* __DRLG_L4_H__ */
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