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//HEADER_GOES_HERE
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#ifndef __DRLG_L1_H__
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#define __DRLG_L1_H__
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extern char L5dungeon[80][80];
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extern BYTE L5dflags[40][40];
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extern BOOL setloadflag;
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extern int HR1;
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extern int HR2;
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extern int HR3;
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extern int VR1;
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extern int VR2;
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extern int VR3;
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extern BYTE *pSetPiece;
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void DRLG_Init_Globals();
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void LoadL1Dungeon(char *sFileName, int vx, int vy);
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void DRLG_L1Floor();
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void DRLG_L1Pass3();
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void DRLG_InitL1Vals();
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void LoadPreL1Dungeon(char *sFileName, int vx, int vy);
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void CreateL5Dungeon(int rseed, int entry);
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void DRLG_LoadL1SP();
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void DRLG_FreeL1SP();
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void DRLG_L5(int entry);
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void DRLG_PlaceDoor(int x, int y);
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void DRLG_L1Shadows();
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int DRLG_PlaceMiniSet(const BYTE *miniset, int tmin, int tmax, int cx, int cy, BOOL setview, int noquad, int ldir);
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void InitL5Dungeon();
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void L5ClearFlags();
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void L5firstRoom();
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void L5drawRoom(int x, int y, int w, int h);
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void L5roomGen(int x, int y, int w, int h, int dir);
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BOOL L5checkRoom(int x, int y, int width, int height);
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int L5GetArea();
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void L5makeDungeon();
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void L5makeDmt();
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void L5AddWall();
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int L5HWallOk(int i, int j);
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int L5VWallOk(int i, int j);
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void L5HorizWall(int i, int j, char p, int dx);
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void L5VertWall(int i, int j, char p, int dy);
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void L5tileFix();
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void DRLG_L5Subs();
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void L5FillChambers();
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void DRLG_L5GChamber(int sx, int sy, BOOL topflag, BOOL bottomflag, BOOL leftflag, BOOL rightflag);
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void DRLG_L5GHall(int x1, int y1, int x2, int y2);
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void DRLG_L5SetRoom(int rx1, int ry1);
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void DRLG_L5FloodTVal();
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void DRLG_L5FTVR(int i, int j, int x, int y, int d);
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void DRLG_L5TransFix();
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void DRLG_L5DirtFix();
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void DRLG_L5CornerFix();
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/* rdata */
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extern const ShadowStruct SPATS[37];
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extern const BYTE BSTYPES[206];
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extern const BYTE L5BTYPES[206];
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extern const BYTE STAIRSUP[];
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extern const BYTE L5STAIRSUP[];
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extern const BYTE STAIRSDOWN[];
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extern const BYTE LAMPS[];
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extern const BYTE PWATERIN[];
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/* data */
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extern BYTE L5ConvTbl[16];
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#endif /* __DRLG_L1_H__ */
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