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