killer, level and rooms move to instance globals.
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@@ -140,7 +140,7 @@ genericptr_t poolcnt;
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levl[x][y].typ = POOL, levl[x][y].flags = 0;
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/* No kelp! */
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del_engr_at(x, y);
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water_damage_chain(level.objects[x][y], TRUE);
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water_damage_chain(g.level.objects[x][y], TRUE);
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if ((mtmp = m_at(x, y)) != 0)
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(void) minliquid(mtmp);
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@@ -212,7 +212,7 @@ boolean isyou;
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/* The location is seen if the hero/monster is invisible
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or felt if the hero is blind. */
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newsym(x, y);
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level.flags.nfountains--;
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g.level.flags.nfountains--;
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if (isyou && in_town(x, y))
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(void) angry_guards(FALSE);
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}
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@@ -398,7 +398,7 @@ register struct obj *obj;
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update_inventory();
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levl[u.ux][u.uy].typ = ROOM, levl[u.ux][u.uy].flags = 0;
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newsym(u.ux, u.uy);
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level.flags.nfountains--;
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g.level.flags.nfountains--;
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if (in_town(u.ux, u.uy))
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(void) angry_guards(FALSE);
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return;
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@@ -508,11 +508,11 @@ int x, y;
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{
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if (cansee(x, y) || (x == u.ux && y == u.uy))
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pline_The("pipes break! Water spurts out!");
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level.flags.nsinks--;
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g.level.flags.nsinks--;
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levl[x][y].typ = FOUNTAIN, levl[x][y].looted = 0;
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levl[x][y].blessedftn = 0;
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SET_FOUNTAIN_LOOTED(x, y);
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level.flags.nfountains++;
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g.level.flags.nfountains++;
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newsym(x, y);
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}
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