killer, level and rooms move to instance globals.
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@@ -81,7 +81,7 @@ extern int amii_numcolors;
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#define Is_IceBox(o) ((o)->otyp == ICE_BOX ? TRUE : FALSE)
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/* Recalculate level.objects[x][y], since this info was not saved. */
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/* Recalculate g.level.objects[x][y], since this info was not saved. */
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STATIC_OVL void
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find_lev_obj()
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{
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@@ -91,7 +91,7 @@ find_lev_obj()
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for (x = 0; x < COLNO; x++)
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for (y = 0; y < ROWNO; y++)
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level.objects[x][y] = (struct obj *) 0;
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g.level.objects[x][y] = (struct obj *) 0;
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/*
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* Reverse the entire fobj chain, which is necessary so that we can
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@@ -106,7 +106,7 @@ find_lev_obj()
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}
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/* fobj should now be empty */
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/* Set level.objects (as well as reversing the chain back again) */
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/* Set g.level.objects (as well as reversing the chain back again) */
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while ((otmp = fobjtmp) != 0) {
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fobjtmp = otmp->nobj;
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place_object(otmp, otmp->ox, otmp->oy);
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@@ -190,8 +190,8 @@ boolean ghostly;
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}
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}
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if (!shp || !*shp) {
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tmp_dam->next = level.damagelist;
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level.damagelist = tmp_dam;
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tmp_dam->next = g.level.damagelist;
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g.level.damagelist = tmp_dam;
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tmp_dam = (struct damage *) alloc(sizeof(*tmp_dam));
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}
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}
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@@ -998,7 +998,7 @@ char *reason;
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pline("Strange, this map is not as I remember it.");
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pline("Somebody is trying some trickery here...");
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pline("This game is void.");
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Strcpy(killer.name, reason ? reason : "");
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Strcpy(g.killer.name, reason ? reason : "");
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done(TRICKED);
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}
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@@ -1052,7 +1052,7 @@ boolean ghostly;
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pline1(trickbuf);
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trickery(trickbuf);
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}
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restcemetery(fd, &level.bonesinfo);
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restcemetery(fd, &g.level.bonesinfo);
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rest_levl(fd,
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(boolean) ((sfrestinfo.sfi1 & SFI1_RLECOMP) == SFI1_RLECOMP));
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mread(fd, (genericptr_t) g.lastseentyp, sizeof(g.lastseentyp));
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@@ -1065,11 +1065,11 @@ boolean ghostly;
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mread(fd, (genericptr_t) &g.sstairs, sizeof(stairway));
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mread(fd, (genericptr_t) &g.updest, sizeof(dest_area));
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mread(fd, (genericptr_t) &g.dndest, sizeof(dest_area));
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mread(fd, (genericptr_t) &level.flags, sizeof(level.flags));
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mread(fd, (genericptr_t) &g.level.flags, sizeof(g.level.flags));
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mread(fd, (genericptr_t) g.doors, sizeof(g.doors));
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rest_rooms(fd); /* No joke :-) */
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if (g.nroom)
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g.doorindex = rooms[g.nroom - 1].fdoor + rooms[g.nroom - 1].doorct;
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g.doorindex = g.rooms[g.nroom - 1].fdoor + g.rooms[g.nroom - 1].doorct;
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else
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g.doorindex = 0;
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@@ -1090,14 +1090,14 @@ boolean ghostly;
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find_lev_obj();
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/* restobjchn()'s `frozen' argument probably ought to be a callback
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routine so that we can check for objects being buried under ice */
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level.buriedobjlist = restobjchn(fd, ghostly, FALSE);
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g.level.buriedobjlist = restobjchn(fd, ghostly, FALSE);
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billobjs = restobjchn(fd, ghostly, FALSE);
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rest_engravings(fd);
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/* reset level.monsters for new level */
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for (x = 0; x < COLNO; x++)
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for (y = 0; y < ROWNO; y++)
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level.monsters[x][y] = (struct monst *) 0;
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g.level.monsters[x][y] = (struct monst *) 0;
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for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
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if (mtmp->isshk)
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set_residency(mtmp, FALSE);
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