Split out castle tune init
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@@ -53,6 +53,7 @@ static void init_dungeon_levels(lua_State *, struct proto_dungeon *, int);
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static void init_dungeon_branches(lua_State *, struct proto_dungeon *, int);
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static void init_dungeon_set_entry(struct proto_dungeon *, int);
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static void init_dungeon_set_depth(struct proto_dungeon *, int);
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static void init_castle_tune(void);
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static boolean init_dungeon_dungeons(lua_State *, struct proto_dungeon *, int);
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static boolean unplaced_floater(struct dungeon *);
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static boolean unreachable_level(d_level *, boolean);
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@@ -1100,6 +1101,17 @@ init_dungeon_dungeons(
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return TRUE;
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}
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/* initialize the Castle drawbridge tune */
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static void
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init_castle_tune(void)
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{
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int i;
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for (i = 0; i < 5; i++)
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gt.tune[i] = 'A' + rn2(7);
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gt.tune[5] = 0;
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}
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/* initialize the "dungeon" structs */
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void
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init_dungeons(void)
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@@ -1211,9 +1223,7 @@ init_dungeons(void)
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debugpline2("init_dungeon lua DONE (n_levs=%i, n_brs=%i)",
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pd.n_levs, pd.n_brs);
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for (i = 0; i < 5; i++)
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gt.tune[i] = 'A' + rn2(7);
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gt.tune[5] = 0;
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init_castle_tune();
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/*
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* Find most of the special levels and dungeons so we can access their
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