Jaen's fortress start hidden and re-hide after you kill Jaen
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@@ -270,7 +270,7 @@
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pic 0, 4
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ex1 -1, -1, -1
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ex2 -1, -1, -1
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goto -1
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goto 43
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@disp-msg = 39
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sdf -1, -1
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msg 59, 60, -1
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@@ -299,3 +299,10 @@
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ex1 1, 34, -1
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ex2 -1, -1, -1
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goto -1
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@town-visible = 43
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sdf -1, -1
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msg -1, -1, -1
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pic 0, 4
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ex1 20, -1, -1
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ex2 0, -1, -1
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goto -1
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@@ -12,7 +12,9 @@
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<onenter condition="dead">41</onenter>
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<onexit dir="e">37</onexit>
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<timer freq="50">42</timer>
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<flags />
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<flags>
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<hidden>true</hidden>
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</flags>
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<wandering>
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<monster>13</monster>
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<monster>13</monster>
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@@ -72,6 +72,8 @@ void cTown::import_legacy(legacy::town_record_type& old){
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specials[i].import_legacy(old.specials[i]);
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difficulty = old.difficulty;
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strong_barriers = defy_scrying = defy_mapping = false;
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// Legacy scenarios store is_hidden in an array on scenario_data_type, so that flag is imported in cScenario::import_legacy()
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}
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cTown::cTown(cScenario& scenario, size_t dim) : cArea(dim), scenario(&scenario), lighting(dim, boost::dynamic_bitset<>(dim)) {
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@@ -90,7 +90,9 @@ public:
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short spec_on_hostile;
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std::array<cTimer,8> timers;
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bool strong_barriers, defy_mapping, defy_scrying;
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bool is_hidden, has_tavern;
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// Whether the town STARTS OUT hidden.
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bool is_hidden;
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bool has_tavern;
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short difficulty;
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// Using std::array here so we can have .size()
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// This'll make the transition smoother once it becomes a vector.
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@@ -102,6 +104,7 @@ private:
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boost::dynamic_bitset<> item_taken;
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public:
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std::vector<location> door_unlocked;
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// Whether the town IS CURRENTLY visible.
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bool can_find;
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long m_killed = 0;
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