Move per-PC combat data into cPlayer class

This commit is contained in:
2014-12-12 20:32:40 -05:00
parent a198c232bb
commit 1fbf8939b2
15 changed files with 199 additions and 209 deletions

View File

@@ -22,7 +22,7 @@ extern eGameMode overall_mode;
//extern cOutdoors outdoors[2][2];
extern ter_num_t combat_terrain[64][64];
//extern unsigned char out[96][96], out_e[96][96];
extern location pc_pos[6],center;
extern location center;
extern unsigned char map_graphic_placed[8][64]; // keeps track of what's been filled on map
extern cScenario scenario;
extern cUniverse univ;
@@ -174,7 +174,7 @@ location get_cur_loc()
break;
default:
return pc_pos[current_pc];
return univ.party[current_pc].combat_pos;
break;
}
}
@@ -335,7 +335,7 @@ bool is_blocked(location to_check)
return true;
if (is_combat())
for (i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE && to_check == pc_pos[i])
if(univ.party[i].main_status == eMainStatus::ALIVE && to_check == univ.party[i].combat_pos)
return true;
// Monster there?
@@ -575,7 +575,7 @@ bool combat_pt_in_light(location to_where)
rad = light_radius();
for (i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE) {
if (dist(pc_pos[i],to_where) <= rad)
if (dist(univ.party[i].combat_pos,to_where) <= rad)
return true;
}
@@ -621,7 +621,7 @@ short party_can_see(location where)
for (i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE) {
if (can_see_light(pc_pos[i],where,sight_obscurity) < 5)
if (can_see_light(univ.party[i].combat_pos,where,sight_obscurity) < 5)
return i;
}