Fix monsters in outdoor combat showing up as empties
- And cut out few more legacy bits from the monster class
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@@ -17,7 +17,6 @@
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cMonster& cMonster::operator = (legacy::monster_record_type& old){
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int i;
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m_num = old.m_num;
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level = old.level;
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//m_name = old.m_name;
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health = old.health;
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@@ -28,8 +27,8 @@ cMonster& cMonster::operator = (legacy::monster_record_type& old){
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skill = old.skill;
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for(i = 0; i < 3; i++) a[i] = old.a[i];
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// TODO: These two bits of data belong in a[]
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a1_type = old.a1_type;
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a23_type = old.a23_type;
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a[0].type = old.a1_type;
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a[1].type = a[2].type = old.a23_type;
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m_type = (eMonsterType) old.m_type;
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speed = old.speed;
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ap = old.ap;
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@@ -78,6 +77,10 @@ cCreature::cCreature(){
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target = 6;
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}
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cCreature::cCreature(int num) : cCreature() {
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number = num;
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}
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cCreature& cCreature::operator = (legacy::creature_start_type old){
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number = old.number;
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start_attitude = old.start_attitude;
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@@ -103,7 +103,6 @@ public:
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unsigned char extra1, extra2;
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operator std::string();
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};
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m_num_t m_num; // TODO: This probably shouldn't be necessary. Consider why it is, and determine if it can be removed
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unsigned char level;
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std::string m_name;
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short health; // TODO: Move health, mp and max_mp to cCreature
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@@ -113,7 +112,6 @@ public:
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unsigned char armor;
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unsigned char skill;
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cAttack a[3];
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unsigned char a1_type,a23_type; // TODO: Delete in favour of type field of cAttack
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eMonsterType m_type;
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unsigned char speed;
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unsigned char ap; // TODO: Move ap to cCreature
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@@ -172,6 +170,7 @@ public:
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location targ_loc;
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cCreature();
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cCreature(int num);
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cCreature& operator = (legacy::creature_data_type old);
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cCreature& operator = (legacy::creature_start_type old);
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