Remove the redundant combat_terrain array

This commit is contained in:
2014-12-14 21:28:13 -05:00
parent 9fd647b7d8
commit 2ed3eca8d1
14 changed files with 20 additions and 69 deletions

View File

@@ -22,7 +22,6 @@
//extern party_record_type party;
extern eGameMode overall_mode;
//extern cOutdoors univ.out.outdoors[2][2];
extern ter_num_t combat_terrain[64][64];//,out[96][96];
extern short which_combat_type;
//extern big_tr_type t_d;
//extern short monst_target[60]; // 0-5 target that pc 6 - no target 100 + x - target monster x
@@ -750,13 +749,8 @@ bool combat_move_monster(short which,location destination)
univ.town.monst[which].cur_loc = destination;
monst_inflict_fields(which);
if (point_onscreen(destination,center) == true) {
if (is_combat())
move_sound(combat_terrain[destination.x][destination.y],
(short) univ.town.monst[which].ap);
else move_sound(univ.town->terrain(destination.x,destination.y),
(short) univ.town.monst[which].ap);
}
if(point_onscreen(destination,center))
move_sound(univ.town->terrain(destination.x,destination.y), univ.town.monst[which].ap);
return true;
}
@@ -951,14 +945,7 @@ bool monst_check_special_terrain(location where_check,short mode,short which_mon
unsigned short ter_flag;
from_loc = univ.town.monst[which_monst].cur_loc;
switch (mode) {
case 1:
ter = univ.town->terrain(where_check.x,where_check.y);
break;
case 2:
ter = combat_terrain[where_check.x][where_check.y];
break;
}
ter = univ.town->terrain(where_check.x,where_check.y);
////
which_m = &univ.town.monst[which_monst];
ter_abil = scenario.ter_types[ter].special;
@@ -1084,7 +1071,6 @@ bool monst_check_special_terrain(location where_check,short mode,short which_mon
can_enter = false;
if (!(monster_placid(which_monst))) {
univ.town->terrain(where_check.x,where_check.y) = scenario.ter_types[ter].flag1.u;
combat_terrain[where_check.x][where_check.y] = scenario.ter_types[ter].flag1.u;
do_look = true;
if (point_onscreen(center,where_check))
play_sound(scenario.ter_types[ter].flag2.u);