- Moved some files around for better organization
- Fixed compile errors in the other targets. - Added three test save files: one with a party not in a scenario, one with a party who has just entered Valley of Dying things, and one with the same party just after leaving town. - Added the new menu file for the game that I'm working on (not yet used) git-svn-id: http://openexile.googlecode.com/svn/trunk@53 4ebdad44-0ea0-11de-aab3-ff745001d230
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osx/classes/town.cpp
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200
osx/classes/town.cpp
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/*
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* town.cpp
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* BoE
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*
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* Created by Celtic Minstrel on 22/04/09.
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*
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*/
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#include "classes.h"
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#include "oldstructs.h"
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__attribute__((deprecated))
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void cTown::append(legacy::big_tr_type& old){}
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__attribute__((deprecated))
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void cTown::append(legacy::ave_tr_type& old){}
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__attribute__((deprecated))
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void cTown::append(legacy::tiny_tr_type& old){}
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__attribute__((deprecated))
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cTown& cTown::operator = (legacy::town_record_type& old){
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int i;
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town_chop_time = old.town_chop_time;
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town_chop_key = old.town_chop_key;
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for(i = 0; i < 4; i++){
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start_locs[i].x = old.start_locs[i].x;
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start_locs[i].y = old.start_locs[i].y;
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exit_locs[i].x = old.exit_locs[i].x;
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exit_locs[i].y = old.exit_locs[i].y;
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exit_specs[i] = old.exit_specs[i];
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wandering[i] = old.wandering[i];
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}
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for(i = 0; i < 50; i++){
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special_locs[i].x = old.special_locs[i].x;
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special_locs[i].y = old.special_locs[i].y;
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spec_id[i] = old.spec_id[i];
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// preset_fields[i].loc.x = old.preset_fields[i].field_loc.x;
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// preset_fields[i].loc.y = old.preset_fields[i].field_loc.y;
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// preset_fields[i].type = old.preset_fields[i].field_type;
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preset_fields[i] = old.preset_fields[i];
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}
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for(i = 0; i < 15; i++){
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sign_locs[i].x = old.sign_locs[i].x;
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sign_locs[i].y = old.sign_locs[i].y;
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}
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lighting_type = old.lighting;
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in_town_rect.top = old.in_town_rect.top;
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in_town_rect.left = old.in_town_rect.left;
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in_town_rect.bottom = old.in_town_rect.bottom;
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in_town_rect.right = old.in_town_rect.right;
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for(i = 0; i < 64; i++){
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// preset_items[i].loc.x = old.preset_items[i].item_loc.x;
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// preset_items[i].loc.y = old.preset_items[i].item_loc.y;
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// preset_items[i].code = old.preset_items[i].item_code;
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// preset_items[i].ability = old.preset_items[i].ability;
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// preset_items[i].charges = old.preset_items[i].charges;
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// preset_items[i].always_there = old.preset_items[i].always_there;
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// preset_items[i].property = old.preset_items[i].property;
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// preset_items[i].contained = old.preset_items[i].contained;
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preset_items[i] = old.preset_items[i];
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}
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max_num_monst = old.max_num_monst;
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spec_on_entry = old.spec_on_entry;
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spec_on_entry_if_dead = old.spec_on_entry_if_dead;
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for(i = 0; i < 8; i++){
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timer_spec_times[i] = old.timer_spec_times[i];
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timer_specs[i] = old.timer_specs[i];
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}
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for(i = 0; i < 180; i++)
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strlens[i] = old.strlens[i];
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for(i = 0; i < 100; i++)
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specials[i] = old.specials[i];
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specials1 = old.specials1;
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specials2 = old.specials2;
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res1 = old.res1;
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res2 = old.res2;
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difficulty = old.difficulty;
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return *this;
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}
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cTown::cTown(){}
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short max_dim[3] = {64,48,32};
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cTown::cTown(short size){
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short i,s;
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location d_loc(100,0);
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cTown::cWandering d_wan = {0,0,0,0};
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cTown::cItem null_item = {loc(),-1,0,0,0,0,0};
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town_chop_time = -1;
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town_chop_key = -1;
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for (i = 0; i < 4; i++) {
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wandering[i] = d_wan;
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wandering_locs[i] = d_loc;
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}
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for (i = 0; i < 50; i++) {
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special_locs[i] = d_loc;
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spec_id[i] = 0;
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}
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lighting_type = 0;
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for (i = 0; i < 4; i++) {
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start_locs[i] = d_loc;
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exit_specs[i] = -1;
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exit_locs[i].x = -1;
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exit_locs[i].y = -1;
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}
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// s = town->max_dim();
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start_locs[0].x = s / 2;
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start_locs[0].y = 4;
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start_locs[2].x = s / 2;
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start_locs[2].y = s - 5;
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start_locs[1].x = s - 5;
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start_locs[1].y = s / 2;
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start_locs[3].x = 4;
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start_locs[3].y = s / 2;
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in_town_rect.top = 3;
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in_town_rect.bottom = s - 4;
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in_town_rect.left = 3;
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in_town_rect.right = s - 4;
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for (i = 0; i < 64; i++)
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preset_items[i] = null_item;
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max_num_monst = 30000;
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for (i = 0; i < 50; i++)
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preset_fields[i].type = 0;
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spec_on_entry = -1;
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spec_on_entry_if_dead = -1;
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for (i = 0; i < 15; i++) {
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sign_locs[i] = d_loc;
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sign_locs[i].x = 100;
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}
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for (i = 0; i < 8; i++) {
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timer_spec_times[i] = 0;
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timer_specs[i] = -1;
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}
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for (i = 0; i < 100; i++) {
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specials[i] = cSpecial();
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}
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specials1 = 0;
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specials2 = 0;
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res1 = 0;
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res2 = 0;
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difficulty = 0;
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}
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__attribute__((deprecated))
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char(& cTown::town_strs(short i))[256]{
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if(i == 0) return town_name;
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if(i >= 1 && i < 17 ) return rect_names[i - 1];
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if(i >= 17 && i < 20 ) return comment[i - 17];
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if(i >= 20 && i < 120) return spec_strs[i - 20];
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if(i >= 120 && i < 140) return sign_strs[i - 120];
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return comment[1]; // random unused string
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}
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cTown::cCreature& cTown::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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start_loc.x = old.start_loc.x;
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start_loc.y = old.start_loc.y;
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mobile = old.mobile;
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time_flag = old.time_flag;
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extra1 = old.extra1;
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extra2 = old.extra2;
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spec1 = old.spec1;
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spec2 = old.spec2;
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spec_enc_code = old.spec_enc_code;
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time_code = old.time_code;
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monster_time = old.monster_time;
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personality = old.personality;
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special_on_kill = old.special_on_kill;
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facial_pic = old.facial_pic;
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return *this;
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}
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cTown::cWandering& cTown::cWandering::operator = (legacy::wandering_type old){
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monst[0] = old.monst[0];
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monst[1] = old.monst[1];
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monst[2] = old.monst[2];
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monst[3] = old.monst[3];
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return *this;
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}
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cTown::cItem& cTown::cItem::operator = (legacy::preset_item_type old){
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loc.x = old.item_loc.x;
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loc.y = old.item_loc.y;
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code = old.item_code;
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ability = old.ability;
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charges = old.charges;
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always_there = old.always_there;
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property = old.property;
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contained = old.contained;
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return *this;
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}
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cTown::cField& cTown::cField::operator = (legacy::preset_field_type old){
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loc.x = old.field_loc.x;
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loc.y = old.field_loc.y;
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type = old.field_type;
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return *this;
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}
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