Game modes cleanup
- Fix some cases where modes were still referenced by number - Replace most cases of mode range-comparison with is_out(), is_town(), and/or is_combat() There could be some minor errors in the replacements.
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@@ -215,15 +215,7 @@ short combat_obscurity(short x, short y) {
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}
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ter_num_t coord_to_ter(short x,short y) {
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ter_num_t what_terrain;
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if((overall_mode == MODE_OUTDOORS) || (overall_mode == MODE_LOOK_OUTDOORS))
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what_terrain = univ.out[x][y];
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else if(((overall_mode > MODE_OUTDOORS) && (overall_mode < MODE_COMBAT))|| (overall_mode == MODE_LOOK_TOWN))
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what_terrain = univ.town->terrain(x,y);
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else
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what_terrain = univ.town->terrain(x,y);
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return what_terrain;
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return is_out() ? univ.out[x][y] : univ.town->terrain(x,y);
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}
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////
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@@ -250,7 +242,7 @@ void update_explored(location dest) {
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which_party_sec.x = univ.party.outdoor_corner.x + univ.party.i_w_c.x;
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which_party_sec.y = univ.party.outdoor_corner.y + univ.party.i_w_c.y;
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if(overall_mode == MODE_OUTDOORS) {
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if(is_out()) {
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univ.out.out_e[dest.x][dest.y] = 2;
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for(look.x = shortdest.x - 4; look.x < shortdest.x + 5; look.x++)
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for(look.y = shortdest.y - 4; look.y < shortdest.y + 5; look.y++) {
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@@ -261,11 +253,7 @@ void update_explored(location dest) {
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univ.out.out_e[look.x][look.y] = 1;
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//}
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}
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}
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if(overall_mode > MODE_OUTDOORS) {
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} else {
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make_explored(dest.x,dest.y);
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for(look2.x = max(0,dest.x - 4); look2.x < min(univ.town->max_dim,dest.x + 5); look2.x++)
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for(look2.y = max(0,dest.y - 4); look2.y < min(univ.town->max_dim,dest.y + 5); look2.y++)
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