Change town locations variable name to better reflect its use
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@@ -526,11 +526,11 @@ static void handle_move(location destination, bool& did_something, bool& need_re
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else if(univ.party.direction < 4) find_direction_from = 3;
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else find_direction_from = 1;
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for(int i = 0; i < univ.out->exit_locs.size(); i++)
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if(univ.party.loc_in_sec == univ.out->exit_locs[i]) {
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short which_t = univ.out->exit_locs[i].spec;
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for(int i = 0; i < univ.out->city_locs.size(); i++)
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if(univ.party.loc_in_sec == univ.out->city_locs[i]) {
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short which_t = univ.out->city_locs[i].spec;
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if(which_t >= 0)
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start_town_mode(univ.out->exit_locs[i].spec, find_direction_from);
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start_town_mode(univ.out->city_locs[i].spec, find_direction_from);
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if(is_town()) {
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need_redraw = false;
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i = 8;
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@@ -1264,18 +1264,18 @@ void erase_out_specials() {
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for(short j = 0; j < 2; j++)
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if(quadrant_legal(i,j)) {
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cOutdoors& sector = *univ.scenario.outdoors[univ.party.outdoor_corner.x + i][univ.party.outdoor_corner.y + j];
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for(short k = 0; k < sector.exit_locs.size(); k++) {
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if(sector.exit_locs[k].spec >= 0 &&
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univ.scenario.ter_types[sector.terrain[sector.exit_locs[k].x][sector.exit_locs[k].y]].special == eTerSpec::TOWN_ENTRANCE &&
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(sector.exit_locs[k].x == minmax(0,47,sector.exit_locs[k].x)) &&
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(sector.exit_locs[k].y == minmax(0,47,sector.exit_locs[k].y))) {
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if(!univ.party.can_find_town[sector.exit_locs[k].spec]) {
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univ.out[48 * i + sector.exit_locs[k].x][48 * j + sector.exit_locs[k].y] =
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univ.scenario.ter_types[sector.terrain[sector.exit_locs[k].x][sector.exit_locs[k].y]].flag1;
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for(short k = 0; k < sector.city_locs.size(); k++) {
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if(sector.city_locs[k].spec >= 0 &&
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univ.scenario.ter_types[sector.terrain[sector.city_locs[k].x][sector.city_locs[k].y]].special == eTerSpec::TOWN_ENTRANCE &&
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(sector.city_locs[k].x == minmax(0,47,sector.city_locs[k].x)) &&
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(sector.city_locs[k].y == minmax(0,47,sector.city_locs[k].y))) {
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if(!univ.party.can_find_town[sector.city_locs[k].spec]) {
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univ.out[48 * i + sector.city_locs[k].x][48 * j + sector.city_locs[k].y] =
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univ.scenario.ter_types[sector.terrain[sector.city_locs[k].x][sector.city_locs[k].y]].flag1;
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}
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else if(univ.party.can_find_town[sector.exit_locs[k].spec]) {
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univ.out[48 * i + sector.exit_locs[k].x][48 * j + sector.exit_locs[k].y] =
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sector.terrain[sector.exit_locs[k].x][sector.exit_locs[k].y];
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else if(univ.party.can_find_town[sector.city_locs[k].spec]) {
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univ.out[48 * i + sector.city_locs[k].x][48 * j + sector.city_locs[k].y] =
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sector.terrain[sector.city_locs[k].x][sector.city_locs[k].y];
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}
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}
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@@ -75,9 +75,9 @@ void cOutdoors::append(legacy::outdoor_record_type& old){
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else special_locs[i].spec = old.special_id[i];
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}
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for(i = 0; i < 8; i++){
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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_locs[i].spec = old.exit_dests[i];
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city_locs[i].x = old.exit_locs[i].x;
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city_locs[i].y = old.exit_locs[i].y;
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city_locs[i].spec = old.exit_dests[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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info_rect[i].top = old.info_rect[i].top;
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@@ -133,7 +133,7 @@ cOutdoors::cOutdoors(cScenario& scenario, bool init_strings) : scenario(scenario
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}
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for(i = 0; i < 8; i++) {
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exit_locs[i].x = 100;
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city_locs[i].x = 100;
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sign_locs[i].x = 100;
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}
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for(i = 0; i < 4; i++) {
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@@ -61,7 +61,7 @@ public:
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short x,y; // Used while loading legacy scenarios.
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ter_num_t terrain[48][48];
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std::vector<spec_loc_t> special_locs;
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std::array<spec_loc_t,8> exit_locs;
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std::array<spec_loc_t,8> city_locs;
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std::array<sign_loc_t,8> sign_locs;
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std::array<cWandering,4> wandering, special_enc;
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location wandering_locs[4];
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@@ -2027,25 +2027,25 @@ void town_entry(location spot_hit) {
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return;
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}
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// clean up old town entries
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for(x = 0; x < current_terrain->exit_locs.size(); x++)
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if(current_terrain->exit_locs[x].spec >= 0) {
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ter = current_terrain->terrain[current_terrain->exit_locs[x].x][current_terrain->exit_locs[x].y];
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for(x = 0; x < current_terrain->city_locs.size(); x++)
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if(current_terrain->city_locs[x].spec >= 0) {
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ter = current_terrain->terrain[current_terrain->city_locs[x].x][current_terrain->city_locs[x].y];
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if(scenario.ter_types[ter].special != eTerSpec::TOWN_ENTRANCE)
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current_terrain->exit_locs[x].spec = -1;
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current_terrain->city_locs[x].spec = -1;
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}
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y = -2;
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for(x = 0; x < current_terrain->exit_locs.size(); x++)
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if(current_terrain->exit_locs[x] == spot_hit) {
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y = pick_town_num("select-town-enter",current_terrain->exit_locs[x].spec,scenario);
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if(y >= 0) current_terrain->exit_locs[x].spec = y;
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for(x = 0; x < current_terrain->city_locs.size(); x++)
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if(current_terrain->city_locs[x] == spot_hit) {
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y = pick_town_num("select-town-enter",current_terrain->city_locs[x].spec,scenario);
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if(y >= 0) current_terrain->city_locs[x].spec = y;
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}
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if(y == -2) {
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for(x = 0; x < current_terrain->exit_locs.size(); x++)
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if(current_terrain->exit_locs[x].spec < 0) {
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for(x = 0; x < current_terrain->city_locs.size(); x++)
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if(current_terrain->city_locs[x].spec < 0) {
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y = pick_town_num("select-town-enter",0,scenario);
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if(y >= 0) {
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current_terrain->exit_locs[x].spec = y;
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current_terrain->exit_locs[x] = spot_hit;
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current_terrain->city_locs[x].spec = y;
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current_terrain->city_locs[x] = spot_hit;
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}
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x = 500;
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}
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@@ -797,9 +797,9 @@ static map_data buildOutMapData(location which) {
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if(sector.special_locs[i].spec >= 0)
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terrain.addFeature(sector.special_locs[i].x, sector.special_locs[i].y, eMapFeature::SPECIAL_NODE, sector.special_locs[i].spec);
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}
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for(size_t i = 0; i < sector.exit_locs.size(); i++) {
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if(sector.exit_locs[i].spec >= 0)
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terrain.addFeature(sector.exit_locs[i].x, sector.exit_locs[i].y, eMapFeature::TOWN, sector.exit_locs[i].spec);
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for(size_t i = 0; i < sector.city_locs.size(); i++) {
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if(sector.city_locs[i].spec >= 0)
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terrain.addFeature(sector.city_locs[i].x, sector.city_locs[i].y, eMapFeature::TOWN, sector.city_locs[i].spec);
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}
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for(size_t i = 0; i < sector.sign_locs.size(); i++) {
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if(!sector.sign_locs[i].text.empty())
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