Housekeeping
- Rename cItemRec -> cItem and cItemRec::type -> cItem::weap_type - Clear out a lot of commented code - Remove the flag_x members in the scenario that used to store the scenario's password hash (or something like that)
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@@ -1,6 +1,4 @@
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//#include "item.h"
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#include "mathutil.hpp"
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#include "boe.global.h"
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@@ -10,17 +8,11 @@
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#include "boe.monster.h"
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bool combat_pt_in_light();
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//extern short town_size[3];
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location obs_sec;
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location which_party_sec;
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//extern party_record_type party;
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//extern current_town_type univ.town;
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extern short which_combat_type,current_pc;
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extern eGameMode overall_mode;
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//extern big_tr_type t_d;
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//extern cOutdoors outdoors[2][2];
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//extern unsigned char out[96][96], out_e[96][96];
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extern location center;
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extern cUniverse univ;
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@@ -43,7 +35,6 @@ void make_explored(short i,short j) {
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void take_explored(short i,short j) {
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if(is_out())
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univ.out.out_e[i][j] = 0;
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// univ.town.explored[i][j] = univ.town.explored[i][j] & 254;
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else univ.town.set_explored(i,j,false);
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}
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@@ -65,24 +56,6 @@ bool is_combat() {
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else return false;
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}
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//
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//void set_terrain_blocked() {
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// short i;
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//
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// for(i = 0; i < 256; i++)
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// terrain_blocked[i] = scenario.ter_types[i].blockage;
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//}
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//short dist(location p1,location p2) {
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// return s_sqrt((p1.x - p2.x) * (p1.x - p2.x) + (p1.y - p2.y) * (p1.y - p2.y));
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//}
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//
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//short vdist(location p1,location p2) {
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// short i,j;
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// i = abs((short) (p1.x - p2.x)); j = abs((short) (p1.y - p2.y));
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// return max(i,j);
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//}
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bool adjacent(location p1,location p2) {
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if((abs((short) (p1.x - p2.x)) <= 1) && (abs((short) (p1.y - p2.y)) <= 1))
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return true;
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@@ -301,7 +274,6 @@ bool is_blocked(location to_check) {
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ter = univ.town->terrain(to_check.x,to_check.y);
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gr = univ.scenario.ter_types[ter].picture;
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////
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// Terrain blocking?
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if(impassable(ter)) {
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return true;
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