Combine town-shifting data into a single structure

This commit is contained in:
2015-02-06 16:56:17 -05:00
parent f609711e27
commit a14d3b5ff8
5 changed files with 25 additions and 25 deletions

View File

@@ -124,11 +124,11 @@ void start_town_mode(short which_town, short entry_dir) {
// Now adjust town number as necessary.
for(i = 0; i < 10; i++)
if(univ.scenario.town_to_add_to[i] >= 0 && univ.scenario.town_to_add_to[i] < 200 &&
town_number == univ.scenario.town_to_add_to[i] &&
univ.party.sd_legit(univ.scenario.flag_to_add_to_town[i][0],univ.scenario.flag_to_add_to_town[i][1])) {
if(univ.scenario.town_mods[i].spec >= 0 && univ.scenario.town_mods[i].spec < 200 &&
town_number == univ.scenario.town_mods[i].spec &&
univ.party.sd_legit(univ.scenario.town_mods[i].x,univ.scenario.town_mods[i].y)) {
former_town = town_number;
town_number += PSD[univ.scenario.flag_to_add_to_town[i][0]][univ.scenario.flag_to_add_to_town[i][1]];
town_number += PSD[univ.scenario.town_mods[i].x][univ.scenario.town_mods[i].y];
// Now update horses & boats
for(i = 0; i < univ.party.horses.size(); i++)
if((univ.party.horses[i].exists) && (univ.party.horses[i].which_town == former_town))