Some rearranging of classes so that things are in more logical places.
git-svn-id: http://openexile.googlecode.com/svn/trunk@45 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -301,12 +301,12 @@ void init_party(short mode)
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for (i = 0; i < 200; i++)
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for (j = 0; j < 8; j++)
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for (k = 0; k < 64; k++)
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univ.town.maps[i][j][k] = 0;
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univ.town_maps[i][j][k] = 0;
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for (i = 0; i < 100; i++)
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for (k = 0; k < 6; k++)
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for (l = 0; l < 48; l++)
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univ.out.maps[i][k][l] = 0;
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univ.out_maps[i][k][l] = 0;
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// Default is save maps
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PSD[SDF_NO_MAPS] = 0;
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@@ -433,12 +433,12 @@ void init_party_scen_data()
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for (i = 0; i < 200; i++)
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for (j = 0; j < 8; j++)
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for (k = 0; k < 64; k++)
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univ.town.maps[i][j][k] = 0;
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univ.town_maps[i][j][k] = 0;
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for (i = 0; i < 100; i++)
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for (k = 0; k < 6; k++)
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for (l = 0; l < 48; l++)
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univ.out.maps[i][k][l] = 0;
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univ.out_maps[i][k][l] = 0;
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}
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@@ -1324,7 +1324,7 @@ void cast_spell(short type,short situation)
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{
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short spell;
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if ((is_town()) && (is_antimagic(univ.town.p_loc.x,univ.town.p_loc.y))) {
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if ((is_town()) && (univ.town.is_antimagic(univ.town.p_loc.x,univ.town.p_loc.y))) {
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add_string_to_buf(" Not in antimagic field.");
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return;
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}
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@@ -2036,8 +2036,8 @@ void cast_town_spell(location where) ////
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add_string_to_buf(" Target space obstructed.");
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break;
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}
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make_fire_barrier(where.x,where.y);
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if (is_fire_barrier(where.x,where.y))
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univ.town.set_fire_barr(where.x,where.y,true);
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if (univ.town.is_fire_barr(where.x,where.y))
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add_string_to_buf(" You create the barrier. ");
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else add_string_to_buf(" Failed.");
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break;
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@@ -2046,14 +2046,14 @@ void cast_town_spell(location where) ////
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add_string_to_buf(" Target space obstructed.");
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break;
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}
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make_force_barrier(where.x,where.y);
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if (is_force_barrier(where.x,where.y))
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univ.town.set_force_barr(where.x,where.y,true);
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if (univ.town.is_force_barr(where.x,where.y))
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add_string_to_buf(" You create the barrier. ");
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else add_string_to_buf(" Failed.");
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break;
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case 60:
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make_quickfire(where.x,where.y);
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if (is_quickfire(where.x,where.y))
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univ.town.set_quickfire(where.x,where.y,true);
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if (univ.town.is_quickfire(where.x,where.y))
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add_string_to_buf(" You create quickfire. ");
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else add_string_to_buf(" Failed.");
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break;
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@@ -2096,14 +2096,14 @@ void cast_town_spell(location where) ////
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break;
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case 41:
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if ((is_fire_barrier(where.x,where.y)) || (is_force_barrier(where.x,where.y))) {
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if ((univ.town.is_fire_barr(where.x,where.y)) || (univ.town.is_force_barr(where.x,where.y))) {
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r1 = get_ran(1,1,100) - 5 * stat_adj(who_cast,2) + 5 * (univ.town.difficulty / 10);
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if (is_fire_barrier(where.x,where.y))
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if (univ.town.is_fire_barr(where.x,where.y))
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r1 -= 8;
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if (r1 < (120 - combat_percent[min(19,ADVEN[who_cast].level)])) {
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add_string_to_buf(" Barrier broken. ");
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take_fire_barrier(where.x,where.y);
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take_force_barrier(where.x,where.y);
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univ.town.set_fire_barr(where.x,where.y,false);
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univ.town.set_force_barr(where.x,where.y,false);
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// Now, show party new things
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update_explored(univ.town.p_loc);
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@@ -2219,32 +2219,32 @@ void dispel_fields(short i,short j,short mode)
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short r1;
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if (mode == 2) {
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take_fire_barrier(i,j);
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take_force_barrier(i,j);
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take_barrel(i,j);
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take_crate(i,j);
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take_web(i,j);
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univ.town.set_fire_barr(i,j,false);
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univ.town.set_force_barr(i,j,false);
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univ.town.set_barrel(i,j,false);
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univ.town.set_crate(i,j,false);
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univ.town.set_web(i,j,false);
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}
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if (mode >= 1)
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mode = -10;
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take_fire_wall(i,j);
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take_force_wall(i,j);
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take_scloud(i,j);
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univ.town.set_fire_wall(i,j,false);
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univ.town.set_force_wall(i,j,false);
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univ.town.set_scloud(i,j,false);
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r1 = get_ran(1,1,6) + mode;
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if (r1 <= 1)
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take_web(i,j);
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univ.town.set_web(i,j,false);
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r1 = get_ran(1,1,6) + mode;
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if (r1 < 6)
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take_ice_wall(i,j);
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univ.town.set_ice_wall(i,j,false);
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r1 = get_ran(1,1,6) + mode;
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if (r1 < 5)
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take_sleep_cloud(i,j);
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univ.town.set_sleep_cloud(i,j,false);
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r1 = get_ran(1,1,8) + mode;
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if (r1 <= 1)
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take_quickfire(i,j);
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univ.town.set_quickfire(i,j,false);
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r1 = get_ran(1,1,7) + mode;
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if (r1 < 5)
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take_blade_wall(i,j);
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univ.town.set_blade_wall(i,j,false);
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}
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bool pc_can_cast_spell(short pc_num,short type,short spell_num)
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