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
This commit is contained in:
2009-04-30 02:18:12 +00:00
parent 82578b77f1
commit c7f9c17130
18 changed files with 1153 additions and 578 deletions

View File

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