Added some typedefs for clarity, and also added a cAttack class.
git-svn-id: http://openexile.googlecode.com/svn/trunk@77 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -116,7 +116,7 @@ extern cUniverse univ;
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extern short which_combat_type,num_targets_left;
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extern unsigned short combat_terrain[64][64];
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extern ter_num_t combat_terrain[64][64];
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extern location center;
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extern location pc_pos[6];
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extern short current_pc,town_type;
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@@ -308,7 +308,7 @@ bool handle_action(EventRecord event)
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unsigned char debug_storage;
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short find_direction_from,ter_looked_at,button_hit = 12,store_cur_pc;
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short store_sp[6];
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unsigned short ter;
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ter_num_t ter;
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char str[60];
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Point the_point,point_in_area;
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@@ -2304,7 +2304,7 @@ void handle_cave_lore()////
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{
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char str[60];
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short i,pic;
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unsigned short ter;
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ter_num_t ter;
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if (!is_out())
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return;
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@@ -2591,7 +2591,7 @@ bool outd_move_party(location destination,bool forced)
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location real_dest, sector_p_in;
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bool keep_going = true,check_f;
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location store_corner,store_iwc;
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unsigned short ter;
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ter_num_t ter;
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keep_going = check_special_terrain(destination,0,0,&spec_num,&check_f);
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if (check_f == true)
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@@ -2787,7 +2787,7 @@ bool town_move_party(location destination,short forced)////
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{
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char create_line[60],keep_going = true;
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short boat_there,horse_there,spec_num;
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unsigned short ter;
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ter_num_t ter;
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bool check_f = false;
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if (debug_on == true)
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@@ -2975,7 +2975,7 @@ short count_walls(location loc) // TODO: Generalize this function
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return answer;
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}
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bool is_sign(unsigned short ter)
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bool is_sign(ter_num_t ter)
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{
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if (scenario.ter_types[ter].special == TER_SPEC_IS_A_SIGN)
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