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more elegant airdir
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13
game.cpp
13
game.cpp
@@ -700,7 +700,6 @@ bool passable(cell *w, cell *from, flagtype flags) {
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return true;
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}
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int airdir;
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vector<pair<cell*, int> > airmap;
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int airdist(cell *c) {
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@@ -711,14 +710,13 @@ int airdist(cell *c) {
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return 3;
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}
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void calcAirdir(cell *c) {
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ld calcAirdir(cell *c) {
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if(!c || c->monst == moAirElemental || !passable(c, NULL, P_BLOW))
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return;
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return 0;
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for(int i=0; i<c->type; i++) {
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cell *c2 = c->move(i);
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if(c2 && c2->monst == moAirElemental) {
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airdir = c->c.spin(i) * S42 / c2->type;
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return;
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return c->c.spin(i) * 2 * M_PI / c2->type;
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}
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}
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for(int i=0; i<c->type; i++) {
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@@ -729,12 +727,11 @@ void calcAirdir(cell *c) {
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for(int i=0; i<c2->type; i++) {
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cell *c3 = c2->move(i);
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if(c3 && c3->monst == moAirElemental) {
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airdir = c2->c.spin(i) * S42 / c3->type;
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return;
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return c2->c.spin(i) * 2 * M_PI / c3->type;
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}
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}
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}
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return;
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return 0;
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}
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bool againstWind(cell *cto, cell *cfrom) {
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