v0.3.0c: refactored finding a character, no longer need to maintain chars[] array
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@@ -181,8 +181,6 @@ public class Ghost extends NPC {
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}
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if (newPos != -1) {
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Actor.freeCell(pos);
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CellEmitter.get(pos).start(Speck.factory(Speck.LIGHT), 0.2f, 3);
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pos = newPos;
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sprite.place(pos);
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@@ -317,7 +315,6 @@ public class Ghost extends NPC {
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ghost.pos = level.randomRespawnCell();
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} while (ghost.pos == -1);
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level.mobs.add( ghost );
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Actor.occupyCell( ghost );
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spawned = true;
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//dungeon depth determines type of quest.
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@@ -217,9 +217,8 @@ public class Imp extends NPC {
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npc.pos = level.randomRespawnCell();
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} while (npc.pos == -1 || level.heaps.get( npc.pos ) != null);
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level.mobs.add( npc );
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Actor.occupyCell( npc );
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spawned = true;
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spawned = true;
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alternative = Random.Int( 2 ) == 0;
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given = false;
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@@ -214,7 +214,6 @@ public class Wandmaker extends NPC {
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npc.pos = room.random();
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} while (level.map[npc.pos] == Terrain.ENTRANCE || level.map[npc.pos] == Terrain.SIGN);
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level.mobs.add( npc );
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Actor.occupyCell( npc );
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spawned = true;
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alternative = Random.Int( 2 ) == 0;
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