- Moved some files around for better organization
- Fixed compile errors in the other targets. - Added three test save files: one with a party not in a scenario, one with a party who has just entered Valley of Dying things, and one with the same party just after leaving town. - Added the new menu file for the game that I'm working on (not yet used) git-svn-id: http://openexile.googlecode.com/svn/trunk@53 4ebdad44-0ea0-11de-aab3-ff745001d230
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131
osx/classes/universe.h
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131
osx/classes/universe.h
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/*
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* universe.h
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* BoE
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*
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* Created by Celtic Minstrel on 24/04/09.
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*
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*/
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namespace legacy {
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struct out_info_type;
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struct current_town_type;
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struct town_item_list;
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struct stored_town_maps_type;
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struct stored_outdoor_maps_type;
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struct big_tr_type;
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};
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class cCurTown {
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public:
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cTown* record;
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// formerly current_town_type
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short num; // 200 if outdoors (my addition)
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short difficulty;
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//char explored[64][64];
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bool hostile;
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cPopulation monst;
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bool in_boat; // is this really needed?
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location p_loc;
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cSpeech* cur_talk; // my addition
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short cur_talk_loaded; // my addition
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cItemRec items[115]; // formerly town_item_list type
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//unsigned short template_terrain[64][64];
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unsigned long fields[64][64];
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void append(legacy::current_town_type& old,short which_size);
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void append(legacy::town_item_list& old);
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void append(unsigned char(& old_sfx)[64][64], unsigned char(& old_misc_i)[64][64]);
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void cCurTown::append(legacy::big_tr_type& old);
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unsigned char explored(char x,char y) const;
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unsigned char misc_i(char x, char y) const;
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unsigned char sfx(char x, char y) const;
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cTown* operator -> ();
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cCurTown();
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bool loaded() const;
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void unload();
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bool is_explored(char x, char y) const;
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bool is_force_wall(char x, char y) const;
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bool is_fire_wall(char x, char y) const;
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bool is_antimagic(char x, char y) const;
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bool is_scloud(char x, char y) const; // stinking cloud
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bool is_ice_wall(char x, char y) const;
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bool is_blade_wall(char x, char y) const;
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bool is_sleep_cloud(char x, char y) const;
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bool is_spot(char x, char y) const; // currently unused
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bool is_special(char x, char y) const;
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bool is_web(char x, char y) const;
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bool is_crate(char x, char y) const;
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bool is_barrel(char x, char y) const;
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bool is_fire_barr(char x, char y) const;
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bool is_force_barr(char x, char y) const;
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bool is_quickfire(char x, char y) const;
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bool is_sm_blood(char x, char y) const;
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bool is_med_blood(char x, char y) const;
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bool is_lg_blood(char x, char y) const;
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bool is_sm_slime(char x, char y) const;
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bool is_lg_slime(char x, char y) const;
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bool is_ash(char x, char y) const;
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bool is_bones(char x, char y) const;
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bool is_rubble(char x, char y) const;
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bool set_explored(char x, char y, bool b);
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bool set_force_wall(char x, char y, bool b);
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bool set_fire_wall(char x, char y, bool b);
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bool set_antimagic(char x, char y, bool b);
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bool set_scloud(char x, char y, bool b); // stinking cloud
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bool set_ice_wall(char x, char y, bool b);
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bool set_blade_wall(char x, char y, bool b);
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bool set_sleep_cloud(char x, char y, bool b);
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bool set_spot(char x, char y, bool b); // currently unused
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bool set_special(char x, char y, bool b);
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bool set_web(char x, char y, bool b);
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bool set_crate(char x, char y, bool b);
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bool set_barrel(char x, char y, bool b);
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bool set_fire_barr(char x, char y, bool b);
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bool set_force_barr(char x, char y, bool b);
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bool set_quickfire(char x, char y, bool b);
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bool set_sm_blood(char x, char y, bool b);
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bool set_med_blood(char x, char y, bool b);
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bool set_lg_blood(char x, char y, bool b);
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bool set_sm_slime(char x, char y, bool b);
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bool set_lg_slime(char x, char y, bool b);
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bool set_ash(char x, char y, bool b);
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bool set_bones(char x, char y, bool b);
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bool set_rubble(char x, char y, bool b);
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void writeTo(ostream& file);
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void readFrom(istream& file);
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};
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class cCurOut {
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public:
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char expl[96][96]; // formerly out_info_type
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unsigned short out[96][96];
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unsigned char out_e[96][96];
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cOutdoors outdoors[2][2];
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//unsigned char sfx[64][64];
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//unsigned char misc_i[64][64];
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void append(legacy::out_info_type& old);
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unsigned short(& operator [] (size_t i))[96];
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void writeTo(ostream& file);
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void readFrom(istream& file);
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};
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class cUniverse{
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public:
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cParty party;
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cCurTown town;
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char town_maps[200][8][64]; // formerly stored_town_maps_type
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cCurOut out;
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char out_maps[100][6][48]; // formerly stored_outdoor_maps_type
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FSSpec file;
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void append(legacy::stored_town_maps_type& old);
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void append(legacy::stored_outdoor_maps_type& old);
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};
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