Major code reorganization
This commit only updates the XCode project for the changes. A later commit each will update it for scons and MSVC. A few actual changes are mixed in: - Add a prefix header for a handful of common definitions - Moved current_cursor into the Cursor class as a static member - Removed the make_cursor_sword and make_cursor_watch functions - Include tests in the All target - Remove redundant -l flags for Common and Common-Party (since they're included in the Link phases anyway)
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src/scenario/town.hpp
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121
src/scenario/town.hpp
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/*
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* town.h
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* BoE
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*
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* Created by Celtic Minsrel on 22/04/09.
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*
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*/
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#ifndef BOE_DATA_TOWN_H
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#define BOE_DATA_TOWN_H
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#include <vector>
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#include <iosfwd>
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#include <array>
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#include <bitset>
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#include "location.hpp"
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#include "special.hpp"
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#include "monster.hpp"
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#include "talking.hpp"
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#include "item.hpp"
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#include "area.hpp"
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namespace legacy {
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struct town_record_type;
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struct big_tr_type;
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struct ave_tr_type;
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struct tiny_tr_type;
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struct creature_start_type;
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struct wandering_type;
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struct preset_item_type;
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struct preset_field_type;
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};
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enum eLighting {
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LIGHT_NORMAL = 0,
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LIGHT_DARK = 1,
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LIGHT_DRAINS = 2,
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LIGHT_NONE = 3,
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};
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class cScenario;
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class cTown : public cArea { // formerly town_record_type
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protected:
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cScenario* scenario;
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public:
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class cWandering { // formerly wandering_type
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public:
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std::array<mon_num_t,4> monst;
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bool isNull();
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void import_legacy(legacy::wandering_type old);
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};
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class cItem { // formerly preset_item_type
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public:
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location loc;
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short code,ability;
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int charges = -1;
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bool always_there = false, property = false, contained = false;
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void import_legacy(legacy::preset_item_type old);
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cItem();
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cItem(location loc, short num, ::cItem& item);
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};
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class cField { // formerly preset_field_type
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public:
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location loc;
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eFieldType type;
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void import_legacy(legacy::preset_field_type old);
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cField() : type(FIELD_DISPEL) {}
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cField(location l, eFieldType t) : loc(l), type(t) {}
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};
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short town_chop_time,town_chop_key;
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int bg_town, bg_fight;
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std::array<cWandering,4> wandering;
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std::array<location, 4> wandering_locs;
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eLighting lighting_type;
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std::vector<boost::dynamic_bitset<>> lighting;
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std::array<location, 4> start_locs;
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std::array<spec_loc_t, 4> exits;
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rectangle in_town_rect;
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std::vector<cItem> preset_items;
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std::vector<cTownperson> creatures;
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long max_num_monst;
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std::vector<cField> preset_fields;
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short spec_on_entry,spec_on_entry_if_dead;
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short spec_on_hostile;
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std::array<cTimer,8> timers;
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std::vector<cSpecial> specials;
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bool strong_barriers, defy_mapping, defy_scrying;
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bool is_hidden, has_tavern;
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short difficulty;
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// Using std::array here so we can have .size()
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// This'll make the transition smoother once it becomes a vector.
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std::array<std::string,3> comment;
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std::vector<std::string> spec_strs;
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cSpeech talking;
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// Persistent data for saved games
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std::bitset<64> item_taken;
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bool can_find;
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long m_killed;
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template<typename T>
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void import_legacy(T& old, int town_num);
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void init_start();
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void set_up_lights();
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short light_obscurity(short x,short y); // Obscurity function used for calculating lighting
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bool is_cleaned_out();
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explicit cTown(cScenario& scenario, size_t dim);
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void import_legacy(legacy::town_record_type& old);
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void reattach(cScenario& to);
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void writeTerrainTo(std::ostream& file);
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void readTerrainFrom(std::istream& file);
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};
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std::ostream& operator<< (std::ostream& out, eLighting light);
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std::istream& operator>> (std::istream& in, eLighting& light);
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#endif
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