/* * universe.h * BoE * * Created by Celtic Minstrel on 24/04/09. * */ #ifndef BOE_DATA_UNIVERSE_H #define BOE_DATA_UNIVERSE_H #include #include #include "party.h" #include "creatlist.h" #include "item.h" #include "town.h" #include "talking.h" #include "simpletypes.h" namespace fs = boost::filesystem; // TODO: Centralize this namespace alias? namespace legacy { struct out_info_type; struct current_town_type; struct town_item_list; struct stored_town_maps_type; struct stored_outdoor_maps_type; struct big_tr_type; }; class cCurTown { cSpeech* curTalk = NULL; bool talkNeedsDeleting = false; short cur_talk_loaded = -1; bool free_for_sfx(short x, short y); public: bool quickfire_present = false, belt_present = false; cTown* record; // formerly current_town_type short num; // 200 if outdoors (my addition) short difficulty; //char explored[64][64]; bool hostile; cPopulation monst; bool in_boat; // is this really needed? location p_loc; cItemRec items[115]; // formerly town_item_list type //ter_num_t template_terrain[64][64]; unsigned long fields[64][64]; bool special_spot[64][64]; // unsigned char trim[64][64]; // transient void append(legacy::current_town_type& old,short which_size); void append(legacy::town_item_list& old); void append(unsigned char(& old_sfx)[64][64], unsigned char(& old_misc_i)[64][64]); void append(legacy::big_tr_type& old); __declspec(deprecated) unsigned char explored(char x,char y) const; __declspec(deprecated) unsigned char misc_i(char x, char y) const; __declspec(deprecated) unsigned char sfx(char x, char y) const; cTown* operator -> (); cCurTown(); bool loaded() const; void unload(); short countMonsters(); cSpeech& cur_talk(); // Get the currently loaded speech bool prep_talk(short which); // Prepare for loading specified speech, returning true if already loaded void prep_arena(); // Set up for a combat arena bool is_explored(char x, char y) const; bool is_force_wall(char x, char y) const; bool is_fire_wall(char x, char y) const; bool is_antimagic(char x, char y) const; bool is_scloud(char x, char y) const; // stinking cloud bool is_ice_wall(char x, char y) const; bool is_blade_wall(char x, char y) const; bool is_sleep_cloud(char x, char y) const; bool is_block(char x, char y) const; // currently unused bool is_spot(char x, char y) const; bool is_special(char x, char y) const; bool is_web(char x, char y) const; bool is_crate(char x, char y) const; bool is_barrel(char x, char y) const; bool is_fire_barr(char x, char y) const; bool is_force_barr(char x, char y) const; bool is_quickfire(char x, char y) const; bool is_sm_blood(char x, char y) const; bool is_med_blood(char x, char y) const; bool is_lg_blood(char x, char y) const; bool is_sm_slime(char x, char y) const; bool is_lg_slime(char x, char y) const; bool is_ash(char x, char y) const; bool is_bones(char x, char y) const; bool is_rubble(char x, char y) const; bool is_force_cage(char x, char y) const; // bool is_trim(char x, char y, char t) const; bool set_explored(char x, char y, bool b); bool set_force_wall(char x, char y, bool b); bool set_fire_wall(char x, char y, bool b); bool set_antimagic(char x, char y, bool b); bool set_scloud(char x, char y, bool b); // stinking cloud bool set_ice_wall(char x, char y, bool b); bool set_blade_wall(char x, char y, bool b); bool set_sleep_cloud(char x, char y, bool b); bool set_block(char x, char y, bool b); // currently unused bool set_spot(char x, char y, bool b); bool set_special(char x, char y, bool b); bool set_web(char x, char y, bool b); bool set_crate(char x, char y, bool b); bool set_barrel(char x, char y, bool b); bool set_fire_barr(char x, char y, bool b); bool set_force_barr(char x, char y, bool b); bool set_quickfire(char x, char y, bool b); bool set_sm_blood(char x, char y, bool b); bool set_med_blood(char x, char y, bool b); bool set_lg_blood(char x, char y, bool b); bool set_sm_slime(char x, char y, bool b); bool set_lg_slime(char x, char y, bool b); bool set_ash(char x, char y, bool b); bool set_bones(char x, char y, bool b); bool set_rubble(char x, char y, bool b); bool set_force_cage(char x, char y, bool b); // bool set_trim(char x, char y, char t, bool b); bool is_impassable(short x, short y); void writeTo(std::ostream& file); void readFrom(std::istream& file); ~cCurTown(); }; class cCurOut { public: char expl[96][96]; // formerly out_info_type ter_num_t out[96][96]; unsigned char out_e[96][96]; cOutdoors outdoors[2][2]; //unsigned char sfx[64][64]; //unsigned char misc_i[64][64]; void append(legacy::out_info_type& old); ter_num_t(& operator [] (size_t i))[96]; ter_num_t& operator [] (location loc); void writeTo(std::ostream& file); void readFrom(std::istream& file); }; enum eAmbientSound { AMBIENT_NONE, AMBIENT_DRIP, AMBIENT_BIRD, AMBIENT_CUSTOM, }; class cUniverse{ public: cParty party; cCurTown town; char town_maps[200][8][64]; // formerly stored_town_maps_type cCurOut out; char out_maps[100][6][48]; // formerly stored_outdoor_maps_type snd_num_t out_sound; fs::path file; void append(legacy::stored_town_maps_type& old); void append(legacy::stored_outdoor_maps_type& old); short difficulty_adjust(); }; #endif