Files
oboe/src/classes/town.hpp
Celtic Minstrel 20f22d7952 Properly implement copying for universe and scenario
This allows a failed load to not clobber the currently-loaded save or scenario.
2016-09-02 19:00:22 -04:00

131 lines
3.5 KiB
C++

/*
* town.h
* BoE
*
* Created by Celtic Minsrel on 22/04/09.
*
*/
#ifndef BOE_DATA_TOWN_H
#define BOE_DATA_TOWN_H
#include <vector>
#include <iosfwd>
#include <array>
#include "simpletypes.hpp"
#include "location.hpp"
#include "special.hpp"
#include "monster.hpp"
#include "talking.hpp"
#include "item.hpp"
namespace legacy {
struct town_record_type;
struct big_tr_type;
struct ave_tr_type;
struct tiny_tr_type;
struct creature_start_type;
struct wandering_type;
struct preset_item_type;
struct preset_field_type;
};
class cScenario;
class cTown { // formerly town_record_type
protected:
cScenario* scenario;
public:
class cWandering { // formerly wandering_type
public:
std::array<mon_num_t,4> monst;
bool isNull();
void import_legacy(legacy::wandering_type old);
};
class cItem { // formerly preset_item_type
public:
location loc;
short code,ability;
int charges = -1;
bool always_there = false, property = false, contained = false;
void import_legacy(legacy::preset_item_type old);
cItem();
cItem(location loc, short num, ::cItem& item);
};
class cField { // formerly preset_field_type
public:
location loc;
eFieldType type;
void import_legacy(legacy::preset_field_type old);
cField() : type(FIELD_DISPEL) {}
cField(location l, eFieldType t) : loc(l), type(t) {}
};
short town_chop_time,town_chop_key;
int bg_town, bg_fight;
std::array<cWandering,4> wandering;
std::array<location, 4> wandering_locs;
std::vector<spec_loc_t> special_locs;
std::vector<sign_loc_t> sign_locs;
eLighting lighting_type;
std::array<location, 4> start_locs;
std::array<spec_loc_t, 4> exits;
rectangle in_town_rect;
std::vector<cItem> preset_items;
std::vector<cTownperson> creatures;
long max_num_monst;
std::vector<cField> preset_fields;
short spec_on_entry,spec_on_entry_if_dead;
short spec_on_hostile;
std::array<cTimer,8> timers;
std::vector<cSpecial> specials;
bool strong_barriers, defy_mapping, defy_scrying;
bool is_hidden, has_tavern;
short difficulty;
std::string town_name;
// Using std::array here so we can have .size()
// This'll make the transition smoother once it becomes a vector.
std::vector<info_rect_t> room_rect;
std::array<std::string,3> comment;
std::vector<std::string> spec_strs;
cSpeech talking;
// Persistent data for saved games
std::array<std::bitset<64>, 64> maps;
std::bitset<64> item_taken;
bool can_find;
long m_killed;
virtual ~cTown(){}
virtual void import_legacy(legacy::big_tr_type& old, int town_num);
virtual void import_legacy(legacy::ave_tr_type& old, int town_num);
virtual void import_legacy(legacy::tiny_tr_type& old, int town_num);
virtual ter_num_t& terrain(size_t x, size_t y) = 0;
virtual unsigned char& lighting(size_t i, size_t r) = 0;
virtual size_t max_dim() const = 0;
virtual bool is_templated() const {return false;}
void init_start();
void set_up_lights();
short light_obscurity(short x,short y); // Obscurity function used for calculating lighting
bool is_cleaned_out();
explicit cTown(cScenario& scenario);
void import_legacy(legacy::town_record_type& old);
void reattach(cScenario& to);
virtual void writeTerrainTo(std::ostream& file) = 0;
virtual void readTerrainFrom(std::istream& file) = 0;
virtual cTown* clone() = 0;
// Copy-and-swap
// However, it's protected so that it can only be used by the clone implementations
protected:
virtual void swap(cTown& other);
cTown(const cTown& other);
cTown(cTown&& other);
};
std::ostream& operator<< (std::ostream& out, eLighting light);
std::istream& operator>> (std::istream& in, eLighting& light);
#endif