Files
oboe/src/classes/scenario.cpp
Celtic Minstrel 2951e0228c Tweak New Scenario dialog and add Save As option
- You now specify your name instead of the scenario filename in the first dialog
- A file dialog pops up after the second dialog, to let you choose the filename and location
- Fixed using Warrior's Grove even if you chose not to
- Fixed not recognizing .EXS as a valid legacy-scenario extension and appending .boes, resulting in .EXS.boes
- Adjust Difficulty scenario flag set on by default
2015-06-24 14:43:41 -04:00

295 lines
8.2 KiB
C++

/*
* scenario.cpp
* BoE
*
* Created by Celtic Minstrel on 20/04/09.
*
*/
#include "scenario.hpp"
#include <string>
#include <vector>
#include <map>
#include <sstream>
#include "oldstructs.hpp"
cScenario::~cScenario() {
destroy_terrain();
}
void cScenario::destroy_terrain() {
// Nuke towns
if(!towns.empty()) {
for(size_t i = 0; i < towns.size(); i++) {
if(towns[i] != nullptr) delete towns[i];
towns[i] = nullptr;
}
}
if(!outdoors.empty()){
for(size_t i = 0; i < outdoors.width(); i++) {
for(size_t j = 0; j < outdoors.height(); j++) {
if(outdoors[i][j] != nullptr) delete outdoors[i][j];
outdoors[i][j] = nullptr;
}
}
}
}
cScenario& cScenario::operator=(cScenario&& other) {
// If self-assignment, do nothing.
if(this == &other) return *this;
// First, free any held pointers.
destroy_terrain();
// Resize the outdoors to ensure the assigned outdoors fits
outdoors.resize(other.outdoors.width(), other.outdoors.height());
// Then forward to the default assignment operator.
// Use const_cast to ensure the right overload is selected.
return *this = const_cast<const cScenario&>(other);
}
cScenario::cScenario() {
short i;
std::string temp_str;
format.ver[0] = 1;
format.min_run_ver = 2;
format.prog_make_ver[0] = 2;
init_spec = -1;
default_ground = 2;
where_start.x = 24;
where_start.y = 24;
out_start = where_start;
rating = 0;
difficulty = 0;
intro_pic = intro_mess_pic = 0;
adjust_diff = true;
bg_out = 10;
bg_fight = 4;
bg_town = 13;
bg_dungeon = 9;
for(i = 0; i < town_mods.size(); i++) {
town_mods[i].spec = -1;
}
for(i = 0; i < 3; i++) {
store_item_towns[i] = -1;
}
for(i = 0; i < scenario_timers.size(); i++) {
scenario_timers[i].node = -1;
}
scen_name = "Scen name";
who_wrote[0] = "Who wrote 1";
who_wrote[1] = "Who wrote 2";
contact_info[0] = "Name not given";
contact_info[1] = "Contact info";
}
cScenario::cItemStorage::cItemStorage() : ter_type(-1), property(0) {
for(int i = 0; i < 10; i++)
item_num[i] = -1;
for(int i = 0; i < 10; i++)
item_odds[i] = 0;
}
void cScenario::append(legacy::scenario_data_type& old){
is_legacy = true;
int i;
difficulty = old.difficulty;
intro_pic = old.intro_pic;
default_ground = old.default_ground * 2;
intro_mess_pic = old.intro_pic;
where_start.x = old.where_start.x;
where_start.y = old.where_start.y;
out_sec_start.x = old.out_sec_start.x;
out_sec_start.y = old.out_sec_start.y;
out_start.x = old.out_start.x;
out_start.y = old.out_start.y;
which_town_start = old.which_town_start;
for(i = 0; i < 10; i++) {
town_mods[i].spec = old.town_to_add_to[i];
town_mods[i].x = old.flag_to_add_to_town[i][0];
town_mods[i].y = old.flag_to_add_to_town[i][1];
storage_shortcuts[i] = old.storage_shortcuts[i];
}
// TODO: Combine store_item_rects and store_item_towns into a structure
for(i = 0; i < 3; i++) {
store_item_rects[i].top = old.store_item_rects[i].top;
store_item_rects[i].left = old.store_item_rects[i].left;
store_item_rects[i].bottom = old.store_item_rects[i].bottom;
store_item_rects[i].right = old.store_item_rects[i].right;
store_item_towns[i] = old.store_item_towns[i];
}
special_items.resize(50);
for(i = 0; i < 50; i++) {
special_items[i].flags = old.special_items[i];
special_items[i].special = old.special_item_special[i];
}
rating = old.rating;
// TODO: Is this used anywhere?
uses_custom_graphics = old.uses_custom_graphics;
for(i = 0; i < 30; i++) {
boats[i].append(old.scen_boats[i]);
horses[i].append(old.scen_horses[i]);
}
ter_types.resize(256);
scen_specials.resize(256);
scen_monsters.resize(256);
for(i = 0; i < 256; i++){
ter_types[i].i = i;
ter_types[i].append(old.ter_types[i]);
scen_monsters[i].append(old.scen_monsters[i]);
scen_specials[i].append(old.scen_specials[i]);
}
for(i = 0; i < 20; i++) {
scenario_timers[i].time = old.scenario_timer_times[i];
scenario_timers[i].node = old.scenario_timer_specs[i];
}
last_out_edited.x = old.last_out_edited.x;
last_out_edited.y = old.last_out_edited.y;
last_town_edited = old.last_town_edited;
adjust_diff = true;
}
cScenario::cItemStorage& cScenario::cItemStorage::operator = (legacy::item_storage_shortcut_type& old){
ter_type = old.ter_type;
for(int i = 0; i < 10; i++) item_num[i] = old.item_num[i];
for(int i = 0; i < 10; i++) item_odds[i] = old.item_odds[i];
property = old.property;
return *this;
}
void cScenario::append(legacy::scen_item_data_type& old){
short i;
scen_items.resize(400);
for(i = 0; i < 400; i++)
scen_items[i].append(old.scen_items[i]);
for(i = 0; i < 256; i++) {
scen_monsters[i].m_name = old.monst_names[i];
if(scen_monsters[i].m_type == eRace::UNDEAD && scen_monsters[i].m_name.find("Skeleton") != std::string::npos)
scen_monsters[i].m_type = eRace::SKELETAL;
if(scen_monsters[i].m_type == eRace::HUMANOID && scen_monsters[i].m_name.find("Goblin") != std::string::npos)
scen_monsters[i].m_type = eRace::GOBLIN;
}
for(i = 0; i < 256; i++)
ter_types[i].name = old.ter_names[i];
// Some default shops - the five magic shops and the healing shop.
cShop magic_shop('junk');
for(i = 0; i < 5; i++)
shops.push_back(magic_shop);
shops.push_back(cShop('heal'));
}
static std::string format_version(const unsigned char(& ver)[3]) {
std::ostringstream fmt;
fmt << int(ver[0]) << '.' << int(ver[1]) << '.' << int(ver[2]);
return fmt.str();
}
std::string cScenario::format_ed_version() {
return format_version(format.prog_make_ver);
}
std::string cScenario::format_scen_version() {
return format_version(format.ver);
}
ter_num_t cScenario::get_ground_from_ter(ter_num_t ter){
return get_ter_from_ground(ter_types[ter].ground_type);
}
ter_num_t cScenario::get_ter_from_ground(unsigned short ground){
ter_num_t archetype = -1;
for(int i = 0; i < ter_types.size(); i++)
if(ter_types[i].ground_type == ground) {
if(ter_types[i].is_archetype)
return i;
else if(archetype < 0)
archetype = i;
}
return std::max(archetype, ter_num_t());
}
ter_num_t cScenario::get_trim_terrain(unsigned short ground, unsigned short trim_g, eTrimType trim) {
for(int i = 0; i < ter_types.size(); i++) {
if(ter_types[i].ground_type != ground)
continue;
if(ter_types[i].trim_ter != trim_g)
continue;
if(ter_types[i].trim_type != trim)
continue;
return i;
}
return 90;
}
bool cScenario::is_ter_used(ter_num_t ter) {
if(ter >= ter_types.size()) return false;
if(ter <= 90) return true;
for(int sx = 0; sx < outdoors.width(); sx++) {
for(int sy = 0; sy < outdoors.height(); sy++) {
for(int x = 0; x < 48; x++) {
for(int y = 0; y < 48; y++) {
if(outdoors[sx][sy]->terrain[x][y] == ter)
return true;
}
}
}
}
for(int i = 0; i < towns.size(); i++) {
for(int x = 0; x < towns[i]->max_dim(); x++) {
for(int y = 0; y < towns[i]->max_dim(); y++) {
if(towns[i]->terrain(x,y) == ter)
return true;
}
}
}
return false;
}
bool cScenario::is_monst_used(mon_num_t monst) {
if(monst >= scen_monsters.size()) return false;
for(int sx = 0; sx < outdoors.width(); sx++) {
for(int sy = 0; sy < outdoors.height(); sy++) {
for(int i = 0; i < outdoors[sx][sy]->wandering.size(); i++) {
for(int j = 0; j < outdoors[sx][sy]->wandering[i].monst.size(); j++) {
if(outdoors[sx][sy]->wandering[i].monst[j] == monst)
return true;
}
for(int j = 0; j < outdoors[sx][sy]->wandering[i].friendly.size(); j++) {
if(outdoors[sx][sy]->wandering[i].friendly[j] == monst)
return true;
}
}
for(int i = 0; i < outdoors[sx][sy]->special_enc.size(); i++) {
for(int j = 0; j < outdoors[sx][sy]->special_enc[i].monst.size(); j++) {
if(outdoors[sx][sy]->special_enc[i].monst[j] == monst)
return true;
}
for(int j = 0; j < outdoors[sx][sy]->special_enc[i].friendly.size(); j++) {
if(outdoors[sx][sy]->special_enc[i].friendly[j] == monst)
return true;
}
}
}
}
for(int i = 0; i < towns.size(); i++) {
for(int j = 0; j < towns[i]->creatures.size(); j++) {
if(towns[i]->creatures[j].number == monst)
return true;
}
}
return false;
}
bool cScenario::is_item_used(item_num_t item) {
if(item >= scen_items.size()) return false;
for(int i = 0; i < towns.size(); i++) {
for(int j = 0; j < towns[i]->preset_items.size(); j++) {
if(towns[i]->preset_items[j].code == item)
return true;
}
}
return false;
}