Files
oboe/osx/classes/universe.h
Celtic Minstrel 2c5faa51c3 Mostly bugfixes and small changes.
- Changed the number of times a creature can appear in an outdoor encounter to match the documentation.
- Moved count_monst to cCurTown::countMonsters.
- Code cleanup in create_wand_monst() - removing unnecessary comparisons with true or false.
- Moved is_null_out_wand_entry to cOutdoors::cWandering::isNull().
- Moved is_null_wand_entry to cTown::cWandering::isNull().
- In create_wand_monst for the town case, I changed it so that the fourth monster (and only the fourth monster) has a 50% chance of appearing twice.
- In monst_check_speciall_terrain, replaced the commented check for town number in the force barrier case with a check for a new bit field variable: univ.town->strong_barrier
- Removed specials1, specials2, res1, and res2 from the townrecord; the checks for specials2 & 1 have been replaced with checks for the new bit field variable defy_mapping.
- In adj_town_look(), the lines uncommented in the previous revision were reduced to a single add_string_to_buf() call.
- Removed the 50 node limit in favour of an interrupt key. Pressing command-period while a node sequence is underway will now interrupt it. Control-C is supposed to have the same effect, but it's not working yet.
- Affect PC nodes other than Kill/Raise Dead now only affect the active character when the party is split up.
- Added missing breaks in the split party node which would allow the party to be split in combat or when already split, despite a message saying they can't.
- Added a second operator[] to cCurOut which takes a location as a parameter rather than an x coordinate.
- Properly fixed an earlier error in cPitc::init() which had a temporary fix; it turned out to be a case of static objects not being initialized in the right order.

git-svn-id: http://openexile.googlecode.com/svn/trunk@98 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-06-18 16:51:14 +00:00

157 lines
4.6 KiB
C++

/*
* universe.h
* BoE
*
* Created by Celtic Minstrel on 24/04/09.
*
*/
#ifndef UNIVERSE_H
#define UNIVERSE_H
#include <iosfwd>
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 {
public:
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;
cSpeech* cur_talk; // my addition
short cur_talk_loaded; // my addition
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 cCurTown::append(legacy::big_tr_type& old);
unsigned char explored(char x,char y) const __attribute__((deprecated));
unsigned char misc_i(char x, char y) const __attribute__((deprecated));
unsigned char sfx(char x, char y) const __attribute__((deprecated));
cTown* operator -> ();
cCurTown();
bool loaded() const;
void unload();
short countMonsters();
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);
void writeTo(std::ostream& file);
void readFrom(std::istream& file);
};
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;
FSSpec file;
void append(legacy::stored_town_maps_type& old);
void append(legacy::stored_outdoor_maps_type& old);
short difficulty_adjust();
};
#endif