Files
oboe/osx/classes/special.h
Celtic Minstrel 4b96f579b7 Embark on an epic journey to make both the game and the two editors load the entire scenario into memory.
Some other tweaks and fixes got pulled in along the way.
Details:
- Improved const-correctness
- The scenario is now part of the universe, so now there's no global scenario object in the game or the PC editor. (Of course, the scenario editor has no universe, so it still has a global scenario object.)
- Towns and outdoors now store a reference to the scenario; the party, current town, and current outdoors store a reference to the universe. Altogether this means that the data module has no need for global scenario or universe objects.
- The fileio routines now take a scenario or universe reference as a parameter, so they don't need the global scenario or universe objects either.
- cCurOut now has an arrow operator for accessing the current outdoor section, instead of a 2x2 subset of the outdoors; this replaces using i_w_c to index the 2x2 subset. (And it's much less verbose!)
- cCurTown no longer stores a pointer to the town record, since it can simply access it through the universe instance which it stores a reference to.
- Tweaked how the monster roster menu works (it now caches up to 60 monsters)
- The operator= functions that convert from legacy to new scenario/save format are now ordinary functions rather than operators.
- The bizarre use of assigning a cCreature to itself to populate certain fields has been nuked.
- When at the corner of an outdoor sector, the scenario editor now shows the cornermost terrain in the diagonally adjacent sector.
- There was a missing check to prevent horses entering dangerous terrain (eg, swamp) while in town.
- Fix cancelling load party dialog causing a party to appear
2014-12-22 00:20:37 -05:00

60 lines
1.2 KiB
C++

/*
* special.h
* BoE
*
* Created by Celtic Minstrel on 20/04/09.
*
*/
#ifndef BOE_DATA_SPECIAL_H
#define BOE_DATA_SPECIAL_H
#include <iosfwd>
#include "simpletypes.h"
#include "location.h"
namespace legacy { struct special_node_type; };
class cSpecial {
public:
eSpecType type;
short sd1;
short sd2;
short pic;
short pictype;
short m1;
short m2;
short m3;
short ex1a;
short ex1b;
short ex1c;
short ex2a;
short ex2b;
short ex2c;
short jumpto;
cSpecial();
void append(legacy::special_node_type& old);
void writeTo(std::ostream& file) const;
};
struct pending_special_type {
spec_num_t spec;
eSpecCtx mode;
unsigned char type; // 0 - scen, 1 - out, 2 - town
location where;
long long trigger_time;
};
struct node_properties_t {
bool ex1a_choose, ex1b_choose, ex1c_choose, ex2a_choose, ex2b_choose, ex2c_choose;
short sdf_label, msg_label, pic_label, jmp_label;
node_properties_t() {}
node_properties_t(std::initializer_list<std::function<void(node_properties_t)>>);
};
std::ostream& operator << (std::ostream& out, eSpecType& e);
std::istream& operator >> (std::istream& in, eSpecType& e);
const node_properties_t& operator* (eSpecType t);
#endif