Files
oboe/osx/classes/town.cpp
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

184 lines
4.8 KiB
C++

/*
* town.cpp
* BoE
*
* Created by Celtic Minstrel on 22/04/09.
*
*/
#include <string>
#include <vector>
#include <map>
#include <sstream>
#include "classes.h"
#include "oldstructs.h"
void cTown::append(legacy::big_tr_type& old){}
void cTown::append(legacy::ave_tr_type& old){}
void cTown::append(legacy::tiny_tr_type& old){}
cTown& cTown::operator = (legacy::town_record_type& old){
int i;
town_chop_time = old.town_chop_time;
town_chop_key = old.town_chop_key;
for(i = 0; i < 4; i++){
start_locs[i].x = old.start_locs[i].x;
start_locs[i].y = old.start_locs[i].y;
exit_locs[i].x = old.exit_locs[i].x;
exit_locs[i].y = old.exit_locs[i].y;
exit_specs[i] = old.exit_specs[i];
wandering[i] = old.wandering[i];
}
preset_fields.clear();
preset_fields.reserve(50);
for(i = 0; i < 50; i++){
special_locs[i].x = old.special_locs[i].x;
special_locs[i].y = old.special_locs[i].y;
spec_id[i] = old.spec_id[i];
// preset_fields[i].loc.x = old.preset_fields[i].field_loc.x;
// preset_fields[i].loc.y = old.preset_fields[i].field_loc.y;
// preset_fields[i].type = old.preset_fields[i].field_type;
cField temp;
temp = old.preset_fields[i];
preset_fields.push_back(temp);
}
for(i = 0; i < 15; i++){
sign_locs[i].x = old.sign_locs[i].x;
sign_locs[i].y = old.sign_locs[i].y;
}
lighting_type = old.lighting;
in_town_rect.top = old.in_town_rect.top;
in_town_rect.left = old.in_town_rect.left;
in_town_rect.bottom = old.in_town_rect.bottom;
in_town_rect.right = old.in_town_rect.right;
for(i = 0; i < 64; i++){
// preset_items[i].loc.x = old.preset_items[i].item_loc.x;
// preset_items[i].loc.y = old.preset_items[i].item_loc.y;
// preset_items[i].code = old.preset_items[i].item_code;
// preset_items[i].ability = old.preset_items[i].ability;
// preset_items[i].charges = old.preset_items[i].charges;
// preset_items[i].always_there = old.preset_items[i].always_there;
// preset_items[i].property = old.preset_items[i].property;
// preset_items[i].contained = old.preset_items[i].contained;
preset_items[i] = old.preset_items[i];
}
max_num_monst = old.max_num_monst;
spec_on_entry = old.spec_on_entry;
spec_on_entry_if_dead = old.spec_on_entry_if_dead;
for(i = 0; i < 8; i++){
timer_spec_times[i] = old.timer_spec_times[i];
timer_specs[i] = old.timer_specs[i];
}
for(i = 0; i < 180; i++)
strlens[i] = old.strlens[i];
for(i = 0; i < 100; i++)
specials[i] = old.specials[i];
difficulty = old.difficulty;
return *this;
}
cTown::cTown(){}
short max_dim[3] = {64,48,32};
cTown::cTown(short size){
short i,s;
location d_loc(100,0);
cTown::cWandering d_wan = {0,0,0,0};
cTown::cItem null_item = {loc(),-1,0,0,0,0,0};
town_chop_time = -1;
town_chop_key = -1;
for (i = 0; i < 4; i++) {
wandering[i] = d_wan;
wandering_locs[i] = d_loc;
}
for (i = 0; i < 50; i++) {
special_locs[i] = d_loc;
spec_id[i] = 0;
}
lighting_type = 0;
for (i = 0; i < 4; i++) {
start_locs[i] = d_loc;
exit_specs[i] = -1;
exit_locs[i].x = -1;
exit_locs[i].y = -1;
}
// s = town->max_dim();
start_locs[0].x = s / 2;
start_locs[0].y = 4;
start_locs[2].x = s / 2;
start_locs[2].y = s - 5;
start_locs[1].x = s - 5;
start_locs[1].y = s / 2;
start_locs[3].x = 4;
start_locs[3].y = s / 2;
in_town_rect.top = 3;
in_town_rect.bottom = s - 4;
in_town_rect.left = 3;
in_town_rect.right = s - 4;
for (i = 0; i < 64; i++)
preset_items[i] = null_item;
max_num_monst = 30000;
// for (i = 0; i < 50; i++)
// preset_fields[i].type = 0;
spec_on_entry = -1;
spec_on_entry_if_dead = -1;
for (i = 0; i < 15; i++) {
sign_locs[i] = d_loc;
sign_locs[i].x = 100;
}
for (i = 0; i < 8; i++) {
timer_spec_times[i] = 0;
timer_specs[i] = -1;
}
for (i = 0; i < 100; i++) {
specials[i] = cSpecial();
}
difficulty = 0;
}
char(& cTown::town_strs(short i))[256]{
if(i == 0) return town_name;
if(i >= 1 && i < 17 ) return rect_names[i - 1];
if(i >= 17 && i < 20 ) return comment[i - 17];
if(i >= 20 && i < 120) return spec_strs[i - 20];
if(i >= 120 && i < 140) return sign_strs[i - 120];
return comment[1]; // random unused string
}
cTown::cWandering& cTown::cWandering::operator = (legacy::wandering_type old){
monst[0] = old.monst[0];
monst[1] = old.monst[1];
monst[2] = old.monst[2];
monst[3] = old.monst[3];
return *this;
}
cTown::cItem& cTown::cItem::operator = (legacy::preset_item_type old){
loc.x = old.item_loc.x;
loc.y = old.item_loc.y;
code = old.item_code;
ability = old.ability;
charges = old.charges;
always_there = old.always_there;
property = old.property;
contained = old.contained;
return *this;
}
cTown::cField& cTown::cField::operator = (legacy::preset_field_type old){
loc.x = old.field_loc.x;
loc.y = old.field_loc.y;
type = old.field_type;
return *this;
}
bool cTown::cWandering::isNull(){
for (short i = 0;i < 4;i++)
if (monst[i] != 0)
return false;
return true;
}