Files
oboe/osx/classes/universe.h
Celtic Minstrel 004b6d1ace Various field/belt related stuff
- Remove all field booleans except quickfire and belt, which have been moved to cCurTown
- Alter and extend place_spell_pattern, to allow arbitrary damage types and to make it more clear in the code what's happening when it's called
- Delete fields.cpp file; a few things moved to locutils.cpp, but most are now part of cCurTown
- set_terrain function automatically updates belt present boolean if setting to a conveyor.
2014-12-11 00:46:28 -05:00

175 lines
5.2 KiB
C++

/*
* universe.h
* BoE
*
* Created by Celtic Minstrel on 24/04/09.
*
*/
#ifndef BOE_DATA_UNIVERSE_H
#define BOE_DATA_UNIVERSE_H
#include <iosfwd>
#include <boost/filesystem/path.hpp>
#include "party.h"
#include "creatlist.h"
#include "item.h"
#include "town.h"
#include "talking.h"
#include "simpletypes.h"
namespace fs = boost::filesystem; // TODO: Centralize this namespace alias?
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 {
cSpeech* curTalk = NULL;
bool talkNeedsDeleting = false;
short cur_talk_loaded = -1;
bool free_for_sfx(short x, short y);
public:
bool quickfire_present = false, belt_present = false;
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;
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 append(legacy::big_tr_type& old);
__declspec(deprecated) unsigned char explored(char x,char y) const;
__declspec(deprecated) unsigned char misc_i(char x, char y) const;
__declspec(deprecated) unsigned char sfx(char x, char y) const;
cTown* operator -> ();
cCurTown();
bool loaded() const;
void unload();
short countMonsters();
cSpeech& cur_talk(); // Get the currently loaded speech
bool prep_talk(short which); // Prepare for loading specified speech, returning true if already loaded
void prep_arena(); // Set up for a combat arena
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);
bool is_impassable(short x, short y);
void writeTo(std::ostream& file);
void readFrom(std::istream& file);
~cCurTown();
};
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;
fs::path file;
void append(legacy::stored_town_maps_type& old);
void append(legacy::stored_outdoor_maps_type& old);
short difficulty_adjust();
};
#endif