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oboe/src/scenario/town.hpp

136 lines
3.5 KiB
C++

/*
* town.h
* BoE
*
* Created by Celtic Minsrel on 22/04/09.
*
*/
#ifndef BOE_DATA_TOWN_H
#define BOE_DATA_TOWN_H
#include <vector>
#include <iosfwd>
#include <array>
#include <boost/dynamic_bitset.hpp>
#include "location.hpp"
#include "special.hpp"
#include "monster.hpp"
#include "talking.hpp"
#include "item.hpp"
#include "area.hpp"
namespace legacy {
struct town_record_type;
struct big_tr_type;
struct ave_tr_type;
struct tiny_tr_type;
struct creature_start_type;
struct wandering_type;
struct preset_item_type;
struct preset_field_type;
};
enum eLighting {
LIGHT_NORMAL = 0,
LIGHT_DARK = 1,
LIGHT_DRAINS = 2,
LIGHT_NONE = 3,
};
class cScenario;
class cTown : public cArea { // formerly town_record_type
friend class cScenario; // so the read/save functions can access item_taken directly
protected:
cScenario* scenario;
public:
class cWandering { // formerly wandering_type
public:
std::array<mon_num_t,4> monst;
bool isNull() const;
void import_legacy(legacy::wandering_type old);
};
class cItem { // formerly preset_item_type
public:
location loc;
item_num_t code;
eEnchant ability;
int charges = -1;
bool always_there = false, property = false, contained = false;
// For detecting actual changes to town items in the editor
bool operator==(const cItem& other);
bool operator!=(const cItem& other) { return !(*this == other); }
void import_legacy(legacy::preset_item_type old);
cItem();
cItem(location loc, short num, ::cItem& item);
};
class cField { // formerly preset_field_type
public:
location loc;
eFieldType type;
void import_legacy(legacy::preset_field_type old);
cField() : type(FIELD_DISPEL) {}
cField(location l, eFieldType t) : loc(l), type(t) {}
};
short town_chop_time,town_chop_key;
int bg_town, bg_fight;
std::array<cWandering,4> wandering;
std::array<location, 4> wandering_locs;
eLighting lighting_type;
std::vector<boost::dynamic_bitset<>> lighting;
std::array<location, 4> start_locs;
std::array<spec_loc_t, 4> exits;
rectangle in_town_rect;
std::vector<cItem> preset_items;
std::vector<cTownperson> creatures;
size_t count_hostiles() const;
long max_num_monst;
std::vector<cField> preset_fields;
short spec_on_entry,spec_on_entry_if_dead;
short spec_on_hostile;
std::array<cTimer,8> timers;
bool strong_barriers, defy_mapping, defy_scrying;
// Whether the town STARTS OUT hidden.
bool is_hidden;
bool has_tavern;
short difficulty;
// Using std::array here so we can have .size()
// This'll make the transition smoother once it becomes a vector.
std::array<std::string,3> comment;
std::vector<std::string> spec_strs;
cSpeech talking;
private:
// Persistent data for saved games
boost::dynamic_bitset<> item_taken;
public:
std::vector<location> door_unlocked;
// Whether the town IS CURRENTLY visible.
bool can_find;
long m_killed = 0;
template<typename T>
void import_legacy(T& old, int town_num);
void init_start();
void set_up_lights();
short light_obscurity(short x,short y) const; // Obscurity function used for calculating lighting
bool is_cleaned_out() const;
bool any_preset_items() const;
explicit cTown(cScenario& scenario, size_t dim);
void import_legacy(legacy::town_record_type& old);
void reattach(cScenario& to);
// Work with the item_taken bitset
bool is_item_taken(size_t i) const;
void clear_items_taken();
void set_item_taken(size_t i, bool val = true);
};
std::ostream& operator<< (std::ostream& out, eLighting light);
std::istream& operator>> (std::istream& in, eLighting& light);
#endif