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oboe/osx/classes/town.h

140 lines
3.6 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 "simpletypes.h"
#include "location.h"
#include "special.h"
#include "monster.h"
#include "talking.h"
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 { // formerly town_record_type
protected:
cScenario& scenario;
public:
// class cCreature { // formerly creature_start_type
// public:
// unsigned short number;
// unsigned char start_attitude;
// location start_loc;
// unsigned char mobile;
// unsigned char time_flag;
// unsigned char extra1,extra2;
// short spec1, spec2;
// char spec_enc_code,time_code;
// short monster_time,personality;
// short special_on_kill,facial_pic;
//
// cCreature& operator = (legacy::creature_start_type old);
// };
class cWandering { // formerly wandering_type
public:
m_num_t monst[4];
bool isNull();
void append(legacy::wandering_type old);
};
class cItem { // formerly preset_item_type
public:
location loc;
short code,ability;
unsigned char charges,always_there,property,contained;
void append(legacy::preset_item_type old);
};
class cField { // formerly preset_field_type
public:
location loc;
eFieldType type;
void append(legacy::preset_field_type old);
cField() : type(FIELD_DISPEL) {}
};
short town_chop_time,town_chop_key;
cWandering wandering[4];
location wandering_locs[4];
location special_locs[50];
unsigned short spec_id[50];
location sign_locs[15];
eLighting lighting_type;
location start_locs[4];
location exit_locs[4];
short exit_specs[4];
rectangle in_town_rect;
cItem preset_items[64];
short max_num_monst;
std::vector<cField> preset_fields;
short spec_on_entry,spec_on_entry_if_dead;
short spec_on_hostile;
short timer_spec_times[8];
short timer_specs[8];
unsigned char strlens[180];
cSpecial specials[100];
//unsigned char specials1,specials2,res1,res2;
bool strong_barriers : 1;
bool defy_mapping : 1;
bool defy_scrying : 1;
char reserved_bits : 5;
short hostile_fry_party; // number of a special to be called when the town goes hostile TODO: Not sure about this yet though
short difficulty;
//char town_strs[180][256];
std::string town_name;
// Using std::array here so we can have .size()
// This'll make the transition smoother once it becomes a vector.
std::array<std::string,16> rect_names;
std::array<std::string,3> comment;
std::array<std::string,100> spec_strs;
std::array<std::string,20> sign_strs;
cSpeech talking;
virtual ~cTown(){}
virtual void append(legacy::big_tr_type& old, int town_num);
virtual void append(legacy::ave_tr_type& old, int town_num);
virtual void append(legacy::tiny_tr_type& old, int town_num);
virtual ter_num_t& terrain(size_t x, size_t y) = 0;
virtual rectangle& room_rect(size_t i) = 0;
virtual cCreature& creatures(size_t i) = 0;
virtual unsigned char& lighting(size_t i, size_t r) = 0;
virtual short max_dim() const = 0;
virtual short max_monst() const = 0;
virtual short max_items() const = 0;
void set_up_lights();
short light_obscurity(short x,short y); // Obscurity function used for calculating lighting
explicit cTown(cScenario& scenario, bool init_strings = false);
void append(legacy::town_record_type& old);
virtual void writeTerrainTo(std::ostream& file) = 0;
virtual void readTerrainFrom(std::istream& file) = 0;
};
#endif