Files
oboe/osx/classes/scenario.cpp
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

206 lines
6.3 KiB
C++

/*
* scenario.cpp
* BoE
*
* Created by Celtic Minstrel on 20/04/09.
*
*/
#include <string>
#include <vector>
#include <map>
#include <sstream>
#include "classes.h"
#include "oldstructs.h"
cScenario::~cScenario() {
destroy_terrain();
}
void cScenario::destroy_terrain() {
// Nuke towns
if(!towns.empty()) {
for(size_t i = 0; i < towns.size(); i++) {
if(towns[i] != nullptr) delete towns[i];
towns[i] = nullptr;
}
}
if(!outdoors.empty()){
for(size_t i = 0; i < outdoors.width(); i++) {
for(size_t j = 0; j < outdoors.height(); j++) {
if(outdoors[i][j] != nullptr) delete outdoors[i][j];
outdoors[i][j] = nullptr;
}
}
}
}
cScenario& cScenario::operator=(cScenario&& other) {
// If self-assignment, do nothing.
if(this == &other) return *this;
// First, free any held pointers.
destroy_terrain();
// Resize the outdoors to ensure the assigned outdoors fits
outdoors.resize(other.outdoors.width(), other.outdoors.height());
// Then forward to the default assignment operator.
// Use const_cast to ensure the right overload is selected.
return *this = const_cast<const cScenario&>(other);
}
cScenario::cScenario(bool init_strings) {
short i;
std::string temp_str;
format.ver[0] = 1;
format.min_run_ver = 1;
format.prog_make_ver[0] = 1;
num_towns = 1;
out_width = 1;
out_height = 1;
default_ground = 1;
for(i = 0; i < 200; i++) {
town_size[i] = 1;
}
where_start.x = 24;
where_start.y = 24;
out_start = where_start;
for(i = 0; i < 10; i++) {
town_to_add_to[i] = -1;
}
for(i = 0; i < 3; i++) {
store_item_towns[i] = -1;
}
for(i = 0; i < 50; i++) {
special_items[i].special = -1;
}
for(i = 0; i < 20; i++) {
scenario_timer_specs[i] = -1;
}
for(i = 0; i < 400; i++) {
scen_items[i] = cItemRec();
}
if(!init_strings) return;
for(i = 0; i < 270; i++) {
temp_str = get_str("scen-default",i + 1);
if(i == 0) scen_name = temp_str;
else if(i == 1 || i == 2)
who_wrote[i-1] = temp_str;
else if(i == 3)
contact_info = temp_str;
else if(i >= 4 && i < 10)
intro_strs[i-4] = temp_str;
else if(i >= 10 && i < 60)
journal_strs[i-10] = temp_str;
else if(i >= 60 && i < 160) {
if(i % 2 == 0) special_items[(i-60)/2].name = temp_str;
else special_items[(i-60)/2].descr = temp_str;
} else if(i >= 260) continue; // These were never ever used, for some reason.
else spec_strs[i-160] = temp_str;
scen_str_len[i] = temp_str.length();
}
}
cScenario::cItemStorage::cItemStorage() : ter_type(-1), property(0) {
for(int i = 0; i < 10; i++)
item_num[i] = -1;
for(int i = 0; i < 10; i++)
item_odds[i] = 0;
}
//{-1,{-1,-1,-1,-1,-1,-1,-1,-1,-1,-1},{0,0,0,0,0,0,0,0,0,0},0}
void cScenario::append(legacy::scenario_data_type& old){
is_legacy = true;
int i,j;
// for(i = 0; i < 3; i++) format.ver[i] = old.ver[i];
// format.min_run_ver = old.min_run_ver;
// for(i = 0; i < 3; i++) format.prog_make_ver[i] = old.prog_make_ver[i];
num_towns = format.num_towns;
out_width = old.out_width;
out_height = old.out_height;
difficulty = old.difficulty;
intro_pic = old.intro_pic;
default_ground = old.default_ground;
// TODO: One or both of these should probably be moved to cTown
for(i = 0; i < 200; i++) town_size[i] = old.town_size[i];
for(i = 0; i < 200; i++) town_hidden[i] = old.town_hidden[i];
flag_a = old.flag_a;
intro_mess_pic = old.intro_mess_pic;
intro_mess_len = old.intro_mess_len;
where_start.x = old.where_start.x;
where_start.y = old.where_start.y;
out_sec_start.x = old.out_sec_start.x;
out_sec_start.y = old.out_sec_start.y;
out_start.x = old.out_start.x;
out_start.y = old.out_start.y;
which_town_start = old.which_town_start;
flag_b = old.flag_b;
// TODO: Town data size doesn't even need to be stored at all; its only purpose is for locating the offset of a town within the old scenario format; same with out data size
for(i = 0; i < 200; i++)
for(j = 0; j < 5; j++)
town_data_size[i][j] = old.town_data_size[i][j];
for(i = 0; i < 10; i++) town_to_add_to[i] = old.town_to_add_to[i];
for(i = 0; i < 10; i++)
for(j = 0; j < 2; j++)
flag_to_add_to_town[i][j] = old.flag_to_add_to_town[i][j];
flag_c = old.flag_c;
for(i = 0; i < 100; i++){
out_data_size[i][0] = old.out_data_size[i][0];
out_data_size[i][1] = old.out_data_size[i][1];
}
// TODO: Combine store_item_rects and store_item_towns into a structure
for(i = 0; i < 3; i++) {
store_item_rects[i].top = old.store_item_rects[i].top;
store_item_rects[i].left = old.store_item_rects[i].left;
store_item_rects[i].bottom = old.store_item_rects[i].bottom;
store_item_rects[i].right = old.store_item_rects[i].right;
}
for(i = 0; i < 3; i++) store_item_towns[i] = old.store_item_towns[i];
flag_e = old.flag_e;
for(i = 0; i < 50; i++) special_items[i].flags = old.special_items[i];
for(i = 0; i < 50; i++) special_items[i].special = old.special_item_special[i];
rating = old.rating;
// TODO: Is this used anywhere?
uses_custom_graphics = old.uses_custom_graphics;
flag_f = old.flag_f;
for(i = 0; i < 256; i++) scen_monsters[i].append(old.scen_monsters[i]);
for(i = 0; i < 30; i++) boats[i].append(old.scen_boats[i]);
for(i = 0; i < 30; i++) horses[i].append(old.scen_horses[i]);
flag_g = old.flag_g;
for(i = 0; i < 256; i++){
ter_types[i].i = i;
ter_types[i].append(old.ter_types[i]);
}
for(i = 0; i < 20; i++) scenario_timer_times[i] = old.scenario_timer_times[i];
for(i = 0; i < 20; i++) scenario_timer_specs[i] = old.scenario_timer_specs[i];
flag_h = old.flag_h;
for(i = 0; i < 256; i++) scen_specials[i].append(old.scen_specials[i]);
for(i = 0; i < 10; i++) storage_shortcuts[i] = old.storage_shortcuts[i];
flag_d = old.flag_d;
for(i = 0; i < 300; i++) scen_str_len[i] = old.scen_str_len[i];
flag_i = old.flag_i;
last_out_edited.x = old.last_out_edited.x;
last_out_edited.y = old.last_out_edited.y;
last_town_edited = old.last_town_edited;
adjust_diff = true;
}
cScenario::cItemStorage& cScenario::cItemStorage::operator = (legacy::item_storage_shortcut_type& old){
ter_type = old.ter_type;
for(int i = 0; i < 10; i++) item_num[i] = old.item_num[i];
for(int i = 0; i < 10; i++) item_odds[i] = old.item_odds[i];
property = old.property;
return *this;
}
void cScenario::append(legacy::scen_item_data_type& old){
short i;
for(i = 0; i < 400; i++)
scen_items[i].append(old.scen_items[i]);
for(i = 0; i < 256; i++)
scen_monsters[i].m_name = old.monst_names[i];
for(i = 0; i < 256; i++)
ter_types[i].name = old.ter_names[i];
}