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+#pragma once
+
+#include "h-basic.h"
+
+#include <cassert>
+#include <vector>
+
+/**
+ * A single "grid" in a Cave.
+ *
+ * Note that several aspects of the code restrict the actual cave
+ * to a max size of 256 by 256. In partcular, locations are often
+ * saved as bytes, limiting each coordinate to the 0-255 range.
+ *
+ * The "o_idx" and "m_idx" fields are very interesting. There are
+ * many places in the code where we need quick access to the actual
+ * monster or object(s) in a given cave grid. The easiest way to
+ * do this is to simply keep the index of the monster and object
+ * (if any) with the grid, but this takes 198*66*4 bytes of memory.
+ * Several other methods come to mind, which require only half this
+ * amound of memory, but they all seem rather complicated, and would
+ * probably add enough code that the savings would be lost. So for
+ * these reasons, we simply store an index into the "o_list" and
+ * "m_list" arrays, using "zero" when no monster/object is present.
+ *
+ * Note that "o_idx" is the index of the top object in a stack of
+ * objects, using the "next_o_idx" field of objects to create the
+ * singly linked list of objects. If "o_idx" is zero then there
+ * are no objects in the grid.
+ */
+struct cave_type
+{
+ u16b info = 0; /* Hack -- cave flags */
+
+ byte feat = 0; /* Hack -- feature type */
+
+ std::vector<s16b> o_idxs { }; /* Indexes of objects in this grid */
+
+ s16b m_idx = 0; /* Monster in this grid */
+
+ s16b t_idx = 0; /* trap index (in t_list) or zero */
+
+ s16b special = 0; /* Special cave info */
+ s16b special2 = 0; /* Special cave info */
+
+ s16b inscription = 0; /* Inscription of the grid */
+
+ byte mana = 0; /* Magical energy of the grid */
+
+ byte mimic = 0; /* Feature to mimic */
+
+ byte cost = 0; /* Hack -- cost of flowing */
+ byte when = 0; /* Hack -- when cost was computed */
+
+ s16b effect = 0; /* The lasting effects */
+
+ /**
+ * @brief wipe the object's state
+ */
+ void wipe() {
+ /* Reset to defaults */
+ *this = cave_type();
+ }
+
+};