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530.WGAMEMAP.C
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1992-10-13
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/*
---------------------------------------------------------------------------
| GameMap class | (c) Oct 1992 Sysma Automatisering |
---------------------------------------------------------------------------
| Version 1.0 06/10/92 | First implementation. |
| | J.P. Dijkstra, M.Sc. |
| Version 1.05 11/10/92 | Removed all explicit references to far |
| | pointers and changed the memory model to |
| | large. |
| | J.P. Dijkstra, M.Sc. |
| Version 1.5 12/10/92 | Added a function which copies the entire |
| | contents of one GameMap to another. |
| | J.P. Dijkstra, M.Sc. |
| Version 1.51 13/10/92 | Fixed a bug in the Create member |
| | function. The Clear member function did |
| | not execute after field initialization, |
| | resulting in system crashes. |
| | J.P. Dijkstra, M.Sc. |
---------------------------------------------------------------------------
| The GameMap class contains the logic to do the actual processing upon |
| one single map. It contains the storage space for the four blocks each |
| map consists of. |
| Routines are provided for the following services. (De)compression for |
| the three compressed blocks for each format, loading and saving the of |
| the four blocks, calculating statistics information, and printing of |
| both the map and the map statistics. |
---------------------------------------------------------------------------
*/
#include "wolfmap.h"
#include "stdio.h"
#include "string.h"
#include "bios.h"
/*
---------------------------------------------------------------------------
| Public functions to implement the desired API. |
---------------------------------------------------------------------------
| Function name | Description. |
---------------------------------------------------------------------------
*/
GameMapRec::GameMapRec ()
: Maze (), Objects (), Unknown ()
{
//
// Initialize the fields of this class.
//
ErrorCode = errOk;
CurrentFormat = cUndetermined;
HugeActorCount = 0;
SecretDoorCount = 0;
LockedDoorCount = 0;
DoorCount = 0;
ElevatorCount = 0;
TreasureCount = 0;
//
// Initialize the actor counters.
//
int Actor = oLastActor - oFirstActor + 1;
while (Actor-- > 0) ActorCount [Actor] = 0;
}
GameMapRec::~GameMapRec ()
{
Close ();
}
int GameMapRec::SetError (int Error)
{
//
// Return the previous error code and set the error code to the
// specified one.
//
int OldError = ErrorCode;
ErrorCode = Error;
return OldError;
}
unsigned GameMapRec::SetFormat (unsigned NewFormat)
{
//
// Return the previous compression format and set the compression format
// to the specified one.
//
unsigned OldFormat = CurrentFormat;
CurrentFormat = NewFormat;
return OldFormat;
}
int GameMapRec::DetermineFormat ()
{
//
// First, determine this maze matrix size, in bytes.
//
unsigned MazeSize = (Header.SizeX * Header.SizeY) << 1;
//
// If all sizes are equal to the maze matrix size, the format is
// uncompressed.
//
if (Maze.DataSize () == MazeSize && Objects.DataSize () == MazeSize && Unknown.DataSize () == MazeSize)
{
CurrentFormat = cDecompressed;
return errOk;
}
//
// The format was not uncompressed. Now determine the maze size for one
// level of decompression. Currently, this size is stored in the first
// word of the memory block. If this size equals the maze matrix size,
// the compression format is v1.0 format, otherwise the format is assumed
// to be v1.1 format.
//
unsigned MazeFormat = *Maze.Data () == MazeSize ? cFormat10 : cFormat11;
unsigned ObjectsFormat = *Objects.Data () == MazeSize ? cFormat10 : cFormat11;
unsigned UnknownFormat = *Unknown.Data () == MazeSize ? cFormat10 : cFormat11;
//
// One last check. If the formats for the three memory blocks do not
// agree to the same format, v1.1 format is assumed.
// Note, however, that this probably indicates an error.
//
CurrentFormat = MazeFormat == ObjectsFormat && MazeFormat == UnknownFormat ? MazeFormat : cFormat11;
return errOk;
}
int GameMapRec::CompressFormat10 (unsigned MagicValue)
{
//
// Compress the three data blocks to the v1.0 format.
//
int Error = Maze.CompressFormat10 (MagicValue);
if (Error == errOk) Error = Objects.CompressFormat10 (MagicValue);
if (Error == errOk) Error = Unknown.CompressFormat10 (MagicValue);
//
// Return the result of this function.
//
if (Error != errOk) SetError (Error);
return Error;
}
int GameMapRec::CompressFormat11 ()
{
//
// Compress the three data blocks to the v1.1 format.
//
int Error = Maze.CompressFormat11 ();
if (Error == errOk) Error = Objects.CompressFormat11 ();
if (Error == errOk) Error = Unknown.CompressFormat11 ();
//
// Return the result of this function.
//
if (Error != errOk) SetError (Error);
return Error;
}
int GameMapRec::DecompressFormat10 (unsigned MagicValue)
{
//
// Decompress the three data blocks from the v1.0 format.
//
int Error = Maze.DecompressFormat10 (MagicValue);
if (Error == errOk) Error = Objects.DecompressFormat10 (MagicValue);
if (Error == errOk) Error = Unknown.DecompressFormat10 (MagicValue);
//
// Return the result of this function.
//
if (Error != errOk) SetError (Error);
return Error;
}
int GameMapRec::DecompressFormat11 ()
{
//
// Decompress the three data blocks from the v1.1 format.
//
int Error = Maze.DecompressFormat11 ();
if (Error == errOk) Error = Objects.DecompressFormat11 ();
if (Error == errOk) Error = Unknown.DecompressFormat11 ();
//
// Return the result of this function.
//
if (Error != errOk) SetError (Error);
return Error;
}
int GameMapRec::Load (int Handle, long HeaderPos)
{
//
// First, read the map header into memory.
//
int Error = ReadData (Handle, HeaderPos, &Header, sizeof (MapHeaderRec) );
//
// Now allocate enough memory to hold the three data blocks.
//
if (Error == errOk) Error = Maze.Allocate (Header.SizeMaze);
if (Error == errOk) Error = Objects.Allocate (Header.SizeObjects);
if (Error == errOk) Error = Unknown.Allocate (Header.SizeUnknown);
//
// Now read the three data blocks into the allocated memory.
//
if (Error == errOk) Error = ReadData (Handle, Header.StartMaze, Maze.Data (), Header.SizeMaze);
if (Error == errOk) Error = ReadData (Handle, Header.StartObjects, Objects.Data (), Header.SizeObjects);
if (Error == errOk) Error = ReadData (Handle, Header.StartUnknown, Unknown.Data (), Header.SizeUnknown);
//
// Finally, process the error if one occured and return the result.
//
if (Error != errOk) SetError (Error);
return Error;
}
int GameMapRec::Save (int Handle, long *HeaderPos)
{
//
// First, set the data block sizes in the header structure to the correct
// values.
//
int Error = errOk;
Header.SizeMaze = Maze.DataSize ();
Header.SizeObjects = Objects.DataSize ();
Header.SizeUnknown = Unknown.DataSize ();
//
// Now write the three data blocks from the allocated memory to the file.
// The header will be adjusted to reflect the correct starting positions
// for each of the three data blocks.
//
if (Error == errOk) Error = WriteData (Handle, &Header.StartMaze, Maze.Data (), Header.SizeMaze);
if (Error == errOk) Error = WriteData (Handle, &Header.StartObjects, Objects.Data (), Header.SizeObjects);
if (Error == errOk) Error = WriteData (Handle, &Header.StartUnknown, Unknown.Data (), Header.SizeUnknown);
//
// Now write the map header to the file.
//
Error = WriteData (Handle, HeaderPos, &Header, sizeof (MapHeaderRec) );
//
// Finally, process the error if one occured and return the result.
//
if (Error != errOk) SetError (Error);
return Error;
}
int GameMapRec::Copy (GameMapRec *Source)
{
int Error = errOk;
//
// Only copy when the source is allocated.
//
if (Source->Maze.Data () != NULL && Source->Objects.Data () != NULL && Source->Unknown.Data () != NULL)
{
//
// First copy the three data blocks.
//
if (Error == errOk) Error = Maze.Copy (&Source->Maze);
if (Error == errOk) Error = Objects.Copy (&Source->Objects);
if (Error == errOk) Error = Unknown.Copy (&Source->Unknown);
//
// Now copy the private fields.
//
if (Error == errOk)
{
CurrentFormat = Source->CurrentFormat;
HugeActorCount = Source->HugeActorCount;
SecretDoorCount = Source->SecretDoorCount;
LockedDoorCount = Source->LockedDoorCount;
DoorCount = Source->DoorCount;
ElevatorCount = Source->ElevatorCount;
TreasureCount = Source->TreasureCount;
Header = Source->Header;
int Actor = oLastActor - oFirstActor + 1;
while (Actor-- > 0) ActorCount [Actor] = Source->ActorCount [Actor];
}
}
//
// Finally, process the error if one occured and return the result.
//
if (Error != errOk) SetError (Error);
return Error;
}
int GameMapRec::Close ()
{
//
// Free the memory blocks and reinitialize the private fields.
//
Maze.Free ();
Objects.Free ();
Unknown.Free ();
CurrentFormat = cUndetermined;
HugeActorCount = 0;
SecretDoorCount = 0;
LockedDoorCount = 0;
DoorCount = 0;
ElevatorCount = 0;
TreasureCount = 0;
//
// Reinitialize the actor counters.
//
int Actor = oLastActor - oFirstActor + 1;
while (Actor-- > 0) ActorCount [Actor] = 0;
//
// Return Ok to indicate success.
//
return errOk;
}
int GameMapRec::Print (FILE *Stream, unsigned MapNr)
{
//
// Print a banner on the output stream.
//
fprintf (Stream, "WOLFENSTEIN 3D - Map #%u: %s\n\n", MapNr, Header.Title);
//
// Initialize the line counter and the pointers in the source data.
//
unsigned *MazeValue = Maze.Data ();
unsigned *ObjectValue = Objects.Data ();
unsigned PosY = Header.SizeY;
//
// Process the maze, one line at a time.
//
while (PosY-- > 0)
{
//
// Initialize the output line.
//
char Buffer [256];
char *Str = Buffer;
unsigned PosX = Header.SizeX;
//
// Fill the output line, one maze cell at a time.
//
while (PosX-- > 0)
{
char First;
char Second;
//
// First figure out what maze cell we have.
//
switch ( DetermineMaze (*MazeValue) )
{
case mEntrance: First = 0xAE; Second = 0xAF; break;
case mElevator: First = 0xDB; Second = 0xDB; break;
case mvDoor: First = 0xB3; Second = ' '; break;
case mhDoor: First = 0xC4; Second = 0xC4; break;
case mlyvDoor: First = 0xBA; Second = ' '; break;
case mlyhDoor: First = 0xCD; Second = 0xCD; break;
case mlbvDoor: First = 0xBA; Second = ' '; break;
case mlbhDoor: First = 0xCD; Second = 0xCD; break;
case mevDoor: First = 0xC6; Second = 0xB5; break;
case mehDoor: First = 0xC6; Second = 0xB5; break;
case mFloor: First = ' '; Second = ' '; break;
case mWall: First = 0xB2; Second = 0xB2; break;
default: First = '*'; Second = '*'; break;
}
//
// Now figure out what object is standing in the maze cell. If it
// is an importand object, we superimpose it over the maze
// characters.
//
switch ( DetermineObject (*ObjectValue) )
{
case ouStart: First = 0x18; Second = 0x18; break;
case orStart: First = '-'; Second = '>'; break;
case odStart: First = 0x19; Second = 0x19; break;
case olStart: First = '<'; Second = '-'; break;
case oSecretDoor: First = '['; Second = ']'; break;
case oEndgame: First = '%'; Second = '%'; break;
case oMachineGun: First = 'm'; Second = 'g'; break;
case oGattlingGun: First = 'g'; Second = 'g'; break;
case oAmmunition: First = 'a'; Second = ' '; break;
case oFood: First = 'f'; Second = ' '; break;
case oFirstAid: First = '+'; Second = ' '; break;
case oTreasure: First = 't'; Second = ' '; break;
case oBlueKey: First = 'b'; Second = 'k'; break;
case oYellowKey: First = 'y'; Second = 'k'; break;
case oObstacle: First = 'o'; Second = ' '; break;
case oDeadGuard: First = 'D'; Second = 'G'; break;
case oHans: First = 'H'; Second = 'A'; break;
case oSchabbs: First = 'D'; Second = 'S'; break;
case oGhostHitler: First = 'G'; Second = 'A'; break;
case oHitler: First = 'A'; Second = 'H'; break;
case oGiftmacher: First = 'O'; Second = 'G'; break;
case oGretel: First = 'G'; Second = 'R'; break;
case oFettgesicht: First = 'G'; Second = 'F'; break;
case oGuard1: First = 'G'; Second = '1'; break;
case oGuard3: First = 'G'; Second = '3'; break;
case oGuard4: First = 'G'; Second = '4'; break;
case oOfficer1: First = 'O'; Second = '1'; break;
case oOfficer3: First = 'O'; Second = '3'; break;
case oOfficer4: First = 'O'; Second = '4'; break;
case oSS1: First = 'S'; Second = '1'; break;
case oSS3: First = 'S'; Second = '3'; break;
case oSS4: First = 'S'; Second = '4'; break;
case oUndead1: First = 'U'; Second = '1'; break;
case oUndead3: First = 'U'; Second = '3'; break;
case oUndead4: First = 'U'; Second = '4'; break;
case oDog1: First = 'D'; Second = '1'; break;
case oDog3: First = 'D'; Second = '3'; break;
case oDog4: First = 'D'; Second = '4'; break;
case omGuard1: First = 'G'; Second = '1'; break;
case omGuard3: First = 'G'; Second = '3'; break;
case omGuard4: First = 'G'; Second = '4'; break;
case omOfficer1: First = 'O'; Second = '1'; break;
case omOfficer3: First = 'O'; Second = '3'; break;
case omOfficer4: First = 'O'; Second = '4'; break;
case omSS1: First = 'S'; Second = '1'; break;
case omSS3: First = 'S'; Second = '3'; break;
case omSS4: First = 'S'; Second = '4'; break;
case omUndead1: First = 'U'; Second = '1'; break;
case omUndead3: First = 'U'; Second = '3'; break;
case omUndead4: First = 'U'; Second = '4'; break;
case oPacman: First = 'P'; Second = 'G'; break;
}
//
// Add the converted cell code to the buffer and advance the
// pointers.
//
*(Str++) = First;
*(Str++) = Second;
MazeValue++;
ObjectValue++;
}
//
// Append the terminator to the line and output the filled line to
// the output stream.
//
*Str = '\0';
fprintf (Stream, "%s\n", Buffer);
}
//
// The maze has been printed without any errors, so return Ok.
//
return errOk;
}
int GameMapRec::PrintStatistics (FILE *Stream, unsigned MapNr)
{
//
// Print a banner on the output stream.
//
fprintf (Stream, "WOLFENSTEIN 3D - Statistics of map #%u: %s\n\n", MapNr, Header.Title);
//
// Print maze statistics.
//
fprintf (Stream, "Maze Size: [%d,%d]\n", Header.SizeX, Header.SizeY);
fprintf (Stream, "Doors: %d\n", Doors () );
fprintf (Stream, "Locked Doors: %d\n", LockedDoors () );
fprintf (Stream, "Secret Doors: %d\n", SecretDoors () );
fprintf (Stream, "Elevators: %d\n", Elevators () );
fprintf (Stream, "Treasures: %d\n", Treasures () );
fprintf (Stream, "Huge Guards: %d\n\n", HugeActors () + Actors (oPacman) );
//
// Print the totals for stationary normal actors.
//
fprintf (Stream, "Statianory Actor Level 1 Level 3 Level 4 Total 3 Total 4\n");
fprintf (Stream, "================ ======= ======= ======= ======= =======\n");
fprintf (Stream, "Brown Guard %4u %4u %4u %4u %4u\n",
Actors (oGuard1), Actors (oGuard3), Actors (oGuard4),
Actors (oGuard1) + Actors (oGuard3),
Actors (oGuard1) + Actors (oGuard3) + Actors (oGuard4)
);
fprintf (Stream, "White Officer %4u %4u %4u %4u %4u\n",
Actors (oOfficer1), Actors (oOfficer3), Actors (oOfficer4),
Actors (oOfficer1) + Actors (oOfficer3),
Actors (oOfficer1) + Actors (oOfficer3) + Actors (oOfficer4)
);
fprintf (Stream, "Blue SS Officer %4u %4u %4u %4u %4u\n",
Actors (oSS1), Actors (oSS3), Actors (oSS4),
Actors (oSS1) + Actors (oSS3),
Actors (oSS1) + Actors (oSS3) + Actors (oSS4)
);
fprintf (Stream, "Undead %4u %4u %4u %4u %4u\n\n",
Actors (oUndead1), Actors (oUndead3), Actors (oUndead4),
Actors (oUndead1) + Actors (oUndead3),
Actors (oUndead1) + Actors (oUndead3) + Actors (oUndead4)
);
//
// Print the totals for moving actors.
//
fprintf (Stream, "Moving Actor Level 1 Level 3 Level 4 Total 3 Total 4\n");
fprintf (Stream, "================ ======= ======= ======= ======= =======\n");
fprintf (Stream, "Brown Guard %4u %4u %4u %4u %4u\n",
Actors (omGuard1), Actors (omGuard3), Actors (omGuard4),
Actors (omGuard1) + Actors (omGuard3),
Actors (omGuard1) + Actors (omGuard3) + Actors (omGuard4)
);
fprintf (Stream, "White Officer %4u %4u %4u %4u %4u\n",
Actors (omOfficer1), Actors (omOfficer3), Actors (omOfficer4),
Actors (omOfficer1) + Actors (omOfficer3),
Actors (omOfficer1) + Actors (omOfficer3) + Actors (omOfficer4)
);
fprintf (Stream, "Blue SS Officer %4u %4u %4u %4u %4u\n",
Actors (omSS1), Actors (omSS3), Actors (omSS4),
Actors (omSS1) + Actors (omSS3),
Actors (omSS1) + Actors (omSS3) + Actors (omSS4)
);
fprintf (Stream, "Undead %4u %4u %4u %4u %4u\n",
Actors (omUndead1), Actors (omUndead3), Actors (omUndead4),
Actors (omUndead1) + Actors (omUndead3),
Actors (omUndead1) + Actors (omUndead3) + Actors (omUndead4)
);
fprintf (Stream, "Dog %4u %4u %4u %4u %4u\n",
Actors (oDog1), Actors (oDog3), Actors (oDog4),
Actors (oDog1) + Actors (oDog3),
Actors (oDog1) + Actors (oDog3) + Actors (oDog4)
);
//
// Return Ok to indicate success.
//
return errOk;
}
int GameMapRec::Statistics ()
{
//
// Initialize the line counter and the pointers in the source data.
//
unsigned *MazeValue = Maze.Data ();
unsigned *ObjectValue = Objects.Data ();
unsigned PosY = Header.SizeY;
//
// Process the maze, one line at a time.
//
while (PosY-- > 0)
{
unsigned PosX = Header.SizeX;
//
// Process the current maze row, one maze cell at a time.
//
while (PosX-- > 0)
{
//
// First count the doors. They can all be found in the maze data,
// except for the secret doors.
//
switch ( DetermineMaze (*MazeValue) )
{
case mvDoor: DoorCount++; break;
case mhDoor: DoorCount++; break;
case mlyvDoor: LockedDoorCount++; break;
case mlyhDoor: LockedDoorCount++; break;
case mlbvDoor: LockedDoorCount++; break;
case mlbhDoor: LockedDoorCount++; break;
case mevDoor: ElevatorCount++; break;
case mehDoor: ElevatorCount++; break;
}
//
// Now count the actors, treasures and secret doors.
//
switch ( DetermineObject (*ObjectValue) )
{
case oSecretDoor: SecretDoorCount++; break;
case oTreasure: TreasureCount++; break;
case oHans: HugeActorCount++; break;
case oSchabbs: HugeActorCount++; break;
case oGhostHitler: HugeActorCount++; break;
case oHitler: HugeActorCount++; break;
case oGiftmacher: HugeActorCount++; break;
case oGretel: HugeActorCount++; break;
case oFettgesicht: HugeActorCount++; break;
default:
int Actor = DetermineObject (*ObjectValue);
if (Actor >= oFirstActor && Actor <= oLastActor)
{
ActorCount [Actor - oFirstActor]++;
}
}
//
// The current cell has been processed, so advance to the next one.
// pointers.
//
MazeValue++;
ObjectValue++;
}
}
//
// The maze has been processed without any errors, so return Ok.
//
return errOk;
}
int GameMapRec::Clear ()
{
//
// Initialize the pointers.
//
unsigned *MazePtr = Maze.Data ();
unsigned *ObjectPtr = Objects.Data ();
unsigned *UnknownPtr = Unknown.Data ();
unsigned PosY = 0;
//
// Walk the entire maze, one row at a time.
//
while (PosY < Header.SizeY)
{
//
// Walk every cell in a row, one cell at a time.
//
unsigned PosX = 0;
while (PosX < Header.SizeX)
{
//
// Erase the object.
//
*ObjectPtr = 0x0000;
*UnknownPtr = 0x0000;
//
// Set the maze to grey brick if the cell is on the border of the
// maze. Otherwise, set the cell to be a floor.
//
if (PosX == 0 || PosX == Header.SizeX-1)
{
*MazePtr = 0x0001;
}
else
{
if (PosY == 0 || PosY == Header.SizeY-1)
{
*MazePtr = 0x0001;
}
else
{
*MazePtr = 0x006B;
}
}
//
// Advance to the next cell.
//
PosX++;
MazePtr++;
ObjectPtr++;
UnknownPtr++;
}
//
// Advance to the next row.
//
PosY++;
}
//
// Return Ok to indicate success.
//
return errOk;
}
int GameMapRec::Create (unsigned SizeX, unsigned SizeY, char *Title)
{
//
// Check the specified sizes and calculate the memory block size.
//
int Error = SizeX == 0 || SizeX > 64 || SizeY == 0 || SizeY > 64 ? errIllegalMaze : errOk;
unsigned MemSize = (SizeX * SizeY) << 1;
//
// Allocate the three data blocks.
//
if (Error == errOk) Error = Maze.Allocate (MemSize);
if (Error == errOk) Error = Objects.Allocate (MemSize);
if (Error == errOk) Error = Unknown.Allocate (MemSize);
//
// If allocation and initialization is successfull, set the header to
// reflect the map specifications. Then initialize the map.
//
if (Error == errOk)
{
strncpy (Header.Title, Title, 16);
Header.Title [15] = '\0';
Header.SizeX = SizeX;
Header.SizeY = SizeY;
CurrentFormat = cDecompressed;
Error = Clear ();
}
//
// Process an error and return the error state.
//
if (Error != errOk) SetError (Error);
return Error;
}