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/**
** Gamemap.cc - X-windows Ultima7 map browser.
**/
/*
*
* Copyright (C) 1998-1999 Jeffrey S. Freedman
* Copyright (C) 2000-2001 The Exult Team
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifndef ALPHA_LINUX_CXX
# include <cstdlib>
# include <cstring>
# include <cstdarg>
# include <cstdio>
#endif
#include "gamemap.h"
#include "objs.h"
#include "chunks.h"
#include "mappatch.h"
#include "fnames.h"
#include "utils.h"
#include "shapeinf.h"
#include "objiter.h"
#include "Flex.h"
#include "exceptions.h"
#include "animate.h"
#include "barge.h"
#include "spellbook.h"
#include "virstone.h"
#include "egg.h"
#include "jawbone.h"
#include "actors.h" /* For Dead_body, which should be moved. */
#include "ucsched.h"
#include "gamewin.h" /* With some work, could get rid of this. */
#include "bodies.h"
#include "game.h"
#include "effects.h"
#include "objiter.cc" /* Yes we #include the .cc here on purpose! Please don't "fix" this */
#include "databuf.h"
#include <fstream>
#ifndef UNDER_CE
using std::cerr;
using std::cout;
using std::endl;
using std::istream;
using std::ifstream;
using std::ios;
using std::memcpy;
using std::memset;
using std::ofstream;
using std::rand;
using std::strcmp;
using std::strcpy;
using std::string;
using std::strlen;
using std::srand;
using std::vector;
#endif
/*
* Create a chunk.
*/
Map_chunk *Game_map::create_chunk
(
int cx, int cy
)
{
return (objects[cx][cy] = new Map_chunk(cx, cy));
}
/*
* Read in a terrain chunk.
*/
Chunk_terrain *Game_map::read_terrain
(
int chunk_num // Want this one from u7chunks.
)
{
assert(chunk_num >= 0 && chunk_num < chunk_terrains.size());
unsigned char buf[16*16*2];
chunks->seekg(chunk_num * 512);
chunks->read(reinterpret_cast<char*>(buf), sizeof(buf));
Chunk_terrain *ter = new Chunk_terrain(&buf[0]);
chunk_terrains.put(chunk_num, ter);
return ter;
}
/*
* Create game window.
*/
Game_map::Game_map
(
) :
chunk_terrains(0), read_all_terrain(false),
map_modified(false),
map_patches(new Map_patch_collection), chunks(0)
{
}
/*
* Deleting map.
*/
Game_map::~Game_map
(
)
{
clear(); // Delete all objects, chunks.
delete chunks;
delete map_patches;
}
/*
* Initialize for new/restored game.
*/
void Game_map::init
(
)
{
if (chunks)
delete chunks;
chunks = new ifstream;
int num_chunk_terrains;
bool patch_exists = is_system_path_defined("<PATCH>");
if (patch_exists && U7exists(PATCH_U7CHUNKS))
U7open(*chunks, PATCH_U7CHUNKS);
else try
{
U7open(*chunks, U7CHUNKS);
}
catch(const file_exception & f)
{
if (!Game::is_editing() || // Ok if map-editing.
!patch_exists) // But only if patch exists.
throw f;
ofstream ochunks; // Create one in 'patch'.
U7open(ochunks, PATCH_U7CHUNKS);
unsigned char buf[16*16*2];
memset(&buf[0], 0, sizeof(buf));
ochunks.write((char *) buf, sizeof(buf));
ochunks.close();
U7open(*chunks, PATCH_U7CHUNKS);
}
// Get to end so we can get length.
chunks->seekg(0, ios::end);
// 2 bytes/tile.
num_chunk_terrains = chunks->tellg()/
(c_tiles_per_chunk*c_tiles_per_chunk*2);
// Resize list to hold all.
chunk_terrains.resize(num_chunk_terrains);
read_all_terrain = map_modified = false;
std::ifstream u7map; // Read in map.
bool nomap = false;
if (is_system_path_defined("<PATCH>") && U7exists(PATCH_U7MAP))
U7open(u7map, PATCH_U7MAP);
else try
{
U7open(u7map, U7MAP);
}
catch(const file_exception & f)
{
if (!Game::is_editing()) // Ok if map-editing.
throw f;
nomap = true;
}
for (int schunk = 0; schunk < c_num_schunks*c_num_schunks; schunk++)
{ // Read in the chunk #'s.
unsigned char buf[16*16*2];
if (nomap)
memset(&buf[0], 0, sizeof(buf));
else
u7map.read(reinterpret_cast<char *>(buf), sizeof(buf));
int scy = 16*(schunk/12);// Get abs. chunk coords.
int scx = 16*(schunk%12);
uint8 *mapdata = buf;
// Go through chunks.
for (int cy = 0; cy < 16; cy++)
for (int cx = 0; cx < 16; cx++)
terrain_map[scx+cx][scy+cy] = Read2(mapdata);
}
u7map.close();
// Clear object lists, flags.
// No casting _should_ be necessary at this point.
// Who needs this?
memset(reinterpret_cast<char*>(objects), 0, sizeof(objects));
memset(reinterpret_cast<char*>(schunk_read), 0, sizeof(schunk_read));
memset(reinterpret_cast<char*>(schunk_modified), 0,
sizeof(schunk_modified));
memset(schunk_cache, 0, sizeof (schunk_cache));
memset(schunk_cache_sizes, -1, sizeof(schunk_cache_sizes));
}
/*
* Clear out world's contents. Should be used during a 'restore'.
*/
void Game_map::clear
(
)
{
// Delete all chunks (& their objs).
for (int y = 0; y < c_num_chunks; y++)
for (int x = 0; x < c_num_chunks; x++)
{
delete objects[x][y];
objects[x][y] = 0;
}
int cnt = chunk_terrains.size();
int i;
for (i = 0; i < cnt; i++)
delete chunk_terrains[i];
chunk_terrains.resize(0);
delete chunks; // Close 'u7chunks'.
chunks = 0;
map_modified = false;
// Clear 'read' flags.
memset(reinterpret_cast<char*>(schunk_read), 0, sizeof(schunk_read));
memset(reinterpret_cast<char*>(schunk_modified), 0,
sizeof(schunk_modified));
for (i = 0; i < 144; i++) delete [] schunk_cache[i];
memset(schunk_cache, 0, sizeof (schunk_cache));
memset(schunk_cache_sizes, -1, sizeof(schunk_cache_sizes));
}
/*
* Read in superchunk data to cover the screen.
*/
void Game_map::read_map_data
(
)
{
Game_window *gwin = Game_window::get_instance();
int scrolltx = gwin->get_scrolltx(), scrollty = gwin->get_scrollty();
int w = gwin->get_width(), h = gwin->get_height();
// Start one tile to left.
int firstsx = (scrolltx - 1)/c_tiles_per_schunk,
firstsy = (scrollty - 1)/c_tiles_per_schunk;
// End 8 tiles to right.
int lastsx = (scrolltx + (w + c_tilesize - 2)/c_tilesize +
c_tiles_per_chunk/2)/c_tiles_per_schunk;
int lastsy = (scrollty + (h + c_tilesize - 2)/c_tilesize +
c_tiles_per_chunk/2)/c_tiles_per_schunk;
// Watch for wrapping.
int stopsx = (lastsx + 1)%c_num_schunks,
stopsy = (lastsy + 1)%c_num_schunks;
// Read in "map", "ifix" objects for
// all visible superchunks.
for (int sy = firstsy; sy != stopsy; sy = (sy + 1)%c_num_schunks)
for (int sx = firstsx; sx != stopsx;
sx = (sx + 1)%c_num_schunks)
{
// Figure superchunk #.
int schunk = 12*sy + sx;
// Read it if necessary.
if (!schunk_read[schunk])
get_superchunk_objects(schunk);
}
}
/*
* Get the map objects and scenery for a superchunk.
*/
void Game_map::get_map_objects
(
int schunk // Superchunk # (0-143).
)
{
int scy = 16*(schunk/12); // Get abs. chunk coords.
int scx = 16*(schunk%12);
// Go through chunks.
for (int cy = 0; cy < 16; cy++)
for (int cx = 0; cx < 16; cx++)
get_chunk_objects(scx + cx, scy + cy);
}
/*
* Read in terrain graphics data into window's image. (May also be
* called during map-editing if the chunknum changes.)
*/
void Game_map::get_chunk_objects
(
int cx, int cy // Chunk index within map.
)
{
// Get list we'll store into.
Map_chunk *chunk = get_chunk(cx, cy);
int chunk_num = terrain_map[cx][cy];
Chunk_terrain *ter = get_terrain(chunk_num);
chunk->set_terrain(ter);
}
/*
* Read in all terrain chunks (for editing).
*/
void Game_map::get_all_terrain
(
)
{
if (read_all_terrain)
return; // Already done.
int num_chunk_terrains = chunk_terrains.size();
for (int i = 0; i < num_chunk_terrains; i++)
if (!chunk_terrains[i])
read_terrain(i);
read_all_terrain = true;
}
/*
* Set a chunk to a new terrain (during map-editing).
*/
void Game_map::set_chunk_terrain
(
int cx, int cy, // Coords. of chunk to change.
int chunknum // New chunk #.
)
{
terrain_map[cx][cy] = chunknum; // Set map.
get_chunk_objects(cx, cy); // Set chunk to it.
}
/*
* Get the name of an ireg or ifix file.
*
* Output: ->fname, where name is stored.
*/
char *Game_map::get_schunk_file_name
(
char *prefix, // "ireg" or "ifix".
int schunk, // Superchunk # (0-143).
char *fname // Name is stored here.
)
{
strcpy(fname, prefix);
int len = strlen(fname);
fname[len] = '0' + schunk/16;
int lb = schunk%16;
fname[len + 1] = lb < 10 ? ('0' + lb) : ('a' + (lb - 10));
fname[len + 2] = 0;
return (fname);
}
/*
* Write out the 'static' map files.
*/
void Game_map::write_static
(
)
{
U7mkdir("<PATCH>", 0755); // Create dir if not already there. Don't
// use PATCHDAT define cause it has a
// trailing slash
int schunk; // Write each superchunk to 'static'.
for (schunk = 0; schunk < c_num_schunks*c_num_schunks; schunk++)
// Only write what we've modified.
if (schunk_modified[schunk])
write_ifix_objects(schunk);
int cnt = chunk_terrains.size();
int i; // Any terrains modified?
for (i = 0; i < cnt; i++)
if (chunk_terrains[i] && chunk_terrains[i]->is_modified())
break;
if (i < cnt) // Got to update.
{
get_all_terrain(); // IMPORTANT: Get all in memory.
ofstream ochunks; // Open file for chunks data.
// This truncates the file.
U7open(ochunks, PATCH_U7CHUNKS);
for (i = 0; i < cnt; i++)
{
Chunk_terrain *ter = chunk_terrains[i];
unsigned char data[512];
if (ter)
{
ter->write_flats(data);
ter->set_modified(false);
}
else
{
memset(&data[0], 0, 512);
cerr << "NULL terrain. U7chunks may be bad."
<< endl;
}
ochunks.write(reinterpret_cast<char*>(data), 512);
}
if (!ochunks.good())
throw file_write_exception(U7CHUNKS);
ochunks.close();
}
std::ofstream u7map; // Write out map.
U7open(u7map, PATCH_U7MAP);
for (schunk = 0; schunk < c_num_schunks*c_num_schunks; schunk++)
{
int scy = 16*(schunk/12);// Get abs. chunk coords.
int scx = 16*(schunk%12);
uint8 buf[16*16*2];
uint8 *mapdata = buf;
// Go through chunks.
for (int cy = 0; cy < 16; cy++)
for (int cx = 0; cx < 16; cx++)
Write2(mapdata, terrain_map[scx+cx][scy+cy]);
u7map.write(reinterpret_cast<char*>(buf), sizeof(buf));
}
if (!u7map.good())
throw file_write_exception(U7MAP);
u7map.close();
map_modified = false;
}
/*
* Write out one of the "u7ifix" files.
*
* Output: Errors reported.
*/
void Game_map::write_ifix_objects
(
int schunk // Superchunk # (0-143).
)
{
char fname[128]; // Set up name.
ofstream ifix_stream; // There it is.
U7open(ifix_stream, get_schunk_file_name(PATCH_U7IFIX, schunk, fname));
StreamDataSource ifix(&ifix_stream);
// +++++Use game title.
const int count = c_chunks_per_schunk*c_chunks_per_schunk;
Flex::write_header(&ifix, "Exult", count);
uint8 table[2*count*4];
uint8 *tptr = &table[0];
int scy = 16*(schunk/12); // Get abs. chunk coords.
int scx = 16*(schunk%12);
// Go through chunks.
for (int cy = 0; cy < 16; cy++)
for (int cx = 0; cx < 16; cx++)
{
// Store file position in table.
long start = ifix.getPos();
Write4(tptr, start);
Map_chunk *chunk = get_chunk(scx + cx,
scy + cy);
// Restore original order (sort of).
Object_iterator_backwards next(chunk);
Game_object *obj;
while ((obj = next.get_next()) != 0)
obj->write_ifix(&ifix);
// Store IFIX data length.
Write4(tptr, ifix.getPos() - start);
}
ifix.seek(0x80); // Write table.
ifix.write(reinterpret_cast<char *>(&table[0]), sizeof(table));
ifix_stream.flush();
int result = ifix_stream.good();
if (!result)
throw file_write_exception(fname);
schunk_modified[schunk] = false;
return;
}
/*
* Read in the objects for a superchunk from one of the "u7ifix" files.
*/
void Game_map::get_ifix_objects
(
int schunk // Superchunk # (0-143).
)
{
char fname[128]; // Set up name.
ifstream ifix_stream; // There it is.
if (is_system_path_defined("<PATCH>") &&
// First check for patch.
U7exists(get_schunk_file_name(PATCH_U7IFIX, schunk, fname)))
U7open(ifix_stream, fname);
else try
{
U7open(ifix_stream, get_schunk_file_name(U7IFIX, schunk, fname));
}
catch(const file_exception & f)
{
if (!Game::is_editing()) // Ok if map-editing.
throw f;
return;
}
StreamDataSource ifix(&ifix_stream);
int scy = 16*(schunk/12); // Get abs. chunk coords.
int scx = 16*(schunk%12);
// Go through chunks.
for (int cy = 0; cy < 16; cy++)
for (int cx = 0; cx < 16; cx++)
{
// Get to index entry for chunk.
int chunk_num = cy*16 + cx;
ifix.seek(0x80 + chunk_num*8);
// Get location, length.
long shapesoff = ifix.read4();
if (!shapesoff) // Nothing there?
continue;
unsigned long shapeslen = ifix.read4();
get_ifix_chunk_objects(&ifix, shapesoff, shapeslen/4,
scx + cx, scy + cy);
}
}
/*
* Get the objects from one ifix chunk entry onto the screen.
*/
void Game_map::get_ifix_chunk_objects
(
DataSource* ifix,
long filepos, // Where chunk's data lies.
int cnt, // # entries (objects).
int cx, int cy // Absolute chunk #'s.
)
{
Game_window *gwin = Game_window::get_instance();
ifix->seek(filepos); // Get to actual shape.
// Get buffer to hold entries' indices.
unsigned char *entries = new unsigned char[4*cnt];
unsigned char *ent = entries; // Read them in.
ifix->read(reinterpret_cast<char*>(entries), 4*cnt);
// Get object list for chunk.
Map_chunk *olist = get_chunk(cx, cy);
for (int i = 0; i < cnt; i++, ent += 4)
{
Ifix_game_object *obj;
int shnum = ent[2]+256*(ent[3]&3);
Shape_info& info = ShapeID::get_info(shnum);
if (info.is_animated() || info.has_sfx())
obj = new Animated_ifix_object(ent);
else
obj = new Ifix_game_object(ent);
olist->add(obj);
}
delete[] entries; // Done with buffer.
olist->setup_dungeon_levels(); // Should have all dungeon pieces now.
}
/*
* Constants for IREG files:
*/
#define IREG_SPECIAL 255 // Precedes special entries.
#define IREG_UCSCRIPT 1 // Saved Usecode_script for object.
#define IREG_ENDMARK 2 // Just an 'end' mark.
/*
* Write out scheduled usecode for an object.
*/
void Game_map::write_scheduled
(
DataSource* ireg,
Game_object *obj,
bool write_mark // Write an IREG_ENDMARK if true.
)
{
for (Usecode_script *scr = Usecode_script::find(obj); scr;
scr = Usecode_script::find(obj, scr))
{
unsigned char buf[256];
int len = scr->save(buf, sizeof(buf));
if (len < 0)
cerr << "Error saving Usecode script" << endl;
else if (len > 0)
{
ireg->write1(IREG_SPECIAL);
ireg->write1(IREG_UCSCRIPT);
ireg->write2(len); // Store length.
ireg->write(reinterpret_cast<char*>(buf), len);
}
}
if (write_mark)
{
ireg->write1(IREG_SPECIAL);
ireg->write1(IREG_ENDMARK);
}
}
/*
* Write modified 'u7ireg' files.
*/
void Game_map::write_ireg
(
)
{
// Write each superchunk to Iregxx.
for (int schunk = 0; schunk < c_num_schunks*c_num_schunks; schunk++)
// Only write what we've read.
if (schunk_cache[schunk] && schunk_cache_sizes[schunk] >= 0) {
// It's loaded in a memory buffer
char fname[128]; // Set up name.
ofstream ireg_stream;
U7open(ireg_stream, get_schunk_file_name(U7IREG, schunk, fname));
ireg_stream.write(schunk_cache[schunk], schunk_cache_sizes[schunk]);
}
else if (schunk_read[schunk]) {
// It's active
write_ireg_objects(schunk);
}
}
/*
* Write out one of the "u7ireg" files.
*
* Output: 0 if error, which is reported.
*/
void Game_map::write_ireg_objects
(
int schunk // Superchunk # (0-143).
)
{
char fname[128]; // Set up name.
ofstream ireg_stream; // There it is.
U7open(ireg_stream, get_schunk_file_name(U7IREG, schunk, fname));
StreamDataSource ireg(&ireg_stream);
write_ireg_objects (schunk, &ireg);
ireg_stream.flush();
int result = ireg_stream.good();
if (!result) throw file_write_exception(fname);
return;
}
/*
* Write out one of the "u7ireg" files.
*
* Output: 0 if error, which is reported.
*/
void Game_map::write_ireg_objects
(
int schunk, // Superchunk # (0-143).
DataSource *ireg
)
{
int scy = 16*(schunk/12); // Get abs. chunk coords.
int scx = 16*(schunk%12);
// Go through chunks.
for (int cy = 0; cy < 16; cy++)
for (int cx = 0; cx < 16; cx++)
{
Map_chunk *chunk = get_chunk(scx + cx,
scy + cy);
Game_object *obj;
// Restore original order (sort of).
Object_iterator_backwards next(chunk);
while ((obj = next.get_next()) != 0)
obj->write_ireg(ireg);
ireg->write2(0);// End with 2 0's.
}
}
/*
* Read in the objects for a superchunk from one of the "u7ireg" files.
* (These are the moveable objects.)
*/
void Game_map::get_ireg_objects
(
int schunk // Superchunk # (0-143).
)
{
char fname[128]; // Set up name.
ifstream ireg_stream; // There it is.
DataSource *ireg = 0;
if (schunk_cache[schunk] && schunk_cache_sizes[schunk] >= 0) {
// No items
if (schunk_cache_sizes[schunk] == 0) return;
ireg = new BufferDataSource (schunk_cache[schunk], schunk_cache_sizes[schunk]);
#ifdef DEBUG
std::cout << "Reading " << get_schunk_file_name(U7IREG, schunk, fname) << " from memory" << std::endl;
#endif
}
else {
try
{
U7open(ireg_stream, get_schunk_file_name(U7IREG, schunk, fname));
}
catch(const file_exception & f)
{
return; // Just don't show them.
}
ireg = new StreamDataSource (&ireg_stream);
}
int scy = 16*(schunk/12); // Get abs. chunk coords.
int scx = 16*(schunk%12);
read_ireg_objects(ireg, scx, scy);
// A fixup:
if (schunk == 10*12 + 11 && Game::get_game_type() == SERPENT_ISLE)
{ // Lever in SilverSeed:
Game_object_vector vec;
if (Game_object::find_nearby(vec, Tile_coord(2936, 2726, 0),
787, 0, 0, c_any_qual, 5))
vec[0]->move(2937, 2727, 2);
}
delete ireg;
if (schunk_cache[schunk]) {
delete [] schunk_cache[schunk];
schunk_cache[schunk] = 0;
schunk_cache_sizes[schunk] = -1;
}
}
/*
* Read in a 'special' IREG entry (one starting with 255).
*/
void Read_special_ireg
(
DataSource *ireg,
Game_object *obj // Last object read.
)
{
int type = ireg->read1(); // Get type.
int len = ireg->read2(); // Length of rest.
unsigned char *buf = new unsigned char[len];
ireg->read(reinterpret_cast<char*>(buf), len);
if (type == IREG_UCSCRIPT) // Usecode script?
{
Usecode_script *scr = Usecode_script::restore(obj, buf, len);
if (scr)
{
scr->start(scr->get_delay());
#if 0
COUT("Restored script for '" <<
item_names[obj->get_shapenum()]
<< "'" << endl);
scr->print(cout); cout << endl;
#endif
}
}
else
cerr << "Unknown special IREG entry: " << type << endl;
delete [] buf;
}
/*
* Read in a 'special' IREG entry (one starting with 255).
*/
void Game_map::read_special_ireg
(
DataSource *ireg,
Game_object *obj // Last object read.
)
{
unsigned char entlen;
while ((entlen = ireg->peek()) == IREG_SPECIAL && !ireg->eof())
{
ireg->read1(); // Eat the IREG_SPECIAL.
unsigned char type = ireg->peek();
if (type == IREG_ENDMARK)
{ // End of list.
ireg->read1();
return;
}
Read_special_ireg(ireg, obj);
}
}
/*
* Create an "egg".
*/
static Egg_object *Create_egg
(
unsigned char *entry, // 1-byte ireg entry.
bool animated
)
{
int shnum = entry[2]+256*(entry[3]&3);
int frnum = entry[3] >> 2;
unsigned short type = entry[4] + 256*entry[5];
int prob = entry[6]; // Probability (1-100).
int data1 = entry[7] + 256*entry[8];
int lift = entry[9] >> 4;
int data2 = entry[10] + 256*entry[11];
Egg_object *obj = animated ?
new Animated_egg_object(shnum, frnum,
entry[0]&0xf, entry[1]&0xf, lift, type, prob,
data1, data2)
: new Egg_object(shnum, frnum,
entry[0]&0xf, entry[1]&0xf, lift, type, prob,
data1, data2);
return (obj);
}
/*
* Containers and items classed as 'quality_flags' have a byte of flags.
* This routine returns them converted into Object_flags.
*/
inline unsigned long Get_quality_flags
(
unsigned char qualbyte // Quality byte containing flags.
)
{
return ((qualbyte&1) << Obj_flags::invisible) |
(((qualbyte>>3)&1) << Obj_flags::okay_to_take);
}
/*
* Read a list of ireg objects. They are either placed in the desired
* game chunk, or added to their container.
*/
void Game_map::read_ireg_objects
(
DataSource *ireg, // File to read from.
int scx, int scy, // Abs. chunk coords. of superchunk.
Game_object *container, // Container, or null.
unsigned long flags // Usecode item flags.
)
{
int entlen; // Gets entry length.
sint8 index_id = -1;
Game_object *last_obj = 0; // Last one read in this call.
Game_window *gwin = Game_window::get_instance();
// Go through entries.
while (((entlen = ireg->read1(), !ireg->eof())))
{
// Skip 0's & ends of containers.
if (!entlen || entlen == 1)
{
if (container)
return; // Skip 0's & ends of containers.
else
continue;
}
// Detect the 2 byte index id
else if (entlen == 2)
{
index_id = (sint8) ireg->read2();
continue;
}
else if (entlen == IREG_SPECIAL)
{
Read_special_ireg(ireg, last_obj);
continue;
}
// Get copy of flags.
unsigned long oflags = flags & ~(1<<Obj_flags::is_temporary);
if (entlen != 6 && entlen != 10 && entlen != 12 &&
entlen != 18)
{
long pos = ireg->getPos();
cout << "Unknown entlen " << entlen << " at pos. " <<
pos << endl;
ireg->seek(pos + entlen);
continue; // Only know these two types.
}
unsigned char entry[18];// Get entry.
ireg->read(reinterpret_cast<char*>(entry), entlen);
int cx = entry[0] >> 4; // Get chunk indices within schunk.
int cy = entry[1] >> 4;
// Get coord. #'s where shape goes.
int tilex = entry[0] & 0xf;
int tiley = entry[1] & 0xf;
// Get shape #, frame #.
int shnum = entry[2]+256*(entry[3]&3);
int frnum = entry[3] >> 2;
Shape_info& info = ShapeID::get_info(shnum);
unsigned int lift, quality, type;
Ireg_game_object *obj;
int is_egg = 0; // Fields are eggs.
// An "egg"?
// Has flag byte(s)
if (entlen == 10)
{
// Temporary
if (entry[6] & 1) oflags |= 1<<Obj_flags::is_temporary;
}
if (info.get_shape_class() == Shape_info::hatchable)
{
bool anim = info.is_animated() || info.has_sfx();
Egg_object *egg = Create_egg(entry, anim);
get_chunk(scx + cx, scy + cy)->add_egg(egg);
last_obj = egg;
continue;
}
else if (entlen == 6 || entlen == 10) // Simple entry?
{
type = 0;
lift = entry[4] >> 4;
quality = entry[5];
obj = create_ireg_object(info, shnum, frnum,
tilex, tiley, lift);
is_egg = obj->is_egg();
// Wierd use of flag:
if (info.has_quantity())
{
if (!(quality&0x80))
oflags &=
~(1<<Obj_flags::okay_to_take);
else
quality &= 0x7f;
}
else if (info.has_quality_flags())
{ // Use those flags instead of deflt.
oflags = Get_quality_flags(quality);
quality = 0;
}
}
else if (entlen == 12) // Container?
{
type = entry[4] + 256*entry[5];
lift = entry[9] >> 4;
quality = entry[7];
oflags = // Override flags (I think).
Get_quality_flags(entry[11]);
if (shnum == 330)// Virtue stone?
{
Virtue_stone_object *v =
new Virtue_stone_object(shnum, frnum, tilex,
tiley, lift);
v->set_pos(entry[4], entry[5], entry[6],
entry[7]);
obj = v;
type = 0;
}
else if (shnum == 961)
{
Barge_object *b = new Barge_object(
shnum, frnum, tilex, tiley, lift,
entry[4], entry[5],
(quality>>1)&3);
obj = b;
if (!gwin->get_moving_barge() &&
(quality&(1<<3)))
gwin->set_moving_barge(b);
}
else if (Game::get_game_type() == SERPENT_ISLE &&
shnum == 555) // serpent jawbone
{
obj = new Jawbone_object(shnum, frnum,
tilex, tiley, lift, entry[10]);
}
else if (Game::get_game_type() == SERPENT_ISLE &&
shnum == 400 && frnum == 8 && quality == 1)
// Gwenno. Ugly hack to fix bug without having to start
// a new game. Remove someday... (added 20010820)
{
Dead_body *b = new Dead_body(400, 8,
tilex, tiley, lift, 149);
obj = b;
gwin->set_body(149, b);
}
else if (quality == 1 &&
(entry[8] >= 0x80 ||
Game::get_game_type() == SERPENT_ISLE))
{ // NPC's body.
int npc_num = (entry[8] - 0x80) & 0xFF;
Dead_body *b = new Dead_body(shnum, frnum,
tilex, tiley, lift, npc_num);
obj = b;
gwin->set_body(npc_num, b);
}
else if (Is_body(shnum)) {
obj = new Dead_body(
shnum, frnum, tilex, tiley, lift, -1);
}
else
obj = new Container_game_object(
shnum, frnum, tilex, tiley, lift,
entry[10]);
// Read container's objects.
if (type) // (0 if empty.)
{ // Don't pass along invisibility!
read_ireg_objects(ireg, scx, scy, obj,
oflags & ~(1<<Obj_flags::invisible));
obj->elements_read();
}
}
else // Length 18 means it's a spellbook.
{ // Get all 9 spell bytes.
quality = 0;
unsigned char circles[9];
memcpy(&circles[0], &entry[4], 5);
lift = entry[9] >> 4;
memcpy(&circles[5], &entry[10], 4);
uint8 *ptr = &entry[14];
// 3 unknowns, then bookmark.
unsigned char bmark = ptr[3];
obj = new Spellbook_object(
shnum, frnum, tilex, tiley, lift,
&circles[0], bmark);
}
obj->set_quality(quality);
obj->set_flags(oflags);
last_obj = obj; // Save as last read.
// Add, but skip volume check.
if (container)
{
if (index_id != -1 &&
container->add_readied(obj, index_id, 1, 1))
continue;
else if (container->add(obj, 1))
continue;
}
Map_chunk *chunk = get_chunk(scx + cx, scy + cy);
if (is_egg)
chunk->add_egg((Egg_object *) obj);
else
chunk->add(obj);
}
}
/*
* Create non-container IREG objects.
*/
Ireg_game_object *Game_map::create_ireg_object
(
Shape_info& info, // Info. about shape.
int shnum, int frnum, // Shape, frame.
int tilex, int tiley, // Tile within chunk.
int lift // Desired lift.
)
{
if (info.is_field()) // (These are all animated.)
{ // Check shapes.
if (shnum == 895 || // Fire.
shnum == 561) // SI - blue flame.
return new Field_object(shnum, frnum, tilex, tiley,
lift, Egg_object::fire_field);
else if (shnum == 900) // Poison.
return new Field_object(shnum, frnum, tilex, tiley,
lift, Egg_object::poison_field);
else if (shnum == 902) // Sleep.
return new Field_object(shnum, frnum, tilex, tiley,
lift, Egg_object::sleep_field);
else if (shnum == 756) // Caltrops.
return new Field_object(shnum, frnum, tilex, tiley,
lift, Egg_object::caltrops_field);
}
if (info.is_animated() || info.has_sfx())
return new Animated_ireg_object(
shnum, frnum, tilex, tiley, lift);
if (shnum == 607) // Path.
return new Egglike_game_object(
shnum, frnum, tilex, tiley, lift);
if (shnum == 848 || shnum == 268) // Mirror
return new Mirror_object(shnum, frnum, tilex, tiley, lift);
else if (shnum == 761) // Spellbook.
{
static unsigned char circles[9] = {0};
return new Spellbook_object(
shnum, frnum, tilex, tiley, lift,
&circles[0], 0);
}
else if (info.get_shape_class() == Shape_info::container)
{
if (shnum == 555 && GAME_SI)
return new Jawbone_object(shnum, frnum, tilex, tiley,
lift);
else
return new Container_game_object(shnum, frnum,
tilex, tiley, lift);
}
else
return new Ireg_game_object(shnum, frnum, tilex, tiley, lift);
}
/*
* Create non-container IREG objects.
*/
Ireg_game_object *Game_map::create_ireg_object
(
int shnum, int frnum // Shape, frame.
)
{
return create_ireg_object(ShapeID::get_info(shnum),
shnum, frnum, 0, 0, 0);
}
/*
* Create 'fixed' (landscape, building) objects.
*/
Ifix_game_object *Game_map::create_ifix_object
(
int shnum, int frnum // Shape, frame.
)
{
Shape_info& info = ShapeID::get_info(shnum);
return (info.is_animated() || info.has_sfx())
? new Animated_ifix_object(shnum, frnum, 0, 0, 0)
: new Ifix_game_object(shnum, frnum, 0, 0, 0);
}
/*
* Read in the objects in a superchunk.
*/
void Game_map::get_superchunk_objects
(
int schunk // Superchunk #.
)
{
// CYCLE_RED_PLASMA();
get_map_objects(schunk); // Get map objects/scenery.
// CYCLE_RED_PLASMA();
get_ifix_objects(schunk); // Get objects from ifix.
// CYCLE_RED_PLASMA();
get_ireg_objects(schunk); // Get moveable objects.
// CYCLE_RED_PLASMA();
schunk_read[schunk] = 1; // Done this one now.
map_patches->apply(schunk); // Move/delete objects.
}
/*
* Locate a chunk with a given terrain # and center the view on it.
*
* Output: true if found, else 0.
*/
bool Game_map::locate_terrain
(
int tnum, // # in u7chunks.
int& cx, int& cy, // Chunk to start at, or (-1,-1).
// Updated with chunk found.
bool upwards // If true, search upwards.
)
{
int cnum; // Chunk #, counting L-R, T-B.
int cstop; // Stop when cnum == cstop.
int dir;
if (upwards)
{
cstop = -1;
dir = -1;
if (cx == -1) // Start at end?
cnum = c_num_chunks*c_num_chunks - 1;
else
cnum = cy*c_num_chunks + cx - 1;
}
else
{
cstop = c_num_chunks*c_num_chunks;
dir = 1;
cnum = (cx == -1) ? 0 : cy*c_num_chunks + cx + 1;
}
while (cnum != cstop)
{
int chunky = cnum/c_num_chunks;
int chunkx = cnum%c_num_chunks;
if (terrain_map[chunkx][chunky] == tnum)
{ // Return chunk # found.
cx = chunkx;
cy = chunky;
// Center window over chunk found.
Game_window::get_instance()->center_view(Tile_coord(
cx*c_tiles_per_chunk + c_tiles_per_chunk/2,
cy*c_tiles_per_chunk + c_tiles_per_chunk/2,
0));
return true;
}
cnum += dir;
}
return false; // Failed.
}
/*
* Swap two adjacent terrain #'s, keeping the map looking the same.
*
* Output: false if unsuccessful.
*/
bool Game_map::swap_terrains
(
int tnum // Swap tnum and tnum + 1.
)
{
if (tnum < 0 || tnum >= chunk_terrains.size() - 1)
return false; // Out of bounds.
map_modified = true;
// Swap in list.
Chunk_terrain *tmp = get_terrain(tnum);
tmp->set_modified();
chunk_terrains[tnum] = get_terrain(tnum + 1);
chunk_terrains[tnum]->set_modified();
chunk_terrains[tnum + 1] = tmp;
// Update terrain map.
for (int cy = 0; cy < c_num_chunks; cy++)
for (int cx = 0; cx < c_num_chunks; cx++)
{
if (terrain_map[cx][cy] == tnum)
terrain_map[cx][cy]++;
else if (terrain_map[cx][cy] == tnum + 1)
terrain_map[cx][cy]--;
}
Game_window::get_instance()->set_all_dirty();
return true;
}
/*
* Insert a new terrain after a given one, and push all the others up
* so the map looks the same. The new terrain is filled with
* (shape, frame) == (0, 0) unless 'dup' is passed 'true'.
*
* Output: False if unsuccessful.
*/
bool Game_map::insert_terrain
(
int tnum, // Insert after this one (may be -1).
bool dup // If true, duplicate #tnum.
)
{
if (tnum < -1 || tnum >= chunk_terrains.size())
return false; // Invalid #.
get_all_terrain(); // Need all of 'u7chunks' read in.
map_modified = true;
unsigned char buf[16*16*2]; // Set up buffer with shape #'s.
if (dup && tnum >= 0)
{ // Want to duplicate given terrain.
Chunk_terrain *ter = chunk_terrains[tnum];
unsigned char *data = &buf[0];
for (int ty = 0; ty < c_tiles_per_chunk; ty++)
for (int tx = 0; tx < c_tiles_per_chunk; tx++)
{
ShapeID id = ter->get_flat(tx, ty);
*data++ = id.get_shapenum()&0xff;
*data++ = ((id.get_shapenum()>>8)&3) |
(id.get_framenum()<<2);
}
}
else
memset(reinterpret_cast<char*>(buf), 0, sizeof(buf));
Chunk_terrain *new_terrain = new Chunk_terrain(&buf[0]);
// Insert in list.
chunk_terrains.insert(chunk_terrains.begin() + tnum + 1, new_terrain);
// Indicate terrains are modified.
int num_chunk_terrains = chunk_terrains.size();
for (int i = tnum + 1; i < num_chunk_terrains; i++)
chunk_terrains[i]->set_modified();
if (tnum + 1 == num_chunk_terrains - 1)
return true; // Inserted at end of list.
// Update terrain map.
for (int cy = 0; cy < c_num_chunks; cy++)
for (int cx = 0; cx < c_num_chunks; cx++)
{
if (terrain_map[cx][cy] > tnum)
terrain_map[cx][cy]++;
}
Game_window::get_instance()->set_all_dirty();
return true;
}
/*
* Remove a terrain, updating the map.
*
* Output: false if unsuccessful.
*/
bool Game_map::delete_terrain
(
int tnum
)
{
if (tnum < 0 || tnum >= chunk_terrains.size())
return false; // Out of bounds.
map_modified = true;
int sz = chunk_terrains.size();
delete chunk_terrains[tnum];
for (int i = tnum + 1; i < sz; i++)
{ // Move the rest downwards.
Chunk_terrain *tmp = get_terrain(i);
tmp->set_modified();
chunk_terrains[i - 1] = tmp;
}
chunk_terrains.resize(sz - 1);
// Update terrain map.
for (int cy = 0; cy < c_num_chunks; cy++)
for (int cx = 0; cx < c_num_chunks; cx++)
{
if (terrain_map[cx][cy] >= tnum)
terrain_map[cx][cy]--;
}
Game_window::get_instance()->set_all_dirty();
return true;
}
/*
* Commit edits made to terrain chunks.
*/
void Game_map::commit_terrain_edits
(
)
{
int num_terrains = chunk_terrains.size();
// Create list of flags.
unsigned char *ters = new unsigned char[num_terrains];
memset(ters, 0, num_terrains);
// Commit edits.
for (int i = 0; i < num_terrains; i++)
if (chunk_terrains[i] && chunk_terrains[i]->commit_edits())
ters[i] = 1;
// Update terrain map.
for (int cy = 0; cy < c_num_chunks; cy++)
for (int cx = 0; cx < c_num_chunks; cx++)
{
Map_chunk *chunk = objects[cx][cy];
if (chunk && ters[terrain_map[cx][cy]] != 0 &&
chunk->get_terrain())
// Reload objects.
chunk->set_terrain(chunk->get_terrain());
}
delete [] ters;
}
/*
* Abort edits made to terrain chunks.
*/
void Game_map::abort_terrain_edits
(
)
{
int num_terrains = chunk_terrains.size();
// Abort edits.
for (int i = 0; i < num_terrains; i++)
if (chunk_terrains[i])
chunk_terrains[i]->abort_edits();
}
/*
* Find all unused shapes in game. This can take a while!!
*/
void Game_map::find_unused_shapes
(
unsigned char *found, // Bits set for shapes found.
int foundlen // # bytes.
)
{
memset(found, 0, foundlen);
Game_window *gwin = Game_window::get_instance();
Shape_manager *sman = Shape_manager::get_instance();
cout << "Reading all chunks";
// Read in EVERYTHING!
for (int sc = 0; sc < c_num_schunks*c_num_schunks; sc++)
{
cout << '.';
cout.flush();
char msg[80];
snprintf(msg, sizeof(msg), "Scanning superchunk %d", sc);
gwin->get_effects()->center_text(msg);
gwin->paint();
gwin->show();
if (!schunk_read[sc])
get_superchunk_objects(sc);
}
cout << endl;
int maxbits = foundlen*8; // Total #bits in 'found'.
int nshapes = sman->get_shapes().get_num_shapes();
if (maxbits > nshapes)
maxbits = nshapes;
// Go through chunks.
for (int cy = 0; cy < c_num_chunks; cy++)
for (int cx = 0; cx < c_num_chunks; cx++)
{
Map_chunk *chunk = get_chunk(cx, cy);
Recursive_object_iterator all(chunk->get_objects());
Game_object *obj;
while ((obj = all.get_next()) != 0)
{
int shnum = obj->get_shapenum();
if (shnum >= 0 && shnum < maxbits)
found[shnum/8] |= (1<<(shnum%8));
}
}
int i;
for (i = 0; i < maxbits; i++) // Add all possible monsters.
{
Shape_info& info = ShapeID::get_info(i);
Monster_info *minf = info.get_monster_info();
if (minf)
found[i/8] |= (1<<(i%8));
Weapon_info *winf = info.get_weapon_info();
if (winf) // Get projectiles for weapons.
{
int proj = winf->get_projectile();
if (proj > 0 && proj < maxbits)
found[proj/8] |= (1<<(proj%8));
}
}
for (i = 0x96; i < maxbits; i++) // Ignore flats (<0x96).
if (!(found[i/8]&(1<<(i%8))))
cout << "Shape " << i << " not found in game" << endl;
}
/*
* Look throughout the map for a given shape. The search starts at
* the first currently-selected shape, if possible.
*
* Output: ->object if found, else 0.
*/
Game_object *Game_map::locate_shape
(
int shapenum, // Desired shape.
bool upwards, // If true, search upwards.
Game_object *start // Start here if !0.
)
{
int cx = -1, cy = 0; // Before chunk to search.
int dir = 1; // Direction to increment.
int stop = c_num_chunks;
if (upwards)
{
dir = -1;
stop = -1;
cx = c_num_chunks; // Past last chunk.
cy = c_num_chunks - 1;
}
Game_object *obj = 0;
if (start) // Start here.
{
Game_object *owner = start->get_outermost();
cx = owner->get_cx();
cy = owner->get_cy();
if (upwards)
{
Recursive_object_iterator_backwards next(start);
while ((obj = next.get_next()) != 0)
if (obj->get_shapenum() == shapenum)
break;
}
else
{
Recursive_object_iterator next(start);
while ((obj = next.get_next()) != 0)
if (obj->get_shapenum() == shapenum)
break;
}
}
while (!obj) // Not found yet?
{
cx += dir; // Next chunk.
if (cx == stop) // Past (either) end?
{
cy += dir;
if (cy == stop)
break; // All done.
cx -= dir*c_num_chunks;
}
Map_chunk *chunk = get_chunk(cx, cy);
// Make sure objs. are read.
int sx = cx/c_chunks_per_schunk, sy = cy/c_chunks_per_schunk;
int schunk = sy*c_num_schunks + sx;
if (!schunk_read[schunk])
get_superchunk_objects(schunk);
if (upwards)
{
Recursive_object_iterator_backwards next(
chunk->get_objects());
while ((obj = next.get_next()) != 0)
if (obj->get_shapenum() == shapenum)
break;
}
else
{
Recursive_object_iterator next(chunk->get_objects());
while ((obj = next.get_next()) != 0)
if (obj->get_shapenum() == shapenum)
break;
}
}
return obj;
}
/*
* Do a cache out. (x, y) is the center
*/
void Game_map::cache_out(int cx, int cy)
{
int sx = cx / c_chunks_per_schunk;
int sy = cy / c_chunks_per_schunk;
bool chunk_flags[12][12];
#ifdef DEBUG
std::cout << "Want to cache out around super chunk: " << (sy*12 + sx) << " = " << sx << ", " << sy << std::endl;
#endif
std::memset(chunk_flags, 0, sizeof(chunk_flags));
// We cache out all but the 9 directly around the pov
chunk_flags[(sy+11)%12][(sx+11)%12] = true;
chunk_flags[(sy+11)%12][sx] = true;
chunk_flags[(sy+11)%12][(sx+1)%12] = true;
chunk_flags[sy][(sx+11)%12] = true;
chunk_flags[sy][sx] = true;
chunk_flags[sy][(sx+1)%12] = true;
chunk_flags[(sy+1)%12][(sx+11)%12] = true;
chunk_flags[(sy+1)%12][sx] = true;
chunk_flags[(sy+1)%12][(sx+1)%12] = true;
for (sy = 0; sy < 12; sy++) for (sx = 0; sx < 12; sx++) {
if (chunk_flags[sy][sx]) continue;
int schunk = sy*12 + sx;
if (schunk_read[schunk] && !schunk_modified[schunk]) cache_out_schunk(schunk);
}
}
void Game_map::cache_out_schunk(int schunk)
{
// Get abs. chunk coords.
const int scy = 16*(schunk/12);
const int scx = 16*(schunk%12);
int cy, cx;
bool save_map_modified = map_modified;
if (schunk_modified[schunk])
return; // NEVER cache out modified chunks.
// Our vectors
Game_object_vector removes;
Actor_vector actors;
int buf_size = 0;
#ifdef DEBUG
std::cout << "Killing superchunk: " << schunk << std::endl;
#endif
// Go through chunks and get all the items
for (cy = 0; cy < 16; cy++) for (cx = 0; cx < 16; cx++) {
int size = objects[scx + cx][scy + cy]->get_obj_actors(removes, actors);
if (size < 0) {
#ifdef DEBUG
std::cerr << "Failed attempting to kill superchunk" << std::endl;
#endif
return;
}
buf_size += size + 2;
}
schunk_read[schunk] = false;
#ifdef DEBUG
std::cout << "Buffer size of " << buf_size << " bytes required to store super chunk" << std::endl;
#endif
// Clear old (this shouldn't happen)
if (schunk_cache[schunk]) {
delete [] schunk_cache[schunk];
schunk_cache[schunk] = 0;
schunk_cache_sizes[schunk] = -1;
}
// Create new
schunk_cache[schunk] = new char[buf_size];
schunk_cache_sizes[schunk] = buf_size;
BufferDataSource ds(schunk_cache[schunk], schunk_cache_sizes[schunk]);
write_ireg_objects(schunk, &ds);
#ifdef DEBUG
std::cout << "Wrote " << ds.getPos() << " bytes" << std::endl;
#endif
// Now remove the objects
for (Game_object_vector::const_iterator it=removes.begin(); it!=removes.end(); ++it) {
(*it)->delete_contents();
(*it)->remove_this();
}
// Now disable the actors
for (Actor_vector::const_iterator act=actors.begin(); act!=actors.end(); ++act) {
(*act)->cache_out();
}
// Go through chunks and finish up
for (cy = 0; cy < 16; cy++) for (cx = 0; cx < 16; cx++) {
objects[scx + cx][scy + cy]->kill_cache();
}
// Removing objs. sets these flags.
schunk_modified[schunk] = false;
map_modified = save_map_modified;
}
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