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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1995-1997 Presto Studios, Inc.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/debug.h"
#include "common/stream.h"
#include "pegasus/gamestate.h"
#include "pegasus/pegasus.h"
#include "pegasus/neighborhood/neighborhood.h"
namespace Pegasus {
Neighborhood::Neighborhood(PegasusEngine *vm, const Common::String &resName, tNeighborhoodID id) : _vm(vm), _resName(resName) {
GameState.setOpenDoorLocation(kNoRoomID, kNoDirection);
_currentAlternate = 0;
}
Neighborhood::~Neighborhood() {
for (HotspotIterator it = _neighborhoodHotspots.begin(); it != _neighborhoodHotspots.end(); it++)
g_allHotspots.remove(*it);
_neighborhoodHotspots.deleteHotspots();
}
void Neighborhood::init() {
debug(0, "Loading '%s' neighborhood resources", _resName.c_str());
Common::SeekableReadStream *stream = _vm->_resFork->getResource(_doorTable.getResTag(), _resName);
if (!stream)
error("Failed to load doors");
_doorTable.loadFromStream(stream);
delete stream;
stream = _vm->_resFork->getResource(_exitTable.getResTag(), _resName);
if (!stream)
error("Failed to load exits");
_exitTable.loadFromStream(stream);
delete stream;
stream = _vm->_resFork->getResource(_extraTable.getResTag(), _resName);
if (!stream)
error("Failed to load extras");
_extraTable.loadFromStream(stream);
delete stream;
stream = _vm->_resFork->getResource(_hotspotInfoTable.getResTag(), _resName);
if (!stream)
error("Failed to load hotspot info");
_hotspotInfoTable.loadFromStream(stream);
delete stream;
stream = _vm->_resFork->getResource(_spotTable.getResTag(), _resName);
if (!stream)
error("Failed to load spots");
_spotTable.loadFromStream(stream);
delete stream;
stream = _vm->_resFork->getResource(_turnTable.getResTag(), _resName);
if (!stream)
error("Failed to load turns");
_turnTable.loadFromStream(stream);
delete stream;
stream = _vm->_resFork->getResource(_viewTable.getResTag(), _resName);
if (!stream)
error("Failed to load views");
_viewTable.loadFromStream(stream);
delete stream;
stream = _vm->_resFork->getResource(_zoomTable.getResTag(), _resName);
if (!stream)
error("Failed to load zooms");
_zoomTable.loadFromStream(stream);
delete stream;
createNeighborhoodSpots();
// TODO: AI, movies, notifications, buncha other stuff
}
void Neighborhood::start() {
GameState.setCurrentRoom(GameState.getLastRoom());
GameState.setCurrentDirection(GameState.getLastDirection());
arriveAt(GameState.getNextRoom(), GameState.getNextDirection());
}
void Neighborhood::arriveAt(tRoomID room, tDirectionConstant direction) {
// TODO
}
// These functions can be overridden to tweak the exact frames used.
void Neighborhood::getExitEntry(const tRoomID room, const tDirectionConstant direction, ExitTable::Entry &entry) {
entry = _exitTable.findEntry(room, direction, _currentAlternate);
if (entry.isEmpty())
entry = _exitTable.findEntry(room, direction, kNoAlternateID);
}
TimeValue Neighborhood::getViewTime(const tRoomID room, const tDirectionConstant direction) {
if (GameState.getOpenDoorRoom() == room && GameState.getOpenDoorDirection() == direction) {
// If we get here, the door entry for this location must exist.
DoorTable::Entry doorEntry = _doorTable.findEntry(room, direction, _currentAlternate);
if (doorEntry.isEmpty())
doorEntry = _doorTable.findEntry(room, direction, kNoAlternateID);
return doorEntry.movieEnd - 1;
}
ViewTable::Entry viewEntry = _viewTable.findEntry(room, direction, _currentAlternate);
if (viewEntry.isEmpty())
viewEntry = _viewTable.findEntry(room, direction, kNoAlternateID);
return viewEntry.time;
}
void Neighborhood::getDoorEntry(const tRoomID room, const tDirectionConstant direction, DoorTable::Entry &doorEntry) {
doorEntry = _doorTable.findEntry(room, direction, _currentAlternate);
if (doorEntry.isEmpty())
doorEntry = _doorTable.findEntry(room, direction, kNoAlternateID);
}
tDirectionConstant Neighborhood::getTurnEntry(const tRoomID room, const tDirectionConstant direction, const tTurnDirection turn) {
TurnTable::Entry turnEntry = _turnTable.findEntry(room, direction, turn, _currentAlternate);
if (turnEntry.isEmpty())
turnEntry = _turnTable.findEntry(room, direction, turn, kNoAlternateID);
return turnEntry.turnDirection;
}
void Neighborhood::findSpotEntry(const tRoomID room, const tDirectionConstant direction, tSpotFlags flags, SpotTable::Entry &spotEntry) {
spotEntry = _spotTable.findEntry(room, direction, flags, _currentAlternate);
if (spotEntry.isEmpty())
spotEntry = _spotTable.findEntry(room, direction, flags, kNoAlternateID);
}
void Neighborhood::getZoomEntry(const tHotSpotID id, ZoomTable::Entry &zoomEntry) {
zoomEntry = _zoomTable.findEntry(id);
}
void Neighborhood::getHotspotEntry(const tHotSpotID id, HotspotInfoTable::Entry &hotspotEntry) {
hotspotEntry = _hotspotInfoTable.findEntry(id);
}
void Neighborhood::getExtraEntry(const uint32 id, ExtraTable::Entry &extraEntry) {
extraEntry = _extraTable.findEntry(id);
}
/////////////////////////////////////////////
//
// "Can" functions: Called to see whether or not a user is allowed to do something
tCanMoveForwardReason Neighborhood::canMoveForward(ExitTable::Entry &entry) {
DoorTable::Entry door;
getExitEntry(GameState.getCurrentRoom(), GameState.getCurrentDirection(), entry);
getDoorEntry(GameState.getCurrentRoom(), GameState.getCurrentDirection(), door);
// Fixed this so that doors that don't lead anywhere can be opened, but not walked
// through.
if (door.flags & kDoorPresentMask) {
if (GameState.isCurrentDoorOpen()) {
if (entry.exitRoom == kNoRoomID)
return kCantMoveBlocked;
else
return kCanMoveForward;
} else if (door.flags & kDoorLockedMask) {
return kCantMoveDoorLocked;
} else {
return kCantMoveDoorClosed;
}
} else if (entry.exitRoom == kNoRoomID) {
return kCantMoveBlocked;
}
return kCanMoveForward;
}
tCanTurnReason Neighborhood::canTurn(tTurnDirection turn, tDirectionConstant &nextDir) {
nextDir = getTurnEntry(GameState.getCurrentRoom(), GameState.getCurrentDirection(), turn);
if (nextDir == kNoDirection)
return kCantTurnNoTurn;
return kCanTurn;
}
tCanOpenDoorReason Neighborhood::canOpenDoor(DoorTable::Entry &entry) {
getDoorEntry(GameState.getCurrentRoom(), GameState.getCurrentDirection(), entry);
if (entry.flags & kDoorPresentMask) {
if (GameState.isCurrentDoorOpen())
return kCantOpenAlreadyOpen;
if (entry.flags & kDoorLockedMask)
return kCantOpenLocked;
return kCanOpenDoor;
}
return kCantOpenNoDoor;
}
void Neighborhood::createNeighborhoodSpots() {
Common::SeekableReadStream *hotspotList = _vm->_resFork->getResource(MKTAG('H', 'S', 'L', 's'), _resName);
if (!hotspotList)
error("Could not load neighborhood hotspots");
uint32 hotspotCount = hotspotList->readUint32BE();
while (hotspotCount--) {
uint16 id = hotspotList->readUint16BE();
uint32 flags = hotspotList->readUint32BE();
uint32 rgnSize = hotspotList->readUint32BE();
// duplicate of rgnSize
hotspotList->readUint16BE();
Common::Rect boundingBox;
boundingBox.top = hotspotList->readUint16BE();
boundingBox.left = hotspotList->readUint16BE();
boundingBox.bottom = hotspotList->readUint16BE();
boundingBox.right = hotspotList->readUint16BE();
debug(0, "Hotspot[%d]: Flags = %08x", id, flags);
boundingBox.debugPrint(0, "\tBounding Box:");
// TODO: Handle non-rectangular hotspots
if (rgnSize != 10)
warning("Non-rectangular hotspot found - %d extra bytes", rgnSize - 10);
hotspotList->skip(rgnSize - 10);
Hotspot *hotspot = new Hotspot(id);
hotspot->setHotspotFlags(flags);
hotspot->setArea(boundingBox);
g_allHotspots.push_back(hotspot);
_neighborhoodHotspots.push_back(hotspot);
}
delete hotspotList;
}
} // End of namespace Pegasus
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