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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.
*
* 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 "sherlock/map.h"
#include "sherlock/sherlock.h"
#include "common/system.h"
namespace Sherlock {
/**
* Load the data for the paths between locations on the map
*/
void MapPaths::load(int numLocations, Common::SeekableReadStream &s) {
_numLocations = numLocations;
_paths.resize(_numLocations * _numLocations);
for (int idx = 0; idx < (numLocations * numLocations); ++idx) {
Common::Array<byte> &path = _paths[idx];
int v;
do {
v = s.readByte();
path.push_back(v);
} while (v && v < 254);
}
}
/**
* Get the path between two locations on the map
*/
const byte *MapPaths::getPath(int srcLocation, int destLocation) {
return &_paths[srcLocation * _numLocations + destLocation][0];
}
/*----------------------------------------------------------------*/
Map::Map(SherlockEngine *vm): _vm(vm), _topLine(g_system->getWidth(), 12) {
_active = false;
_mapCursors = nullptr;
_shapes = nullptr;
_iconShapes = nullptr;
_point = 0;
_placesShown = false;
_cursorIndex = -1;
_drawMap = false;
_overPos = Common::Point(13000, 12600);
_charPoint = 0;
_oldCharPoint = 39;
_frameChangeFlag = false;
for (int idx = 0; idx < MAX_HOLMES_SEQUENCE; ++idx)
Common::fill(&_sequences[idx][0], &_sequences[idx][MAX_FRAME], 0);
if (!_vm->getIsDemo())
loadData();
}
/**
* Loads the list of points for locations on the map for each scene
*/
void Map::loadPoints(int count, const int *xList, const int *yList, const int *transList) {
for (int idx = 0; idx < count; ++idx, ++xList, ++yList, ++transList) {
_points.push_back(MapEntry(*xList, *yList, *transList));
}
}
/**
* Load the sequence data for player icon animations
*/
void Map::loadSequences(int count, const byte *seq) {
for (int idx = 0; idx < count; ++idx, seq += MAX_FRAME)
Common::copy(seq, seq + MAX_FRAME, &_sequences[idx][0]);
}
/**
* Load data needed for the map
*/
void Map::loadData() {
// TODO: Remove this
if (_vm->getGameID() == GType_RoseTattoo)
return;
// Load the list of location names
Common::SeekableReadStream *txtStream = _vm->_res->load(
_vm->getGameID() == GType_SerratedScalpel ? "chess.txt" : "map.txt");
int streamSize = txtStream->size();
while (txtStream->pos() < streamSize) {
Common::String line;
char c;
while ((c = txtStream->readByte()) != '\0')
line += c;
_locationNames.push_back(line);
}
delete txtStream;
// Load the path data
Common::SeekableReadStream *pathStream = _vm->_res->load("chess.pth");
// Get routes between different locations on the map
_paths.load(31, *pathStream);
// Load in the co-ordinates that the paths refer to
_pathPoints.resize(208);
for (uint idx = 0; idx < _pathPoints.size(); ++idx) {
_pathPoints[idx].x = pathStream->readSint16LE();
_pathPoints[idx].y = pathStream->readSint16LE();
}
delete pathStream;
}
/**
* Show the map
*/
int Map::show() {
Events &events = *_vm->_events;
People &people = *_vm->_people;
Screen &screen = *_vm->_screen;
Common::Point lDrawn(-1, -1);
bool changed = false, exitFlag = false;
_active = true;
// Set font and custom cursor for the map
int oldFont = screen.fontNumber();
screen.setFont(0);
// Load the entire map
ImageFile bigMap("bigmap.vgs");
screen.setPalette(bigMap._palette);
// Load need sprites
setupSprites();
screen._backBuffer1.blitFrom(bigMap[0], Common::Point(-_bigPos.x, -_bigPos.y));
screen._backBuffer1.blitFrom(bigMap[1], Common::Point(-_bigPos.x, SHERLOCK_SCREEN_HEIGHT - _bigPos.y));
screen._backBuffer1.blitFrom(bigMap[2], Common::Point(SHERLOCK_SCREEN_WIDTH - _bigPos.x, -_bigPos.y));
screen._backBuffer1.blitFrom(bigMap[3], Common::Point(SHERLOCK_SCREEN_WIDTH - _bigPos.x, SHERLOCK_SCREEN_HEIGHT - _bigPos.y));
_drawMap = true;
_charPoint = -1;
_point = -1;
people[AL]._position = _lDrawnPos = _overPos;
// Show place icons
showPlaces();
saveTopLine();
_placesShown = true;
// Keep looping until either a location is picked, or the game is ended
while (!_vm->shouldQuit() && !exitFlag) {
events.pollEventsAndWait();
events.setButtonState();
// Keyboard handling
if (events.kbHit()) {
Common::KeyState keyState = events.getKey();
if (keyState.keycode == Common::KEYCODE_RETURN || keyState.keycode == Common::KEYCODE_SPACE) {
// Both space and enter simulate a mouse release
events._pressed = false;
events._released = true;
events._oldButtons = 0;
}
}
// Ignore scrolling attempts until the screen is drawn
if (!_drawMap) {
Common::Point pt = events.mousePos();
// Check for vertical map scrolling
if ((pt.y > (SHERLOCK_SCREEN_HEIGHT - 10) && _bigPos.y < 200) || (pt.y < 10 && _bigPos.y > 0)) {
if (pt.y > (SHERLOCK_SCREEN_HEIGHT - 10))
_bigPos.y += 10;
else
_bigPos.y -= 10;
changed = true;
}
// Check for horizontal map scrolling
if ((pt.x > (SHERLOCK_SCREEN_WIDTH - 10) && _bigPos.x < 315) || (pt.x < 10 && _bigPos.x > 0)) {
if (pt.x > (SHERLOCK_SCREEN_WIDTH - 10))
_bigPos.x += 15;
else
_bigPos.x -= 15;
changed = true;
}
}
if (changed) {
// Map has scrolled, so redraw new map view
changed = false;
screen._backBuffer1.blitFrom(bigMap[0], Common::Point(-_bigPos.x, -_bigPos.y));
screen._backBuffer1.blitFrom(bigMap[1], Common::Point(-_bigPos.x, SHERLOCK_SCREEN_HEIGHT - _bigPos.y));
screen._backBuffer1.blitFrom(bigMap[2], Common::Point(SHERLOCK_SCREEN_WIDTH - _bigPos.x, -_bigPos.y));
screen._backBuffer1.blitFrom(bigMap[3], Common::Point(SHERLOCK_SCREEN_WIDTH - _bigPos.x, SHERLOCK_SCREEN_HEIGHT - _bigPos.y));
showPlaces();
_placesShown = false;
saveTopLine();
_savedPos.x = -1;
updateMap(true);
} else if (!_drawMap) {
if (!_placesShown) {
showPlaces();
_placesShown = true;
}
if (_cursorIndex == 0) {
Common::Point pt = events.mousePos();
highlightIcon(Common::Point(pt.x - 4 + _bigPos.x, pt.y + _bigPos.y));
}
updateMap(false);
}
if ((events._released || events._rightReleased) && _point != -1) {
if (people[AL]._walkCount == 0) {
people._walkDest = _points[_point] + Common::Point(4, 9);
_charPoint = _point;
// Start walking to selected location
walkTheStreets();
// Show wait cursor
_cursorIndex = 1;
events.setCursor((*_mapCursors)[_cursorIndex]);
}
}
// Check if a scene has beeen selected and we've finished "moving" to it
if (people[AL]._walkCount == 0) {
if (_charPoint >= 1 && _charPoint < (int)_points.size())
exitFlag = true;
}
if (_drawMap) {
_drawMap = false;
if (screen._fadeStyle)
screen.randomTransition();
else
screen.slamArea(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT);
}
// Wait for a frame
events.wait(1);
}
freeSprites();
_overPos = people[AL]._position;
// Reset font
screen.setFont(oldFont);
_active = false;
return _charPoint;
}
/**
* Load and initialize all the sprites that are needed for the map display
*/
void Map::setupSprites() {
Events &events = *_vm->_events;
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
typedef byte Sequences[16][MAX_FRAME];
_savedPos.x = -1;
_mapCursors = new ImageFile("omouse.vgs");
_cursorIndex = 0;
events.setCursor((*_mapCursors)[_cursorIndex]);
_shapes = new ImageFile("mapicon.vgs");
_iconShapes = new ImageFile("overicon.vgs");
_iconSave.create((*_shapes)[4]._width, (*_shapes)[4]._height);
Person &p = people[AL];
p._description = " ";
p._type = CHARACTER;
p._position = Common::Point(12400, 5000);
p._sequenceNumber = 0;
p._sequences = &_sequences;
p._images = _shapes;
p._imageFrame = nullptr;
p._frameNumber = 0;
p._delta = Common::Point(0, 0);
p._oldSize = Common::Point(0, 0);
p._oldSize = Common::Point(0, 0);
p._misc = 0;
p._walkCount = 0;
p._allow = 0;
p._noShapeSize = Common::Point(0, 0);
p._goto = Common::Point(28000, 15000);
p._status = 0;
p.setImageFrame();
scene._bgShapes.clear();
}
/**
* Free the sprites and data used by the map
*/
void Map::freeSprites() {
delete _mapCursors;
delete _shapes;
delete _iconShapes;
_iconSave.free();
}
/**
* Draws an icon for every place that's currently known
*/
void Map::showPlaces() {
Screen &screen = *_vm->_screen;
for (uint idx = 0; idx < _points.size(); ++idx) {
const MapEntry &pt = _points[idx];
if (pt.x != 0 && pt.y != 0) {
if (pt.x >= _bigPos.x && (pt.x - _bigPos.x) < SHERLOCK_SCREEN_WIDTH
&& pt.y >= _bigPos.y && (pt.y - _bigPos.y) < SHERLOCK_SCREEN_HEIGHT) {
if (_vm->readFlags(idx)) {
screen._backBuffer1.transBlitFrom((*_iconShapes)[pt._translate],
Common::Point(pt.x - _bigPos.x - 6, pt.y - _bigPos.y - 12));
}
}
}
}
}
/**
* Makes a copy of the top rows of the screen that are used to display location names
*/
void Map::saveTopLine() {
_topLine.blitFrom(_vm->_screen->_backBuffer1, Common::Point(0, 0), Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, 12));
}
/**
* Erases anything shown in the top line by restoring the previously saved original map background
*/
void Map::eraseTopLine() {
Screen &screen = *_vm->_screen;
screen._backBuffer1.blitFrom(_topLine, Common::Point(0, 0));
screen.slamArea(0, 0, SHERLOCK_SCREEN_WIDTH, _topLine.h);
}
/**
* Prints the name of the specified icon
*/
void Map::showPlaceName(int idx, bool highlighted) {
People &people = *_vm->_people;
Screen &screen = *_vm->_screen;
Common::String name = _locationNames[idx];
int width = screen.stringWidth(name);
if (!_cursorIndex) {
saveIcon(people[AL]._imageFrame, _lDrawnPos);
bool flipped = people[AL]._sequenceNumber == MAP_DOWNLEFT || people[AL]._sequenceNumber == MAP_LEFT
|| people[AL]._sequenceNumber == MAP_UPLEFT;
screen._backBuffer1.transBlitFrom(people[AL]._imageFrame->_frame, _lDrawnPos, flipped);
}
if (highlighted) {
int xp = (SHERLOCK_SCREEN_WIDTH - screen.stringWidth(name)) / 2;
screen.gPrint(Common::Point(xp + 2, 2), 0, name.c_str());
screen.gPrint(Common::Point(xp + 1, 1), 0, name.c_str());
screen.gPrint(Common::Point(xp, 0), 12, name.c_str());
screen.slamArea(xp, 0, width + 2, 15);
}
}
/**
* Update all on-screen sprites to account for any scrolling of the map
*/
void Map::updateMap(bool flushScreen) {
Events &events = *_vm->_events;
People &people = *_vm->_people;
Screen &screen = *_vm->_screen;
Common::Point osPos = _savedPos;
Common::Point osSize = _savedSize;
Common::Point hPos;
if (_cursorIndex >= 1) {
if (++_cursorIndex > (1 + 8))
_cursorIndex = 1;
events.setCursor((*_mapCursors)[(_cursorIndex + 1) / 2]);
}
if (!_drawMap && !flushScreen)
restoreIcon();
else
_savedPos.x = -1;
people[AL].adjustSprite();
_lDrawnPos.x = hPos.x = people[AL]._position.x / 100 - _bigPos.x;
_lDrawnPos.y = hPos.y = people[AL]._position.y / 100 - people[AL].frameHeight() - _bigPos.y;
// Draw the person icon
saveIcon(people[AL]._imageFrame, hPos);
if (people[AL]._sequenceNumber == MAP_DOWNLEFT || people[AL]._sequenceNumber == MAP_LEFT
|| people[AL]._sequenceNumber == MAP_UPLEFT)
screen._backBuffer1.transBlitFrom(people[AL]._imageFrame->_frame, hPos, true);
else
screen._backBuffer1.transBlitFrom(people[AL]._imageFrame->_frame, hPos, false);
if (flushScreen) {
screen.slamArea(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT);
} else if (!_drawMap) {
if (hPos.x > 0 && hPos.y >= 0 && hPos.x < SHERLOCK_SCREEN_WIDTH && hPos.y < SHERLOCK_SCREEN_HEIGHT)
screen.flushImage(people[AL]._imageFrame, Common::Point(people[AL]._position.x / 100 - _bigPos.x,
people[AL]._position.y / 100 - people[AL].frameHeight() - _bigPos.y),
&people[AL]._oldPosition.x, &people[AL]._oldPosition.y, &people[AL]._oldSize.x, &people[AL]._oldSize.y);
if (osPos.x != -1)
screen.slamArea(osPos.x, osPos.y, osSize.x, osSize.y);
}
}
/**
* Handle moving icon for player from their previous location on the map to a destination location
*/
void Map::walkTheStreets() {
People &people = *_vm->_people;
Common::Array<Common::Point> tempPath;
// Get indexes into the path lists for the start and destination scenes
int start = _points[_oldCharPoint]._translate;
int dest = _points[_charPoint]._translate;
// Get pointer to start of path
const byte *path = _paths.getPath(start, dest);
// Add in destination position
people._walkTo.clear();
Common::Point destPos = people._walkDest;
// Check for any intermediate points between the two locations
if (path[0] || _charPoint > 50 || _oldCharPoint > 50) {
people[AL]._sequenceNumber = -1;
if (_charPoint == 51 || _oldCharPoint == 51) {
people.setWalking();
} else {
bool reversePath = false;
// Check for moving the path backwards or forwards
if (path[0] == 255) {
reversePath = true;
SWAP(start, dest);
path = _paths.getPath(start, dest);
}
do {
int idx = *path++;
tempPath.push_back(_pathPoints[idx - 1] + Common::Point(4, 4));
} while (*path != 254);
// Load up the path to use
people._walkTo.clear();
if (reversePath) {
for (int idx = (int)tempPath.size() - 1; idx >= 0; --idx)
people._walkTo.push(tempPath[idx]);
} else {
for (int idx = 0; idx < (int)tempPath.size(); ++idx)
people._walkTo.push(tempPath[idx]);
}
people._walkDest = people._walkTo.pop() + Common::Point(12, 6);
people.setWalking();
}
} else {
people[AL]._walkCount = 0;
}
// Store the final destination icon position
people._walkTo.push(destPos);
}
/**
* Save the area under the player's icon
*/
void Map::saveIcon(ImageFrame *src, const Common::Point &pt) {
Screen &screen = *_vm->_screen;
Common::Point size(src->_width, src->_height);
Common::Point pos = pt;
if (pos.x < 0) {
size.x += pos.x;
pos.x = 0;
}
if (pos.y < 0) {
size.y += pos.y;
pos.y = 0;
}
if ((pos.x + size.x) > SHERLOCK_SCREEN_WIDTH)
size.x -= (pos.x + size.x) - SHERLOCK_SCREEN_WIDTH;
if ((pos.y + size.y) > SHERLOCK_SCREEN_HEIGHT)
size.y -= (pos.y + size.y) - SHERLOCK_SCREEN_HEIGHT;
if (size.x < 1 || size.y < 1 || pos.x >= SHERLOCK_SCREEN_WIDTH || pos.y >= SHERLOCK_SCREEN_HEIGHT || _drawMap) {
// Flag as the area not needing to be saved
_savedPos.x = -1;
return;
}
assert(size.x <= _iconSave.w && size.y <= _iconSave.h);
_iconSave.blitFrom(screen._backBuffer1, Common::Point(0, 0),
Common::Rect(pos.x, pos.y, pos.x + size.x, pos.y + size.y));
_savedPos = pos;
_savedSize = size;
}
/**
* Restore the area under the player's icon
*/
void Map::restoreIcon() {
Screen &screen = *_vm->_screen;
if (_savedPos.x >= 0 && _savedPos.y >= 0 && _savedPos.x <= SHERLOCK_SCREEN_WIDTH
&& _savedPos.y < SHERLOCK_SCREEN_HEIGHT)
screen._backBuffer1.blitFrom(_iconSave, _savedPos, Common::Rect(0, 0, _savedSize.x, _savedSize.y));
}
/**
* Handles highlighting map icons, showing their names
*/
void Map::highlightIcon(const Common::Point &pt) {
int oldPoint = _point;
// Iterate through the icon list
bool done = false;
for (int idx = 0; idx < (int)_points.size(); ++idx) {
const MapEntry &entry = _points[idx];
// Check whether the mouse is over a given icon
if (entry.x != 0 && entry.y != 0) {
if (Common::Rect(entry.x - 8, entry.y - 8, entry.x + 9, entry.y + 9).contains(pt)) {
done = true;
if (_point != idx && _vm->readFlags(idx)) {
// Changed to a new valid (visible) location
eraseTopLine();
showPlaceName(idx, true);
_point = idx;
}
}
}
}
if (!done) {
// No icon was highlighted
if (_point != -1) {
// No longer highlighting previously highlighted icon, so erase it
showPlaceName(_point, false);
eraseTopLine();
}
_point = -1;
} else if (oldPoint != -1 && oldPoint != _point) {
showPlaceName(oldPoint, false);
eraseTopLine();
}
}
/**
* Synchronize the data for a savegame
*/
void Map::synchronize(Common::Serializer &s) {
s.syncAsSint16LE(_bigPos.x);
s.syncAsSint16LE(_bigPos.y);
s.syncAsSint16LE(_overPos.x);
s.syncAsSint16LE(_overPos.y);
s.syncAsSint16LE(_oldCharPoint);
}
} // End of namespace Sherlock
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