/* 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 3 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, see .
*
*/
#include "ultima/nuvie/core/nuvie_defs.h"
#include "ultima/nuvie/conf/configuration.h"
#include "ultima/nuvie/misc/call_back.h"
#include "ultima/nuvie/files/nuvie_io.h"
#include "ultima/nuvie/misc/u6_misc.h"
#include "ultima/nuvie/misc/u6_llist.h"
#include "ultima/nuvie/core/weather.h"
#include "ultima/nuvie/core/game.h"
#include "ultima/nuvie/core/game_clock.h"
#include "ultima/nuvie/save/obj_list.h"
#include "ultima/nuvie/core/timed_event.h"
#include "ultima/nuvie/views/view_manager.h"
#include "ultima/nuvie/gui/widgets/map_window.h"
#include "ultima/nuvie/core/map.h"
#include "ultima/nuvie/script/script.h"
namespace Ultima {
namespace Nuvie {
//the longest we will go before having a change in wind direction
#define WEATHER_MAX_WIND 30
Weather::Weather(const Configuration *cfg, GameClock *c, nuvie_game_t type)
: config(cfg), _clock(c), gametype(type), wind_dir(NUVIE_DIR_NONE),
wind_timer(nullptr) {
string s;
config->value(config_get_game_key(config) + "/displayed_wind_dir", s, "from");
if (s == "to")
display_from_wind_dir = false;
else
display_from_wind_dir = true;
}
Weather::~Weather() {
}
bool Weather::load(NuvieIO *objlist) {
clear_wind();
if (gametype == NUVIE_GAME_U6) {
wind_dir = load_wind(objlist);
set_wind_change_callback(); //set a timer to change the wind direction in the future.
send_wind_change_notification_callback();
}
return true;
}
MapCoord Weather::get_moonstone(uint8 moonstone) {
if (moonstone < 8) // FIXME: hardcoded constant
return Game::get_game()->get_script()->call_moonstone_get_loc(moonstone + 1);
DEBUG(0, LEVEL_ERROR, "get_moonstone(%d): Moonstone out of range\n", moonstone);
return MapCoord(0, 0, 0);
}
bool Weather::set_moonstone(uint8 moonstone, MapCoord where) {
if (moonstone < 8) { // FIXME: hardcoded constant
Game::get_game()->get_script()->call_moonstone_set_loc(moonstone + 1, where); //phase starts at 1 in script.
return true;
}
DEBUG(0, LEVEL_ERROR, "set_moonstone(%d): Moonstone out of range\n", moonstone);
return false;
}
void Weather::update_moongates() {
Game::get_game()->get_script()->call_update_moongates(is_moon_visible());
}
NuvieDir Weather::load_wind(NuvieIO *objlist) {
const NuvieDir wind_tbl[8] = {
NUVIE_DIR_N,
NUVIE_DIR_NE,
NUVIE_DIR_E,
NUVIE_DIR_SE,
NUVIE_DIR_S,
NUVIE_DIR_SW,
NUVIE_DIR_W,
NUVIE_DIR_NW
};
objlist->seek(OBJLIST_OFFSET_U6_WIND_DIR);
uint8 objlist_wind = objlist->read1();
if (objlist_wind > 7) //objlist 0xff = Calm 'C'
return NUVIE_DIR_NONE;
return wind_tbl[objlist_wind];
}
void Weather::clear_wind() {
if (wind_timer) {
wind_timer->stop_timer();
wind_timer = nullptr;
}
wind_dir = NUVIE_DIR_NONE;
return;
}
bool Weather::save(NuvieIO *objlist) {
if (gametype == NUVIE_GAME_U6) {
save_wind(objlist);
}
return true;
}
bool Weather::save_wind(NuvieIO *objlist) {
const uint8 wind_tbl[] = {
OBJLIST_U6_WIND_DIR_N,
OBJLIST_U6_WIND_DIR_S,
OBJLIST_U6_WIND_DIR_E,
OBJLIST_U6_WIND_DIR_W,
OBJLIST_U6_WIND_DIR_NE,
OBJLIST_U6_WIND_DIR_SE,
OBJLIST_U6_WIND_DIR_SW,
OBJLIST_U6_WIND_DIR_NW,
OBJLIST_U6_WIND_DIR_C
};
objlist->seek(OBJLIST_OFFSET_U6_WIND_DIR);
objlist->write1(wind_tbl[wind_dir]);
return true;
}
bool Weather::is_eclipse() const {
if (gametype != NUVIE_GAME_U6 || _clock->get_timer(GAMECLOCK_TIMER_U6_ECLIPSE) == 0)
return false;
return true;
}
bool Weather::is_moon_visible() const {
//FIXME this is duplicated logic. Maybe we should look at how the original works out moon locations
uint8 day = _clock->get_day();
uint8 hour = _clock->get_hour();
// trammel (starts 1 hour ahead of sun)
uint8 phase = uint8(nearbyint((day - 1) / TRAMMEL_PHASE)) % 8;
uint8 posA = ((hour + 1) + 3 * phase) % 24; // advance 3 positions each phase-change
if (posA >= 5 && posA <= 19)
return true;
// felucca (starts 1 hour behind sun)
// ...my FELUCCA_PHASE may be wrong but this method works with it...
sint8 phaseb = (day - 1) % uint8(nearbyint(FELUCCA_PHASE * 8)) - 1;
phase = (phaseb >= 0) ? phaseb : 0;
uint8 posB = ((hour - 1) + 3 * phase) % 24; // advance 3 positions per phase-change
if (posB >= 5 && posB <= 19)
return true;
return false;
}
string Weather::get_wind_dir_str() const {
if (display_from_wind_dir) {
static const char from_names[9][3] = {"N", "E", "S", "W", "NE", "SE", "SW", "NW", "C"};
return from_names[wind_dir];
} else {
static const char to_names[9][3] = {"S", "W", "N", "E", "SW", "NW", "NE", "SE", "C"};
return to_names[wind_dir];
}
}
void Weather::change_wind_dir() {
NuvieDir new_wind_dir = static_cast(NUVIE_RAND() % 9);
set_wind_dir(new_wind_dir);
return;
}
bool Weather::set_wind_dir(NuvieDir new_wind_dir) {
NuvieDir old_wind_dir = wind_dir;
if (new_wind_dir >= 9)
return false;
clear_wind();
if (Game::get_game()->get_map_window()->in_dungeon_level())
wind_dir = NUVIE_DIR_NONE;
else
wind_dir = new_wind_dir;
if (wind_dir != old_wind_dir)
send_wind_change_notification_callback();
set_wind_change_callback();
return true;
}
inline void Weather::set_wind_change_callback() {
uint16 length = (NUVIE_RAND() % WEATHER_MAX_WIND) + 1;
uint8 *cb_msgid = new uint8;
*cb_msgid = WEATHER_CB_CHANGE_WIND_DIR;
wind_timer = new GameTimedCallback((CallBack *)this, cb_msgid, length);
DEBUG(0, LEVEL_DEBUGGING, "Adding wind change timer. Length = %d\n", length);
}
inline void Weather::send_wind_change_notification_callback() {
for (CallBack *cb : wind_change_notification_list)
cb->callback(WEATHER_CB_CHANGE_WIND_DIR, (CallBack *)this, nullptr);
}
bool Weather::add_wind_change_notification_callback(CallBack *caller) {
wind_change_notification_list.push_back(caller);
return true;
}
uint16 Weather::callback(uint16 msg, CallBack *caller, void *data) {
uint8 *cb_msgid = (uint8 *)callback_user_data;
switch (*cb_msgid) {
case WEATHER_CB_CHANGE_WIND_DIR :
wind_timer = nullptr;
change_wind_dir();
break;
default :
DEBUG(0, LEVEL_ERROR, "Weather: Unknown callback!\n");
break;
}
delete cb_msgid;
return 1;
}
} // End of namespace Nuvie
} // End of namespace Ultima