////////////////////////////////////////////////////////////////////////////////
//
// Copyright 2016 RWS Inc, All Rights Reserved
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of version 2 of the GNU General Public License as published by
// the Free Software Foundation
//
// 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
//
//*****************************************************************************
//
// UNIV.CPP
//
// History:
//		01/26/95 BH		Started work on the animation loading functions
//
//*****************************************************************************
//
//	This file contains functions that are used to set up a particular world,
//	stage and section of the game.  It includes functions that load data 
//	generated by the linker into memory where they can be used during a 
//	particular level of the game.
//	
//*****************************************************************************
					
#include <stdio.h>
#include <windows.h>
#include <fstream.h>
#include <assert.h>
#include "univ.h"
#include "rifflib.h"

//*****************************************************************************
//
// Default Constructor
// 
//*****************************************************************************

CUniverse::CUniverse()
{
//	m_strFileGame = "h:\\zootopia\\code\\library\\zoo.gme";
//	m_strFileAnim = "h:\\zootopia\\code\\library\\zoo.anm";
//	m_strFileBack = "h:\\zootopia\\code\\library\\zoo.bg";
//	m_strFileAPal = "h:\\zootopia\\code\\library\\zoo.apl";
//	m_strFileBPal = "h:\\zootopia\\code\\library\\zoo.bpl";

	m_pSection = NULL;
	m_pAnimData = NULL;
	m_pBackData = NULL;
	m_pBackgroundPal = NULL;
	m_pSpritePal = NULL;
	m_pAttrMap = NULL;
	m_pAttrCont = NULL;
	m_pEventData = NULL;
	m_pImageData = NULL;
	sprintf(m_strDataPath, "c:\\w\\rspix\\yellow\\sprtest\\");
}

//*****************************************************************************
//
// Default Destructor
//
//*****************************************************************************

CUniverse::~CUniverse()
{
	if (m_pSection != NULL)
		delete m_pSection;
//	free(m_pvImageChunks);

}

//*****************************************************************************
//
// SetSection
//
// Description:
//		This function opens the game info file and reads a SECTION structure
//		from the file into memory and sets the member m_pSection to point to
//		this structure.  Other modules can then call member functions such
//		as GetSpritePal or GetAnimBuildData to get information from the
//		current Section structure.
//
// Input:
//		sWorld = Current world number which contains desired section to load
//		sStage = Current section within world containing desired section to load
//		sSection = Section number to load
//
// Uses:
//		Uses the filename members to open the files and then assigns correct
//		values to the pointer members
//
// Output:
//		none
//
// Return:
//		0 if all files were opened and read successfully
//		ERROR code if there was a problem opening file
//
//*****************************************************************************

#if 0

short CUniverse::SetSection(
			short sWorld,			// World to load
			short sStage,			// Stage to load
			short sSection)		// Section to load
{
 	FILE* fp;
	short	sNumEntries;
	long	lOffset;

	// open the game information file
	if (!(fp = fopen(m_strFileGame, "rb")))
		return UNIVERSE_CANT_OPEN_FILE;

//-----------------------------------------------------------------------------
// universe
//		dw n
//		da world0
//		da worldn
//-----------------------------------------------------------------------------
	// Get number of worlds and check validity of user's selection
	fread(&sNumEntries, sizeof(short), 1, fp);	
	if (sNumEntries > sWorld || sWorld < 0)
		return UNIVERSE_INVALID_WORLD;

	// Get offset to world block (list of stage pointers)
	int i;
	for (i = 0; i <= sWorld; i++)
	 	fread(&lOffset, sizeof(void*), 1, fp);			// get offset for world
	
	// Go to list of stage pointers
	if (fseek(fp, lOffset, SEEK_SET) != 0)
		return UNIVERSE_OFFSET_ERROR;

//------------------------------------------------------------------------------
// world0
//		dw n
//		da stage0
//		da stage1
//		da stagen
//------------------------------------------------------------------------------
	// Get number of stages in this world and check validity of user's selection
	fread(&sNumEntries, sizeof(short), 1, fp);
	if (sNumEntries > sStage || sStage < 0)
		return UNIVERSE_INVALID_STAGE;

	// Get offset to stage block (list of section pointers)
	for (i = 0; i <= sStage; i++)
		fread(&lOffset, sizeof(void*), 1, fp);
	
	// Go to list of section pointers
	if (fseek(fp, lOffset, SEEK_SET) != 0)
		return UNIVERSE_OFFSET_ERROR;

//------------------------------------------------------------------------------
// stage0
//		dw	n
//		da	stage0section0
// 	da stage0section1
//		da stage0sectionn
//------------------------------------------------------------------------------
	// Get number of sections in stage and check validity of user's selection
	fread(&sNumEntries, sizeof(short), 1, fp);
	if (sNumEntries > sSection || sSection < 0)
		return UNIVERSE_INVALID_SECTION;

	// Get offset to section structures (data)
	for (i = 0; i <= sSection;i++)
		fread(&lOffset, sizeof(void*), 1, fp);

	// Go to desired section structure
	if (fseek(fp, lOffset, SEEK_SET) != 0)
		return UNIVERSE_OFFSET_ERROR;

//------------------------------------------------------------------------------
// allocate memory for the section structure and read the data from the file
//------------------------------------------------------------------------------

	// don't need structure, just get file names and put into filename members
//	m_pSection = new SECTION;
//	fread(m_pSection, sizeof(SECTION), 1, fp);

	fread(m_strFileAPal, sizeof(char), UNIVERSE_MAX_FILENAME, fp);
	fread(m_strFileAnim, sizeof(char), UNIVERSE_MAX_FILENAME, fp);
	fread(m_strFileBPal, sizeof(char), UNIVERSE_MAX_FILENAME, fp);
	fread(m_strFileBack, sizeof(char), UNIVERSE_MAX_FILENAME, fp);
	fread(m_strFileAttr, sizeof(char), UNIVERSE_MAX_FILENAME, fp);
	fread(m_strFileEvent, sizeof(char), UNIVERSE_MAX_FILENAME, fp);
	fread(m_strFileImage, sizeof(char), UNIVERSE_MAX_FILENAME, fp);

	LoadAnimData();
	LoadBackgroundData();
	m_pSpritePal = LoadPalette(m_strFileAPal);
	m_pBackgroundPal = LoadPalette(m_strFileBPal);
	LoadAttributeData();
	LoadEventData();

	fclose(fp);

	return 0;
}

#endif

//*****************************************************************************
//
// New file format
//
//*****************************************************************************

short CUniverse::SetSection(
	short sWorld,					// World to load
	short sStage,					// Stage to load
	short sSection)				// Section to load
{

 	fstream fsGameInfo("zoo.gme", ios::in, filebuf::sh_read);
	if (!fsGameInfo.is_open())
		return UNIVERSE_CANT_OPEN_FILE;

	char  strLine[UNIVERSE_MAXLINE];		// buffer for reading
	char  strLevelName[UNIVERSE_MAXLINE];

	sprintf(strLevelName, "level%.2x%.2x%.2x", sWorld, sStage, sSection);

//	fsGameInfo.getline(strLine, UNIVERSE_MAXLINE, '\n');

	do
	{
	 	fsGameInfo.getline(strLine, UNIVERSE_MAXLINE, '\n');
	}
	while (stricmp(strLine, strLevelName) != 0 && !fsGameInfo.eof());

	if (fsGameInfo.eof())
		return UNIVERSE_INVALID_LEVEL;

	fsGameInfo.eatwhite();
	fsGameInfo.getline(m_strFileAnim, UNIVERSE_MAXLINE);
	fsGameInfo.eatwhite();
	fsGameInfo.getline(m_strFileAPal, UNIVERSE_MAXLINE);
	fsGameInfo.eatwhite();
	fsGameInfo.getline(m_strFileImage, UNIVERSE_MAXLINE);
	fsGameInfo.eatwhite();
	fsGameInfo.getline(m_strFileZone, UNIVERSE_MAXLINE);
	fsGameInfo.eatwhite();
	fsGameInfo.getline(m_strFileBack, UNIVERSE_MAXLINE);
	fsGameInfo.eatwhite();
	fsGameInfo.getline(m_strFileBPal, UNIVERSE_MAXLINE);
	fsGameInfo.eatwhite();
	fsGameInfo.getline(m_strFileAttr, UNIVERSE_MAXLINE);
	fsGameInfo.eatwhite();
	fsGameInfo.getline(m_strFileEvent, UNIVERSE_MAXLINE);

	short sReturnValue;

	if (sReturnValue = LoadAnimData())
		return sReturnValue;
//	LoadBackgroundData();
//	m_pSpritePal = LoadPalette(m_strFileAPal);
//	m_pBackgroundPal = LoadPalette(m_strFileBPal);
//	LoadAttributeData();
//	LoadEventData();

	return 0;
}

//*****************************************************************************
//
// LoadAnimData
//
//	Description:
//		Private function to load the animation data file into memory for a
//		section selected by SetSection().  All of the data from the animation
//		file for this section will be loaded into memory.  The offsets that
//		are stored in the data file will be converted into pointers.
//
// Input:
//		none
//
//	Uses:
//		m_strFileAnim to get the animation build data filename
//		m_pAnimData gets set to the ANIM structure in memory
//
// Output:
//		none
//
//	Return:
//		0 if the file was loaded correctly
//		ERROR code if it was not loaded correctly
//
//*****************************************************************************

short CUniverse::LoadAnimData()
{
	char 	strPathName[UNIVERSE_MAX_PATHNAME];
	CRiff AnimFile;
	
	sprintf(strPathName, "%s%s", m_strDataPath, m_strFileAnim);
	if (AnimFile.Open(strPathName, READ))
		return UNIVERSE_CANT_OPEN_FILE;

	CRiff ImageFile;
	sprintf(strPathName, "%s%s", m_strDataPath, m_strFileImage);
	if (ImageFile.Open(strPathName, READ))
		return UNIVERSE_CANT_OPEN_FILE;


	CHUNK* pChunkHeader = (CHUNK*) malloc(sizeof(CHUNK));
	AnimFile.ReadHeader(pChunkHeader);

	if (pChunkHeader->dwType != CRiff::StringToCode("ANST"))
	{
		free(pChunkHeader);
		return UNIVERSE_WRONG_FILETYPE;
	}

  	ANIMSET* pAnimSet = (ANIMSET*) malloc(sizeof(ANIMSET) + 
  	                                      (pChunkHeader->dwSub - 1) * sizeof(ANIM*));

	pAnimSet->lNumAnims = pChunkHeader->dwSub;

	AnimFile.DescendChunk();

	long lAnim;
	short sFrame;

	for (lAnim = 0; lAnim < pAnimSet->lNumAnims; lAnim++)
	{
		AnimFile.ReadHeader(pChunkHeader);
		pAnimSet->apAnims[lAnim] = (ANIM*) malloc(pChunkHeader->dwSize);
		AnimFile.ReadData((void*) pAnimSet->apAnims[lAnim]);

		for (sFrame = 0; sFrame < pAnimSet->apAnims[lAnim]->sNumFrames; sFrame++)
		{
		 	ImageFile.SetCurrentChunk((long) pAnimSet->apAnims[lAnim]->aFrames[sFrame].pImage);
			ImageFile.ReadHeader(pChunkHeader);
			pAnimSet->apAnims[lAnim]->aFrames[sFrame].pImage = 
				(IMAGE*) malloc(pChunkHeader->dwSize);
			ImageFile.ReadData((void*) pAnimSet->apAnims[lAnim]->aFrames[sFrame].pImage);

			//ZoneFile.SetCurrentChunk(pAnimSet->apAnims[lAnim]->aFrames[sFrame].pZoneSet);
			//ZoneFile.ReadHeader(pChunkHeader);
			//pAnimSet->apAnims[lAnim]->aFrames[sFrame].pZoneSet =
			//	(ZONESET*) malloc(pChunkHeader->dwSize);
			//ZoneFile.ReadData((void*) pAnimSet->apAnims[lAnim]->aFrames[sFrame].pZoneSet);
		}		

	}

 	free(pChunkHeader);
 	return 0;
}


///////////////////////////////////////////////////////////////////////////////
// alternate version
///////////////////////////////////////////////////////////////////////////////

#if 0

short CUniverse::LoadAnimData()
{
	char 	strPathName[UNIVERSE_MAX_PATHNAME];
	CRiff AnimFile;
	
	sprintf(strPathName, "%s%s", m_strDataPath, m_strFileAnim);
	if (AnimFile.Open(strPathName, READ)
		return UNIVERSE_CANT_OPEN_FILE;

	CRiff ImageFile;
	sprintf(strPathName, "%s%s", m_strDataPath, m_strFileImage);
	if (ImageFile.Open(strPathName, READ)
		return UNIVERSE_CANT_OPEN_FILE;

	CHUNK* pChunkHeader = (CHUNK*) malloc(sizeof(CHUNK));

	// Read in all of the pictures
	ImageFile.ReadHeader(pChunkHeader);
	m_pvImageChunks = malloc(sizeof(pChunkHeader->dwSize));
	ImageFile.ReadData(m_pvImageChunks);


	AnimFile.ReadHeader(pChunkHeader);

	if (pChunkHeader->dwType != CRiff::StringToCode("ANST"))
	{
		free(pChunkHeader);
		return UNIVERSE_WRONG_FILETYPE;
	}

  	ANIMSET* pAnimSet = (ANIMSET*) malloc(sizeof(ANIMSET) + 
  	                                      (pChunkHeader->dwSub - 1) * sizeof(ANIM*));

	pAnimSet->lNumAnims = pChunkHeader->dwSub;

	AnimFile.DescendChunk();

	long lAnim;
	short sFrames;

	for (lAnim = 0; lAnim < pAnimSet->lNumAnims; lAnim++)
	{
		AnimFile.ReadHeader(pChunkHeader);
		pAnimSet->apAnims[lAnim] = (ANIM*) malloc(pChunkHeader->dwSize);
		AnimFile.ReadData((void*) pAnimSet->apAnims[lAnim]);

		for (sFrames = 0; sFrames < pAnimSet->apAnims[lAnim]->sNumFrames; sFrames++)
		{
			pAnimSet->apAnims[lAnim]->aFrames[sFrame].pImage += m_pvImageChunks;
			//pAnimSet->apAnims[lAnim]->aFrames[sFrame].pZoneSet += m_pvZoneChunks;
		}		




	}
	free (pChunkHeader);
	return 0;
}


#endif

//*****************************************************************************
//
// SetAnimOffsets
//
// Description:
//		This function is called by LoadAnimData to resolve the pointers of
//		a particular animation.  This function use the ANIM info to traverse
//		the array of FRAME structures that follow.  Within the FRAME structure
//		there are two fields that need to be changed from offsets within the
//		data file, to actual memory pointers.  The base pointer for the image
//		data will be added to the pImage field, and the base pointer for the
//		animation data will be added to the pZoneSet field.
//
// Input:
//		ANIM* pAnimation = a pointer to an ANIM structure to be updated
//
// Uses:
//		m_pAnimData pointer as the base pointer to which the pZoneSet offset
//						will be added
//		m_pImageData pointer as teh base poniter to which the pImage offset
//						will be added
//
// Output:
//		none
//
// Return:
//		none
//
// Note:
//		In the file, offset values of 0 indicate that the pointer should
//		be NULL.  For example if a particular frame does not use an Image
//		then the offset for the pImage field will be 0 and the pointer
//		pImage should remain 0 (NULL).
//
//*****************************************************************************

void CUniverse::SetAnimOffsets(
	ANIM* pAnimation)							// Pointer to ANIM structure
{
	short s;

	for (s = 0; s < pAnimation->sNumFrames; s++)
	{
		if (pAnimation->aFrames[s].pImage)
//	 		pAnimation->aFrames[s].pImage += (BYTE*) m_pImageData;
			pAnimation->aFrames[s].pImage = (IMAGE*)
			 ((BYTE*) pAnimation->aFrames[s].pImage +
			  (DWORD) m_pImageData - (DWORD) 4
			 );
		if (pAnimation->aFrames[s].pZoneSet)
		{
//			pAnimation->aFrames[s].pZoneSet += (BYTE*) m_pAnimData;
			pAnimation->aFrames[s].pZoneSet = (ZONESET*)
				((BYTE*) pAnimation->aFrames[s].pZoneSet +
				 (DWORD) m_pAnimData - (DWORD) 4
				);
			SetZonesetOffsets(pAnimation->aFrames[s].pZoneSet);
		}
	}
}

//*****************************************************************************
//
// SetZonesetOffsets
//
// Description:
//
//*****************************************************************************

void CUniverse::SetZonesetOffsets(
	ZONESET*	pZoneset)						// Pointer to ZONESET structure
{
 	short s;

	for (s = 0; s < MAX_ZONETYPES; s++)
	{
	 	if (pZoneset->apZoneLists[s])
//			pZoneset->apZoneLists[s] += (ZONELIST*) m_pAnimData;
			pZoneset->apZoneLists[s] = (ZONELIST*)
				((BYTE*) pZoneset->apZoneLists[s] + 
				 (DWORD) m_pAnimData - (DWORD) 4
				);
	}
}

//*****************************************************************************
//
// LoadBackgroundData
//
// Description:
//		Private function called by SetSection to load the background data file
//		for the section selected by SetSection().  All of the data from the 
//		file corresponding to the current section will be loaded into memory
//		and the member pointer m_pBackData will be set.
//
// Input:
//		none
//
//	Uses:
//		m_strFileBack to get the background build data filename
//		m_pBackData gets set to the BG structure in memory
//
// Output:
//		none
//
//	Return:
//		0 if the file was loaded correctly
//		ERROR code if it was not loaded correctly
//
//*****************************************************************************

short CUniverse::LoadBackgroundData()
{
	return 0;
}

//*****************************************************************************
//
// LoadAttributeData
//
// Description:
//		Private function called by SetSection to load the attribute data file
//		for this particular section.  The member pointer m_pAttributeData will
//		be set to the ATTRIB structure in memory.
//
// Input:
//		none
//
//	Uses:
//		m_strFileAttr to get the attribute data filename
//		m_pAttributeMap gets set to the attribute map array
//		m_pAttributeCont gets set to the array of attribute contours
//
// Output:
//		none
//
//	Return:
//		0 if the file was loaded correctly
//		ERROR code if the file was not loaded correctly
//
//*****************************************************************************

short CUniverse::LoadAttributeData()
{
	FILE* fpAttrData;

	fpAttrData = fopen(m_strFileAttr, "rb");


	short sLength;

//	ifstream ifsAttrData(m_strFileAttrib, ios::in, filebuf::sh_read);

	fread(&m_sMapWidth, sizeof(short), 1, fpAttrData);	//get width
  	fread(&sLength, sizeof(short), 1, fpAttrData);		//get height
	sLength *= m_sMapWidth;										//data = width*height
//	ifsAttrData >> sLength;
	m_pAttrMap = new WORD[sLength];
//	ifsAttrData.read();
	fread(m_pAttrMap, sizeof(WORD), sLength, fpAttrData);

  	fread(&sLength, sizeof(WORD), 1, fpAttrData);
	m_pAttrCont = (CONTOUR*) new WORD[sLength];
	fread(m_pAttrCont, sizeof(WORD), sLength, fpAttrData);

//	ifsAttrData >> sLength;
//	m_pAttrCont = new short[sLength];
//	ifsAttrData.read();

	return 0;
}


//*****************************************************************************
//
// LoadEventData
//
// Description:
//		Private function called by SetSection to load the event data file
//		for this particular section.  The member pointer m_pEventData will
//		be set to the EVENT structure in memory.
//
// Input:
//		none
//
//	Uses:
//		m_strFileEvent to get the event data filename
//		m_pEventData gets set to the EVENT structure
//
// Output:
//		none
//
//	Return:
//		0 if the file was loaded correctly
//		ERROR code if the file was not loaded correctly
//
//*****************************************************************************

short CUniverse::LoadEventData()
{
	return 0;
}

//*****************************************************************************
//
// LoadPalette
//
// Description:
//		Private function called by SetSection to load the palette for either
//		the animation set or the backgrounds.  The function returns a pointer
//		to the palette structure.
//
// Input:
//		strFileName = the filename of a palette file to be loaded
//
// Uses:
//		none
//
// Output:
//		none
//
//	Return:
//		PALETTE* (pointer to palette structure)
//		NULL if there was an error in reading the file
//
//*****************************************************************************

PALETTE* CUniverse::LoadPalette(
	LPSTR lpstrFilePalette)					// Palette file to be loaded
{
	return NULL;
}

//*****************************************************************************
// EOF
//*****************************************************************************

