1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833
|
/*
* PROPRIETARY INFORMATION. This software is proprietary to POWDER
* Development, and is not to be reproduced, transmitted, or disclosed
* in any way without written permission.
*
* Produced by: Jeff Lait
*
* POWDER Development
*
* NAME: victory.cpp ( POWDER Library, C++ )
*
* COMMENTS:
* This handles all the code triggered when you win. Or when
* you die. The latter is better tested :>
*/
#include "glbdef.h"
#include "gfxengine.h"
#include "creature.h"
#include <ctype.h>
#include <stdio.h>
#include <stdlib.h>
#include "victory.h"
#include "msg.h"
#include "item.h"
#include "control.h"
#include "speed.h"
#include "hiscore.h"
#include "encyc_support.h"
#include "stylus.h"
#include "buf.h"
// Avatar name...
char glbAvatarName[100];
int glbGameStartFrame;
bool glbWizard;
bool glbHasAlreadyWon;
bool glbTutorial;
bool glbStressTest = false;
bool glbMapStats = false;
bool glbOpaqueTiles = false;
s8 glbGender = -1;
BUF
victory_formattime(int endtime, int *scale)
{
int sec;
int min;
int hour;
int day;
int year;
BUF buf;
// Count number of refreshes...
endtime -= glbGameStartFrame;
// Conver to seconds...
endtime += 30;
endtime /= 60;
sec = endtime % 60;
endtime /= 60;
min = endtime % 60;
endtime /= 60;
hour = endtime % 24;
endtime /= 24;
day = endtime % 365;
endtime /= 365;
year = endtime;
// Build the buffer...
if (year)
{
if (scale)
*scale = 4;
buf.sprintf("%d year%s, %d day%s, %d hour%s, %d minute%s and %d second%s",
year, (year == 1) ? "" : "s",
day, (day == 1) ? "" : "s",
hour, (hour == 1) ? "" : "s",
min, (min == 1) ? "" : "s",
sec, (sec == 1) ? "" : "s");
}
else if (day)
{
if (scale)
*scale = 3;
buf.sprintf("%d day%s and %dh%dm%ds",
day, (day == 1) ? "" : "s",
hour,
min,
sec);
}
else if (hour)
{
if (scale)
*scale = 2;
buf.sprintf("%dh%dm%ds",
hour,
min,
sec);
}
else if (min)
{
if (scale)
*scale = 1;
buf.sprintf("%d minute%s and %d second%s",
min, (min == 1) ? "" : "s",
sec, (sec == 1) ? "" : "s");
}
else
{
if (scale)
*scale = 0;
buf.sprintf("%d second%s",
sec, (sec == 1) ? "" : "s");
}
return buf;
}
void
glbShowIntrinsic(MOB *mob)
{
int i, j;
int aorb;
BUF buf;
const char *intrinsiclist[NUM_INTRINSICS+1];
buf.sprintf("%s intrinsics are:", mob->getPossessive());
buf = gram_capitalize(buf);
gfx_printtext(0, 3, buf.buffer());
j = 0;
for (i = 0; i < NUM_INTRINSICS; i++)
{
if (mob->hasIntrinsic((INTRINSIC_NAMES) i))
{
intrinsiclist[j++] = glb_intrinsicdefs[i].name;
}
}
if (!j)
intrinsiclist[j++] = "Intrinsicless";
intrinsiclist[j++] = 0;
if (!glbStressTest)
gfx_selectmenu(5, 4, intrinsiclist, aorb);
// And clear it...
for (j = 3; j < 18; j++)
{
gfx_cleartextline(j);
}
}
static int
mob_compare(const void *v1, const void *v2)
{
MOB_NAMES *m1 = (MOB_NAMES *) v1;
MOB_NAMES *m2 = (MOB_NAMES *) v2;
// We want to sort most experienced mobs first.
if (glb_mobdefs[*m1].explevel > glb_mobdefs[*m2].explevel)
return -1;
else if (glb_mobdefs[*m1].explevel < glb_mobdefs[*m2].explevel)
return 1;
// Now, sort by name...
return stricmp(glb_mobdefs[*m1].name, glb_mobdefs[*m2].name);
}
void
victory_buildSortedKillList(MOB_NAMES *mobtypes, int *numtypes, int *totalkill)
{
int j;
MOB_NAMES mob;
if (totalkill)
*totalkill = 0;
j = 0;
FOREACH_MOB(mob)
{
if (glbKillCount[mob])
{
if (mob != MOB_AVATAR)
{
mobtypes[j++] = mob;
if (totalkill)
*totalkill += glbKillCount[mob];
}
else
{
// Maybe put something cocky here?
}
}
}
qsort(mobtypes, j, sizeof(MOB_NAMES), mob_compare);
if (numtypes)
*numtypes = j;
}
void
glbShowKillCount()
{
int i, j, k;
MOB_NAMES mobtypes[NUM_MOBS];
char *moblist[NUM_MOBS+1]; // room for null`
int aorb;
int totalkill;
gfx_printtext(0, 3, "Creatures vanquished:");
victory_buildSortedKillList(mobtypes, &j, &totalkill);
// Create names.
for (i = 0; i < j; i++)
{
k = mobtypes[i];
// What was I drinking when I put this second check in here?
// We already only list things with a non-zero kill count?
// This might mean the polycontrol code is broken...
if (glbKillCount[k])
{
moblist[i] = gram_createcount(glb_mobdefs[k].name,
glbKillCount[k],
true).strdup();
}
}
if (!j)
{
moblist[j++] = strdup("no one");
}
moblist[j++] = 0;
// Output the total number
{
BUF buf;
// We want to put a comma at the thousand mark.
// Anyone who gets to the million mark will overflow our
// display space, so we'll laugh at them.
// HAHAHAHAHAHAHA.
// Okay, I'll have mercy on the poor fool and switch to k
// notation.
if (totalkill >= 1000000)
{
buf.sprintf("%d,%03dk", (totalkill / 1000000),
((totalkill / 1000) % 1000));
}
else if (totalkill >= 1000)
{
buf.sprintf("%d,%03d", (totalkill / 1000), (totalkill % 1000));
}
else
buf.sprintf("%d", totalkill);
gfx_printtext(22, 3, buf);
}
gfx_selectmenu(5, 4, (const char **) moblist, aorb);
// Free the created list.
for (i = 0; i < j; i++)
{
if (moblist[i])
free(moblist[i]);
}
// And clear it...
for (j = 3; j < 18; j++)
{
gfx_cleartextline(j);
}
}
void writeItemActionBar(ITEM *item, bool onlyexamine);
ACTION_NAMES getInventoryActionStrip(int button);
void
glbVictoryScreen(bool didwin, const ATTACK_DEF *attack, MOB *src, ITEM *weapon)
{
// Two very different possibilities: The avatar died, or lived?
BUF buf;
const char *prof;
MOB *avatar;
int h, m;
int endtime;
bool ischeater = false;
h = 1;
m = 0;
endtime = gfx_getframecount();
if (!glbAvatarName[0])
strcpy(glbAvatarName, "Lazy Player");
// Determine if we are a cheater.
// Check for save scumming.
if (!hiscore_isnewgame() && hiscore_savecount() > 2)
ischeater = true;
// Check for Wizard mode.
if (glbWizard)
ischeater = true;
if (glbTutorial)
{
// Inform the player of the nature of death in roguelikes.
encyc_viewentry("HELP", HELP_DEATH);
return;
}
BUF posavatar;
// Force upper case as GBA players are lazy.
// (Well, in defense, it used to be impossible to input upper case)
glbAvatarName[0] = toupper(glbAvatarName[0]);
posavatar = gram_makepossessive(glbAvatarName);
// Determine the avatar's profession...
if ((avatar = MOB::getAvatar()))
{
if (glbHasAlreadyWon)
{
// However, there is some sadness as coming here implies
// you died.
avatar->formatAndReport("%R <return> from retirement ended tragically!");
}
h = avatar->getHitDie();
m = avatar->getMagicDie();
if (h + m < 2)
{
prof = "newbie";
}
else if (h + m < 4)
{
prof = "neophyte";
}
else if (h + m > 50)
prof = "power gamer";
else if (h > m + 2)
{
if (h + m < 6)
prof = "fighter";
else if (h + m < 10)
prof = "warrior";
else
prof = "great warrior";
}
else if (m > h + 2)
{
if (h + m < 6)
prof = "magician";
else if (h + m < 10)
prof = "wizard";
else
prof = "great wizard";
}
else
{
// Balanced....
if (h + m < 6)
prof = "adventurer";
else if (h + m < 10)
prof = "battle-mage";
else
prof = "great battle-mage";
}
}
else
prof = "WHAT HAPPEND TO THE AVATAR?";
if (didwin)
{
// Congratulations are in order!
msg_report("Banzai! Banzai! Banzai! ");
if (src == avatar)
{
// You killed it in a manly fight.
buf.sprintf("Baezl'bub has been vanquished by the %s "
"%s! All on the surface praise %s's bravery! ",
prof, glbAvatarName, glbAvatarName);
msg_report(buf);
}
else
{
// You won by some clever strategem...
// First, announce how Baezl'bub fell...
if (src)
{
BUF name = src->getName(true, true, true, true);
buf.sprintf("Baezl'bub has fallen to %s! ", name.buffer());
}
else
{
if (weapon)
{
BUF name = weapon->getName();
buf.sprintf("Baezl'bub's cruel reign of terror has ended, felled by %s! ", name.buffer());
}
else
buf.sprintf("While many stories have spread about how Baezl'bub died, his death is one fact none can doubt! ");
}
msg_report(buf);
// Next, make sure you get the credit you deserve... :>
buf.sprintf("All of the surface know who to thank - the %s known as %s! ", prof, glbAvatarName);
msg_report(buf);
}
}
else
{
// You died. Loser. I mean that in a good way.
// First, the death text from the attack, if any...
if (attack && attack->deathtext[0])
{
buf.sprintf("%s. ", attack->deathtext);
msg_report(buf);
}
else if (src == avatar)
{
// If you killed yourself, say so...
if (weapon)
{
BUF name = weapon->getName();
buf.sprintf("You committed suicide with the aid of %s. ",
name.buffer());
}
else
buf.sprintf("You committed suicide. ");
msg_report(buf);
}
if (h + m == 1)
{
// Newbie death...
switch (rand_choice(2))
{
case 0:
buf.sprintf("%s was struck down at a young age. ",
glbAvatarName);
break;
case 1:
buf.sprintf("The %s %s became another statistic. ",
prof, glbAvatarName);
break;
}
msg_report(buf);
if (src == avatar)
src = 0;
const char *formattxt = "Hopefully future adventurers will learn from %s's sad example to be more careful playing with %s. ";
if (src)
{
BUF name;
if (src->hasIntrinsic(INTRINSIC_UNIQUE))
name = src->getName(false, true, true, true);
else
name = gram_makeplural(src->getName(false, true, true, true));
buf.sprintf(formattxt,
glbAvatarName,
name.buffer());
}
else if (weapon)
{
BUF name;
if (weapon->isArtifact())
name = weapon->getName(false);
else
name = gram_makeplural(weapon->getName(false));
buf.sprintf(formattxt,
glbAvatarName,
name.buffer());
}
else
{
// No known source of the death.
buf.sprintf(formattxt,
glbAvatarName,
"themselves"
);
}
msg_report(buf);
}
else if (h + m > 15)
{
// A great has died!
buf.sprintf("Men cry and women wail as word reaches the surface of the death of the %s %s! ",
prof, glbAvatarName);
msg_report(buf);
BUF name;
if (src)
name = src->getName(true, true, true, true);
else if (weapon)
name = weapon->getName();
else
name.reference("overconfidence");
buf.sprintf("So much hope crushed by that most vile of %s, %s. ",
src ? "creatures" : "things",
name.buffer());
msg_report(buf);
}
else
{
// A mundane has died.
if (src && src != avatar)
{
const char *difficulty, *likelyerror;
if (h + m > src->getExpLevel() + 10)
{
difficulty = "mere ";
likelyerror = "rash overconfidence";
}
else if (h + m > src->getExpLevel() + 5)
{
difficulty = "lowly ";
likelyerror = "overconfidence";
}
else if (h + m > src->getExpLevel() + 2)
{
difficulty = "out-classed ";
likelyerror = "poor planning";
}
else if (h + m > src->getExpLevel() - 2)
{
difficulty = 0;
likelyerror = "piss-poor luck";
}
else if (h + m > src->getExpLevel() - 5)
{
difficulty = "more powerful ";
likelyerror = "biting more than can be chewed";
}
else if (h + m > src->getExpLevel() - 10)
{
difficulty = "much more powerful ";
likelyerror = "picking a fight with someone bigger";
}
else
{
// 10 levels upwards.
difficulty = "vastly more powerful ";
likelyerror = "foolishly underestimating one's foes";
}
// Killed by a creature...
BUF name = src->getName(false, true, true, true);
buf.sprintf("The %s %s death at the hands of %s%s%s will "
"serve to remind future %ss of the dangers of "
"%s. ",
prof, posavatar.buffer(),
gram_getarticle(difficulty ? difficulty
: name.buffer()),
difficulty ? difficulty : "",
name.buffer(),
prof,
likelyerror);
msg_report(buf);
}
else if (src)
{
buf.sprintf("Why did %s think life was not worth living? "
"We will never know. ",
glbAvatarName);
msg_report(buf);
}
else if (weapon)
{
BUF name = gram_makeplural(weapon->getName(false));
buf.sprintf("The %s %s death is used to this day to remind "
"children the dangers of playing with %s. ",
prof, posavatar.buffer(),
name.buffer());
msg_report(buf);
}
else
{
buf.sprintf("The %s %s reputation is sullied by an ignoble death. ",
prof, posavatar.buffer());
msg_report(buf);
}
}
}
// For the purpose of hiscores, out of retirement players can
// enter again.
if (glbHasAlreadyWon)
{
didwin = true;
}
// Report hiscore results.
hiscore_addAndDisplayEntry(avatar, didwin, ischeater);
// Show mob kills
glbShowKillCount();
// First, list intrinsics...
glbShowIntrinsic(avatar);
// Then give the current god situation.
avatar->pietyReport();
// Now, onto listing the avatar's equipment and what not!
// First, the generic character dump.
avatar->characterDump(true, didwin, true, endtime);
// We always examine the equipment. The time spent asking the
// question is wasted as cancelling the examine is the same
// number of keys!
if (1)
{
ITEM *id;
int y, x;
for (y = 0; y < MOBINV_HEIGHT; y++)
for (x = 0; x < MOBINV_WIDTH; x++)
{
id = avatar->getItem(x, y);
#if 1
if (id)
id->markIdentified();
#endif
}
STYLUSLOCK styluslock(REGION_BOTTOMBUTTON);
// Let the user peruse their inventory...
gfx_showinventory(avatar);
while (1)
{
int dx = 0, dy = 0, cx, cy, select;
if (!gfx_isnewframe())
continue;
if (hamfake_forceQuit())
break;
// Prep the action bar...
{
ITEM *item;
gfx_getinvcursor(cx, cy);
item = avatar->getItem(cx, cy);
writeItemActionBar(item, true);
}
// Handle input from external UI.
{
ACTION_NAMES action;
int iact, ispell;
hamfake_externalaction(iact, ispell);
if (iact != ACTION_NONE)
{
action = (ACTION_NAMES) iact;
if (action == ACTION_INVENTORY)
{
// Done
break;
}
else if (action == ACTION_EXAMINE)
{
ITEM *item;
// count as an examine.
gfx_setinvcursor(cx, cy, false);
item = avatar->getItem(cx, cy);
// We don't want to quit on a click off as it is
// more likely in the stylus world.
if (!item)
continue;
item->viewDescription();
gfx_showinventory(avatar);
continue;
}
}
}
// Check for a view request...
if (styluslock.getbottombutton(select))
{
if (select >= 0)
{
ACTION_NAMES action;
action = getInventoryActionStrip(select);
if (action == ACTION_INVENTORY)
{
// Done
break;
}
else if (action == ACTION_EXAMINE)
{
ITEM *item;
// count as an examine.
gfx_setinvcursor(cx, cy, false);
item = avatar->getItem(cx, cy);
// We don't want to quit on a click off as it is
// more likely in the stylus world.
if (!item)
continue;
item->viewDescription();
gfx_showinventory(avatar);
continue;
}
}
}
if (ctrl_hit(BUTTON_SELECT) ||
ctrl_hit(BUTTON_B))
break;
if (ctrl_hit(BUTTON_A))
{
// Examine the item...
ITEM *item;
gfx_getinvcursor(cx, cy);
item = avatar->getItem(cx, cy);
if (!item)
break;
item->viewDescription();
gfx_showinventory(avatar);
continue;
}
ctrl_getdir(dx, dy);
if (!dx && !dy)
{
if (stylus_queryinventoryitem(cx, cy))
{
gfx_setinvcursor(cx, cy, false);
}
// Consume any key in case an invalid key was hit
hamfake_getKeyPress(false);
continue;
}
// A direction key is hit, update the cursor pos.
gfx_getinvcursor(cx, cy);
cx += dx;
cy += dy;
gfx_setinvcursor(cx, cy, false);
}
gfx_hideinventory();
}
buf.sprintf("You took %d moves. ", speed_gettime());
msg_report(buf);
// Report the time.
{
BUF timename;
int scale;
timename = victory_formattime(endtime, &scale);
// Build the buffer...
if (scale == 4)
{
buf.sprintf("You took %s. That is outright insanity. ",
timename.buffer());
}
else if (scale == 3)
{
buf.sprintf("You took %s. Impressive dedication! ",
timename.buffer());
}
else if (scale == 2)
{
if (didwin)
buf.sprintf("It took you %s to defeat Baezl'bub. ",
timename.buffer());
else
buf.sprintf("You spent %s. And you still didn't win. ",
timename.buffer());
}
else if (scale == 1)
{
buf.sprintf("You spent %s. %s",
timename.buffer(),
didwin ?
"An impressive achievement! " :
"Keep playing and you will defeat Baezl'bub! ");
}
else
{
buf.sprintf("That was quick - %s. ",
timename.buffer());
}
msg_report(buf);
}
if (didwin)
{
msg_report("Post of your success on RGRM! ");
msg_awaitaccept();
}
else
{
msg_report("Better luck next life! ");
msg_awaitaccept();
}
}
|