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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 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 <http://www.gnu.org/licenses/>.
*
*/
#include "ultima/ultima4/controllers/camp_controller.h"
#include "ultima/ultima4/core/utils.h"
#include "ultima/ultima4/filesys/savegame.h"
#include "ultima/ultima4/map/mapmgr.h"
#include "ultima/ultima4/ultima4.h"
namespace Ultima {
namespace Ultima4 {
CampController::CampController() {
MapId id;
/* setup camp (possible, but not for-sure combat situation */
if (g_context->_location->_context & CTX_DUNGEON)
id = MAP_CAMP_DNG;
else
id = MAP_CAMP_CON;
_map = getCombatMap(mapMgr->get(id));
g_game->setMap(_map, true, nullptr, this);
}
void CampController::init(Creature *m) {
CombatController::init(m);
_camping = true;
}
void CampController::begin() {
// make sure everyone's asleep
for (int i = 0; i < g_context->_party->size(); i++)
g_context->_party->member(i)->putToSleep();
CombatController::begin();
g_music->camp();
g_screen->screenMessage("Resting...\n");
g_screen->screenDisableCursor();
EventHandler::wait_msecs(settings._campTime * 1000);
g_screen->screenEnableCursor();
/* Is the party ambushed during their rest? */
if (settings._campingAlwaysCombat || (xu4_random(8) == 0)) {
const Creature *m = creatureMgr->randomAmbushing();
g_music->playMapMusic();
g_screen->screenMessage("Ambushed!\n");
/* create an ambushing creature (so it leaves a chest) */
setCreature(g_context->_location->_prev->_map->addCreature(m, g_context->_location->_prev->_coords));
/* fill the creature table with creatures and place them */
fillCreatureTable(m);
placeCreatures();
/* creatures go first! */
finishTurn();
} else {
/* Wake everyone up! */
for (int i = 0; i < g_context->_party->size(); i++)
g_context->_party->member(i)->wakeUp();
/* Make sure we've waited long enough for camping to be effective */
bool healed = false;
if (((g_ultima->_saveGame->_moves / CAMP_HEAL_INTERVAL) >= 0x10000) ||
(((g_ultima->_saveGame->_moves / CAMP_HEAL_INTERVAL) & 0xffff) != g_ultima->_saveGame->_lastCamp))
healed = heal();
g_screen->screenMessage(healed ? "Party Healed!\n" : "No effect.\n");
g_ultima->_saveGame->_lastCamp = (g_ultima->_saveGame->_moves / CAMP_HEAL_INTERVAL) & 0xffff;
eventHandler->popController();
g_game->exitToParentMap();
g_music->fadeIn(CAMP_FADE_IN_TIME, true);
delete this;
}
}
void CampController::end(bool adjustKarma) {
// wake everyone up!
for (int i = 0; i < g_context->_party->size(); i++)
g_context->_party->member(i)->wakeUp();
CombatController::end(adjustKarma);
}
bool CampController::heal() {
// restore each party member to max mp, and restore some hp
bool healed = false;
for (int i = 0; i < g_context->_party->size(); i++) {
PartyMember *m = g_context->_party->member(i);
m->setMp(m->getMaxMp());
if ((m->getHp() < m->getMaxHp()) && m->heal(HT_CAMPHEAL))
healed = true;
}
return healed;
}
} // End of namespace Ultima4
} // End of namespace Ultima
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