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
|
/* 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/inn_controller.h"
#include "ultima/ultima4/conversation/conversation.h"
#include "ultima/ultima4/core/utils.h"
#include "ultima/ultima4/map/city.h"
#include "ultima/ultima4/map/mapmgr.h"
namespace Ultima {
namespace Ultima4 {
InnController::InnController() {
_map = nullptr;
/*
* Normally in cities, only one opponent per encounter; inn's
* override this to get the regular encounter size.
*/
_forceStandardEncounterSize = true;
}
void InnController::begin() {
/* first, show the avatar before sleeping */
gameUpdateScreen();
/* in the original, the vendor music plays straight through sleeping */
if (settings._enhancements)
g_music->fadeOut(INN_FADE_OUT_TIME); /* Fade volume out to ease into rest */
EventHandler::wait_msecs(INN_FADE_OUT_TIME);
/* show the sleeping avatar */
g_context->_party->setTransport(g_context->_location->_map->_tileSet->getByName("corpse")->getId());
gameUpdateScreen();
g_screen->screenDisableCursor();
EventHandler::wait_msecs(settings._innTime * 1000);
g_screen->screenEnableCursor();
/* restore the avatar to normal */
g_context->_party->setTransport(g_context->_location->_map->_tileSet->getByName("avatar")->getId());
gameUpdateScreen();
/* the party is always healed */
heal();
/* Is there a special encounter during your stay? */
// mwinterrowd suggested code, based on u4dos
if (g_context->_party->member(0)->isDead()) {
maybeMeetIsaac();
} else {
if (xu4_random(8) != 0) {
maybeMeetIsaac();
} else {
maybeAmbush();
}
}
g_screen->screenMessage("\nMorning!\n");
g_screen->screenPrompt();
g_music->fadeIn(INN_FADE_IN_TIME, true);
}
bool InnController::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_INNHEAL))
healed = true;
}
return healed;
}
void InnController::maybeMeetIsaac() {
// Does Isaac the Ghost pay a visit to the Avatar?
// if ((location == skara_brae) && (random(4) = 0) {
// // create Isaac the Ghost
// }
if ((g_context->_location->_map->_id == 11) && (xu4_random(4) == 0)) {
City *city = dynamic_cast<City *>(g_context->_location->_map);
assert(city);
if (city->_extraDialogues.size() == 1 &&
city->_extraDialogues[0]->getName() == "Isaac") {
Coords coords(27, xu4_random(3) + 10, g_context->_location->_coords.z);
// If Isaac is already around, just bring him back to the inn
for (ObjectDeque::iterator i = g_context->_location->_map->_objects.begin();
i != g_context->_location->_map->_objects.end();
i++) {
Person *p = dynamic_cast<Person *>(*i);
if (p && p->getName() == "Isaac") {
p->setCoords(coords);
return;
}
}
// Otherwise, we need to create Isaac
Person *isaac = new Person(creatureMgr->getById(GHOST_ID)->getTile());
isaac->setMovementBehavior(MOVEMENT_WANDER);
isaac->setDialogue(city->_extraDialogues[0]);
isaac->getStart() = coords;
isaac->setPrevTile(isaac->getTile());
// Add Isaac near the Avatar
city->addPerson(isaac);
delete isaac;
}
}
}
void InnController::maybeAmbush() {
if (settings._innAlwaysCombat || (xu4_random(8) == 0)) {
MapId mapid;
Creature *creature;
bool showMessage = true;
/* Rats seem much more rare than meeting rogues in the streets */
if (xu4_random(4) == 0) {
/* Rats! */
mapid = MAP_BRICK_CON;
creature = g_context->_location->_map->addCreature(creatureMgr->getById(RAT_ID), g_context->_location->_coords);
} else {
/* While strolling down the street, attacked by rogues! */
mapid = MAP_INN_CON;
creature = g_context->_location->_map->addCreature(creatureMgr->getById(ROGUE_ID), g_context->_location->_coords);
g_screen->screenMessage("\nIn the middle of the night while out on a stroll...\n\n");
showMessage = false;
}
_map = getCombatMap(mapMgr->get(mapid));
g_game->setMap(_map, true, nullptr, this);
init(creature);
showCombatMessage(showMessage);
CombatController::begin();
}
}
void InnController::awardLoot() {
// never get a chest from inn combat
}
} // End of namespace Ultima4
} // End of namespace Ultima
|