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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/core/debugger_actions.h"
#include "ultima/ultima4/core/config.h"
#include "ultima/ultima4/core/utils.h"
#include "ultima/ultima4/controllers/combat_controller.h"
#include "ultima/ultima4/controllers/read_choice_controller.h"
#include "ultima/ultima4/controllers/read_int_controller.h"
#include "ultima/ultima4/controllers/reagents_menu_controller.h"
#include "ultima/ultima4/conversation/conversation.h"
#include "ultima/ultima4/game/context.h"
#include "ultima/ultima4/game/player.h"
#include "ultima/ultima4/views/stats.h"
#include "ultima/ultima4/gfx/screen.h"
#include "ultima/ultima4/gfx/textcolor.h"
#include "ultima/ultima4/map/annotation.h"
#include "ultima/ultima4/map/city.h"
namespace Ultima {
namespace Ultima4 {
void DebuggerActions::summonCreature(const Common::String &name) {
const Creature *m = nullptr;
Common::String creatureName = name;
creatureName.trim();
if (creatureName.empty()) {
print("\n");
return;
}
/* find the creature by its id and spawn it */
uint id = atoi(creatureName.c_str());
if (id > 0)
m = creatureMgr->getById(id);
if (!m)
m = creatureMgr->getByName(creatureName);
if (m) {
if (gameSpawnCreature(m))
print("\n%s summoned!\n", m->getName().c_str());
else
print("\n\nNo place to put %s!\n\n", m->getName().c_str());
return;
}
print("\n%s not found\n", creatureName.c_str());
}
Direction DebuggerActions::directionFromName(const Common::String &dirStr) {
Common::String dir = dirStr;
dir.toLowercase();
if (dir == "up" || dir == "north")
return DIR_NORTH;
else if (dir == "down" || dir == "south")
return DIR_SOUTH;
else if (dir == "right" || dir == "east")
return DIR_EAST;
else if (dir == "left" || dir == "west")
return DIR_WEST;
return DIR_NONE;
}
bool DebuggerActions::destroyAt(const Coords &coords) {
Object *obj = g_context->_location->_map->objectAt(coords);
if (obj) {
if (isCreature(obj)) {
Creature *c = dynamic_cast<Creature *>(obj);
assert(c);
g_screen->screenMessage("%s Destroyed!\n", c->getName().c_str());
} else {
Tile *t = g_context->_location->_map->_tileSet->get(obj->getTile()._id);
g_screen->screenMessage("%s Destroyed!\n", t->getName().c_str());
}
g_context->_location->_map->removeObject(obj);
g_screen->screenPrompt();
return true;
}
return false;
}
bool DebuggerActions::getChestTrapHandler(int player) {
TileEffect trapType;
int randNum = xu4_random(4);
/* Do we use u4dos's way of trap-determination, or the original intended way? */
int passTest = (settings._enhancements && settings._enhancementsOptions._c64ChestTraps) ?
(xu4_random(2) == 0) : /* xu4-enhanced */
((randNum & 1) == 0); /* u4dos original way (only allows even numbers through, so only acid and poison show) */
/* Chest is trapped! 50/50 chance */
if (passTest) {
/* Figure out which trap the chest has */
switch (randNum & xu4_random(4)) {
case 0:
trapType = EFFECT_FIRE;
break; /* acid trap (56% chance - 9/16) */
case 1:
trapType = EFFECT_SLEEP;
break; /* sleep trap (19% chance - 3/16) */
case 2:
trapType = EFFECT_POISON;
break; /* poison trap (19% chance - 3/16) */
case 3:
trapType = EFFECT_LAVA;
break; /* bomb trap (6% chance - 1/16) */
default:
trapType = EFFECT_FIRE;
break;
}
/* apply the effects from the trap */
if (trapType == EFFECT_FIRE)
g_screen->screenMessage("%cAcid%c Trap!\n", FG_RED, FG_WHITE);
else if (trapType == EFFECT_POISON)
g_screen->screenMessage("%cPoison%c Trap!\n", FG_GREEN, FG_WHITE);
else if (trapType == EFFECT_SLEEP)
g_screen->screenMessage("%cSleep%c Trap!\n", FG_PURPLE, FG_WHITE);
else if (trapType == EFFECT_LAVA)
g_screen->screenMessage("%cBomb%c Trap!\n", FG_RED, FG_WHITE);
// player is < 0 during the 'O'pen spell (immune to traps)
//
// if the chest was opened by a PC, see if the trap was
// evaded by testing the PC's dex
//
if ((player >= 0) &&
(g_ultima->_saveGame->_players[player]._dex + 25 < xu4_random(100))) {
if (trapType == EFFECT_LAVA) /* bomb trap */
g_context->_party->applyEffect(trapType);
else
g_context->_party->member(player)->applyEffect(trapType);
} else {
g_screen->screenMessage("Evaded!\n");
}
return true;
}
return false;
}
bool DebuggerActions::jimmyAt(const Coords &coords) {
MapTile *tile = g_context->_location->_map->tileAt(coords, WITH_OBJECTS);
if (!tile->getTileType()->isLockedDoor())
return false;
if (g_ultima->_saveGame->_keys) {
Tile *door = g_context->_location->_map->_tileSet->getByName("door");
assertMsg(door, "no door tile found in tileset");
g_ultima->_saveGame->_keys--;
g_context->_location->_map->_annotations->add(coords, door->getId());
g_screen->screenMessage("\nUnlocked!\n");
} else
g_screen->screenMessage("%cNo keys left!%c\n", FG_GREY, FG_WHITE);
return true;
}
bool DebuggerActions::mixReagentsForSpellU4(int spell) {
Ingredients ingredients;
g_screen->screenMessage("Reagent: ");
while (1) {
int choice = ReadChoiceController::get("abcdefgh\n\r \033");
// done selecting reagents? mix it up and prompt to mix
// another spell
if (choice == '\n' || choice == '\r' || choice == ' ') {
g_screen->screenMessage("\n\nYou mix the Reagents, and...\n");
if (g_spells->spellMix(spell, &ingredients))
g_screen->screenMessage("Success!\n\n");
else
g_screen->screenMessage("It Fizzles!\n\n");
return false;
}
// escape: put ingredients back and quit mixing
if (choice == -1 || choice == '\033') {
ingredients.revert();
return true;
}
g_screen->screenMessage("\n");
if (!ingredients.addReagent((Reagent)(choice - 'a')))
g_screen->screenMessage("%cNone Left!%c\n", FG_GREY, FG_WHITE);
g_screen->screenMessage("Reagent: ");
}
return true;
}
bool DebuggerActions::mixReagentsForSpellU5(int spell) {
Ingredients ingredients;
g_screen->screenDisableCursor();
g_context->_stats->getReagentsMenu()->reset(); // reset the menu, highlighting the first item
ReagentsMenuController getReagentsController(g_context->_stats->getReagentsMenu(), &ingredients, g_context->_stats->getMainArea());
eventHandler->pushController(&getReagentsController);
getReagentsController.waitFor();
g_context->_stats->getMainArea()->disableCursor();
g_screen->screenEnableCursor();
printN("How many? ");
int howmany = ReadIntController::get(2, TEXT_AREA_X + g_context->_col, TEXT_AREA_Y + g_context->_line);
gameSpellMixHowMany(spell, howmany, &ingredients);
return true;
}
bool DebuggerActions::gameSpellMixHowMany(int spell, int num, Ingredients *ingredients) {
int i;
// Entered 0 mixtures, don't mix anything!
if (num == 0) {
print("\nNone mixed!");
ingredients->revert();
return false;
}
// If they ask for more than will give them 99, only use what they need
if (num > 99 - g_ultima->_saveGame->_mixtures[spell]) {
num = 99 - g_ultima->_saveGame->_mixtures[spell];
print("\n%cOnly need %d!%c", FG_GREY, num, FG_WHITE);
}
print("\nMixing %d...", num);
// See if there's enough reagents to make number of mixtures requested
if (!ingredients->checkMultiple(num)) {
print("\n%cYou don't have enough reagents to mix %d spells!%c", FG_GREY, num, FG_WHITE);
ingredients->revert();
return false;
}
print("\nYou mix the Reagents, and...");
if (g_spells->spellMix(spell, ingredients)) {
print("Success!\n");
// Mix the extra spells
ingredients->multiply(num);
for (i = 0; i < num - 1; i++)
g_spells->spellMix(spell, ingredients);
} else {
print("It Fizzles!\n");
}
return true;
}
bool DebuggerActions::openAt(const Coords &coords) {
const Tile *tile = g_context->_location->_map->tileTypeAt(coords, WITH_OBJECTS);
if (!tile->isDoor() &&
!tile->isLockedDoor())
return false;
if (tile->isLockedDoor()) {
g_screen->screenMessage("%cCan't!%c\n", FG_GREY, FG_WHITE);
return true;
}
Tile *floor = g_context->_location->_map->_tileSet->getByName("brick_floor");
assertMsg(floor, "no floor tile found in tileset");
g_context->_location->_map->_annotations->add(coords, floor->getId(), false, true)->setTTL(4);
g_screen->screenMessage("\nOpened!\n");
return true;
}
void DebuggerActions::gameCastSpell(uint spell, int caster, int param) {
SpellCastError spellError;
Common::String msg;
if (!g_spells->spellCast(spell, caster, param, &spellError, true)) {
msg = g_spells->spellGetErrorMessage(spell, spellError);
if (!msg.empty())
g_screen->screenMessage("%s", msg.c_str());
}
}
bool DebuggerActions::talkAt(const Coords &coords) {
extern int personIsVendor(const Person * person);
City *city;
/* can't have any conversations outside of town */
if (!isCity(g_context->_location->_map)) {
g_screen->screenMessage("Funny, no response!\n");
return true;
}
city = dynamic_cast<City *>(g_context->_location->_map);
assert(city);
Person *talker = city ? city->personAt(coords) : nullptr;
// Make sure we have someone we can talk with
if (!talker || !talker->canConverse())
return false;
/* No response from alerted guards... does any monster both
attack and talk besides Nate the Snake? */
if (talker->getMovementBehavior() == MOVEMENT_ATTACK_AVATAR &&
talker->getId() != PYTHON_ID)
return false;
// If we're talking to Lord British and the avatar is dead, LB resurrects them!
if (talker->getNpcType() == NPC_LORD_BRITISH &&
g_context->_party->member(0)->getStatus() == STAT_DEAD) {
g_screen->screenMessage("%s, Thou shalt live again!\n", g_context->_party->member(0)->getName().c_str());
g_context->_party->member(0)->setStatus(STAT_GOOD);
g_context->_party->member(0)->heal(HT_FULLHEAL);
gameSpellEffect('r', -1, SOUND_LBHEAL);
}
Conversation conv;
conv._script->addProvider("party", g_context->_party);
conv._script->addProvider("context", g_context);
conv._state = Conversation::INTRO;
conv._reply = talker->getConversationText(&conv, "");
conv._playerInput.clear();
talkRunConversation(conv, talker, false);
// Ensure the end of the conversation ends the line
if (g_context->_col != 0)
g_screen->screenMessage("\n");
return true;
}
void DebuggerActions::talkRunConversation(Conversation &conv, Person *talker, bool showPrompt) {
while (conv._state != Conversation::DONE) {
// TODO: instead of calculating linesused again, cache the
// result in person.cpp somewhere.
int linesused = linecount(conv._reply.front(), TEXT_AREA_W);
g_screen->screenMessage("%s", conv._reply.front().c_str());
conv._reply.pop_front();
/* if all chunks haven't been shown, wait for a key and process next chunk*/
int size = conv._reply.size();
if (size > 0) {
#ifdef IOS_ULTIMA4
U4IOS::IOSConversationChoiceHelper continueDialog;
continueDialog.updateChoices(" ");
#endif
ReadChoiceController::get("");
continue;
}
/* otherwise, clear current reply and proceed based on conversation state */
conv._reply.clear();
/* they're attacking you! */
if (conv._state == Conversation::ATTACK) {
conv._state = Conversation::DONE;
talker->setMovementBehavior(MOVEMENT_ATTACK_AVATAR);
}
if (conv._state == Conversation::DONE)
break;
/* When Lord British heals the party */
else if (conv._state == Conversation::FULLHEAL) {
int i;
for (i = 0; i < g_context->_party->size(); i++) {
g_context->_party->member(i)->heal(HT_CURE); // cure the party
g_context->_party->member(i)->heal(HT_FULLHEAL); // heal the party
}
gameSpellEffect('r', -1, SOUND_MAGIC); // same spell effect as 'r'esurrect
conv._state = Conversation::TALK;
}
/* When Lord British checks and advances each party member's level */
else if (conv._state == Conversation::ADVANCELEVELS) {
gameLordBritishCheckLevels();
conv._state = Conversation::TALK;
}
if (showPrompt) {
Common::String prompt = talker->getPrompt(&conv);
if (!prompt.empty()) {
if (linesused + linecount(prompt, TEXT_AREA_W) > TEXT_AREA_H) {
#ifdef IOS_ULTIMA4
U4IOS::IOSConversationChoiceHelper continueDialog;
continueDialog.updateChoices(" ");
#endif
ReadChoiceController::get("");
}
g_screen->screenMessage("%s", prompt.c_str());
}
}
int maxlen;
switch (conv.getInputRequired(&maxlen)) {
case Conversation::INPUT_STRING: {
conv._playerInput = gameGetInput(maxlen);
#ifdef IOS_ULTIMA4
g_screen->screenMessage("%s", conv.playerInput.c_str()); // Since we put this in a different window, we need to show it again.
#endif
conv._reply = talker->getConversationText(&conv, conv._playerInput.c_str());
conv._playerInput.clear();
showPrompt = true;
break;
}
case Conversation::INPUT_CHARACTER: {
char message[2];
#ifdef IOS_ULTIMA4
U4IOS::IOSConversationChoiceHelper yesNoHelper;
yesNoHelper.updateChoices("yn ");
#endif
int choice = ReadChoiceController::get("");
message[0] = choice;
message[1] = '\0';
conv._reply = talker->getConversationText(&conv, message);
conv._playerInput.clear();
showPrompt = true;
break;
}
case Conversation::INPUT_NONE:
conv._state = Conversation::DONE;
break;
}
}
if (conv._reply.size() > 0)
g_screen->screenMessage("%s", conv._reply.front().c_str());
}
void DebuggerActions::gameLordBritishCheckLevels() {
bool advanced = false;
for (int i = 0; i < g_context->_party->size(); i++) {
PartyMember *player = g_context->_party->member(i);
if (player->getRealLevel() <
player->getMaxLevel())
// add an extra space to separate messages
if (!advanced) {
g_screen->screenMessage("\n");
advanced = true;
}
player->advanceLevel();
}
g_screen->screenMessage("\nWhat would thou\nask of me?\n");
}
bool DebuggerActions::isCombat() const {
return dynamic_cast<CombatController *>(eventHandler->getController()) != nullptr;
}
int DebuggerActions::getCombatFocus() const {
CombatController *cc = dynamic_cast<CombatController *>(eventHandler->getController());
assert(cc);
return cc->getFocus();
}
} // End of namespace Ultima4
} // End of namespace Ultima
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