/* 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 . * */ #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