/* 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/game/death.h" #include "ultima/ultima4/game/context.h" #include "ultima/ultima4/game/game.h" #include "ultima/ultima4/game/player.h" #include "ultima/ultima4/game/portal.h" #include "ultima/ultima4/views/stats.h" #include "ultima/ultima4/controllers/wait_controller.h" #include "ultima/ultima4/core/settings.h" #include "ultima/ultima4/events/event_handler.h" #include "ultima/ultima4/gfx/screen.h" #include "ultima/ultima4/map/map.h" #include "ultima/ultima4/map/annotation.h" #include "ultima/ultima4/map/city.h" #include "ultima/ultima4/map/location.h" #include "ultima/ultima4/map/mapmgr.h" #include "ultima/ultima4/sound/music.h" #include "ultima/ultima4/ultima4.h" #include "common/system.h" namespace Ultima { namespace Ultima4 { Death *g_death; #define REVIVE_WORLD_X 86 #define REVIVE_WORLD_Y 107 #define REVIVE_CASTLE_X 19 #define REVIVE_CASTLE_Y 8 const struct { int _timeout; ///< pause in seconds const char *_text; ///< text of message } DEATH_MSGS[] = { { 5, "\n\n\nAll is Dark...\n" }, { 5, "\nBut wait...\n" }, { 5, "Where am I?...\n" }, { 5, "Am I dead?...\n" }, { 5, "Afterlife?...\n" }, { 5, "You hear:\n %s\n" }, { 5, "I feel motion...\n" }, { 5, "\nLord British says: I have pulled thy spirit and some possessions from the void. Be more careful in the future!\n\n\020" } }; #define N_MSGS (sizeof(DEATH_MSGS) / sizeof(DEATH_MSGS[0])) Death::Death() : timerCount(0), timerMsg(0), deathSequenceRunning(false) { g_death = this; } Death::~Death() { g_death = nullptr; } void Death::start(int delay) { if (deathSequenceRunning) return; // stop playing music g_music->fadeOut(1000); deathSequenceRunning = 1; timerCount = 0; timerMsg = 0; WaitController waitCtrl(delay * settings._gameCyclesPerSecond); eventHandler->pushController(&waitCtrl); waitCtrl.wait(); gameSetViewMode(VIEW_DEAD); eventHandler->pushKeyHandler(&KeyHandler::ignoreKeys); g_screen->screenDisableCursor(); eventHandler->getTimer()->add(&deathTimer, settings._gameCyclesPerSecond); } void Death::deathTimer(void *data) { g_death->timerCount++; if ((g_death->timerMsg < N_MSGS) && (g_death->timerCount > DEATH_MSGS[g_death->timerMsg]._timeout)) { g_screen->screenMessage(DEATH_MSGS[g_death->timerMsg]._text, g_context->_party->member(0)->getName().c_str()); g_screen->screenHideCursor(); g_death->timerCount = 0; g_death->timerMsg++; if (g_death->timerMsg >= N_MSGS) { eventHandler->getTimer()->remove(&deathTimer); g_death->revive(); } } } void Death::revive() { while (!g_context->_location->_map->isWorldMap() && g_context->_location->_prev != nullptr) { g_game->exitToParentMap(); } eventHandler->setController(g_game); deathSequenceRunning = false; gameSetViewMode(VIEW_NORMAL); // Move our world map location to Lord British's Castle g_context->_location->_coords = g_context->_location->_map->_portals[0]->_coords; // Now, move the avatar into the castle and put him in front of Lord British g_game->setMap(mapMgr->get(100), 1, nullptr); g_context->_location->_coords.x = REVIVE_CASTLE_X; g_context->_location->_coords.y = REVIVE_CASTLE_Y; g_context->_location->_coords.z = 0; g_context->_aura->set(); g_context->_horseSpeed = 0; g_context->_lastCommandTime = g_system->getMillis(); g_music->playMapMusic(); g_context->_party->reviveParty(); g_screen->screenEnableCursor(); g_screen->screenShowCursor(); g_context->_stats->setView(STATS_PARTY_OVERVIEW); g_screen->update(); } } // End of namespace Ultima4 } // End of namespace Ultima