/* 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/ultima0/data/data.h"
#include "ultima/ultima0/ultima0.h"
namespace Ultima {
namespace Ultima0 {
const ObjectInfo OBJECT_INFO[] = {
{ "Food", 1, 0, KEYBIND_FOOD },
{ "Rapier", 8, 10, KEYBIND_RAPIER },
{ "Axe", 5, 5, KEYBIND_AXE },
{ "Shield", 6, 1, KEYBIND_SHIELD },
{ "Bow and Arrow", 3, 4, KEYBIND_BOW },
{ "Magic Amulet", 15, 0, KEYBIND_AMULET }
};
const MonsterInfo MONSTER_INFO[] = {
{ nullptr, 0 },
{ "Skeleton", 1 },
{ "Thief", 2 },
{ "Giant Rat", 3 },
{ "Orc", 4 },
{ "Viper", 5 },
{ "Carrion Crawler", 6 },
{ "Gremlin", 7 },
{ "Mimic", 8 },
{ "Daemon", 9 },
{ "Balrog", 10 }
};
const char *ATTRIB_NAMES[] = { "Hit Points", "Strength", "Dexterity", "Stamina", "Wisdom", "Gold" };
const char *const DIRECTION_NAMES[] = { "North", "East", "South", "West" };
/*-------------------------------------------------------------------*/
void PlayerInfo::init() {
Common::fill(_name, _name + MAX_NAME + 1, '\0');
_worldPos.x = _worldPos.y = 0;
_dungeonPos.x = _dungeonPos.y = 0;
_dungeonDir.x = _dungeonDir.y = 0;
_class = '?';
_hpGain = 0;
_luckyNumber = 0;
_level = 0;
_skill = 0;
_task = 0;
_taskCompleted = false;
Common::fill(_attr, _attr + MAX_ATTR, 0);
Common::fill(_object, _object + MAX_OBJ, 0);
}
void PlayerInfo::rollAttributes() {
for (int i = 0; i < MAX_ATTR; ++i)
_attr[i] = g_engine->getRandomNumber(21) + 4;
}
void PlayerInfo::synchronize(Common::Serializer &s) {
s.syncBytes((byte *)_name, MAX_NAME + 1);
s.syncAsSint16LE(_worldPos.x);
s.syncAsSint16LE(_worldPos.y);
s.syncAsSint16LE(_dungeonPos.x);
s.syncAsSint16LE(_dungeonPos.y);
s.syncAsSint16LE(_dungeonDir.x);
s.syncAsSint16LE(_dungeonDir.y);
s.syncAsByte(_class);
s.syncAsSint32LE(_hpGain);
s.syncAsSint32LE(_level);
s.syncAsSint32LE(_skill);
s.syncAsSint32LE(_task);
s.syncAsSint32LE(_taskCompleted);
s.syncAsUint32LE(_luckyNumber);
for (int i = 0; i < MAX_ATTR; ++i)
s.syncAsUint32LE(_attr[i]);
for (int i = 0; i < MAX_OBJ; ++i) {
uint32 val = (uint32)_object[i];
s.syncAsUint32LE(val);
if (s.isLoading())
_object[i] = (double)val;
}
}
Direction PlayerInfo::dungeonDir() const {
if (_dungeonDir.y < 0)
return DIR_NORTH;
else if (_dungeonDir.x > 0)
return DIR_EAST;
else if (_dungeonDir.y > 0)
return DIR_SOUTH;
else
return DIR_WEST;
}
void PlayerInfo::setDungeonDir(Direction newDir) {
_dungeonDir.x = 0;
_dungeonDir.y = 0;
switch (newDir) {
case DIR_NORTH:
_dungeonDir.y = -1;
break;
case DIR_EAST:
_dungeonDir.x = 1;
break;
case DIR_SOUTH:
_dungeonDir.y = 1;
break;
case DIR_WEST:
_dungeonDir.x = -1;
break;
}
}
void PlayerInfo::dungeonTurnLeft() {
Direction dir = dungeonDir();
setDungeonDir((dir == DIR_NORTH) ? DIR_WEST : (Direction)((int)dir - 1));
}
void PlayerInfo::dungeonTurnRight() {
Direction dir = dungeonDir();
setDungeonDir((dir == DIR_WEST) ? DIR_NORTH : (Direction)((int)dir + 1));
}
/*-------------------------------------------------------------------*/
void WorldMapInfo::init(PlayerInfo &p) {
int c, x, y, size;
g_engine->setRandomSeed(p._luckyNumber);
size = WORLD_MAP_SIZE - 1;
// Set the boundaries
for (x = 0; x <= size; x++) {
_map[size][x] = WT_MOUNTAIN;
_map[0][x] = WT_MOUNTAIN;
_map[x][size] = WT_MOUNTAIN;
_map[x][0] = WT_MOUNTAIN;
}
// Set up the map contents
for (x = 1; x < size; x++) {
for (y = 1; y < size; y++) {
c = (int)(pow(RND(), 5.0) * 4.5); // Calculate what's there
if (c == WT_TOWN && RND() > .5) // Remove half the towns
c = WT_SPACE;
_map[x][y] = c;
}
}
// Calculate player start
x = g_engine->getRandomNumber(1, size - 1);
y = g_engine->getRandomNumber(1, size - 1);
p._worldPos.x = x; p._worldPos.y = y; // Save it
_map[x][y] = WT_TOWN; // Make it a town
// Find place for castle
do {
x = g_engine->getRandomNumber(1, size - 1);
y = g_engine->getRandomNumber(1, size - 1);
} while (_map[x][y] != WT_SPACE);
_map[x][y] = WT_BRITISH; // Put LBs castle there
}
int WorldMapInfo::read(int x, int y) const {
if (x < 0 || y < 0)
return WT_MOUNTAIN;
if (x >= WORLD_MAP_SIZE || y >= WORLD_MAP_SIZE)
return WT_MOUNTAIN;
return _map[x][y];
}
void WorldMapInfo::synchronize(Common::Serializer &s) {
for (int y = 0; y < WORLD_MAP_SIZE; ++y)
for (int x = 0; x < WORLD_MAP_SIZE; ++x)
s.syncAsByte(_map[x][y]);
}
/*-------------------------------------------------------------------*/
void DungeonMapInfo::create(const PlayerInfo &player) {
int i, x, y;
const int SIZE = DUNGEON_MAP_SIZE - 1;
// Seed the random number
g_engine->setRandomSeed(player._luckyNumber - player._worldPos.x * 40 -
player._worldPos.y * 1000 - player._level);
// Clear the dungeon
Common::fill((byte *)_map, (byte *)_map + DUNGEON_MAP_SIZE * DUNGEON_MAP_SIZE, DT_SPACE);
// Draw the boundaries
for (x = 0; x <= SIZE; x++) {
_map[SIZE][x] = DT_SOLID;
_map[0][x] = DT_SOLID;
_map[x][SIZE] = DT_SOLID;
_map[x][0] = DT_SOLID;
}
// Fill with checkerboard
for (x = 2; x < SIZE; x = x + 2) {
for (y = 1; y < SIZE; y++) {
_map[x][y] = DT_SOLID;
_map[y][x] = DT_SOLID;
}
}
// Fill with stuff
for (x = 2; x < SIZE; x = x + 2) {
for (y = 1; y < SIZE; y = y + 2) {
_map[x][y] = generateContent(_map[x][y]);
_map[y][x] = generateContent(_map[y][x]);
}
}
// Put stairs in
_map[2][1] = DT_SPACE;
// Different ends each level
if (player._level % 2 == 0) {
_map[SIZE - 3][3] = DT_LADDERDN;
_map[3][SIZE - 3] = DT_LADDERUP;
} else {
_map[SIZE - 3][3] = DT_LADDERUP;
_map[3][SIZE - 3] = DT_LADDERDN;
}
// On first floor
if (player._level == 1) {
_map[1][1] = DT_LADDERUP; // Ladder at top left
_map[SIZE - 3][3] = DT_SPACE; // No other ladder up
}
// WORKAROUND: Make sure dungeon is completable
byte mapTrace[DUNGEON_MAP_SIZE][DUNGEON_MAP_SIZE];
bool isValid;
do {
isValid = false;
// Start a new trace, mark solid spaces
for (y = 0; y < DUNGEON_MAP_SIZE; ++y)
for (x = 0; x < DUNGEON_MAP_SIZE; ++x)
mapTrace[x][y] = _map[x][y] == DT_SOLID ? DT_SOLID : DT_SPACE;
// Iterate through figuring out route
Common::Queue points;
if (player._level % 2 == 0)
points.push(Common::Point(SIZE - 3, 3));
else
points.push(Common::Point(3, SIZE - 3));
while (!points.empty() && !isValid) {
Common::Point pt = points.pop();
isValid = _map[pt.x][pt.y] == DT_LADDERUP;
if (isValid)
break;
mapTrace[pt.x][pt.y] = DT_LADDERDN;
if (pt.x > 1 && _map[pt.x - 1][pt.y] != DT_SOLID && mapTrace[pt.x - 1][pt.y] == DT_SPACE)
points.push(Common::Point(pt.x - 1, pt.y));
if (pt.x < SIZE && _map[pt.x + 1][pt.y] != DT_SOLID && mapTrace[pt.x + 1][pt.y] == DT_SPACE)
points.push(Common::Point(pt.x + 1, pt.y));
if (pt.y > 1 && _map[pt.x][pt.y - 1] != DT_SOLID && mapTrace[pt.x][pt.y - 1] == DT_SPACE)
points.push(Common::Point(pt.x, pt.y - 1));
if (pt.y < SIZE && _map[pt.x][pt.y + 1] != DT_SOLID && mapTrace[pt.x][pt.y + 1] == DT_SPACE)
points.push(Common::Point(pt.x, pt.y + 1));
}
if (!isValid) {
// If a path wasn't found, randomly replace a solid square. We'll then
// loop to check whether the path can now be completed
do {
x = g_engine->getRandomNumber(1, SIZE);
y = g_engine->getRandomNumber(1, SIZE);
} while (_map[x][y] != DT_SOLID);
_map[x][y] = DT_HIDDENDOOR;
}
} while (!isValid);
// Add monsters
_monsters.clear();
for (i = 1; i <= MAX_MONSTERS; ++i)
addMonster(player, i);
}
int DungeonMapInfo::generateContent(int c) {
if (RND() > .95) c = DT_TRAP;
if (RND() > .6) c = DT_HIDDENDOOR;
if (RND() > .6) c = DT_DOOR;
if (RND() > .97) c = DT_PIT;
if (RND() > .94) c = DT_GOLD;
return c;
}
void DungeonMapInfo::addMonster(const PlayerInfo &player, int type) {
int x, y;
int level = MONSTER_INFO[type]._level;
// Limit monsters to levels
if (level - 2 > player._level)
return;
// Not always there anyway
if (RND() > 0.6)
return;
// Find a place for it. Must be empty, not player
do {
x = urand() % DUNGEON_MAP_SIZE;
y = urand() % DUNGEON_MAP_SIZE;
} while (_map[x][y] != DT_SPACE ||
(x == player._dungeonPos.x && y == player._dungeonPos.y));
addMonsterAtPos(player, Common::Point(x, y), type);
}
void DungeonMapInfo::addMonsterAtPos(const PlayerInfo &player, const Common::Point &pt, int type) {
int level = MONSTER_INFO[type]._level;
// Fill in details
MonsterEntry m;
m._type = type;
m._strength = level + 3 + player._level;
m._alive = true;
// Record position
m._loc = pt;
_monsters.push_back(m);
}
void DungeonMapInfo::synchronize(Common::Serializer &s) {
// Map data
for (int y = 0; y < DUNGEON_MAP_SIZE; ++y)
for (int x = 0; x < DUNGEON_MAP_SIZE; ++x)
s.syncAsByte(_map[x][y]);
// Monsters
uint count = _monsters.size();
s.syncAsByte(count);
if (s.isLoading())
_monsters.resize(count);
for (auto &m : _monsters)
m.synchronize(s);
}
int DungeonMapInfo::findMonster(const Common::Point &c) const {
int n = -1;
for (uint i = 0; i < _monsters.size(); i++) {
const auto &m = _monsters[i];
if (m._loc == c && m._alive)
n = i;
}
return n;
}
/*-------------------------------------------------------------------*/
void MonsterEntry::synchronize(Common::Serializer &s) {
s.syncAsByte(_loc.x);
s.syncAsByte(_loc.y);
s.syncAsByte(_type);
s.syncAsByte(_strength);
s.syncAsByte(_alive);
}
} // namespace Ultima0
} // namespace Ultima