/* 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/codex.h"
#include "ultima/ultima4/game/context.h"
#include "ultima/ultima4/events/event_handler.h"
#include "ultima/ultima4/game/game.h"
#include "ultima/ultima4/game/item.h"
#include "ultima/ultima4/gfx/imagemgr.h"
#include "ultima/ultima4/game/names.h"
#include "ultima/ultima4/filesys/savegame.h"
#include "ultima/ultima4/gfx/screen.h"
#include "ultima/ultima4/views/stats.h"
#include "ultima/ultima4/ultima4.h"
#include "ultima/ultima4/filesys/u4file.h"
#include "ultima/ultima4/core/utils.h"
namespace Ultima {
namespace Ultima4 {
Codex *g_codex;
Codex::Codex() {
g_codex = this;
}
Codex::~Codex() {
g_codex = nullptr;
}
int Codex::init() {
_virtueQuestions = u4read_stringtable("virtue");
_endgameText1 = u4read_stringtable("endgame1");
_endgameText2 = u4read_stringtable("endgame2");
return 1;
}
void Codex::deinit() {
_virtueQuestions.clear();
_endgameText1.clear();
_endgameText2.clear();
}
void Codex::start() {
init();
// Disable the whirlpool cursor and black out the screen
#ifdef IOS_ULTIMA4
U4IOS::IOSHideGameControllerHelper hideControllsHelper;
#endif
g_screen->screenDisableCursor();
g_screen->screenUpdate(&g_game->_mapArea, false, true);
// Make the avatar alone
g_context->_stats->setView(STATS_PARTY_OVERVIEW);
g_context->_stats->update(true); // show just the avatar
g_screen->update();
// Change the view mode so the dungeon doesn't get shown
gameSetViewMode(VIEW_CODEX);
g_screen->screenMessage("\n\n\n\nThere is a sudden darkness, and you find yourself alone in an empty chamber.\n");
EventHandler::sleep(4000);
// Check to see if you have the 3-part key
if ((g_ultima->_saveGame->_items & (ITEM_KEY_C | ITEM_KEY_L | ITEM_KEY_T)) != (ITEM_KEY_C | ITEM_KEY_L | ITEM_KEY_T)) {
eject(CODEX_EJECT_NO_3_PART_KEY);
return;
}
g_screen->screenDrawImageInMapArea(BKGD_KEY);
g_screen->screenRedrawMapArea();
g_screen->screenMessage("\nYou use your key of Three Parts.\n");
EventHandler::sleep(3000);
g_screen->screenMessage("\nA voice rings out:\n\"What is the Word of Passage?\"\n\n");
// Get the Word of Passage
#ifdef IOS_ULTIMA4
U4IOS::IOSConversationHelper::setIntroString("What is the Word of Passage?");
#endif
handleWOP(gameGetInput());
}
void Codex::eject(CodexEjectCode code) {
const struct {
int x, y;
} startLocations[] = {
{ 231, 136 },
{ 83, 105 },
{ 35, 221 },
{ 59, 44 },
{ 158, 21 },
{ 105, 183 },
{ 23, 129 },
{ 186, 171 }
};
switch (code) {
case CODEX_EJECT_NO_3_PART_KEY:
g_screen->screenMessage("\nThou dost not have the Key of Three Parts.\n\n");
break;
case CODEX_EJECT_NO_FULL_PARTY:
g_screen->screenMessage("\nThou hast not proved thy leadership in all eight virtues.\n\n");
EventHandler::sleep(2000);
g_screen->screenMessage("\nPassage is not granted.\n\n");
break;
case CODEX_EJECT_NO_FULL_AVATAR:
g_screen->screenMessage("\nThou art not ready.\n");
EventHandler::sleep(2000);
g_screen->screenMessage("\nPassage is not granted.\n\n");
break;
case CODEX_EJECT_BAD_WOP:
g_screen->screenMessage("\nPassage is not granted.\n\n");
break;
case CODEX_EJECT_HONESTY:
case CODEX_EJECT_COMPASSION:
case CODEX_EJECT_VALOR:
case CODEX_EJECT_JUSTICE:
case CODEX_EJECT_SACRIFICE:
case CODEX_EJECT_HONOR:
case CODEX_EJECT_SPIRITUALITY:
case CODEX_EJECT_HUMILITY:
case CODEX_EJECT_TRUTH:
case CODEX_EJECT_LOVE:
case CODEX_EJECT_COURAGE:
g_screen->screenMessage("\nThy quest is not yet complete.\n\n");
break;
case CODEX_EJECT_BAD_INFINITY:
g_screen->screenMessage("\nThou dost not know the true nature of the Universe.\n\n");
break;
default:
g_screen->screenMessage("\nOops, you just got too close to beating the game.\nBAD AVATAR!\n");
break;
}
EventHandler::sleep(2000);
// Free memory associated with the Codex
deinit();
// Re-enable the cursor and show it
g_screen->screenEnableCursor();
g_screen->screenShowCursor();
// Return view to normal and exit the Abyss
gameSetViewMode(VIEW_NORMAL);
g_game->exitToParentMap();
g_music->playMapMusic();
/*
* if being ejected because of a missed virtue question,
* then teleport the party to the starting location for
* that virtue.
*/
if (code >= CODEX_EJECT_HONESTY && code <= CODEX_EJECT_HUMILITY) {
int virtue = code - CODEX_EJECT_HONESTY;
g_context->_location->_coords.x = startLocations[virtue].x;
g_context->_location->_coords.y = startLocations[virtue].y;
}
// finally, finish the turn
g_context->_location->_turnCompleter->finishTurn();
eventHandler->setController(g_game);
}
void Codex::handleWOP(const Common::String &word) {
static int tries = 1;
int i;
eventHandler->popKeyHandler();
// slight pause before continuing
g_screen->screenMessage("\n");
g_screen->screenDisableCursor();
EventHandler::sleep(1000);
// entered correctly
if (scumm_stricmp(word.c_str(), "veramocor") == 0) {
tries = 1; // reset 'tries' in case we need to enter this again later
// eject them if they don't have all 8 party members
if (g_ultima->_saveGame->_members != 8) {
eject(CODEX_EJECT_NO_FULL_PARTY);
return;
}
// eject them if they're not a full avatar at this point
for (i = 0; i < VIRT_MAX; i++) {
if (g_ultima->_saveGame->_karma[i] != 0) {
eject(CODEX_EJECT_NO_FULL_AVATAR);
return;
}
}
g_screen->screenMessage("\nPassage is granted.\n");
EventHandler::sleep(4000);
g_screen->screenEraseMapArea();
g_screen->screenRedrawMapArea();
// Ask the Virtue questions
g_screen->screenMessage("\n\nThe voice asks:\n");
EventHandler::sleep(2000);
g_screen->screenMessage("\n%s\n\n", _virtueQuestions[0].c_str());
handleVirtues(gameGetInput());
return;
}
// entered incorrectly - give 3 tries before ejecting
else if (tries++ < 3) {
impureThoughts();
g_screen->screenMessage("\"What is the Word of Passage?\"\n\n");
#ifdef IOS_ULTIMA4
U4IOS::IOSConversationHelper::setIntroString("Which virtue?");
#endif
handleWOP(gameGetInput());
}
// 3 tries are up... eject!
else {
tries = 1;
eject(CODEX_EJECT_BAD_WOP);
}
}
void Codex::handleVirtues(const Common::String &virtue) {
static const char *const codexImageNames[] = {
BKGD_HONESTY, BKGD_COMPASSN, BKGD_VALOR, BKGD_JUSTICE,
BKGD_SACRIFIC, BKGD_HONOR, BKGD_SPIRIT, BKGD_HUMILITY,
BKGD_TRUTH, BKGD_LOVE, BKGD_COURAGE
};
static int current = 0;
static int tries = 1;
eventHandler->popKeyHandler();
// slight pause before continuing
g_screen->screenMessage("\n");
g_screen->screenDisableCursor();
EventHandler::sleep(1000);
// answered with the correct one of eight virtues
if ((current < VIRT_MAX) &&
(scumm_stricmp(virtue.c_str(), getVirtueName(static_cast(current))) == 0)) {
g_screen->screenDrawImageInMapArea(codexImageNames[current]);
g_screen->screenRedrawMapArea();
current++;
tries = 1;
EventHandler::sleep(2000);
if (current == VIRT_MAX) {
g_screen->screenMessage("\nThou art well versed in the virtues of the Avatar.\n");
EventHandler::sleep(5000);
}
g_screen->screenMessage("\n\nThe voice asks:\n");
EventHandler::sleep(2000);
g_screen->screenMessage("\n%s\n\n", _virtueQuestions[current].c_str());
#ifdef IOS_ULTIMA4
U4IOS::IOSConversationHelper::setIntroString((current != VIRT_MAX) ? "Which virtue?" : "Which principle?");
#endif
handleVirtues(gameGetInput());
}
// answered with the correct base virtue (truth, love, courage)
else if ((current >= VIRT_MAX) &&
(scumm_stricmp(virtue.c_str(), getBaseVirtueName(static_cast(1 << (current - VIRT_MAX)))) == 0)) {
g_screen->screenDrawImageInMapArea(codexImageNames[current]);
g_screen->screenRedrawMapArea();
current++;
tries = 1;
if (current < VIRT_MAX + 3) {
g_screen->screenMessage("\n\nThe voice asks:\n");
EventHandler::sleep(2000);
g_screen->screenMessage("\n%s\n\n", _virtueQuestions[current].c_str());
#ifdef IOS_ULTIMA4
U4IOS::IOSConversationHelper::setIntroString("Which principle?");
#endif
handleVirtues(gameGetInput());
} else {
g_screen->screenMessage("\nThe ground rumbles beneath your feet.\n");
EventHandler::sleep(1000);
g_screen->screenShake(10);
EventHandler::sleep(3000);
g_screen->screenEnableCursor();
g_screen->screenMessage("\nAbove the din, the voice asks:\n\nIf all eight virtues of the Avatar combine into and are derived from the Three Principles of Truth, Love and Courage...");
#ifdef IOS_ULTIMA4
// Ugh, we now enter happy callback land, so I know how to do these things manually. Good thing I kept these separate functions.
U4IOS::beginChoiceConversation();
U4IOS::updateChoicesInDialog(" ", "", -1);
#endif
eventHandler->pushKeyHandler(&handleInfinityAnyKey);
}
}
// give them 3 tries to enter the correct virtue, then eject them!
else if (tries++ < 3) {
impureThoughts();
g_screen->screenMessage("%s\n\n", _virtueQuestions[current].c_str());
#ifdef IOS_ULTIMA4
U4IOS::IOSConversationHelper::setIntroString("Which virtue?");
#endif
handleVirtues(gameGetInput());
}
// failed 3 times... eject!
else {
eject(static_cast(CODEX_EJECT_HONESTY + current));
tries = 1;
current = 0;
}
}
bool Codex::handleInfinityAnyKey(int key, void *data) {
eventHandler->popKeyHandler();
g_screen->screenMessage("\n\nThen what is the one thing which encompasses and is the whole of all undeniable Truth, unending Love, and unyielding Courage?\n\n");
#ifdef IOS_ULTIMA4
U4IOS::endChoiceConversation();
U4IOS::IOSConversationHelper::setIntroString("What is the whole of all undeniable Truth, unending Love, and unyielding Courage?");
#endif
g_codex->handleInfinity(gameGetInput());
return true;
}
void Codex::handleInfinity(const Common::String &answer) {
static int tries = 1;
eventHandler->popKeyHandler();
#ifdef IOS_ULTIMA4
U4IOS::IOSHideGameControllerHelper hideControllsHelper;
#endif
// slight pause before continuing
g_screen->screenMessage("\n");
g_screen->screenDisableCursor();
EventHandler::sleep(1000);
if (scumm_stricmp(answer.c_str(), "infinity") == 0) {
EventHandler::sleep(2000);
g_screen->screenShake(10);
g_screen->screenEnableCursor();
g_screen->screenMessage("\n%s", _endgameText1[0].c_str());
#ifdef IOS_ULTIMA4
// Ugh, we now enter happy callback land, so I know how to do these things manually. Good thing I kept these separate functions.
U4IOS::hideGameButtons();
U4IOS::beginChoiceConversation();
U4IOS::updateChoicesInDialog(" ", "", -1);
U4IOS::testFlightPassCheckPoint("Game won!");
#endif
eventHandler->pushKeyHandler(&handleEndgameAnyKey);
} else if (tries++ < 3) {
impureThoughts();
g_screen->screenMessage("\nAbove the din, the voice asks:\n\nIf all eight virtues of the Avatar combine into and are derived from the Three Principles of Truth, Love and Courage...");
eventHandler->pushKeyHandler(&handleInfinityAnyKey);
} else eject(CODEX_EJECT_BAD_INFINITY);
}
bool Codex::handleEndgameAnyKey(int key, void *data) {
static int index = 1;
eventHandler->popKeyHandler();
if (index < 10) {
if (index < 7) {
if (index == 6) {
g_screen->screenEraseMapArea();
g_screen->screenRedrawMapArea();
}
g_screen->screenMessage("%s", g_codex->_endgameText1[index].c_str());
} else if (index == 7) {
g_screen->screenDrawImageInMapArea(BKGD_STONCRCL);
g_screen->screenRedrawMapArea();
g_screen->screenMessage("\n\n%s", g_codex->_endgameText2[index - 7].c_str());
} else if (index > 7)
g_screen->screenMessage("%s", g_codex->_endgameText2[index - 7].c_str());
index++;
eventHandler->pushKeyHandler(&g_codex->handleEndgameAnyKey);
} else {
// CONGRATULATIONS!... you have completed the game in x turns
g_screen->screenDisableCursor();
g_screen->screenMessage("%s%d%s", g_codex->_endgameText2[index - 7].c_str(),
g_ultima->_saveGame->_moves, g_codex->_endgameText2[index - 6].c_str());
#ifdef IOS_ULTIMA4
U4IOS::endChoiceConversation();
#endif
eventHandler->pushKeyHandler(&KeyHandler::ignoreKeys);
}
return true;
}
void Codex::impureThoughts() {
g_screen->screenMessage("\nThy thoughts are not pure.\nI ask again.\n");
EventHandler::sleep(2000);
}
} // End of namespace Ultima4
} // End of namespace Ultima