/* 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