350 lines
11 KiB
C++
350 lines
11 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "ultima/ultima1/maps/map_dungeon.h"
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#include "ultima/ultima1/maps/map.h"
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#include "ultima/ultima1/maps/map_tile.h"
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#include "ultima/ultima1/spells/spell.h"
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#include "ultima/ultima1/widgets/dungeon_chest.h"
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#include "ultima/ultima1/widgets/dungeon_coffin.h"
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#include "ultima/ultima1/widgets/dungeon_monster.h"
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#include "ultima/ultima1/widgets/dungeon_player.h"
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#include "ultima/ultima1/game.h"
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#include "ultima/ultima1/core/party.h"
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#include "ultima/ultima1/core/resources.h"
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namespace Ultima {
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namespace Ultima1 {
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namespace Maps {
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void MapDungeon::load(Shared::Maps::MapId mapId) {
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Shared::Maps::MapBase::load(mapId);
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_tilesPerOrigTile = Point(1, 1);
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_dungeonLevel = 1;
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_dungeonExitHitPoints = 0;
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_name = _game->_res->LOCATION_NAMES[mapId - 1];
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changeLevel(0);
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_playerWidget->moveTo(Point(1, 1), Shared::Maps::DIR_SOUTH);
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}
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void MapDungeon::synchronize(Common::Serializer &s) {
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MapBase::synchronize(s);
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s.syncAsUint16LE(_dungeonLevel);
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s.syncAsUint16LE(_dungeonExitHitPoints);
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}
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void MapDungeon::getTileAt(const Point &pt, Shared::Maps::MapTile *tile, bool includePlayer) {
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MapBase::MapBase::getTileAt(pt, tile, includePlayer);
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tile->_isHallway = tile->_tileId == DTILE_HALLWAY;
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tile->_isDoor = tile->_tileId == DTILE_DOOR;
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tile->_isSecretDoor = tile->_tileId == DTILE_SECRET_DOOR;
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tile->_isWall = tile->_tileId == DTILE_WALL;
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tile->_isLadderUp = tile->_tileId == DTILE_LADDER_UP;
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tile->_isLadderDown = tile->_tileId == DTILE_LADDER_DOWN;
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tile->_isBeams = tile->_tileId == DTILE_BEAMS;
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}
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bool MapDungeon::changeLevel(int delta) {
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_dungeonLevel += delta;
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if (_dungeonLevel <= 0) {
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leavingDungeon();
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return false;
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}
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// Set seed for generating a deterministic resulting dungoen level
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setRandomSeed();
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// Reset dungeon area
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setDimensions(Point(DUNGEON_WIDTH, DUNGEON_HEIGHT));
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if (_widgets.empty()) {
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// Set up widget for the player
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_playerWidget = new Widgets::DungeonPlayer(_game, this);
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addWidget(_playerWidget);
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} else {
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_widgets.resize(1);
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}
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// Place walls around the edge of the map
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for (int y = 0; y < DUNGEON_HEIGHT; ++y) {
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_data[y][0] = DTILE_WALL;
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_data[y][DUNGEON_WIDTH - 1] = DTILE_WALL;
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}
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for (int x = 0; x < DUNGEON_WIDTH; ++x) {
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_data[0][x] = DTILE_WALL;
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_data[DUNGEON_HEIGHT - 1][x] = DTILE_WALL;
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}
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// Set up walls vertically across the dungeon
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for (int x = 2; x < (DUNGEON_WIDTH - 1); x += 2)
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for (int y = 2; y < (DUNGEON_HEIGHT - 1); y += 2)
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_data[y][x] = DTILE_WALL;
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// Randomly set up random tiles for all alternate positions in wall columns
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for (int x = 2; x < (DUNGEON_WIDTH - 1); x += 2)
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for (int y = 1; y < DUNGEON_HEIGHT; y += 2)
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_data[y][x] = getDeterministicRandomNumber(DTILE_HALLWAY, DTILE_DOOR);
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// Set up wall and beams randomly to subdivide the blank columns
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const byte DATA1[15] = { 8, 5, 2, 8, 1, 5, 4, 6, 1, 3, 7, 3, 9, 2, 6 };
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const byte DATA2[15] = { 1, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 8, 8, 9, 9 };
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for (uint ctr = 0; ctr < (_dungeonLevel * 2); ++ctr) {
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byte newTile = (getDeterministicRandomNumber(0, 255) <= 160) ? DTILE_WALL : DTILE_BEAMS;
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uint idx = getDeterministicRandomNumber(0, 14);
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if (_dungeonLevel & 1) {
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_data[DATA2[idx]][DATA1[idx]] = newTile;
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}
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else {
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_data[DATA1[idx]][DATA2[idx]] = newTile;
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}
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}
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// Place chests and/or coffins randomly throughout the level
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_random.setSeed(_random.getSeed() + 1777);
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for (uint ctr = 0; ctr <= _dungeonLevel; ++ctr) {
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Point pt(getDeterministicRandomNumber(10, 99) / 10, getDeterministicRandomNumber(10, 99) / 10);
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byte currTile = _data[pt.y][pt.x];
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if (currTile != DTILE_WALL && currTile != DTILE_SECRET_DOOR && currTile != DTILE_BEAMS) {
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_widgets.push_back(Shared::Maps::MapWidgetPtr((getDeterministicRandomNumber(1, 100) & 1) ?
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(Widgets::DungeonItem *)new Widgets::DungeonChest(_game, this, pt) :
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(Widgets::DungeonItem *)new Widgets::DungeonCoffin(_game, this, pt)
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));
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}
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}
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// Set up ladders
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_data[2][1] = DTILE_HALLWAY;
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if (_dungeonLevel & 1) {
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_data[3][7] = DTILE_LADDER_UP;
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_data[6][3] = DTILE_LADDER_DOWN;
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} else {
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_data[3][7] = DTILE_LADDER_DOWN;
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_data[6][3] = DTILE_LADDER_UP;
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}
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if (_dungeonLevel == 10)
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_data[3][7] = DTILE_HALLWAY;
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if (_dungeonLevel == 1) {
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_data[1][1] = DTILE_LADDER_UP;
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_data[3][7] = DTILE_HALLWAY;
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}
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for (int ctr = 0; ctr < 3; ++ctr)
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spawnMonster();
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return true;
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}
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void MapDungeon::setRandomSeed() {
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Ultima1Map *map = static_cast<Ultima1Map *>(_game->getMap());
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uint32 seed = _game->_randomSeed + map->_worldPos.x * 5 + map->_worldPos.y * 3 + _dungeonLevel * 17;
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_random.setSeed(seed);
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}
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void MapDungeon::spawnMonster() {
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U1MapTile tile;
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// Pick a random position for the monster, trying again up to 500 times
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// if the chosen position isn't a valid place for the monster
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for (int tryNum = 0; tryNum < 500; ++tryNum) {
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Point newPos(_game->getRandomNumber(242) % 9 + 1, _game->getRandomNumber(242) % 9 + 1);
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getTileAt(newPos, &tile);
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if (tile._tileId == DTILE_HALLWAY && tile._widgetNum == -1) {
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// Found a free spot
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spawnMonsterAt(newPos);
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break;
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}
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}
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}
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void MapDungeon::spawnMonsterAt(const Point &pt) {
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// Try up 50 times to randomly pick a monster not already present in the dungeon map
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for (int tryNum = 0; tryNum < 50; ++tryNum) {
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Widgets::DungeonWidgetId monsterId = (Widgets::DungeonWidgetId)((_dungeonLevel - 1) / 2 * 5 + _game->getRandomNumber(4));
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// Only allow one of every type of monster on the map at the same time
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uint monsIdx;
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for (monsIdx = 0; monsIdx < _widgets.size(); ++monsIdx) {
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Widgets::DungeonMonster *mons = dynamic_cast<Widgets::DungeonMonster *>(_widgets[monsIdx].get());
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if (mons && mons->id() == monsterId)
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break;
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}
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if (monsIdx == _widgets.size()) {
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// Monster not present, so can be added
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uint hp = _game->getRandomNumber(1, _dungeonLevel * _dungeonLevel + 1) +
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(int)monsterId + 10;
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Widgets::DungeonMonster *monster = new Widgets::DungeonMonster(_game, this, monsterId, hp, pt);
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addWidget(monster);
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return;
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}
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}
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}
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Widgets::DungeonMonster *MapDungeon::findCreatureInCurrentDirection(uint maxDistance) {
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U1MapTile tile;
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Point delta = getDirectionDelta();
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for (uint idx = 1; idx <= maxDistance; ++idx) {
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Point pt = getPosition() + Point(delta.x * idx, delta.y * idx);
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getTileAt(pt, &tile);
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// If a monster found, return it
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Widgets::DungeonMonster *monster = dynamic_cast<Widgets::DungeonMonster *>(tile._widget);
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if (monster)
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return monster;
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// If a blocking tile reached, then abort the loop
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if (tile._isWall || tile._isSecretDoor || tile._isBeams || tile._isDoor)
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break;
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}
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return nullptr;
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}
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void MapDungeon::update() {
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U1MapTile tile;
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Point pt;
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// Widgets in the dungeon are updated by row
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for (pt.y = 1; pt.y < ((int)height() - 1) && !_game->_party->isFoodless(); pt.y++) {
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for (pt.x = 1; pt.x < ((int)width() - 1); pt.x++) {
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// Check for a widget at the given position
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getTileAt(pt, &tile);
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Shared::Maps::Creature *creature = dynamic_cast<Shared::Maps::Creature *>(tile._widget);
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if (creature)
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creature->update(true);
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}
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}
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}
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void MapDungeon::inform() {
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U1MapTile currTile, destTile;
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Point pt = getPosition();
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getTileAt(pt, &currTile);
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getTileAt(pt + getDirectionDelta(), &destTile);
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if (destTile._isSecretDoor && !currTile._isDoor) {
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addInfoMsg(Common::String::format("%s %s", _game->_res->FIND, _game->_res->A_SECRET_DOOR));
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_data[pt.y][pt.x] = DTILE_DOOR;
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} else {
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addInfoMsg(Common::String::format("%s %s", _game->_res->FIND, _game->_res->NOTHING));
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}
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}
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void MapDungeon::open() {
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U1MapTile tile;
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getTileAt(getPosition(), &tile);
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addInfoMsg(Common::String::format(" %s", _game->_res->DUNGEON_ITEM_NAMES[1]), false);
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// If there's an item on the cell, try and open it
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if (tile._item) {
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addInfoMsg(Common::String::format("%s ", tile._item->_name.c_str()));
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if (!tile._item->open()) {
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MapBase::open();
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return;
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}
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} else {
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addInfoMsg(_game->_res->NONE_HERE);
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_game->playFX(1);
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}
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}
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void MapDungeon::climb() {
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Maps::U1MapTile tile;
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getTileAt(getPosition(), &tile);
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if (!tile._isLadderUp && !tile._isLadderDown) {
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addInfoMsg(_game->_res->WHAT);
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_game->playFX(1);
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} else if (getDirection() == Shared::Maps::DIR_LEFT || getDirection() == Shared::Maps::DIR_RIGHT) {
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addInfoMsg("");
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addInfoMsg(_game->_res->FACE_THE_LADDER);
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_game->playFX(1);
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} else if (tile._isLadderUp) {
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if (!changeLevel(-1))
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_game->getMap()->load(MAPID_OVERWORLD);
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} else {
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changeLevel(1);
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}
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}
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void MapDungeon::castSpell(uint spellId) {
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const Shared::Character &c = *_game->_party;
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static_cast<Spells::Spell *>(c._spells[spellId])->dungeonCast(this);
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}
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void MapDungeon::leavingDungeon() {
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Shared::Character &c = *_game->_party;
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// Don't allow the hit points addition to push the hit point total beyond 9999
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if (c._hitPoints + _dungeonExitHitPoints > 9999)
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_dungeonExitHitPoints = 9999 - c._hitPoints;
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if (_dungeonExitHitPoints) {
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addInfoMsg(Common::String::format(_game->_res->GAIN_HIT_POINTS, _dungeonExitHitPoints));
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c._hitPoints += _dungeonExitHitPoints;
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}
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}
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void MapDungeon::attack(int direction, int effectId) {
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const Character &c = *static_cast<Party *>(_game->_party);
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Widgets::DungeonMonster *monster = findCreatureInCurrentDirection(
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c.equippedWeapon()->_distance);
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_game->playFX(7);
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if (monster) {
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uint agility = c._agility + 50;
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uint damage = _game->getRandomNumber(2, agility + c._equippedWeapon * 8 + c._strength);
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monster->attackMonster(2, agility, damage);
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} else {
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addInfoMsg(_game->_res->NOTHING);
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}
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_game->endOfTurn();
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}
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void MapDungeon::attack(int direction, int effectId, uint maxDistance, uint amount, uint agility, const Common::String &hitWidget) {
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//const Character &c = *static_cast<Party *>(_game->_party);
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Widgets::DungeonMonster *monster = findCreatureInCurrentDirection(maxDistance);
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_game->playFX(effectId);
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if (monster) {
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monster->attackMonster(2, agility, amount);
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} else {
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addInfoMsg(_game->_res->NOTHING);
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}
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_game->endOfTurn();
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}
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} // End of namespace Maps
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} // End of namespace Ultima1
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} // End of namespace Ultima
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