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2026-02-02 04:50:13 +01:00

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/* 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 <http://www.gnu.org/licenses/>.
*
*/
#include "ultima/ultima1/maps/map_dungeon.h"
#include "ultima/ultima1/maps/map.h"
#include "ultima/ultima1/maps/map_tile.h"
#include "ultima/ultima1/spells/spell.h"
#include "ultima/ultima1/widgets/dungeon_chest.h"
#include "ultima/ultima1/widgets/dungeon_coffin.h"
#include "ultima/ultima1/widgets/dungeon_monster.h"
#include "ultima/ultima1/widgets/dungeon_player.h"
#include "ultima/ultima1/game.h"
#include "ultima/ultima1/core/party.h"
#include "ultima/ultima1/core/resources.h"
namespace Ultima {
namespace Ultima1 {
namespace Maps {
void MapDungeon::load(Shared::Maps::MapId mapId) {
Shared::Maps::MapBase::load(mapId);
_tilesPerOrigTile = Point(1, 1);
_dungeonLevel = 1;
_dungeonExitHitPoints = 0;
_name = _game->_res->LOCATION_NAMES[mapId - 1];
changeLevel(0);
_playerWidget->moveTo(Point(1, 1), Shared::Maps::DIR_SOUTH);
}
void MapDungeon::synchronize(Common::Serializer &s) {
MapBase::synchronize(s);
s.syncAsUint16LE(_dungeonLevel);
s.syncAsUint16LE(_dungeonExitHitPoints);
}
void MapDungeon::getTileAt(const Point &pt, Shared::Maps::MapTile *tile, bool includePlayer) {
MapBase::MapBase::getTileAt(pt, tile, includePlayer);
tile->_isHallway = tile->_tileId == DTILE_HALLWAY;
tile->_isDoor = tile->_tileId == DTILE_DOOR;
tile->_isSecretDoor = tile->_tileId == DTILE_SECRET_DOOR;
tile->_isWall = tile->_tileId == DTILE_WALL;
tile->_isLadderUp = tile->_tileId == DTILE_LADDER_UP;
tile->_isLadderDown = tile->_tileId == DTILE_LADDER_DOWN;
tile->_isBeams = tile->_tileId == DTILE_BEAMS;
}
bool MapDungeon::changeLevel(int delta) {
_dungeonLevel += delta;
if (_dungeonLevel <= 0) {
leavingDungeon();
return false;
}
// Set seed for generating a deterministic resulting dungoen level
setRandomSeed();
// Reset dungeon area
setDimensions(Point(DUNGEON_WIDTH, DUNGEON_HEIGHT));
if (_widgets.empty()) {
// Set up widget for the player
_playerWidget = new Widgets::DungeonPlayer(_game, this);
addWidget(_playerWidget);
} else {
_widgets.resize(1);
}
// Place walls around the edge of the map
for (int y = 0; y < DUNGEON_HEIGHT; ++y) {
_data[y][0] = DTILE_WALL;
_data[y][DUNGEON_WIDTH - 1] = DTILE_WALL;
}
for (int x = 0; x < DUNGEON_WIDTH; ++x) {
_data[0][x] = DTILE_WALL;
_data[DUNGEON_HEIGHT - 1][x] = DTILE_WALL;
}
// Set up walls vertically across the dungeon
for (int x = 2; x < (DUNGEON_WIDTH - 1); x += 2)
for (int y = 2; y < (DUNGEON_HEIGHT - 1); y += 2)
_data[y][x] = DTILE_WALL;
// Randomly set up random tiles for all alternate positions in wall columns
for (int x = 2; x < (DUNGEON_WIDTH - 1); x += 2)
for (int y = 1; y < DUNGEON_HEIGHT; y += 2)
_data[y][x] = getDeterministicRandomNumber(DTILE_HALLWAY, DTILE_DOOR);
// Set up wall and beams randomly to subdivide the blank columns
const byte DATA1[15] = { 8, 5, 2, 8, 1, 5, 4, 6, 1, 3, 7, 3, 9, 2, 6 };
const byte DATA2[15] = { 1, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 8, 8, 9, 9 };
for (uint ctr = 0; ctr < (_dungeonLevel * 2); ++ctr) {
byte newTile = (getDeterministicRandomNumber(0, 255) <= 160) ? DTILE_WALL : DTILE_BEAMS;
uint idx = getDeterministicRandomNumber(0, 14);
if (_dungeonLevel & 1) {
_data[DATA2[idx]][DATA1[idx]] = newTile;
}
else {
_data[DATA1[idx]][DATA2[idx]] = newTile;
}
}
// Place chests and/or coffins randomly throughout the level
_random.setSeed(_random.getSeed() + 1777);
for (uint ctr = 0; ctr <= _dungeonLevel; ++ctr) {
Point pt(getDeterministicRandomNumber(10, 99) / 10, getDeterministicRandomNumber(10, 99) / 10);
byte currTile = _data[pt.y][pt.x];
if (currTile != DTILE_WALL && currTile != DTILE_SECRET_DOOR && currTile != DTILE_BEAMS) {
_widgets.push_back(Shared::Maps::MapWidgetPtr((getDeterministicRandomNumber(1, 100) & 1) ?
(Widgets::DungeonItem *)new Widgets::DungeonChest(_game, this, pt) :
(Widgets::DungeonItem *)new Widgets::DungeonCoffin(_game, this, pt)
));
}
}
// Set up ladders
_data[2][1] = DTILE_HALLWAY;
if (_dungeonLevel & 1) {
_data[3][7] = DTILE_LADDER_UP;
_data[6][3] = DTILE_LADDER_DOWN;
} else {
_data[3][7] = DTILE_LADDER_DOWN;
_data[6][3] = DTILE_LADDER_UP;
}
if (_dungeonLevel == 10)
_data[3][7] = DTILE_HALLWAY;
if (_dungeonLevel == 1) {
_data[1][1] = DTILE_LADDER_UP;
_data[3][7] = DTILE_HALLWAY;
}
for (int ctr = 0; ctr < 3; ++ctr)
spawnMonster();
return true;
}
void MapDungeon::setRandomSeed() {
Ultima1Map *map = static_cast<Ultima1Map *>(_game->getMap());
uint32 seed = _game->_randomSeed + map->_worldPos.x * 5 + map->_worldPos.y * 3 + _dungeonLevel * 17;
_random.setSeed(seed);
}
void MapDungeon::spawnMonster() {
U1MapTile tile;
// Pick a random position for the monster, trying again up to 500 times
// if the chosen position isn't a valid place for the monster
for (int tryNum = 0; tryNum < 500; ++tryNum) {
Point newPos(_game->getRandomNumber(242) % 9 + 1, _game->getRandomNumber(242) % 9 + 1);
getTileAt(newPos, &tile);
if (tile._tileId == DTILE_HALLWAY && tile._widgetNum == -1) {
// Found a free spot
spawnMonsterAt(newPos);
break;
}
}
}
void MapDungeon::spawnMonsterAt(const Point &pt) {
// Try up 50 times to randomly pick a monster not already present in the dungeon map
for (int tryNum = 0; tryNum < 50; ++tryNum) {
Widgets::DungeonWidgetId monsterId = (Widgets::DungeonWidgetId)((_dungeonLevel - 1) / 2 * 5 + _game->getRandomNumber(4));
// Only allow one of every type of monster on the map at the same time
uint monsIdx;
for (monsIdx = 0; monsIdx < _widgets.size(); ++monsIdx) {
Widgets::DungeonMonster *mons = dynamic_cast<Widgets::DungeonMonster *>(_widgets[monsIdx].get());
if (mons && mons->id() == monsterId)
break;
}
if (monsIdx == _widgets.size()) {
// Monster not present, so can be added
uint hp = _game->getRandomNumber(1, _dungeonLevel * _dungeonLevel + 1) +
(int)monsterId + 10;
Widgets::DungeonMonster *monster = new Widgets::DungeonMonster(_game, this, monsterId, hp, pt);
addWidget(monster);
return;
}
}
}
Widgets::DungeonMonster *MapDungeon::findCreatureInCurrentDirection(uint maxDistance) {
U1MapTile tile;
Point delta = getDirectionDelta();
for (uint idx = 1; idx <= maxDistance; ++idx) {
Point pt = getPosition() + Point(delta.x * idx, delta.y * idx);
getTileAt(pt, &tile);
// If a monster found, return it
Widgets::DungeonMonster *monster = dynamic_cast<Widgets::DungeonMonster *>(tile._widget);
if (monster)
return monster;
// If a blocking tile reached, then abort the loop
if (tile._isWall || tile._isSecretDoor || tile._isBeams || tile._isDoor)
break;
}
return nullptr;
}
void MapDungeon::update() {
U1MapTile tile;
Point pt;
// Widgets in the dungeon are updated by row
for (pt.y = 1; pt.y < ((int)height() - 1) && !_game->_party->isFoodless(); pt.y++) {
for (pt.x = 1; pt.x < ((int)width() - 1); pt.x++) {
// Check for a widget at the given position
getTileAt(pt, &tile);
Shared::Maps::Creature *creature = dynamic_cast<Shared::Maps::Creature *>(tile._widget);
if (creature)
creature->update(true);
}
}
}
void MapDungeon::inform() {
U1MapTile currTile, destTile;
Point pt = getPosition();
getTileAt(pt, &currTile);
getTileAt(pt + getDirectionDelta(), &destTile);
if (destTile._isSecretDoor && !currTile._isDoor) {
addInfoMsg(Common::String::format("%s %s", _game->_res->FIND, _game->_res->A_SECRET_DOOR));
_data[pt.y][pt.x] = DTILE_DOOR;
} else {
addInfoMsg(Common::String::format("%s %s", _game->_res->FIND, _game->_res->NOTHING));
}
}
void MapDungeon::open() {
U1MapTile tile;
getTileAt(getPosition(), &tile);
addInfoMsg(Common::String::format(" %s", _game->_res->DUNGEON_ITEM_NAMES[1]), false);
// If there's an item on the cell, try and open it
if (tile._item) {
addInfoMsg(Common::String::format("%s ", tile._item->_name.c_str()));
if (!tile._item->open()) {
MapBase::open();
return;
}
} else {
addInfoMsg(_game->_res->NONE_HERE);
_game->playFX(1);
}
}
void MapDungeon::climb() {
Maps::U1MapTile tile;
getTileAt(getPosition(), &tile);
if (!tile._isLadderUp && !tile._isLadderDown) {
addInfoMsg(_game->_res->WHAT);
_game->playFX(1);
} else if (getDirection() == Shared::Maps::DIR_LEFT || getDirection() == Shared::Maps::DIR_RIGHT) {
addInfoMsg("");
addInfoMsg(_game->_res->FACE_THE_LADDER);
_game->playFX(1);
} else if (tile._isLadderUp) {
if (!changeLevel(-1))
_game->getMap()->load(MAPID_OVERWORLD);
} else {
changeLevel(1);
}
}
void MapDungeon::castSpell(uint spellId) {
const Shared::Character &c = *_game->_party;
static_cast<Spells::Spell *>(c._spells[spellId])->dungeonCast(this);
}
void MapDungeon::leavingDungeon() {
Shared::Character &c = *_game->_party;
// Don't allow the hit points addition to push the hit point total beyond 9999
if (c._hitPoints + _dungeonExitHitPoints > 9999)
_dungeonExitHitPoints = 9999 - c._hitPoints;
if (_dungeonExitHitPoints) {
addInfoMsg(Common::String::format(_game->_res->GAIN_HIT_POINTS, _dungeonExitHitPoints));
c._hitPoints += _dungeonExitHitPoints;
}
}
void MapDungeon::attack(int direction, int effectId) {
const Character &c = *static_cast<Party *>(_game->_party);
Widgets::DungeonMonster *monster = findCreatureInCurrentDirection(
c.equippedWeapon()->_distance);
_game->playFX(7);
if (monster) {
uint agility = c._agility + 50;
uint damage = _game->getRandomNumber(2, agility + c._equippedWeapon * 8 + c._strength);
monster->attackMonster(2, agility, damage);
} else {
addInfoMsg(_game->_res->NOTHING);
}
_game->endOfTurn();
}
void MapDungeon::attack(int direction, int effectId, uint maxDistance, uint amount, uint agility, const Common::String &hitWidget) {
//const Character &c = *static_cast<Party *>(_game->_party);
Widgets::DungeonMonster *monster = findCreatureInCurrentDirection(maxDistance);
_game->playFX(effectId);
if (monster) {
monster->attackMonster(2, agility, amount);
} else {
addInfoMsg(_game->_res->NOTHING);
}
_game->endOfTurn();
}
} // End of namespace Maps
} // End of namespace Ultima1
} // End of namespace Ultima