124 lines
3.7 KiB
C++
124 lines
3.7 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/ultima4/controllers/camp_controller.h"
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#include "ultima/ultima4/core/utils.h"
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#include "ultima/ultima4/filesys/savegame.h"
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#include "ultima/ultima4/map/mapmgr.h"
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#include "ultima/ultima4/ultima4.h"
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namespace Ultima {
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namespace Ultima4 {
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CampController::CampController() {
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MapId id;
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/* setup camp (possible, but not for-sure combat situation */
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if (g_context->_location->_context & CTX_DUNGEON)
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id = MAP_CAMP_DNG;
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else
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id = MAP_CAMP_CON;
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_map = getCombatMap(mapMgr->get(id));
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g_game->setMap(_map, true, nullptr, this);
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}
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void CampController::init(Creature *m) {
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CombatController::init(m);
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_camping = true;
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}
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void CampController::begin() {
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// make sure everyone's asleep
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for (int i = 0; i < g_context->_party->size(); i++)
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g_context->_party->member(i)->putToSleep();
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CombatController::begin();
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g_music->camp();
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g_screen->screenMessage("Resting...\n");
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g_screen->screenDisableCursor();
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EventHandler::wait_msecs(settings._campTime * 1000);
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g_screen->screenEnableCursor();
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/* Is the party ambushed during their rest? */
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if (settings._campingAlwaysCombat || (xu4_random(8) == 0)) {
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const Creature *m = creatureMgr->randomAmbushing();
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g_music->playMapMusic();
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g_screen->screenMessage("Ambushed!\n");
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/* create an ambushing creature (so it leaves a chest) */
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setCreature(g_context->_location->_prev->_map->addCreature(m, g_context->_location->_prev->_coords));
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/* fill the creature table with creatures and place them */
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fillCreatureTable(m);
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placeCreatures();
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/* creatures go first! */
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finishTurn();
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} else {
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/* Wake everyone up! */
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for (int i = 0; i < g_context->_party->size(); i++)
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g_context->_party->member(i)->wakeUp();
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/* Make sure we've waited long enough for camping to be effective */
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bool healed = false;
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if (((g_ultima->_saveGame->_moves / CAMP_HEAL_INTERVAL) >= 0x10000) ||
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(((g_ultima->_saveGame->_moves / CAMP_HEAL_INTERVAL) & 0xffff) != g_ultima->_saveGame->_lastCamp))
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healed = heal();
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g_screen->screenMessage(healed ? "Party Healed!\n" : "No effect.\n");
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g_ultima->_saveGame->_lastCamp = (g_ultima->_saveGame->_moves / CAMP_HEAL_INTERVAL) & 0xffff;
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eventHandler->popController();
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g_game->exitToParentMap();
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g_music->fadeIn(CAMP_FADE_IN_TIME, true);
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delete this;
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}
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}
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void CampController::end(bool adjustKarma) {
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// wake everyone up!
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for (int i = 0; i < g_context->_party->size(); i++)
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g_context->_party->member(i)->wakeUp();
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CombatController::end(adjustKarma);
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}
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bool CampController::heal() {
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// restore each party member to max mp, and restore some hp
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bool healed = false;
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for (int i = 0; i < g_context->_party->size(); i++) {
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PartyMember *m = g_context->_party->member(i);
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m->setMp(m->getMaxMp());
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if ((m->getHp() < m->getMaxHp()) && m->heal(HT_CAMPHEAL))
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healed = true;
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}
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return healed;
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}
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} // End of namespace Ultima4
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} // End of namespace Ultima
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