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

176 lines
5.1 KiB
C++

/* 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/ultima4/controllers/inn_controller.h"
#include "ultima/ultima4/conversation/conversation.h"
#include "ultima/ultima4/core/utils.h"
#include "ultima/ultima4/map/city.h"
#include "ultima/ultima4/map/mapmgr.h"
namespace Ultima {
namespace Ultima4 {
InnController::InnController() {
_map = nullptr;
/*
* Normally in cities, only one opponent per encounter; inn's
* override this to get the regular encounter size.
*/
_forceStandardEncounterSize = true;
}
void InnController::begin() {
/* first, show the avatar before sleeping */
gameUpdateScreen();
/* in the original, the vendor music plays straight through sleeping */
if (settings._enhancements)
g_music->fadeOut(INN_FADE_OUT_TIME); /* Fade volume out to ease into rest */
EventHandler::wait_msecs(INN_FADE_OUT_TIME);
/* show the sleeping avatar */
g_context->_party->setTransport(g_context->_location->_map->_tileSet->getByName("corpse")->getId());
gameUpdateScreen();
g_screen->screenDisableCursor();
EventHandler::wait_msecs(settings._innTime * 1000);
g_screen->screenEnableCursor();
/* restore the avatar to normal */
g_context->_party->setTransport(g_context->_location->_map->_tileSet->getByName("avatar")->getId());
gameUpdateScreen();
/* the party is always healed */
heal();
/* Is there a special encounter during your stay? */
// mwinterrowd suggested code, based on u4dos
if (g_context->_party->member(0)->isDead()) {
maybeMeetIsaac();
} else {
if (xu4_random(8) != 0) {
maybeMeetIsaac();
} else {
maybeAmbush();
}
}
g_screen->screenMessage("\nMorning!\n");
g_screen->screenPrompt();
g_music->fadeIn(INN_FADE_IN_TIME, true);
}
bool InnController::heal() {
// restore each party member to max mp, and restore some hp
bool healed = false;
for (int i = 0; i < g_context->_party->size(); i++) {
PartyMember *m = g_context->_party->member(i);
m->setMp(m->getMaxMp());
if ((m->getHp() < m->getMaxHp()) && m->heal(HT_INNHEAL))
healed = true;
}
return healed;
}
void InnController::maybeMeetIsaac() {
// Does Isaac the Ghost pay a visit to the Avatar?
// if ((location == skara_brae) && (random(4) = 0) {
// // create Isaac the Ghost
// }
if ((g_context->_location->_map->_id == 11) && (xu4_random(4) == 0)) {
City *city = dynamic_cast<City *>(g_context->_location->_map);
assert(city);
if (city->_extraDialogues.size() == 1 &&
city->_extraDialogues[0]->getName() == "Isaac") {
Coords coords(27, xu4_random(3) + 10, g_context->_location->_coords.z);
// If Isaac is already around, just bring him back to the inn
for (ObjectDeque::iterator i = g_context->_location->_map->_objects.begin();
i != g_context->_location->_map->_objects.end();
i++) {
Person *p = dynamic_cast<Person *>(*i);
if (p && p->getName() == "Isaac") {
p->setCoords(coords);
return;
}
}
// Otherwise, we need to create Isaac
Person *isaac = new Person(creatureMgr->getById(GHOST_ID)->getTile());
isaac->setMovementBehavior(MOVEMENT_WANDER);
isaac->setDialogue(city->_extraDialogues[0]);
isaac->getStart() = coords;
isaac->setPrevTile(isaac->getTile());
// Add Isaac near the Avatar
city->addPerson(isaac);
delete isaac;
}
}
}
void InnController::maybeAmbush() {
if (settings._innAlwaysCombat || (xu4_random(8) == 0)) {
MapId mapid;
Creature *creature;
bool showMessage = true;
/* Rats seem much more rare than meeting rogues in the streets */
if (xu4_random(4) == 0) {
/* Rats! */
mapid = MAP_BRICK_CON;
creature = g_context->_location->_map->addCreature(creatureMgr->getById(RAT_ID), g_context->_location->_coords);
} else {
/* While strolling down the street, attacked by rogues! */
mapid = MAP_INN_CON;
creature = g_context->_location->_map->addCreature(creatureMgr->getById(ROGUE_ID), g_context->_location->_coords);
g_screen->screenMessage("\nIn the middle of the night while out on a stroll...\n\n");
showMessage = false;
}
_map = getCombatMap(mapMgr->get(mapid));
g_game->setMap(_map, true, nullptr, this);
init(creature);
showCombatMessage(showMessage);
CombatController::begin();
}
}
void InnController::awardLoot() {
// never get a chest from inn combat
}
} // End of namespace Ultima4
} // End of namespace Ultima