436 lines
13 KiB
C++
436 lines
13 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/game/codex.h"
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#include "ultima/ultima4/game/context.h"
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#include "ultima/ultima4/events/event_handler.h"
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#include "ultima/ultima4/game/game.h"
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#include "ultima/ultima4/game/item.h"
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#include "ultima/ultima4/gfx/imagemgr.h"
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#include "ultima/ultima4/game/names.h"
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#include "ultima/ultima4/filesys/savegame.h"
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#include "ultima/ultima4/gfx/screen.h"
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#include "ultima/ultima4/views/stats.h"
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#include "ultima/ultima4/ultima4.h"
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#include "ultima/ultima4/filesys/u4file.h"
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#include "ultima/ultima4/core/utils.h"
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namespace Ultima {
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namespace Ultima4 {
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Codex *g_codex;
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Codex::Codex() {
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g_codex = this;
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}
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Codex::~Codex() {
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g_codex = nullptr;
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}
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int Codex::init() {
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_virtueQuestions = u4read_stringtable("virtue");
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_endgameText1 = u4read_stringtable("endgame1");
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_endgameText2 = u4read_stringtable("endgame2");
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return 1;
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}
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void Codex::deinit() {
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_virtueQuestions.clear();
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_endgameText1.clear();
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_endgameText2.clear();
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}
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void Codex::start() {
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init();
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// Disable the whirlpool cursor and black out the screen
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#ifdef IOS_ULTIMA4
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U4IOS::IOSHideGameControllerHelper hideControllsHelper;
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#endif
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g_screen->screenDisableCursor();
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g_screen->screenUpdate(&g_game->_mapArea, false, true);
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// Make the avatar alone
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g_context->_stats->setView(STATS_PARTY_OVERVIEW);
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g_context->_stats->update(true); // show just the avatar
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g_screen->update();
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// Change the view mode so the dungeon doesn't get shown
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gameSetViewMode(VIEW_CODEX);
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g_screen->screenMessage("\n\n\n\nThere is a sudden darkness, and you find yourself alone in an empty chamber.\n");
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EventHandler::sleep(4000);
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// Check to see if you have the 3-part key
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if ((g_ultima->_saveGame->_items & (ITEM_KEY_C | ITEM_KEY_L | ITEM_KEY_T)) != (ITEM_KEY_C | ITEM_KEY_L | ITEM_KEY_T)) {
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eject(CODEX_EJECT_NO_3_PART_KEY);
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return;
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}
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g_screen->screenDrawImageInMapArea(BKGD_KEY);
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g_screen->screenRedrawMapArea();
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g_screen->screenMessage("\nYou use your key of Three Parts.\n");
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EventHandler::sleep(3000);
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g_screen->screenMessage("\nA voice rings out:\n\"What is the Word of Passage?\"\n\n");
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// Get the Word of Passage
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#ifdef IOS_ULTIMA4
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U4IOS::IOSConversationHelper::setIntroString("What is the Word of Passage?");
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#endif
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handleWOP(gameGetInput());
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}
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void Codex::eject(CodexEjectCode code) {
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const struct {
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int x, y;
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} startLocations[] = {
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{ 231, 136 },
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{ 83, 105 },
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{ 35, 221 },
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{ 59, 44 },
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{ 158, 21 },
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{ 105, 183 },
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{ 23, 129 },
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{ 186, 171 }
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};
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switch (code) {
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case CODEX_EJECT_NO_3_PART_KEY:
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g_screen->screenMessage("\nThou dost not have the Key of Three Parts.\n\n");
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break;
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case CODEX_EJECT_NO_FULL_PARTY:
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g_screen->screenMessage("\nThou hast not proved thy leadership in all eight virtues.\n\n");
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EventHandler::sleep(2000);
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g_screen->screenMessage("\nPassage is not granted.\n\n");
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break;
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case CODEX_EJECT_NO_FULL_AVATAR:
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g_screen->screenMessage("\nThou art not ready.\n");
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EventHandler::sleep(2000);
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g_screen->screenMessage("\nPassage is not granted.\n\n");
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break;
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case CODEX_EJECT_BAD_WOP:
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g_screen->screenMessage("\nPassage is not granted.\n\n");
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break;
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case CODEX_EJECT_HONESTY:
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case CODEX_EJECT_COMPASSION:
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case CODEX_EJECT_VALOR:
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case CODEX_EJECT_JUSTICE:
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case CODEX_EJECT_SACRIFICE:
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case CODEX_EJECT_HONOR:
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case CODEX_EJECT_SPIRITUALITY:
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case CODEX_EJECT_HUMILITY:
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case CODEX_EJECT_TRUTH:
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case CODEX_EJECT_LOVE:
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case CODEX_EJECT_COURAGE:
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g_screen->screenMessage("\nThy quest is not yet complete.\n\n");
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break;
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case CODEX_EJECT_BAD_INFINITY:
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g_screen->screenMessage("\nThou dost not know the true nature of the Universe.\n\n");
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break;
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default:
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g_screen->screenMessage("\nOops, you just got too close to beating the game.\nBAD AVATAR!\n");
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break;
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}
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EventHandler::sleep(2000);
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// Free memory associated with the Codex
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deinit();
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// Re-enable the cursor and show it
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g_screen->screenEnableCursor();
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g_screen->screenShowCursor();
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// Return view to normal and exit the Abyss
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gameSetViewMode(VIEW_NORMAL);
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g_game->exitToParentMap();
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g_music->playMapMusic();
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/*
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* if being ejected because of a missed virtue question,
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* then teleport the party to the starting location for
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* that virtue.
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*/
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if (code >= CODEX_EJECT_HONESTY && code <= CODEX_EJECT_HUMILITY) {
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int virtue = code - CODEX_EJECT_HONESTY;
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g_context->_location->_coords.x = startLocations[virtue].x;
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g_context->_location->_coords.y = startLocations[virtue].y;
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}
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// finally, finish the turn
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g_context->_location->_turnCompleter->finishTurn();
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eventHandler->setController(g_game);
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}
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void Codex::handleWOP(const Common::String &word) {
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static int tries = 1;
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int i;
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eventHandler->popKeyHandler();
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// slight pause before continuing
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g_screen->screenMessage("\n");
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g_screen->screenDisableCursor();
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EventHandler::sleep(1000);
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// entered correctly
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if (scumm_stricmp(word.c_str(), "veramocor") == 0) {
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tries = 1; // reset 'tries' in case we need to enter this again later
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// eject them if they don't have all 8 party members
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if (g_ultima->_saveGame->_members != 8) {
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eject(CODEX_EJECT_NO_FULL_PARTY);
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return;
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}
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// eject them if they're not a full avatar at this point
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for (i = 0; i < VIRT_MAX; i++) {
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if (g_ultima->_saveGame->_karma[i] != 0) {
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eject(CODEX_EJECT_NO_FULL_AVATAR);
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return;
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}
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}
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g_screen->screenMessage("\nPassage is granted.\n");
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EventHandler::sleep(4000);
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g_screen->screenEraseMapArea();
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g_screen->screenRedrawMapArea();
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// Ask the Virtue questions
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g_screen->screenMessage("\n\nThe voice asks:\n");
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EventHandler::sleep(2000);
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g_screen->screenMessage("\n%s\n\n", _virtueQuestions[0].c_str());
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handleVirtues(gameGetInput());
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return;
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}
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// entered incorrectly - give 3 tries before ejecting
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else if (tries++ < 3) {
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impureThoughts();
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g_screen->screenMessage("\"What is the Word of Passage?\"\n\n");
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#ifdef IOS_ULTIMA4
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U4IOS::IOSConversationHelper::setIntroString("Which virtue?");
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#endif
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handleWOP(gameGetInput());
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}
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// 3 tries are up... eject!
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else {
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tries = 1;
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eject(CODEX_EJECT_BAD_WOP);
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}
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}
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void Codex::handleVirtues(const Common::String &virtue) {
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static const char *const codexImageNames[] = {
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BKGD_HONESTY, BKGD_COMPASSN, BKGD_VALOR, BKGD_JUSTICE,
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BKGD_SACRIFIC, BKGD_HONOR, BKGD_SPIRIT, BKGD_HUMILITY,
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BKGD_TRUTH, BKGD_LOVE, BKGD_COURAGE
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};
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static int current = 0;
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static int tries = 1;
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eventHandler->popKeyHandler();
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// slight pause before continuing
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g_screen->screenMessage("\n");
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g_screen->screenDisableCursor();
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EventHandler::sleep(1000);
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// answered with the correct one of eight virtues
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if ((current < VIRT_MAX) &&
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(scumm_stricmp(virtue.c_str(), getVirtueName(static_cast<Virtue>(current))) == 0)) {
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g_screen->screenDrawImageInMapArea(codexImageNames[current]);
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g_screen->screenRedrawMapArea();
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current++;
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tries = 1;
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EventHandler::sleep(2000);
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if (current == VIRT_MAX) {
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g_screen->screenMessage("\nThou art well versed in the virtues of the Avatar.\n");
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EventHandler::sleep(5000);
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}
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g_screen->screenMessage("\n\nThe voice asks:\n");
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EventHandler::sleep(2000);
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g_screen->screenMessage("\n%s\n\n", _virtueQuestions[current].c_str());
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#ifdef IOS_ULTIMA4
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U4IOS::IOSConversationHelper::setIntroString((current != VIRT_MAX) ? "Which virtue?" : "Which principle?");
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#endif
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handleVirtues(gameGetInput());
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}
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// answered with the correct base virtue (truth, love, courage)
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else if ((current >= VIRT_MAX) &&
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(scumm_stricmp(virtue.c_str(), getBaseVirtueName(static_cast<BaseVirtue>(1 << (current - VIRT_MAX)))) == 0)) {
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g_screen->screenDrawImageInMapArea(codexImageNames[current]);
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g_screen->screenRedrawMapArea();
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current++;
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tries = 1;
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if (current < VIRT_MAX + 3) {
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g_screen->screenMessage("\n\nThe voice asks:\n");
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EventHandler::sleep(2000);
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g_screen->screenMessage("\n%s\n\n", _virtueQuestions[current].c_str());
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#ifdef IOS_ULTIMA4
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U4IOS::IOSConversationHelper::setIntroString("Which principle?");
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#endif
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handleVirtues(gameGetInput());
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} else {
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g_screen->screenMessage("\nThe ground rumbles beneath your feet.\n");
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EventHandler::sleep(1000);
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g_screen->screenShake(10);
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EventHandler::sleep(3000);
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g_screen->screenEnableCursor();
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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...");
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#ifdef IOS_ULTIMA4
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// Ugh, we now enter happy callback land, so I know how to do these things manually. Good thing I kept these separate functions.
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U4IOS::beginChoiceConversation();
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U4IOS::updateChoicesInDialog(" ", "", -1);
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#endif
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eventHandler->pushKeyHandler(&handleInfinityAnyKey);
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}
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}
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// give them 3 tries to enter the correct virtue, then eject them!
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else if (tries++ < 3) {
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impureThoughts();
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g_screen->screenMessage("%s\n\n", _virtueQuestions[current].c_str());
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#ifdef IOS_ULTIMA4
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U4IOS::IOSConversationHelper::setIntroString("Which virtue?");
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#endif
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handleVirtues(gameGetInput());
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}
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// failed 3 times... eject!
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else {
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eject(static_cast<CodexEjectCode>(CODEX_EJECT_HONESTY + current));
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tries = 1;
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current = 0;
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}
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}
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bool Codex::handleInfinityAnyKey(int key, void *data) {
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eventHandler->popKeyHandler();
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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");
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#ifdef IOS_ULTIMA4
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U4IOS::endChoiceConversation();
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U4IOS::IOSConversationHelper::setIntroString("What is the whole of all undeniable Truth, unending Love, and unyielding Courage?");
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#endif
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g_codex->handleInfinity(gameGetInput());
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return true;
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}
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void Codex::handleInfinity(const Common::String &answer) {
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static int tries = 1;
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eventHandler->popKeyHandler();
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#ifdef IOS_ULTIMA4
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U4IOS::IOSHideGameControllerHelper hideControllsHelper;
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#endif
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// slight pause before continuing
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g_screen->screenMessage("\n");
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g_screen->screenDisableCursor();
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EventHandler::sleep(1000);
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if (scumm_stricmp(answer.c_str(), "infinity") == 0) {
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EventHandler::sleep(2000);
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g_screen->screenShake(10);
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g_screen->screenEnableCursor();
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g_screen->screenMessage("\n%s", _endgameText1[0].c_str());
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#ifdef IOS_ULTIMA4
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// Ugh, we now enter happy callback land, so I know how to do these things manually. Good thing I kept these separate functions.
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U4IOS::hideGameButtons();
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U4IOS::beginChoiceConversation();
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U4IOS::updateChoicesInDialog(" ", "", -1);
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U4IOS::testFlightPassCheckPoint("Game won!");
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#endif
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eventHandler->pushKeyHandler(&handleEndgameAnyKey);
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} else if (tries++ < 3) {
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impureThoughts();
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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...");
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eventHandler->pushKeyHandler(&handleInfinityAnyKey);
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} else eject(CODEX_EJECT_BAD_INFINITY);
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}
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bool Codex::handleEndgameAnyKey(int key, void *data) {
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static int index = 1;
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eventHandler->popKeyHandler();
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if (index < 10) {
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if (index < 7) {
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if (index == 6) {
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g_screen->screenEraseMapArea();
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g_screen->screenRedrawMapArea();
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}
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g_screen->screenMessage("%s", g_codex->_endgameText1[index].c_str());
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} else if (index == 7) {
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g_screen->screenDrawImageInMapArea(BKGD_STONCRCL);
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g_screen->screenRedrawMapArea();
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g_screen->screenMessage("\n\n%s", g_codex->_endgameText2[index - 7].c_str());
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} else if (index > 7)
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g_screen->screenMessage("%s", g_codex->_endgameText2[index - 7].c_str());
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index++;
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eventHandler->pushKeyHandler(&g_codex->handleEndgameAnyKey);
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} else {
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// CONGRATULATIONS!... you have completed the game in x turns
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g_screen->screenDisableCursor();
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g_screen->screenMessage("%s%d%s", g_codex->_endgameText2[index - 7].c_str(),
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g_ultima->_saveGame->_moves, g_codex->_endgameText2[index - 6].c_str());
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#ifdef IOS_ULTIMA4
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U4IOS::endChoiceConversation();
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#endif
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eventHandler->pushKeyHandler(&KeyHandler::ignoreKeys);
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}
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return true;
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}
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void Codex::impureThoughts() {
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g_screen->screenMessage("\nThy thoughts are not pure.\nI ask again.\n");
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EventHandler::sleep(2000);
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}
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} // End of namespace Ultima4
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} // End of namespace Ultima
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