149 lines
4.3 KiB
C++
149 lines
4.3 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/death.h"
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#include "ultima/ultima4/game/context.h"
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#include "ultima/ultima4/game/game.h"
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#include "ultima/ultima4/game/player.h"
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#include "ultima/ultima4/game/portal.h"
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#include "ultima/ultima4/views/stats.h"
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#include "ultima/ultima4/controllers/wait_controller.h"
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#include "ultima/ultima4/core/settings.h"
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#include "ultima/ultima4/events/event_handler.h"
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#include "ultima/ultima4/gfx/screen.h"
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#include "ultima/ultima4/map/map.h"
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#include "ultima/ultima4/map/annotation.h"
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#include "ultima/ultima4/map/city.h"
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#include "ultima/ultima4/map/location.h"
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#include "ultima/ultima4/map/mapmgr.h"
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#include "ultima/ultima4/sound/music.h"
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#include "ultima/ultima4/ultima4.h"
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#include "common/system.h"
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namespace Ultima {
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namespace Ultima4 {
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Death *g_death;
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#define REVIVE_WORLD_X 86
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#define REVIVE_WORLD_Y 107
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#define REVIVE_CASTLE_X 19
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#define REVIVE_CASTLE_Y 8
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const struct {
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int _timeout; ///< pause in seconds
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const char *_text; ///< text of message
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} DEATH_MSGS[] = {
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{ 5, "\n\n\nAll is Dark...\n" },
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{ 5, "\nBut wait...\n" },
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{ 5, "Where am I?...\n" },
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{ 5, "Am I dead?...\n" },
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{ 5, "Afterlife?...\n" },
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{ 5, "You hear:\n %s\n" },
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{ 5, "I feel motion...\n" },
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{ 5, "\nLord British says: I have pulled thy spirit and some possessions from the void. Be more careful in the future!\n\n\020" }
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};
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#define N_MSGS (sizeof(DEATH_MSGS) / sizeof(DEATH_MSGS[0]))
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Death::Death() : timerCount(0), timerMsg(0), deathSequenceRunning(false) {
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g_death = this;
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}
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Death::~Death() {
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g_death = nullptr;
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}
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void Death::start(int delay) {
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if (deathSequenceRunning)
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return;
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// stop playing music
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g_music->fadeOut(1000);
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deathSequenceRunning = 1;
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timerCount = 0;
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timerMsg = 0;
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WaitController waitCtrl(delay * settings._gameCyclesPerSecond);
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eventHandler->pushController(&waitCtrl);
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waitCtrl.wait();
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gameSetViewMode(VIEW_DEAD);
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eventHandler->pushKeyHandler(&KeyHandler::ignoreKeys);
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g_screen->screenDisableCursor();
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eventHandler->getTimer()->add(&deathTimer, settings._gameCyclesPerSecond);
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}
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void Death::deathTimer(void *data) {
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g_death->timerCount++;
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if ((g_death->timerMsg < N_MSGS) && (g_death->timerCount > DEATH_MSGS[g_death->timerMsg]._timeout)) {
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g_screen->screenMessage(DEATH_MSGS[g_death->timerMsg]._text, g_context->_party->member(0)->getName().c_str());
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g_screen->screenHideCursor();
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g_death->timerCount = 0;
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g_death->timerMsg++;
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if (g_death->timerMsg >= N_MSGS) {
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eventHandler->getTimer()->remove(&deathTimer);
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g_death->revive();
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}
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}
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}
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void Death::revive() {
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while (!g_context->_location->_map->isWorldMap() && g_context->_location->_prev != nullptr) {
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g_game->exitToParentMap();
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}
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eventHandler->setController(g_game);
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deathSequenceRunning = false;
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gameSetViewMode(VIEW_NORMAL);
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// Move our world map location to Lord British's Castle
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g_context->_location->_coords = g_context->_location->_map->_portals[0]->_coords;
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// Now, move the avatar into the castle and put him in front of Lord British
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g_game->setMap(mapMgr->get(100), 1, nullptr);
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g_context->_location->_coords.x = REVIVE_CASTLE_X;
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g_context->_location->_coords.y = REVIVE_CASTLE_Y;
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g_context->_location->_coords.z = 0;
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g_context->_aura->set();
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g_context->_horseSpeed = 0;
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g_context->_lastCommandTime = g_system->getMillis();
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g_music->playMapMusic();
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g_context->_party->reviveParty();
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g_screen->screenEnableCursor();
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g_screen->screenShowCursor();
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g_context->_stats->setView(STATS_PARTY_OVERVIEW);
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g_screen->update();
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}
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} // End of namespace Ultima4
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} // End of namespace Ultima
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