176 lines
5.1 KiB
C++
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
|