Files
scummvm-cursorfix/engines/ultima/ultima4/game/death.cpp
2026-02-02 04:50:13 +01:00

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