1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 #include "ultima/ultima4/game/portal.h"
24 #include "ultima/ultima4/map/annotation.h"
25 #include "ultima/ultima4/map/city.h"
26 #include "ultima/ultima4/game/context.h"
27 #include "ultima/ultima4/map/dungeon.h"
28 #include "ultima/ultima4/game/game.h"
29 #include "ultima/ultima4/map/location.h"
30 #include "ultima/ultima4/map/mapmgr.h"
31 #include "ultima/ultima4/game/names.h"
32 #include "ultima/ultima4/gfx/screen.h"
33 #include "ultima/ultima4/map/shrine.h"
34 #include "ultima/ultima4/map/tile.h"
35
36 namespace Ultima {
37 namespace Ultima4 {
38
createDngLadder(Location * location,PortalTriggerAction action,Portal * p)39 void createDngLadder(Location *location, PortalTriggerAction action, Portal *p) {
40 if (!p) return;
41 else {
42 p->_destid = location->_map->_id;
43 if (action == ACTION_KLIMB && location->_coords.z == 0) {
44 p->_exitPortal = true;
45 p->_destid = 1;
46 } else p->_exitPortal = false;
47 p->_message = "";
48 p->_portalConditionsMet = nullptr;
49 p->_portalTransportRequisites = TRANSPORT_FOOT_OR_HORSE;
50 p->_retroActiveDest = nullptr;
51 p->_saveLocation = false;
52 p->_start = location->_coords;
53 p->_start.z += (action == ACTION_KLIMB) ? -1 : 1;
54 }
55 }
56
usePortalAt(Location * location,MapCoords coords,PortalTriggerAction action)57 int usePortalAt(Location *location, MapCoords coords, PortalTriggerAction action) {
58 Map *destination;
59 char msg[32] = {0};
60
61 const Portal *portal = location->_map->portalAt(coords, action);
62 Portal dngLadder;
63
64 /* didn't find a portal there */
65 if (!portal) {
66
67 /* if it's a dungeon, then ladders are predictable. Create one! */
68 if (location->_context == CTX_DUNGEON) {
69 Dungeon *dungeon = dynamic_cast<Dungeon *>(location->_map);
70 assert(dungeon);
71
72 if ((action & ACTION_KLIMB) && dungeon->ladderUpAt(coords))
73 createDngLadder(location, action, &dngLadder);
74 else if ((action & ACTION_DESCEND) && dungeon->ladderDownAt(coords))
75 createDngLadder(location, action, &dngLadder);
76 else
77 return 0;
78 portal = &dngLadder;
79 } else {
80 return 0;
81 }
82 }
83
84 /* conditions not met for portal to work */
85 if (portal && portal->_portalConditionsMet && !(*portal->_portalConditionsMet)(portal))
86 return 0;
87 /* must klimb or descend on foot! */
88 else if (g_context->_transportContext & ~TRANSPORT_FOOT && (action == ACTION_KLIMB || action == ACTION_DESCEND)) {
89 g_screen->screenMessage("%sOnly on foot!\n", action == ACTION_KLIMB ? "Klimb\n" : "");
90 return 1;
91 }
92
93 destination = mapMgr->get(portal->_destid);
94
95 if (portal->_message.empty()) {
96
97 switch (action) {
98 case ACTION_DESCEND:
99 sprintf(msg, "Descend down to level %d\n", portal->_start.z + 1);
100 break;
101 case ACTION_KLIMB:
102 if (portal->_exitPortal)
103 sprintf(msg, "Klimb up!\nLeaving...\n");
104 else
105 sprintf(msg, "Klimb up!\nTo level %d\n", portal->_start.z + 1);
106 break;
107 case ACTION_ENTER:
108 switch (destination->_type) {
109 case Map::CITY: {
110 City *city = dynamic_cast<City *>(destination);
111 assert(city);
112 g_screen->screenMessage("Enter %s!\n\n%s\n\n", city->_type.c_str(), city->getName().c_str());
113 }
114 break;
115 case Map::SHRINE:
116 g_screen->screenMessage("Enter the %s!\n\n", destination->getName().c_str());
117 break;
118 case Map::DUNGEON:
119 #ifdef IOS_ULTIMA4
120 U4IOS::testFlightPassCheckPoint("Enter " + destination->getName());
121 #endif
122 g_screen->screenMessage("Enter dungeon!\n\n%s\n\n", destination->getName().c_str());
123 break;
124 default:
125 break;
126 }
127 break;
128 case ACTION_NONE:
129 default:
130 break;
131 }
132 }
133
134 /* check the transportation requisites of the portal */
135 if (g_context->_transportContext & ~portal->_portalTransportRequisites) {
136 g_screen->screenMessage("Only on foot!\n");
137 return 1;
138 }
139 /* ok, we know the portal is going to work -- now display the custom message, if any */
140 else if (!portal->_message.empty() || strlen(msg))
141 g_screen->screenMessage("%s", portal->_message.empty() ? msg : portal->_message.c_str());
142
143 /* portal just exits to parent map */
144 if (portal->_exitPortal) {
145 g_game->exitToParentMap();
146 g_music->playMapMusic();
147 return 1;
148 } else if (portal->_destid == location->_map->_id)
149 location->_coords = portal->_start;
150
151 else {
152 g_game->setMap(destination, portal->_saveLocation, portal);
153 g_music->playMapMusic();
154 }
155
156 /* if the portal changes the map retroactively, do it here */
157 /*
158 * note that we use c->location instead of location, since
159 * location has probably been invalidated above
160 */
161 if (portal->_retroActiveDest && g_context->_location->_prev) {
162 g_context->_location->_prev->_coords = portal->_retroActiveDest->_coords;
163 g_context->_location->_prev->_map = mapMgr->get(portal->_retroActiveDest->_mapid);
164 }
165
166 if (destination->_type == Map::SHRINE) {
167 Shrine *shrine = dynamic_cast<Shrine *>(destination);
168 assert(shrine);
169 shrine->enter();
170 }
171
172 return 1;
173 }
174
175 } // End of namespace Ultima4
176 } // End of namespace Ultima
177