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/context.h"
24 #include "ultima/ultima4/conversation/conversation.h"
25 #include "ultima/ultima4/conversation/dialogueloader_hw.h"
26 #include "ultima/ultima4/game/player.h"
27 #include "ultima/ultima4/filesys/savegame.h"
28 #include "ultima/ultima4/filesys/u4file.h"
29 #include "ultima/ultima4/core/utils.h"
30 #include "ultima/ultima4/ultima4.h"
31 #include "ultima/shared/std/containers.h"
32 
33 namespace Ultima {
34 namespace Ultima4 {
35 
36 Response *hawkwindGetAdvice(const DynamicResponse *kw);
37 Response *hawkwindGetIntro(const DynamicResponse *dynResp);
38 
39 /* Hawkwind text indexes */
40 #define HW_SPEAKONLYWITH 40
41 #define HW_RETURNWHEN 41
42 #define HW_ISREVIVED 42
43 #define HW_WELCOME 43
44 #define HW_GREETING1 44
45 #define HW_GREETING2 45
46 #define HW_PROMPT 46
47 #define HW_DEFAULT 49
48 #define HW_ALREADYAVATAR 50
49 #define HW_GOTOSHRINE 51
50 #define HW_BYE 52
51 
52 /**
53  * A special case dialogue loader for Hawkwind.
54  */
load(Common::SeekableReadStream * source)55 Dialogue *U4HWDialogueLoader::load(Common::SeekableReadStream *source) {
56 	Std::vector<Common::String> &hawkwindText = g_ultima->_hawkwindText;
57 	hawkwindText = u4read_stringtable("hawkwind");
58 
59 	Dialogue *dlg = new Dialogue();
60 	dlg->setTurnAwayProb(0);
61 
62 	dlg->setName("Hawkwind");
63 	dlg->setPronoun("He");
64 	dlg->setPrompt(hawkwindText[HW_PROMPT]);
65 	Response *intro = new DynamicResponse(&hawkwindGetIntro);
66 	dlg->setIntro(intro);
67 	dlg->setLongIntro(intro);
68 	dlg->setDefaultAnswer(new Response(Common::String("\n" + hawkwindText[HW_DEFAULT])));
69 
70 	for (int v = 0; v < VIRT_MAX; v++) {
71 		Common::String virtue(getVirtueName((Virtue) v));
72 		lowercase(virtue);
73 		virtue = virtue.substr(0, 4);
74 		dlg->addKeyword(virtue, new DynamicResponse(&hawkwindGetAdvice, virtue));
75 	}
76 
77 	Response *bye = new Response(hawkwindText[HW_BYE]);
78 	bye->add(g_responseParts->STOPMUSIC);
79 	bye->add(g_responseParts->END);
80 	dlg->addKeyword("bye", bye);
81 	dlg->addKeyword("", bye);
82 
83 	return dlg;
84 }
85 
86 /**
87  * Generate the appropriate response when the player asks Lord British
88  * for help.  The help text depends on the current party status; when
89  * one quest item is complete, Lord British provides some direction to
90  * the next one.
91  */
hawkwindGetAdvice(const DynamicResponse * dynResp)92 Response *hawkwindGetAdvice(const DynamicResponse *dynResp) {
93 	Common::String text;
94 	int virtue = -1, virtueLevel = -1;
95 	Std::vector<Common::String> &hawkwindText = g_ultima->_hawkwindText;
96 
97 	/* check if asking about a virtue */
98 	for (int v = 0; v < VIRT_MAX; v++) {
99 		if (scumm_strnicmp(dynResp->getParam().c_str(), getVirtueName((Virtue) v), 4) == 0) {
100 			virtue = v;
101 			virtueLevel = g_ultima->_saveGame->_karma[v];
102 			break;
103 		}
104 	}
105 	if (virtue != -1) {
106 		text = "\n\n";
107 		if (virtueLevel == 0)
108 			text += hawkwindText[HW_ALREADYAVATAR] + "\n";
109 		else if (virtueLevel < 80)
110 			text += hawkwindText[(virtueLevel / 20) * 8 + virtue];
111 		else if (virtueLevel < 99)
112 			text += hawkwindText[3 * 8 + virtue];
113 		else /* virtueLevel >= 99 */
114 			text = hawkwindText[4 * 8 + virtue] + hawkwindText[HW_GOTOSHRINE];
115 	} else {
116 		text = Common::String("\n") + hawkwindText[HW_DEFAULT];
117 	}
118 
119 	return new Response(text);
120 }
121 
hawkwindGetIntro(const DynamicResponse * dynResp)122 Response *hawkwindGetIntro(const DynamicResponse *dynResp) {
123 	Response *intro = new Response("");
124 	Std::vector<Common::String> &hawkwindText = g_ultima->_hawkwindText;
125 
126 	if (g_context->_party->member(0)->getStatus() == STAT_SLEEPING ||
127 	        g_context->_party->member(0)->getStatus() == STAT_DEAD) {
128 		intro->add(hawkwindText[HW_SPEAKONLYWITH] + g_context->_party->member(0)->getName() +
129 		    hawkwindText[HW_RETURNWHEN] + g_context->_party->member(0)->getName() +
130 		    hawkwindText[HW_ISREVIVED]);
131 		intro->add(g_responseParts->END);
132 	} else {
133 		intro->add(g_responseParts->STARTMUSIC_HW);
134 		intro->add(g_responseParts->HAWKWIND);
135 
136 		intro->add(hawkwindText[HW_WELCOME] + g_context->_party->member(0)->getName() +
137 			hawkwindText[HW_GREETING1] + hawkwindText[HW_GREETING2]);
138 	}
139 
140 	return intro;
141 }
142 
143 } // End of namespace Ultima4
144 } // End of namespace Ultima
145