/* 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 . * */ #include "mm/mm1/events.h" #include "mm/mm1/mm1.h" #include "mm/mm1/game/rest.h" #include "mm/mm1/game/encounter.h" #include "mm/mm1/maps/maps.h" namespace MM { namespace MM1 { namespace Game { void Rest::check() { int dangerRate = g_maps->_currentMap->dataByte(44); if (!dangerRate || g_engine->getRandomNumber(dangerRate) != dangerRate) { // Rest allowed execute(); } else { // Choose a random character, and make everyone // but them be asleep uint awakeIndex = g_engine->getRandomNumber( g_globals->_party.size() - 1); for (uint i = 0; i < g_globals->_party.size(); ++i) { Character &c = g_globals->_party[i]; if (!(c._condition & BAD_CONDITION) && i != awakeIndex) c._condition |= ASLEEP; } // Start an encounter g_globals->_encounters.execute(); } } void Rest::execute() { // Reset active spells Common::fill(&g_globals->_activeSpells._arr[0], &g_globals->_activeSpells._arr[ACTIVE_SPELLS_COUNT], 0); // Rest the characters of the party for (uint i = 0; i < g_globals->_party.size(); ++i) { Character &c = g_globals->_party[i]; c.rest(); } g_events->send(InfoMessage( STRING["dialogs.game.rest.rest_complete"] )); } } // namespace Game } // namespace MM1 } // namespace MM