/* 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 "common/memstream.h" #include "got/game/back.h" #include "got/vars.h" #include "got/gfx/image.h" // loadNewThor namespace Got { void setupLoad() { _G(thor)->_active = true; _G(newLevel) = _G(thorInfo)._lastScreen; _G(thor)->_x = (_G(thorInfo)._lastIcon % 20) * 16; _G(thor)->_y = ((_G(thorInfo)._lastIcon / 20) * 16) - 1; if (_G(thor)->_x < 1) _G(thor)->_x = 1; if (_G(thor)->_y < 0) _G(thor)->_y = 0; _G(thor)->_lastX[0] = _G(thor)->_x; _G(thor)->_lastX[1] = _G(thor)->_x; _G(thor)->_lastY[0] = _G(thor)->_y; _G(thor)->_lastY[1] = _G(thor)->_y; _G(thor)->_dir = _G(thorInfo)._lastDir; _G(thor)->_lastDir = _G(thorInfo)._lastDir; _G(thor)->_health = _G(thorInfo)._lastHealth; _G(thorInfo)._magic = _G(thorInfo)._lastMagic; _G(thorInfo)._jewels = _G(thorInfo)._lastJewels; _G(thorInfo)._keys = _G(thorInfo)._lastKeys; _G(thorInfo)._score = _G(thorInfo)._lastScore; _G(thorInfo)._selectedItem = _G(thorInfo)._lastItem; _G(thorInfo)._inventory = _G(thorInfo)._lastInventory; _G(thorInfo)._object = _G(thorInfo)._lastObject; _G(thorInfo)._objectName = _G(thorInfo)._lastObjectName; _G(thor)->_numMoves = 1; _G(thor)->_vulnerableCountdown = 60; _G(thor)->_show = 60; _G(appleFlag) = false; _G(thunderSnakeCounter) = 0; _G(tornadoUsed) = false; _G(shieldOn) = false; _G(actor[1])._active = false; _G(actor[2])._active = false; _G(thor)->_moveCountdown = 6; _G(scrn).load(_G(newLevel)); _G(currentLevel) = _G(newLevel); showLevel(_G(newLevel)); if (_G(area) == 2 && _G(currentLevel) == 105) { // Shovel Maze _G(thorInfo)._armor = 2; // eyeballs mode loadNewThor(); _G(eyeballs) = 1; } } void pause(int delay) { g_system->delayMillis(delay); } } // namespace Got