/* 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 "immortal/room.h" #include "immortal/immortal.h" namespace Immortal { void ImmortalEngine::levelInitAtStartOfGameOnly() { initStoryDynamic(); _lastLevelLoaded = -1; _lastSongLoaded = -1; } void ImmortalEngine::levelInit() { _count = 0; } void ImmortalEngine::levelNew(int l) { stopMusic(); clearScreen(); levelStory(l); if (kLevelToMaze[l] != _lastLevelLoaded) { _lastLevelLoaded = kLevelToMaze[l]; loadMazeGraphics(l); } if (_level != _lastSongLoaded) { //loadSong(l); } //startMusic(); //monstSetXY -> _rooms[_currentRoom].monsters[kPlayerID].setXY(_initialBX, _initialBY); //univSetXY(_initialX << 3, _initialY << 3); levelShowRoom(_initialRoom, _initialBX, _initialBY); } void ImmortalEngine::levelStory(int l) { levelLoadFile(l); } void ImmortalEngine::levelLoadFile(int l) { /* This was originally a large branching tree that checked the identifier of each entry and * Processed them all for the story. Once again, this would have been better as an indexed * JSR instead of a set of comparisons and branches. Regardless, we instead use the information * in the story struct to create the rooms and then populate them. */ // Create the rooms and doors, then populate the rooms with their objects and actors for (uint d = 0; d < _stories[l]._doors.size(); d++) { doorNew(_stories[l]._doors[d]); } for (uint r = 0; r < _stories[l]._rooms.size(); r++) { _rooms[r] = new Room(_stories[l]._rooms[r]._x, _stories[l]._rooms[r]._y, _stories[l]._rooms[r]._flags); Common::Array allFlames(_stories[l]._flames[r].size()); if (_stories[l]._flames[r].size() > 0) { for (uint f = 0; f < _stories[l]._flames[r].size(); f++) { SFlame sf; sf._p = _stories[l]._flames[r][f]._p; sf._x = _stories[l]._flames[r][f]._x; sf._y = _stories[l]._flames[r][f]._y; allFlames[f] = sf; } } _allFlames[r] = allFlames; if (_stories[l]._objects[r].size() > 0) { for (uint o = 0; o < _stories[l]._objects[r].size(); o++) { //objNew(_stories[l]._objects[r][o]); } } if (_stories[l]._monsters[r].size() > 0) { for (uint m = 0; m < _stories[l]._monsters[r].size(); m++) { //monstNew(_stories[l]._monsters[r][m]); } } } // Set up the _initial variables for the engine scope univAtNew(l); } void ImmortalEngine::univAtNew(int l) { _initialRoom = _dRoomNum; _initialX = _stories[l]._initialUnivX; _initialY = _stories[l]._initialUnivY; _initialBX = _stories[l]._playerPointX; _initialBY = _stories[l]._playerPointY; //doorToNextLevel(_stories[l]._doorToNextLevel, _initialBX, _initialBY); //doorSetLadders(_stories[l]._doorSetLadders); //roomSetHole(_stories[l]._setHole, _stories[l]._setHoleX, _stories[l]._setHoleY); //monstRepos(kPlayerID); } void ImmortalEngine::levelDrawAll() { _count++; //univAutoCenter(); clearSprites(); _rooms[_currentRoom]->drawContents(_viewPortX, _viewPortY); } void ImmortalEngine::levelShowRoom(int r, int bX, int bY) { _currentRoom = r; cycleFreeAll(); // This may not be needed, or it may need to be changed slightly _rooms[_currentRoom]->flameSetRoom(_allFlames[r]); //univSetRoom(r, bX, bY); //fset, spark, bullet, and door get set to the current room //roomGetCell(r, bX, bY); //x, y <- roomGetXY(r, bX, bY); //x += bX; //y += bY; //x <<= 1; //blister(); } bool ImmortalEngine::levelIsLoaded(int l) { if (l == _storyLevel) { return true; } return false; } bool ImmortalEngine::levelIsShowRoom(int r) { if (r == _currentRoom) { return true; } return false; } } // namespace Immortal