119 lines
3.0 KiB
C++
119 lines
3.0 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "got/game/init.h"
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#include "common/memstream.h"
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#include "common/textconsole.h"
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#include "got/events.h"
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#include "got/game/back.h"
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#include "got/gfx/image.h"
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#include "got/sound.h"
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#include "got/utils/file.h"
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#include "got/vars.h"
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namespace Got {
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void setupPlayer() {
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_G(thorInfo).clear();
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_G(thorInfo)._inventory = 0;
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if (_G(area) > 1)
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_G(thorInfo)._inventory |= APPLE_MAGIC + LIGHTNING_MAGIC;
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if (_G(area) > 2)
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_G(thorInfo)._inventory |= BOOTS_MAGIC + WIND_MAGIC;
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_G(thor)->_health = 150;
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_G(thorInfo)._magic = _G(area) > 1 ? 150 : 0;
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_G(thorInfo)._jewels = 0;
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_G(thorInfo)._score = 0;
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_G(thorInfo)._keys = 0;
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_G(thorInfo)._lastItem = 0;
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_G(thorInfo)._object = 0;
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_G(thorInfo)._objectName = nullptr;
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_G(thor)->_lastX[0] = _G(thor)->_x;
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_G(thor)->_lastX[1] = _G(thor)->_x;
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_G(thor)->_lastY[0] = _G(thor)->_y;
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_G(thor)->_lastY[1] = _G(thor)->_y;
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_G(thorInfo)._lastIcon = (6 * 20) + 8;
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_G(thorInfo)._lastScreen = 23;
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_G(thor)->_dir = 1;
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switch (_G(area)) {
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case 1:
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_G(thor)->_x = 152;
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_G(thor)->_y = 96;
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break;
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case 2:
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_G(thor)->_x = 32;
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_G(thor)->_y = 32;
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break;
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case 3:
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_G(thor)->_x = 272;
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_G(thor)->_y = 80;
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break;
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default:
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break;
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}
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}
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void initGame() {
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if (_G(area) == 2)
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_G(thorInfo)._armor = 1;
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if (_G(area) == 3)
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_G(thorInfo)._armor = 10;
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loadStandardActors();
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setupPlayer();
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if (_G(demo)) {
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g_vars->setArea(1);
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_G(thor)->_health = 100;
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_G(thorInfo)._magic = 100;
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_G(thorInfo)._jewels = 463;
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_G(thorInfo)._score = 12455;
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_G(setup)._difficultyLevel = 0;
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_G(thorInfo)._inventory = 1 + 2;
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_G(currentLevel) = 54;
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_G(thorInfo)._selectedItem = 2;
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File f("DEMO");
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_G(demoKeys).clear();
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for (int i = 0; i < DEMO_LEN; ++i)
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_G(demoKeys).push(f.readByte());
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// Drop the first six bytes off. This comprises of
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// the "part I" display in the original, and ScummVM
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// doesn't do demo key processing until the game view
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for (int i = 0; i < 6; ++i)
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_G(demoKeys).pop();
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}
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_G(thor)->_moveCountdown = 6;
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// Load level data
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_G(newLevel) = _G(currentLevel);
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_G(scrn).load(_G(currentLevel));
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showLevel(_G(currentLevel));
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g_vars->resetEndGameFlags();
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_G(startup) = false;
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}
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} // namespace Got
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