scummvm/engines/mads/nebular/game_nebular.cpp
2014-02-25 23:10:51 -05:00

191 lines
4.5 KiB
C++

/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/scummsys.h"
#include "common/config-manager.h"
#include "mads/mads.h"
#include "mads/game.h"
#include "mads/graphics.h"
#include "mads/msurface.h"
#include "mads/nebular/game_nebular.h"
#include "mads/nebular/dialogs_nebular.h"
namespace MADS {
namespace Nebular {
GameNebular::GameNebular(MADSEngine *vm): Game(vm) {
_surface = new MSurface(MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT - MADS_INTERFACE_HEIGHT);
}
int GameNebular::checkCopyProtection() {
if (!ConfMan.getBool("copy_protection"))
return true;
/* DEBUG: Disabled for now
CopyProtectionDialog *dlg = new CopyProtectionDialog(_vm, false);
dlg->show();
delete dlg;
*/
// DEBUG: Return that copy protection failed
return 1;
}
void GameNebular::initialiseGlobals() {
// Allocate globals space
_globalFlags.resize(210);
for (int i = 0; i < 210; ++i)
_globalFlags[i] = 0;
// Set specific values needed by the game
_globalFlags[4] = 8;
_globalFlags[33] = 1;
_globalFlags[10] = 0xFFFF;
_globalFlags[13] = 0xFFFF;
_globalFlags[15] = 0xFFFF;
_globalFlags[19] = 0xFFFF;
_globalFlags[20] = 0xFFFF;
_globalFlags[21] = 0xFFFF;
_globalFlags[95] = 0xFFFF;
_objects.setData(3, 17, nullptr);
// Put the values 0 through 3 in a random order in global slots 83 to 86
for (int i = 0; i < 4;) {
int randomVal = _vm->getRandomNumber(3);
_globalFlags[83 + i] = randomVal;
bool flag = false;
for (int idx2 = 0; idx2 < i; ++idx2) {
if (_globalFlags[83 + idx2] == randomVal)
flag = true;
}
if (!flag)
++i;
}
// Put the values 0 through 3 in a random order in global slots 87 to 90
for (int i = 0; i < 4;) {
int randomVal = _vm->getRandomNumber(3);
_globalFlags[87 + i] = randomVal;
bool flag = false;
for (int idx2 = 0; idx2 < i; ++idx2) {
if (_globalFlags[87 + idx2] == randomVal)
flag = true;
}
if (!flag)
++i;
}
_globalFlags[120] = 501;
_globalFlags[121] = 0xFFFF;
_globalFlags[55] = 0xFFFF;
_globalFlags[119] = 1;
_globalFlags[134] = 4;
// Fill out the globals 200 to 209 with unique random values less than 10000
for (int i = 0; i < 10; ++i) {
int randomVal = _vm->getRandomNumber(9999);
_globalFlags[200 + i] = randomVal;
bool flag = false;
for (int idx2 = 0; idx2 < i; ++idx2) {
if (_globalFlags[200 + idx2] == randomVal)
flag = true;
}
if (!flag)
++i;
}
// Difficulty level control
switch (_difficultyLevel) {
case DIFFICULTY_HARD:
_globalFlags[35] = 0;
_objects.setRoom(9, 1);
_objects.setRoom(50, 1);
_globalFlags[137] = 5;
_globalFlags[136] = 0;
break;
case DIFFICULTY_MEDIUM:
_globalFlags[35] = 0;
_objects.setRoom(8, 1);
_globalFlags[137] = 0xFFFF;
_globalFlags[136] = 6;
break;
case DIFFICULTY_EASY:
_globalFlags[35] = 2;
_objects.setRoom(8, 1);
_objects.setRoom(27, 1);
break;
default:
break;
}
_player._direction = 8;
_player._newDirection = 8;
loadResourceSequence("RXM", 1);
loadResourceSequence("ROX", 1);
}
void GameNebular::setSectionHandler() {
delete _sectionHandler;
switch (_sectionNumber) {
case 1:
_sectionHandler = new Section1Handler(_vm);
break;
case 2:
_sectionHandler = new Section2Handler(_vm);
break;
case 3:
_sectionHandler = new Section3Handler(_vm);
break;
case 4:
_sectionHandler = new Section4Handler(_vm);
break;
case 5:
_sectionHandler = new Section5Handler(_vm);
break;
case 6:
_sectionHandler = new Section6Handler(_vm);
break;
case 7:
_sectionHandler = new Section7Handler(_vm);
break;
case 8:
_sectionHandler = new Section8Handler(_vm);
break;
default:
break;
}
}
} // End of namespace Nebular
} // End of namespace MADS