mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-11 12:18:05 +00:00
191 lines
4.5 KiB
C++
191 lines
4.5 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.h"
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#include "common/config-manager.h"
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#include "mads/mads.h"
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#include "mads/game.h"
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#include "mads/graphics.h"
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#include "mads/msurface.h"
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#include "mads/nebular/game_nebular.h"
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#include "mads/nebular/dialogs_nebular.h"
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namespace MADS {
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namespace Nebular {
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GameNebular::GameNebular(MADSEngine *vm): Game(vm) {
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_surface = new MSurface(MADS_SCREEN_WIDTH, MADS_SCREEN_HEIGHT - MADS_INTERFACE_HEIGHT);
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}
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int GameNebular::checkCopyProtection() {
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if (!ConfMan.getBool("copy_protection"))
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return true;
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/* DEBUG: Disabled for now
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CopyProtectionDialog *dlg = new CopyProtectionDialog(_vm, false);
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dlg->show();
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delete dlg;
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*/
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// DEBUG: Return that copy protection failed
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return 1;
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}
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void GameNebular::initialiseGlobals() {
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// Allocate globals space
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_globalFlags.resize(210);
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for (int i = 0; i < 210; ++i)
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_globalFlags[i] = 0;
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// Set specific values needed by the game
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_globalFlags[4] = 8;
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_globalFlags[33] = 1;
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_globalFlags[10] = 0xFFFF;
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_globalFlags[13] = 0xFFFF;
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_globalFlags[15] = 0xFFFF;
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_globalFlags[19] = 0xFFFF;
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_globalFlags[20] = 0xFFFF;
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_globalFlags[21] = 0xFFFF;
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_globalFlags[95] = 0xFFFF;
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_objects.setData(3, 17, nullptr);
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// Put the values 0 through 3 in a random order in global slots 83 to 86
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for (int i = 0; i < 4;) {
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int randomVal = _vm->getRandomNumber(3);
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_globalFlags[83 + i] = randomVal;
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bool flag = false;
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for (int idx2 = 0; idx2 < i; ++idx2) {
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if (_globalFlags[83 + idx2] == randomVal)
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flag = true;
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}
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if (!flag)
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++i;
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}
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// Put the values 0 through 3 in a random order in global slots 87 to 90
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for (int i = 0; i < 4;) {
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int randomVal = _vm->getRandomNumber(3);
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_globalFlags[87 + i] = randomVal;
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bool flag = false;
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for (int idx2 = 0; idx2 < i; ++idx2) {
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if (_globalFlags[87 + idx2] == randomVal)
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flag = true;
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}
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if (!flag)
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++i;
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}
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_globalFlags[120] = 501;
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_globalFlags[121] = 0xFFFF;
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_globalFlags[55] = 0xFFFF;
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_globalFlags[119] = 1;
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_globalFlags[134] = 4;
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// Fill out the globals 200 to 209 with unique random values less than 10000
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for (int i = 0; i < 10; ++i) {
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int randomVal = _vm->getRandomNumber(9999);
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_globalFlags[200 + i] = randomVal;
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bool flag = false;
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for (int idx2 = 0; idx2 < i; ++idx2) {
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if (_globalFlags[200 + idx2] == randomVal)
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flag = true;
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}
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if (!flag)
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++i;
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}
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// Difficulty level control
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switch (_difficultyLevel) {
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case DIFFICULTY_HARD:
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_globalFlags[35] = 0;
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_objects.setRoom(9, 1);
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_objects.setRoom(50, 1);
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_globalFlags[137] = 5;
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_globalFlags[136] = 0;
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break;
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case DIFFICULTY_MEDIUM:
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_globalFlags[35] = 0;
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_objects.setRoom(8, 1);
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_globalFlags[137] = 0xFFFF;
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_globalFlags[136] = 6;
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break;
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case DIFFICULTY_EASY:
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_globalFlags[35] = 2;
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_objects.setRoom(8, 1);
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_objects.setRoom(27, 1);
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break;
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default:
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break;
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}
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_player._direction = 8;
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_player._newDirection = 8;
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loadResourceSequence("RXM", 1);
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loadResourceSequence("ROX", 1);
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}
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void GameNebular::setSectionHandler() {
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delete _sectionHandler;
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switch (_sectionNumber) {
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case 1:
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_sectionHandler = new Section1Handler(_vm);
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break;
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case 2:
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_sectionHandler = new Section2Handler(_vm);
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break;
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case 3:
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_sectionHandler = new Section3Handler(_vm);
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break;
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case 4:
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_sectionHandler = new Section4Handler(_vm);
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break;
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case 5:
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_sectionHandler = new Section5Handler(_vm);
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break;
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case 6:
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_sectionHandler = new Section6Handler(_vm);
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break;
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case 7:
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_sectionHandler = new Section7Handler(_vm);
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break;
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case 8:
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_sectionHandler = new Section8Handler(_vm);
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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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} // End of namespace Nebular
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} // End of namespace MADS
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