Example #1
0
void dodGame::Restart()
{
	Uint32 ticks1, ticks2;

	object.Reset();
	creature.Reset();
	parser.Reset();
	player.Reset();
	scheduler.Reset();
	viewer.Reset();
	hasWon = false;

	dungeon.VFTPTR = 0;
	scheduler.SYSTCB();
	object.CreateAll();
	player.HBEATF = 0;
	player.setInitialObjects(false);
	viewer.displayPrepare();
	viewer.displayCopyright();
	viewer.display_mode = Viewer::MODE_TITLE;
	viewer.draw_game();

	// Delay with "PREPARE!" on screen
	ticks1 = SDL_GetTicks();
	do
	{
		oslink.process_events();
		ticks2 = SDL_GetTicks();
	} while (ticks2 < ticks1 + 2500);
	
	creature.NEWLVL();
	INIVU();
	viewer.PROMPT();
}
Example #2
0
// Game initialization
void dodGame::COMINI()
{
	Uint32 ticks1, ticks2;

	scheduler.SYSTCB();
	object.CreateAll();
	player.HBEATF = 0;
	viewer.clearArea(&viewer.TXTSTS);
	viewer.clearArea(&viewer.TXTPRI);
	viewer.VXSCAL = 0x80;
	viewer.VYSCAL = 0x80;
	viewer.VXSCALf = 128.0f;
	viewer.VYSCALf = 128.0f;
	AUTFLG = viewer.ShowFade(Viewer::FADE_BEGIN);
	//AUTFLG = scheduler.fadeLoop();
	//AUTFLG = false; // TAKE THIS LINE OUT !!!!!!!!!! [Prevents demo from starting]
	player.setInitialObjects(AUTFLG);
	viewer.displayPrepare();
	viewer.display_mode = Viewer::MODE_TITLE;
	viewer.draw_game();

	// Delay with "PREPARE!" on screen
	ticks1 = SDL_GetTicks();
	do
	{
		oslink.process_events();
		ticks2 = SDL_GetTicks();
	} while (ticks2 < ticks1 + viewer.prepPause);
	
	creature.NEWLVL();
	if (AUTFLG)
	{
		// do map
		viewer.display_mode = Viewer::MODE_TITLE;
		viewer.showSeerMap = true;
		--viewer.UPDATE;
		viewer.draw_game();
		// wait 3 seconds
		ticks1 = SDL_GetTicks();
		do
		{
			oslink.process_events();
			ticks2 = SDL_GetTicks();
		} while (ticks2 < ticks1 + 3000);
	}
	INIVU();
	viewer.PROMPT();
}
// This routine creates a new dungeon level,
// filling it with objects and creatures.  It
// should probably be moved to the Dungeon class.
void Creature::NEWLVL()
{
	dodBYTE	a, b;
	int		u, idx, tmp;

	CMXPTR = game.LEVEL * CTYPES;
	dungeon.CalcVFI();
	for (tmp = 0; tmp < 32; ++tmp)
	{
		CCBLND[tmp].clear();
	}
	scheduler.SYSTCB();
	dungeon.DGNGEN();
	u = CMXPTR;
	a = CTYPES - 1;
	do
	{
		b = CMXLND[u + a];
		if (b != 0)
		{
			do
			{
				CBIRTH(a);
				--b;
			} while (b != 0);
		}
		--a;
	} while (a != 0xFF);

	u = -1;
	object.OFINDF = 0;
	do
	{
		idx = object.FNDOBJ();
		if (idx == -1)
		{
			break;
		}
		if (object.OCBLND[idx].P_OCOWN == 0xFF)
		{
			do
			{
				++u;
				if (u == 32)
				{
					u = 0;
				}
				if (CCBLND[u].P_CCUSE != 0)
				{
					tmp = CCBLND[u].P_CCOBJ;
					CCBLND[u].P_CCOBJ = idx;
					object.OCBLND[idx].P_OCPTR = tmp;
					break;
				}
			} while (true);
		}
	} while (true);

	// Determine video invert Setting
	viewer.setVidInv((game.LEVEL % 2) ?true: false);
}