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author | Filippos Karapetis | 2014-05-06 03:34:55 +0300 |
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committer | Filippos Karapetis | 2014-05-06 03:34:55 +0300 |
commit | 417536d01c4eb0a1b99fb96a49f83c2f45a59c27 (patch) | |
tree | 86e0ea02a5c94613181794384105188fa2ef5e71 /engines | |
parent | 3adf1aba77bac2af95d5c7ea414cdcbcbdc35a3c (diff) | |
download | scummvm-rg350-417536d01c4eb0a1b99fb96a49f83c2f45a59c27.tar.gz scummvm-rg350-417536d01c4eb0a1b99fb96a49f83c2f45a59c27.tar.bz2 scummvm-rg350-417536d01c4eb0a1b99fb96a49f83c2f45a59c27.zip |
MADS: Document all game scenes, and allow entering unimplemented scenes
This way, it's possible to enter all scenes for debugging purposes.
Also, this avoids the scene reordering during development. Scenes 708
and 806 have been removed, as they don't exist
Diffstat (limited to 'engines')
-rw-r--r-- | engines/mads/nebular/nebular_scenes.cpp | 339 | ||||
-rw-r--r-- | engines/mads/nebular/nebular_scenes.h | 16 |
2 files changed, 180 insertions, 175 deletions
diff --git a/engines/mads/nebular/nebular_scenes.cpp b/engines/mads/nebular/nebular_scenes.cpp index 1c9cd41973..06b0f3b7b9 100644 --- a/engines/mads/nebular/nebular_scenes.cpp +++ b/engines/mads/nebular/nebular_scenes.cpp @@ -51,257 +51,245 @@ SceneLogic *SceneFactory::createScene(MADSEngine *vm) { scene.addActiveVocab(NOUN_ALCOHOL); switch (scene._nextSceneId) { - // Scene group #1 - case 101: + // Scene group #1 (ship, ocean, cave) + case 101: // Ship, cockpit return new Scene101(vm); - case 102: + case 102: // Ship, dining room return new Scene102(vm); - case 103: + case 103: // Ship, engine room return new Scene103(vm); - case 104: + case 104: // Ocean, northwest cliff return new Scene104(vm); - case 105: + case 105: // Ocean, northeast cliff with mine return new Scene105(vm); - case 106: + case 106: // Ocean, outside ship return new Scene106(vm); - case 107: + case 107: // Ocean, bushes return new Scene107(vm); - case 108: + case 108: // Ocean, southwest cliff return new Scene108(vm); - case 109: + case 109: // Ocean, tunnel return new Scene109(vm); - case 110: + case 110: // Ocean, cave with tunnel return new Scene110(vm); - case 111: + case 111: // Cave with pool and opening return new Scene111(vm); - case 112: + case 112: // cutscene, looking at view screen return new Scene112(vm); - // Scene group #2 - case 201: + // Scene group #2 (island) + case 201: // outside teleporter return new Scene201(vm); - case 202: + case 202: // village return new Scene202(vm); - case 203: + case 203: // tree with Rhotunda (fat woman) return new Scene203(vm); - case 205: + case 205: // village return new Scene205(vm); - case 207: + case 207: // outside witch doctor's hut return new Scene207(vm); - case 208: + case 208: // pit with leaves (trap) return new Scene208(vm); - case 209: + case 209: // palm tree and bamboo plant return new Scene209(vm); - case 210: + case 210: // outside native woman's hut return new Scene210(vm); - case 211: + case 211: // palm tree with monkey return new Scene211(vm); - case 212: + case 212: // outside cave return new Scene212(vm); - case 213: + case 213: // inside teleporter return new Scene213(vm); - case 214: + case 214: // inside witch doctor's hut return new Scene214(vm); - case 215: + case 215: // inside native woman's hut return new Scene215(vm); - case 216: + case 216: // cutscene, monitor showing Rex and native woman return new Scene216(vm); - // Scene group #3 - case 301: + // Scene group #3 (women's base, cell block) + case 301: // outside teleporter (before chaos) return new Scene301(vm); - case 302: + case 302: // room with statue (before chaos) return new Scene302(vm); - case 303: + case 303: // western corridor (before chaos) return new Scene303(vm); - case 304: + case 304: // crossing with traffic light (before chaos) return new Scene304(vm); - case 307: + case 307: // Rex's cell (before chaos) return new Scene307(vm); - case 308: + case 308: // sauropod's cell (before chaos) return new Scene308(vm); - case 309: + case 309: // multihand monster's cell (before chaos) return new Scene309(vm); - case 310: + case 310: // empty cell (before chaos) return new Scene310(vm); - case 311: + case 311: // warden's desk (before chaos) return new Scene311(vm); - case 313: + case 313: // air shaft overview return new Scene313(vm); - case 316: + case 316: // Gender Bender return new Scene316(vm); - case 318: + case 318: // doctor's gurney return new Scene318(vm); - case 319: + case 319: // doctor Slache closeup (lying on the gurney) return new Scene319(vm); - case 320: + case 320: // warden's desk closeup / monitors return new Scene320(vm); - case 321: + case 321: // gender bender sex change sequence return new Scene321(vm); - case 322: + case 322: // inside teleporter return new Scene322(vm); - case 351: + case 351: // outside teleporter (after chaos) return new Scene351(vm); - case 352: + case 352: // room with statue (after chaos) return new Scene352(vm); - case 353: + case 353: // western corridor (after chaos) return new Scene353(vm); - case 354: + case 354: // crossing with traffic light (after chaos) return new Scene354(vm); - case 357: + case 357: // Rex's cell (after chaos) return new Scene357(vm); - case 358: + case 358: // sauropod's cell (after chaos) return new Scene358(vm); - case 359: + case 359: // multihand monster's cell (after chaos) return new Scene359(vm); - case 360: + case 360: // empty cell (after chaos) return new Scene360(vm); - case 361: + case 361: // warden's desk (after chaos) return new Scene361(vm); - case 366: + case 366: // air shaft ending at Gender Bender return new Scene366(vm); - case 387: + case 387: // air shaft ending at cell return new Scene387(vm); - case 388: + case 388: // air shaft ending at sauropod's cell return new Scene388(vm); - case 389: + case 389: // air shaft ending at multihand monster's cell (before chaos) return new Scene389(vm); - case 390: + case 390: // air shaft ending at cell return new Scene390(vm); - case 391: + case 391: // air shaft ending at warden's desk return new Scene391(vm); - case 399: + case 399: // air shaft ending at multihand monster's cell (after chaos) return new Scene399(vm); - // Scene group #4 - case 401: + // Scene group #4 (women's base) + case 401: // outside bar return new Scene401(vm); - case 402: + case 402: // inside bar return new Scene402(vm); - case 405: + case 405: // outside armory return new Scene405(vm); - case 406: + case 406: // outside storage room return new Scene406(vm); - case 407: + case 407: // eastern corridor return new Scene407(vm); - case 408: + case 408: // inside armory return new Scene408(vm); - case 409: + case 409: // inside female only teleporter return new Scene409(vm); - case 410: + case 410: // inside storage room return new Scene410(vm); - case 411: + case 411: // lab return new Scene411(vm); - case 413: + case 413: // outside female only teleporter return new Scene413(vm); - // Scene group #5 - case 502: + // Scene group #5 (men's city, lower floor) + case 501: // outside car + return new DummyScene(vm); // TODO + case 502: // inside male only teleporter return new Scene502(vm); - case 501: - // TODO - case 503: - // TODO - case 504: - // TODO - case 505: - // TODO - case 506: - // TODO - case 507: - // TODO - case 508: - // TODO - case 511: - // TODO - case 512: - // TODO - case 513: - // TODO - case 515: - // TODO - case 551: - // TODO - // Fall-through for unimplemented scenes in group #5 - error("Invalid scene %d called", scene._nextSceneId); - - // Scene group #6 - case 601: - // TODO - case 602: - // TODO - case 603: - // TODO - case 604: - // TODO - case 605: - // TODO - case 607: - // TODO - case 608: - // TODO - case 609: - // TODO - case 610: - // TODO - case 611: - // TODO - case 612: - // TODO - case 620: - // TODO - // Fall-through for unimplemented scenes in group #6 - error("Invalid scene %d called", scene._nextSceneId); - - // Scene group #7 - case 707: + case 503: // guard tower + return new DummyScene(vm); // TODO + case 504: // inside car + return new DummyScene(vm); // TODO + case 505: // car view screen + return new DummyScene(vm); // TODO + case 506: // shopping street + return new DummyScene(vm); // TODO + case 507: // inside software house + return new DummyScene(vm); // TODO + case 508: // laser cannon + return new DummyScene(vm); // TODO + case 511: // outside pleasure dome + return new DummyScene(vm); // TODO + case 512: // inside pleasure dome + return new DummyScene(vm); // TODO + case 513: // outside mall + return new DummyScene(vm); // TODO + case 515: // overview + return new DummyScene(vm); // TODO + case 551: // outside teleporter (with skeleton) + return new DummyScene(vm); // TODO + + // Scene group #6 (men's city, upper floor) + case 601: // outside Bruce's house + return new DummyScene(vm); // TODO + case 602: // Bruce's house, living room + return new DummyScene(vm); // TODO + case 603: // Bruce's house, bedroom + return new DummyScene(vm); // TODO + case 604: // viewport + return new DummyScene(vm); // TODO + case 605: // viewport closeup + return new DummyScene(vm); // TODO + case 607: // outside Abdul's garage + return new DummyScene(vm); // TODO + case 608: // inside Abdul's garage + return new DummyScene(vm); // TODO + case 609: // outside Buckluster video store + return new DummyScene(vm); // TODO + case 610: // inside Buckluster video store + return new DummyScene(vm); // TODO + case 611: // back alley + return new DummyScene(vm); // TODO + case 612: // expressway / maintenance building + return new DummyScene(vm); // TODO + case 620: // cutscene, viewport glass breaking + return new DummyScene(vm); // TODO + + // Scene group #7 (submerged men's city / upper floor) + case 701: // outside elevator (after city is submerged) + return new DummyScene(vm); // TODO + case 702: // outside teleporter (after city is submerged) + return new DummyScene(vm); // TODO + case 703: // water + return new DummyScene(vm); // TODO + case 704: // water, building in the distance + return new DummyScene(vm); // TODO + case 705: // water, outside building + return new DummyScene(vm); // TODO + case 706: // inside building, pedestral room, outside teleporter + return new DummyScene(vm); // TODO + case 707: // teleporter return new Scene707(vm); - case 711: + case 710: // looking at pedestral room through binoculars + return new DummyScene(vm); // TODO + case 711: // inside teleporter return new Scene711(vm); - case 701: - // TODO - case 702: - // TODO - case 703: - // TODO - case 704: - // TODO - case 705: - // TODO - case 706: - // TODO - case 708: - // TODO - case 710: - // TODO - case 751: - // TODO - case 752: - // TODO - // Fall-through for unimplemented scenes in group #7 - error("Invalid scene %d called", scene._nextSceneId); + case 751: // outside elevator (before city is submerged) + return new DummyScene(vm); // TODO + case 752: // outside teleporter (before city is submerged) + return new DummyScene(vm); // TODO // Scene group #8 - case 804: + case 801: // control room, outside teleporter + return new DummyScene(vm); // TODO + case 802: // launch pad with destroyed ship + return new DummyScene(vm); // TODO + case 803: // empty launch pad + return new DummyScene(vm); // TODO + case 804: // ??? (broken animation) return new Scene804(vm); - case 807: - return new Scene807(vm); - case 801: - // TODO - case 802: - // TODO - case 803: - // TODO - case 805: - // TODO - case 806: - // TODO - case 808: - // TODO - case 810: - // TODO - // Fall-through for unimplemented scenes in group #8 - error("Invalid scene %d called", scene._nextSceneId); + case 805: // service panel + return new DummyScene(vm); // TODO + case 807: // teleporter + return new DummyScene(vm); // TODO + case 808: // antigrav control + return new DummyScene(vm); // TODO + case 810: // cutscene: Rex's ship leaving the planet + return new DummyScene(vm); // TODO default: error("Invalid scene %d called", scene._nextSceneId); @@ -450,7 +438,8 @@ void SceneTeleporter::teleporterHandleKey() { _curCode *= 10; _curCode += _buttonTyped; _digitCount++; - _msgText = Common::String::format("%d", _curCode); + _msgText = ""; + _msgText.format("%d", _curCode); if (_digitCount < 4) _msgText += "_"; @@ -556,7 +545,7 @@ void SceneTeleporter::teleporterEnter() { _meteorologistNextPlace = _globals[kTeleporterCode + i]; } - Common::String msgText2 = Common::String::format("#%.4d", tmpVal); + Common::String msgText2 = Common::String::format("#%d", tmpVal); if (_scene->_currentSceneId != 711) { _scene->_kernelMessages.add(Common::Point(133, 34), 0, 32, 0, 9999999, msgText2); diff --git a/engines/mads/nebular/nebular_scenes.h b/engines/mads/nebular/nebular_scenes.h index 2a47af61d3..e1fcf1e48d 100644 --- a/engines/mads/nebular/nebular_scenes.h +++ b/engines/mads/nebular/nebular_scenes.h @@ -178,6 +178,22 @@ protected: */ SceneTeleporter(MADSEngine *vm) : NebularScene(vm) {} }; + +// TODO: Temporary, remove once all scenes are implemented properly +class DummyScene: public NebularScene { +public: + DummyScene(MADSEngine *vm) : NebularScene(vm) { + warning("Unimplemented scene"); + } + + virtual void setup() {} + virtual void enter() {} + virtual void step() {} + virtual void preActions() {} + virtual void actions() {} + virtual void synchronize(Common::Serializer &s) {} +}; + } // End of namespace Nebular } // End of namespace MADS |