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diff --git a/engines/mads/nebular/nebular_scenes.cpp b/engines/mads/nebular/nebular_scenes.cpp
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+/* 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/compression.h"
+#include "mads/resources.h"
+#include "mads/scene.h"
+#include "mads/nebular/game_nebular.h"
+#include "mads/nebular/nebular_scenes.h"
+#include "mads/nebular/nebular_scenes1.h"
+#include "mads/nebular/nebular_scenes2.h"
+#include "mads/nebular/nebular_scenes3.h"
+#include "mads/nebular/nebular_scenes4.h"
+#include "mads/nebular/nebular_scenes5.h"
+#include "mads/nebular/nebular_scenes6.h"
+#include "mads/nebular/nebular_scenes7.h"
+#include "mads/nebular/nebular_scenes8.h"
+
+namespace MADS {
+
+namespace Nebular {
+
+SceneLogic *SceneFactory::createScene(MADSEngine *vm) {
+ Scene &scene = vm->_game->_scene;
+
+ scene.addActiveVocab(NOUN_DROP);
+ scene.addActiveVocab(NOUN_DOLLOP);
+ scene.addActiveVocab(NOUN_DASH);
+ scene.addActiveVocab(NOUN_SPLASH);
+ scene.addActiveVocab(NOUN_ALCOHOL);
+
+ switch (scene._nextSceneId) {
+ // Scene group #1 (ship, ocean, cave)
+ case 101: // Ship, cockpit
+ return new Scene101(vm);
+ case 102: // Ship, dining room
+ return new Scene102(vm);
+ case 103: // Ship, engine room
+ return new Scene103(vm);
+ case 104: // Ocean, northwest cliff
+ return new Scene104(vm);
+ case 105: // Ocean, northeast cliff with mine
+ return new Scene105(vm);
+ case 106: // Ocean, outside ship
+ return new Scene106(vm);
+ case 107: // Ocean, bushes
+ return new Scene107(vm);
+ case 108: // Ocean, southwest cliff
+ return new Scene108(vm);
+ case 109: // Ocean, tunnel
+ return new Scene109(vm);
+ case 110: // Ocean, cave with tunnel
+ return new Scene110(vm);
+ case 111: // Cave with pool and opening
+ return new Scene111(vm);
+ case 112: // cutscene, looking at view screen
+ return new Scene112(vm);
+
+ // Scene group #2 (island)
+ case 201: // outside teleporter
+ return new Scene201(vm);
+ case 202: // village
+ return new Scene202(vm);
+ case 203: // tree with Rhotunda (fat woman)
+ return new Scene203(vm);
+ case 205: // village
+ return new Scene205(vm);
+ case 207: // outside witch doctor's hut
+ return new Scene207(vm);
+ case 208: // pit with leaves (trap)
+ return new Scene208(vm);
+ case 209: // palm tree and bamboo plant
+ return new Scene209(vm);
+ case 210: // outside native woman's hut
+ return new Scene210(vm);
+ case 211: // palm tree with monkey
+ return new Scene211(vm);
+ case 212: // outside cave
+ return new Scene212(vm);
+ case 213: // inside teleporter
+ return new Scene213(vm);
+ case 214: // inside witch doctor's hut
+ return new Scene214(vm);
+ case 215: // inside native woman's hut
+ return new Scene215(vm);
+ case 216: // cutscene, monitor showing Rex and native woman
+ return new Scene216(vm);
+
+ // Scene group #3 (women's base, cell block)
+ case 301: // outside teleporter (before chaos)
+ return new Scene301(vm);
+ case 302: // room with statue (before chaos)
+ return new Scene302(vm);
+ case 303: // western corridor (before chaos)
+ return new Scene303(vm);
+ case 304: // crossing with traffic light (before chaos)
+ return new Scene304(vm);
+ case 307: // Rex's cell (before chaos)
+ return new Scene307(vm);
+ case 308: // sauropod's cell (before chaos)
+ return new Scene308(vm);
+ case 309: // multihand monster's cell (before chaos)
+ return new Scene309(vm);
+ case 310: // empty cell (before chaos)
+ return new Scene310(vm);
+ case 311: // warden's desk (before chaos)
+ return new Scene311(vm);
+ case 313: // air shaft overview
+ return new Scene313(vm);
+ case 316: // Gender Bender
+ return new Scene316(vm);
+ case 318: // doctor's gurney
+ return new Scene318(vm);
+ case 319: // doctor Slache closeup (lying on the gurney)
+ return new Scene319(vm);
+ case 320: // warden's desk closeup / monitors
+ return new Scene320(vm);
+ case 321: // gender bender sex change sequence
+ return new Scene321(vm);
+ case 322: // inside teleporter
+ return new Scene322(vm);
+ case 351: // outside teleporter (after chaos)
+ return new Scene351(vm);
+ case 352: // room with statue (after chaos)
+ return new Scene352(vm);
+ case 353: // western corridor (after chaos)
+ return new Scene353(vm);
+ case 354: // crossing with traffic light (after chaos)
+ return new Scene354(vm);
+ case 357: // Rex's cell (after chaos)
+ return new Scene357(vm);
+ case 358: // sauropod's cell (after chaos)
+ return new Scene358(vm);
+ case 359: // multihand monster's cell (after chaos)
+ return new Scene359(vm);
+ case 360: // empty cell (after chaos)
+ return new Scene360(vm);
+ case 361: // warden's desk (after chaos)
+ return new Scene361(vm);
+ case 366: // air shaft ending at Gender Bender
+ return new Scene366(vm);
+ case 387: // air shaft ending at cell
+ return new Scene387(vm);
+ case 388: // air shaft ending at sauropod's cell
+ return new Scene388(vm);
+ case 389: // air shaft ending at multihand monster's cell (before chaos)
+ return new Scene389(vm);
+ case 390: // air shaft ending at cell
+ return new Scene390(vm);
+ case 391: // air shaft ending at warden's desk
+ return new Scene391(vm);
+ case 399: // air shaft ending at multihand monster's cell (after chaos)
+ return new Scene399(vm);
+
+ // Scene group #4 (women's base)
+ case 401: // outside bar
+ return new Scene401(vm);
+ case 402: // inside bar
+ return new Scene402(vm);
+ case 405: // outside armory
+ return new Scene405(vm);
+ case 406: // outside storage room
+ return new Scene406(vm);
+ case 407: // eastern corridor
+ return new Scene407(vm);
+ case 408: // inside armory
+ return new Scene408(vm);
+ case 409: // inside female only teleporter
+ return new Scene409(vm);
+ case 410: // inside storage room
+ return new Scene410(vm);
+ case 411: // lab
+ return new Scene411(vm);
+ case 413: // outside female only teleporter
+ return new Scene413(vm);
+
+ // Scene group #5 (men's city, lower floor)
+ case 501: // outside car
+ return new Scene501(vm);
+ case 502: // inside male only teleporter
+ return new Scene502(vm);
+ case 503: // guard tower
+ return new Scene503(vm);
+ case 504: // inside car
+ return new Scene504(vm);
+ case 505: // car view screen
+ return new Scene505(vm);
+ case 506: // shopping street
+ return new Scene506(vm);
+ case 507: // inside software house
+ return new Scene507(vm);
+ case 508: // laser cannon
+ return new Scene508(vm);
+ case 511: // outside pleasure dome
+ return new Scene511(vm);
+ case 512: // inside pleasure dome
+ return new Scene512(vm);
+ case 513: // outside mall
+ return new Scene513(vm);
+ case 515: // overview
+ return new Scene515(vm);
+ case 551: // outside teleporter (with skeleton)
+ return new Scene551(vm);
+
+ // Scene group #6 (men's city, upper floor)
+ case 601: // outside Bruce's house
+ return new Scene601(vm);
+ case 602: // Bruce's house, living room
+ return new Scene602(vm);
+ case 603: // Bruce's house, bedroom
+ return new Scene603(vm);
+ case 604: // viewport
+ return new Scene604(vm);
+ case 605: // viewport closeup
+ return new Scene605(vm);
+ case 607: // outside Abdul's garage
+ return new Scene607(vm);
+ case 608: // inside Abdul's garage
+ return new Scene608(vm);
+ case 609: // outside Buckluster video store
+ return new Scene609(vm);
+ case 610: // inside Buckluster video store
+ return new Scene610(vm);
+ case 611: // back alley
+ return new Scene611(vm);
+ case 612: // expressway / maintenance building
+ return new Scene612(vm);
+ case 620: // cutscene, viewport glass breaking
+ return new Scene620(vm);
+
+ // Scene group #7 (submerged men's city / upper floor)
+ case 701: // outside elevator (after city is submerged)
+ return new Scene701(vm);
+ case 702: // outside teleporter (after city is submerged)
+ return new Scene702(vm);
+ case 703: // water
+ return new Scene703(vm);
+ case 704: // water, building in the distance
+ return new Scene704(vm);
+ case 705: // water, outside building
+ return new Scene705(vm);
+ case 706: // inside building, pedestral room, outside teleporter
+ return new Scene706(vm);
+ case 707: // teleporter
+ return new Scene707(vm);
+ case 710: // looking at pedestral room through binoculars
+ return new Scene710(vm);
+ case 711: // inside teleporter
+ return new Scene711(vm);
+ case 751: // outside elevator (before city is submerged)
+ return new Scene751(vm);
+ case 752: // outside teleporter (before city is submerged)
+ return new Scene752(vm);
+
+ // Scene group #8
+ case 801: // control room, outside teleporter
+ return new Scene801(vm);
+ case 802: // launch pad with destroyed ship
+ return new Scene802(vm);
+ case 803: // empty launch pad
+ return new Scene803(vm);
+ case 804: // inside Rex's ship - cockpit
+ return new Scene804(vm);
+ case 805: // service panel
+ return new Scene805(vm);
+ case 807: // teleporter
+ return new Scene807(vm);
+ case 808: // antigrav control
+ return new Scene808(vm);
+ case 810: // cutscene: Rex's ship leaving the planet
+ return new Scene810(vm);
+
+ default:
+ error("Invalid scene %d called", scene._nextSceneId);
+ }
+}
+
+/*------------------------------------------------------------------------*/
+
+NebularScene::NebularScene(MADSEngine *vm) : SceneLogic(vm),
+ _globals(static_cast<GameNebular *>(vm->_game)->_globals),
+ _game(*static_cast<GameNebular *>(vm->_game)),
+ _action(vm->_game->_scene._action) {
+}
+
+Common::String NebularScene::formAnimName(char sepChar, int suffixNum) {
+ return Resources::formatName(_scene->_currentSceneId, sepChar, suffixNum,
+ EXT_NONE, "");
+}
+
+/*------------------------------------------------------------------------*/
+
+void SceneInfoNebular::loadCodes(MSurface &depthSurface, int variant) {
+ File f(Resources::formatName(RESPREFIX_RM, _sceneId, ".DAT"));
+ MadsPack codesPack(&f);
+ Common::SeekableReadStream *stream = codesPack.getItemStream(variant + 1);
+
+ loadCodes(depthSurface, stream);
+
+ delete stream;
+ f.close();
+}
+
+void SceneInfoNebular::loadCodes(MSurface &depthSurface, Common::SeekableReadStream *stream) {
+ byte *destP = depthSurface.getData();
+ byte *endP = depthSurface.getBasePtr(0, depthSurface.h);
+
+ byte runLength = stream->readByte();
+ while (destP < endP && runLength > 0) {
+ byte runValue = stream->readByte();
+
+ // Write out the run length
+ Common::fill(destP, destP + runLength, runValue);
+ destP += runLength;
+
+ // Get the next run length
+ runLength = stream->readByte();
+ }
+
+ if (destP < endP)
+ Common::fill(destP, endP, 0);
+}
+
+/*------------------------------------------------------------------------*/
+
+SceneTeleporter::SceneTeleporter(MADSEngine *vm) : NebularScene(vm) {
+ _buttonTyped = -1;
+ _curCode = -1;
+ _digitCount = -1;
+ _curMessageId = -1;
+ _handSpriteId = -1;
+ _handSequenceId = -1;
+ _finishedCodeCounter = -1;
+ _meteorologistNextPlace = -1;
+ _meteorologistCurPlace = -1;
+ _teleporterSceneId = -1;
+}
+
+int SceneTeleporter::teleporterAddress(int code, bool working) {
+ int limit = working ? 6 : 10;
+
+ for (int i = 0; i < limit; i++) {
+ if (code == _globals[kTeleporterCode + i])
+ return _globals[kTeleporterRoom + i];
+ }
+
+ return -1;
+}
+
+Common::Point SceneTeleporter::teleporterComputeLocation() {
+ Common::Point result;
+
+ switch (_buttonTyped) {
+ case 0:
+ result = Common::Point(179, 200);
+ break;
+
+ case 1:
+ result = Common::Point(166, 170);
+ break;
+
+ case 2:
+ result = Common::Point(179, 170);
+ break;
+
+ case 3:
+ result = Common::Point(192, 170);
+ break;
+
+ case 4:
+ result = Common::Point(166, 180);
+ break;
+
+ case 5:
+ result = Common::Point(179, 180);
+ break;
+
+ case 6:
+ result = Common::Point(192, 180);
+ break;
+
+ case 7:
+ result = Common::Point(166, 190);
+ break;
+
+ case 8:
+ result = Common::Point(179, 190);
+ break;
+
+ case 9:
+ result = Common::Point(192, 190);
+ break;
+
+ case 10:
+ result = Common::Point(194, 200);
+ break;
+
+ case 11:
+ result = Common::Point(164, 200);
+ break;
+
+ default:
+ error("teleporterComputeLocation() - Unexpected button pressed");
+ }
+
+ return result;
+}
+
+void SceneTeleporter::teleporterHandleKey() {
+ switch (_game._trigger) {
+ case 0: {
+ _game._player._stepEnabled = false;
+ Common::Point msgPos = teleporterComputeLocation();
+ _handSequenceId = _scene->_sequences.startReverseCycle(_handSpriteId, false, 4, 2, 0, 0);
+ _scene->_sequences.setPosition(_handSequenceId, msgPos);
+ _scene->_sequences.setDepth(_handSequenceId, 2);
+ _scene->_sequences.addSubEntry(_handSequenceId, SEQUENCE_TRIGGER_LOOP, 0, 1);
+ _scene->_sequences.addSubEntry(_handSequenceId, SEQUENCE_TRIGGER_EXPIRE, 0, 2);
+
+ if (_globals[kMeteorologistWatch] == METEOROLOGIST_NORMAL)
+ _vm->_events->hideCursor();
+
+ }
+ break;
+
+ case 1:
+ _scene->_sequences.addSubEntry(_handSequenceId, SEQUENCE_TRIGGER_SPRITE, 3, 3);
+ if (_buttonTyped <= 9) {
+ if (_digitCount < 4) {
+ _curCode *= 10;
+ _curCode += _buttonTyped;
+ _digitCount++;
+ _msgText = Common::String::format("%d", _curCode);
+ if (_digitCount < 4)
+ _msgText += "_";
+
+ if (_scene->_currentSceneId != 711)
+ _vm->_sound->command(32);
+ }
+ } else if (_buttonTyped == 11) {
+ _digitCount = 0;
+ _curCode = 0;
+ _msgText = "_";
+ if (_scene->_currentSceneId != 711)
+ _vm->_sound->command(33);
+ } else if (_digitCount == 4) {
+ if (_scene->_currentSceneId != 711)
+ _finishedCodeCounter = 1;
+
+ if (teleporterAddress(_curCode, true) > 0) {
+ _vm->_palette->setEntry(252, 0, 63, 0);
+ if (_scene->_currentSceneId != 711)
+ _vm->_sound->command(34);
+ } else {
+ _vm->_palette->setEntry(252, 63, 0, 0);
+ if (_scene->_currentSceneId != 711)
+ _vm->_sound->command(35);
+ }
+ }
+
+ if (_scene->_currentSceneId != 711) {
+ if (_curMessageId >= 0)
+ _scene->_kernelMessages.remove(_curMessageId);
+ _curMessageId = _scene->_kernelMessages.add(Common::Point(143, 61), 0xFDFC, 16, 0, 9999999, _msgText);
+ }
+ break;
+
+ case 2:
+ if (_finishedCodeCounter == 1) {
+ _finishedCodeCounter++;
+
+ if (_globals[kMeteorologistWatch] != METEOROLOGIST_NORMAL)
+ _scene->_nextSceneId = 202;
+ else {
+ _vm->_events->showCursor();
+ int destination = teleporterAddress(_curCode, true);
+
+ if (destination > 0) {
+ _globals[kTeleporterCommand] = 2;
+ _scene->_nextSceneId = _teleporterSceneId;
+ _globals[kTeleporterDestination] = destination;
+ } else {
+ _globals[kTeleporterCommand] = 4;
+ _scene->_nextSceneId = _teleporterSceneId;
+ }
+ }
+ } else if (_globals[kMeteorologistWatch] != METEOROLOGIST_NORMAL)
+ _scene->_sequences.addTimer(30, 230 + _meteorologistCurPlace);
+
+ break;
+
+ case 3:
+ if (!_finishedCodeCounter) {
+ if (_globals[kMeteorologistWatch] == METEOROLOGIST_NORMAL) {
+ _game._player._stepEnabled = true;
+ _vm->_events->showCursor();
+ }
+ }
+ break;
+
+ default:
+ break;
+ }
+}
+
+void SceneTeleporter::teleporterEnter() {
+ _game._player._visible = false;
+ _game._player._stepEnabled = (_globals[kMeteorologistWatch] == METEOROLOGIST_NORMAL);
+ _scene->_kernelMessages._talkFont = _vm->_font->getFont(FONT_TELE);
+ _scene->_textSpacing = 0;
+ _curCode = 0;
+ _digitCount = 0;
+ _finishedCodeCounter = 0;
+ _curMessageId = -1;
+ _msgText = "_";
+
+ if (_scene->_priorSceneId == -2)
+ _scene->_priorSceneId = _globals[kTeleporterDestination];
+
+ if (_scene->_priorSceneId < 101)
+ _scene->_priorSceneId = 201;
+
+ _globals[kTeleporterDestination] = _scene->_priorSceneId;
+ _vm->_palette->setEntry(252, 63, 63, 0);
+ _vm->_palette->setEntry(253, 0, 0, 0);
+ _teleporterSceneId = _scene->_priorSceneId;
+ if (_teleporterSceneId == 202)
+ _teleporterSceneId = 201;
+
+ int tmpVal = 0;
+ for (int i = 0; i < 10; i++) {
+ if (_teleporterSceneId == _globals[kTeleporterRoom + i])
+ tmpVal = _globals[kTeleporterRoom + i];
+
+ if (_globals[kTeleporterRoom + i] == 301)
+ _meteorologistNextPlace = _globals[kTeleporterCode + i];
+ }
+
+ Common::String msgText2 = Common::String::format("#%.4d", tmpVal);
+
+ if (_scene->_currentSceneId != 711) {
+ _scene->_kernelMessages.add(Common::Point(133, 34), 0, 32, 0, 9999999, msgText2);
+ _scene->_kernelMessages.add(Common::Point(143, 61), 0xFDFC, 16, 0, 9999999, _msgText);
+ }
+
+ _meteorologistCurPlace = 0;
+
+ if (_globals[kMeteorologistWatch] != METEOROLOGIST_NORMAL)
+ _scene->_sequences.addTimer(30, 230);
+
+ _vm->_sound->command(36);
+}
+
+bool SceneTeleporter::teleporterActions() {
+ bool retVal = false;
+ static int _buttonList[12] = { NOUN_0_KEY, NOUN_1_KEY, NOUN_2_KEY, NOUN_3_KEY, NOUN_4_KEY, NOUN_5_KEY, NOUN_6_KEY, NOUN_7_KEY, NOUN_8_KEY, NOUN_9_KEY, NOUN_SMILE_KEY, NOUN_FROWN_KEY };
+
+ if (_action.isAction(VERB_PRESS) || _action.isAction(VERB_PUSH)) {
+ for (int i = 0; i < 12; i++) {
+ if (_action._activeAction._objectNameId == _buttonList[i])
+ _buttonTyped = i;
+ }
+ teleporterHandleKey();
+ retVal = true;
+ }
+
+ if (_action.isAction(VERB_EXIT_FROM, NOUN_DEVICE)) {
+ _globals[kTeleporterCommand] = 3;
+ _scene->_nextSceneId = _teleporterSceneId;
+ retVal = true;
+ }
+
+ return (retVal);
+}
+
+void SceneTeleporter::teleporterStep() {
+ if (_globals[kMeteorologistWatch] == METEOROLOGIST_NORMAL)
+ return;
+
+ if (_game._trigger >= 230) {
+ int place = _game._trigger - 230;
+ int digit;
+
+ if (place < 4) {
+ digit = _meteorologistNextPlace;
+ for (int i = 0; i < (3 - place); i++)
+ digit = digit / 10;
+
+ digit = digit % 10;
+ } else {
+ digit = 10;
+ }
+ _buttonTyped = digit;
+ _meteorologistCurPlace = place + 1;
+ _game._trigger = -1;
+ }
+
+ if (_game._trigger) {
+ if (_game._trigger == -1)
+ _game._trigger = 0;
+ teleporterHandleKey();
+ }
+}
+
+} // End of namespace Nebular
+
+} // End of namespace MADS