diff options
Diffstat (limited to 'engines/mads/phantom/phantom_scenes.cpp')
-rw-r--r-- | engines/mads/phantom/phantom_scenes.cpp | 117 |
1 files changed, 61 insertions, 56 deletions
diff --git a/engines/mads/phantom/phantom_scenes.cpp b/engines/mads/phantom/phantom_scenes.cpp index f7f4d154df..bfb521e369 100644 --- a/engines/mads/phantom/phantom_scenes.cpp +++ b/engines/mads/phantom/phantom_scenes.cpp @@ -29,6 +29,10 @@ #include "mads/phantom/game_phantom.h" #include "mads/phantom/phantom_scenes.h" #include "mads/phantom/phantom_scenes1.h" +#include "mads/phantom/phantom_scenes2.h" +#include "mads/phantom/phantom_scenes3.h" +#include "mads/phantom/phantom_scenes4.h" +#include "mads/phantom/phantom_scenes5.h" namespace MADS { @@ -37,8 +41,9 @@ namespace Phantom { SceneLogic *SceneFactory::createScene(MADSEngine *vm) { Scene &scene = vm->_game->_scene; - // TODO - //scene.addActiveVocab(NOUN_DROP); + // When changing from one section to the other, set the scaling velocity + if ((scene._nextSceneId / 100) != (scene._priorSceneId / 100)) + vm->_game->_player._scalingVelocity = true; switch (scene._nextSceneId) { // Scene group #1 (theater, stage and dressing rooms) @@ -47,107 +52,107 @@ SceneLogic *SceneFactory::createScene(MADSEngine *vm) { case 102: // music stands return new Scene102(vm); case 103: // below stage - return new DummyScene(vm); // TODO + return new Scene103(vm); case 104: // stage - return new DummyScene(vm); // TODO + return new Scene104(vm); case 105: // ground floor, storage room - return new DummyScene(vm); // TODO + return new Scene105(vm); case 106: // behind stage - return new DummyScene(vm); // TODO + return new Scene106(vm); case 107: // stage right wing - return new DummyScene(vm); // TODO + return new Scene107(vm); case 108: // stage left wing - return new DummyScene(vm); // TODO + return new Scene108(vm); case 109: // upper floor, staircase - return new DummyScene(vm); // TODO + return new Scene109(vm); case 110: // outside dressing rooms 1 - return new DummyScene(vm); // TODO + return new Scene110(vm); case 111: // outside dressing rooms 2 - return new DummyScene(vm); // TODO + return new Scene111(vm); case 112: // inside dressing room 1 - return new DummyScene(vm); // TODO + return new Scene112(vm); case 113: // inside dressing room 2 - return new DummyScene(vm); // TODO + return new Scene113(vm); case 114: // lower floor, storage room - return new DummyScene(vm); // TODO + return new Scene114(vm); case 150: // cutscene - return new DummyScene(vm); // TODO + return new Scene150(vm); // Scene group #2 (theater entrance, offices, balcony) case 201: // entrance / ticket office - return new DummyScene(vm); // TODO + return new Scene201(vm); case 202: // outside offices / paintings room - return new DummyScene(vm); // TODO + return new Scene202(vm); case 203: // office - return new DummyScene(vm); // TODO + return new Scene203(vm); case 204: // library - return new DummyScene(vm); // TODO + return new Scene204(vm); case 205: // upper floor, outside balcony boxes - return new DummyScene(vm); // TODO + return new Scene205(vm); case 206: // balcony box #1 - return new DummyScene(vm); // TODO + return new Scene206(vm); case 207: // balcony box #2 - return new DummyScene(vm); // TODO + return new Scene207(vm); case 208: // stage and balcony view - return new DummyScene(vm); // TODO + return new Scene208(vm); case 250: // cutscene - return new DummyScene(vm); // TODO + return new Scene250(vm); // Scene group #3 (catwalks, chandelier, lake / catacombs entrance) case 301: // catwalk #1 above stage - return new DummyScene(vm); // TODO + return new Scene301(vm); case 302: // catwalk #2 above stage - return new DummyScene(vm); // TODO + return new Scene302(vm); case 303: // above chandelier - return new DummyScene(vm); // TODO + return new Scene303(vm); case 304: // chandelier - return new DummyScene(vm); // TODO + return new Scene304(vm); case 305: // chandelier fight, phantom closeup - return new DummyScene(vm); // TODO + return new Scene305(vm); case 306: // chandelier #2 - return new DummyScene(vm); // TODO + return new Scene306(vm); case 307: // catwalk #3 above stage - return new DummyScene(vm); // TODO + return new Scene307(vm); case 308: // hidden staircase behind balcony box - return new DummyScene(vm); // TODO + return new Scene308(vm); case 309: // lake and archway - return new DummyScene(vm); // TODO + return new Scene309(vm); case 310: // lake - return new DummyScene(vm); // TODO + return new Scene310(vm); // Scene group #4 (labyrinth) case 401: // labyrinth room, 3 exits - return new DummyScene(vm); // TODO + return new Scene401(vm); case 403: // labyrinth room (big), 4 exits + 1 bricked door, left - return new DummyScene(vm); // TODO + return new Scene403(vm); case 404: // labyrinth room, 3 exits - return new DummyScene(vm); // TODO + return new Scene404(vm); case 406: // labyrinth room, 2 exits - return new DummyScene(vm); // TODO + return new Scene406(vm); case 407: // catacomb room / lake - return new DummyScene(vm); // TODO + return new Scene407(vm); case 408: // catacomb corridor - return new DummyScene(vm); // TODO + return new Scene408(vm); case 409: // catacomb room, door with switch panel - return new DummyScene(vm); // TODO + return new Scene409(vm); case 410: // skull switch panel - return new DummyScene(vm); // TODO + return new Scene410(vm); case 453: // Labyrinth room (big), 4 exits + 1 bricked door, right - return new DummyScene(vm); // TODO + return new Scene453(vm); case 456: // Labyrinth room, 2 exits - return new DummyScene(vm); // TODO + return new Scene456(vm); // Scene group #5 (Phantom's hideout) case 501: // catacombs, outside phantom's hideout, lake and boat - return new DummyScene(vm); // TODO + return new Scene501(vm); case 502: // push panel trap - return new DummyScene(vm); // TODO + return new Scene502(vm); case 504: // Phantom's hideout, church organ - return new DummyScene(vm); // TODO + return new Scene504(vm); case 505: // Phantom's hideout, sarcophagus - return new DummyScene(vm); // TODO + return new Scene505(vm); case 506: // catacomb room with ramp - return new DummyScene(vm); // TODO + return new Scene506(vm); default: error("Invalid scene %d called", scene._nextSceneId); @@ -169,13 +174,13 @@ Common::String PhantomScene::formAnimName(char sepChar, int suffixNum) { /*------------------------------------------------------------------------*/ -void SceneInfoPhantom::loadCodes(MSurface &depthSurface, int variant) { - // The intro scenes do not have any codes - if (_sceneId >= 900) +void SceneInfoPhantom::loadCodes(BaseSurface &depthSurface, int variant) { + Common::String ext = Common::String::format(".WW%d", variant); + Common::String fileName = Resources::formatName(RESPREFIX_RM, _sceneId, ext); + if (!Common::File::exists(fileName)) return; - Common::String ext = Common::String::format(".WW%d", variant); - File f(Resources::formatName(RESPREFIX_RM, _sceneId, ext)); + File f(fileName); MadsPack codesPack(&f); Common::SeekableReadStream *stream = codesPack.getItemStream(0); @@ -185,8 +190,8 @@ void SceneInfoPhantom::loadCodes(MSurface &depthSurface, int variant) { f.close(); } -void SceneInfoPhantom::loadCodes(MSurface &depthSurface, Common::SeekableReadStream *stream) { - byte *destP = depthSurface.getData(); +void SceneInfoPhantom::loadCodes(BaseSurface &depthSurface, Common::SeekableReadStream *stream) { + byte *destP = (byte *)depthSurface.getPixels(); byte *walkMap = new byte[stream->size()]; stream->read(walkMap, stream->size()); |