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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/phantom/game_phantom.h"
+#include "mads/phantom/phantom_scenes.h"
+
+namespace MADS {
+
+namespace Phantom {
+
+SceneLogic *SceneFactory::createScene(MADSEngine *vm) {
+ Scene &scene = vm->_game->_scene;
+
+ // TODO
+ //scene.addActiveVocab(NOUN_DROP);
+
+ switch (scene._nextSceneId) {
+ // Scene group #1 (theater, stage and dressing rooms)
+ case 101: // seats
+ return new DummyScene(vm); // TODO
+ case 102: // music stands
+ return new DummyScene(vm); // TODO
+ case 103: // below stage
+ return new DummyScene(vm); // TODO
+ case 104: // stage
+ return new DummyScene(vm); // TODO
+ case 105: // ground floor, storage room
+ return new DummyScene(vm); // TODO
+ case 106: // behind stage
+ return new DummyScene(vm); // TODO
+ case 107: // stage right wing
+ return new DummyScene(vm); // TODO
+ case 108: // stage left wing
+ return new DummyScene(vm); // TODO
+ case 109: // upper floor, staircase
+ return new DummyScene(vm); // TODO
+ case 110: // outside dressing rooms 1
+ return new DummyScene(vm); // TODO
+ case 111: // outside dressing rooms 2
+ return new DummyScene(vm); // TODO
+ case 112: // inside dressing room 1
+ return new DummyScene(vm); // TODO
+ case 113: // inside dressing room 2
+ return new DummyScene(vm); // TODO
+ case 114: // lower floor, storage room
+ return new DummyScene(vm); // TODO
+ case 150: // cutscene
+ return new DummyScene(vm); // TODO
+
+ // Scene group #2 (theater entrance, offices, balcony)
+ case 201: // entrance / ticket office
+ return new DummyScene(vm); // TODO
+ case 202: // outside offices / paintings room
+ return new DummyScene(vm); // TODO
+ case 203: // office
+ return new DummyScene(vm); // TODO
+ case 204: // library
+ return new DummyScene(vm); // TODO
+ case 205: // upper floor, outside balcony boxes
+ return new DummyScene(vm); // TODO
+ case 206: // balcony box #1
+ return new DummyScene(vm); // TODO
+ case 207: // balcony box #2
+ return new DummyScene(vm); // TODO
+ case 208: // stage and balcony view
+ return new DummyScene(vm); // TODO
+ case 250: // cutscene
+ return new DummyScene(vm); // TODO
+
+ // Scene group #3 (catwalks, chandelier, lake / catacombs entrance)
+ case 301: // catwalk #1 above stage
+ return new DummyScene(vm); // TODO
+ case 302: // catwalk #2 above stage
+ return new DummyScene(vm); // TODO
+ case 303: // above chandelier
+ return new DummyScene(vm); // TODO
+ case 304: // chandelier
+ return new DummyScene(vm); // TODO
+ case 305: // chandelier fight, phantom closeup
+ return new DummyScene(vm); // TODO
+ case 306: // chandelier #2
+ return new DummyScene(vm); // TODO
+ case 307: // catwalk #3 above stage
+ return new DummyScene(vm); // TODO
+ case 308: // hidden staircase behind balcony box
+ return new DummyScene(vm); // TODO
+ case 309: // lake and archway
+ return new DummyScene(vm); // TODO
+ case 310: // lake
+ return new DummyScene(vm); // TODO
+
+ // Scene group #4 (labyrinth)
+ case 401: // labyrinth room, 3 exits
+ return new DummyScene(vm); // TODO
+ case 403: // labyrinth room (big), 4 exits + 1 bricked door, left
+ return new DummyScene(vm); // TODO
+ case 404: // labyrinth room, 3 exits
+ return new DummyScene(vm); // TODO
+ case 406: // labyrinth room, 2 exits
+ return new DummyScene(vm); // TODO
+ case 407: // catacomb room / lake
+ return new DummyScene(vm); // TODO
+ case 408: // catacomb corridor
+ return new DummyScene(vm); // TODO
+ case 409: // catacomb room, door with switch panel
+ return new DummyScene(vm); // TODO
+ case 410: // skull switch panel
+ return new DummyScene(vm); // TODO
+ case 453: // Labyrinth room (big), 4 exits + 1 bricked door, right
+ return new DummyScene(vm); // TODO
+ case 456: // Labyrinth room, 2 exits
+ return new DummyScene(vm); // TODO
+
+ // Scene group #5 (Phantom's hideout)
+ case 501: // catacombs, outside phantom's hideout, lake and boat
+ return new DummyScene(vm); // TODO
+ case 502: // push panel trap
+ return new DummyScene(vm); // TODO
+ case 504: // Phantom's hideout, church organ
+ return new DummyScene(vm); // TODO
+ case 505: // Phantom's hideout, sarcophagus
+ return new DummyScene(vm); // TODO
+ case 506: // catacomb room with ramp
+ return new DummyScene(vm); // TODO
+
+ default:
+ error("Invalid scene %d called", scene._nextSceneId);
+ }
+}
+
+/*------------------------------------------------------------------------*/
+
+PhantomScene::PhantomScene(MADSEngine *vm) : SceneLogic(vm),
+ _globals(static_cast<GamePhantom *>(vm->_game)->_globals),
+ _game(*static_cast<GamePhantom *>(vm->_game)),
+ _action(vm->_game->_scene._action) {
+}
+
+Common::String PhantomScene::formAnimName(char sepChar, int suffixNum) {
+ return Resources::formatName(_scene->_currentSceneId, sepChar, suffixNum,
+ EXT_NONE, "");
+}
+
+/*------------------------------------------------------------------------*/
+
+void SceneInfoPhantom::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 SceneInfoPhantom::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);
+}
+
+} // End of namespace Phantom
+
+} // End of namespace MADS