/* 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_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 case 103: return new Scene103(vm); // Scene group #2 case 201: return new Scene201(vm); // Scene group #8 case 804: return new Scene804(vm); default: error("Invalid scene %d called", scene._nextSceneId); } } /*------------------------------------------------------------------------*/ NebularScene::NebularScene(MADSEngine *vm) : SceneLogic(vm), _globals(static_cast(vm->_game)->_globals), _game(*static_cast(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) { File f(Resources::formatName(RESPREFIX_RM, _sceneId, ".DAT")); MadsPack codesPack(&f); Common::SeekableReadStream *stream = codesPack.getItemStream(0); 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); } } // End of namespace Nebular } // End of namespace MADS