/* 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_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 101: return new Scene101(vm); case 102: return new Scene102(vm); case 103: return new Scene103(vm); case 104: return new Scene104(vm); case 105: return new Scene105(vm); case 106: return new Scene106(vm); case 107: return new Scene107(vm); case 108: return new Scene108(vm); case 109: return new Scene109(vm); case 110: return new Scene110(vm); case 111: return new Scene111(vm); case 112: return new Scene112(vm); // Scene group #2 case 201: return new Scene201(vm); case 202: return new Scene202(vm); case 203: return new Scene203(vm); case 205: return new Scene205(vm); case 207: return new Scene207(vm); case 208: return new Scene208(vm); case 209: return new Scene209(vm); case 210: return new Scene210(vm); case 211: return new Scene211(vm); case 212: return new Scene212(vm); case 214: return new Scene214(vm); case 215: return new Scene215(vm); case 216: return new Scene216(vm); // Scene group #3 case 301: return new Scene301(vm); case 302: return new Scene302(vm); case 303: return new Scene303(vm); case 304: return new Scene304(vm); case 307: return new Scene307(vm); case 308: return new Scene308(vm); case 309: return new Scene309(vm); case 310: return new Scene310(vm); case 311: return new Scene311(vm); case 313: return new Scene313(vm); case 316: return new Scene316(vm); case 318: return new Scene318(vm); case 319: return new Scene319(vm); case 320: return new Scene320(vm); case 321: return new Scene321(vm); case 351: return new Scene351(vm); case 352: return new Scene352(vm); case 353: return new Scene353(vm); case 354: return new Scene354(vm); case 357: return new Scene357(vm); case 358: return new Scene358(vm); case 359: return new Scene359(vm); case 360: return new Scene360(vm); case 361: return new Scene361(vm); case 366: return new Scene366(vm); case 387: return new Scene387(vm); case 388: return new Scene388(vm); case 389: return new Scene389(vm); case 390: return new Scene390(vm); case 391: return new Scene391(vm); case 399: return new Scene399(vm); // Scene group #4 case 401: return new Scene401(vm); case 402: return new Scene402(vm); case 405: return new Scene405(vm); case 406: return new Scene406(vm); case 407: return new Scene407(vm); case 408: return new Scene408(vm); case 410: return new Scene410(vm); case 411: return new Scene411(vm); case 413: return new Scene413(vm); case 409: // TODO // Fall-through for unimplemented scenes in group #4 error("Invalid scene %d called", scene._nextSceneId); // Scene group #5 case 501: // TODO case 502: // 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 701: // TODO case 702: // TODO case 703: // TODO case 704: // TODO case 705: // TODO case 706: // TODO case 707: // TODO case 708: // TODO case 710: // TODO case 711: // TODO case 751: // TODO case 752: // TODO // Fall-through for unimplemented scenes in group #7 error("Invalid scene %d called", scene._nextSceneId); // Scene group #8 case 801: // TODO case 802: // TODO case 803: // TODO // Fall-through for unimplemented scenes in group #8 error("Invalid scene %d called", scene._nextSceneId); case 804: return new Scene804(vm); case 805: // TODO case 806: // TODO case 807: // TODO case 808: // TODO case 810: // TODO // Fall-through for unimplemented scenes in group #8 error("Invalid scene %d called", scene._nextSceneId); 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, 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); } } // End of namespace Nebular } // End of namespace MADS