/* 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" #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 { namespace Phantom { SceneLogic *SceneFactory::createScene(MADSEngine *vm) { Scene &scene = vm->_game->_scene; // 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) case 101: // seats return new Scene101(vm); case 102: // music stands return new Scene102(vm); case 103: // below stage return new Scene103(vm); case 104: // stage return new Scene104(vm); case 105: // ground floor, storage room return new Scene105(vm); case 106: // behind stage return new Scene106(vm); case 107: // stage right wing return new Scene107(vm); case 108: // stage left wing return new Scene108(vm); case 109: // upper floor, staircase return new Scene109(vm); case 110: // outside dressing rooms 1 return new Scene110(vm); case 111: // outside dressing rooms 2 return new Scene111(vm); case 112: // inside dressing room 1 return new Scene112(vm); case 113: // inside dressing room 2 return new Scene113(vm); case 114: // lower floor, storage room return new Scene114(vm); case 150: // cutscene return new Scene150(vm); // Scene group #2 (theater entrance, offices, balcony) case 201: // entrance / ticket office return new Scene201(vm); case 202: // outside offices / paintings room return new Scene202(vm); case 203: // office return new Scene203(vm); case 204: // library return new Scene204(vm); case 205: // upper floor, outside balcony boxes return new Scene205(vm); case 206: // balcony box #1 return new Scene206(vm); case 207: // balcony box #2 return new Scene207(vm); case 208: // stage and balcony view return new Scene208(vm); case 250: // cutscene return new Scene250(vm); // Scene group #3 (catwalks, chandelier, lake / catacombs entrance) case 301: // catwalk #1 above stage return new Scene301(vm); case 302: // catwalk #2 above stage return new Scene302(vm); case 303: // above chandelier return new Scene303(vm); case 304: // chandelier return new Scene304(vm); case 305: // chandelier fight, phantom closeup return new Scene305(vm); case 306: // chandelier #2 return new Scene306(vm); case 307: // catwalk #3 above stage return new Scene307(vm); case 308: // hidden staircase behind balcony box return new Scene308(vm); case 309: // lake and archway return new Scene309(vm); case 310: // lake return new Scene310(vm); // Scene group #4 (labyrinth) case 401: // labyrinth room, 3 exits return new Scene401(vm); case 403: // labyrinth room (big), 4 exits + 1 bricked door, left return new Scene403(vm); case 404: // labyrinth room, 3 exits return new Scene404(vm); case 406: // labyrinth room, 2 exits return new Scene406(vm); case 407: // catacomb room / lake return new Scene407(vm); case 408: // catacomb corridor return new Scene408(vm); case 409: // catacomb room, door with switch panel return new Scene409(vm); case 410: // skull switch panel return new Scene410(vm); case 453: // Labyrinth room (big), 4 exits + 1 bricked door, right return new Scene453(vm); case 456: // Labyrinth room, 2 exits return new Scene456(vm); // Scene group #5 (Phantom's hideout) case 501: // catacombs, outside phantom's hideout, lake and boat return new Scene501(vm); case 502: // push panel trap return new Scene502(vm); case 504: // Phantom's hideout, church organ return new Scene504(vm); case 505: // Phantom's hideout, sarcophagus return new Scene505(vm); case 506: // catacomb room with ramp return new Scene506(vm); default: error("Invalid scene %d called", scene._nextSceneId); } } /*------------------------------------------------------------------------*/ PhantomScene::PhantomScene(MADSEngine *vm) : SceneLogic(vm), _globals(static_cast(vm->_game)->_globals), _game(*static_cast(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) { Common::String ext = Common::String::format(".WW%d", variant); Common::String fileName = Resources::formatName(RESPREFIX_RM, _sceneId, ext); if (!Common::File::exists(fileName)) return; File f(fileName); MadsPack codesPack(&f); Common::SeekableReadStream *stream = codesPack.getItemStream(0); loadCodes(depthSurface, stream); delete stream; f.close(); } void SceneInfoPhantom::loadCodes(MSurface &depthSurface, Common::SeekableReadStream *stream) { byte *destP = depthSurface.getData(); byte *walkMap = new byte[stream->size()]; stream->read(walkMap, stream->size()); for (int y = 0; y < 156; ++y) { for (int x = 0; x < 320; ++x) { int offset = x + (y * 320); if ((walkMap[offset / 8] << (offset % 8)) & 0x80) *destP++ = 1; // walkable else *destP++ = 0; } } delete[] walkMap; } } // End of namespace Phantom } // End of namespace MADS