aboutsummaryrefslogtreecommitdiff
path: root/engines/mads/dragonsphere/dragonsphere_scenes.cpp
blob: c20eeb72fa55774844157dd3e254afd5ff57b60a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
/* 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/dragonsphere/game_dragonsphere.h"
#include "mads/dragonsphere/dragonsphere_scenes.h"
#include "mads/dragonsphere/dragonsphere_scenes1.h"

namespace MADS {

namespace Dragonsphere {

SceneLogic *SceneFactory::createScene(MADSEngine *vm) {
	Scene &scene = vm->_game->_scene;

	// TODO
	//scene.addActiveVocab(NOUN_DROP);

	switch (scene._nextSceneId) {
	// Scene group #1 (Castle, river and caves)
	case 101:	// king's bedroom
		return new Scene101(vm);
	case 102:	// queen's bedroom
		return new Scene102(vm);
	case 103:	// outside king's bedroom
		return new Scene103(vm);
	case 104:	// fireplace / bookshelf
		return new Scene104(vm);
	case 105:	// dining room
		return new Scene105(vm);
	case 106:	// throne room
		return new DummyScene(vm);	// TODO
	case 107:	// council chamber
		return new DummyScene(vm);	// TODO
	case 108:	// dungeon, cell entrance
		return new DummyScene(vm);	// TODO
	case 109:	// cell
		return new DummyScene(vm);	// TODO
	case 110:	// outside castle, merchants and well
		return new DummyScene(vm);	// TODO
	case 111:	// Dragonsphere closeup
		return new DummyScene(vm);	// TODO
	case 112:	// well descend
		return new DummyScene(vm);	// TODO
	case 113:	// bottom of well, river and trap door
		return new DummyScene(vm);	// TODO
	case 114:	// cave
		return new DummyScene(vm);	// TODO
	case 115:	// cave with passageway to west
		return new DummyScene(vm);	// TODO
	case 116:	// cave with pedestral
		return new DummyScene(vm);	// TODO
	case 117:	// river
		return new DummyScene(vm);	// TODO
	case 118:	// castle courtyard and gate
		return new DummyScene(vm);	// TODO
	case 119:	// castle stairs
		return new DummyScene(vm);	// TODO
	case 120:	// map
		return new DummyScene(vm);	// TODO

	// Scene group #2 (Slathan ni Patan, land of shapeshifters)
	case 201:	// guardhouse, entrance to Slathan ni Patan
		return new DummyScene(vm);	// TODO
	case 203:	// forest
		return new DummyScene(vm);	// TODO
	case 204:	// cave
		return new DummyScene(vm);	// TODO
	case 205:	// outside village
		return new DummyScene(vm);	// TODO
	case 206:	// village
		return new DummyScene(vm);	// TODO

	// Scene group #3 (Brynn-Fann, Land of faeries)
	case 301:	// maze entrance
		return new DummyScene(vm);	// TODO
	case 302:	// maze
		return new DummyScene(vm);	// TODO
	case 303:	// toads
		return new DummyScene(vm);	// TODO

	// Scene group #4 (The Desert)
	case 401:	// desert
		return new DummyScene(vm);	// TODO
	case 402:	// desert
		return new DummyScene(vm);	// TODO
	case 403:	// desert
		return new DummyScene(vm);	// TODO
	case 404:	// desert with dunes
		return new DummyScene(vm);	// TODO
	case 405:	// oasis
		return new DummyScene(vm);	// TODO
	case 406:	// inside tent
		return new DummyScene(vm);	// TODO
	case 407:	// gem sack closeup
		return new DummyScene(vm);	// TODO
	case 408:	// spirit plane
		return new DummyScene(vm);	// TODO
	case 409:	// spirit plane top down view, disks
		return new DummyScene(vm);	// TODO
	case 410:	// snake pit and spirit tree
		return new DummyScene(vm);	// TODO
	case 411:	// nest
		return new DummyScene(vm);	// TODO
	case 412:	// desert
		return new DummyScene(vm);	// TODO
	case 454:	// cutscene
		return new DummyScene(vm);	// TODO

	// Scene group #5 (The Mountain)
	case 501:	// base of mountain / wall
		return new DummyScene(vm);	// TODO
	case 502:	// base of mountain
		return new DummyScene(vm);	// TODO
	case 503:	// waterfall
		return new DummyScene(vm);	// TODO
	case 504:	// hermit's cave
		return new DummyScene(vm);	// TODO
	case 505:	// rock trees
		return new DummyScene(vm);	// TODO
	case 506:	// nest
		return new DummyScene(vm);	// TODO
	case 507:	// above nest
		return new DummyScene(vm);	// TODO
	case 508:	// ledge, right
		return new DummyScene(vm);	// TODO
	case 509:	// ledge, left
		return new DummyScene(vm);	// TODO
	case 510:	// nest top down view and pillars
		return new DummyScene(vm);	// TODO
	case 511:	// pillars
		return new DummyScene(vm);	// TODO
	case 512:	// nest
		return new DummyScene(vm);	// TODO
	case 557:	// cutscene
		return new DummyScene(vm);	// TODO

	// Scene group #6 (The Tower)
	case 601:	// ??? (tile count mismatch)
		return new DummyScene(vm);	// TODO
	case 603:	// eye chamber
		return new DummyScene(vm);	// TODO
	case 604:	// room of magic
		return new DummyScene(vm);	// TODO
	case 605:	// science room
		return new DummyScene(vm);	// TODO
	case 606:	// doorway
		return new DummyScene(vm);	// TODO
	case 607:	// prison
		return new DummyScene(vm);	// TODO
	case 609:	// stone pedestral chamber
		return new DummyScene(vm);	// TODO
	case 612:	// infernal machine room
		return new DummyScene(vm);	// TODO
	case 613:	// room with lava floor
		return new DummyScene(vm);	// TODO
	case 614:	// sorcerer's room
		return new DummyScene(vm);	// TODO

	default:
		error("Invalid scene %d called", scene._nextSceneId);
	}
}

/*------------------------------------------------------------------------*/

DragonsphereScene::DragonsphereScene(MADSEngine *vm) : SceneLogic(vm),
		_globals(static_cast<GameDragonsphere *>(vm->_game)->_globals),
		_game(*static_cast<GameDragonsphere *>(vm->_game)),
		_action(vm->_game->_scene._action) {
}

Common::String DragonsphereScene::formAnimName(char sepChar, int suffixNum) {
	return Resources::formatName(_scene->_currentSceneId, sepChar, suffixNum,
		EXT_NONE, "");
}

/*------------------------------------------------------------------------*/

void SceneInfoDragonsphere::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;

	File f(fileName);
	MadsPack codesPack(&f);
	Common::SeekableReadStream *stream = codesPack.getItemStream(0);

	loadCodes(depthSurface, stream);

	delete stream;
	f.close();
}

void SceneInfoDragonsphere::loadCodes(BaseSurface &depthSurface, Common::SeekableReadStream *stream) {
	byte *destP = (byte *)depthSurface.getPixels();
	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 Dragonsphere

} // End of namespace MADS