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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/dragonsphere/game_dragonsphere.h"
#include "mads/dragonsphere/dragonsphere_scenes.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 DummyScene(vm); // TODO
case 102: // queen's bedroom
return new DummyScene(vm); // TODO
case 103: // outside king's bedroom
return new DummyScene(vm); // TODO
case 104: // fireplace / bookshelf
return new DummyScene(vm); // TODO
case 105: // dining room
return new DummyScene(vm); // TODO
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(MSurface &depthSurface, int variant) {
// The intro scenes do not have any codes
if (_sceneId >= 900)
return;
Common::String ext = Common::String::format(".WW%d", variant);
File f(Resources::formatName(RESPREFIX_RM, _sceneId, ext));
MadsPack codesPack(&f);
Common::SeekableReadStream *stream = codesPack.getItemStream(0);
loadCodes(depthSurface, stream);
delete stream;
f.close();
}
void SceneInfoDragonsphere::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 Dragonsphere
} // End of namespace MADS
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