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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/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_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 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 366:
return new Scene366(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<GameNebular *>(vm->_game)->_globals),
_game(*static_cast<GameNebular *>(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
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