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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_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);
// TODO: Implement all the game scenes
assert(scene._nextSceneId == 804);
return new Scene804(vm);
}
/*------------------------------------------------------------------------*/
NebularScene::NebularScene(MADSEngine *vm) : SceneLogic(vm),
_globals(static_cast<GameNebular *>(vm->_game)->_globals),
_game(*static_cast<GameNebular *>(vm->_game)) {
}
Common::String NebularScene::formAnimName(char sepChar, int suffixNum) {
return Resources::formatName(_scene->_currentSceneId, sepChar, suffixNum,
EXT_NONE, "");
}
/*------------------------------------------------------------------------*/
void SceneInfoNebular::loadCodes(MSurface &depthSurface) {
File f(Resources::formatName(RESPREFIX_RM, _sceneId, ".DAT"));
MadsPack codesPack(&f);
Common::SeekableReadStream *stream = codesPack.getItemStream(0);
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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