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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_scenes4.h"
#include "mads/nebular/nebular_scenes5.h"
#include "mads/nebular/nebular_scenes6.h"
#include "mads/nebular/nebular_scenes7.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 (ship, ocean, cave)
case 101: // Ship, cockpit
return new Scene101(vm);
case 102: // Ship, dining room
return new Scene102(vm);
case 103: // Ship, engine room
return new Scene103(vm);
case 104: // Ocean, northwest cliff
return new Scene104(vm);
case 105: // Ocean, northeast cliff with mine
return new Scene105(vm);
case 106: // Ocean, outside ship
return new Scene106(vm);
case 107: // Ocean, bushes
return new Scene107(vm);
case 108: // Ocean, southwest cliff
return new Scene108(vm);
case 109: // Ocean, tunnel
return new Scene109(vm);
case 110: // Ocean, cave with tunnel
return new Scene110(vm);
case 111: // Cave with pool and opening
return new Scene111(vm);
case 112: // cutscene, looking at view screen
return new Scene112(vm);
// Scene group #2 (island)
case 201: // outside teleporter
return new Scene201(vm);
case 202: // village
return new Scene202(vm);
case 203: // tree with Rhotunda (fat woman)
return new Scene203(vm);
case 205: // village
return new Scene205(vm);
case 207: // outside witch doctor's hut
return new Scene207(vm);
case 208: // pit with leaves (trap)
return new Scene208(vm);
case 209: // palm tree and bamboo plant
return new Scene209(vm);
case 210: // outside native woman's hut
return new Scene210(vm);
case 211: // palm tree with monkey
return new Scene211(vm);
case 212: // outside cave
return new Scene212(vm);
case 213: // inside teleporter
return new Scene213(vm);
case 214: // inside witch doctor's hut
return new Scene214(vm);
case 215: // inside native woman's hut
return new Scene215(vm);
case 216: // cutscene, monitor showing Rex and native woman
return new Scene216(vm);
// Scene group #3 (women's base, cell block)
case 301: // outside teleporter (before chaos)
return new Scene301(vm);
case 302: // room with statue (before chaos)
return new Scene302(vm);
case 303: // western corridor (before chaos)
return new Scene303(vm);
case 304: // crossing with traffic light (before chaos)
return new Scene304(vm);
case 307: // Rex's cell (before chaos)
return new Scene307(vm);
case 308: // sauropod's cell (before chaos)
return new Scene308(vm);
case 309: // multihand monster's cell (before chaos)
return new Scene309(vm);
case 310: // empty cell (before chaos)
return new Scene310(vm);
case 311: // warden's desk (before chaos)
return new Scene311(vm);
case 313: // air shaft overview
return new Scene313(vm);
case 316: // Gender Bender
return new Scene316(vm);
case 318: // doctor's gurney
return new Scene318(vm);
case 319: // doctor Slache closeup (lying on the gurney)
return new Scene319(vm);
case 320: // warden's desk closeup / monitors
return new Scene320(vm);
case 321: // gender bender sex change sequence
return new Scene321(vm);
case 322: // inside teleporter
return new Scene322(vm);
case 351: // outside teleporter (after chaos)
return new Scene351(vm);
case 352: // room with statue (after chaos)
return new Scene352(vm);
case 353: // western corridor (after chaos)
return new Scene353(vm);
case 354: // crossing with traffic light (after chaos)
return new Scene354(vm);
case 357: // Rex's cell (after chaos)
return new Scene357(vm);
case 358: // sauropod's cell (after chaos)
return new Scene358(vm);
case 359: // multihand monster's cell (after chaos)
return new Scene359(vm);
case 360: // empty cell (after chaos)
return new Scene360(vm);
case 361: // warden's desk (after chaos)
return new Scene361(vm);
case 366: // air shaft ending at Gender Bender
return new Scene366(vm);
case 387: // air shaft ending at cell
return new Scene387(vm);
case 388: // air shaft ending at sauropod's cell
return new Scene388(vm);
case 389: // air shaft ending at multihand monster's cell (before chaos)
return new Scene389(vm);
case 390: // air shaft ending at cell
return new Scene390(vm);
case 391: // air shaft ending at warden's desk
return new Scene391(vm);
case 399: // air shaft ending at multihand monster's cell (after chaos)
return new Scene399(vm);
// Scene group #4 (women's base)
case 401: // outside bar
return new Scene401(vm);
case 402: // inside bar
return new Scene402(vm);
case 405: // outside armory
return new Scene405(vm);
case 406: // outside storage room
return new Scene406(vm);
case 407: // eastern corridor
return new Scene407(vm);
case 408: // inside armory
return new Scene408(vm);
case 409: // inside female only teleporter
return new Scene409(vm);
case 410: // inside storage room
return new Scene410(vm);
case 411: // lab
return new Scene411(vm);
case 413: // outside female only teleporter
return new Scene413(vm);
// Scene group #5 (men's city, lower floor)
case 501: // outside car
return new Scene501(vm);
case 502: // inside male only teleporter
return new Scene502(vm);
case 503: // guard tower
return new Scene503(vm);
case 504: // inside car
return new Scene504(vm);
case 505: // car view screen
return new Scene505(vm);
case 506: // shopping street
return new Scene506(vm);
case 507: // inside software house
return new Scene507(vm);
case 508: // laser cannon
return new Scene508(vm);
case 511: // outside pleasure dome
return new Scene511(vm);
case 512: // inside pleasure dome
return new Scene512(vm);
case 513: // outside mall
return new Scene513(vm);
case 515: // overview
return new Scene515(vm);
case 551: // outside teleporter (with skeleton)
return new Scene551(vm);
// Scene group #6 (men's city, upper floor)
case 601: // outside Bruce's house
return new Scene601(vm);
case 602: // Bruce's house, living room
return new Scene602(vm);
case 603: // Bruce's house, bedroom
return new Scene603(vm);
case 604: // viewport
return new Scene604(vm);
case 605: // viewport closeup
return new Scene605(vm);
case 607: // outside Abdul's garage
return new Scene607(vm);
case 608: // inside Abdul's garage
return new Scene608(vm);
case 609: // outside Buckluster video store
return new Scene609(vm);
case 610: // inside Buckluster video store
return new Scene610(vm);
case 611: // back alley
return new Scene611(vm);
case 612: // expressway / maintenance building
return new Scene612(vm);
case 620: // cutscene, viewport glass breaking
return new Scene620(vm);
// Scene group #7 (submerged men's city / upper floor)
case 701: // outside elevator (after city is submerged)
return new Scene701(vm);
case 702: // outside teleporter (after city is submerged)
return new Scene702(vm);
case 703: // water
return new Scene703(vm);
case 704: // water, building in the distance
return new Scene704(vm);
case 705: // water, outside building
return new Scene705(vm);
case 706: // inside building, pedestral room, outside teleporter
return new Scene706(vm);
case 707: // teleporter
return new Scene707(vm);
case 710: // looking at pedestral room through binoculars
return new Scene710(vm);
case 711: // inside teleporter
return new Scene711(vm);
case 751: // outside elevator (before city is submerged)
return new Scene751(vm);
case 752: // outside teleporter (before city is submerged)
return new Scene752(vm);
// Scene group #8
case 801: // control room, outside teleporter
return new Scene801(vm);
case 802: // launch pad with destroyed ship
return new Scene802(vm);
case 803: // empty launch pad
return new Scene803(vm);
case 804: // inside Rex's ship - cockpit
return new Scene804(vm);
case 805: // service panel
return new Scene805(vm);
case 807: // teleporter
return new Scene807(vm);
case 808: // antigrav control
return new Scene808(vm);
case 810: // cutscene: Rex's ship leaving the planet
return new Scene810(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, MIN(endP, destP + runLength), runValue);
destP += runLength;
// Get the next run length
runLength = stream->readByte();
}
if (destP < endP)
Common::fill(destP, endP, 0);
}
/*------------------------------------------------------------------------*/
SceneTeleporter::SceneTeleporter(MADSEngine *vm) : NebularScene(vm) {
_buttonTyped = -1;
_curCode = -1;
_digitCount = -1;
_curMessageId = -1;
_handSpriteId = -1;
_handSequenceId = -1;
_finishedCodeCounter = -1;
_meteorologistNextPlace = -1;
_meteorologistCurPlace = -1;
_teleporterSceneId = -1;
}
int SceneTeleporter::teleporterAddress(int code, bool working) {
int limit = working ? 6 : 10;
for (int i = 0; i < limit; i++) {
if (code == _globals[kTeleporterCode + i])
return _globals[kTeleporterRoom + i];
}
return -1;
}
Common::Point SceneTeleporter::teleporterComputeLocation() {
Common::Point result;
switch (_buttonTyped) {
case 0:
result = Common::Point(179, 200);
break;
case 1:
result = Common::Point(166, 170);
break;
case 2:
result = Common::Point(179, 170);
break;
case 3:
result = Common::Point(192, 170);
break;
case 4:
result = Common::Point(166, 180);
break;
case 5:
result = Common::Point(179, 180);
break;
case 6:
result = Common::Point(192, 180);
break;
case 7:
result = Common::Point(166, 190);
break;
case 8:
result = Common::Point(179, 190);
break;
case 9:
result = Common::Point(192, 190);
break;
case 10:
result = Common::Point(194, 200);
break;
case 11:
result = Common::Point(164, 200);
break;
default:
error("teleporterComputeLocation() - Unexpected button pressed");
}
return result;
}
void SceneTeleporter::teleporterHandleKey() {
switch (_game._trigger) {
case 0: {
_game._player._stepEnabled = false;
Common::Point msgPos = teleporterComputeLocation();
_handSequenceId = _scene->_sequences.startPingPongCycle(_handSpriteId, false, 4, 2, 0, 0);
_scene->_sequences.setPosition(_handSequenceId, msgPos);
_scene->_sequences.setDepth(_handSequenceId, 2);
_scene->_sequences.addSubEntry(_handSequenceId, SEQUENCE_TRIGGER_LOOP, 0, 1);
_scene->_sequences.addSubEntry(_handSequenceId, SEQUENCE_TRIGGER_EXPIRE, 0, 2);
if (_globals[kMeteorologistWatch] == METEOROLOGIST_NORMAL)
_vm->_events->hideCursor();
}
break;
case 1:
_scene->_sequences.addSubEntry(_handSequenceId, SEQUENCE_TRIGGER_SPRITE, 3, 3);
if (_buttonTyped <= 9) {
if (_digitCount < 4) {
_curCode *= 10;
_curCode += _buttonTyped;
_digitCount++;
Common::String format = "%01d";
format.setChar('0' + _digitCount, 2);
_msgText = Common::String::format(format.c_str(), _curCode);
if (_digitCount < 4)
_msgText += "_";
if (_scene->_currentSceneId != 711)
_vm->_sound->command(32);
}
} else if (_buttonTyped == 11) {
_digitCount = 0;
_curCode = 0;
_msgText = "_";
if (_scene->_currentSceneId != 711)
_vm->_sound->command(33);
} else if (_digitCount == 4) {
if (_scene->_currentSceneId != 711)
_finishedCodeCounter = 1;
if (teleporterAddress(_curCode, true) > 0) {
_vm->_palette->setEntry(252, 0, 63, 0);
if (_scene->_currentSceneId != 711)
_vm->_sound->command(34);
} else {
_vm->_palette->setEntry(252, 63, 0, 0);
if (_scene->_currentSceneId != 711)
_vm->_sound->command(35);
}
}
if (_scene->_currentSceneId != 711) {
if (_curMessageId >= 0)
_scene->_kernelMessages.remove(_curMessageId);
_curMessageId = _scene->_kernelMessages.add(Common::Point(143, 61), 0xFDFC, 16, 0, 9999999, _msgText);
}
break;
case 2:
if (_finishedCodeCounter == 1) {
_finishedCodeCounter++;
if (_globals[kMeteorologistWatch] != METEOROLOGIST_NORMAL)
_scene->_nextSceneId = 202;
else {
_vm->_events->showCursor();
int destination = teleporterAddress(_curCode, true);
if (destination > 0) {
_globals[kTeleporterCommand] = 2;
_scene->_nextSceneId = _teleporterSceneId;
_globals[kTeleporterDestination] = destination;
} else {
_globals[kTeleporterCommand] = 4;
_scene->_nextSceneId = _teleporterSceneId;
}
}
} else if (_globals[kMeteorologistWatch] != METEOROLOGIST_NORMAL)
_scene->_sequences.addTimer(30, 230 + _meteorologistCurPlace);
break;
case 3:
if (!_finishedCodeCounter) {
if (_globals[kMeteorologistWatch] == METEOROLOGIST_NORMAL) {
_game._player._stepEnabled = true;
_vm->_events->showCursor();
}
}
break;
default:
break;
}
}
void SceneTeleporter::teleporterEnter() {
_game._player._visible = false;
_game._player._stepEnabled = (_globals[kMeteorologistWatch] == METEOROLOGIST_NORMAL);
_scene->_kernelMessages._talkFont = _vm->_font->getFont(FONT_TELE);
_scene->_textSpacing = 0;
_curCode = 0;
_digitCount = 0;
_finishedCodeCounter = 0;
_curMessageId = -1;
_msgText = "_";
if (_scene->_priorSceneId == RETURNING_FROM_DIALOG)
_scene->_priorSceneId = _globals[kTeleporterDestination];
if (_scene->_priorSceneId < 101)
_scene->_priorSceneId = 201;
_globals[kTeleporterDestination] = _scene->_priorSceneId;
_vm->_palette->setEntry(252, 63, 63, 0);
_vm->_palette->setEntry(253, 0, 0, 0);
_teleporterSceneId = _scene->_priorSceneId;
if (_teleporterSceneId == 202)
_teleporterSceneId = 201;
int codeVal = 0;
for (int i = 0; i < 10; i++) {
if (_teleporterSceneId == _globals[kTeleporterRoom + i])
codeVal = _globals[kTeleporterCode + i];
if (_globals[kTeleporterRoom + i] == 301)
_meteorologistNextPlace = _globals[kTeleporterCode + i];
}
Common::String msgText2 = Common::String::format("#%.4d", codeVal);
if (_scene->_currentSceneId != 711) {
_scene->_kernelMessages.add(Common::Point(133, 34), 0, 32, 0, 9999999, msgText2);
_scene->_kernelMessages.add(Common::Point(143, 61), 0xFDFC, 16, 0, 9999999, _msgText);
}
_meteorologistCurPlace = 0;
if (_globals[kMeteorologistWatch] != METEOROLOGIST_NORMAL)
_scene->_sequences.addTimer(30, 230);
_vm->_sound->command(36);
}
bool SceneTeleporter::teleporterActions() {
bool retVal = false;
static int _buttonList[12] = { NOUN_0_KEY, NOUN_1_KEY, NOUN_2_KEY, NOUN_3_KEY, NOUN_4_KEY, NOUN_5_KEY, NOUN_6_KEY, NOUN_7_KEY, NOUN_8_KEY, NOUN_9_KEY, NOUN_SMILE_KEY, NOUN_FROWN_KEY };
if (_action.isAction(VERB_PRESS) || _action.isAction(VERB_PUSH)) {
for (int i = 0; i < 12; i++) {
if (_action._activeAction._objectNameId == _buttonList[i])
_buttonTyped = i;
}
teleporterHandleKey();
retVal = true;
}
if (_action.isAction(VERB_EXIT_FROM, NOUN_DEVICE)) {
_globals[kTeleporterCommand] = 3;
_scene->_nextSceneId = _teleporterSceneId;
retVal = true;
}
return (retVal);
}
void SceneTeleporter::teleporterStep() {
if (_globals[kMeteorologistWatch] == METEOROLOGIST_NORMAL)
return;
if (_game._trigger >= 230) {
int place = _game._trigger - 230;
int digit;
if (place < 4) {
digit = _meteorologistNextPlace;
for (int i = 0; i < (3 - place); i++)
digit = digit / 10;
digit = digit % 10;
} else {
digit = 10;
}
_buttonTyped = digit;
_meteorologistCurPlace = place + 1;
_game._trigger = -1;
}
if (_game._trigger) {
if (_game._trigger == -1)
_game._trigger = 0;
teleporterHandleKey();
}
}
} // End of namespace Nebular
} // End of namespace MADS
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