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
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
|
/* 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_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 361:
return new Scene361(vm);
case 366:
return new Scene366(vm);
case 387:
return new Scene387(vm);
case 388:
return new Scene388(vm);
case 389:
return new Scene389(vm);
case 390:
return new Scene390(vm);
case 391:
return new Scene391(vm);
case 399:
return new Scene399(vm);
// Scene group #4
case 401:
// TODO
case 402:
// TODO
case 403:
// TODO
case 405:
// TODO
case 406:
// TODO
case 407:
// TODO
case 408:
// TODO
case 409:
// TODO
case 410:
// TODO
case 411:
// TODO
case 413:
// TODO
// Fall-through for unimplemented scenes in group #4
error("Invalid scene %d called", scene._nextSceneId);
// Scene group #5
case 501:
// TODO
case 502:
// TODO
case 503:
// TODO
case 504:
// TODO
case 505:
// TODO
case 506:
// TODO
case 507:
// TODO
case 508:
// TODO
case 511:
// TODO
case 512:
// TODO
case 513:
// TODO
case 515:
// TODO
case 551:
// TODO
// Fall-through for unimplemented scenes in group #5
error("Invalid scene %d called", scene._nextSceneId);
// Scene group #6
case 601:
// TODO
case 602:
// TODO
case 603:
// TODO
case 604:
// TODO
case 605:
// TODO
case 607:
// TODO
case 608:
// TODO
case 609:
// TODO
case 610:
// TODO
case 611:
// TODO
case 612:
// TODO
case 620:
// TODO
// Fall-through for unimplemented scenes in group #6
error("Invalid scene %d called", scene._nextSceneId);
// Scene group #7
case 701:
// TODO
case 702:
// TODO
case 703:
// TODO
case 704:
// TODO
case 705:
// TODO
case 706:
// TODO
case 707:
// TODO
case 708:
// TODO
case 710:
// TODO
case 711:
// TODO
case 751:
// TODO
case 752:
// TODO
// Fall-through for unimplemented scenes in group #7
error("Invalid scene %d called", scene._nextSceneId);
// Scene group #8
case 801:
// TODO
case 802:
// TODO
case 803:
// TODO
// Fall-through for unimplemented scenes in group #8
error("Invalid scene %d called", scene._nextSceneId);
case 804:
return new Scene804(vm);
case 805:
// TODO
case 806:
// TODO
case 807:
// TODO
case 808:
// TODO
case 810:
// TODO
// Fall-through for unimplemented scenes in group #8
error("Invalid scene %d called", scene._nextSceneId);
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
|