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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/phantom/game_phantom.h"
#include "mads/phantom/phantom_scenes.h"
#include "mads/phantom/phantom_scenes1.h"
#include "mads/phantom/phantom_scenes2.h"
#include "mads/phantom/phantom_scenes3.h"
#include "mads/phantom/phantom_scenes4.h"
#include "mads/phantom/phantom_scenes5.h"
namespace MADS {
namespace Phantom {
SceneLogic *SceneFactory::createScene(MADSEngine *vm) {
Scene &scene = vm->_game->_scene;
// When changing from one section to the other, set the scaling velocity
if ((scene._nextSceneId / 100) != (scene._priorSceneId / 100))
vm->_game->_player._scalingVelocity = true;
switch (scene._nextSceneId) {
// Scene group #1 (theater, stage and dressing rooms)
case 101: // seats
return new Scene101(vm);
case 102: // music stands
return new Scene102(vm);
case 103: // below stage
return new Scene103(vm);
case 104: // stage
return new Scene104(vm);
case 105: // ground floor, storage room
return new Scene105(vm);
case 106: // behind stage
return new Scene106(vm);
case 107: // stage right wing
return new Scene107(vm);
case 108: // stage left wing
return new Scene108(vm);
case 109: // upper floor, staircase
return new Scene109(vm);
case 110: // outside dressing rooms 1
return new Scene110(vm);
case 111: // outside dressing rooms 2
return new Scene111(vm);
case 112: // inside dressing room 1
return new Scene112(vm);
case 113: // inside dressing room 2
return new Scene113(vm);
case 114: // lower floor, storage room
return new Scene114(vm);
case 150: // cutscene
return new Scene150(vm);
// Scene group #2 (theater entrance, offices, balcony)
case 201: // entrance / ticket office
return new Scene201(vm);
case 202: // outside offices / paintings room
return new Scene202(vm);
case 203: // office
return new Scene203(vm);
case 204: // library
return new Scene204(vm);
case 205: // upper floor, outside balcony boxes
return new Scene205(vm);
case 206: // balcony box #1
return new Scene206(vm);
case 207: // balcony box #2
return new Scene207(vm);
case 208: // stage and balcony view
return new Scene208(vm);
case 250: // cutscene
return new Scene250(vm);
// Scene group #3 (catwalks, chandelier, lake / catacombs entrance)
case 301: // catwalk #1 above stage
return new Scene301(vm);
case 302: // catwalk #2 above stage
return new Scene302(vm);
case 303: // above chandelier
return new Scene303(vm);
case 304: // chandelier
return new Scene304(vm);
case 305: // chandelier fight, phantom closeup
return new Scene305(vm);
case 306: // chandelier #2
return new Scene306(vm);
case 307: // catwalk #3 above stage
return new Scene307(vm);
case 308: // hidden staircase behind balcony box
return new Scene308(vm);
case 309: // lake and archway
return new Scene309(vm);
case 310: // lake
return new Scene310(vm);
// Scene group #4 (labyrinth)
case 401: // labyrinth room, 3 exits
return new Scene401(vm);
case 403: // labyrinth room (big), 4 exits + 1 bricked door, left
return new Scene403(vm);
case 404: // labyrinth room, 3 exits
return new Scene404(vm);
case 406: // labyrinth room, 2 exits
return new Scene406(vm);
case 407: // catacomb room / lake
return new Scene407(vm);
case 408: // catacomb corridor
return new Scene408(vm);
case 409: // catacomb room, door with switch panel
return new Scene409(vm);
case 410: // skull switch panel
return new Scene410(vm);
case 453: // Labyrinth room (big), 4 exits + 1 bricked door, right
return new Scene453(vm);
case 456: // Labyrinth room, 2 exits
return new Scene456(vm);
// Scene group #5 (Phantom's hideout)
case 501: // catacombs, outside phantom's hideout, lake and boat
return new Scene501(vm);
case 502: // push panel trap
return new Scene502(vm);
case 504: // Phantom's hideout, church organ
return new Scene504(vm);
case 505: // Phantom's hideout, sarcophagus
return new Scene505(vm);
case 506: // catacomb room with ramp
return new Scene506(vm);
default:
error("Invalid scene %d called", scene._nextSceneId);
}
}
/*------------------------------------------------------------------------*/
PhantomScene::PhantomScene(MADSEngine *vm) : SceneLogic(vm),
_globals(static_cast<GamePhantom *>(vm->_game)->_globals),
_game(*static_cast<GamePhantom *>(vm->_game)),
_action(vm->_game->_scene._action) {
}
Common::String PhantomScene::formAnimName(char sepChar, int suffixNum) {
return Resources::formatName(_scene->_currentSceneId, sepChar, suffixNum,
EXT_NONE, "");
}
/*------------------------------------------------------------------------*/
void SceneInfoPhantom::loadCodes(MSurface &depthSurface, int variant) {
Common::String ext = Common::String::format(".WW%d", variant);
Common::String fileName = Resources::formatName(RESPREFIX_RM, _sceneId, ext);
if (!Common::File::exists(fileName))
return;
File f(fileName);
MadsPack codesPack(&f);
Common::SeekableReadStream *stream = codesPack.getItemStream(0);
loadCodes(depthSurface, stream);
delete stream;
f.close();
}
void SceneInfoPhantom::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 Phantom
} // End of namespace MADS
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