mirror of
https://github.com/libretro/scummvm.git
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236 lines
7.3 KiB
C++
236 lines
7.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.h"
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#include "common/config-manager.h"
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#include "mads/mads.h"
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#include "mads/compression.h"
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#include "mads/resources.h"
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#include "mads/scene.h"
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#include "mads/dragonsphere/game_dragonsphere.h"
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#include "mads/dragonsphere/dragonsphere_scenes.h"
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namespace MADS {
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namespace Dragonsphere {
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SceneLogic *SceneFactory::createScene(MADSEngine *vm) {
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Scene &scene = vm->_game->_scene;
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// TODO
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//scene.addActiveVocab(NOUN_DROP);
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switch (scene._nextSceneId) {
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// Scene group #1 (Castle, river and caves)
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case 101: // king's bedroom
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return new DummyScene(vm); // TODO
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case 102: // queen's bedroom
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return new DummyScene(vm); // TODO
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case 103: // outside king's bedroom
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return new DummyScene(vm); // TODO
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case 104: // fireplace / bookshelf
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return new DummyScene(vm); // TODO
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case 105: // dining room
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return new DummyScene(vm); // TODO
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case 106: // throne room
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return new DummyScene(vm); // TODO
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case 107: // council chamber
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return new DummyScene(vm); // TODO
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case 108: // dungeon, cell entrance
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return new DummyScene(vm); // TODO
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case 109: // cell
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return new DummyScene(vm); // TODO
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case 110: // outside castle, merchants and well
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return new DummyScene(vm); // TODO
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case 111: // Dragonsphere closeup
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return new DummyScene(vm); // TODO
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case 112: // well descend
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return new DummyScene(vm); // TODO
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case 113: // bottom of well, river and trap door
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return new DummyScene(vm); // TODO
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case 114: // cave
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return new DummyScene(vm); // TODO
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case 115: // cave with passageway to west
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return new DummyScene(vm); // TODO
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case 116: // cave with pedestral
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return new DummyScene(vm); // TODO
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case 117: // river
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return new DummyScene(vm); // TODO
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case 118: // castle courtyard and gate
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return new DummyScene(vm); // TODO
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case 119: // castle stairs
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return new DummyScene(vm); // TODO
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case 120: // map
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return new DummyScene(vm); // TODO
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// Scene group #2 (Slathan ni Patan, land of shapeshifters)
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case 201: // guardhouse, entrance to Slathan ni Patan
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return new DummyScene(vm); // TODO
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case 203: // forest
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return new DummyScene(vm); // TODO
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case 204: // cave
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return new DummyScene(vm); // TODO
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case 205: // outside village
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return new DummyScene(vm); // TODO
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case 206: // village
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return new DummyScene(vm); // TODO
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// Scene group #3 (Brynn-Fann, Land of faeries)
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case 301: // maze entrance
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return new DummyScene(vm); // TODO
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case 302: // maze
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return new DummyScene(vm); // TODO
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case 303: // toads
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return new DummyScene(vm); // TODO
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// Scene group #4 (The Desert)
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case 401: // desert
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return new DummyScene(vm); // TODO
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case 402: // desert
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return new DummyScene(vm); // TODO
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case 403: // desert
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return new DummyScene(vm); // TODO
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case 404: // desert with dunes
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return new DummyScene(vm); // TODO
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case 405: // oasis
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return new DummyScene(vm); // TODO
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case 406: // inside tent
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return new DummyScene(vm); // TODO
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case 407: // gem sack closeup
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return new DummyScene(vm); // TODO
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case 408: // spirit plane
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return new DummyScene(vm); // TODO
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case 409: // spirit plane top down view, disks
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return new DummyScene(vm); // TODO
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case 410: // snake pit and spirit tree
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return new DummyScene(vm); // TODO
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case 411: // nest
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return new DummyScene(vm); // TODO
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case 412: // desert
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return new DummyScene(vm); // TODO
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case 454: // cutscene
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return new DummyScene(vm); // TODO
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// Scene group #5 (The Mountain)
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case 501: // base of mountain / wall
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return new DummyScene(vm); // TODO
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case 502: // base of mountain
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return new DummyScene(vm); // TODO
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case 503: // waterfall
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return new DummyScene(vm); // TODO
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case 504: // hermit's cave
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return new DummyScene(vm); // TODO
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case 505: // rock trees
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return new DummyScene(vm); // TODO
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case 506: // nest
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return new DummyScene(vm); // TODO
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case 507: // above nest
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return new DummyScene(vm); // TODO
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case 508: // ledge, right
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return new DummyScene(vm); // TODO
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case 509: // ledge, left
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return new DummyScene(vm); // TODO
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case 510: // nest top down view and pillars
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return new DummyScene(vm); // TODO
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case 511: // pillars
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return new DummyScene(vm); // TODO
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case 512: // nest
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return new DummyScene(vm); // TODO
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case 557: // cutscene
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return new DummyScene(vm); // TODO
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// Scene group #6 (The Tower)
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case 601: // ??? (tile count mismatch)
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return new DummyScene(vm); // TODO
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case 603: // eye chamber
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return new DummyScene(vm); // TODO
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case 604: // room of magic
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return new DummyScene(vm); // TODO
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case 605: // science room
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return new DummyScene(vm); // TODO
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case 606: // doorway
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return new DummyScene(vm); // TODO
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case 607: // prison
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return new DummyScene(vm); // TODO
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case 609: // stone pedestral chamber
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return new DummyScene(vm); // TODO
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case 612: // infernal machine room
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return new DummyScene(vm); // TODO
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case 613: // room with lava floor
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return new DummyScene(vm); // TODO
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case 614: // sorcerer's room
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return new DummyScene(vm); // TODO
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default:
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error("Invalid scene %d called", scene._nextSceneId);
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}
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}
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/*------------------------------------------------------------------------*/
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DragonsphereScene::DragonsphereScene(MADSEngine *vm) : SceneLogic(vm),
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_globals(static_cast<GameDragonsphere *>(vm->_game)->_globals),
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_game(*static_cast<GameDragonsphere *>(vm->_game)),
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_action(vm->_game->_scene._action) {
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}
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Common::String DragonsphereScene::formAnimName(char sepChar, int suffixNum) {
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return Resources::formatName(_scene->_currentSceneId, sepChar, suffixNum,
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EXT_NONE, "");
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}
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/*------------------------------------------------------------------------*/
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void SceneInfoDragonsphere::loadCodes(MSurface &depthSurface, int variant) {
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Common::String ext = Common::String::format(".WW%d", variant);
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File f(Resources::formatName(RESPREFIX_RM, _sceneId, ext));
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MadsPack codesPack(&f);
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Common::SeekableReadStream *stream = codesPack.getItemStream(0);
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loadCodes(depthSurface, stream);
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delete stream;
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f.close();
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}
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void SceneInfoDragonsphere::loadCodes(MSurface &depthSurface, Common::SeekableReadStream *stream) {
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byte *destP = depthSurface.getData();
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byte *walkMap = new byte[stream->size()];
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stream->read(walkMap, stream->size());
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for (int y = 0; y < 156; ++y) {
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for (int x = 0; x < 320; ++x) {
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int offset = x + (y * 320);
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if ((walkMap[offset / 8] << (offset % 8)) & 0x80)
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*destP++ = 1; // walkable
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else
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*destP++ = 0;
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}
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}
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delete[] walkMap;
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}
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} // End of namespace Dragonsphere
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} // End of namespace MADS
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