/* 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 3 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, see . * */ #ifdef ENABLE_MADSV2 #include "common/config-manager.h" #include "mads/mads.h" #include "mads/compression.h" #include "mads/resources.h" #include "mads/scene.h" #include "mads/forest/game_forest.h" #include "mads/forest/forest_scenes.h" namespace MADS { namespace Forest { SceneLogic *SceneFactory::createScene(MADSEngine *vm) { Scene &scene = vm->_game->_scene; // TODO //scene.addActiveVocab(NOUN_DROP); switch (scene._nextSceneId) { // Scene group #1 (Cornelius's House inside/outside) case 101: // Cornelius's House inside return new DummyScene(vm); // TODO case 103: // Forest, tree return new DummyScene(vm); // TODO case 104: // Bedroom return new DummyScene(vm); // TODO case 106: // Cornelius's House outside return new DummyScene(vm); // TODO case 107: // Tree base return new DummyScene(vm); // TODO case 199: // Book return new DummyScene(vm); // TODO // Scene group #2 (Dapplewood Forest Areas 1-4) case 201: // return new DummyScene(vm); // TODO case 203: // return new DummyScene(vm); // TODO case 204: // return new DummyScene(vm); // TODO case 205: // return new DummyScene(vm); // TODO case 210: // return new DummyScene(vm); // TODO case 211: // return new DummyScene(vm); // TODO case 220: // return new DummyScene(vm); // TODO case 221: // return new DummyScene(vm); // TODO // Scene group #3 (Dapplewood Nexus) case 301: // return new DummyScene(vm); // TODO case 302: // return new DummyScene(vm); // TODO case 303: // return new DummyScene(vm); // TODO case 304: // return new DummyScene(vm); // TODO case 305: // return new DummyScene(vm); // TODO case 306: // return new DummyScene(vm); // TODO case 307: // return new DummyScene(vm); // TODO case 308: // return new DummyScene(vm); // TODO case 321: // return new DummyScene(vm); // TODO case 322: // return new DummyScene(vm); // TODO // Scene group #4 (Yellow Dragons' Lair) case 401: // return new DummyScene(vm); // TODO case 402: // return new DummyScene(vm); // TODO case 403: // return new DummyScene(vm); // TODO case 404: // return new DummyScene(vm); // TODO case 405: // return new DummyScene(vm); // TODO case 420: // return new DummyScene(vm); // TODO // Scene group #5 (Meadow & Backtracking) case 501: // return new DummyScene(vm); // TODO case 503: // return new DummyScene(vm); // TODO case 509: // return new DummyScene(vm); // TODO case 510: // return new DummyScene(vm); // TODO case 520: // return new DummyScene(vm); // TODO default: error("Invalid scene %d called", scene._nextSceneId); } } /*------------------------------------------------------------------------*/ ForestScene::ForestScene(MADSEngine *vm) : SceneLogic(vm), _globals(static_cast(vm->_game)->_globals), _game(*static_cast(vm->_game)), _action(vm->_game->_scene._action) { } Common::Path ForestScene::formAnimName(char sepChar, int suffixNum) { return Resources::formatName(_scene->_currentSceneId, sepChar, suffixNum, EXT_NONE, ""); } /*------------------------------------------------------------------------*/ void SceneInfoForest::loadCodes(BaseSurface &depthSurface, int variant) { Common::String ext = Common::String::format(".WW%d", variant); Common::Path 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 SceneInfoForest::loadCodes(BaseSurface &depthSurface, Common::SeekableReadStream *stream) { byte *destP = (byte *)depthSurface.getPixels(); 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 Forest } // End of namespace MADS #endif