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scummvm-cursorfix/engines/mads/forest/forest_scenes.cpp
2026-02-02 04:50:13 +01:00

182 lines
4.9 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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<GameForest *>(vm->_game)->_globals),
_game(*static_cast<GameForest *>(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