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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 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/>.
*
*/
#include "engines/nancy/action/datarecords.h"
#include "engines/nancy/action/inventoryrecords.h"
#include "engines/nancy/action/navigationrecords.h"
#include "engines/nancy/action/soundrecords.h"
#include "engines/nancy/action/miscrecords.h"
#include "engines/nancy/action/autotext.h"
#include "engines/nancy/action/conversation.h"
#include "engines/nancy/action/interactivevideo.h"
#include "engines/nancy/action/overlay.h"
#include "engines/nancy/action/secondaryvideo.h"
#include "engines/nancy/action/secondarymovie.h"
#include "engines/nancy/action/puzzle/assemblypuzzle.h"
#include "engines/nancy/action/puzzle/bballpuzzle.h"
#include "engines/nancy/action/puzzle/bulpuzzle.h"
#include "engines/nancy/action/puzzle/bombpuzzle.h"
#include "engines/nancy/action/puzzle/collisionpuzzle.h"
#include "engines/nancy/action/puzzle/cubepuzzle.h"
#include "engines/nancy/action/puzzle/hamradiopuzzle.h"
#include "engines/nancy/action/puzzle/leverpuzzle.h"
#include "engines/nancy/action/puzzle/mazechasepuzzle.h"
#include "engines/nancy/action/puzzle/mouselightpuzzle.h"
#include "engines/nancy/action/puzzle/orderingpuzzle.h"
#include "engines/nancy/action/puzzle/overridelockpuzzle.h"
#include "engines/nancy/action/puzzle/passwordpuzzle.h"
#include "engines/nancy/action/puzzle/peepholepuzzle.h"
#include "engines/nancy/action/puzzle/raycastpuzzle.h"
#include "engines/nancy/action/puzzle/riddlepuzzle.h"
#include "engines/nancy/action/puzzle/rippedletterpuzzle.h"
#include "engines/nancy/action/puzzle/rotatinglockpuzzle.h"
#include "engines/nancy/action/puzzle/safedialpuzzle.h"
#include "engines/nancy/action/puzzle/setplayerclock.h"
#include "engines/nancy/action/puzzle/sliderpuzzle.h"
#include "engines/nancy/action/puzzle/soundequalizerpuzzle.h"
#include "engines/nancy/action/puzzle/spigotpuzzle.h"
#include "engines/nancy/action/puzzle/tangrampuzzle.h"
#include "engines/nancy/action/puzzle/telephone.h"
#include "engines/nancy/action/puzzle/towerpuzzle.h"
#include "engines/nancy/action/puzzle/turningpuzzle.h"
#include "engines/nancy/action/puzzle/twodialpuzzle.h"
#include "engines/nancy/state/scene.h"
#include "engines/nancy/nancy.h"
namespace Nancy {
namespace Action {
ActionRecord *ActionManager::createActionRecord(uint16 type, Common::SeekableReadStream *recordStream) {
switch (type) {
case 10:
return new Hot1FrSceneChange(CursorManager::kHotspot);
case 11:
return new HotMultiframeSceneChange(CursorManager::kHotspot);
case 12:
return new SceneChange();
case 13:
return new HotMultiframeMultisceneChange();
case 14:
return new Hot1FrSceneChange(CursorManager::kExit);
case 15:
return new Hot1FrSceneChange(CursorManager::kMoveForward);
case 16:
return new Hot1FrSceneChange(CursorManager::kMoveBackward);
case 17:
return new Hot1FrSceneChange(CursorManager::kMoveUp);
case 18:
return new Hot1FrSceneChange(CursorManager::kMoveDown);
case 19:
return new HotMultiframeSceneChange(CursorManager::kMoveForward);
case 20:
if (g_nancy->getGameType() == kGameTypeVampire) {
return new PaletteThisScene();
} else {
return new HotMultiframeSceneChange(CursorManager::kMoveUp);
}
case 21:
if (g_nancy->getGameType() == kGameTypeVampire) {
return new PaletteNextScene();
} else {
return new HotMultiframeSceneChange(CursorManager::kMoveDown);
}
case 22:
return new Hot1FrSceneChange(CursorManager::kMoveLeft);
case 23:
return new Hot1FrSceneChange(CursorManager::kMoveRight);
case 24:
return new HotMultiframeMultisceneCursorTypeSceneChange();
case 25: {
// Weird case; instead of storing the cursor id, they instead chose to store
// an AR id corresponding to one of the directional Hot1FrSceneChange variants.
// Thus, we need to scan the incoming chunk and make another call to createActionRecord().
// This is not the most elegant solution, but it works :)
assert(recordStream);
uint16 innerID = recordStream->readUint16LE();
Hot1FrSceneChange *newRec = dynamic_cast<Hot1FrSceneChange *>(createActionRecord(innerID));
assert(newRec);
newRec->_isTerse = true;
return newRec;
}
case 26:
return new InteractiveVideo();
case 40:
if (g_nancy->getGameType() < kGameTypeNancy2) {
// Only used in TVD
return new LightningOn();
} else {
return new SpecialEffect();
}
case 50:
return new ConversationVideo(); // PlayPrimaryVideoChan0
case 51:
case 52:
return new PlaySecondaryVideo();
case 53:
return new PlaySecondaryMovie();
case 54:
if (g_nancy->getGameType() <= kGameTypeNancy1) {
return new Overlay(false); // PlayStaticBitmapAnimation
} else {
return new Overlay(true);
}
case 55:
if (g_nancy->getGameType() <= kGameTypeNancy1) {
return new Overlay(true); // PlayIntStaticBitmapAnimation
} else if (g_nancy->getGameType() >= kGameTypeNancy7) {
return new OverlayStaticTerse();
}
return nullptr;
case 56:
if (g_nancy->getGameType() <= kGameTypeNancy6) {
return new ConversationVideo();
} else {
return new OverlayAnimTerse();
}
return nullptr;
case 57:
return new ConversationCel();
case 58:
return new ConversationSound();
case 59:
return new ConversationCelT();
case 60:
if (g_nancy->getGameType() <= kGameTypeNancy5) {
// Only used in tvd and nancy1
return new MapCall();
} else {
return new ConversationSoundT();
}
case 61:
if (g_nancy->getGameType() <= kGameTypeNancy5) {
// Only used in tvd and nancy1
return new MapCallHot1Fr();
} else {
return new Autotext();
}
case 62:
if (g_nancy->getGameType() <= kGameTypeNancy7) {
return new MapCallHotMultiframe(); // TVD/nancy1 only
} else {
return new ConversationCelTerse(); // nancy8 and up
}
case 63:
return new ConversationSoundTerse();
case 65:
return new TableIndexOverlay();
case 66:
return new TableIndexPlaySound();
case 67:
return new TableIndexSetValueHS();
case 68:
return new TextScroll(false);
case 70:
return new TextScroll(true); // AutotextEntryList
case 71:
return new ModifyListEntry(ModifyListEntry::kAdd);
case 72:
return new ModifyListEntry(ModifyListEntry::kDelete);
case 73:
return new ModifyListEntry(ModifyListEntry::kMark);
case 75:
return new TextBoxWrite();
case 76:
return new TextboxClear();
case 77:
return new SetValue();
case 78:
return new SetValueCombo();
case 79:
return new ValueTest();
case 97:
return new EventFlags(true);
case 98:
return new EventFlagsMultiHS(true, true);
case 99:
return new EventFlagsMultiHS(true);
case 100:
return new BumpPlayerClock();
case 101:
return new SaveContinueGame();
case 102:
return new TurnOffMainRendering();
case 103:
return new TurnOnMainRendering();
case 104:
return new ResetAndStartTimer();
case 105:
return new StopTimer();
case 106:
return new EventFlagsMultiHS(false);
case 107:
return new EventFlags();
case 108:
if (g_nancy->getGameType() <= kGameTypeNancy6) {
return new OrderingPuzzle(OrderingPuzzle::kOrdering);
} else {
return new GotoMenu();
}
case 109:
return new LoseGame();
case 110:
return new PushScene();
case 111:
return new PopScene();
case 112:
return new WinGame();
case 113:
return new DifficultyLevel();
case 114:
return new RotatingLockPuzzle();
case 115:
return new LeverPuzzle();
case 116:
return new Telephone(false);
case 117:
return new SliderPuzzle();
case 118:
return new PasswordPuzzle();
case 119:
if (g_nancy->getGameType() >= kGameTypeNancy7) {
// This got moved in nancy7
return new OrderingPuzzle(OrderingPuzzle::kOrdering);
}
return nullptr;
case 120:
return new AddInventoryNoHS();
case 121:
return new RemoveInventoryNoHS();
case 122:
return new ShowInventoryItem();
case 123:
return new InventorySoundOverride();
case 124:
return new EnableDisableInventory();
case 125:
return new PopInvViewPriorScene();
case 126:
return new GoInvViewScene();
case 140:
return new SetVolume();
case 150:
return new PlaySound();
case 151:
if (g_nancy->getGameType() <= kGameTypeNancy6) {
return new PlaySound(); // PlayStreamSound
} else {
return new PlayRandomSoundTerse();
}
case 152:
return new PlaySoundFrameAnchor();
case 153:
return new PlaySoundMultiHS();
case 154:
return new StopSound();
case 155:
return new StopSound(); // StopAndUnloadSound, but we always unload
case 157:
return new PlaySoundCC();
case 158:
return new PlayRandomSound();
case 159:
return new PlaySoundTerse();
case 160:
return new HintSystem();
case 161:
return new PlaySoundEventFlagTerse();
case 170:
return new SetPlayerClock();
case 200:
return new SoundEqualizerPuzzle();
case 201:
return new TowerPuzzle();
case 202:
return new BombPuzzle();
case 203:
return new RippedLetterPuzzle();
case 204:
return new OverrideLockPuzzle();
case 205:
return new RiddlePuzzle();
case 206:
return new RaycastPuzzle();
case 207:
return new TangramPuzzle();
case 208:
return new OrderingPuzzle(OrderingPuzzle::PuzzleType::kPiano);
case 209:
return new TurningPuzzle();
case 210:
return new SafeDialPuzzle();
case 211:
return new CollisionPuzzle(CollisionPuzzle::PuzzleType::kCollision);
case 212:
return new OrderingPuzzle(OrderingPuzzle::PuzzleType::kOrderItems);
case 213:
return new CollisionPuzzle(CollisionPuzzle::PuzzleType::kTileMove);
case 214:
return new OrderingPuzzle(OrderingPuzzle::PuzzleType::kKeypad);
case 215:
return new MazeChasePuzzle();
case 216:
return new PeepholePuzzle();
case 217:
return new MouseLightPuzzle();
case 218:
return new BulPuzzle();
case 219:
return new BBallPuzzle();
case 220:
return new TwoDialPuzzle();
case 221:
return new HamRadioPuzzle();
case 222:
return new AssemblyPuzzle();
case 223:
return new CubePuzzle();
case 224:
return new OrderingPuzzle(OrderingPuzzle::kKeypadTerse);
case 225:
return new SpigotPuzzle();
case 230:
return new Telephone(true);
default:
return nullptr;
}
}
} // End of namespace Action
} // End of namespace Nancy
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