Filippos Karapetis e8f0e9e998 STARTREK: Rename the different showText() functions for disambiguation
Hopefully, this will fix the AmigaOS and DS builds
2019-06-11 01:28:12 +03:00

629 lines
16 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 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 "startrek/room.h"
#include "startrek/startrek.h"
namespace StarTrek {
// TODO: this room should have animations on computer terminals, but this isn't where
// they're implemented. Could be related to ".BAN" files which rooms can load?
void Room::demon4Tick1() {
playVoc("DEM4LOOP");
if (!_awayMission->demon.healedMiner)
_awayMission->demon.minerDead = true;
if (_awayMission->demon.solvedSunPuzzle) {
loadActorAnim(10, "bxrise2", 0x122, 0x91, 0);
loadActorAnim(8, "stpout2", 0x107, 0x92, 0);
_roomVar.demon.nauianEmerged = true;
if ((_awayMission->demon.itemsTakenFromCase & 0x10) && !_awayMission->demon.gaveSkullToNauian)
_awayMission->timers[6] = 20;
}
if (!_awayMission->demon.foundAlienRoom) {
_awayMission->demon.foundAlienRoom = true;
playMidiMusicTracks(1, -1);
}
}
// Alien emerged
void Room::demon4FinishedAnimation1() {
loadActorAnim(8, "stpout", 0x107, 0x92, 5);
_roomVar.demon.nauianEmerged = true;
if (_awayMission->demon.itemsTakenFromCase & 0x10)
_awayMission->timers[6] = 45;
}
void Room::demon4FinishedAnimation2() {
if (!_roomVar.demon.cd) {
_roomVar.demon.cd = true;
showDescription(11, true);
}
showGameOverMenu();
// WORKAROUND: original game has the below line; however, it's never executed anyway
// since the game over menu manipulates the stack. Here, the menu could delete this
// room object, so it should be the last statement...
//_awayMission->disableInput = false;
}
void Room::demon4FinishedAnimation3() {
showText(TX_SPEAKER_NAUIAN, 34, true);
showText(TX_SPEAKER_KIRK, 10, true);
showText(TX_SPEAKER_NAUIAN, 35, true);
showText(TX_SPEAKER_SPOCK, 30, true);
_awayMission->disableInput = true;
_awayMission->demon.missionScore += 5;
_awayMission->timers[1] = 20;
}
// Just solved sun puzzle
void Room::demon4Timer0Expired() {
loadActorAnim(10, "bxrise", 0x122, 0x91, 1);
_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_E;
loadActorStandAnim(OBJECT_KIRK);
playVoc("SE2POWER");
}
// Mission end
void Room::demon4Timer1Expired() {
showText(TX_SPEAKER_KIRK, 11, true);
walkCrewman(OBJECT_KIRK, 0xbe, 0xa5, 4);
walkCrewman(OBJECT_SPOCK, 0xb4, 0x9b, 4);
walkCrewman(OBJECT_MCCOY, 0xc8, 0x9b, 4);
if (!_awayMission->redshirtDead)
walkCrewman(OBJECT_REDSHIRT, 0xc1, 0x91, 4);
else
_roomVar.demon.crewReadyToBeamOut++;
}
void Room::demon4CrewmanReachedBeamoutPosition() {
_roomVar.demon.crewReadyToBeamOut++;
if (_roomVar.demon.crewReadyToBeamOut != 4)
return;
if (!_awayMission->demon.insultedStephen)
_awayMission->demon.missionScore += 3;
if (!_awayMission->redshirtDead)
_awayMission->demon.missionScore += 2;
endMission(_awayMission->demon.missionScore, 0x24, 0);
}
void Room::demon4Timer2Expired() {
loadActorAnim2(OBJECT_SPOCK, "skille", -1, -1, 0);
}
void Room::demon4Timer3Expired() {
loadActorAnim2(OBJECT_REDSHIRT, "rkille", -1, -1, 0);
}
void Room::demon4Timer4Expired() {
loadActorAnim2(OBJECT_MCCOY, "mkille", -1, -1, 0);
}
void Room::demon4Timer5Expired() {
loadActorAnim2(OBJECT_KIRK, "kkille", -1, -1, 2);
}
void Room::demon4Timer6Expired() {
showText(TX_SPEAKER_MCCOY, 17, true);
}
void Room::demon4UsePhaserOnNauian() {
if (!_roomVar.demon.triedToShootNauian) { // Lenient the first time
showText(TX_SPEAKER_NAUIAN, 33, true);
_roomVar.demon.triedToShootNauian = true;
} else { // Murdery the second time
showText(TX_SPEAKER_NAUIAN, 32, true);
loadActorAnim2(10, "bxfire", 0, 0, 2);
playVoc("V0SPOCKT");
_awayMission->disableInput = true;
_awayMission->timers[2] = 7;
_awayMission->timers[3] = 8;
_awayMission->timers[4] = 7;
_awayMission->timers[5] = 8;
}
}
void Room::demon4UseMetalOnSecurityEquipment() {
_awayMission->disableInput = true;
walkCrewman(OBJECT_KIRK, 0xf5, 0x90, 5);
}
void Room::demon4KirkReachedSecurityEquipment() {
loadActorAnim2(OBJECT_KIRK, "kusemn", -1, -1, 4);
}
void Room::demon4KirkFinishedUsingSecurityEquipment() {
_awayMission->disableInput = false;
showDescription(14, true);
}
void Room::demon4UseMetalOnNauian() {
walkCrewman(OBJECT_KIRK, 0xe9, 0x90, 1);
_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_E;
}
void Room::demon4KirkReachedNauian() {
loadActorAnim2(8, "usekey", 0x107, 0x8e, 3);
loseItem(OBJECT_IMETAL);
_awayMission->demon.missionScore += 2;
_awayMission->demon.itemsTakenFromCase &= ~1;
}
void Room::demon4UseSkullOnNauian() {
walkCrewman(OBJECT_KIRK, 0xe9, 0x90, 2);
}
void Room::demon4KirkReachedNauianWithSkull() {
showText(TX_SPEAKER_NAUIAN, 36, true);
const TextRef choices[] = { TX_SPEAKER_KIRK, 6, 3, 5, TX_BLANK };
int choice = showMultipleTexts(choices, true);
switch (choice) {
case 0:
_awayMission->demon.missionScore++;
loadActorAnim2(8, "takesk", 0x107, 0x8e, 0);
loseItem(OBJECT_ISKULL);
_awayMission->demon.itemsTakenFromCase &= ~16; // BUG: skull reappears in case? Can abuse for infinite ponits?
_awayMission->demon.gaveSkullToNauian = true;
break;
case 1:
case 2:
break;
default:
showDescription(TX_DIALOG_ERROR);
break;
}
}
void Room::demon4UsePhaserOnPanel() {
showText(TX_SPEAKER_SPOCK, 13, true);
}
void Room::demon4UsePhaserOnPattern() {
showText(TX_SPEAKER_SPOCK, 45, true);
}
void Room::demon4UsePhaserOnMccoy() {
showText(TX_SPEAKER_MCCOY, 18, true);
}
void Room::demon4TalkToNauian() {
_awayMission->disableInput = false;
if (!_awayMission->demon.metNauian) {
_awayMission->demon.metNauian = true;
showText(TX_SPEAKER_NAUIAN, 44, true);
const TextRef choices[] = { TX_SPEAKER_KIRK, 2, 4, 9, TX_BLANK };
int choice = showMultipleTexts(choices, true);
switch (choice) {
case 0:
_awayMission->demon.field2d = true;
showText(TX_SPEAKER_NAUIAN, 42, true);
break;
case 1:
break;
case 2:
showText(TX_SPEAKER_NAUIAN, 39, true);
break;
default:
showDescription(TX_DIALOG_ERROR);
break;
}
showText(TX_SPEAKER_NAUIAN, 43, true);
const TextRef choices2[] = { TX_SPEAKER_KIRK, 8, 7, TX_BLANK };
choice = showMultipleTexts(choices2, true);
switch (choice) {
case 0:
_awayMission->demon.field2d = true;
showText(TX_SPEAKER_NAUIAN, 41, true);
break;
case 1:
break;
default:
showDescription(TX_DIALOG_ERROR);
break;
}
showText(TX_SPEAKER_NAUIAN, 40, true);
if (_roomVar.demon.disabledSecurity) { // Impossible condition?
showText(TX_SPEAKER_NAUIAN, 37, true);
// BUGFIX: Originally all of these used no audio, despite the files existing
// (being used elsewhere).
showText(TX_SPEAKER_KIRK, 10, true);
showText(TX_SPEAKER_NAUIAN, 35, true);
showText(TX_SPEAKER_SPOCK, 30, true);
_awayMission->disableInput = true;
_awayMission->demon.missionScore += 5;
_awayMission->timers[1] = 20;
} else {
showText(TX_SPEAKER_NAUIAN, 38, true);
}
} else {
showText(TX_SPEAKER_NAUIAN, 31, true);
}
}
void Room::demon4LookAtPattern() {
showDescription(2, true);
}
void Room::demon4LookAtAlien() {
showDescription(7, true);
}
void Room::demon4LookAnywhere() {
showDescription(4, true);
}
void Room::demon4LookAtSecurityEquipment() {
showDescription(8, true);
}
void Room::demon4LookAtFloor() {
showDescription(9, true);
}
void Room::demon4LookAtKirk() {
showDescription(3, true);
}
void Room::demon4LookAtMccoy() {
showDescription(0, true);
}
void Room::demon4LookAtSpock() {
showDescription(5, true);
}
void Room::demon4LookAtRedshirt() {
showDescription(1, true);
}
void Room::demon4LookAtChamber() {
showDescription(6, true);
}
void Room::demon4LookAtPanel() {
showDescription(12, true);
}
void Room::demon4UseKirkOnPanel() {
_roomVar.demon.crewmanUsingPanel = OBJECT_KIRK;
demon4UseCrewmanOnPanel();
}
void Room::demon4UseSpockOnPanel() {
_roomVar.demon.crewmanUsingPanel = OBJECT_SPOCK;
demon4UseCrewmanOnPanel();
}
void Room::demon4UseMccoyOnPanel() {
_roomVar.demon.crewmanUsingPanel = OBJECT_MCCOY;
demon4UseCrewmanOnPanel();
}
void Room::demon4UseRedshirtOnPanel() {
_roomVar.demon.crewmanUsingPanel = OBJECT_REDSHIRT;
demon4UseCrewmanOnPanel();
}
void Room::demon4UseCrewmanOnPanel() {
if (_awayMission->demon.solvedSunPuzzle)
return;
walkCrewman(_roomVar.demon.crewmanUsingPanel, 0xda, 0x83, 3);
_awayMission->crewDirectionsAfterWalk[_roomVar.demon.crewmanUsingPanel] = DIR_N;
_awayMission->disableInput = true;
}
void Room::demon4CrewmanReachedPanel() {
if (demon4ShowSunPuzzle()) {
_awayMission->demon.solvedSunPuzzle = true;
loadActorAnim(9, "ctrl", 0, 0, 0);
_awayMission->demon.missionScore += 3;
_awayMission->timers[0] = 10;
} else
showDescription(13, true);
walkCrewman(_roomVar.demon.crewmanUsingPanel, 0xae, 0x93, 0);
_awayMission->disableInput = false;
}
bool Room::demon4ShowSunPuzzle() {
bool solved = false;
int sliderY = 17;
int sliderR = -17;
int sliderB = 17;
_vm->_gfx->fadeoutScreen();
_vm->_sound->stopAllVocSounds();
_vm->_gfx->pushSprites();
_vm->_gfx->setBackgroundImage(_vm->_gfx->loadBitmap("machineb"));
_vm->_gfx->copyBackgroundScreen();
_vm->_gfx->clearPri();
Sprite sprites[21];
for (int i = 0; i < 21; i++) {
_vm->_gfx->addSprite(&sprites[i]);
}
sprites[0].setBitmap(_vm->_gfx->loadBitmap("levery"));
sprites[1].setBitmap(_vm->_gfx->loadBitmap("leverr"));
sprites[2].setBitmap(_vm->_gfx->loadBitmap("leverb"));
SharedPtr<Bitmap> lightyBitmap = _vm->_gfx->loadBitmap("lighty");
SharedPtr<Bitmap> lightrBitmap = _vm->_gfx->loadBitmap("lightr");
SharedPtr<Bitmap> lightbBitmap = _vm->_gfx->loadBitmap("lightb");
for (int i = 3; i < 9; i++)
sprites[i].bitmap = lightyBitmap;
for (int i = 9; i < 15; i++)
sprites[i].bitmap = lightrBitmap;
for (int i = 15; i < 21; i++)
sprites[i].bitmap = lightbBitmap;
Sprite doneButtonSprite;
_vm->_gfx->addSprite(&doneButtonSprite);
doneButtonSprite.setXYAndPriority(0x104, 0x64, 2);
doneButtonSprite.setBitmap(_vm->_gfx->loadBitmap("donebutt"));
// BUGFIX: use draw mode 2 so the entire button is clickable (not just non-transparent
// pixels)
doneButtonSprite.drawMode = 2;
_vm->_gfx->fadeinScreen();
bool continueLoop = true;
bool sliderChanged = true;
while (continueLoop) {
if (sliderChanged) {
sprites[0].setXYAndPriority(0xa0, sliderY + 0x75, 14);
sprites[1].setXYAndPriority(0xa8, sliderR + 0x75, 14);
sprites[2].setXYAndPriority(0xb0, sliderB + 0x75, 14);
int var56 = 0x82;
int var58 = 0x83;
int var5a = 3;
int numSprites = abs(sliderY) / 3;
for (int i = 0; i < 6; i++) {
sprites[i + var5a].setXYAndPriority(var58, var56, 14);
}
var56 -= 6;
for (int i = 0; i < numSprites; i++) {
sprites[i + var5a].setXYAndPriority(var58, var56, 14);
var56 -= 6;
}
var56 = 0x82;
var58 = 0x8b;
var5a = 9;
numSprites = abs(sliderR) / 3;
for (int i = 0; i < 6; i++) {
sprites[i + var5a].setXYAndPriority(var58, var56, 14);
}
var56 -= 6;
for (int i = 0; i < numSprites; i++) {
sprites[i + var5a].setXYAndPriority(var58, var56, 14);
var56 -= 6;
}
var56 = 0x82;
var58 = 0x93;
var5a = 15;
numSprites = abs(sliderB) / 3;
for (int i = 0; i < 6; i++) {
sprites[i + var5a].setXYAndPriority(var58, var56, 14);
}
var56 -= 6;
for (int i = 0; i < numSprites; i++) {
sprites[i + var5a].setXYAndPriority(var58, var56, 14);
var56 -= 6;
}
sliderChanged = false;
}
TrekEvent event;
if (!_vm->popNextEvent(&event))
continue;
switch (event.type) {
case TREKEVENT_LBUTTONDOWN: {
lclick:
Common::Point mousePos = _vm->_gfx->getMousePos();
if (_vm->_gfx->getSpriteAt(mousePos) == &doneButtonSprite)
goto done;
else {
if (mousePos.y >= 0x64 && mousePos.y <= 0x86) {
if (mousePos.x >= 0xa0 && mousePos.x <= 0xa6)
sliderY = mousePos.y - 0x75;
else if (mousePos.x >= 0xa8 && mousePos.x <= 0xae)
sliderR = mousePos.y - 0x75;
else if (mousePos.x >= 0xb0 && mousePos.x <= 0xb6)
sliderB = mousePos.y - 0x75;
sliderChanged = true;
}
}
break;
}
case TREKEVENT_RBUTTONDOWN:
done:
if (abs(sliderY) <= 2 && abs(sliderR) <= 2 && abs(sliderB) <= 2)
solved = true;
else
solved = false;
continueLoop = false;
break;
case TREKEVENT_KEYDOWN:
switch (event.kbd.keycode) {
case Common::KEYCODE_ESCAPE:
case Common::KEYCODE_F2:
goto done;
case Common::KEYCODE_RETURN:
case Common::KEYCODE_KP_ENTER:
case Common::KEYCODE_F1:
goto lclick;
default:
break;
}
break;
default:
break;
}
_vm->_gfx->drawAllSprites();
}
_vm->_gfx->fadeoutScreen();
_vm->_gfx->popSprites();
_vm->_gfx->loadPri(_vm->_screenName);
_vm->_gfx->setBackgroundImage(_vm->_gfx->loadBitmap(_vm->_screenName));
_vm->_gfx->copyBackgroundScreen();
_vm->_gfx->forceDrawAllSprites();
return solved;
}
void Room::demon4TalkToKirk() {
showText(TX_SPEAKER_KIRK, 1, true);
}
void Room::demon4TalkToMccoy() {
if (_roomVar.demon.nauianEmerged)
showText(TX_SPEAKER_MCCOY, 19, true);
else
showText(TX_SPEAKER_MCCOY, 15, true);
}
void Room::demon4TalkToSpock() {
if (_roomVar.demon.nauianEmerged)
showText(TX_SPEAKER_SPOCK, 22, true);
else
showText(TX_SPEAKER_SPOCK, 24, true);
}
void Room::demon4TalkToRedshirt() {
if (_roomVar.demon.nauianEmerged)
showText(TX_SPEAKER_EVERTS, 47, true);
else
showText(TX_SPEAKER_EVERTS, 46, true);
}
void Room::demon4UseSTricorderOnChamber() {
loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, 12, true);
}
void Room::demon4UseSTricorderOnPattern() {
loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, 14, true);
showText(TX_SPEAKER_SPOCK, 25, true);
}
void Room::demon4UseMTricorderOnPattern() {
showText(TX_SPEAKER_MCCOY, 21, true);
}
void Room::demon4UseSTricorderOnPanel() {
loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, 27, true);
}
void Room::demon4UseMTricorderOnPanel() {
loadActorAnim2(OBJECT_MCCOY, "mscane", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_MCCOY, 27, true); // BUG: Uses spock's voice (though speaker says "Mccoy")
}
void Room::demon4UseSTricorderOnAnything() {
loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, 23, true);
}
void Room::demon4UseMTricorderOnAnything() {
loadActorAnim2(OBJECT_MCCOY, "mscane", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_MCCOY, 20, true);
}
void Room::demon4UseSTricorderOnNauian() {
loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, 29, true);
}
void Room::demon4UseMTricorderOnNauian() {
loadActorAnim2(OBJECT_MCCOY, "mscane", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, 29, true); // BUG: Uses spock's voice (speaker says "Spock" too)
}
void Room::demon4UseSTricorderOnSecurityEquipment() {
loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, 26, true);
}
void Room::demon4UseMTricorderOnSecurityEquipment() {
loadActorAnim2(OBJECT_MCCOY, "mscane", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, 26, true); // BUG: Uses spock's voice (speaker says "Spock" too)
}
}