scummvm/engines/startrek/room.cpp
2020-11-17 21:24:12 +02:00

798 lines
25 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/iwfile.h"
#include "startrek/resource.h"
#include "startrek/room.h"
#include "startrek/startrek.h"
#include "rooms/function_map.h"
// TODO: Delete this macro, replacing it with the next one.
// New "[roomName]NumActions" variables need to be made before that.
#define ADD_ROOM_OLD(ROOM) {\
if (name.equalsIgnoreCase(#ROOM)) {\
_roomActionList = ROOM##ActionList;\
_numRoomActions = ARRAYSIZE(ROOM##ActionList);\
}\
}
#define ADD_ROOM(ROOM) {\
if (name.equalsIgnoreCase(#ROOM)) {\
_roomActionList = ROOM##ActionList;\
_numRoomActions = ROOM##NumActions;\
}\
}
namespace StarTrek {
Room::Room(StarTrekEngine *vm, const Common::String &name) : _vm(vm), _awayMission(&vm->_awayMission) {
Common::MemoryReadStreamEndian *rdfFile = _vm->_resource->loadFile(name + ".RDF");
int size = rdfFile->size();
_rdfData = new byte[size];
_rdfSize = size;
rdfFile->read(_rdfData, size);
delete rdfFile;
_roomActionList = nullptr;
ADD_ROOM_OLD(demon0);
ADD_ROOM_OLD(demon1);
ADD_ROOM_OLD(demon2);
ADD_ROOM_OLD(demon3);
ADD_ROOM_OLD(demon4);
ADD_ROOM_OLD(demon5);
ADD_ROOM_OLD(demon6);
ADD_ROOM_OLD(tug0);
ADD_ROOM_OLD(tug1);
ADD_ROOM_OLD(tug2);
ADD_ROOM_OLD(tug3);
ADD_ROOM_OLD(love0);
ADD_ROOM_OLD(love1);
ADD_ROOM_OLD(love2);
ADD_ROOM_OLD(love3);
ADD_ROOM_OLD(love4);
ADD_ROOM_OLD(love5);
ADD_ROOM_OLD(mudd0);
ADD_ROOM_OLD(mudd1);
ADD_ROOM_OLD(mudd2);
ADD_ROOM_OLD(mudd3);
ADD_ROOM_OLD(mudd4);
ADD_ROOM_OLD(mudd5);
ADD_ROOM_OLD(feather0);
ADD_ROOM(feather1);
ADD_ROOM(feather2);
ADD_ROOM(feather3);
ADD_ROOM(feather4);
ADD_ROOM(feather5);
ADD_ROOM(feather6);
ADD_ROOM(feather7);
ADD_ROOM(trial0);
ADD_ROOM(trial1);
ADD_ROOM(trial2);
ADD_ROOM(trial3);
ADD_ROOM(trial4);
ADD_ROOM(trial5);
ADD_ROOM(sins0);
ADD_ROOM(sins1);
ADD_ROOM(sins2);
ADD_ROOM(sins3);
ADD_ROOM(sins4);
ADD_ROOM(sins5);
ADD_ROOM(veng0);
ADD_ROOM(veng1);
ADD_ROOM(veng2);
ADD_ROOM(veng3);
ADD_ROOM(veng4);
ADD_ROOM(veng5);
ADD_ROOM(veng6);
ADD_ROOM(veng7);
ADD_ROOM(veng8);
if (_roomActionList == nullptr) {
warning("Room \"%s\" unimplemented", name.c_str());
_numRoomActions = 0;
}
bool isDemo = _vm->getFeatures() & GF_DEMO;
if (!isDemo) {
loadRoomMessages();
loadOtherRoomMessages();
}
memset(&_roomVar, 0, sizeof(_roomVar));
}
Room::~Room() {
_lookMessages.clear();
_lookWithTalkerMessages.clear();
_talkMessages.clear();
delete[] _rdfData;
}
void Room::loadRoomMessages() {
// TODO: There are some more messages which are not stored in that offset
uint16 messagesOffset = readRdfWord(32);
const char *text = (const char *)_rdfData + messagesOffset;
const char roomIndexChar = '0' + _vm->_roomIndex;
do {
while (text[0] != '#' || (text[1] != _vm->_missionName[0] && text[4] != roomIndexChar))
text++;
if (text[5] == '\\')
loadRoomMessage(text);
while (*text != '\0')
text++;
// Peek the next byte, in case there's a filler text
if (Common::isAlpha(*(text + 1))) {
while (*text != '\0')
text++;
}
} while (*(text + 1) == '#');
}
void Room::loadRoomMessage(const char *text) {
int messageNum;
bool isTalkMessage;
bool isLookMessage;
bool isLookWithTalkerMessage;
Common::String patchedText = patchRoomMessage(text);
text = patchedText.c_str();
char textType = text[10]; // _, U and S: talk message, N: look message, L: look with talker message
char numberType = text[11]; // Sxx: Scotty
if (text[5] != '\\')
error("loadRoomMessage: Invalid message");
isTalkMessage = (textType == '_' || textType == 'U' || numberType == 'S' || numberType == 'F'); // U = Uhura, S = Scotty, F = followup
isLookMessage = (textType == 'N');
isLookWithTalkerMessage = (textType == 'L');
sscanf((const char *)(text + 11), "%3d", &messageNum);
if (text[14] != '#')
error("loadRoomMessage: Invalid message");
if (memcmp(text + 1, _vm->_missionName.c_str(), 3) || text[4] != _vm->_roomIndex + '0') {
// String with a prefix of another mission, separate it
messageNum += COMMON_MESSAGE_OFFSET;
} else if (numberType == 'S') {
// For some reason, Uhura's messages (Uxx) follow the same numbering as the
// rest, but Scott's don't, and start from one.
messageNum += SCOTTY_MESSAGE_OFFSET;
} else if (numberType == 'F') {
messageNum += FOLLOWUP_MESSAGE_OFFSET;
}
if (isTalkMessage)
_talkMessages[messageNum] = text;
else if (isLookMessage)
_lookMessages[messageNum] = text;
else if (isLookWithTalkerMessage)
_lookWithTalkerMessages[messageNum] = text;
}
struct TypoFix {
Common::String prefix;
Common::String origText;
Common::String newText;
};
Common::String Room::patchRoomMessage(const char *text) {
Common::String txt = text;
int i = 0;
TypoFix typoFixes[] = {
{ "#LOV2\\LOV2_012#", "#LOV2\\LOV2_012#", "#LOV1\\LOV1_010#" }, // Audio file missing
{ "#LOV3\\LOV3_#", "#LOV3\\LOV3_#", "#LOV3\\LOV3_000#"}, // Message index missing
{ "#LOVA\\LOVA_F08#", "spock", "Spock" },
{ "#LOVA\\LOVA_F55#", "sysnthesize", "synthesize" },
{ "#FEA3\\FEA3_030#", "#FEA3\\FEA3_030#", "#LOVA\\LOVA_100#" }, // Wrong voice actor
{ "#MUD0\\MUD0_023#", "gullability", "gullibility" },
{ "#MUD2\\MUD2_002#", "Well, now! I think", "Well, now I think" },
{ "#MUD2\\MUD2_014#", "I don't understand enough of the alien's thinking", "I don't understand enough of how the aliens thought," },
{ "#MUD3\\MUD3_011#", "to think after all the stunts that Harry has pulled", "to think that after all the stunts that Harry has pulled," },
{ "#MUD3\\MUD3_022#", "and they were certain", "and they are certain" },
{ "#MUD3\\MUD4_008#", "DId you know", "Did you know" },
{ "#FEA1\\FEA1_035#", "before it retreats Captain", "before it retreats, Captain" },
{ "#FEA1\\FEA1_041#", "it must have a nasty bite", "it may have a nasty bite" },
{ "#FEA3\\FEA3_012#", "he'll be up in about an hour", "he'll be up in about a half hour" },
{ "#FEA3\\FEA3_030#", "sHe's dead, Jim!", "He's dead, Jim!" },
{ "#FEA5\\FEA5_009#", "those thorns.You might", "those thorns. You might" },
{ "#FEA5\\FEA5_018#", "with our phaser not working", "with our phasers not working" },
{ "#FEA5\\FEA5_020#", "in a previous life", "in your previous life" },
{ "#FEA6\\FEA6_017#", "isn't that just great", "isn't this just great" },
{ "#FEA6\\FEA6_019#", "that action, Captain It may", "that action, Captain. It may" },
{ "#FEA6\\FEA6N016#", "that attack you", "that attacked you" },
{ "#SIN2\\SIN2_012#", "I'm a surgeon not a alien", "I'm a surgeon, not an alien" },
{ "#SIN4\\SIN4_023#", "to bypass it's lock system", "to bypass its lock system" },
{ "#SIN5\\SIN5N012#", "Sparks explode and", "Sparks fly and" },
{ "#TRI0\\TRI0_036#", "the Enterprise!We've", "the Enterprise! We've" },
{ "#TRI1\\TRI1_025#", "Male Human-Vulcan", "One male Human-Vulcan" },
{ "#TRI1\\TRI1_048#", "with a phaser", "with your phaser" },
{ "#TRI2\\TRI2_015#", "Male Human,", "He's a male Human," },
{ "#TRI2\\TRI2_017#", "Male Human-Vulcan", "One male Human-Vulcan" },
{ "#TRI3\\TRI3_013#", "He's a Male Human", "One male Human" },
{ "#TRI3\\TRI3_014#", "Male Human,", "He's a male Human," },
{ "#TRI3\\TRI3_016#", "Male Human-Vulcan", "One male Human-Vulcan" },
{ "#TRI3\\TRI3U084#", "Captain, come in please!", "Captain, please come in!" },
{ "#TRI4\\TRI4_003#", "I didn't want it", "I don't want it" },
{ "#TRI4\\TRI4_024#", "a fair trail", "a fair trial" },
{ "#TRI4\\TRI4_039#", "what an enemy does not expect", "what the enemy does not expect" },
{ "#TRI4\\TRI4_057#", "will believe you", "to believe you" },
{ "#TRI5\\TRI5_045#", "at which to transport you", "to which to transport you" },
{ "#TRI5\\TRI5N002#", "a beam light", "a beam of light" },
{ "#TRI5\\TRI5N016#", "saphire", "sapphire" },
{ "#TRI5\\TRI5N017#", "saphire", "sapphire" },
{ "#TRI5\\TRI5N018#", "saphire", "sapphire" },
{ "#TRI5\\TRI5N019#", "a emerald", "an emerald" },
{ "#TRI5\\TRI5N020#", "a emerald", "an emerald" },
{ "#TRI5\\TRI5N021#", "a emerald", "an emerald" },
{ "#VEN2\\VEN2_050#", "torpedo is loaded", "torpedoes are loaded" },
{ "#VEN6\\VEN6_005#", "><upon", "upon" },
{ "#VEN8\\VEN8_037#", "Its not", "It's not" },
{ "", "", "" }
};
// Fix typos where some messages contain a hyphen instead of an underscore
// (e.g in LOV2)
if (txt[10] == '-')
txt.replace(10, 1, "_");
// Fix typos where some messages contain double spacing (e.g. in FEA3_020)
int32 spacePos = txt.find(" ");
if (spacePos > 0)
txt.deleteChar(spacePos);
// Fix typos
do {
const Common::String origText = typoFixes[i].origText;
const Common::String newText = typoFixes[i].newText;
int32 pos = txt.find(origText);
if (pos > 0)
txt.replace(pos, origText.size(), newText, pos, newText.size());
i++;
} while (typoFixes[i].prefix != "");
return txt;
}
void Room::loadOtherRoomMessages() {
uint16 startOffset = readRdfWord(14);
// Some RDF files, lile MUDD0, contain text beyond the end offset,
// so we read up to the end of the file
uint16 endOffset = _rdfSize; // readRdfWord(16);
uint16 offset = startOffset;
const char *validPrefixes[] = {
"BRI", "COM", "DEM", "FEA", "GEN", "LOV", "MUD", "SIN", "TRI", "TUG", "VEN"
};
while (offset < endOffset) {
uint16 nextOffset = readRdfWord(offset + 4);
if (nextOffset >= endOffset || offset >= nextOffset)
break;
while (offset < nextOffset) {
const char *text = (const char *)_rdfData + offset;
if (text[0] == '#' && text[5] == '\\') {
for (uint i = 0; i < ARRAYSIZE(validPrefixes); i++) {
if (!memcmp(text + 1, validPrefixes[i], 3)) {
loadRoomMessage(text);
break;
}
}
}
offset++;
}
}
}
uint16 Room::readRdfWord(int offset) {
return READ_LE_UINT16((_rdfData + offset));
}
bool Room::actionHasCode(const Action &action) {
const RoomAction *roomActionPtr = _roomActionList;
int n = _numRoomActions;
while (n-- > 0) {
if (action == roomActionPtr->action)
return true;
roomActionPtr++;
}
return false;
}
bool Room::actionHasCode(byte type, byte b1, byte b2, byte b3) {
const Action a = {type, b1, b2, b3};
return actionHasCode(a);
}
bool Room::handleAction(const Action &action) {
const RoomAction *roomActionPtr = _roomActionList;
int n = _numRoomActions;
while (n-- > 0) {
if (action == roomActionPtr->action) {
_vm->_awayMission.rdfStillDoDefaultAction = false;
(this->*(roomActionPtr->funcPtr))();
if (!_vm->_awayMission.rdfStillDoDefaultAction)
return true;
}
roomActionPtr++;
}
return false;
}
bool Room::handleAction(byte type, byte b1, byte b2, byte b3) {
const Action a = {type, b1, b2, b3};
return handleAction(a);
}
bool Room::handleActionWithBitmask(const Action &action) {
const RoomAction *roomActionPtr = _roomActionList;
int n = _numRoomActions;
while (n-- > 0) {
uint32 bitmask = roomActionPtr->action.getBitmask();
if ((action.toUint32() & bitmask) == (roomActionPtr->action.toUint32() & bitmask)) {
_vm->_awayMission.rdfStillDoDefaultAction = false;
(this->*(roomActionPtr->funcPtr))();
if (!_vm->_awayMission.rdfStillDoDefaultAction)
return true;
}
roomActionPtr++;
}
return false;
}
bool Room::handleActionWithBitmask(byte type, byte b1, byte b2, byte b3) {
Action a = {type, b1, b2, b3};
return handleActionWithBitmask(a);
}
Common::Point Room::getBeamInPosition(int crewmanIndex) {
bool isDemo = _vm->getFeatures() & GF_DEMO;
if (!isDemo) {
int base = RDF_BEAM_IN_POSITIONS + crewmanIndex * 4;
return Common::Point(readRdfWord(base), readRdfWord(base + 2));
} else {
// TODO
return Common::Point(86, 158);
}
}
Common::Point Room::getSpawnPosition(int crewmanIndex) {
int base = RDF_SPAWN_POSITIONS + crewmanIndex * 4;
return Common::Point(readRdfWord(base), readRdfWord(base + 2));
}
// For actions of type ACTION_FINISHED_ANIMATION or ACTION_FINISHED_WALKING, this takes
// a function pointer and returns the index corresponding to that callback.
// Creates a fatal error on failure.
int Room::findFunctionPointer(int action, void (Room::*funcPtr)()) {
assert(action == ACTION_FINISHED_ANIMATION || action == ACTION_FINISHED_WALKING);
for (int i = 0; i < _numRoomActions; i++) {
if (_roomActionList[i].action.type == action && _roomActionList[i].funcPtr == funcPtr)
return _roomActionList[i].action.b1;
}
if (action == ACTION_FINISHED_ANIMATION)
error("Couldn't find FINISHED_ANIMATION function pointer");
else
error("Couldn't find FINISHED_WALKING function pointer");
}
// Interface for room-specific code
void Room::loadActorAnim(int actorIndex, Common::String anim, int16 x, int16 y, uint16 finishedAnimActionParam) {
Actor *actor = &_vm->_actorList[actorIndex];
if (x == -1 || y == -1) {
x = actor->sprite.pos.x;
y = actor->sprite.pos.y;
}
if (actorIndex >= 0 && actorIndex < SCALED_ACTORS_END)
_vm->loadActorAnimWithRoomScaling(actorIndex, anim, x, y);
else
_vm->loadActorAnim(actorIndex, anim, x, y, 1.0);
if (finishedAnimActionParam != 0) {
actor->triggerActionWhenAnimFinished = true;
actor->finishedAnimActionParam = finishedAnimActionParam;
}
}
// Same as above, but accepts a callback for when the animation finished (instead of an
// integer for an action)
void Room::loadActorAnimC(int actorIndex, Common::String anim, int16 x, int16 y, void (Room::*funcPtr)()) {
Actor *actor = &_vm->_actorList[actorIndex];
if (x == -1 || y == -1) {
x = actor->sprite.pos.x;
y = actor->sprite.pos.y;
}
if (actorIndex >= 0 && actorIndex < SCALED_ACTORS_END)
_vm->loadActorAnimWithRoomScaling(actorIndex, anim, x, y);
else
_vm->loadActorAnim(actorIndex, anim, x, y, 1.0);
if (funcPtr != nullptr) {
actor->triggerActionWhenAnimFinished = true;
actor->finishedAnimActionParam = findFunctionPointer(ACTION_FINISHED_ANIMATION, funcPtr);
}
}
void Room::loadActorStandAnim(int actorIndex) {
if (_vm->_awayMission.redshirtDead && actorIndex == OBJECT_REDSHIRT)
_vm->removeActorFromScreen(actorIndex);
else {
Actor *actor = &_vm->_actorList[actorIndex];
if (actor->animationString.empty())
_vm->removeActorFromScreen(actorIndex);
else
_vm->initStandAnim(actorIndex);
}
}
void Room::loadActorAnim2(int actorIndex, Common::String anim, int16 x, int16 y, uint16 finishedAnimActionParam) {
loadActorAnim(actorIndex, anim, x, y, finishedAnimActionParam);
}
int Room::showRoomSpecificText(const char **array) {
Common::String speaker;
byte textColor;
if (array[0] != nullptr && array[0][0] != '\0') {
speaker = Common::String(array[0]);
if (speaker.equalsIgnoreCase("Capt. Kirk"))
textColor = TEXTCOLOR_YELLOW;
else if (speaker.equalsIgnoreCase("Mr. Spock"))
textColor = TEXTCOLOR_BLUE;
else if (speaker.equalsIgnoreCase("Dr. McCoy"))
textColor = TEXTCOLOR_BLUE;
else if (speaker.equalsIgnoreCase("Mr. Chekov"))
textColor = TEXTCOLOR_YELLOW;
else if (speaker.equalsIgnoreCase("Mr. Scott"))
textColor = TEXTCOLOR_RED;
else if (speaker.hasPrefixIgnoreCase("Lt"))
textColor = TEXTCOLOR_RED;
else if (speaker.hasPrefixIgnoreCase("Ensign"))
textColor = TEXTCOLOR_RED;
else
textColor = TEXTCOLOR_GREY;
} else
textColor = TEXTCOLOR_YELLOW;
return _vm->showText(&StarTrekEngine::readTextFromArrayWithChoices, (uintptr)array, 20, 20, textColor, true, false, false);
}
int Room::showMultipleTexts(const TextRef *textIDs, bool fromRDF, bool lookWithTalker) {
int numIDs = 0;
int retval;
while (textIDs[numIDs] != TX_BLANK)
numIDs++;
const char **text = (const char **)malloc(sizeof(const char *) * (numIDs + 1));
for (int i = 0; i <= numIDs; i++) {
// TODO: This isn't nice, but it's temporary till we migrate to reading text from RDF files
if (i > 0 && fromRDF) {
if (textIDs[0] == TX_NULL)
text[i] = _lookMessages.contains(textIDs[i]) ? _lookMessages[textIDs[i]].c_str() : _lookMessages[textIDs[i] - COMMON_MESSAGE_OFFSET].c_str();
else if (lookWithTalker)
text[i] = _lookWithTalkerMessages.contains(textIDs[i]) ? _lookWithTalkerMessages[textIDs[i]].c_str() : _lookWithTalkerMessages[textIDs[i] - COMMON_MESSAGE_OFFSET].c_str();
else
text[i] = _talkMessages.contains(textIDs[i]) ? _talkMessages[textIDs[i]].c_str() : _talkMessages[textIDs[i] - COMMON_MESSAGE_OFFSET].c_str();
} else
text[i] = g_gameStrings[textIDs[i]];
}
retval = showRoomSpecificText(text);
free(text);
return retval;
}
int Room::showText(TextRef speaker, TextRef text, bool fromRDF, bool lookWithTalker) {
TextRef textIDs[3];
textIDs[0] = speaker;
textIDs[1] = text;
textIDs[2] = TX_BLANK;
return showMultipleTexts(textIDs, fromRDF, lookWithTalker);
}
int Room::showDescription(TextRef text, bool fromRDF, bool lookWithTalker) {
return showText(TX_NULL, text, fromRDF, lookWithTalker);
}
void Room::giveItem(int item) {
assert(item >= ITEMS_START && item < ITEMS_END);
_vm->_itemList[item - ITEMS_START].have = true;
}
void Room::loadRoomIndex(int roomIndex, int spawnIndex) {
if (_vm->_awayMission.crewDownBitset != 0)
return;
_vm->_missionToLoad = _vm->_missionName;
_vm->_roomIndexToLoad = roomIndex;
_vm->_spawnIndexToLoad = spawnIndex;
// WORKAROUND: original game manipulates the stack to return directly to the start of
// "runAwayMission". Instead, we set some variables and the room will be changed
// later. (We wouldn't want to delete the room we're currently in...)
}
void Room::loseItem(int item) {
assert(item >= ITEMS_START && item < ITEMS_END);
_vm->_itemList[item - ITEMS_START].have = false;
if (_vm->_awayMission.activeAction == ACTION_USE && _vm->_awayMission.activeObject == item) {
_vm->_awayMission.activeAction = ACTION_WALK;
_vm->chooseMouseBitmapForAction(ACTION_WALK, false);
_vm->hideInventoryIcons();
}
}
void Room::walkCrewman(int actorIndex, int16 destX, int16 destY, uint16 finishedAnimActionParam) {
if (!(actorIndex >= OBJECT_KIRK && actorIndex <= OBJECT_REDSHIRT))
error("Tried to walk a non PC");
Actor *actor = &_vm->_actorList[actorIndex];
Common::String anim = _vm->getCrewmanAnimFilename(actorIndex, "walk");
bool success = _vm->actorWalkToPosition(actorIndex, anim, actor->pos.x, actor->pos.y, destX, destY);
if (success && finishedAnimActionParam != 0) {
actor->triggerActionWhenAnimFinished = true;
actor->finishedAnimActionParam = finishedAnimActionParam;
}
}
// Same as above, but with a function callback instead of an integer value to generate an
// action
void Room::walkCrewmanC(int actorIndex, int16 destX, int16 destY, void (Room::*funcPtr)()) {
if (!(actorIndex >= OBJECT_KIRK && actorIndex <= OBJECT_REDSHIRT))
error("Tried to walk a non PC");
Actor *actor = &_vm->_actorList[actorIndex];
Common::String anim = _vm->getCrewmanAnimFilename(actorIndex, "walk");
bool success = _vm->actorWalkToPosition(actorIndex, anim, actor->pos.x, actor->pos.y, destX, destY);
if (success && funcPtr != nullptr) {
actor->triggerActionWhenAnimFinished = true;
actor->finishedAnimActionParam = 0;
actor->finishedAnimActionParam = findFunctionPointer(ACTION_FINISHED_WALKING, funcPtr);
}
}
void Room::loadMapFile(const Common::String &name) {
delete _vm->_mapFile;
_vm->_mapFile = _vm->_resource->loadFile(name + ".map");
delete _vm->_iwFile;
_vm->_iwFile = new IWFile(_vm, name + ".iw");
}
Common::MemoryReadStreamEndian *Room::loadBitmapFile(Common::String baseName) {
return _vm->_resource->loadBitmapFile(baseName);
}
Common::MemoryReadStreamEndian *Room::loadFileWithParams(Common::String filename, bool unk1, bool unk2, bool unk3) {
return _vm->_resource->loadFileWithParams(filename, unk1, unk2, unk3);
}
void Room::showBitmapFor5Ticks(const Common::String &bmpName, int priority) {
if (priority < 0 || priority > 15)
priority = 5;
Sprite sprite;
_vm->_gfx->addSprite(&sprite);
sprite.setXYAndPriority(0, 0, priority);
sprite.setBitmap(_vm->_resource->loadBitmapFile(bmpName));
_vm->_gfx->drawAllSprites();
TrekEvent event;
int ticks = 0;
while (ticks < 5) {
while (!_vm->popNextEvent(&event));
if (event.type == TREKEVENT_TICK)
ticks++;
}
sprite.dontDrawNextFrame();
_vm->_gfx->drawAllSprites();
_vm->_gfx->delSprite(&sprite);
}
bool Room::haveItem(int item) {
return _vm->_itemList[item - 0x40].have;
}
Common::Point Room::getActorPos(int actorIndex) {
return _vm->_actorList[actorIndex].pos;
}
int16 Room::getRandomWordInRange(int start, int end) {
return _vm->getRandomWord() % (end - start + 1) + start;
}
void Room::playSoundEffectIndex(int soundEffect) {
_vm->_sound->playSoundEffectIndex(soundEffect);
}
void Room::playMidiMusicTracks(int startTrack, int loopTrack) {
_vm->_sound->playMidiMusicTracks(startTrack, loopTrack);
}
void Room::endMission(int16 score, int16 arg1, int16 arg2) {
_vm->_awayMission.disableInput = true;
for (int i = 0; i < (_vm->_awayMission.redshirtDead ? 3 : 4); i++) {
Actor *actor = &_vm->_actorList[i];
Common::String anim = _vm->getCrewmanAnimFilename(i, "teled");
_vm->loadActorAnimWithRoomScaling(i, anim, actor->sprite.pos.x, actor->sprite.pos.y);
}
_vm->_kirkActor->animationString.clear();
_vm->_spockActor->animationString.clear();
_vm->_mccoyActor->animationString.clear();
_vm->_redshirtActor->animationString.clear();
playSoundEffectIndex(8);
while (_vm->_kirkActor->spriteDrawn)
_vm->handleAwayMissionEvents();
_vm->_awayMission.disableInput = false;
// TODO: This is a stopgap measure (loading the next away mission immediately).
// Replace this with the proper code later.
_vm->_gameMode = GAMEMODE_BEAMDOWN;
const char *missionNames[] = {
"DEMON",
"TUG",
"LOVE",
"MUDD",
"FEATHER",
"TRIAL",
"SINS",
"VENG"
};
for (int i = 0; i < ARRAYSIZE(missionNames)-1; i++) {
if (_vm->_missionName == missionNames[i]) {
_vm->_missionToLoad = missionNames[i + 1];
break;
}
}
}
void Room::showGameOverMenu() { // TODO: takes an optional parameter?
_vm->showGameOverMenu();
// TODO: finish. Shouldn't do this within a room due to deletion of current room?
}
int Room::showCodeInputBox(const char * const *codes) {
Common::String inputString = _vm->showCodeInputBox();
// ENHANCEMENT: Extra condition for "nothing entered"
if (inputString.empty())
return -1;
int retval = 0;
int code = 0;
while (codes[code] != nullptr) {
if (strcmp(codes[code], inputString.c_str()) == 0)
retval = code + 1;
code++;
}
return retval;
}
void Room::showRepublicMap(int16 arg0, int16 arg2) {
_vm->showRepublicMap(arg0, arg2);
}
void Room::playVoc(Common::String filename) {
_vm->_sound->playVoc(filename);
}
void Room::stopAllVocSounds() {
_vm->_sound->stopAllVocSounds();
}
Common::String Room::getCrewmanAnimFilename(int object, const Common::String &str) {
return _vm->getCrewmanAnimFilename(object, str);
}
void Room::spockScan(int direction, TextRef text, bool changeDirection, bool fromRDF) {
const char *dirs = "nsew";
Common::String anim = "sscan_";
anim.setChar(dirs[direction], 5);
if (changeDirection) // Check whether he should turn back to original direction after scanning
_vm->_awayMission.crewDirectionsAfterWalk[OBJECT_SPOCK] = direction;
loadActorAnim2(OBJECT_SPOCK, anim, -1, -1, 0);
playSoundEffectIndex(SND_TRICORDER);
if (text != -1)
showText(TX_SPEAKER_SPOCK, text, fromRDF);
}
void Room::mccoyScan(int direction, TextRef text, bool changeDirection, bool fromRDF) {
const char *dirs = "nsew";
Common::String anim = "mscan_";
anim.setChar(dirs[direction], 5);
if (changeDirection)
_vm->_awayMission.crewDirectionsAfterWalk[OBJECT_MCCOY] = direction;
loadActorAnim2(OBJECT_MCCOY, anim, -1, -1, 0);
playSoundEffectIndex(SND_TRICORDER);
if (text != -1)
showText(TX_SPEAKER_MCCOY, text, fromRDF);
}
bool Room::isPointInPolygon(int offset, int16 x, int16 y) {
int16 *data = (int16 *)(_rdfData + offset);
int16 numVertices = data[1];
int16 *vertData = &data[2];
for (int i = 0; i < numVertices; i++) {
Common::Point p1(vertData[0], vertData[1]);
Common::Point p2;
if (i == numVertices - 1) // Loop to 1st vertex
p2 = Common::Point(data[2], data[3]);
else
p2 = Common::Point(vertData[2], vertData[3]);
if ((p2.x - p1.x) * (y - p1.y) - (p2.y - p1.y) * (x - p1.x) < 0)
return false;
vertData += 2;
}
return true;
}
} // End of namespace StarTrek