scummvm/engines/startrek/rooms/tug1.cpp
Filippos Karapetis 748aec5783 STARTREK: Refactor room text handling to use offsets (first part)
This is a major change, which allows us to read room texts directly
from RDF files in a deterministic way. The previous attempt to read
texts on the fly failed with some texts at runtime, which made it
unreliable. Additionally, the scope of all room text IDs has been
reduced to each room.

With this change, it's now possible to support text in CD and floppy
versions and support multiple game languages, without hardcoding all
of the game texts in the engine source.

This is 50% done (29 out of 55 rooms), with the following left to be
done:
- MUDD mission rooms (need to improve the text reader for these)
- TRIAL mission rooms (need to improve the text reader for these)
- SINS mission rooms (need to improve the text reader for these)
- The rest of VENG mission rooms

The DEMON, TUG, LOVE, FEATHER and part of the VENG mission rooms have
been converted.
2021-02-08 03:11:46 +02:00

434 lines
14 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"
namespace StarTrek {
#define OBJECT_JUNKPILE 8
#define OBJECT_PHASERSHOT 9
#define HOTSPOT_BRIDGEDOOR 0x21
#define HOTSPOT_BRIDGEARCH 0x22
#define HOTSPOT_TERMINAL 0x23
#define HOTSPOT_DEBRIS 0x24
#define HOTSPOT_BRIGDOOR 0x25
extern const RoomAction tug1ActionList[] = {
{ {ACTION_TICK, 1, 0, 0}, &Room::tug1Tick1 },
{ {ACTION_USE, OBJECT_ISTRICOR, 0xff, 0}, &Room::tug1UseSTricorderOnAnything },
{ {ACTION_LOOK, 0x21, 0, 0}, &Room::tug1LookAtBridgeDoor },
{ {ACTION_USE, OBJECT_ISTRICOR, 0x21, 0}, &Room::tug1UseSTricorderOnBridgeDoor },
{ {ACTION_USE, OBJECT_IPHASERS, 0x21, 0}, &Room::tug1UsePhaserOnBridgeDoor },
{ {ACTION_USE, OBJECT_IPHASERK, 0x21, 0}, &Room::tug1UsePhaserOnBridgeDoor },
{ {ACTION_FINISHED_WALKING, 3, 0, 0}, &Room::tug1KirkReachedFiringPosition },
{ {ACTION_FINISHED_ANIMATION, 4, 0, 0}, &Room::tug1KirkPulledOutPhaser },
{ {ACTION_FINISHED_ANIMATION, 5, 0, 0}, &Room::tug1KirkFinishedFiringPhaser },
{ {ACTION_TALK, OBJECT_SPOCK, 0, 0}, &Room::tug1TalkToSpock },
{ {ACTION_USE, OBJECT_ISTRICOR, 8, 0}, &Room::tug1UseSTricorderOnJunkPile },
{ {ACTION_LOOK, 8, 0, 0}, &Room::tug1LookAtJunkPile },
{ {ACTION_GET, 8, 0, 0}, &Room::tug1GetJunkPile },
{ {ACTION_FINISHED_WALKING, 1, 0, 0}, &Room::tug1KirkReachedJunkPile },
{ {ACTION_FINISHED_ANIMATION, 2, 0, 0}, &Room::tug1KirkFinishedTakingJunkPile },
{ {ACTION_USE, OBJECT_IPHASERS, OBJECT_IPWE, 0}, &Room::tug1UsePhaserOnWelder },
{ {ACTION_USE, OBJECT_IPHASERK, OBJECT_IPWE, 0}, &Room::tug1UsePhaserOnWelder },
{ {ACTION_USE, OBJECT_IPWF, OBJECT_IWIRSCRP, 0}, &Room::tug1UseWelderOnWireScraps },
{ {ACTION_USE, OBJECT_IPWF, OBJECT_IJNKMETL, 0}, &Room::tug1UseWelderOnMetalScraps },
{ {ACTION_USE, OBJECT_ICOMBBIT, OBJECT_IRT, 0}, &Room::tug1UseCombBitOnTransmogrifier },
{ {ACTION_USE, OBJECT_IPWF, 0x22, 0}, &Room::tug1UsePhaserWelderOnBridgeDoor },
{ {ACTION_USE, OBJECT_IPWF, 0x21, 0}, &Room::tug1UsePhaserWelderOnBridgeDoor },
{ {ACTION_USE, OBJECT_IPWF, 0x20, 0}, &Room::tug1UsePhaserWelderOnBridgeDoorInLeftSpot },
{ {ACTION_FINISHED_WALKING, 6, 0, 0}, &Room::tug1KirkReachedBridgeDoorWithWelder },
{ {ACTION_FINISHED_ANIMATION, 7, 0, 0}, &Room::tug1KirkFinishedUsingWelder },
{ {ACTION_FINISHED_WALKING, 8, 0, 0}, &Room::tug1KirkReachedBridgeDoorWithWelderInLeftSpot },
{ {ACTION_FINISHED_ANIMATION, 9, 0, 0}, &Room::tug1KirkFinishedUsingWelderInLeftSpot },
{ {ACTION_LOOK, 0xff, 0, 0}, &Room::tug1LookAnywhere },
{ {ACTION_LOOK, OBJECT_MCCOY, 0, 0}, &Room::tug1LookAtMccoy },
{ {ACTION_LOOK, OBJECT_SPOCK, 0, 0}, &Room::tug1LookAtSpock },
{ {ACTION_LOOK, OBJECT_REDSHIRT, 0, 0}, &Room::tug1LookAtRedshirt },
{ {ACTION_TALK, OBJECT_MCCOY, 0, 0}, &Room::tug1TalkToMccoy },
{ {ACTION_TALK, OBJECT_REDSHIRT, 0, 0}, &Room::tug1TalkToRedshirt },
{ {ACTION_LOOK, 0x23, 0, 0}, &Room::tug1LookAtTerminal },
{ {ACTION_LOOK, 0x24, 0, 0}, &Room::tug1LookAtDebris },
{ {ACTION_LOOK, 0x25, 0, 0}, &Room::tug1LookAtBrigDoor },
{ {ACTION_USE, OBJECT_ISTRICOR, 0x25, 0}, &Room::tug1UseSTricorderOnBrigDoor },
{ {ACTION_TALK, OBJECT_KIRK, 0, 0}, &Room::tug1TalkToKirk },
{ {ACTION_USE, OBJECT_ICOMM, 0xff, 0}, &Room::tug1UseCommunicator },
{ {ACTION_WALK, 0x21, 0, 0}, &Room::tug1WalkToBridgeDoor },
{ {ACTION_FINISHED_WALKING, 10, 0, 0}, &Room::tug1KirkReachedBridgeDoor },
{ {ACTION_FINISHED_ANIMATION, 11, 0, 0}, &Room::tug1BridgeDoorOpened },
{ {ACTION_WALK, 0x25, 0, 0}, &Room::tug1WalkToBrigDoor },
{ {ACTION_USE, OBJECT_IMTRICOR, 0xff, 0}, &Room::tug1UseMTricorderAnywhere },
{ {ACTION_USE, OBJECT_IMTRICOR, 0x21, 0}, &Room::tug1UseMTricorderOnBridgeDoor },
{ {ACTION_USE, OBJECT_IMTRICOR, 0x20, 0}, &Room::tug1UseMTricorderOnBridgeDoor },
{ {ACTION_USE, OBJECT_IMTRICOR, 0x22, 0}, &Room::tug1UseMTricorderOnBridgeDoor },
{ {ACTION_USE, OBJECT_IMTRICOR, 0x25, 0}, &Room::tug1UseMTricorderOnBrigDoor },
{ {ACTION_USE, OBJECT_SPOCK, 0x20, 0}, &Room::tug1UseSpockOnBridgeDoor },
{ {ACTION_USE, OBJECT_SPOCK, 0x21, 0}, &Room::tug1UseSpockOnBridgeDoor },
{ {ACTION_USE, OBJECT_SPOCK, 0x22, 0}, &Room::tug1UseSpockOnBridgeDoor },
{ {ACTION_USE, OBJECT_REDSHIRT, 0x20, 0}, &Room::tug1UseRedshirtOnBridgeDoor },
{ {ACTION_USE, OBJECT_REDSHIRT, 0x21, 0}, &Room::tug1UseRedshirtOnBridgeDoor },
{ {ACTION_USE, OBJECT_REDSHIRT, 0x22, 0}, &Room::tug1UseRedshirtOnBridgeDoor },
{ {ACTION_USE, OBJECT_IMEDKIT, 0x20, 0}, &Room::tug1UseMedkitOnBridgeDoor },
{ {ACTION_USE, OBJECT_IMEDKIT, 0x21, 0}, &Room::tug1UseMedkitOnBridgeDoor },
{ {ACTION_USE, OBJECT_IMEDKIT, 0x22, 0}, &Room::tug1UseMedkitOnBridgeDoor },
{ {ACTION_LIST_END, 0, 0, 0}, nullptr }
};
enum tug1TextIds {
TX_SPEAKER_KIRK, TX_SPEAKER_MCCOY, TX_SPEAKER_SPOCK, TX_SPEAKER_CHRISTENSEN,
TX_TUG1_001, TX_TUG1_002, TX_TUG1_003, TX_TUG1_004, TX_TUG1_005,
TX_TUG1_006, TX_TUG1_007, TX_TUG1_008, TX_TUG1_009, TX_TUG1_010,
TX_TUG1_011, TX_TUG1_012, TX_TUG1_013, TX_TUG1_014, TX_TUG1_015,
TX_TUG1_016, TX_TUG1_017, TX_TUG1_018, TX_SIN3_012, TX_TUG1L000,
TX_TUG1L005, TX_TUG1N000, TX_TUG1N001, TX_TUG1N002, TX_TUG1N003,
TX_TUG1N004, TX_TUG1N005, TX_TUG1N006, TX_TUG1N007, TX_TUG1N008,
TX_TUG1N009, TX_TUG1N010, TX_TUG1N011, TX_TUG1N013
};
// TODO: Finish floppy offsets
extern const RoomTextOffsets tug1TextOffsets[] = {
{ TX_SPEAKER_KIRK, 5549, 0 },
{ TX_SPEAKER_MCCOY, 5560, 0 },
{ TX_SPEAKER_SPOCK, 5570, 0 },
{ TX_SPEAKER_CHRISTENSEN, 5580, 0 },
{ TX_TUG1_001, 4050, 0 },
{ TX_TUG1_002, 751, 0 },
{ TX_TUG1_003, 4598, 0 },
{ TX_TUG1_004, 5380, 0 },
{ TX_TUG1_005, 4920, 0 },
{ TX_TUG1_006, 5788, 0 },
{ TX_TUG1_007, 4764, 0 },
{ TX_TUG1_008, 4106, 0 },
{ TX_TUG1_009, 1461, 0 },
{ TX_TUG1_010, 1233, 0 },
{ TX_TUG1_011, 4223, 0 },
{ TX_TUG1_012, 2253, 0 },
{ TX_TUG1_013, 5098, 0 },
{ TX_TUG1_014, 482, 0 },
{ TX_TUG1_015, 3075, 0 },
{ TX_TUG1_016, 2895, 0 },
{ TX_TUG1_017, 2426, 0 },
{ TX_TUG1_018, 3872, 0 },
{ TX_SIN3_012, 5745, 0 },
{ TX_TUG1L000, 5267, 0 },
{ TX_TUG1L005, 3312, 0 },
{ TX_TUG1N000, 1620, 0 },
{ TX_TUG1N001, 3693, 0 },
{ TX_TUG1N002, 3213, 0 },
{ TX_TUG1N003, 5596, 0 },
{ TX_TUG1N004, 2040, 0 },
{ TX_TUG1N005, 606, 0 },
{ TX_TUG1N006, 5638, 0 },
{ TX_TUG1N007, 2673, 0 },
//{ TX_TUG1N007, 1017, 0 }, // ignore duplicate text
{ TX_TUG1N008, 2552, 0 },
{ TX_TUG1N009, 2107, 0 },
{ TX_TUG1N010, 3489, 0 },
{ TX_TUG1N011, 3594, 0 },
{ TX_TUG1N013, 5690, 0 },
{ -1, 0, 0 }
};
extern const RoomText tug1Texts[] = {
{ -1, Common::UNK_LANG, "" }
};
void Room::tug1Tick1() {
playVoc("TUG1LOOP");
if (!_awayMission->tug.gotJunkPile)
loadActorAnim2(OBJECT_JUNKPILE, "jnkpil", 0xfd, 0xa0, 0);
}
void Room::tug1UseSTricorderOnAnything() {
_awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_N;
loadActorAnim2(OBJECT_SPOCK, "sscann", -1, -1, 0);
playSoundEffectIndex(kSfxTricorder);
showText(TX_SPEAKER_SPOCK, TX_TUG1_014);
// NOTE: this action has a second implementation (which is never called). It displayed
// TX_TUG1_006. Was this meant to be displayed after the force field is down?
}
void Room::tug1LookAtBridgeDoor() {
if (_awayMission->tug.bridgeForceFieldDown)
return;
showDescription(TX_TUG1N005);
}
void Room::tug1UseSTricorderOnBridgeDoor() {
if (_awayMission->tug.bridgeForceFieldDown)
return;
_awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_N;
loadActorAnim2(OBJECT_SPOCK, "sscann", -1, -1, 0);
playSoundEffectIndex(kSfxTricorder);
showText(TX_SPEAKER_SPOCK, TX_TUG1_002);
}
void Room::tug1UsePhaserOnBridgeDoor() {
if (_awayMission->tug.bridgeForceFieldDown)
showDescription(TX_TUG1N007);
else {
_awayMission->disableInput = true;
_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_N;
walkCrewman(OBJECT_KIRK, 0xbe, 0x78, 3);
}
}
void Room::tug1KirkReachedFiringPosition() {
loadActorAnim2(OBJECT_KIRK, "kfiren", -1, -1, 4);
}
void Room::tug1KirkPulledOutPhaser() {
loadActorAnim2(OBJECT_PHASERSHOT, "t1phas", 0, 0, 5);
playSoundEffectIndex(kSfxPhaser);
}
void Room::tug1KirkFinishedFiringPhaser() {
_awayMission->disableInput = false;
loadActorStandAnim(OBJECT_KIRK);
loadActorStandAnim(OBJECT_PHASERSHOT);
}
void Room::tug1TalkToSpock() {
if (!_awayMission->tug.bridgeForceFieldDown)
showText(TX_SPEAKER_SPOCK, TX_TUG1_010);
}
void Room::tug1UseSTricorderOnJunkPile() {
_awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_N;
loadActorAnim2(OBJECT_SPOCK, "sscann", -1, -1, 0);
playSoundEffectIndex(kSfxTricorder);
showText(TX_SPEAKER_SPOCK, TX_TUG1_009);
}
void Room::tug1LookAtJunkPile() {
showDescription(TX_TUG1N000);
}
void Room::tug1GetJunkPile() {
walkCrewman(OBJECT_KIRK, 0xe1, 0xaa, 1);
}
void Room::tug1KirkReachedJunkPile() {
loadActorAnim2(OBJECT_KIRK, "kpicke", 0xe1, 0xaa, 2);
}
void Room::tug1KirkFinishedTakingJunkPile() {
_awayMission->tug.gotJunkPile = true;
giveItem(OBJECT_IDEADPH);
giveItem(OBJECT_IPWE);
_awayMission->tug.missionScore++;
giveItem(OBJECT_IWIRSCRP);
giveItem(OBJECT_IJNKMETL);
loadActorStandAnim(OBJECT_JUNKPILE);
loadActorStandAnim(OBJECT_KIRK);
}
void Room::tug1UsePhaserOnWelder() {
loseItem(OBJECT_IPWE);
giveItem(OBJECT_IPWF);
showDescription(TX_TUG1N004);
_awayMission->tug.missionScore += 3;
}
void Room::tug1UseWelderOnWireScraps() {
showDescription(TX_TUG1N009);
loseItem(OBJECT_IWIRSCRP);
}
void Room::tug1UseWelderOnMetalScraps() {
showText(TX_SPEAKER_SPOCK, TX_TUG1_012);
loseItem(OBJECT_IJNKMETL);
giveItem(OBJECT_ICOMBBIT);
}
void Room::tug1UseCombBitOnTransmogrifier() {
showText(TX_SPEAKER_SPOCK, TX_TUG1_017);
loseItem(OBJECT_ICOMBBIT);
loseItem(OBJECT_IRT);
giveItem(OBJECT_IRTWB);
}
void Room::tug1UsePhaserWelderOnBridgeDoor() {
if (_awayMission->tug.bridgeForceFieldDown)
showDescription(TX_TUG1N008);
else {
_awayMission->disableInput = true;
_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_N;
walkCrewman(OBJECT_KIRK, 0xc2, 0x6a, 6);
}
}
void Room::tug1UsePhaserWelderOnBridgeDoorInLeftSpot() {
if (_awayMission->tug.bridgeForceFieldDown)
showDescription(TX_TUG1N007);
else {
_awayMission->disableInput = true;
_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_N;
walkCrewman(OBJECT_KIRK, 0xb1, 0x6a, 8);
}
}
void Room::tug1KirkReachedBridgeDoorWithWelder() {
playVoc("MUR4E9S");
loadActorAnim2(OBJECT_KIRK, "kusemn", -1, -1, 0);
loadActorAnim2(OBJECT_PHASERSHOT, "t1weld", 0, 0, 7);
}
void Room::tug1KirkFinishedUsingWelder() {
loadActorStandAnim(OBJECT_PHASERSHOT);
showText(TX_SPEAKER_SPOCK, TX_TUG1_016);
_awayMission->disableInput = false;
}
void Room::tug1KirkReachedBridgeDoorWithWelderInLeftSpot() {
playVoc("MUR4E9S");
loadActorAnim2(OBJECT_KIRK, "kuseln", -1, -1, 0);
loadActorAnim2(OBJECT_PHASERSHOT, "t1weld", 0, 0, 9);
}
void Room::tug1KirkFinishedUsingWelderInLeftSpot() {
loadActorStandAnim(OBJECT_PHASERSHOT);
showText(TX_SPEAKER_SPOCK, TX_TUG1_015);
_awayMission->tug.bridgeForceFieldDown = true;
_awayMission->disableInput = false;
_awayMission->tug.missionScore++;
}
void Room::tug1LookAnywhere() {
showDescription(TX_TUG1N013);
}
void Room::tug1LookAtMccoy() {
showDescription(TX_TUG1N003);
}
void Room::tug1LookAtSpock() {
showDescription(TX_TUG1N006);
}
void Room::tug1LookAtRedshirt() {
showDescription(TX_TUG1N002);
}
void Room::tug1TalkToMccoy() {
showText(TX_SPEAKER_MCCOY, TX_SIN3_012); // NOTE: uses "SIN3" text?
}
void Room::tug1TalkToRedshirt() {
showText(TX_SPEAKER_CHRISTENSEN, TX_TUG1L005);
}
void Room::tug1LookAtTerminal() {
showDescription(TX_TUG1N010);
}
void Room::tug1LookAtDebris() {
showDescription(TX_TUG1N011);
}
void Room::tug1LookAtBrigDoor() {
showDescription(TX_TUG1N001);
}
void Room::tug1UseSTricorderOnBrigDoor() {
_awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_N;
loadActorAnim2(OBJECT_SPOCK, "sscann", -1, -1, 0);
playSoundEffectIndex(kSfxTricorder);
showText(TX_SPEAKER_SPOCK, TX_TUG1_018);
}
void Room::tug1TalkToKirk() {
showText(TX_SPEAKER_KIRK, TX_TUG1_001);
showText(TX_SPEAKER_MCCOY, TX_TUG1_008);
}
// FIXME: not working
void Room::tug1UseCommunicator() {
showText(TX_SPEAKER_SPOCK, TX_TUG1_011);
}
void Room::tug1WalkToBridgeDoor() {
if (!_awayMission->tug.bridgeForceFieldDown)
return;
_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_N;
walkCrewman(OBJECT_KIRK, 0xc2, 0x6e, 10);
}
void Room::tug1KirkReachedBridgeDoor() {
_awayMission->disableInput = true;
loadActorAnim2(OBJECT_PHASERSHOT, "h1do", 0, 0, 11);
}
void Room::tug1BridgeDoorOpened() {
walkCrewman(OBJECT_KIRK, 0xc2, 0x63, 0);
}
void Room::tug1WalkToBrigDoor() {
walkCrewman(OBJECT_KIRK, 0xe9, 0x81, 0);
}
void Room::tug1UseMTricorderAnywhere() {
_awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_N;
loadActorAnim2(OBJECT_MCCOY, "mscann", -1, -1, 0);
playSoundEffectIndex(kSfxTricorder);
showText(TX_SPEAKER_MCCOY, TX_TUG1_003);
}
void Room::tug1UseMTricorderOnBridgeDoor() {
_awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_N;
loadActorAnim2(OBJECT_MCCOY, "mscann", -1, -1, 0);
playSoundEffectIndex(kSfxTricorder);
showText(TX_SPEAKER_MCCOY, TX_TUG1_007);
}
void Room::tug1UseMTricorderOnBrigDoor() {
_awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_N;
loadActorAnim2(OBJECT_MCCOY, "mscann", -1, -1, 0);
playSoundEffectIndex(kSfxTricorder);
showText(TX_SPEAKER_MCCOY, TX_TUG1_005);
}
void Room::tug1UseSpockOnBridgeDoor() {
if (!_awayMission->tug.bridgeForceFieldDown)
showText(TX_SPEAKER_SPOCK, TX_TUG1_013);
}
void Room::tug1UseRedshirtOnBridgeDoor() {
if (!_awayMission->tug.bridgeForceFieldDown)
showText(TX_SPEAKER_CHRISTENSEN, TX_TUG1L000);
}
void Room::tug1UseMedkitOnBridgeDoor() {
if (!_awayMission->tug.bridgeForceFieldDown)
showText(TX_SPEAKER_MCCOY, TX_TUG1_004);
}
}