scummvm/engines/startrek/room.cpp
2021-12-26 18:48:43 +01:00

654 lines
18 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/>.
*
*/
#include "startrek/bridge.h"
#include "startrek/iwfile.h"
#include "startrek/resource.h"
#include "startrek/room.h"
#include "startrek/startrek.h"
#include "rooms/function_map.h"
#define ADD_ROOM(ROOM) { \
if (name.equalsIgnoreCase(#ROOM)) { \
_roomActionList = ROOM##ActionList; \
_roomTextList = ROOM##TextOffsets; \
_roomStaticTextList = ROOM##Texts; \
} \
}
#define ADD_ROOM_COMMON(PREFIX) { \
if (name.hasPrefixIgnoreCase(#PREFIX)) { \
_roomCommonTextList = PREFIX##TextOffsets; \
_commonTextRdf = #PREFIX; \
} \
}
namespace StarTrek {
Room::Room(StarTrekEngine *vm, const Common::String &name) : _vm(vm), _awayMission(&vm->_awayMission) {
_roomActionList = nullptr;
_roomTextList = nullptr;
_roomCommonTextList = nullptr;
_roomStaticTextList = nullptr;
_commonTextRdf = "";
ADD_ROOM(demon0)
ADD_ROOM(demon1)
ADD_ROOM(demon2)
ADD_ROOM(demon3)
ADD_ROOM(demon4)
ADD_ROOM(demon5)
ADD_ROOM(demon6)
ADD_ROOM(tug0)
ADD_ROOM(tug1)
ADD_ROOM(tug2)
ADD_ROOM(tug3)
ADD_ROOM(love0)
ADD_ROOM(love1)
ADD_ROOM(love2)
ADD_ROOM(love3)
ADD_ROOM(love4)
ADD_ROOM(love5)
ADD_ROOM_COMMON(love)
ADD_ROOM(mudd0)
ADD_ROOM(mudd1)
ADD_ROOM(mudd2)
ADD_ROOM(mudd3)
ADD_ROOM(mudd4)
ADD_ROOM(mudd5)
ADD_ROOM_COMMON(mudd)
ADD_ROOM(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)
ADD_ROOM_COMMON(veng)
if (_roomActionList == nullptr) {
warning("Room \"%s\" unimplemented", name.c_str());
}
_rdfData = loadRoomRDF(name);
_commonRdfData = !_commonTextRdf.empty() ? loadRoomRDF(_commonTextRdf + "0") : nullptr;
memset(&_roomVar, 0, sizeof(_roomVar));
}
Room::~Room() {
delete[] _rdfData;
delete[] _commonRdfData;
}
byte *Room::loadRoomRDF(Common::String fileName) {
Common::MemoryReadStreamEndian *rdfFile = _vm->_resource->loadFile(fileName + ".RDF");
int size = rdfFile->size();
byte *buffer = new byte[size];
//_rdfSize = size;
rdfFile->read(buffer, size);
delete rdfFile;
return buffer;
}
uint16 Room::readRdfWord(int offset) {
return READ_LE_UINT16((_rdfData + offset));
}
bool Room::actionHasCode(const Action &action) {
const RoomAction *roomActionPtr = _roomActionList;
while (roomActionPtr->action.type != ACTION_LIST_END) {
if (action == roomActionPtr->action)
return true;
roomActionPtr++;
}
return false;
}
bool Room::actionHasCode(int8 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;
while (roomActionPtr->action.type != ACTION_LIST_END) {
if (action == roomActionPtr->action) {
_vm->_awayMission.rdfStillDoDefaultAction = false;
(this->*(roomActionPtr->funcPtr))();
if (!_vm->_awayMission.rdfStillDoDefaultAction)
return true;
}
roomActionPtr++;
}
return false;
}
bool Room::handleAction(int8 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;
while (roomActionPtr->action.type != ACTION_LIST_END) {
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(int8 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);
const RoomAction *roomActionPtr = _roomActionList;
while (roomActionPtr->action.type != ACTION_LIST_END) {
if (roomActionPtr->action.type == action && roomActionPtr->funcPtr == funcPtr)
return roomActionPtr->action.b1;
roomActionPtr++;
}
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);
}
const char *Room::getText(uint16 textId) {
uint16 offset;
bool isCD = _vm->getFeatures() & GF_CDROM;
int index = 0;
const RoomTextOffsets *textList = textId < 5000 ? _roomTextList : _roomCommonTextList;
const RoomTextOffsets *offsets = nullptr;
// Check for text indices that point inside the RDF file
do {
if (textList[index].id == textId) {
offsets = &textList[index];
break;
}
index++;
} while (textList[index].id != -1);
// Check if we got a hardcoded text
index = 0;
if (offsets == nullptr && _roomStaticTextList != nullptr) {
do {
if (_roomStaticTextList[index].id == textId) {
// TODO: Add non-English languages
return _roomStaticTextList[index].text;
}
index++;
} while (_roomStaticTextList[index].id != -1);
}
if (offsets == nullptr)
error("Missing text ID: %d", textId);
switch (_vm->getLanguage()) {
case Common::FR_FRA:
offset = offsets->offsetFrenchCD;
break;
case Common::DE_DEU:
offset = offsets->offsetGermanCD;
break;
default:
offset = isCD ? offsets->offsetEnglishCD : offsets->offsetEnglishFloppy;
break;
}
const char *text = textId < 5000 ? (const char *)_rdfData + offset : (const char *)_commonRdfData + offset;
//return patchRoomMessage(text).c_str(); // TODO
return text;
}
int Room::showMultipleTexts(const TextRef *textIDs) {
int numIDs = 0;
int retval;
while (textIDs[numIDs] != TX_END)
numIDs++;
const char **text = (const char **)malloc(sizeof(const char *) * (numIDs + 1));
for (int i = 0; i < numIDs; i++) {
text[i] = textIDs[i] == TX_EMPTY ? "" : getText(textIDs[i]);
}
text[numIDs] = ""; // terminator
retval = showRoomSpecificText(text);
free(text);
return retval;
}
int Room::showText(TextRef speaker, TextRef text) {
TextRef textIDs[3];
textIDs[0] = speaker;
textIDs[1] = text;
textIDs[2] = TX_END;
return showMultipleTexts(textIDs);
}
int Room::showDescription(TextRef text) {
return showText(TX_EMPTY, text);
}
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;
_vm->_roomIndexToLoad = 0;
_vm->_gameMode = GAMEMODE_BEAMUP;
if (_vm->_missionName == "DEMON") {
_vm->_bridgeSequenceToLoad = kSeqEndMissionDemon;
} else if (_vm->_missionName == "TUG") {
_vm->_bridgeSequenceToLoad = kSeqEndMissionTug;
} else if (_vm->_missionName == "LOVE") {
_vm->_bridgeSequenceToLoad = kSeqEndMissionLove;
} else if (_vm->_missionName == "MUDD") {
_vm->_bridgeSequenceToLoad = kSeqEndMissionMudd;
} else if (_vm->_missionName == "FEATHER") {
_vm->_bridgeSequenceToLoad = kSeqEndMissionFeather;
} else if (_vm->_missionName == "TRIAL") {
_vm->_bridgeSequenceToLoad = kSeqEndMissionTrial;
} else if (_vm->_missionName == "SINS") {
_vm->_bridgeSequenceToLoad = kSeqEndMissionSins;
}
}
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 speaker, TextRef text, bool changeDirection) {
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(kSfxTricorder);
if (text != -1)
showText(speaker, text);
}
void Room::mccoyScan(int direction, TextRef speaker, TextRef text, bool changeDirection) {
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(kSfxTricorder);
if (text != -1)
showText(speaker, text);
}
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