scummvm/engines/startrek/rooms/demon6.cpp
Matthew Stewart 8970909318 STARTREK: Reorganize includes in room.h
This should avoid the costly rebuild of everything in the 'rooms/'
folder, at least sometimes...
2018-08-09 08:37:30 +02:00

567 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"
#include "startrek/startrek.h"
namespace StarTrek {
void Room::demon6Tick1() {
playVoc("DEM6LOOP");
if (_awayMission->demon.gotBerries || (!_awayMission->demon.field3e && _awayMission->demon.field37)) {
loadActorAnim(8, "oldman", 0x5f, 0xb1, 0);
_roomVar.demon.stephenInRoom = true;
}
loadActorAnim(10, "s0r6d2", 0xa0, 0x92, 0);
loadActorAnim(9, "scrnan", 0, 0xc7, 0);
}
void Room::demon6Tick30() {
if (!_awayMission->demon.gotBerries)
return;
if (_awayMission->demon.field3e)
return;
if (!_awayMission->demon.field37)
return;
if (_awayMission->demon.stephenWelcomedToStudy)
return;
showText(TX_SPEAKER_STEPHEN, TX_DEM6_042);
_awayMission->demon.stephenWelcomedToStudy = true;
}
void Room::demon6SpockReachedComputer() {
showText(TX_SPEAKER_SPOCK, TX_DEM6_014);
}
void Room::demon6WalkToDoor() {
_awayMission->disableInput = true;
_roomVar.demon.movingToDoor = true;
walkCrewman(OBJECT_KIRK, 0xa0, 0x94, 4);
}
void Room::demon6TouchedDoorOpenTrigger() {
if (!_roomVar.demon.movingToDoor)
return;
loadActorAnim(10, "s0r6d1", 0xa0, 0x92, 2);
playSoundEffectIndex(5);
}
void Room::demon6DoorOpenedOrReachedDoor() {
_roomVar.demon.doorCounter++;
if (_roomVar.demon.doorCounter == 2)
loadRoomIndex(0, 2);
}
void Room::demon6UsePhaserOnStephen() {
showText(TX_SPEAKER_STEPHEN, TX_DEM6_028);
}
void Room::demon6UsePhaserOnCase() {
showText(TX_SPEAKER_MCCOY, TX_DEM6_017);
}
void Room::demon6LookAtWorkspace() {
showText(TX_DEM6N003);
}
void Room::demon6LookAtCase() {
showText(TX_DEM6N001);
}
void Room::demon6LookAtTable() {
showText(TX_DEM6N007);
}
void Room::demon6LookAtMineral() {
showText(TX_DEM6N016);
}
void Room::demon6LookAtShells() {
showText(TX_DEM6N011);
}
void Room::demon6LookAtSkull() {
showText(TX_DEM6N017);
}
void Room::demon6LookAtMetal() {
showText(TX_DEM6N005);
}
void Room::demon6LookAtMeteor() {
showText(TX_DEM6N000);
}
void Room::demon6LookAtMountain() {
showText(TX_DEM6N002);
}
void Room::demon6LookAtSynthesizer() {
showText(TX_DEM6N004);
}
void Room::demon6LookAtKirk() {
showText(TX_DEM6N008);
}
void Room::demon6LookAtSpock() {
showText(TX_DEM6N015);
}
void Room::demon6LookAtMccoy() {
showText(TX_DEM6N009);
}
void Room::demon6LookAtRedshirt() {
showText(TX_DEM6N010);
}
void Room::demon6LookAtComputer() {
showText(TX_DEM6N006);
if (!_awayMission->demon.lookedAtComputer) {
_awayMission->demon.lookedAtComputer = true;
_awayMission->demon.missionScore++;
}
}
void Room::demon6LookAnywhere() {
showText(TX_DEM6N024);
}
void Room::demon6LookAtStephen() {
showText(TX_DEM6N021);
}
void Room::demon6TalkToMccoy() {
showText(TX_SPEAKER_MCCOY, TX_DEM6_020);
}
void Room::demon6TalkToSpock() {
showText(TX_SPEAKER_SPOCK, TX_DEM6_025);
}
void Room::demon6TalkToKirk() {
showText(TX_SPEAKER_KIRK, TX_DEM6_002);
}
void Room::demon6TalkToRedshirt() {
showText(TX_SPEAKER_EVERTS, TX_DEM6_053);
}
void Room::demon6TalkToStephen() {
showText(TX_SPEAKER_STEPHEN, TX_DEM6_035);
}
void Room::demon6UseBerryOnStephen() {
if (_awayMission->demon.knowAboutHypoDytoxin) {
showText(TX_SPEAKER_STEPHEN, TX_DEM6_027);
} else {
showText(TX_SPEAKER_STEPHEN, TX_DEM6_026);
}
}
void Room::demon6UseBerryOnSynthesizer() {
if (!_awayMission->demon.knowAboutHypoDytoxin)
return;
walkCrewman(OBJECT_MCCOY, 0x104, 0xa5, 1);
}
void Room::demon6MccoyReachedSynthesizer() {
loadActorAnim2(OBJECT_MCCOY, "musemn", -1, -1, 1);
playVoc("LD1REPLI");
}
void Room::demon6FinishedMakingHypoDytoxin() {
playMidiMusicTracks(-1, -1);
showText(TX_DEM6N023);
showText(TX_SPEAKER_MCCOY, TX_DEM6_018);
giveItem(OBJECT_IDETOXIN);
_awayMission->demon.madeHypoDytoxin = true;
loseItem(OBJECT_IBERRY);
if (!_awayMission->demon.gavePointsForDytoxin) {
_awayMission->demon.gavePointsForDytoxin = true;
_awayMission->demon.missionScore++;
}
}
void Room::demon6UseHandOnWorkspace() {
if (_awayMission->demon.repairedHand) {
showText(TX_SPEAKER_SPOCK, TX_DEM6N018); // FIXME
} else {
_awayMission->disableInput = true;
showText(TX_SPEAKER_KIRK, TX_DEM6_005);
walkCrewman(OBJECT_SPOCK, 0xb3, 0xbb, 2);
}
}
void Room::demon6SpockReachedWorkspace() {
loadActorAnim(OBJECT_SPOCK, "spokop", 0xb3, 0xbb, 3);
}
void Room::demon6SpockFinishedRepairingHand() {
showText(TX_SPEAKER_SPOCK, TX_DEM6_024);
_awayMission->demon.repairedHand = true;
_awayMission->demon.missionScore += 2;
loadActorStandAnim(OBJECT_SPOCK);
_awayMission->disableInput = false;
}
// FIXME: doesn't work
void Room::demon6UseAnythingOnWorkspace() {
showText(TX_DEM6N020);
}
void Room::demon6UseCrewmanOnCase() {
if (_roomVar.demon.stephenInRoom) {
if (_roomVar.demon.insultedStephenRecently)
return;
showText(TX_SPEAKER_STEPHEN, TX_DEM6_044);
int choices1[] = {TX_SPEAKER_KIRK, TX_DEM6_001, TX_DEM6_006, TX_DEM6_003, TX_BLANK};
int choice = showText(choices1);
if (choice == 0) {
insult:
showText(TX_SPEAKER_STEPHEN, TX_DEM6_030);
_roomVar.demon.insultedStephenRecently = true;
_awayMission->demon.insultedStephen = true;
} else if (choice == 1) {
showText(TX_SPEAKER_STEPHEN, TX_DEM6_034);
explain:
while (true) {
showText(TX_SPEAKER_STEPHEN, TX_DEM6_051);
int choices2[] = {TX_SPEAKER_STEPHEN, TX_DEM6_045, TX_DEM6_046, TX_DEM6_047, TX_DEM6_048, TX_DEM6_049, TX_DEM6_050, TX_BLANK};
choice = showText(choices2);
switch (choice) {
case 0:
showText(TX_SPEAKER_STEPHEN, TX_DEM6_040);
break;
case 1:
showText(TX_SPEAKER_STEPHEN, TX_DEM6_033);
break;
case 2:
showText(TX_SPEAKER_STEPHEN, TX_DEM6_036);
break;
case 3:
showText(TX_SPEAKER_STEPHEN, TX_DEM6_038);
break;
case 4:
showText(TX_SPEAKER_STEPHEN, TX_DEM6_039);
break;
case 5:
showText(TX_SPEAKER_STEPHEN, TX_DEM6_041);
_roomVar.demon.caseOpened = true;
return;
default:
goto error;
}
}
} else if (choice == 2) {
showText(TX_SPEAKER_STEPHEN, TX_DEM6_031);
int choices3[] = {TX_SPEAKER_KIRK, TX_DEM6_001, TX_DEM6_006, TX_BLANK};
choice = showText(choices3);
if (choice == 0)
goto insult;
else if (choice == 1)
goto explain;
else
goto error;
} else {
error:
showText(TX_DIALOG_ERROR);
}
} else {
showText(TX_DEM6N012);
showText(TX_SPEAKER_MCCOY, TX_DEM6_019);
}
}
void Room::demon6UseKirkOnComputer() {
showText(TX_SPEAKER_KIRK, TX_DEM6_004);
demon6UseSpockOnComputer();
}
void Room::demon6UseMccoyOnComputer() {
showText(TX_SPEAKER_MCCOY, TX_DEM6_015);
}
void Room::demon6UseRedshirtOnComputer() {
showText(TX_SPEAKER_EVERTS, TX_DEM6_052);
}
void Room::demon6UseSpockOnComputer() {
walkCrewman(OBJECT_SPOCK, 0x3d, 0xc5, 3);
}
void Room::demon6UseMineralOnStephen() {
_awayMission->demon.itemsTakenFromCase &= ~8;
demon6ReturnItemToStephen(OBJECT_IMINERAL);
}
void Room::demon6UseShellsOnStephen() {
_awayMission->demon.itemsTakenFromCase &= ~2;
demon6ReturnItemToStephen(OBJECT_ISHELLS);
}
void Room::demon6UseMeteorOnStephen() {
_awayMission->demon.itemsTakenFromCase &= ~4;
demon6ReturnItemToStephen(OBJECT_IMETEOR);
}
void Room::demon6UseSkullOnStephen() {
_awayMission->demon.itemsTakenFromCase &= ~16;
demon6ReturnItemToStephen(OBJECT_ISKULL);
}
void Room::demon6UseMetalOnStephen() {
_awayMission->demon.itemsTakenFromCase &= ~1;
demon6ReturnItemToStephen(OBJECT_IMETAL);
}
void Room::demon6ReturnItemToStephen(int item) {
loseItem(item);
showText(TX_DEM6N019);
showText(TX_SPEAKER_STEPHEN, TX_DEM6_029);
}
void Room::demon6UseHandOnStephen() {
if (_awayMission->demon.repairedHand)
showText(TX_SPEAKER_STEPHEN, TX_DEM6_037);
else
showText(TX_SPEAKER_STEPHEN, TX_DEM6_043);
}
void Room::demon6UseMTricoderOnStephen() {
loadActorAnim2(OBJECT_MCCOY, "mscans", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_MCCOY, TX_DEM6_016);
}
void Room::demon6UseSTricoderOnTable() {
loadActorAnim2(OBJECT_SPOCK, "sscans", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, TX_DEM6_009);
}
void Room::demon6UseSTricoderOnComputer() {
loadActorAnim2(OBJECT_SPOCK, "sscans", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, TX_DEM6_007);
}
void Room::demon6UseSTricoderOnMineral() {
loadActorAnim2(OBJECT_SPOCK, "sscans", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, TX_DEM6_013);
}
void Room::demon6UseSTricoderOnShells() {
loadActorAnim2(OBJECT_SPOCK, "sscans", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, TX_DEM6_021);
}
void Room::demon6UseSTricoderOnSkull() {
loadActorAnim2(OBJECT_SPOCK, "sscans", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, TX_DEM6_012);
}
void Room::demon6UseSTricoderOnMetal() {
loadActorAnim2(OBJECT_SPOCK, "sscans", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, TX_DEM6_011);
}
void Room::demon6UseSTricoderOnMeteor() {
loadActorAnim2(OBJECT_SPOCK, "sscans", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, TX_DEM6_010);
}
void Room::demon6UseSTricoderOnCase() {
loadActorAnim2(OBJECT_SPOCK, "sscans", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, TX_DEM6_023);
}
void Room::demon6UseSTricoderOnSynthesizer() {
loadActorAnim2(OBJECT_SPOCK, "sscans", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, TX_DEM6_008);
}
void Room::demon6GetCase() {
if (!_roomVar.demon.caseOpened)
showText(TX_DEM6N022);
else
walkCrewman(OBJECT_KIRK, 0xff, 0xba, 5);
}
void Room::demon6KirkReachedCase() {
const int items[] = { OBJECT_IMETAL, OBJECT_ISHELLS, OBJECT_IMETEOR, OBJECT_IMINERAL, OBJECT_ISKULL };
byte ret = 0x1f ^ demon6ShowCase(_awayMission->demon.itemsTakenFromCase ^ 0x1f);
_awayMission->demon.itemsTakenFromCase = ret;
const int *i = items;
while (ret != 0) {
if (ret & 1)
giveItem(*i);
i++;
ret >>= 1;
}
}
int Room::demon6ShowCase(int visible) {
const Common::Point spritePositions[] = {
Common::Point(0x29, 0x80),
Common::Point(0x58, 0x7d),
Common::Point(0x82, 0x7d),
Common::Point(0xae, 0x79),
Common::Point(0xe1, 0x7d)
};
_vm->_gfx->fadeoutScreen();
_vm->_gfx->pushSprites();
_vm->_gfx->setBackgroundImage(_vm->_gfx->loadBitmap("stlcase"));
_vm->_gfx->copyBackgroundScreen();
_vm->_gfx->clearPri();
Sprite sprites[5];
for (int i = 0; i < 5; i++) {
if (!(visible & (0x10 >> i)))
continue;
_vm->_gfx->addSprite(&sprites[i]);
sprites[i].pos.x = spritePositions[i].x;
sprites[i].pos.y = spritePositions[i].y;
sprites[i].drawPriority = 2;
sprites[i].bitmapChanged = true;
sprites[i].bitmap = _vm->_gfx->loadBitmap(Common::String::format("stlitem%d", i));
}
Sprite buttonSprite;
_vm->_gfx->addSprite(&buttonSprite);
// BUGFIX: use draw mode 2 so the entire button is clickable (not just non-transparent parts)
buttonSprite.drawMode = 2;
buttonSprite.pos.x = 0xe1;
buttonSprite.pos.y = 0x19;
buttonSprite.drawPriority = 2;
buttonSprite.bitmapChanged = true;
buttonSprite.bitmap = _vm->_gfx->loadBitmap("donebutt");
_vm->_gfx->forceDrawAllSprites();
_vm->_gfx->fadeinScreen();
bool exitLoop = false;
while (!exitLoop) {
TrekEvent event;
if (!_vm->popNextEvent(&event))
continue;
switch (event.type) {
case TREKEVENT_TICK:
_vm->_gfx->drawAllSprites();
break;
case TREKEVENT_LBUTTONDOWN: {
lclick:
Sprite *clickedSprite = _vm->_gfx->getSpriteAt(_vm->_gfx->getMousePos());
if (clickedSprite == &buttonSprite)
exitLoop = true;
else if (clickedSprite != nullptr) {
while (clickedSprite->pos.y < SCREEN_HEIGHT) { // Move the selected item down and off the screen.
clickedSprite->drawPriority = 8;
clickedSprite->bitmapChanged = true;
_vm->_gfx->drawAllSprites();
// WORKAROUND: original game had no bound on how fast the items move
// off the screen. Here I bind it to the tick event.
// (This was probably the intended behaviour since the original game
// does check the clock cycle, but doesn't do a proper comparison with
// it.)
while (event.type != TREKEVENT_TICK) {
if (!_vm->popNextEvent(&event))
continue;
}
clickedSprite->pos.y++;
}
clickedSprite->dontDrawNextFrame();
_vm->_gfx->drawAllSprites();
_vm->_gfx->delSprite(clickedSprite);
clickedSprite->bitmap.reset();
int i = clickedSprite - sprites;
visible ^= (0x10 >> i);
}
break;
}
case TREKEVENT_RBUTTONDOWN:
exitLoop = true;
break;
case TREKEVENT_KEYDOWN:
switch (event.kbd.keycode) {
case Common::KEYCODE_ESCAPE:
exitLoop = true;
break;
case Common::KEYCODE_RETURN:
case Common::KEYCODE_KP_ENTER:
case Common::KEYCODE_F1:
goto lclick;
case Common::KEYCODE_F2:
exitLoop = true;
break;
default:
break;
}
break;
default:
break;
}
}
_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 visible;
}
}