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scummvm/engines/startrek/rooms/demon6.cpp
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2019-06-11 01:28:12 +03:00

589 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, 42, true);
_awayMission->demon.stephenWelcomedToStudy = true;
}
void Room::demon6SpockReachedComputer() {
showText(TX_SPEAKER_SPOCK, 14, true);
}
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, 28, true);
}
void Room::demon6UsePhaserOnCase() {
showText(TX_SPEAKER_MCCOY, 17, true);
}
void Room::demon6LookAtWorkspace() {
showDescription(3, true);
}
void Room::demon6LookAtCase() {
showDescription(1, true);
}
void Room::demon6LookAtTable() {
showDescription(7, true);
}
void Room::demon6LookAtMineral() {
showDescription(16, true);
}
void Room::demon6LookAtShells() {
showDescription(11, true);
}
void Room::demon6LookAtSkull() {
showDescription(17, true);
}
void Room::demon6LookAtMetal() {
showDescription(5, true);
}
void Room::demon6LookAtMeteor() {
showDescription(0, true);
}
void Room::demon6LookAtMountain() {
showDescription(2, true);
}
void Room::demon6LookAtSynthesizer() {
showDescription(4, true);
}
void Room::demon6LookAtKirk() {
showDescription(8, true);
}
void Room::demon6LookAtSpock() {
showDescription(15, true);
}
void Room::demon6LookAtMccoy() {
showDescription(9, true);
}
void Room::demon6LookAtRedshirt() {
showDescription(10, true);
}
void Room::demon6LookAtComputer() {
showDescription(6, true);
if (!_awayMission->demon.lookedAtComputer) {
_awayMission->demon.lookedAtComputer = true;
_awayMission->demon.missionScore++;
}
}
void Room::demon6LookAnywhere() {
showDescription(24, true);
}
void Room::demon6LookAtStephen() {
showDescription(21, true);
}
void Room::demon6TalkToMccoy() {
showText(TX_SPEAKER_MCCOY, 20, true);
}
void Room::demon6TalkToSpock() {
showText(TX_SPEAKER_SPOCK, 25, true);
}
void Room::demon6TalkToKirk() {
showText(TX_SPEAKER_KIRK, 2, true);
}
void Room::demon6TalkToRedshirt() {
showText(TX_SPEAKER_EVERTS, 53, true);
}
void Room::demon6TalkToStephen() {
showText(TX_SPEAKER_STEPHEN, 35, true);
}
void Room::demon6UseBerryOnStephen() {
if (_awayMission->demon.knowAboutHypoDytoxin) {
showText(TX_SPEAKER_STEPHEN, 27, true);
} else {
showText(TX_SPEAKER_STEPHEN, 26, true);
}
}
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);
showDescription(23, true);
showText(TX_SPEAKER_MCCOY, 18, true);
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, 18, true); // FIXME
} else {
_awayMission->disableInput = true;
showText(TX_SPEAKER_KIRK, 5, true);
walkCrewman(OBJECT_SPOCK, 0xb3, 0xbb, 2);
}
}
void Room::demon6SpockReachedWorkspace() {
loadActorAnim(OBJECT_SPOCK, "spokop", 0xb3, 0xbb, 3);
}
void Room::demon6SpockFinishedRepairingHand() {
showText(TX_SPEAKER_SPOCK, 24, true);
_awayMission->demon.repairedHand = true;
_awayMission->demon.missionScore += 2;
loadActorStandAnim(OBJECT_SPOCK);
_awayMission->disableInput = false;
}
// FIXME: doesn't work
void Room::demon6UseAnythingOnWorkspace() {
showDescription(20, true);
}
void Room::demon6StephenIsInsulted() {
showText(TX_SPEAKER_STEPHEN, 30, true);
_roomVar.demon.insultedStephenRecently = true;
_awayMission->demon.insultedStephen = true;
}
void Room::demon6StephenDescribesItemsInCase() {
while (true) {
showText(TX_SPEAKER_STEPHEN, 51, true);
TextRef choices2[] = { TX_SPEAKER_STEPHEN, 45, 46, 47, 48, 49, 50, TX_BLANK };
TextRef choice = showMultipleTexts(choices2, true);
switch (choice) {
case 0:
showText(TX_SPEAKER_STEPHEN, 40, true);
break;
case 1:
showText(TX_SPEAKER_STEPHEN, 33, true);
break;
case 2:
showText(TX_SPEAKER_STEPHEN, 36, true);
break;
case 3:
showText(TX_SPEAKER_STEPHEN, 38, true);
break;
case 4:
showText(TX_SPEAKER_STEPHEN, 39, true);
break;
case 5:
showText(TX_SPEAKER_STEPHEN, 41, true);
_roomVar.demon.caseOpened = true;
return;
default:
showDescription(TX_DIALOG_ERROR);
}
}
}
void Room::demon6UseCrewmanOnCase() {
if (_roomVar.demon.stephenInRoom) {
if (_roomVar.demon.insultedStephenRecently)
return;
showText(TX_SPEAKER_STEPHEN, 44, true);
TextRef choices1[] = {TX_SPEAKER_KIRK, 1, 6, 3, TX_BLANK};
TextRef choice = showMultipleTexts(choices1, true);
if (choice == 0) {
demon6StephenIsInsulted();
} else if (choice == 1) {
showText(TX_SPEAKER_STEPHEN, 34, true);
demon6StephenDescribesItemsInCase();
} else if (choice == 2) {
showText(TX_SPEAKER_STEPHEN, 31, true);
TextRef choices3[] = {TX_SPEAKER_KIRK, 1, 6, TX_BLANK};
choice = showMultipleTexts(choices3, true);
if (choice == 0)
demon6StephenIsInsulted();
else if (choice == 1)
demon6StephenDescribesItemsInCase();
else
showDescription(TX_DIALOG_ERROR);
} else {
showDescription(TX_DIALOG_ERROR);
}
} else {
showDescription(12, true);
showText(TX_SPEAKER_MCCOY, 19, true);
}
}
void Room::demon6UseKirkOnComputer() {
showText(TX_SPEAKER_KIRK, 4, true);
demon6UseSpockOnComputer();
}
void Room::demon6UseMccoyOnComputer() {
showText(TX_SPEAKER_MCCOY, 15, true);
}
void Room::demon6UseRedshirtOnComputer() {
showText(TX_SPEAKER_EVERTS, 52, true);
}
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);
showDescription(19, true);
showText(TX_SPEAKER_STEPHEN, 29, true);
}
void Room::demon6UseHandOnStephen() {
if (_awayMission->demon.repairedHand)
showText(TX_SPEAKER_STEPHEN, 37, true);
else
showText(TX_SPEAKER_STEPHEN, 43, true);
}
void Room::demon6UseMTricoderOnStephen() {
loadActorAnim2(OBJECT_MCCOY, "mscans", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_MCCOY, 16, true);
}
void Room::demon6UseSTricoderOnTable() {
loadActorAnim2(OBJECT_SPOCK, "sscans", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, 9, true);
}
void Room::demon6UseSTricoderOnComputer() {
loadActorAnim2(OBJECT_SPOCK, "sscans", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, 7, true);
}
void Room::demon6UseSTricoderOnMineral() {
loadActorAnim2(OBJECT_SPOCK, "sscans", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, 13, true);
}
void Room::demon6UseSTricoderOnShells() {
loadActorAnim2(OBJECT_SPOCK, "sscans", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, 21, true);
}
void Room::demon6UseSTricoderOnSkull() {
loadActorAnim2(OBJECT_SPOCK, "sscans", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, 12, true);
}
void Room::demon6UseSTricoderOnMetal() {
loadActorAnim2(OBJECT_SPOCK, "sscans", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, 11, true);
}
void Room::demon6UseSTricoderOnMeteor() {
loadActorAnim2(OBJECT_SPOCK, "sscans", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, 10, true);
}
void Room::demon6UseSTricoderOnCase() {
loadActorAnim2(OBJECT_SPOCK, "sscans", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, 23, true);
}
void Room::demon6UseSTricoderOnSynthesizer() {
loadActorAnim2(OBJECT_SPOCK, "sscans", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, 8, true);
}
void Room::demon6GetCase() {
if (!_roomVar.demon.caseOpened)
showDescription(22, true);
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;
// 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->addSprite(&buttonSprite);
_vm->_gfx->forceDrawAllSprites();
_vm->_gfx->fadeinScreen();
visible = demon6ShowCaseProcessInput(sprites, &buttonSprite, visible);
_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;
}
int Room::demon6ShowCaseProcessInput(Sprite *sprites, Sprite *buttonSprite, int visible) {
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: {
Sprite *clickedSprite = _vm->_gfx->getSpriteAt(_vm->_gfx->getMousePos());
if (clickedSprite == buttonSprite)
exitLoop = true;
else if (clickedSprite != nullptr)
visible = demon6ShowCaseProcessSelection(sprites, clickedSprite, visible);
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: {
Sprite *clickedSprite = _vm->_gfx->getSpriteAt(_vm->_gfx->getMousePos());
if (clickedSprite == buttonSprite)
exitLoop = true;
else if (clickedSprite != nullptr)
visible = demon6ShowCaseProcessSelection(sprites, clickedSprite, visible);
break;
}
case Common::KEYCODE_F2:
exitLoop = true;
break;
default:
break;
}
break;
default:
break;
}
}
return visible;
}
int Room::demon6ShowCaseProcessSelection(Sprite *sprites, Sprite *clickedSprite, int visible) {
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.)
TrekEvent event;
do {
if (!_vm->popNextEvent(&event))
continue;
} while (event.type != TREKEVENT_TICK);
clickedSprite->pos.y++;
}
clickedSprite->dontDrawNextFrame();
_vm->_gfx->drawAllSprites();
_vm->_gfx->delSprite(clickedSprite);
clickedSprite->bitmap.reset();
int i = clickedSprite - sprites;
visible ^= (0x10 >> i);
return visible;
}
}