scummvm/engines/startrek/rooms/demon4.cpp
2021-04-15 21:20:36 +02:00

812 lines
24 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 {
extern const RoomAction demon4ActionList[] = {
{ {ACTION_TICK, 1, 0, 0}, &Room::demon4Tick1 },
{ {ACTION_FINISHED_ANIMATION, 1, 0, 0}, &Room::demon4FinishedAnimation1 },
{ {ACTION_FINISHED_ANIMATION, 2, 0, 0}, &Room::demon4FinishedAnimation2 },
{ {ACTION_FINISHED_ANIMATION, 3, 0, 0}, &Room::demon4FinishedAnimation3 },
{ {ACTION_TIMER_EXPIRED, 0, 0, 0}, &Room::demon4Timer0Expired },
{ {ACTION_TIMER_EXPIRED, 1, 0, 0}, &Room::demon4Timer1Expired },
{ {ACTION_FINISHED_WALKING, 4, 0, 0}, &Room::demon4CrewmanReachedBeamoutPosition },
{ {ACTION_TIMER_EXPIRED, 2, 0, 0}, &Room::demon4Timer2Expired },
{ {ACTION_TIMER_EXPIRED, 3, 0, 0}, &Room::demon4Timer3Expired },
{ {ACTION_TIMER_EXPIRED, 4, 0, 0}, &Room::demon4Timer4Expired },
{ {ACTION_TIMER_EXPIRED, 5, 0, 0}, &Room::demon4Timer5Expired },
{ {ACTION_TIMER_EXPIRED, 6, 0, 0}, &Room::demon4Timer6Expired },
{ {ACTION_USE, OBJECT_IPHASERK, 8, 0}, &Room::demon4UsePhaserOnNauian },
{ {ACTION_USE, OBJECT_IPHASERS, 8, 0}, &Room::demon4UsePhaserOnNauian },
{ {ACTION_USE, OBJECT_IMETAL, 0x22, 0}, &Room::demon4UseMetalOnSecurityEquipment },
{ {ACTION_FINISHED_WALKING, 5, 0, 0}, &Room::demon4KirkReachedSecurityEquipment },
{ {ACTION_FINISHED_ANIMATION, 4, 0, 0}, &Room::demon4KirkFinishedUsingSecurityEquipment },
{ {ACTION_USE, OBJECT_IMETAL, 8, 0}, &Room::demon4UseMetalOnNauian },
{ {ACTION_FINISHED_WALKING, 1, 0, 0}, &Room::demon4KirkReachedNauian },
{ {ACTION_USE, OBJECT_ISKULL, 8, 0}, &Room::demon4UseSkullOnNauian },
{ {ACTION_FINISHED_WALKING, 2, 0, 0}, &Room::demon4KirkReachedNauianWithSkull },
{ {ACTION_USE, OBJECT_IPHASERS, 0x21, 0}, &Room::demon4UsePhaserOnPanel },
{ {ACTION_USE, OBJECT_IPHASERS, 0x20, 0}, &Room::demon4UsePhaserOnPattern },
{ {ACTION_USE, OBJECT_IPHASERS, OBJECT_MCCOY, 0}, &Room::demon4UsePhaserOnMccoy },
{ {ACTION_FINISHED_ANIMATION, 5, 0, 0}, &Room::demon4TalkToNauian },
{ {ACTION_TALK, 8, 0, 0}, &Room::demon4TalkToNauian },
{ {ACTION_LOOK, 0x20, 0, 0}, &Room::demon4LookAtPattern },
{ {ACTION_LOOK, 8, 0, 0}, &Room::demon4LookAtAlien },
{ {ACTION_LOOK, 0xff, 0, 0}, &Room::demon4LookAnywhere },
{ {ACTION_LOOK, 0x22, 0, 0}, &Room::demon4LookAtSecurityEquipment },
{ {ACTION_LOOK, 0x23, 0, 0}, &Room::demon4LookAtFloor },
{ {ACTION_LOOK, OBJECT_KIRK, 0, 0}, &Room::demon4LookAtKirk },
{ {ACTION_LOOK, OBJECT_MCCOY, 0, 0}, &Room::demon4LookAtMccoy },
{ {ACTION_LOOK, OBJECT_SPOCK, 0, 0}, &Room::demon4LookAtSpock },
{ {ACTION_LOOK, OBJECT_REDSHIRT, 0, 0}, &Room::demon4LookAtRedshirt },
{ {ACTION_LOOK, 10, 0, 0}, &Room::demon4LookAtChamber },
{ {ACTION_LOOK, 0x21, 0, 0}, &Room::demon4LookAtPanel },
{ {ACTION_USE, OBJECT_KIRK, 0x21, 0}, &Room::demon4UseKirkOnPanel },
{ {ACTION_USE, OBJECT_SPOCK, 0x21, 0}, &Room::demon4UseSpockOnPanel },
{ {ACTION_USE, OBJECT_MCCOY, 0x21, 0}, &Room::demon4UseMccoyOnPanel },
{ {ACTION_USE, OBJECT_REDSHIRT, 0x21, 0}, &Room::demon4UseRedshirtOnPanel },
{ {ACTION_FINISHED_WALKING, 3, 0, 0}, &Room::demon4CrewmanReachedPanel },
{ {ACTION_TALK, OBJECT_KIRK, 0, 0}, &Room::demon4TalkToKirk },
{ {ACTION_TALK, OBJECT_MCCOY, 0, 0}, &Room::demon4TalkToMccoy },
{ {ACTION_TALK, OBJECT_SPOCK, 0, 0}, &Room::demon4TalkToSpock },
{ {ACTION_TALK, OBJECT_REDSHIRT, 0, 0}, &Room::demon4TalkToRedshirt },
{ {ACTION_USE, OBJECT_ISTRICOR, 10, 0}, &Room::demon4UseSTricorderOnChamber },
{ {ACTION_USE, OBJECT_ISTRICOR, 0x20, 0}, &Room::demon4UseSTricorderOnPattern },
{ {ACTION_USE, OBJECT_IMTRICOR, 0x20, 0}, &Room::demon4UseMTricorderOnPattern },
{ {ACTION_USE, OBJECT_ISTRICOR, 0x21, 0}, &Room::demon4UseSTricorderOnPanel },
{ {ACTION_USE, OBJECT_IMTRICOR, 0x21, 0}, &Room::demon4UseMTricorderOnPanel },
{ {ACTION_USE, OBJECT_ISTRICOR, 0x23, 0}, &Room::demon4UseSTricorderOnAnything },
{ {ACTION_USE, OBJECT_ISTRICOR, 0xff, 0}, &Room::demon4UseSTricorderOnAnything },
{ {ACTION_USE, OBJECT_IMTRICOR, 0x23, 0}, &Room::demon4UseMTricorderOnAnything },
{ {ACTION_USE, OBJECT_IMTRICOR, 0xff, 0}, &Room::demon4UseMTricorderOnAnything },
{ {ACTION_USE, OBJECT_ISTRICOR, 8, 0}, &Room::demon4UseSTricorderOnNauian },
{ {ACTION_USE, OBJECT_IMTRICOR, 8, 0}, &Room::demon4UseMTricorderOnNauian },
{ {ACTION_USE, OBJECT_ISTRICOR, 0x22, 0}, &Room::demon4UseSTricorderOnSecurityEquipment },
{ {ACTION_USE, OBJECT_IMTRICOR, 0x22, 0}, &Room::demon4UseMTricorderOnSecurityEquipment },
{ {ACTION_LIST_END, 0, 0, 0}, nullptr }
};
enum demon4TextIds {
TX_SPEAKER_KIRK, TX_SPEAKER_NAUIAN, TX_SPEAKER_MCCOY, TX_SPEAKER_SPOCK, TX_SPEAKER_EVERTS,
TX_DEM4_001, TX_DEM4_002, TX_DEM4_003, TX_DEM4_004, TX_DEM4_005,
TX_DEM4_006, TX_DEM4_007, TX_DEM4_008, TX_DEM4_009, TX_DEM4_010,
TX_DEM4_011, TX_DEM4_012, TX_DEM4_013, TX_DEM4_014, TX_DEM4_015,
TX_DEM4_017, TX_DEM4_018, TX_DEM4_019, TX_DEM4_020, TX_DEM4_021,
TX_DEM4_022, TX_DEM4_023, TX_DEM4_024, TX_DEM4_025, TX_DEM4_026,
TX_DEM4_027, TX_DEM4_029, TX_DEM4_030, TX_DEM4_031, TX_DEM4_032,
TX_DEM4_033, TX_DEM4_034, TX_DEM4_035, TX_DEM4_036, TX_DEM4_037,
TX_DEM4_038, TX_DEM4_039, TX_DEM4_040, TX_DEM4_041, TX_DEM4_042,
TX_DEM4_043, TX_DEM4_044, TX_DEM4_045, TX_DEM4_046, TX_DEM4_047,
TX_DEM4N000, TX_DEM4N001, TX_DEM4N002, TX_DEM4N003, TX_DEM4N004,
TX_DEM4N005, TX_DEM4N006, TX_DEM4N007, TX_DEM4N008, TX_DEM4N009,
TX_DEM4N010, TX_DEM4N011, TX_DEM4N012, TX_DEM4N013, TX_DEM4N014,
TX_DIALOG_ERROR
};
// TODO: Finish floppy offsets
extern const RoomTextOffsets demon4TextOffsets[] = {
{ TX_SPEAKER_KIRK, 3902, 0 },
{ TX_SPEAKER_NAUIAN, 3913, 0 },
{ TX_SPEAKER_MCCOY, 3920, 0 },
{ TX_SPEAKER_SPOCK, 3930, 0 },
{ TX_SPEAKER_EVERTS, 3940, 0 },
{ TX_DEM4_001, 2980, 0 },
{ TX_DEM4_002, 4032, 0 },
{ TX_DEM4_003, 9925, 0 },
{ TX_DEM4_004, 4097, 0 },
{ TX_DEM4_005, 9991, 0 },
{ TX_DEM4_006, 9774, 0 },
{ TX_DEM4_007, 5073, 0 },
{ TX_DEM4_008, 5030, 0 },
{ TX_DEM4_009, 4210, 0 },
{ TX_DEM4_010, 596, 0 },
{ TX_DEM4_011, 1055, 0 },
{ TX_DEM4_012, 3195, 0 },
{ TX_DEM4_013, 8780, 0 },
{ TX_DEM4_014, 7484, 0 },
{ TX_DEM4_015, 6822, 0 },
{ TX_DEM4_017, 9415, 0 },
{ TX_DEM4_018, 8903, 0 },
{ TX_DEM4_019, 7104, 0 },
{ TX_DEM4_020, 7376, 0 },
{ TX_DEM4_021, 7334, 0 },
{ TX_DEM4_022, 7172, 0 },
{ TX_DEM4_023, 7999, 0 },
{ TX_DEM4_024, 6882, 0 },
{ TX_DEM4_025, 7756, 0 },
{ TX_DEM4_026, 8239, 0 },
{ TX_DEM4_027, 8146, 0 },
{ TX_DEM4_029, 8429, 0 },
{ TX_DEM4_030, 914, 0 },
{ TX_DEM4_031, 1971, 0 },
{ TX_DEM4_032, 8718, 0 },
{ TX_DEM4_033, 8637, 0 },
{ TX_DEM4_034, 9051, 0 },
{ TX_DEM4_035, 755, 0 },
{ TX_DEM4_036, 9539, 0 },
{ TX_DEM4_037, 6019, 0 },
{ TX_DEM4_038, 5821, 0 },
{ TX_DEM4_039, 4845, 0 },
{ TX_DEM4_040, 5272, 0 },
{ TX_DEM4_041, 5130, 0 },
{ TX_DEM4_042, 4310, 0 },
{ TX_DEM4_043, 4476, 0 },
{ TX_DEM4_044, 3955, 0 },
{ TX_DEM4_045, 8836, 0 },
{ TX_DEM4_046, 7055, 0 },
{ TX_DEM4_047, 7305, 0 },
{ TX_DEM4N000, 6576, 0 },
{ TX_DEM4N001, 6667, 0 },
{ TX_DEM4N002, 6301, 0 },
{ TX_DEM4N003, 6765, 0 },
{ TX_DEM4N004, 6715, 0 },
{ TX_DEM4N005, 6613, 0 },
{ TX_DEM4N006, 10194, 0 },
{ TX_DEM4N007, 6491, 0 },
{ TX_DEM4N008, 6419, 0 },
{ TX_DEM4N009, 10116, 0 },
{ TX_DEM4N010, 6365, 0 },
{ TX_DEM4N011, 8924, 0 },
{ TX_DEM4N012, 2666, 0 },
{ TX_DEM4N013, 2868, 0 },
{ TX_DEM4N014, 1602, 0 },
{ TX_DIALOG_ERROR, 10252, 0 },
{ -1, 0, 0 }
};
extern const RoomText demon4Texts[] = {
{ -1, Common::UNK_LANG, "" }
};
// TODO: this room should have animations on computer terminals, but this isn't where
// they're implemented. Could be related to ".BAN" files which rooms can load?
void Room::demon4Tick1() {
playVoc("DEM4LOOP");
if (!_awayMission->demon.healedMiner)
_awayMission->demon.minerDead = true;
if (_awayMission->demon.solvedSunPuzzle) {
loadActorAnim(10, "bxrise2", 0x122, 0x91, 0);
loadActorAnim(8, "stpout2", 0x107, 0x92, 0);
_roomVar.demon.nauianEmerged = true;
if ((_awayMission->demon.itemsTakenFromCase & 0x10) && !_awayMission->demon.gaveSkullToNauian)
_awayMission->timers[6] = 20;
}
if (!_awayMission->demon.foundAlienRoom) {
_awayMission->demon.foundAlienRoom = true;
playMidiMusicTracks(1, -1);
}
}
// Alien emerged
void Room::demon4FinishedAnimation1() {
loadActorAnim(8, "stpout", 0x107, 0x92, 5);
_roomVar.demon.nauianEmerged = true;
if (_awayMission->demon.itemsTakenFromCase & 0x10)
_awayMission->timers[6] = 45;
}
void Room::demon4FinishedAnimation2() {
if (!_roomVar.demon.cd) {
_roomVar.demon.cd = true;
showDescription(TX_DEM4N011);
}
showGameOverMenu();
// WORKAROUND: original game has the below line; however, it's never executed anyway
// since the game over menu manipulates the stack. Here, the menu could delete this
// room object, so it should be the last statement...
//_awayMission->disableInput = false;
}
void Room::demon4FinishedAnimation3() {
showText(TX_SPEAKER_NAUIAN, TX_DEM4_034);
showText(TX_SPEAKER_KIRK, TX_DEM4_010);
showText(TX_SPEAKER_NAUIAN, TX_DEM4_035);
showText(TX_SPEAKER_SPOCK, TX_DEM4_030);
_awayMission->disableInput = true;
_awayMission->demon.missionScore += 5;
_awayMission->timers[1] = 20;
}
// Just solved sun puzzle
void Room::demon4Timer0Expired() {
loadActorAnim(10, "bxrise", 0x122, 0x91, 1);
_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_E;
loadActorStandAnim(OBJECT_KIRK);
playVoc("SE2POWER");
}
// Mission end
void Room::demon4Timer1Expired() {
showText(TX_SPEAKER_KIRK, TX_DEM4_011);
walkCrewman(OBJECT_KIRK, 0xbe, 0xa5, 4);
walkCrewman(OBJECT_SPOCK, 0xb4, 0x9b, 4);
walkCrewman(OBJECT_MCCOY, 0xc8, 0x9b, 4);
if (!_awayMission->redshirtDead)
walkCrewman(OBJECT_REDSHIRT, 0xc1, 0x91, 4);
else
_roomVar.demon.crewReadyToBeamOut++;
}
void Room::demon4CrewmanReachedBeamoutPosition() {
_roomVar.demon.crewReadyToBeamOut++;
if (_roomVar.demon.crewReadyToBeamOut != 4)
return;
if (!_awayMission->demon.insultedStephen)
_awayMission->demon.missionScore += 3;
if (!_awayMission->redshirtDead)
_awayMission->demon.missionScore += 2;
endMission(_awayMission->demon.missionScore, 0x24, 0);
}
void Room::demon4Timer2Expired() {
loadActorAnim2(OBJECT_SPOCK, "skille", -1, -1, 0);
}
void Room::demon4Timer3Expired() {
loadActorAnim2(OBJECT_REDSHIRT, "rkille", -1, -1, 0);
}
void Room::demon4Timer4Expired() {
loadActorAnim2(OBJECT_MCCOY, "mkille", -1, -1, 0);
}
void Room::demon4Timer5Expired() {
loadActorAnim2(OBJECT_KIRK, "kkille", -1, -1, 2);
}
void Room::demon4Timer6Expired() {
showText(TX_SPEAKER_MCCOY, TX_DEM4_017);
}
void Room::demon4UsePhaserOnNauian() {
if (!_roomVar.demon.triedToShootNauian) { // Lenient the first time
showText(TX_SPEAKER_NAUIAN, TX_DEM4_033);
_roomVar.demon.triedToShootNauian = true;
} else { // Murdery the second time
showText(TX_SPEAKER_NAUIAN, TX_DEM4_032);
loadActorAnim2(10, "bxfire", 0, 0, 2);
playVoc("V0SPOCKT");
_awayMission->disableInput = true;
_awayMission->timers[2] = 7;
_awayMission->timers[3] = 8;
_awayMission->timers[4] = 7;
_awayMission->timers[5] = 8;
}
}
void Room::demon4UseMetalOnSecurityEquipment() {
_awayMission->disableInput = true;
walkCrewman(OBJECT_KIRK, 0xf5, 0x90, 5);
}
void Room::demon4KirkReachedSecurityEquipment() {
loadActorAnim2(OBJECT_KIRK, "kusemn", -1, -1, 4);
}
void Room::demon4KirkFinishedUsingSecurityEquipment() {
_awayMission->disableInput = false;
showDescription(TX_DEM4N014);
}
void Room::demon4UseMetalOnNauian() {
walkCrewman(OBJECT_KIRK, 0xe9, 0x90, 1);
_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_E;
}
void Room::demon4KirkReachedNauian() {
loadActorAnim2(8, "usekey", 0x107, 0x8e, 3);
loseItem(OBJECT_IMETAL);
_awayMission->demon.missionScore += 2;
_awayMission->demon.itemsTakenFromCase &= ~1;
}
void Room::demon4UseSkullOnNauian() {
walkCrewman(OBJECT_KIRK, 0xe9, 0x90, 2);
}
void Room::demon4KirkReachedNauianWithSkull() {
showText(TX_SPEAKER_NAUIAN, TX_DEM4_036);
const TextRef choices[] = { TX_SPEAKER_KIRK, TX_DEM4_006, TX_DEM4_003, TX_DEM4_005, TX_END };
int choice = showMultipleTexts(choices);
switch (choice) {
case 0:
_awayMission->demon.missionScore++;
loadActorAnim2(8, "takesk", 0x107, 0x8e, 0);
loseItem(OBJECT_ISKULL);
_awayMission->demon.itemsTakenFromCase &= ~16; // BUG: skull reappears in case? Can abuse for infinite ponits?
_awayMission->demon.gaveSkullToNauian = true;
break;
case 1:
case 2:
break;
default:
showDescription(TX_DIALOG_ERROR);
break;
}
}
void Room::demon4UsePhaserOnPanel() {
showText(TX_SPEAKER_SPOCK, TX_DEM4_013);
}
void Room::demon4UsePhaserOnPattern() {
showText(TX_SPEAKER_SPOCK, TX_DEM4_045);
}
void Room::demon4UsePhaserOnMccoy() {
showText(TX_SPEAKER_MCCOY, TX_DEM4_018);
}
void Room::demon4TalkToNauian() {
_awayMission->disableInput = false;
if (!_awayMission->demon.metNauian) {
_awayMission->demon.metNauian = true;
showText(TX_SPEAKER_NAUIAN, TX_DEM4_044);
const TextRef choices[] = { TX_SPEAKER_KIRK, TX_DEM4_002, TX_DEM4_004, TX_DEM4_009, TX_END };
int choice = showMultipleTexts(choices);
switch (choice) {
case 0:
_awayMission->demon.field2d = true;
showText(TX_SPEAKER_NAUIAN, TX_DEM4_042);
break;
case 1:
break;
case 2:
showText(TX_SPEAKER_NAUIAN, TX_DEM4_039);
break;
default:
showDescription(TX_DIALOG_ERROR);
break;
}
showText(TX_SPEAKER_NAUIAN, TX_DEM4_043);
const TextRef choices2[] = { TX_SPEAKER_KIRK, TX_DEM4_008, TX_DEM4_007, TX_END };
choice = showMultipleTexts(choices2);
switch (choice) {
case 0:
_awayMission->demon.field2d = true;
showText(TX_SPEAKER_NAUIAN, TX_DEM4_041);
break;
case 1:
break;
default:
showDescription(TX_DIALOG_ERROR);
break;
}
showText(TX_SPEAKER_NAUIAN, TX_DEM4_040);
if (_roomVar.demon.disabledSecurity) { // Impossible condition?
showText(TX_SPEAKER_NAUIAN, TX_DEM4_037);
// BUGFIX: Originally all of these used no audio, despite the files existing
// (being used elsewhere).
showText(TX_SPEAKER_KIRK, TX_DEM4_010);
showText(TX_SPEAKER_NAUIAN, TX_DEM4_035);
showText(TX_SPEAKER_SPOCK, TX_DEM4_030);
_awayMission->disableInput = true;
_awayMission->demon.missionScore += 5;
_awayMission->timers[1] = 20;
} else {
showText(TX_SPEAKER_NAUIAN, TX_DEM4_038);
}
} else {
showText(TX_SPEAKER_NAUIAN, TX_DEM4_031);
}
}
void Room::demon4LookAtPattern() {
showDescription(TX_DEM4N002);
}
void Room::demon4LookAtAlien() {
showDescription(TX_DEM4N007);
}
void Room::demon4LookAnywhere() {
showDescription(TX_DEM4N004);
}
void Room::demon4LookAtSecurityEquipment() {
showDescription(TX_DEM4N008);
}
void Room::demon4LookAtFloor() {
showDescription(TX_DEM4N009);
}
void Room::demon4LookAtKirk() {
showDescription(TX_DEM4N003);
}
void Room::demon4LookAtMccoy() {
showDescription(TX_DEM4N000);
}
void Room::demon4LookAtSpock() {
showDescription(TX_DEM4N005);
}
void Room::demon4LookAtRedshirt() {
showDescription(TX_DEM4N001);
}
void Room::demon4LookAtChamber() {
showDescription(TX_DEM4N006);
}
void Room::demon4LookAtPanel() {
showDescription(TX_DEM4N012);
}
void Room::demon4UseKirkOnPanel() {
_roomVar.demon.crewmanUsingPanel = OBJECT_KIRK;
demon4UseCrewmanOnPanel();
}
void Room::demon4UseSpockOnPanel() {
_roomVar.demon.crewmanUsingPanel = OBJECT_SPOCK;
demon4UseCrewmanOnPanel();
}
void Room::demon4UseMccoyOnPanel() {
_roomVar.demon.crewmanUsingPanel = OBJECT_MCCOY;
demon4UseCrewmanOnPanel();
}
void Room::demon4UseRedshirtOnPanel() {
_roomVar.demon.crewmanUsingPanel = OBJECT_REDSHIRT;
demon4UseCrewmanOnPanel();
}
void Room::demon4UseCrewmanOnPanel() {
if (_awayMission->demon.solvedSunPuzzle)
return;
walkCrewman(_roomVar.demon.crewmanUsingPanel, 0xda, 0x83, 3);
_awayMission->crewDirectionsAfterWalk[_roomVar.demon.crewmanUsingPanel] = DIR_N;
_awayMission->disableInput = true;
}
void Room::demon4CrewmanReachedPanel() {
if (demon4ShowSunPuzzle()) {
_awayMission->demon.solvedSunPuzzle = true;
loadActorAnim(9, "ctrl", 0, 0, 0);
_awayMission->demon.missionScore += 3;
_awayMission->timers[0] = 10;
} else
showDescription(TX_DEM4N013);
walkCrewman(_roomVar.demon.crewmanUsingPanel, 0xae, 0x93, 0);
_awayMission->disableInput = false;
}
bool Room::demon4ShowSunPuzzle() {
bool solved = false;
int sliderY = 17;
int sliderR = -17;
int sliderB = 17;
_vm->_gfx->fadeoutScreen();
_vm->_sound->stopAllVocSounds();
_vm->_gfx->pushSprites();
_vm->_gfx->setBackgroundImage("machineb");
_vm->_gfx->copyBackgroundScreen();
_vm->_gfx->clearPri();
Sprite sprites[21];
for (int i = 0; i < 21; i++) {
_vm->_gfx->addSprite(&sprites[i]);
}
sprites[0].setBitmap(loadBitmapFile("levery"));
sprites[1].setBitmap(loadBitmapFile("leverr"));
sprites[2].setBitmap(loadBitmapFile("leverb"));
Bitmap *lightyBitmap = new Bitmap(loadBitmapFile("lighty"));
Bitmap *lightrBitmap = new Bitmap(loadBitmapFile("lightr"));
Bitmap *lightbBitmap = new Bitmap(loadBitmapFile("lightb"));
for (int i = 3; i < 9; i++)
sprites[i].setBitmap(lightyBitmap);
for (int i = 9; i < 15; i++)
sprites[i].setBitmap(lightrBitmap);
for (int i = 15; i < 21; i++)
sprites[i].setBitmap(lightbBitmap);
Sprite doneButtonSprite;
_vm->_gfx->addSprite(&doneButtonSprite);
doneButtonSprite.setXYAndPriority(0x104, 0x64, 2);
doneButtonSprite.setBitmap(loadBitmapFile("donebutt"));
// BUGFIX: use draw mode 2 so the entire button is clickable (not just non-transparent
// pixels)
doneButtonSprite.drawMode = 2;
_vm->_gfx->fadeinScreen();
bool continueLoop = true;
bool sliderChanged = true;
while (continueLoop) {
if (sliderChanged) {
sprites[0].setXYAndPriority(0xa0, sliderY + 0x75, 14);
sprites[1].setXYAndPriority(0xa8, sliderR + 0x75, 14);
sprites[2].setXYAndPriority(0xb0, sliderB + 0x75, 14);
int y = 0x82;
int x = 0x83;
int start = 3;
int numSprites = abs(sliderY) / 3;
for (int i = 0; i < 6; i++) {
sprites[i + start].setXYAndPriority(x, y, 14);
}
y -= 6;
for (int i = 0; i < numSprites; i++) {
sprites[i + start].setXYAndPriority(x, y, 14);
y -= 6;
}
y = 0x82;
x = 0x8b;
start = 9;
numSprites = abs(sliderR) / 3;
for (int i = 0; i < 6; i++) {
sprites[i + start].setXYAndPriority(x, y, 14);
}
y -= 6;
for (int i = 0; i < numSprites; i++) {
sprites[i + start].setXYAndPriority(x, y, 14);
y -= 6;
}
y = 0x82;
x = 0x93;
start = 15;
numSprites = abs(sliderB) / 3;
for (int i = 0; i < 6; i++) {
sprites[i + start].setXYAndPriority(x, y, 14);
}
y -= 6;
for (int i = 0; i < numSprites; i++) {
sprites[i + start].setXYAndPriority(x, y, 14);
y -= 6;
}
sliderChanged = false;
}
TrekEvent event;
if (!_vm->popNextEvent(&event))
continue;
switch (event.type) {
case TREKEVENT_LBUTTONDOWN: {
Common::Point mousePos = _vm->_gfx->getMousePos();
if (_vm->_gfx->getSpriteAt(mousePos) == &doneButtonSprite) {
solved = (abs(sliderY) <= 2 && abs(sliderR) <= 2 && abs(sliderB) <= 2);
continueLoop = false;
} else {
if (mousePos.y >= 0x64 && mousePos.y <= 0x86) {
if (mousePos.x >= 0xa0 && mousePos.x <= 0xa6)
sliderY = mousePos.y - 0x75;
else if (mousePos.x >= 0xa8 && mousePos.x <= 0xae)
sliderR = mousePos.y - 0x75;
else if (mousePos.x >= 0xb0 && mousePos.x <= 0xb6)
sliderB = mousePos.y - 0x75;
sliderChanged = true;
}
}
break;
}
case TREKEVENT_RBUTTONDOWN:
solved = (abs(sliderY) <= 2 && abs(sliderR) <= 2 && abs(sliderB) <= 2);
continueLoop = false;
break;
case TREKEVENT_KEYDOWN:
switch (event.kbd.keycode) {
case Common::KEYCODE_ESCAPE:
case Common::KEYCODE_F2:
solved = (abs(sliderY) <= 2 && abs(sliderR) <= 2 && abs(sliderB) <= 2);
continueLoop = false;
break;
case Common::KEYCODE_RETURN:
case Common::KEYCODE_KP_ENTER:
case Common::KEYCODE_F1: {
// Same as TREKEVENT_LBUTTONDOWN
Common::Point mousePos = _vm->_gfx->getMousePos();
if (_vm->_gfx->getSpriteAt(mousePos) == &doneButtonSprite) {
solved = (abs(sliderY) <= 2 && abs(sliderR) <= 2 && abs(sliderB) <= 2);
continueLoop = false;
} else {
if (mousePos.y >= 0x64 && mousePos.y <= 0x86) {
if (mousePos.x >= 0xa0 && mousePos.x <= 0xa6)
sliderY = mousePos.y - 0x75;
else if (mousePos.x >= 0xa8 && mousePos.x <= 0xae)
sliderR = mousePos.y - 0x75;
else if (mousePos.x >= 0xb0 && mousePos.x <= 0xb6)
sliderB = mousePos.y - 0x75;
sliderChanged = true;
}
}
}
default:
break;
}
break;
default:
break;
}
_vm->_gfx->drawAllSprites();
}
_vm->_gfx->fadeoutScreen();
_vm->_gfx->popSprites();
_vm->_gfx->loadPri(_vm->getScreenName());
_vm->_gfx->setBackgroundImage(_vm->getScreenName());
_vm->_gfx->copyBackgroundScreen();
_vm->_gfx->forceDrawAllSprites();
for (int i = 0; i < 21; i++) {
sprites[i].bitmap = nullptr;
}
delete lightbBitmap;
delete lightrBitmap;
delete lightyBitmap;
return solved;
}
void Room::demon4TalkToKirk() {
showText(TX_SPEAKER_KIRK, TX_DEM4_001);
}
void Room::demon4TalkToMccoy() {
if (_roomVar.demon.nauianEmerged)
showText(TX_SPEAKER_MCCOY, TX_DEM4_019);
else
showText(TX_SPEAKER_MCCOY, TX_DEM4_015);
}
void Room::demon4TalkToSpock() {
if (_roomVar.demon.nauianEmerged)
showText(TX_SPEAKER_SPOCK, TX_DEM4_022);
else
showText(TX_SPEAKER_SPOCK, TX_DEM4_024);
}
void Room::demon4TalkToRedshirt() {
if (_roomVar.demon.nauianEmerged)
showText(TX_SPEAKER_EVERTS, TX_DEM4_047);
else
showText(TX_SPEAKER_EVERTS, TX_DEM4_046);
}
void Room::demon4UseSTricorderOnChamber() {
loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, TX_DEM4_012);
}
void Room::demon4UseSTricorderOnPattern() {
loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, TX_DEM4_014);
showText(TX_SPEAKER_SPOCK, TX_DEM4_025);
}
void Room::demon4UseMTricorderOnPattern() {
showText(TX_SPEAKER_MCCOY, TX_DEM4_021);
}
void Room::demon4UseSTricorderOnPanel() {
loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, TX_DEM4_027);
}
void Room::demon4UseMTricorderOnPanel() {
loadActorAnim2(OBJECT_MCCOY, "mscane", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_MCCOY, TX_DEM4_027); // BUG: Uses spock's voice (though speaker says "Mccoy")
}
void Room::demon4UseSTricorderOnAnything() {
loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, TX_DEM4_023);
}
void Room::demon4UseMTricorderOnAnything() {
loadActorAnim2(OBJECT_MCCOY, "mscane", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_MCCOY, TX_DEM4_020);
}
void Room::demon4UseSTricorderOnNauian() {
loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, TX_DEM4_029);
}
void Room::demon4UseMTricorderOnNauian() {
loadActorAnim2(OBJECT_MCCOY, "mscane", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, TX_DEM4_029); // BUG: Uses spock's voice (speaker says "Spock" too)
}
void Room::demon4UseSTricorderOnSecurityEquipment() {
loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, TX_DEM4_026);
}
void Room::demon4UseMTricorderOnSecurityEquipment() {
loadActorAnim2(OBJECT_MCCOY, "mscane", -1, -1, 0);
playSoundEffectIndex(4);
showText(TX_SPEAKER_SPOCK, TX_DEM4_026); // BUG: Uses spock's voice (speaker says "Spock" too)
}
} // namespace StarTrek