scummvm/engines/startrek/rooms/demon4.cpp
Eugene Sandulenko 934fa3d66b
STARTREK: Fix linking on ARM64 macOS
This requires function pointers to be aligned to 64 bits, and
from the other hand, Action struct requires packing on MSVC, otherwise
it produces the following warning:

  Warning    C4121    'StarTrek::RoomAction': alignment of a member was sensitive to packing

This commit adds a dummy member to the Action struct, but in general, this
design is not ideal.
2024-10-24 13:10:40 +02:00

811 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 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/room.h"
#include "startrek/startrek.h"
namespace StarTrek {
extern const RoomAction demon4ActionList[] = {
{ {ACTION_TICK, 1, 0, 0, 0}, &Room::demon4Tick1 },
{ {ACTION_FINISHED_ANIMATION, 1, 0, 0, 0}, &Room::demon4FinishedAnimation1 },
{ {ACTION_FINISHED_ANIMATION, 2, 0, 0, 0}, &Room::demon4FinishedAnimation2 },
{ {ACTION_FINISHED_ANIMATION, 3, 0, 0, 0}, &Room::demon4FinishedAnimation3 },
{ {ACTION_TIMER_EXPIRED, 0, 0, 0, 0}, &Room::demon4Timer0Expired },
{ {ACTION_TIMER_EXPIRED, 1, 0, 0, 0}, &Room::demon4Timer1Expired },
{ {ACTION_FINISHED_WALKING, 4, 0, 0, 0}, &Room::demon4CrewmanReachedBeamoutPosition },
{ {ACTION_TIMER_EXPIRED, 2, 0, 0, 0}, &Room::demon4Timer2Expired },
{ {ACTION_TIMER_EXPIRED, 3, 0, 0, 0}, &Room::demon4Timer3Expired },
{ {ACTION_TIMER_EXPIRED, 4, 0, 0, 0}, &Room::demon4Timer4Expired },
{ {ACTION_TIMER_EXPIRED, 5, 0, 0, 0}, &Room::demon4Timer5Expired },
{ {ACTION_TIMER_EXPIRED, 6, 0, 0, 0}, &Room::demon4Timer6Expired },
{ {ACTION_USE, OBJECT_IPHASERK, 8, 0, 0}, &Room::demon4UsePhaserOnNauian },
{ {ACTION_USE, OBJECT_IPHASERS, 8, 0, 0}, &Room::demon4UsePhaserOnNauian },
{ {ACTION_USE, OBJECT_IMETAL, 0x22, 0, 0}, &Room::demon4UseMetalOnSecurityEquipment },
{ {ACTION_FINISHED_WALKING, 5, 0, 0, 0}, &Room::demon4KirkReachedSecurityEquipment },
{ {ACTION_FINISHED_ANIMATION, 4, 0, 0, 0}, &Room::demon4KirkFinishedUsingSecurityEquipment },
{ {ACTION_USE, OBJECT_IMETAL, 8, 0, 0}, &Room::demon4UseMetalOnNauian },
{ {ACTION_FINISHED_WALKING, 1, 0, 0, 0}, &Room::demon4KirkReachedNauian },
{ {ACTION_USE, OBJECT_ISKULL, 8, 0, 0}, &Room::demon4UseSkullOnNauian },
{ {ACTION_FINISHED_WALKING, 2, 0, 0, 0}, &Room::demon4KirkReachedNauianWithSkull },
{ {ACTION_USE, OBJECT_IPHASERS, 0x21, 0, 0}, &Room::demon4UsePhaserOnPanel },
{ {ACTION_USE, OBJECT_IPHASERS, 0x20, 0, 0}, &Room::demon4UsePhaserOnPattern },
{ {ACTION_USE, OBJECT_IPHASERS, OBJECT_MCCOY, 0, 0}, &Room::demon4UsePhaserOnMccoy },
{ {ACTION_FINISHED_ANIMATION, 5, 0, 0, 0}, &Room::demon4TalkToNauian },
{ {ACTION_TALK, 8, 0, 0, 0}, &Room::demon4TalkToNauian },
{ {ACTION_LOOK, 0x20, 0, 0, 0}, &Room::demon4LookAtPattern },
{ {ACTION_LOOK, 8, 0, 0, 0}, &Room::demon4LookAtAlien },
{ {ACTION_LOOK, 0xff, 0, 0, 0}, &Room::demon4LookAnywhere },
{ {ACTION_LOOK, 0x22, 0, 0, 0}, &Room::demon4LookAtSecurityEquipment },
{ {ACTION_LOOK, 0x23, 0, 0, 0}, &Room::demon4LookAtFloor },
{ {ACTION_LOOK, OBJECT_KIRK, 0, 0, 0}, &Room::demon4LookAtKirk },
{ {ACTION_LOOK, OBJECT_MCCOY, 0, 0, 0}, &Room::demon4LookAtMccoy },
{ {ACTION_LOOK, OBJECT_SPOCK, 0, 0, 0}, &Room::demon4LookAtSpock },
{ {ACTION_LOOK, OBJECT_REDSHIRT, 0, 0, 0}, &Room::demon4LookAtRedshirt },
{ {ACTION_LOOK, 10, 0, 0, 0}, &Room::demon4LookAtChamber },
{ {ACTION_LOOK, 0x21, 0, 0, 0}, &Room::demon4LookAtPanel },
{ {ACTION_USE, OBJECT_KIRK, 0x21, 0, 0}, &Room::demon4UseKirkOnPanel },
{ {ACTION_USE, OBJECT_SPOCK, 0x21, 0, 0}, &Room::demon4UseSpockOnPanel },
{ {ACTION_USE, OBJECT_MCCOY, 0x21, 0, 0}, &Room::demon4UseMccoyOnPanel },
{ {ACTION_USE, OBJECT_REDSHIRT, 0x21, 0, 0}, &Room::demon4UseRedshirtOnPanel },
{ {ACTION_FINISHED_WALKING, 3, 0, 0, 0}, &Room::demon4CrewmanReachedPanel },
{ {ACTION_TALK, OBJECT_KIRK, 0, 0, 0}, &Room::demon4TalkToKirk },
{ {ACTION_TALK, OBJECT_MCCOY, 0, 0, 0}, &Room::demon4TalkToMccoy },
{ {ACTION_TALK, OBJECT_SPOCK, 0, 0, 0}, &Room::demon4TalkToSpock },
{ {ACTION_TALK, OBJECT_REDSHIRT, 0, 0, 0}, &Room::demon4TalkToRedshirt },
{ {ACTION_USE, OBJECT_ISTRICOR, 10, 0, 0}, &Room::demon4UseSTricorderOnChamber },
{ {ACTION_USE, OBJECT_ISTRICOR, 0x20, 0, 0}, &Room::demon4UseSTricorderOnPattern },
{ {ACTION_USE, OBJECT_IMTRICOR, 0x20, 0, 0}, &Room::demon4UseMTricorderOnPattern },
{ {ACTION_USE, OBJECT_ISTRICOR, 0x21, 0, 0}, &Room::demon4UseSTricorderOnPanel },
{ {ACTION_USE, OBJECT_IMTRICOR, 0x21, 0, 0}, &Room::demon4UseMTricorderOnPanel },
{ {ACTION_USE, OBJECT_ISTRICOR, 0x23, 0, 0}, &Room::demon4UseSTricorderOnAnything },
{ {ACTION_USE, OBJECT_ISTRICOR, 0xff, 0, 0}, &Room::demon4UseSTricorderOnAnything },
{ {ACTION_USE, OBJECT_IMTRICOR, 0x23, 0, 0}, &Room::demon4UseMTricorderOnAnything },
{ {ACTION_USE, OBJECT_IMTRICOR, 0xff, 0, 0}, &Room::demon4UseMTricorderOnAnything },
{ {ACTION_USE, OBJECT_ISTRICOR, 8, 0, 0}, &Room::demon4UseSTricorderOnNauian },
{ {ACTION_USE, OBJECT_IMTRICOR, 8, 0, 0}, &Room::demon4UseMTricorderOnNauian },
{ {ACTION_USE, OBJECT_ISTRICOR, 0x22, 0, 0}, &Room::demon4UseSTricorderOnSecurityEquipment },
{ {ACTION_USE, OBJECT_IMTRICOR, 0x22, 0, 0}, &Room::demon4UseMTricorderOnSecurityEquipment },
{ {ACTION_LIST_END, 0, 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, 0, 0 },
{ TX_SPEAKER_NAUIAN, 3913, 0, 0, 0 },
{ TX_SPEAKER_MCCOY, 3920, 0, 0, 0 },
{ TX_SPEAKER_SPOCK, 3930, 0, 0, 0 },
{ TX_SPEAKER_EVERTS, 3940, 0, 0, 0 },
{ TX_DEM4_001, 2980, 0, 0, 0 },
{ TX_DEM4_002, 4032, 0, 0, 0 },
{ TX_DEM4_003, 9925, 0, 0, 0 },
{ TX_DEM4_004, 4097, 0, 0, 0 },
{ TX_DEM4_005, 9991, 0, 0, 0 },
{ TX_DEM4_006, 9774, 0, 0, 0 },
{ TX_DEM4_007, 5073, 0, 0, 0 },
{ TX_DEM4_008, 5030, 0, 0, 0 },
{ TX_DEM4_009, 4210, 0, 0, 0 },
{ TX_DEM4_010, 596, 0, 0, 0 },
{ TX_DEM4_011, 1055, 0, 0, 0 },
{ TX_DEM4_012, 3195, 0, 0, 0 },
{ TX_DEM4_013, 8780, 0, 0, 0 },
{ TX_DEM4_014, 7484, 0, 0, 0 },
{ TX_DEM4_015, 6822, 0, 0, 0 },
{ TX_DEM4_017, 9415, 0, 0, 0 },
{ TX_DEM4_018, 8903, 0, 0, 0 },
{ TX_DEM4_019, 7104, 0, 0, 0 },
{ TX_DEM4_020, 7376, 0, 0, 0 },
{ TX_DEM4_021, 7334, 0, 0, 0 },
{ TX_DEM4_022, 7172, 0, 0, 0 },
{ TX_DEM4_023, 7999, 0, 0, 0 },
{ TX_DEM4_024, 6882, 0, 0, 0 },
{ TX_DEM4_025, 7756, 0, 0, 0 },
{ TX_DEM4_026, 8239, 0, 0, 0 },
{ TX_DEM4_027, 8146, 0, 0, 0 },
{ TX_DEM4_029, 8429, 0, 0, 0 },
{ TX_DEM4_030, 914, 0, 0, 0 },
{ TX_DEM4_031, 1971, 0, 0, 0 },
{ TX_DEM4_032, 8718, 0, 0, 0 },
{ TX_DEM4_033, 8637, 0, 0, 0 },
{ TX_DEM4_034, 9051, 0, 0, 0 },
{ TX_DEM4_035, 755, 0, 0, 0 },
{ TX_DEM4_036, 9539, 0, 0, 0 },
{ TX_DEM4_037, 6019, 0, 0, 0 },
{ TX_DEM4_038, 5821, 0, 0, 0 },
{ TX_DEM4_039, 4845, 0, 0, 0 },
{ TX_DEM4_040, 5272, 0, 0, 0 },
{ TX_DEM4_041, 5130, 0, 0, 0 },
{ TX_DEM4_042, 4310, 0, 0, 0 },
{ TX_DEM4_043, 4476, 0, 0, 0 },
{ TX_DEM4_044, 3955, 0, 0, 0 },
{ TX_DEM4_045, 8836, 0, 0, 0 },
{ TX_DEM4_046, 7055, 0, 0, 0 },
{ TX_DEM4_047, 7305, 0, 0, 0 },
{ TX_DEM4N000, 6576, 0, 0, 0 },
{ TX_DEM4N001, 6667, 0, 0, 0 },
{ TX_DEM4N002, 6301, 0, 0, 0 },
{ TX_DEM4N003, 6765, 0, 0, 0 },
{ TX_DEM4N004, 6715, 0, 0, 0 },
{ TX_DEM4N005, 6613, 0, 0, 0 },
{ TX_DEM4N006, 10194, 0, 0, 0 },
{ TX_DEM4N007, 6491, 0, 0, 0 },
{ TX_DEM4N008, 6419, 0, 0, 0 },
{ TX_DEM4N009, 10116, 0, 0, 0 },
{ TX_DEM4N010, 6365, 0, 0, 0 },
{ TX_DEM4N011, 8924, 0, 0, 0 },
{ TX_DEM4N012, 2666, 0, 0, 0 },
{ TX_DEM4N013, 2868, 0, 0, 0 },
{ TX_DEM4N014, 1602, 0, 0, 0 },
{ TX_DIALOG_ERROR, 10252, 0, 0, 0 },
{ -1, 0, 0, 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(MIDITRACK_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(kSfxTricorder);
showText(TX_SPEAKER_SPOCK, TX_DEM4_012);
}
void Room::demon4UseSTricorderOnPattern() {
loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0);
playSoundEffectIndex(kSfxTricorder);
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(kSfxTricorder);
showText(TX_SPEAKER_SPOCK, TX_DEM4_027);
}
void Room::demon4UseMTricorderOnPanel() {
loadActorAnim2(OBJECT_MCCOY, "mscane", -1, -1, 0);
playSoundEffectIndex(kSfxTricorder);
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(kSfxTricorder);
showText(TX_SPEAKER_SPOCK, TX_DEM4_023);
}
void Room::demon4UseMTricorderOnAnything() {
loadActorAnim2(OBJECT_MCCOY, "mscane", -1, -1, 0);
playSoundEffectIndex(kSfxTricorder);
showText(TX_SPEAKER_MCCOY, TX_DEM4_020);
}
void Room::demon4UseSTricorderOnNauian() {
loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0);
playSoundEffectIndex(kSfxTricorder);
showText(TX_SPEAKER_SPOCK, TX_DEM4_029);
}
void Room::demon4UseMTricorderOnNauian() {
loadActorAnim2(OBJECT_MCCOY, "mscane", -1, -1, 0);
playSoundEffectIndex(kSfxTricorder);
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(kSfxTricorder);
showText(TX_SPEAKER_SPOCK, TX_DEM4_026);
}
void Room::demon4UseMTricorderOnSecurityEquipment() {
loadActorAnim2(OBJECT_MCCOY, "mscane", -1, -1, 0);
playSoundEffectIndex(kSfxTricorder);
showText(TX_SPEAKER_SPOCK, TX_DEM4_026); // BUG: Uses spock's voice (speaker says "Spock" too)
}
} // namespace StarTrek