/* 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 { // 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(11, true); } 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, 34, true); showText(TX_SPEAKER_KIRK, 10, true); showText(TX_SPEAKER_NAUIAN, 35, true); showText(TX_SPEAKER_SPOCK, 30, true); _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, 11, true); 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, 17, true); } void Room::demon4UsePhaserOnNauian() { if (!_roomVar.demon.triedToShootNauian) { // Lenient the first time showText(TX_SPEAKER_NAUIAN, 33, true); _roomVar.demon.triedToShootNauian = true; } else { // Murdery the second time showText(TX_SPEAKER_NAUIAN, 32, true); 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(14, true); } 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, 36, true); const TextRef choices[] = { TX_SPEAKER_KIRK, 6, 3, 5, TX_BLANK }; int choice = showMultipleTexts(choices, true); 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, 13, true); } void Room::demon4UsePhaserOnPattern() { showText(TX_SPEAKER_SPOCK, 45, true); } void Room::demon4UsePhaserOnMccoy() { showText(TX_SPEAKER_MCCOY, 18, true); } void Room::demon4TalkToNauian() { _awayMission->disableInput = false; if (!_awayMission->demon.metNauian) { _awayMission->demon.metNauian = true; showText(TX_SPEAKER_NAUIAN, 44, true); const TextRef choices[] = { TX_SPEAKER_KIRK, 2, 4, 9, TX_BLANK }; int choice = showMultipleTexts(choices, true); switch (choice) { case 0: _awayMission->demon.field2d = true; showText(TX_SPEAKER_NAUIAN, 42, true); break; case 1: break; case 2: showText(TX_SPEAKER_NAUIAN, 39, true); break; default: showDescription(TX_DIALOG_ERROR); break; } showText(TX_SPEAKER_NAUIAN, 43, true); const TextRef choices2[] = { TX_SPEAKER_KIRK, 8, 7, TX_BLANK }; choice = showMultipleTexts(choices2, true); switch (choice) { case 0: _awayMission->demon.field2d = true; showText(TX_SPEAKER_NAUIAN, 41, true); break; case 1: break; default: showDescription(TX_DIALOG_ERROR); break; } showText(TX_SPEAKER_NAUIAN, 40, true); if (_roomVar.demon.disabledSecurity) { // Impossible condition? showText(TX_SPEAKER_NAUIAN, 37, true); // BUGFIX: Originally all of these used no audio, despite the files existing // (being used elsewhere). showText(TX_SPEAKER_KIRK, 10, true); showText(TX_SPEAKER_NAUIAN, 35, true); showText(TX_SPEAKER_SPOCK, 30, true); _awayMission->disableInput = true; _awayMission->demon.missionScore += 5; _awayMission->timers[1] = 20; } else { showText(TX_SPEAKER_NAUIAN, 38, true); } } else { showText(TX_SPEAKER_NAUIAN, 31, true); } } void Room::demon4LookAtPattern() { showDescription(2, true); } void Room::demon4LookAtAlien() { showDescription(7, true); } void Room::demon4LookAnywhere() { showDescription(4, true); } void Room::demon4LookAtSecurityEquipment() { showDescription(8, true); } void Room::demon4LookAtFloor() { showDescription(9, true); } void Room::demon4LookAtKirk() { showDescription(3, true); } void Room::demon4LookAtMccoy() { showDescription(0, true); } void Room::demon4LookAtSpock() { showDescription(5, true); } void Room::demon4LookAtRedshirt() { showDescription(1, true); } void Room::demon4LookAtChamber() { showDescription(6, true); } void Room::demon4LookAtPanel() { showDescription(12, true); } 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(13, true); 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(_vm->_gfx->loadBitmap("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(_vm->_gfx->loadBitmap("levery")); sprites[1].setBitmap(_vm->_gfx->loadBitmap("leverr")); sprites[2].setBitmap(_vm->_gfx->loadBitmap("leverb")); SharedPtr lightyBitmap = _vm->_gfx->loadBitmap("lighty"); SharedPtr lightrBitmap = _vm->_gfx->loadBitmap("lightr"); SharedPtr lightbBitmap = _vm->_gfx->loadBitmap("lightb"); for (int i = 3; i < 9; i++) sprites[i].bitmap = lightyBitmap; for (int i = 9; i < 15; i++) sprites[i].bitmap = lightrBitmap; for (int i = 15; i < 21; i++) sprites[i].bitmap = lightbBitmap; Sprite doneButtonSprite; _vm->_gfx->addSprite(&doneButtonSprite); doneButtonSprite.setXYAndPriority(0x104, 0x64, 2); doneButtonSprite.setBitmap(_vm->_gfx->loadBitmap("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 var56 = 0x82; int var58 = 0x83; int var5a = 3; int numSprites = abs(sliderY) / 3; for (int i = 0; i < 6; i++) { sprites[i + var5a].setXYAndPriority(var58, var56, 14); } var56 -= 6; for (int i = 0; i < numSprites; i++) { sprites[i + var5a].setXYAndPriority(var58, var56, 14); var56 -= 6; } var56 = 0x82; var58 = 0x8b; var5a = 9; numSprites = abs(sliderR) / 3; for (int i = 0; i < 6; i++) { sprites[i + var5a].setXYAndPriority(var58, var56, 14); } var56 -= 6; for (int i = 0; i < numSprites; i++) { sprites[i + var5a].setXYAndPriority(var58, var56, 14); var56 -= 6; } var56 = 0x82; var58 = 0x93; var5a = 15; numSprites = abs(sliderB) / 3; for (int i = 0; i < 6; i++) { sprites[i + var5a].setXYAndPriority(var58, var56, 14); } var56 -= 6; for (int i = 0; i < numSprites; i++) { sprites[i + var5a].setXYAndPriority(var58, var56, 14); var56 -= 6; } sliderChanged = false; } TrekEvent event; if (!_vm->popNextEvent(&event)) continue; switch (event.type) { case TREKEVENT_LBUTTONDOWN: { lclick: Common::Point mousePos = _vm->_gfx->getMousePos(); if (_vm->_gfx->getSpriteAt(mousePos) == &doneButtonSprite) goto done; 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: done: if (abs(sliderY) <= 2 && abs(sliderR) <= 2 && abs(sliderB) <= 2) solved = true; else solved = false; continueLoop = false; break; case TREKEVENT_KEYDOWN: switch (event.kbd.keycode) { case Common::KEYCODE_ESCAPE: case Common::KEYCODE_F2: goto done; case Common::KEYCODE_RETURN: case Common::KEYCODE_KP_ENTER: case Common::KEYCODE_F1: goto lclick; default: break; } break; default: break; } _vm->_gfx->drawAllSprites(); } _vm->_gfx->fadeoutScreen(); _vm->_gfx->popSprites(); _vm->_gfx->loadPri(_vm->getScreenName()); _vm->_gfx->setBackgroundImage(_vm->_gfx->loadBitmap(_vm->getScreenName())); _vm->_gfx->copyBackgroundScreen(); _vm->_gfx->forceDrawAllSprites(); return solved; } void Room::demon4TalkToKirk() { showText(TX_SPEAKER_KIRK, 1, true); } void Room::demon4TalkToMccoy() { if (_roomVar.demon.nauianEmerged) showText(TX_SPEAKER_MCCOY, 19, true); else showText(TX_SPEAKER_MCCOY, 15, true); } void Room::demon4TalkToSpock() { if (_roomVar.demon.nauianEmerged) showText(TX_SPEAKER_SPOCK, 22, true); else showText(TX_SPEAKER_SPOCK, 24, true); } void Room::demon4TalkToRedshirt() { if (_roomVar.demon.nauianEmerged) showText(TX_SPEAKER_EVERTS, 47, true); else showText(TX_SPEAKER_EVERTS, 46, true); } void Room::demon4UseSTricorderOnChamber() { loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0); playSoundEffectIndex(4); showText(TX_SPEAKER_SPOCK, 12, true); } void Room::demon4UseSTricorderOnPattern() { loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0); playSoundEffectIndex(4); showText(TX_SPEAKER_SPOCK, 14, true); showText(TX_SPEAKER_SPOCK, 25, true); } void Room::demon4UseMTricorderOnPattern() { showText(TX_SPEAKER_MCCOY, 21, true); } void Room::demon4UseSTricorderOnPanel() { loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0); playSoundEffectIndex(4); showText(TX_SPEAKER_SPOCK, 27, true); } void Room::demon4UseMTricorderOnPanel() { loadActorAnim2(OBJECT_MCCOY, "mscane", -1, -1, 0); playSoundEffectIndex(4); showText(TX_SPEAKER_MCCOY, 27, true); // 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, 23, true); } void Room::demon4UseMTricorderOnAnything() { loadActorAnim2(OBJECT_MCCOY, "mscane", -1, -1, 0); playSoundEffectIndex(4); showText(TX_SPEAKER_MCCOY, 20, true); } void Room::demon4UseSTricorderOnNauian() { loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0); playSoundEffectIndex(4); showText(TX_SPEAKER_SPOCK, 29, true); } void Room::demon4UseMTricorderOnNauian() { loadActorAnim2(OBJECT_MCCOY, "mscane", -1, -1, 0); playSoundEffectIndex(4); showText(TX_SPEAKER_SPOCK, 29, true); // 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, 26, true); } void Room::demon4UseMTricorderOnSecurityEquipment() { loadActorAnim2(OBJECT_MCCOY, "mscane", -1, -1, 0); playSoundEffectIndex(4); showText(TX_SPEAKER_SPOCK, 26, true); // BUG: Uses spock's voice (speaker says "Spock" too) } }