/* 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" 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 (!_vm->_awayMission.demon.healedMiner) _vm->_awayMission.demon.minerDead = true; if (_vm->_awayMission.demon.solvedSunPuzzle) { loadActorAnim(10, "bxrise2", 0x122, 0x91, 0); loadActorAnim(8, "stpout2", 0x107, 0x92, 0); _roomVar.demon4.nauianEmerged = true; if ((_vm->_awayMission.demon.itemsTakenFromCase & 0x10) && !_vm->_awayMission.demon.gaveSkullToNauian) _vm->_awayMission.timers[6] = 20; } if (!_vm->_awayMission.demon.foundAlienRoom) { _vm->_awayMission.demon.foundAlienRoom = true; playMidiMusicTracks(1, -1); } } // Alien emerged void Room::demon4FinishedAnimation1() { loadActorAnim(8, "stpout", 0x107, 0x92, 5); _roomVar.demon4.nauianEmerged = true; if (_vm->_awayMission.demon.itemsTakenFromCase & 0x10) _vm->_awayMission.timers[6] = 45; } void Room::demon4FinishedAnimation2() { if (!_roomVar.demon4.cd) { _roomVar.demon4.cd = true; showText(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... //_vm->_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); _vm->_awayMission.disableInput = true; _vm->_awayMission.demon.missionScore += 5; _vm->_awayMission.timers[1] = 20; } // Just solved sun puzzle void Room::demon4Timer0Expired() { loadActorAnim(10, "bxrise", 0x122, 0x91, 1); _vm->_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 (!_vm->_awayMission.redshirtDead) walkCrewman(OBJECT_REDSHIRT, 0xc1, 0x91, 4); else _roomVar.demon4.crewReadyToBeamOut++; } void Room::demon4CrewmanReachedBeamoutPosition() { _roomVar.demon4.crewReadyToBeamOut++; if (_roomVar.demon4.crewReadyToBeamOut != 4) return; if (!_vm->_awayMission.demon.insultedStephen) _vm->_awayMission.demon.missionScore += 3; if (!_vm->_awayMission.redshirtDead) _vm->_awayMission.demon.missionScore += 2; endMission(_vm->_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.demon4.triedToShootNauian) { // Lenient the first time showText(TX_SPEAKER_NAUIAN, TX_DEM4_033); _roomVar.demon4.triedToShootNauian = true; } else { // Murdery the second time showText(TX_SPEAKER_NAUIAN, TX_DEM4_032); loadActorAnim2(10, "bxfire", 0, 0, 2); playVoc("V0SPOCKT"); _vm->_awayMission.disableInput = true; _vm->_awayMission.timers[2] = 7; _vm->_awayMission.timers[3] = 8; _vm->_awayMission.timers[4] = 7; _vm->_awayMission.timers[5] = 8; } } void Room::demon4UseMetalOnSecurityEquipment() { _vm->_awayMission.disableInput = true; walkCrewman(OBJECT_KIRK, 0xf5, 0x90, 5); } void Room::demon4KirkReachedSecurityEquipment() { loadActorAnim2(OBJECT_KIRK, "kusemn", -1, -1, 4); } void Room::demon4KirkFinishedUsingSecurityEquipment() { _vm->_awayMission.disableInput = false; showText(TX_DEM4N014); } void Room::demon4UseMetalOnNauian() { walkCrewman(OBJECT_KIRK, 0xe9, 0x90, 1); _vm->_awayMission.crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_E; } void Room::demon4KirkReachedNauian() { loadActorAnim2(8, "usekey", 0x107, 0x8e, 3); loseItem(OBJECT_IMETAL); _vm->_awayMission.demon.missionScore += 2; _vm->_awayMission.demon.itemsTakenFromCase &= ~1; } void Room::demon4UseSkullOnNauian() { walkCrewman(OBJECT_KIRK, 0xe9, 0x90, 2); } void Room::demon4KirkReachedNauianWithSkull() { showText(TX_SPEAKER_NAUIAN, TX_DEM4_036); const int choices[] = { TX_SPEAKER_KIRK, TX_DEM4_006, TX_DEM4_003, TX_DEM4_005, TX_BLANK }; int choice = showText(choices); switch (choice) { case 0: _vm->_awayMission.demon.missionScore++; loadActorAnim2(8, "takesk", 0x107, 0x8e, 0); loseItem(OBJECT_ISKULL); _vm->_awayMission.demon.itemsTakenFromCase &= ~16; // BUG: skull reappears in case? Can abuse for infinite ponits? _vm->_awayMission.demon.gaveSkullToNauian = true; break; case 1: case 2: break; default: showText(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() { _vm->_awayMission.disableInput = false; if (!_vm->_awayMission.demon.metNauian) { _vm->_awayMission.demon.metNauian = true; showText(TX_SPEAKER_NAUIAN, TX_DEM4_044); const int choices[] = { TX_SPEAKER_KIRK, TX_DEM4_002, TX_DEM4_004, TX_DEM4_009, TX_BLANK }; int choice = showText(choices); switch (choice) { case 0: _vm->_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: showText(TX_DIALOG_ERROR); break; } showText(TX_SPEAKER_NAUIAN, TX_DEM4_043); const int choices2[] = { TX_SPEAKER_KIRK, TX_DEM4_008, TX_DEM4_007, TX_BLANK }; choice = showText(choices2); switch (choice) { case 0: _vm->_awayMission.demon.field2d = true; showText(TX_SPEAKER_NAUIAN, TX_DEM4_041); break; case 1: break; default: showText(TX_DIALOG_ERROR); break; } showText(TX_SPEAKER_NAUIAN, TX_DEM4_040); if (_roomVar.demon4.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); _vm->_awayMission.disableInput = true; _vm->_awayMission.demon.missionScore += 5; _vm->_awayMission.timers[1] = 20; } else { showText(TX_SPEAKER_NAUIAN, TX_DEM4_038); } } else { showText(TX_SPEAKER_NAUIAN, TX_DEM4_031); } } void Room::demon4LookAtPattern() { showText(TX_DEM4N002); } void Room::demon4LookAtAlien() { showText(TX_DEM4N007); } void Room::demon4LookAnywhere() { showText(TX_DEM4N004); } void Room::demon4LookAtSecurityEquipment() { showText(TX_DEM4N008); } void Room::demon4LookAtFloor() { showText(TX_DEM4N009); } void Room::demon4LookAtKirk() { showText(TX_DEM4N003); } void Room::demon4LookAtMccoy() { showText(TX_DEM4N000); } void Room::demon4LookAtSpock() { showText(TX_DEM4N005); } void Room::demon4LookAtRedshirt() { showText(TX_DEM4N001); } void Room::demon4LookAtChamber() { showText(TX_DEM4N006); } void Room::demon4LookAtPanel() { showText(TX_DEM4N012); } void Room::demon4UseKirkOnPanel() { _roomVar.demon4.crewmanUsingPanel = OBJECT_KIRK; demon4UseCrewmanOnPanel(); } void Room::demon4UseSpockOnPanel() { _roomVar.demon4.crewmanUsingPanel = OBJECT_SPOCK; demon4UseCrewmanOnPanel(); } void Room::demon4UseMccoyOnPanel() { _roomVar.demon4.crewmanUsingPanel = OBJECT_MCCOY; demon4UseCrewmanOnPanel(); } void Room::demon4UseRedshirtOnPanel() { _roomVar.demon4.crewmanUsingPanel = OBJECT_REDSHIRT; demon4UseCrewmanOnPanel(); } void Room::demon4UseCrewmanOnPanel() { if (_vm->_awayMission.demon.solvedSunPuzzle) return; walkCrewman(_roomVar.demon4.crewmanUsingPanel, 0xda, 0x83, 3); _vm->_awayMission.crewDirectionsAfterWalk[_roomVar.demon4.crewmanUsingPanel] = DIR_N; _vm->_awayMission.disableInput = true; } void Room::demon4CrewmanReachedPanel() { if (demon4ShowSunPuzzle()) { _vm->_awayMission.demon.solvedSunPuzzle = true; loadActorAnim(9, "ctrl", 0, 0, 0); _vm->_awayMission.demon.missionScore += 3; _vm->_awayMission.timers[0] = 10; } else showText(TX_DEM4N013); walkCrewman(_roomVar.demon4.crewmanUsingPanel, 0xae, 0x93, 0); _vm->_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->_screenName); _vm->_gfx->setBackgroundImage(_vm->_gfx->loadBitmap(_vm->_screenName)); _vm->_gfx->copyBackgroundScreen(); _vm->_gfx->forceDrawAllSprites(); return solved; } void Room::demon4TalkToKirk() { showText(TX_SPEAKER_KIRK, TX_DEM4_001); } void Room::demon4TalkToMccoy() { if (_roomVar.demon4.nauianEmerged) showText(TX_SPEAKER_MCCOY, TX_DEM4_019); else showText(TX_SPEAKER_MCCOY, TX_DEM4_015); } void Room::demon4TalkToSpock() { if (_roomVar.demon4.nauianEmerged) showText(TX_SPEAKER_SPOCK, TX_DEM4_022); else showText(TX_SPEAKER_SPOCK, TX_DEM4_024); } void Room::demon4TalkToRedshirt() { if (_roomVar.demon4.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) } }