1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
|
/* 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/iwfile.h"
#include "startrek/room.h"
#include "startrek/startrek.h"
namespace StarTrek {
void StarTrekEngine::initAwayMission() {
_awayMission = AwayMission(); // Initialize members to 0
// memset(bitmapBuffer->pixels, 0, 0xfa00);
_txtFilename = "ground";
_loadedText = "";
// sub_23a60(); // TODO
_sound->loadMusicFile("ground");
loadRoom(_missionToLoad, _roomIndexToLoad);
_roomIndexToLoad = -1;
// Load crew positions for beaming in
initAwayCrewPositions(4);
}
void StarTrekEngine::runAwayMission() {
while (_gameMode == GAMEMODE_AWAYMISSION && !_resetGameMode) {
// Original game manipulates the stack when the room changes to return execution
// to this point. Instead of doing that, just check if a variable is set.
if (_roomIndexToLoad != -1 && _spawnIndexToLoad != -1) {
loadRoomIndex(_roomIndexToLoad, _spawnIndexToLoad);
_roomIndexToLoad = -1;
_spawnIndexToLoad = -1;
}
handleAwayMissionEvents();
Common::Point mousePos = _gfx->getMousePos();
_awayMission.mouseX = mousePos.x;
_awayMission.mouseY = mousePos.y;
assert(_actionQueue.size() <= 16);
while (!_actionQueue.empty()) {
// sub_200e7(); // TODO
// sub_20118();
handleAwayMissionAction();
}
}
}
void StarTrekEngine::cleanupAwayMission() {
// TODO
}
void StarTrekEngine::loadRoom(const Common::String &missionName, int roomIndex) {
_keyboardControlsMouse = true;
_missionName = _missionToLoad;
_roomIndex = roomIndex;
_roomFrameCounter = 0;
_awayMission.disableInput = false;
_gfx->fadeoutScreen();
_sound->stopAllVocSounds();
_gfx->setBackgroundImage(getScreenName());
_gfx->loadPri(getScreenName());
_gfx->loadPalette("palette");
_gfx->copyBackgroundScreen();
_room = new Room(this, getScreenName());
// Original sets up bytes 0-3 of rdf file as "remote function caller"
_room->loadMapFile(getScreenName());
_awayMission.activeAction = ACTION_WALK;
actorFunc1();
initActors();
Fixed8 num = _room->getMaxScale() - _room->getMinScale();
int16 den = _room->getMaxY() - _room->getMinY() + 1;
_playerActorScale = Fixed16(num) / den;
int16 addr = _room->getBanDataStart();
while (addr != _room->getBanDataEnd()) {
Common::String name((char *)&_room->_rdfData[addr]);
loadBanFile(name);
addr += strlen((char *)&_room->_rdfData[addr]) + 1;
}
_actionQueue.clear();
}
void StarTrekEngine::initAwayCrewPositions(int warpEntryIndex) {
_sound->stopAllVocSounds();
memset(_awayMission.crewDirectionsAfterWalk, 0xff, 4);
switch (warpEntryIndex) {
case 0: // 0-3: Crew spawns in a spot and walks to a spot.
case 1:
case 2:
case 3:
for (int i = 0; i < (_awayMission.redshirtDead ? 3 : 4); i++) {
Common::String anim = getCrewmanAnimFilename(i, "walk");
int16 rdfOffset = RDF_ROOM_ENTRY_POSITIONS + warpEntryIndex * 32 + i * 8;
int16 srcX = _room->readRdfWord(rdfOffset + 0); // Position to spawn at
int16 srcY = _room->readRdfWord(rdfOffset + 2);
int16 destX = _room->readRdfWord(rdfOffset + 4); // Position to walk to
int16 destY = _room->readRdfWord(rdfOffset + 6);
actorWalkToPosition(i, anim, srcX, srcY, destX, destY);
}
_kirkActor->triggerActionWhenAnimFinished = true;
_kirkActor->finishedAnimActionParam = 0xff;
_awayMission.disableInput = true;
_warpHotspotsActive = false;
break;
case 4: // Crew is beaming in.
warpEntryIndex -= 4;
for (int i = 0; i < (_awayMission.redshirtDead ? 3 : 4); i++) {
Common::String animFilename = getCrewmanAnimFilename(i, "tele");
Common::Point warpPos = _room->getBeamInPosition(i);
loadActorAnimWithRoomScaling(i, animFilename, warpPos.x, warpPos.y);
}
_kirkActor->triggerActionWhenAnimFinished = true;
_kirkActor->finishedAnimActionParam = 0xff;
_awayMission.disableInput = true;
_sound->playSoundEffectIndex(0x09);
_warpHotspotsActive = false;
break;
case 5: // Crew spawns in directly at a position.
for (int i = 0; i < (_awayMission.redshirtDead ? 3 : 4); i++) {
Common::String animFilename = getCrewmanAnimFilename(i, "stnds");
Common::Point warpPos = _room->getSpawnPosition(i);
loadActorAnimWithRoomScaling(i, animFilename, warpPos.x, warpPos.y);
}
_warpHotspotsActive = true;
break;
case 6:
error("initAwayCrewPositions(6) unimplemented");
break;
default:
warning("Invalid parameter (%d) to initAwayCrewPositions", warpEntryIndex);
break;
}
}
void StarTrekEngine::handleAwayMissionEvents() {
TrekEvent event;
if (popNextEvent(&event)) {
switch (event.type) {
case TREKEVENT_TICK:
updateActorAnimations();
updateCrewmanGetupTimers();
updateMouseBitmap();
renderBanBelowSprites();
_gfx->drawAllSprites(false);
renderBanAboveSprites();
_gfx->updateScreen();
_sound->checkLoopMusic();
updateAwayMissionTimers();
_frameIndex++;
_roomFrameCounter++;
addAction(ACTION_TICK, _roomFrameCounter & 0xff, (_roomFrameCounter >> 8) & 0xff, 0);
if (_roomFrameCounter >= 2)
_gfx->incPaletteFadeLevel();
break;
case TREKEVENT_LBUTTONDOWN:
awayMissionLeftClick();
break; // End of TREKEVENT_LBUTTONDOWN
case TREKEVENT_MOUSEMOVE:
break;
case TREKEVENT_RBUTTONDOWN:
awayMissionSelectAction(true);
break;
case TREKEVENT_KEYDOWN:
if (_awayMission.disableInput)
break;
switch (event.kbd.keycode) {
case Common::KEYCODE_ESCAPE:
case Common::KEYCODE_SPACE:
case Common::KEYCODE_F2:
awayMissionSelectAction(true);
break;
case Common::KEYCODE_w:
hideInventoryIcons();
_awayMission.activeAction = ACTION_WALK;
break;
case Common::KEYCODE_t:
hideInventoryIcons();
_awayMission.activeAction = ACTION_TALK;
awayMissionSelectAction(false);
break;
case Common::KEYCODE_u:
hideInventoryIcons();
_awayMission.activeAction = ACTION_USE;
awayMissionSelectAction(false);
break;
case Common::KEYCODE_i:
if (_awayMission.activeAction == ACTION_USE) {
hideInventoryIcons();
int clickedObject = showInventoryMenu(50, 50, true);
if (clickedObject == -1)
clickedObject = -2;
awayMissionUseObject(clickedObject);
} else if (_awayMission.activeAction == ACTION_LOOK) {
hideInventoryIcons();
int clickedObject = showInventoryMenu(50, 50, true);
if (clickedObject == -1)
clickedObject = -2;
awayMissionGetLookOrTalk(clickedObject);
}
break;
case Common::KEYCODE_RETURN:
case Common::KEYCODE_KP_ENTER:
case Common::KEYCODE_F1:
awayMissionLeftClick();
break;
case Common::KEYCODE_g:
hideInventoryIcons();
_awayMission.activeAction = ACTION_GET;
awayMissionSelectAction(false);
break;
case Common::KEYCODE_l:
hideInventoryIcons();
_awayMission.activeAction = ACTION_LOOK;
awayMissionSelectAction(false);
break;
default:
break;
}
break;
default:
break;
}
}
}
void StarTrekEngine::awayMissionLeftClick() {
if (_awayMission.disableInput)
return;
switch (_awayMission.activeAction) {
case ACTION_WALK: {
if (_awayMission.disableWalking)
break;
_kirkActor->sprite.drawMode = 1; // Hide these objects for function call below?
_spockActor->sprite.drawMode = 1;
_mccoyActor->sprite.drawMode = 1;
_redshirtActor->sprite.drawMode = 1;
int16 clickedObject = findObjectAt(_gfx->getMousePos());
_kirkActor->sprite.drawMode = 0;
_spockActor->sprite.drawMode = 0;
_mccoyActor->sprite.drawMode = 0;
_redshirtActor->sprite.drawMode = 0;
if (walkActiveObjectToHotspot())
break;
if (clickedObject > OBJECT_KIRK && clickedObject < ITEMS_START)
addAction(ACTION_WALK, clickedObject, 0, 0);
else {
Common::String animFilename = getCrewmanAnimFilename(OBJECT_KIRK, "walk");
Common::Point mousePos = _gfx->getMousePos();
actorWalkToPosition(OBJECT_KIRK, animFilename, _kirkActor->pos.x, _kirkActor->pos.y, mousePos.x, mousePos.y);
}
break;
}
case ACTION_USE: {
if (_awayMission.activeObject == OBJECT_REDSHIRT && (_awayMission.redshirtDead || (_awayMission.crewDownBitset & (1 << OBJECT_REDSHIRT)))) {
hideInventoryIcons();
_awayMission.activeAction = ACTION_WALK;
break;
}
int16 clickedObject = findObjectAt(_gfx->getMousePos());
hideInventoryIcons();
if (clickedObject == OBJECT_INVENTORY_ICON) {
clickedObject = showInventoryMenu(50, 50, false);
// -1 means "clicked on something unknown"; -2 means "clicked on
// nothing". In the case of the inventory, either one clicks on an
// inventory item, or no action is performed.
if (clickedObject == -1)
clickedObject = -2;
}
awayMissionUseObject(clickedObject);
break;
}
case ACTION_GET:
case ACTION_LOOK:
case ACTION_TALK: {
int16 clickedObject = findObjectAt(_gfx->getMousePos());
if (!isObjectUnusable(clickedObject, _awayMission.activeAction)) {
hideInventoryIcons();
if (clickedObject == OBJECT_INVENTORY_ICON) {
clickedObject = showInventoryMenu(50, 50, false);
if (clickedObject == -1)
clickedObject = -2;
}
awayMissionGetLookOrTalk(clickedObject);
}
break;
}
default:
break;
}
}
void StarTrekEngine::awayMissionSelectAction(bool openActionMenu) {
if (openActionMenu) {
if (_awayMission.disableInput)
return;
hideInventoryIcons();
_sound->playSoundEffectIndex(SND_07);
_awayMission.activeAction = showActionMenu();
}
if (_awayMission.activeAction == ACTION_USE) {
int16 clickedObject = selectObjectForUseAction();
if (clickedObject == -1)
return;
else
_awayMission.activeObject = clickedObject;
}
if (_awayMission.activeAction == ACTION_USE
&& _awayMission.activeObject == OBJECT_ICOMM && (_awayMission.crewDownBitset & (1 << OBJECT_KIRK)) == 0) {
if (!walkActiveObjectToHotspot()) {
addAction(_awayMission.activeAction, _awayMission.activeObject, 0, 0);
_sound->playVoc("communic");
_awayMission.activeAction = ACTION_WALK;
}
} else if (_awayMission.activeAction == ACTION_LOOK)
showInventoryIcons(false);
else if (_awayMission.activeAction == ACTION_USE && (_awayMission.crewDownBitset & (1 << OBJECT_KIRK)) == 0)
showInventoryIcons(true);
}
void StarTrekEngine::awayMissionUseObject(int16 clickedObject) {
_awayMission.passiveObject = clickedObject;
bool activeIsCrewman = _awayMission.activeObject <= OBJECT_REDSHIRT;
bool activeIsItem = _awayMission.activeObject >= ITEMS_START && _awayMission.activeObject < ITEMS_END;
bool passiveIsCrewman = _awayMission.passiveObject <= OBJECT_REDSHIRT;
bool passiveIsItem = _awayMission.passiveObject >= ITEMS_START && _awayMission.passiveObject <= ITEMS_END; // FIXME: "<= ITEMS_END" doesn't make sense?
bool tryWalkToHotspot = false;
bool showInventory = false;
if (clickedObject == -2)
tryWalkToHotspot = true;
else if (_room->actionHasCode(ACTION_USE, _awayMission.activeObject, _awayMission.passiveObject, 0))
tryWalkToHotspot = true;
else if (_awayMission.activeObject == OBJECT_MCCOY && _room->actionHasCode(ACTION_USE, OBJECT_IMEDKIT, _awayMission.passiveObject, 0))
tryWalkToHotspot = true;
// CHECKME: Identical to the previous check, thus never used
//else if (_awayMission.activeObject == OBJECT_MCCOY && _room->actionHasCode(ACTION_USE, OBJECT_IMEDKIT, _awayMission.passiveObject, 0))
// tryWalkToHotspot = true;
else if (_awayMission.activeObject == OBJECT_SPOCK && _room->actionHasCode(ACTION_USE, OBJECT_ISTRICOR, _awayMission.passiveObject, 0))
tryWalkToHotspot = true;
if (!tryWalkToHotspot) {
if ((activeIsCrewman && passiveIsCrewman)
|| (activeIsCrewman && passiveIsItem)
|| (activeIsItem && passiveIsItem)) {
if (_awayMission.passiveObject == OBJECT_ICOMM) {
if (walkActiveObjectToHotspot())
return;
addAction(ACTION_USE, OBJECT_ICOMM, 0, 0);
_sound->playVoc("commun30");
if (_awayMission.activeObject <= OBJECT_REDSHIRT) {
showInventory = true;
} else {
_awayMission.activeAction = ACTION_WALK;
return;
}
}
_awayMission.activeObject = _awayMission.passiveObject;
showInventory = true;
} else
tryWalkToHotspot = true;
}
if (tryWalkToHotspot) {
if (!walkActiveObjectToHotspot()) {
if (clickedObject != -2)
addAction(_awayMission.activeAction, _awayMission.activeObject, _awayMission.passiveObject, 0);
showInventory = true;
}
}
if (showInventory && !(_awayMission.crewDownBitset & (1 << OBJECT_KIRK)))
showInventoryIcons(true);
}
void StarTrekEngine::awayMissionGetLookOrTalk(int16 clickedObject) {
_awayMission.activeObject = clickedObject;
if (walkActiveObjectToHotspot())
return;
if (clickedObject != -2)
addAction(_awayMission.activeAction, _awayMission.activeObject, 0, 0);
if (_awayMission.activeAction == ACTION_LOOK && !(_awayMission.crewDownBitset & (1 << OBJECT_KIRK)))
showInventoryIcons(false);
}
void StarTrekEngine::unloadRoom() {
_gfx->fadeoutScreen();
// sub_2394b(); // TODO
actorFunc1();
delete _room;
_room = nullptr;
delete _mapFile;
_mapFile = nullptr;
delete _iwFile;
_iwFile = nullptr;
}
int StarTrekEngine::loadActorAnimWithRoomScaling(int actorIndex, const Common::String &animName, int16 x, int16 y) {
Fixed8 scale = getActorScaleAtPosition(y);
return loadActorAnim(actorIndex, animName, x, y, scale);
}
Fixed8 StarTrekEngine::getActorScaleAtPosition(int16 y) {
int16 maxY = _room->getMaxY();
int16 minY = _room->getMinY();
Fixed8 minScale = _room->getMinScale();
if (y > maxY)
y = maxY;
if (y < minY)
y = minY;
return Fixed8(_playerActorScale * (y - minY)) + minScale;
}
Room *StarTrekEngine::getRoom() {
return _room;
}
void StarTrekEngine::addAction(const Action &action) {
if (action.type != ACTION_TICK)
debugC(kDebugGeneral, 4, "Action %d: %x, %x, %x", action.type, action.b1, action.b2, action.b3);
_actionQueue.push(action);
}
void StarTrekEngine::addAction(byte type, byte b1, byte b2, byte b3) {
const Action a = {type, b1, b2, b3};
addAction(a);
}
void StarTrekEngine::handleAwayMissionAction() {
Action action = _actionQueue.pop();
if ((action.type == ACTION_FINISHED_ANIMATION || action.type == ACTION_FINISHED_WALKING) && action.b1 == 0xff) {
// Just finished walking or beaming into a room
if (_awayMission.disableInput == 1)
_awayMission.disableInput = false;
_warpHotspotsActive = true;
return;
} else if (action.type == ACTION_FINISHED_WALKING && action.b1 >= 0xe0) {
// Finished walking to a position; perform the action that was input back when
// they started walking over there.
int index = action.b1 - 0xe0;
addAction(_actionOnWalkCompletion[index]);
_actionOnWalkCompletionInUse[index] = false;
}
if (_room->handleAction(action))
return;
// Action not defined for the room, check for default behaviour
switch (action.type) {
case ACTION_WALK:
if (!_room->handleActionWithBitmask(action)) {
Common::String animFilename = getCrewmanAnimFilename(OBJECT_KIRK, "walk");
Common::Point mousePos = _gfx->getMousePos();
actorWalkToPosition(OBJECT_KIRK, animFilename, _kirkActor->pos.x, _kirkActor->pos.y, mousePos.x, mousePos.y);
}
break;
case ACTION_USE:
if (action.activeObject() != action.passiveObject()) {
switch (action.activeObject()) {
case OBJECT_KIRK:
// BUGFIX: Don't allow the "use" action to bypass the "disableWalking" variable
if (!(!_awayMission.disableWalking && _room->handleAction(ACTION_WALK, action.passiveObject(), 0, 0))
&& !_room->handleAction(ACTION_GET, action.passiveObject(), 0, 0)) {
showTextbox("Capt. Kirk", getLoadedText(GROUNDTX_KIRK_USE), 20, 20, TEXTCOLOR_YELLOW, 0);
}
break;
case OBJECT_SPOCK:
if (!_room->handleAction(ACTION_USE, OBJECT_ISTRICOR, action.passiveObject(), 0)) {
// BUGFIX: Original game has just "Spock" instead of "Mr. Spock" as the
// speaker. That's inconsistent.
// Same applies to other parts of this function.
showTextbox("Mr. Spock", getLoadedText(GROUNDTX_SPOCK_USE), 20, 20, TEXTCOLOR_BLUE, 0);
}
break;
case OBJECT_MCCOY:
if (!_room->handleAction(ACTION_USE, OBJECT_IMEDKIT, action.passiveObject(), 0)
&& !_room->handleAction(ACTION_USE, OBJECT_IMTRICOR, action.passiveObject(), 0)) {
// BUGFIX: Original game has just "McCoy" instead of "Dr. McCoy".
showTextbox("Dr. McCoy", getLoadedText(GROUNDTX_MCCOY_USE), 20, 20, TEXTCOLOR_BLUE, 0);
}
break;
case OBJECT_REDSHIRT:
showTextbox(NULL, getLoadedText(GROUNDTX_REDSHIRT_USE), 20, 20, TEXTCOLOR_YELLOW, 0);
break;
case OBJECT_IPHASERS:
case OBJECT_IPHASERK:
if (action.passiveObject() == OBJECT_SPOCK) {
int text = GROUNDTX_PHASER_ON_SPOCK + getRandomWord() % 8;
showTextbox("Mr. Spock", getLoadedText(text), 20, 20, TEXTCOLOR_BLUE, 0);
} else if (action.passiveObject() == OBJECT_MCCOY) {
int text = GROUNDTX_PHASER_ON_MCCOY + getRandomWord() % 8;
showTextbox("Dr. McCoy", getLoadedText(text), 20, 20, TEXTCOLOR_BLUE, 0);
} else if (action.passiveObject() == OBJECT_REDSHIRT) {
Common::String text = getLoadedText(GROUNDTX_PHASER_ON_REDSHIRT + getRandomWord() % 8);
// Replace audio filename with start of mission name (to load the
// audio for the crewman specific to the mission))
text.setChar(_missionName[0], 6);
text.setChar(_missionName[1], 7);
text.setChar(_missionName[2], 8);
showTextbox("Security Officer", text, 20, 20, TEXTCOLOR_RED, 0);
// TODO: replace "Security Officer" string with their actual name as
// an enhancement?
} else if (!_room->handleActionWithBitmask(action)) {
int index = getRandomWord() % 7;
if (index & 1)
showTextbox("Dr. McCoy", getLoadedText(GROUNDTX_PHASER_ANYWHERE + index), 20, 20, TEXTCOLOR_BLUE, 0);
else
showTextbox("Mr. Spock", getLoadedText(GROUNDTX_PHASER_ANYWHERE + index), 20, 20, TEXTCOLOR_BLUE, 0);
}
break;
case OBJECT_ISTRICOR:
showTextbox("Mr. Spock", getLoadedText(GROUNDTX_SPOCK_SCAN), 20, 20, TEXTCOLOR_BLUE, 0);
break;
case OBJECT_IMTRICOR:
showTextbox("Dr. McCoy", getLoadedText(GROUNDTX_MCCOY_SCAN), 20, 20, TEXTCOLOR_BLUE, 0);
break;
case OBJECT_ICOMM:
if (!_room->handleAction(ACTION_USE, OBJECT_ICOMM, 0xff, 0))
showTextbox("Lt. Uhura", getLoadedText(GROUNDTX_USE_COMMUNICATOR), 20, 20, TEXTCOLOR_RED, 0);
break;
case OBJECT_IMEDKIT:
showTextbox("Dr. McCoy", getLoadedText(GROUNDTX_USE_MEDKIT), 20, 20, TEXTCOLOR_BLUE, 0);
break;
default:
if (!_room->handleActionWithBitmask(action.type, action.b1, action.b2, action.b3))
showTextbox("", getLoadedText(GROUNDTX_NOTHING_HAPPENS), 20, 20, TEXTCOLOR_YELLOW, 0);
}
}
break;
case ACTION_GET:
if (!_room->handleActionWithBitmask(action.type, action.b1, action.b2, action.b3))
showTextbox("", getLoadedText(GROUNDTX_FAIL_TO_OBTAIN_ANYTHING), 20, 20, TEXTCOLOR_YELLOW, 0);
break;
case ACTION_LOOK:
if (action.activeObject() >= ITEMS_START && action.activeObject() < ITEMS_END) {
int i = action.activeObject() - ITEMS_START;
Common::String text = getLoadedText(_itemList[i].textIndex);
showTextbox("", text, 20, 20, TEXTCOLOR_YELLOW, 0);
} else if (action.activeObject() == OBJECT_KIRK)
showTextbox("", getLoadedText(GROUNDTX_LOOK_KIRK), 20, 20, TEXTCOLOR_YELLOW, 0);
else if (action.activeObject() == OBJECT_SPOCK)
showTextbox("", getLoadedText(GROUNDTX_LOOK_SPOCK), 20, 20, TEXTCOLOR_YELLOW, 0);
else if (action.activeObject() == OBJECT_MCCOY)
showTextbox("", getLoadedText(GROUNDTX_LOOK_MCCOY), 20, 20, TEXTCOLOR_YELLOW, 0);
else if (action.activeObject() == OBJECT_REDSHIRT)
showTextbox("", getLoadedText(GROUNDTX_LOOK_REDSHIRT), 20, 20, TEXTCOLOR_YELLOW, 0);
else
// Show generic "nothing of note" text.
// BUGFIX: originally this was shown after the redshirt's text as well.
// Though, the original game may not have used this default implementation
// anywhere...
showTextbox("", getLoadedText(GROUNDTX_LOOK_ANYWHERE), 20, 20, TEXTCOLOR_YELLOW, 0);
break;
case ACTION_TALK:
switch (action.activeObject()) {
case OBJECT_KIRK:
case OBJECT_SPOCK:
case OBJECT_MCCOY:
case OBJECT_REDSHIRT:
showTextbox("", getLoadedText(GROUNDTX_TALK_TO_CREWMAN), 20, 20, TEXTCOLOR_YELLOW, 0);
break;
default:
showTextbox("", getLoadedText(GROUNDTX_NO_RESPONSE), 20, 20, TEXTCOLOR_YELLOW, 0);
break;
}
break;
case ACTION_TOUCHED_WARP:
if (!_room->handleActionWithBitmask(action)) {
byte warpIndex = action.b1;
int16 roomIndex = _room->readRdfWord(RDF_WARP_ROOM_INDICES + warpIndex * 2);
unloadRoom();
_sound->loadMusicFile("ground");
loadRoom(_missionName, roomIndex);
initAwayCrewPositions(warpIndex ^ 1);
}
break;
default:
_room->handleActionWithBitmask(action);
break;
}
}
void StarTrekEngine::checkTouchedLoadingZone(int16 x, int16 y) {
int16 offset = _room->getFirstDoorPolygonOffset();
while (offset != _room->getDoorPolygonEndOffset()) {
if (_room->isPointInPolygon(offset, x, y)) {
uint16 var = _room->readRdfWord(offset);
if (_activeDoorWarpHotspot != var) {
_activeDoorWarpHotspot = var;
addAction(ACTION_TOUCHED_HOTSPOT, var & 0xff, 0, 0);
}
return;
}
int16 numVertices = _room->readRdfWord(offset + 2);
offset += numVertices * 4 + 4;
}
_activeDoorWarpHotspot = -1;
if (_awayMission.crewDownBitset == 0 && _warpHotspotsActive) {
offset = _room->getFirstWarpPolygonOffset();
while (offset != _room->getWarpPolygonEndOffset()) {
if (_room->isPointInPolygon(offset, x, y)) {
uint16 var = _room->readRdfWord(offset);
if (_activeWarpHotspot != var) {
_activeWarpHotspot = var;
addAction(ACTION_TOUCHED_WARP, var & 0xff, 0, 0);
}
return;
}
int16 numVertices = _room->readRdfWord(offset + 2);
offset += numVertices * 4 + 4;
}
}
_activeWarpHotspot = -1;
}
void StarTrekEngine::updateAwayMissionTimers() {
for (int i = 0; i < 8; i++) {
if (_awayMission.timers[i] == 0)
continue;
_awayMission.timers[i]--;
if (_awayMission.timers[i] == 0)
addAction(ACTION_TIMER_EXPIRED, i, 0, 0);
}
}
bool StarTrekEngine::isPositionSolid(int16 x, int16 y) {
assert(x >= 0 && x < SCREEN_WIDTH && y >= 0 && y < SCREEN_HEIGHT);
_mapFile->seek((y * SCREEN_WIDTH + x) / 8, SEEK_SET);
return _mapFile->readByte() & (0x80 >> (x % 8));
}
void StarTrekEngine::loadRoomIndex(int roomIndex, int spawnIndex) {
unloadRoom();
_sound->loadMusicFile("ground");
loadRoom(_missionName, roomIndex);
initAwayCrewPositions(spawnIndex % 6);
// WORKAROUND: original game calls "retrieveStackVars" to return execution directly to
// the top of "runAwayMission". That can't really be done here. But does it matter?
}
} // End of namespace StarTrek
|