aboutsummaryrefslogtreecommitdiff
path: root/engines/startrek/room.cpp
blob: 667b3b4496b9398563cbf5239996b0bb05d801b4 (plain)
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
/* 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/filestream.h"
#include "startrek/iwfile.h"
#include "startrek/room.h"
#include "startrek/startrek.h"

#include "rooms/function_map.h"

// TODO: Delete this macro, replacing it with the next one.
// New "[roomName]NumActions" variables need to be made before that.
#define ADD_ROOM_OLD(ROOM) {\
		if (name.equalsIgnoreCase(#ROOM)) {\
			_roomActionList = ROOM##ActionList;\
			_numRoomActions = ARRAYSIZE(ROOM##ActionList);\
		}\
	}

#define ADD_ROOM(ROOM) {\
		if (name.equalsIgnoreCase(#ROOM)) {\
			_roomActionList = ROOM##ActionList;\
			_numRoomActions = ROOM##NumActions;\
		}\
	}

namespace StarTrek {

Room::Room(StarTrekEngine *vm, const Common::String &name) : _vm(vm), _awayMission(&vm->_awayMission) {
	SharedPtr<FileStream> rdfFile = _vm->loadFile(name + ".RDF");

	int size = rdfFile->size();
	_rdfData = new byte[size];
	rdfFile->read(_rdfData, size);

	_roomIndex = name.lastChar() - '0';

	_roomActionList = nullptr;

	ADD_ROOM_OLD(demon0);
	ADD_ROOM_OLD(demon1);
	ADD_ROOM_OLD(demon2);
	ADD_ROOM_OLD(demon3);
	ADD_ROOM_OLD(demon4);
	ADD_ROOM_OLD(demon5);
	ADD_ROOM_OLD(demon6);
	ADD_ROOM_OLD(tug0);
	ADD_ROOM_OLD(tug1);
	ADD_ROOM_OLD(tug2);
	ADD_ROOM_OLD(tug3);
	ADD_ROOM_OLD(love0);
	ADD_ROOM_OLD(love1);
	ADD_ROOM_OLD(love2);
	ADD_ROOM_OLD(love3);
	ADD_ROOM_OLD(love4);
	ADD_ROOM_OLD(love5);
	ADD_ROOM_OLD(mudd0);
	ADD_ROOM_OLD(mudd1);
	ADD_ROOM_OLD(mudd2);
	ADD_ROOM_OLD(mudd3);
	ADD_ROOM_OLD(mudd4);
	ADD_ROOM_OLD(mudd5);
	ADD_ROOM_OLD(feather0);
	ADD_ROOM(feather1);
	ADD_ROOM(feather2);
	ADD_ROOM(feather3);
	ADD_ROOM(feather4);
	ADD_ROOM(feather5);
	ADD_ROOM(feather6);
	ADD_ROOM(feather7);
	ADD_ROOM(trial0);
	ADD_ROOM(trial1);
	ADD_ROOM(trial2);
	ADD_ROOM(trial3);
	ADD_ROOM(trial4);
	ADD_ROOM(trial5);
	ADD_ROOM(sins0);
	ADD_ROOM(sins1);
	ADD_ROOM(sins2);
	ADD_ROOM(sins3);
	ADD_ROOM(sins4);
	ADD_ROOM(sins5);
	ADD_ROOM(veng0);
	ADD_ROOM(veng1);
	ADD_ROOM(veng2);
	ADD_ROOM(veng3);
	ADD_ROOM(veng4);
	ADD_ROOM(veng5);
	ADD_ROOM(veng6);
	ADD_ROOM(veng7);
	ADD_ROOM(veng8);

	if (_roomActionList == nullptr) {
		warning("Room \"%s\" unimplemented", name.c_str());
		_numRoomActions = 0;
	}

	memset(&_roomVar, 0, sizeof(_roomVar));
}

Room::~Room() {
	delete[] _rdfData;
}

uint16 Room::readRdfWord(int offset) {
	return READ_LE_UINT16((_rdfData + offset));
}

bool Room::actionHasCode(const Action &action) {
	const RoomAction *roomActionPtr = _roomActionList;
	int n = _numRoomActions;

	while (n-- > 0) {
		if (action == roomActionPtr->action)
			return true;
		roomActionPtr++;
	}
	return false;
}

bool Room::actionHasCode(byte type, byte b1, byte b2, byte b3) {
	const Action a = {type, b1, b2, b3};
	return actionHasCode(a);
}

bool Room::handleAction(const Action &action) {
	const RoomAction *roomActionPtr = _roomActionList;
	int n = _numRoomActions;

	while (n-- > 0) {
		if (action == roomActionPtr->action) {
			_vm->_awayMission.rdfStillDoDefaultAction = false;
			(this->*(roomActionPtr->funcPtr))();
			if (!_vm->_awayMission.rdfStillDoDefaultAction)
				return true;
		}
		roomActionPtr++;
	}
	return false;
}

bool Room::handleAction(byte type, byte b1, byte b2, byte b3) {
	const Action a = {type, b1, b2, b3};
	return handleAction(a);
}

bool Room::handleActionWithBitmask(const Action &action) {
	const RoomAction *roomActionPtr = _roomActionList;
	int n = _numRoomActions;

	while (n-- > 0) {
		uint32 bitmask = roomActionPtr->action.getBitmask();
		if ((action.toUint32() & bitmask) == (roomActionPtr->action.toUint32() & bitmask)) {
			_vm->_awayMission.rdfStillDoDefaultAction = false;
			(this->*(roomActionPtr->funcPtr))();
			if (!_vm->_awayMission.rdfStillDoDefaultAction)
				return true;
		}
		roomActionPtr++;
	}
	return false;
}

bool Room::handleActionWithBitmask(byte type, byte b1, byte b2, byte b3) {
	Action a = {type, b1, b2, b3};
	return handleActionWithBitmask(a);
}

Common::Point Room::getBeamInPosition(int crewmanIndex) {
	int base = RDF_BEAM_IN_POSITIONS + crewmanIndex * 4;
	return Common::Point(readRdfWord(base), readRdfWord(base + 2));
}

Common::Point Room::getSpawnPosition(int crewmanIndex) {
	int base = RDF_SPAWN_POSITIONS + crewmanIndex * 4;
	return Common::Point(readRdfWord(base), readRdfWord(base + 2));
}

// For actions of type ACTION_FINISHED_ANIMATION or ACTION_FINISHED_WALKING, this takes
// a function pointer and returns the index corresponding to that callback.
// Creates a fatal error on failure.
int Room::findFunctionPointer(int action, void (Room::*funcPtr)()) {
	assert(action == ACTION_FINISHED_ANIMATION || action == ACTION_FINISHED_WALKING);

	for (int i = 0; i < _numRoomActions; i++) {
		if (_roomActionList[i].action.type == action && _roomActionList[i].funcPtr == funcPtr)
			return _roomActionList[i].action.b1;
	}

	if (action == ACTION_FINISHED_ANIMATION)
		error("Couldn't find FINISHED_ANIMATION function pointer");
	else
		error("Couldn't find FINISHED_WALKING function pointer");
}

// Interface for room-specific code

void Room::loadActorAnim(int actorIndex, Common::String anim, int16 x, int16 y, uint16 finishedAnimActionParam) {
	Actor *actor = &_vm->_actorList[actorIndex];

	if (x == -1 || y == -1) {
		x = actor->sprite.pos.x;
		y = actor->sprite.pos.y;
	}

	if (actorIndex >= 0 && actorIndex < SCALED_ACTORS_END)
		_vm->loadActorAnimWithRoomScaling(actorIndex, anim, x, y);
	else
		_vm->loadActorAnim(actorIndex, anim, x, y, 1.0);

	if (finishedAnimActionParam != 0) {
		actor->triggerActionWhenAnimFinished = true;
		actor->finishedAnimActionParam = finishedAnimActionParam;
	}
}

// Same as above, but accepts a callback for when the animation finished (instead of an
// integer for an action)
void Room::loadActorAnimC(int actorIndex, Common::String anim, int16 x, int16 y, void (Room::*funcPtr)()) {
	Actor *actor = &_vm->_actorList[actorIndex];

	if (x == -1 || y == -1) {
		x = actor->sprite.pos.x;
		y = actor->sprite.pos.y;
	}

	if (actorIndex >= 0 && actorIndex < SCALED_ACTORS_END)
		_vm->loadActorAnimWithRoomScaling(actorIndex, anim, x, y);
	else
		_vm->loadActorAnim(actorIndex, anim, x, y, 1.0);

	if (funcPtr != nullptr) {
		actor->triggerActionWhenAnimFinished = true;
		actor->finishedAnimActionParam = findFunctionPointer(ACTION_FINISHED_ANIMATION, funcPtr);
	}
}

void Room::loadActorStandAnim(int actorIndex) {
	if (_vm->_awayMission.redshirtDead && actorIndex == OBJECT_REDSHIRT)
		_vm->removeActorFromScreen(actorIndex);
	else {
		Actor *actor = &_vm->_actorList[actorIndex];
		if (actor->animationString.empty())
			_vm->removeActorFromScreen(actorIndex);
		else
			_vm->initStandAnim(actorIndex);
	}
}

void Room::loadActorAnim2(int actorIndex, Common::String anim, int16 x, int16 y, uint16 finishedAnimActionParam) {
	loadActorAnim(actorIndex, anim, x, y, finishedAnimActionParam);
}

int Room::showRoomSpecificText(const char **array) {
	Common::String speaker;
	byte textColor;

	if (array[0] != nullptr && array[0][0] != '\0') {
		speaker = Common::String(array[0]);
		if (speaker.equalsIgnoreCase("Capt. Kirk"))
			textColor = TEXTCOLOR_YELLOW;
		else if (speaker.equalsIgnoreCase("Mr. Spock"))
			textColor = TEXTCOLOR_BLUE;
		else if (speaker.equalsIgnoreCase("Dr. McCoy"))
			textColor = TEXTCOLOR_BLUE;
		else if (speaker.equalsIgnoreCase("Mr. Chekov"))
			textColor = TEXTCOLOR_YELLOW;
		else if (speaker.equalsIgnoreCase("Mr. Scott"))
			textColor = TEXTCOLOR_RED;
		else if (speaker.hasPrefixIgnoreCase("Lt"))
			textColor = TEXTCOLOR_RED;
		else if (speaker.hasPrefixIgnoreCase("Ensign"))
			textColor = TEXTCOLOR_RED;
		else
			textColor = TEXTCOLOR_GREY;
	} else
		textColor = TEXTCOLOR_YELLOW;

	return _vm->showText(&StarTrekEngine::readTextFromArrayWithChoices, (uintptr)array, 20, 20, textColor, true, false, false);
}

int Room::showText(const TextRef *textIDs) {
	int numIDs = 0;
	while (textIDs[numIDs] != TX_BLANK)
		numIDs++;

	const char **text = (const char **)malloc(sizeof(const char *) * (numIDs + 1));
	for (int i = 0; i <= numIDs; i++)
		text[i] = g_gameStrings[textIDs[i]];
	int retval = showRoomSpecificText(text);
	free(text);

	return retval;
}

int Room::showText(TextRef speaker, TextRef text) {
	TextRef textIDs[3];
	textIDs[0] = speaker;
	textIDs[1] = text;
	textIDs[2] = TX_BLANK;
	return showText(textIDs);
}

int Room::showText(TextRef text) {
	return showText(TX_NULL, text);
}

void Room::giveItem(int item) {
	assert(item >= ITEMS_START && item < ITEMS_END);
	_vm->_itemList[item - ITEMS_START].have = true;
}

void Room::loadRoomIndex(int roomIndex, int spawnIndex) {
	if (_vm->_awayMission.crewDownBitset != 0)
		return;

	_vm->_missionToLoad = _vm->_missionName;
	_vm->_roomIndexToLoad = roomIndex;
	_vm->_spawnIndexToLoad = spawnIndex;

	// WORKAROUND: original game manipulates the stack to return directly to the start of
	// "runAwayMission". Instead, we set some variables and the room will be changed
	// later. (We wouldn't want to delete the room we're currently in...)
}

void Room::loseItem(int item) {
	assert(item >= ITEMS_START && item < ITEMS_END);
	_vm->_itemList[item - ITEMS_START].have = false;

	if (_vm->_awayMission.activeAction == ACTION_USE && _vm->_awayMission.activeObject == item) {
		_vm->_awayMission.activeAction = ACTION_WALK;
		_vm->chooseMouseBitmapForAction(ACTION_WALK, false);
		_vm->hideInventoryIcons();
	}
}

void Room::walkCrewman(int actorIndex, int16 destX, int16 destY, uint16 finishedAnimActionParam) {
	if (!(actorIndex >= OBJECT_KIRK && actorIndex <= OBJECT_REDSHIRT))
		error("Tried to walk a non PC");

	Actor *actor = &_vm->_actorList[actorIndex];
	Common::String anim = _vm->getCrewmanAnimFilename(actorIndex, "walk");
	bool success = _vm->actorWalkToPosition(actorIndex, anim, actor->pos.x, actor->pos.y, destX, destY);

	if (success && finishedAnimActionParam != 0) {
		actor->triggerActionWhenAnimFinished = true;
		actor->finishedAnimActionParam = finishedAnimActionParam;
	}
}

// Same as above, but with a function callback instead of an integer value to generate an
// action
void Room::walkCrewmanC(int actorIndex, int16 destX, int16 destY, void (Room::*funcPtr)()) {
	if (!(actorIndex >= OBJECT_KIRK && actorIndex <= OBJECT_REDSHIRT))
		error("Tried to walk a non PC");

	Actor *actor = &_vm->_actorList[actorIndex];
	Common::String anim = _vm->getCrewmanAnimFilename(actorIndex, "walk");
	bool success = _vm->actorWalkToPosition(actorIndex, anim, actor->pos.x, actor->pos.y, destX, destY);

	if (success && funcPtr != nullptr) {
		actor->triggerActionWhenAnimFinished = true;
		actor->finishedAnimActionParam = 0;
		actor->finishedAnimActionParam = findFunctionPointer(ACTION_FINISHED_WALKING, funcPtr);
	}
}

void Room::loadMapFile(const Common::String &name) {
	_vm->_mapFilename = name;
	_vm->_iwFile.reset();
	_vm->_mapFile.reset();
	_vm->_iwFile = SharedPtr<IWFile>(new IWFile(_vm, name + ".iw"));
	_vm->_mapFile = _vm->loadFile(name + ".map");
}

void Room::showBitmapFor5Ticks(const Common::String &bmpName, int priority) {
	if (priority < 0 || priority > 15)
		priority = 5;

	Sprite sprite;
	_vm->_gfx->addSprite(&sprite);
	sprite.setXYAndPriority(0, 0, priority);
	sprite.setBitmap(_vm->_gfx->loadBitmap(bmpName));

	_vm->_gfx->drawAllSprites();

	TrekEvent event;
	int ticks = 0;

	while (ticks < 5) {
		while (!_vm->popNextEvent(&event));

		if (event.type == TREKEVENT_TICK)
			ticks++;
	}

	sprite.dontDrawNextFrame();
	_vm->_gfx->drawAllSprites();
	_vm->_gfx->delSprite(&sprite);
}

bool Room::haveItem(int item) {
	return _vm->_itemList[item - 0x40].have;
}

Common::Point Room::getActorPos(int actorIndex) {
	return _vm->_actorList[actorIndex].pos;
}

int16 Room::getRandomWordInRange(int start, int end) {
	return _vm->getRandomWord() % (end - start + 1) + start;
}

void Room::playSoundEffectIndex(int soundEffect) {
	_vm->playSoundEffectIndex(soundEffect);
}

void Room::playMidiMusicTracks(int startTrack, int loopTrack) {
	_vm->playMidiMusicTracks(startTrack, loopTrack);
}

void Room::endMission(int16 score, int16 arg1, int16 arg2) {
	_vm->_awayMission.disableInput = true;

	for (int i = 0; i < (_vm->_awayMission.redshirtDead ? 3 : 4); i++) {
		Actor *actor = &_vm->_actorList[i];
		Common::String anim = _vm->getCrewmanAnimFilename(i, "teled");
		_vm->loadActorAnimWithRoomScaling(i, anim, actor->sprite.pos.x, actor->sprite.pos.y);
	}

	_vm->_kirkActor->animationString.clear();
	_vm->_spockActor->animationString.clear();
	_vm->_mccoyActor->animationString.clear();
	_vm->_redshirtActor->animationString.clear();

	playSoundEffectIndex(8);

	while (_vm->_kirkActor->spriteDrawn)
		_vm->handleAwayMissionEvents();

	_vm->_awayMission.disableInput = false;

	// TODO: This is a stopgap measure (loading the next away mission immediately).
	// Replace this with the proper code later.
	_vm->_gameMode = GAMEMODE_BEAMDOWN;
	if (_vm->_missionName == "DEMON")
		_vm->_missionToLoad = "TUG";
	if (_vm->_missionName == "TUG")
		_vm->_missionToLoad = "LOVE";
	if (_vm->_missionName == "LOVE")
		_vm->_missionToLoad = "MUDD";
	if (_vm->_missionName == "MUDD")
		_vm->_missionToLoad = "FEATHER";
	if (_vm->_missionName == "FEATHER")
		_vm->_missionToLoad = "TRIAL";
	if (_vm->_missionName == "TRIAL")
		_vm->_missionToLoad = "SINS";
	if (_vm->_missionName == "SINS")
		_vm->_missionToLoad = "VENG";
	_vm->_roomIndexToLoad = 0;
}

void Room::showGameOverMenu() { // TODO: takes an optional parameter?
	_vm->showGameOverMenu();
	// TODO: finish. Shouldn't do this within a room due to deletion of current room?
}

int Room::showCodeInputBox(const char * const *codes) {
	Common::String inputString = _vm->showCodeInputBox();

	// ENHANCEMENT: Extra condition for "nothing entered"
	if (inputString.empty())
		return -1;

	int retval = 0;
	int code = 0;

	while (codes[code] != nullptr) {
		if (strcmp(codes[code], inputString.c_str()) == 0)
			retval = code + 1;
		code++;
	}

	return retval;
}

void Room::showRepublicMap(int16 arg0, int16 arg2) {
	_vm->showRepublicMap(arg0, arg2);
}

void Room::playVoc(Common::String filename) {
	_vm->_sound->playVoc(filename);
}

void Room::stopAllVocSounds() {
	_vm->_sound->stopAllVocSounds();
}

Common::String Room::getCrewmanAnimFilename(int object, const Common::String &str) {
	return _vm->getCrewmanAnimFilename(object, str);
}

void Room::spockScan(int direction, TextRef text, bool changeDirection) {
	const char *dirs = "nsew";
	Common::String anim = "sscan_";
	anim.setChar(dirs[direction], 5);

	if (changeDirection) // Check whether he should turn back to original direction after scanning
		_vm->_awayMission.crewDirectionsAfterWalk[OBJECT_SPOCK] = direction;

	loadActorAnim2(OBJECT_SPOCK, anim, -1, -1, 0);
	playSoundEffectIndex(SND_TRICORDER);

	if (text != -1)
		showText(TX_SPEAKER_SPOCK, text);
}

void Room::mccoyScan(int direction, TextRef text, bool changeDirection) {
	const char *dirs = "nsew";
	Common::String anim = "mscan_";
	anim.setChar(dirs[direction], 5);

	if (changeDirection)
		_vm->_awayMission.crewDirectionsAfterWalk[OBJECT_MCCOY] = direction;

	loadActorAnim2(OBJECT_MCCOY, anim, -1, -1, 0);
	playSoundEffectIndex(SND_TRICORDER);

	if (text != -1)
		showText(TX_SPEAKER_MCCOY, text);
}

} // End of namespace StarTrek