scummvm/engines/startrek/room.cpp

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/* 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"
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#include "startrek/iwfile.h"
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#include "startrek/room.h"
#include "startrek/startrek.h"
#include "rooms/function_map.h"
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// 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 = sizeof(ROOM##ActionList) / sizeof(RoomAction);\
}\
}
#define ADD_ROOM(ROOM) {\
if (name.equalsIgnoreCase(#ROOM)) {\
_roomActionList = ROOM##ActionList;\
_numRoomActions = ROOM##NumActions;\
}\
}
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namespace StarTrek {
Room::Room(StarTrekEngine *vm, const Common::String &name) : _vm(vm) {
SharedPtr<FileStream> rdfFile = _vm->loadFile(name + ".RDF");
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int size = rdfFile->size();
_rdfData = new byte[size];
rdfFile->read(_rdfData, size);
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_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);
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ADD_ROOM(trial0);
ADD_ROOM(trial1);
ADD_ROOM(trial2);
ADD_ROOM(trial3);
ADD_ROOM(trial4);
ADD_ROOM(trial5);
if (_roomActionList == nullptr) {
warning("Room \"%s\" unimplemented", name.c_str());
_numRoomActions = 0;
}
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memset(&_roomVar, 0, sizeof(_roomVar));
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}
Room::~Room() {
delete[] _rdfData;
}
uint16 Room::readRdfWord(int offset) {
return _rdfData[offset] | (_rdfData[offset+1]<<8);
}
bool Room::actionHasCode(const Action &action) {
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const RoomAction *roomActionPtr = _roomActionList;
int n = _numRoomActions;
while (n-- > 0) {
if (action == roomActionPtr->action)
return true;
roomActionPtr++;
}
return false;
}
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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) {
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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;
}
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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) {
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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;
}
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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) {
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int base = RDF_BEAM_IN_POSITIONS + crewmanIndex * 4;
return Common::Point(readRdfWord(base), readRdfWord(base + 2));
}
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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, 256);
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, 256);
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[0] == '\0')
_vm->removeActorFromScreen(actorIndex);
else
_vm->initStandAnim(actorIndex);
}
}
/**
* This is exactly the same as "loadActorAnim", but the game calls it at different times?
*/
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) {
int textIDs[3];
textIDs[0] = speaker;
textIDs[1] = text;
textIDs[2] = TX_BLANK;
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return showText(textIDs);
}
int Room::showText(TextRef text) {
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return showText(TX_NULL, text);
}
void Room::giveItem(int item) {
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assert(item >= ITEMS_START && item < ITEMS_END);
_vm->_itemList[item - ITEMS_START].have = true;
}
void Room::loadRoomIndex(int roomIndex, int spawnIndex) {
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if (_vm->_awayMission.crewDownBitset != 0)
return;
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_vm->_missionToLoad = _vm->_missionName;
_vm->_roomIndexToLoad = roomIndex;
_vm->_spawnIndexToLoad = spawnIndex;
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// 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...)
}
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void Room::loseItem(int item) {
assert(item >= ITEMS_START && item < ITEMS_END);
_vm->_itemList[item - ITEMS_START].have = false;
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if (_vm->_awayMission.activeAction == ACTION_USE && _vm->_awayMission.activeObject == item) {
_vm->_awayMission.activeAction = ACTION_WALK;
_vm->chooseMouseBitmapForAction(ACTION_WALK, false);
_vm->hideInventoryIcons();
}
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}
void Room::walkCrewman(int actorIndex, int16 destX, int16 destY, uint16 finishedAnimActionParam) {
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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);
}
}
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/**
* Loads a pair of .map and .iw files to change the room's collisions and pathfinding.
*/
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");
}
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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);
}
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bool Room::haveItem(int item) {
return _vm->_itemList[item - 0x40].have;
}
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Common::Point Room::getActorPos(int actorIndex) {
return _vm->_actorList[actorIndex].pos;
}
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/**
* Returns a word in range [start, end] (that's inclusive).
*/
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);
}
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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[0] = '\0';
_vm->_spockActor->animationString[0] = '\0';
_vm->_mccoyActor->animationString[0] = '\0';
_vm->_redshirtActor->animationString[0] = '\0';
playSoundEffectIndex(8);
while (_vm->_kirkActor->spriteDrawn)
_vm->handleAwayMissionEvents();
_vm->_awayMission.disableInput = false;
// TODO: game mode switch
}
void Room::showGameOverMenu() { // TODO: takes an optional parameter?
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_vm->showGameOverMenu();
// TODO: finish. Shouldn't do this within a room due to deletion of current room?
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}
void Room::playVoc(Common::String filename) {
_vm->_sound->playVoc(filename);
}
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void Room::stopAllVocSounds() {
_vm->_sound->stopAllVocSounds();
}
void Room::spockScan(int direction, TextRef text, bool changeDirection) {
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const char *dirs = "nsew";
Common::String anim = "sscan_";
anim.setChar(dirs[direction], 5);
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if (changeDirection) // Check whether he should turn back to original direction after scanning
_vm->_awayMission.crewDirectionsAfterWalk[OBJECT_SPOCK] = direction;
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loadActorAnim2(OBJECT_SPOCK, anim, -1, -1, 0);
playSoundEffectIndex(SND_TRICORDER);
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if (text != -1)
showText(TX_SPEAKER_SPOCK, text);
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}
void Room::mccoyScan(int direction, TextRef text, bool changeDirection) {
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const char *dirs = "nsew";
Common::String anim = "mscan_";
anim.setChar(dirs[direction], 5);
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if (changeDirection)
_vm->_awayMission.crewDirectionsAfterWalk[OBJECT_MCCOY] = direction;
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loadActorAnim2(OBJECT_MCCOY, anim, -1, -1, 0);
playSoundEffectIndex(SND_TRICORDER);
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if (text != -1)
showText(TX_SPEAKER_MCCOY, text);
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}
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}