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authorMatthew Stewart2018-08-07 22:34:05 -0400
committerEugene Sandulenko2018-08-09 08:37:30 +0200
commitebc6f194c27f23b74df1fb8a8fb8aed43fcdd050 (patch)
treea90321df4a15e25bde1e413ed92c203db0e0b32a /engines/startrek/rooms
parenta089dc23f7fa76cec77f235efa9262413ea7cd78 (diff)
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STARTREK: VENG3
Diffstat (limited to 'engines/startrek/rooms')
-rw-r--r--engines/startrek/rooms/veng1.cpp2
-rw-r--r--engines/startrek/rooms/veng3.cpp346
2 files changed, 345 insertions, 3 deletions
diff --git a/engines/startrek/rooms/veng1.cpp b/engines/startrek/rooms/veng1.cpp
index 994453bdbd..dc39eb588b 100644
--- a/engines/startrek/rooms/veng1.cpp
+++ b/engines/startrek/rooms/veng1.cpp
@@ -390,7 +390,7 @@ void Room::veng1TriedToGetDebris() {
}
}
-void Room::veng1UseMccoyOnDeadGuy() {
+void Room::veng1UseMccoyOnDeadGuy() { // NOTE: Identical to function in VENG3
int val = getRandomWordInRange(0, 5);
switch (val) {
diff --git a/engines/startrek/rooms/veng3.cpp b/engines/startrek/rooms/veng3.cpp
index 5c0e3c8867..f4a6a95c1d 100644
--- a/engines/startrek/rooms/veng3.cpp
+++ b/engines/startrek/rooms/veng3.cpp
@@ -23,19 +23,361 @@
#include "startrek/room.h"
#define OBJECT_DOOR 8
+#define OBJECT_SICKBAY_DOOR 9
+#define OBJECT_DEBRIS 10
+#define OBJECT_CABLE 11
+#define OBJECT_DEAD_GUY 12
+#define OBJECT_SUPPORT_BEAM 13
-#define HOTSPOT_20 0x20
+#define HOTSPOT_TURBOLIFT_2_DOOR 0x20
+#define HOTSPOT_SICKBAY_DOOR 0x21
namespace StarTrek {
extern const RoomAction veng3ActionList[] = {
- { {ACTION_TICK, 1, 0, 0}, &Room::veng3Tick1 },
+ { {ACTION_TICK, 1, 0, 0}, &Room::veng3Tick1 },
+ { {ACTION_TICK, 15, 0, 0}, &Room::veng3Tick15 },
+ { {ACTION_TOUCHED_WARP, 0, 0, 0}, &Room::veng3TouchedTurbolift2 },
+ { {ACTION_TOUCHED_WARP, 1, 0, 0}, &Room::veng3TouchedTurbolift1 },
+
+ { {ACTION_WALK, OBJECT_DEBRIS, 0, 0}, &Room::veng3WalkToDoor },
+ { {ACTION_WALK, HOTSPOT_TURBOLIFT_2_DOOR, 0, 0}, &Room::veng3WalkToDoor },
+ { {ACTION_DONE_WALK, 2, 0, 0}, &Room::veng3ReachedTurbolift2 },
+ { {ACTION_DONE_ANIM, 1, 0, 0}, &Room::veng3Turbolift2Opened },
+
+ { {ACTION_WALK, OBJECT_SICKBAY_DOOR, 0, 0}, &Room::veng3WalkToSickbayDoor },
+ { {ACTION_WALK, HOTSPOT_SICKBAY_DOOR, 0, 0}, &Room::veng3WalkToSickbayDoor },
+ { {ACTION_DONE_WALK, 9, 0, 0}, &Room::veng3ReachedSickbayDoor },
+ { {ACTION_DONE_ANIM, 10, 0, 0}, &Room::veng3SickbayDoorOpened },
+
+ { {ACTION_USE, OBJECT_ISTRICOR, OBJECT_SUPPORT_BEAM, 0}, &Room::veng3LookAtSupportBeam },
+ { {ACTION_LOOK, OBJECT_SUPPORT_BEAM, 0, 0}, &Room::veng3LookAtSupportBeam },
+
+ { {ACTION_LOOK, OBJECT_DEBRIS, 0, 0}, &Room::veng3LookAtDebris },
+ { {ACTION_LOOK, HOTSPOT_TURBOLIFT_2_DOOR, 0, 0}, &Room::veng3LookAtTurbolift2Door },
+ { {ACTION_LOOK, OBJECT_SICKBAY_DOOR, 0, 0}, &Room::veng3LookAtSickbayDoor },
+ { {ACTION_LOOK, HOTSPOT_SICKBAY_DOOR, 0, 0}, &Room::veng3LookAtSickbayDoor },
+ { {ACTION_USE, OBJECT_ISTRICOR, OBJECT_CABLE, 0}, &Room::veng3LookAtCable },
+ { {ACTION_LOOK, OBJECT_CABLE, 0, 0}, &Room::veng3LookAtCable },
+ { {ACTION_LOOK, OBJECT_DEAD_GUY, 0, 0}, &Room::veng3LookAtDeadGuy },
+ { {ACTION_LOOK, OBJECT_KIRK, 0, 0}, &Room::veng3LookAtKirk },
+ { {ACTION_LOOK, OBJECT_MCCOY, 0, 0}, &Room::veng3LookAtMccoy },
+ { {ACTION_LOOK, OBJECT_SPOCK, 0, 0}, &Room::veng3LookAtSpock },
+ { {ACTION_LOOK, OBJECT_REDSHIRT, 0, 0}, &Room::veng3LookAtRedshirt },
+ { {ACTION_LOOK, 0xff, 0, 0}, &Room::veng3LookAnywhere },
+
+ { {ACTION_USE, OBJECT_IPHASERS, OBJECT_DEBRIS, 0}, &Room::veng3UseStunPhaserOnDebris },
+ { {ACTION_USE, OBJECT_IPHASERK, OBJECT_DEBRIS, 0}, &Room::veng3UseKillPhaserOnDebris },
+ { {ACTION_DONE_WALK, 4, 0, 0}, &Room::veng3ReachedPositionToShootDebris },
+ { {ACTION_DONE_ANIM, 5, 0, 0}, &Room::veng3DrewPhaserToShootDebris },
+ { {ACTION_DONE_ANIM, 3, 0, 0}, &Room::veng3DebrisVaporized },
+ { {ACTION_DONE_ANIM, 6, 0, 0}, &Room::veng3DebrisFellAgain },
+
+ { {ACTION_USE, OBJECT_SPOCK, OBJECT_DEBRIS, 0}, &Room::veng3UseSpockOnDebris },
+ { {ACTION_USE, OBJECT_REDSHIRT, OBJECT_DEBRIS, 0}, &Room::veng3UseRedshirtOnDebris },
+ { {ACTION_USE, OBJECT_MCCOY, OBJECT_DEBRIS, 0}, &Room::veng3UseMccoyOnDebris },
+ { {ACTION_USE, OBJECT_IBEAM, OBJECT_DEBRIS, 0}, &Room::veng3UseBeamOnDebris },
+ { {ACTION_DONE_WALK, 7, 0, 0}, &Room::veng3ReachedPositionToPlaceBeam },
+ { {ACTION_DONE_ANIM, 8, 0, 0}, &Room::veng3PlacedBeam },
+ { {ACTION_USE, OBJECT_ISTRICOR, OBJECT_DEBRIS, 0}, &Room::veng3UseSTricorderOnDebris },
+ { {ACTION_USE, OBJECT_ILMD, OBJECT_DEBRIS, 0}, &Room::veng3UseMolecularSawOnDebris },
+
+ { {ACTION_TALK, OBJECT_KIRK, 0, 0}, &Room::veng3TalkToKirk },
+ { {ACTION_TALK, OBJECT_SPOCK, 0, 0}, &Room::veng3TalkToSpock },
+ { {ACTION_TALK, OBJECT_MCCOY, 0, 0}, &Room::veng3TalkToMccoy },
+ { {ACTION_TALK, OBJECT_REDSHIRT, 0, 0}, &Room::veng3TalkToRedshirt },
+ { {ACTION_GET, OBJECT_DEBRIS, 0, 0}, &Room::veng3GetDebris },
+ { {ACTION_GET, OBJECT_CABLE, 0, 0}, &Room::veng3GetCable },
+ { {ACTION_DONE_WALK, 11, 0, 0}, &Room::veng3ReachedCable },
+ { {ACTION_DONE_ANIM, 12, 0, 0}, &Room::veng3PickedUpCable },
+
+ { {ACTION_USE, OBJECT_IMEDKIT, OBJECT_DEAD_GUY, 0}, &Room::veng3UseMccoyOnDeadGuy },
+ { {ACTION_USE, OBJECT_IMTRICOR, OBJECT_DEAD_GUY, 0}, &Room::veng3UseMccoyOnDeadGuy },
+ { {ACTION_USE, OBJECT_MCCOY, OBJECT_DEAD_GUY, 0}, &Room::veng3UseMccoyOnDeadGuy },
};
extern const int veng3NumActions = ARRAYSIZE(veng3ActionList);
void Room::veng3Tick1() {
+ playVoc("VEN3LOOP");
+
+ if (_awayMission->veng.putSupportBeamInSickbayHallway)
+ loadActorAnim2(OBJECT_SUPPORT_BEAM, "s7r3bm", 0x8c, 0x61);
+
+ loadMapFile("veng3");
+
+ if (!_awayMission->veng.clearedDebris) {
+ loadActorAnim2(OBJECT_DEBRIS, "s7r3d2", 0xa5, 0x68);
+ loadMapFile("veng3b");
+ }
+
+ loadActorAnim2(OBJECT_DEAD_GUY, "s7r3c1", 0xc5, 0x99);
+
+ if (!_awayMission->veng.tookCableFromSickbayHallway)
+ loadActorAnim2(OBJECT_CABLE, "s7r3ca", 0xb7, 0x84);
+
+ loadActorAnim2(OBJECT_SICKBAY_DOOR, "s7r3dc", 0x5d, 0x80);
+}
+
+void Room::veng3Tick15() {
+ if (_awayMission->veng.kirkSuggestedReestablishingPower && !_awayMission->veng.impulseEnginesOn) {
+ showText(TX_SPEAKER_KIRK, TX_VEN0_010);
+ _awayMission->veng.kirkSuggestedReestablishingPower = true;
+ }
+}
+
+void Room::veng3TouchedTurbolift2() {
+ playSoundEffectIndex(SND_DOOR1);
+ showRepublicMap(3, 1);
+}
+
+void Room::veng3TouchedTurbolift1() {
+ playSoundEffectIndex(SND_DOOR1);
+ showRepublicMap(3, 0);
+}
+
+void Room::veng3WalkToDoor() {
+ if (_awayMission->veng.clearedDebris)
+ walkCrewmanC(OBJECT_KIRK, 0xa6, 0x6e, &Room::veng3ReachedTurbolift2);
+ else
+ showText(TX_VEN3N006);
+}
+
+void Room::veng3ReachedTurbolift2() {
+ _awayMission->disableInput = true;
+ loadActorAnimC(OBJECT_DOOR, "s7r3db", 0xa6, 0x60, &Room::veng3Turbolift2Opened);
+ playSoundEffectIndex(SND_DOOR1);
+}
+
+void Room::veng3Turbolift2Opened() {
+ walkCrewman(OBJECT_KIRK, 0xa6, 0x61);
+}
+
+void Room::veng3WalkToSickbayDoor() {
+ walkCrewmanC(OBJECT_KIRK, 0x68, 0x83, &Room::veng3ReachedSickbayDoor);
+}
+
+void Room::veng3ReachedSickbayDoor() {
+ _awayMission->disableInput = true;
+ loadActorAnimC(OBJECT_SICKBAY_DOOR, "s7r3da", 0x5b, 0x80, &Room::veng3SickbayDoorOpened);
+ playSoundEffectIndex(SND_DOOR1);
+}
+
+void Room::veng3SickbayDoorOpened() {
+ walkCrewman(OBJECT_KIRK, 0x5e, 0x83);
+}
+
+void Room::veng3LookAtSupportBeam() {
+ showText(TX_VEN3N007);
+}
+
+void Room::veng3LookAtDebris() {
+ if (!_awayMission->veng.clearedDebris)
+ showText(TX_VEN3N009);
+ else
+ showText(TX_VEN3N007); // UNUSED (debris is gone)
+}
+
+void Room::veng3LookAtTurbolift2Door() {
+ showText(TX_VEN3N012);
+
+ if (!_awayMission->veng.lookedAtTurbolift2Door) {
+ _awayMission->veng.lookedAtTurbolift2Door = true;
+ if (!_awayMission->veng.clearedDebris) {
+ showText(TX_SPEAKER_SPOCK, TX_VEN3_013);
+ showText(TX_SPEAKER_MCCOY, TX_VEN3_006);
+ }
+ }
+}
+
+void Room::veng3LookAtSickbayDoor() {
+ showText(TX_VEN3N011);
+}
+
+void Room::veng3LookAtCable() {
+ showText(TX_VEN3N013);
+}
+
+void Room::veng3LookAtDeadGuy() {
+ showText(TX_VEN3N005);
+}
+
+void Room::veng3LookAtKirk() {
+ showText(TX_VEN3N001);
+}
+
+void Room::veng3LookAtMccoy() {
+ showText(TX_VEN3N002);
+}
+
+void Room::veng3LookAtSpock() {
+ showText(TX_VEN3N004);
+}
+
+void Room::veng3LookAtRedshirt() {
+ showText(TX_VEN3N000);
+}
+
+void Room::veng3LookAnywhere() {
+ showText(TX_VEN3N003);
+}
+
+void Room::veng3UseStunPhaserOnDebris() {
+ showText(TX_SPEAKER_SPOCK, TX_VEN3_002);
+}
+
+void Room::veng3UseKillPhaserOnDebris() {
+ if (!_awayMission->veng.clearedDebris) {
+ _awayMission->disableInput = true;
+ walkCrewmanC(OBJECT_KIRK, 0x96, 0xa8, &Room::veng3ReachedPositionToShootDebris);
+ _awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_N; // ENHANCEMENT
+ }
+}
+
+void Room::veng3ReachedPositionToShootDebris() {
+ loadActorAnimC(OBJECT_KIRK, "kfiren", -1, -1, &Room::veng3DrewPhaserToShootDebris);
+}
+
+void Room::veng3DrewPhaserToShootDebris() {
+ loadActorAnimC(OBJECT_DEBRIS, "s7r3ph", 0x9c, 0x83, &Room::veng3DebrisVaporized);
+ playSoundEffectIndex(SND_PHASSHOT);
+}
+
+void Room::veng3DebrisVaporized() {
+ if (!_awayMission->veng.putSupportBeamInSickbayHallway) {
+ playVoc("MUR1E4");
+ loadActorAnimC(OBJECT_DEBRIS, "s7r3df", 0xa6, 0x60, &Room::veng3DebrisFellAgain);
+ loadActorStandAnim(OBJECT_KIRK);
+ } else {
+ _awayMission->disableInput = false;
+ loadMapFile("veng3");
+ showText(TX_SPEAKER_SPOCK, TX_VEN3_015);
+ _awayMission->veng.clearedDebris = true;
+ }
+}
+
+void Room::veng3DebrisFellAgain() {
+ loadActorAnim2(OBJECT_DEBRIS, "s7r3d2", 0xa5, 0x68);
+ _awayMission->disableInput = false;
+ showText(TX_SPEAKER_SPOCK, TX_VEN3_014);
+}
+
+void Room::veng3UseSpockOnDebris() {
+ if (!_awayMission->veng.putSupportBeamInSickbayHallway)
+ showText(TX_SPEAKER_SPOCK, TX_VEN3_008);
+ else {
+ showText(TX_SPEAKER_SPOCK, TX_VEN3_011);
+ // BUGFIX: Game would crash here due to jumping to non-code.
+ }
+}
+
+void Room::veng3UseRedshirtOnDebris() {
+ if (!_awayMission->veng.putSupportBeamInSickbayHallway)
+ showText(TX_SPEAKER_KIJE, TX_VEN3_017);
+ else {
+ // BUGFIX: Original had a "jne" opcode with no comparison beforehand, causing it
+ // to jump to some of Spock's code (TX_VEN3_007)? In any case, this makes more sense.
+ showText(TX_SPEAKER_KIJE, TX_VEN3_016);
+ }
+}
+
+void Room::veng3UseMccoyOnDebris() {
+ showText(TX_SPEAKER_MCCOY, TX_VEN3_004);
+}
+
+void Room::veng3UseBeamOnDebris() {
+ _awayMission->disableInput = true;
+ walkCrewmanC(OBJECT_KIRK, 0x94, 0x6d, &Room::veng3ReachedPositionToPlaceBeam);
+}
+
+void Room::veng3ReachedPositionToPlaceBeam() {
+ loadActorAnimC(OBJECT_KIRK, "kusemn", -1, -1, &Room::veng3PlacedBeam);
+ playVoc("MUR3E1S");
+}
+
+void Room::veng3PlacedBeam() {
+ loadActorAnim2(OBJECT_SUPPORT_BEAM, "s7r3bm", 0x8c, 0x61);
+ _awayMission->disableInput = false;
+ _awayMission->veng.putSupportBeamInSickbayHallway = true;
+ loseItem(OBJECT_IBEAM);
+}
+
+void Room::veng3UseSTricorderOnDebris() {
+ if (!_awayMission->veng.putSupportBeamInSickbayHallway)
+ spockScan(DIR_N, TX_VEN3_009);
+ else
+ spockScan(DIR_N, TX_VEN3_007);
+}
+
+void Room::veng3UseMolecularSawOnDebris() {
+ showText(TX_SPEAKER_SPOCK, TX_VEN3_010);
+}
+
+void Room::veng3TalkToKirk() {
+ showText(TX_SPEAKER_KIRK, TX_VEN3_001);
+}
+
+void Room::veng3TalkToSpock() {
+ showText(TX_SPEAKER_SPOCK, TX_VEN3_012);
+}
+
+void Room::veng3TalkToMccoy() {
+ showText(TX_SPEAKER_MCCOY, TX_VEN3_003);
+}
+
+void Room::veng3TalkToRedshirt() {
+ showText(TX_SPEAKER_KIJE, TX_VEN3_018);
+ showText(TX_SPEAKER_MCCOY, TX_VEN3_005);
+}
+
+void Room::veng3GetDebris() {
+ showText(TX_VEN3N010);
+}
+
+void Room::veng3GetCable() {
+ _awayMission->disableInput = true;
+ walkCrewmanC(OBJECT_KIRK, 0xb7, 0x85, &Room::veng3ReachedCable);
+}
+
+void Room::veng3ReachedCable() {
+ loadActorAnimC(OBJECT_KIRK, "kusehn", -1, -1, &Room::veng3PickedUpCable);
+ playVoc("MUR4E6");
+}
+
+void Room::veng3PickedUpCable() {
+ _awayMission->disableInput = false;
+ loadActorStandAnim(OBJECT_CABLE);
+ showText(TX_VEN3N014);
+ giveItem(OBJECT_ICABLE2);
+ _awayMission->veng.tookCableFromSickbayHallway = true;
+}
+
+void Room::veng3UseMccoyOnDeadGuy() { // NOTE: Identical to function in VENG1
+ int val = getRandomWordInRange(0, 5);
+
+ switch (val) {
+ case 0:
+ // NOTE: The exact text differs from the text used in DEM3. But, in order for this
+ // text indexing scheme to work, two rooms can't use the same audio with different
+ // text. Original was "He's dead, jim." instead of "He's dead, Jim...".
+ showText(TX_SPEAKER_MCCOY, TX_DEM3_019);
+ break;
+
+ case 1:
+ showText(TX_SPEAKER_MCCOY, TX_VEN4_016);
+ break;
+
+ case 2:
+ case 3:
+ showText(TX_SPEAKER_MCCOY, TX_G_014);
+ break;
+
+ case 4:
+ case 5:
+ showText(TX_SPEAKER_MCCOY, TX_VEN0_016);
+ break;
+ }
}
}