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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.
+ *
+ */
+
+// Common code for all rooms in LOVE mission.
+// TODO: from a cursory glance, this seems to be different in the floppy version?
+
+#include "startrek/room.h"
+
+namespace StarTrek {
+
+// Mccoy or Ferris say something under effects of laughing gas
+void Room::loveaTimer0Expired() {
+ const TextRef ferrisText[] = {
+ TX_LOV0_039,
+ TX_LOV0_048,
+ TX_LOV0_045,
+ TX_LOV0_040,
+ TX_LOV0_042,
+ TX_LOV0_050,
+ TX_LOV0_043,
+ TX_LOV0_041,
+ TX_LOV0_047,
+ TX_LOV0_046,
+ TX_LOV0_039
+ };
+
+ const TextRef mccoyText[] = {
+ TX_LOV0_011,
+ TX_LOV0_020,
+ TX_LOV0_016,
+ TX_LOV0_012,
+ TX_LOV0_014,
+ TX_LOV0_022,
+ TX_LOV0_015,
+ TX_LOV0_021,
+ TX_LOV0_013,
+ TX_LOV0_019,
+ TX_LOV0_017
+ };
+
+ // BUGFIX: should range from 0-1, not 0-2. Original had "get name errors" when it
+ // rolled a 2.
+ byte randomVal = getRandomWordInRange(0, 1);
+ TextRef speaker;
+
+ const TextRef *textTable;
+
+ if (randomVal == 0 || _vm->_awayMission.redshirtDead) {
+ speaker = TX_SPEAKER_MCCOY;
+ textTable = mccoyText;
+ }
+ else {
+ speaker = TX_SPEAKER_FERRIS;
+ textTable = ferrisText;
+ }
+
+ randomVal = getRandomWordInRange(0, 10);
+
+ showText(speaker, textTable[randomVal]);
+
+ if (!_vm->_awayMission.love.releasedRomulanLaughingGas) {
+ const int spockText[] = {
+ TX_LOV0_029,
+ TX_LOV0_033,
+ TX_LOV0_026,
+ TX_LOV0_124
+ };
+ showText(TX_SPEAKER_SPOCK, spockText[getRandomWordInRange(0, 3)]);
+
+ // BUG(?): This is in an if statement, meaning the human crewmen stop talking from
+ // laughing gas if Spock is under laughing gas effects. Might be intentional, to
+ // reduce "spamming" of text?
+ _vm->_awayMission.timers[0] = getRandomWordInRange(200, 400);
+ }
+}
+
+// Spock says something under effects of laughing gas
+void Room::loveaTimer1Expired() {
+ const int spockText[] = {
+ TX_LOV0_025,
+ TX_LOV0_101,
+ TX_LOV0_102,
+ TX_LOV0_103,
+ TX_LOV0_104,
+ TX_LOV0_105,
+ TX_LOV0_106,
+ TX_LOV0_107
+ };
+
+ showText(TX_SPEAKER_SPOCK, spockText[getRandomWordInRange(0, 7)]);
+
+ _vm->_awayMission.timers[1] = getRandomWordInRange(200, 400);
+}
+
+void Room::loveaUseMedkitOnSpock() {
+ if (_vm->_awayMission.love.spockCured)
+ showText(TX_SPEAKER_MCCOY, TX_LOV5_015);
+ else
+ showText(TX_SPEAKER_MCCOY, TX_LOV5_019);
+}
+
+void Room::loveaUseCureSampleOnSpock() {
+ if (_vm->_awayMission.love.spockCured) {
+ walkCrewman(OBJECT_SPOCK, _roomVar.love.cmnXPosToCureSpock, _roomVar.love.cmnYPosToCureSpock, 99);
+ walkCrewman(OBJECT_MCCOY, _roomVar.love.cmnXPosToCureSpock, _roomVar.love.cmnYPosToCureSpock + 10, 99);
+ }
+ else
+ showText(TX_SPEAKER_MCCOY, TX_LOVA_F55);
+}
+
+
+void Room::loveaUseCureOnSpock() {
+ if (_vm->_awayMission.love.spockCured)
+ showText(TX_SPEAKER_MCCOY, TX_LOV5_015);
+ else {
+ walkCrewman(OBJECT_SPOCK, _roomVar.love.cmnXPosToCureSpock, _roomVar.love.cmnYPosToCureSpock, 99);
+ walkCrewman(OBJECT_MCCOY, _roomVar.love.cmnXPosToCureSpock, _roomVar.love.cmnYPosToCureSpock + 10, 99);
+ }
+}
+
+void Room::loveaSpockOrMccoyInPositionToUseCure() {
+ _roomVar.love.spockAndMccoyReadyToUseCure++;
+ if (_roomVar.love.spockAndMccoyReadyToUseCure == 2)
+ loadActorAnim2(OBJECT_MCCOY, "musemn", -1, -1, 99);
+}
+
+void Room::loveaFinishedCuringSpock() {
+ showText(TX_SPEAKER_MCCOY, TX_LOV5_030);
+ showText(TX_SPEAKER_SPOCK, TX_LOV5_038);
+ showText(TX_SPEAKER_MCCOY, TX_LOV5_027);
+ showText(TX_SPEAKER_SPOCK, TX_LOV5C001);
+}
+
+
+// Timer 2 counts down the time until Spock and the Romulans succumb to the virus.
+// BUG(-ish): once Spock is cured, the romulans will never succumb to the virus.
+void Room::loveaTimer2Expired() {
+ if (!_vm->_awayMission.love.spockCured) {
+ _vm->_awayMission.love.spockInfectionCounter++;
+ if (_vm->_awayMission.love.spockInfectionCounter >= 100) { // Spock succumbs, game over
+ loadActorAnim(OBJECT_SPOCK, "sgetdn", -1, -1, 0);
+ playMidiMusicTracks(2, -1); // FIXME: assembly had no second parameter...?
+ showText(TX_GENER004);
+ showGameOverMenu();
+ }
+ else if (_vm->_awayMission.love.spockInfectionCounter == 15) {
+ showText(TX_SPEAKER_SPOCK, TX_SPOKCOFF);
+ _vm->_awayMission.love.spockInfectionCounter++;
+ }
+ else if (_vm->_awayMission.love.spockInfectionCounter == 30) {
+ showText(TX_SPEAKER_MCCOY, TX_LOVA_F08);
+ _vm->_awayMission.love.spockInfectionCounter++;
+ }
+ else if (_vm->_awayMission.love.spockInfectionCounter == 45) {
+ showText(TX_SPEAKER_SPOCK, TX_SPOKCOFF);
+ _vm->_awayMission.love.spockInfectionCounter++;
+ }
+ else if (_vm->_awayMission.love.spockInfectionCounter == 60) {
+ showText(TX_SPEAKER_SPOCK, TX_LOVA_F54);
+ _vm->_awayMission.love.romulansUnconsciousFromVirus = true;
+ _vm->_awayMission.love.spockInfectionCounter++;
+ }
+ }
+
+ _vm->_awayMission.timers[2] = 200;
+}
+
+void Room::loveaUseMTricorderOnSpock() {
+ // Mccoy doesn't do his animation, I guess because he doesn't know which way to face?
+ // (possible future enhancement?)
+ playSoundEffectIndex(SND_TRICORDER);
+
+ if (_vm->_awayMission.love.spockCured)
+ showText(TX_SPEAKER_MCCOY, TX_LOVA_F01);
+ else if (!_vm->_awayMission.love.knowAboutVirus)
+ showText(TX_SPEAKER_MCCOY, TX_LOVA_F02);
+ else if (_vm->_awayMission.love.spockInfectionCounter < 10)
+ showText(TX_SPEAKER_MCCOY, TX_LOVA_F04);
+ else if (_vm->_awayMission.love.spockInfectionCounter < 30)
+ showText(TX_SPEAKER_MCCOY, TX_LOVA_F03);
+ else if (_vm->_awayMission.love.spockInfectionCounter < 50)
+ showText(TX_SPEAKER_MCCOY, TX_LOVA_F08);
+ else if (_vm->_awayMission.love.spockInfectionCounter < 70) // BUGFIX: < 70 instead of == 70
+ showText(TX_SPEAKER_MCCOY, TX_TUG2_010);
+ else if (_vm->_awayMission.love.spockInfectionCounter < 100)
+ showText(TX_SPEAKER_MCCOY, TX_LOVA_F10);
+ else
+ showText(TX_SPEAKER_MCCOY, TX_LOVA_100);
+}
+
+void Room::loveaUseMTricorderOnHuman() {
+ playSoundEffectIndex(SND_TRICORDER);
+ showText(TX_SPEAKER_MCCOY, TX_LOVA_F07);
+}
+
+void Room::loveaUseRomulanLaughingGas() {
+ showText(TX_LOV2N005);
+ _vm->_awayMission.love.releasedRomulanLaughingGas = true;
+ loseItem(OBJECT_IRLG);
+
+ // BUGFIX: start the effects immediately
+ _vm->_awayMission.timers[1] = getRandomWordInRange(200, 400);
+}
+
+void Room::loveaUseHumanLaughingGas() {
+ showText(TX_LOV2N005);
+ showText(TX_SPEAKER_SPOCK, TX_MUD2_040);
+ _vm->_awayMission.love.releasedHumanLaughingGas = true;
+ loseItem(OBJECT_IN2O);
+ playMidiMusicTracks(3, -1); // FIXME: assembly had no second parameter...?
+
+ // BUGFIX: start the effects immediately
+ _vm->_awayMission.timers[0] = getRandomWordInRange(200, 400);
+}
+
+void Room::loveaUseAmmonia() {
+ showText(TX_LOV2N005);
+ // TODO: redshirt says something in floppy edition only
+ loseItem(OBJECT_INH3);
+}
+
+void Room::loveaUseCommunicator() {
+ // There were originally number of branches here, based on whether we've got the cure
+ // and whether we've contacted the enterprise already; but all of them branch to the
+ // exact same code.
+ // TODO: perhaps the floppy edition had different text for each case.
+
+ showText(TX_SPEAKER_KIRK, TX_MUD4_018);
+ showText(TX_SPEAKER_UHURA, TX_BRIDU146);
+ showText(TX_SPEAKER_KIRK, TX_VENA_F41);
+ _vm->_awayMission.love.contactedEnterpriseBeforeCure = true;
+}
+
+}