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-rw-r--r--engines/startrek/awaymission.cpp2
-rw-r--r--engines/startrek/awaymission.h7
-rw-r--r--engines/startrek/room.cpp2
-rw-r--r--engines/startrek/room.h58
-rw-r--r--engines/startrek/rooms/function_map.h60
-rw-r--r--engines/startrek/rooms/mudd1.cpp293
-rw-r--r--engines/startrek/startrek.cpp2
-rw-r--r--engines/startrek/text.h93
8 files changed, 506 insertions, 11 deletions
diff --git a/engines/startrek/awaymission.cpp b/engines/startrek/awaymission.cpp
index d87c690a69..fd1f61f6be 100644
--- a/engines/startrek/awaymission.cpp
+++ b/engines/startrek/awaymission.cpp
@@ -41,7 +41,7 @@ void StarTrekEngine::initAwayMission() {
_roomIndexToLoad = -1;
// Load crew positions for beaming in
- initAwayCrewPositions(4);
+ initAwayCrewPositions(1);
}
void StarTrekEngine::runAwayMission() {
diff --git a/engines/startrek/awaymission.h b/engines/startrek/awaymission.h
index af93218944..2e3663fc88 100644
--- a/engines/startrek/awaymission.h
+++ b/engines/startrek/awaymission.h
@@ -190,15 +190,22 @@ struct AwayMission {
struct {
byte field29; // 0x29
+ bool torpedoLoaded; // 0x33
+ bool knowAboutTorpedo; // 0x34
// True if you've combined the lense + degrimer and fired it off, discovering
// it's a weapon
bool discoveredLenseAndDegrimerFunction; // 0x3c
+ byte torpedoStatus; // 0x3d
bool gotMemoryDisk; // 0x48
bool gotLense; // 0x49
bool gotDegrimer; // 0x4a
bool enteredRoom0ForFirstTime; // 0x54
+ bool gotPointsForLoadingTorpedo; // 0x55
+ bool gotPointsForPressingRedButton; // 0x56
+ bool enteredRoom1ForFirstTime; // 0x58
+ bool field58; // 0x58
int16 missionScore; // 0x5a
} mudd;
};
diff --git a/engines/startrek/room.cpp b/engines/startrek/room.cpp
index 0076e76806..b727c2daa2 100644
--- a/engines/startrek/room.cpp
+++ b/engines/startrek/room.cpp
@@ -36,6 +36,8 @@ Room::Room(StarTrekEngine *vm, const Common::String &name) : _vm(vm) {
_rdfData = new byte[size];
rdfFile->read(_rdfData, size);
+ _roomIndex = name.lastChar() - '0';
+
// Find room-specific code table
if (name == "DEMON0") {
_roomActionList = demon0ActionList;
diff --git a/engines/startrek/room.h b/engines/startrek/room.h
index ad08ce3bd6..144434b54d 100644
--- a/engines/startrek/room.h
+++ b/engines/startrek/room.h
@@ -95,18 +95,20 @@ private:
RoomAction *_roomActionList;
int _numRoomActions;
+ int _roomIndex; // ie. for DEMON2, this is 2
+
int findFunctionPointer(int action, void (Room::*funcPtr)());
// Interface for room-specific code
- void loadActorAnim(int actorIndex, Common::String anim, int16 x, int16 y, uint16 field66 = 0); // Cmd 0x00
+ void loadActorAnim(int actorIndex, Common::String anim, int16 x = -1, int16 y = -1, uint16 field66 = 0); // Cmd 0x00
void loadActorAnimC(int actorIndex, Common::String anim, int16 x, int16 y, void (Room::*funcPtr)());// Cmd 0x00
void loadActorStandAnim(int actorIndex); // Cmd 0x01
- void loadActorAnim2(int actorIndex, Common::String anim, int16 x, int16 y, uint16 field66 = 0);// Cmd 0x02
+ void loadActorAnim2(int actorIndex, Common::String anim, int16 x = -1, int16 y = -1, uint16 field66 = 0);// Cmd 0x02
int showRoomSpecificText(const char **textAddr); // (Deprecated, use function below) // Cmd 0x03
- int showText(const TextRef *text); // Cmd 0x03
- int showText(TextRef speaker, TextRef text); // Cmd 0x03
- int showText(TextRef text); // Cmd 0x03
+ int showText(const TextRef *text); // Cmd 0x03
+ int showText(TextRef speaker, TextRef text); // Cmd 0x03
+ int showText(TextRef text); // Cmd 0x03
void giveItem(int item); // Cmd 0x04
// Command 0x05: "demon4ShowSunPuzzle"
void loadRoomIndex(int roomIndex, int spawnIndex); // Cmd 0x06
@@ -1163,6 +1165,46 @@ public:
// MUDD1
void mudd1Tick1();
+ void mudd1Timer1Expired();
+ void mudd1UseCommunicator();
+ void mudd1UseSpockOnBlueButton();
+ void mudd1SpockReachedBlueButton();
+ void mudd1SpockPressedBlueButton();
+ void mudd1CraneFinishedMoving();
+ void mudd1UseSpockOnYellowButton();
+ void mudd1SpockReachedYellowButton();
+ void mudd1SpockPressedYellowButton();
+ void mudd1UseSpockOnRedButton();
+ void mudd1SpockReachedRedButton();
+ void mudd1SpockPressedRedButton();
+ void mudd1GetTorpedo();
+ void mudd1UseSTricorderOnTorpedo();
+ void mudd1UseSTricorderOnTorpedoLauncher();
+ void mudd1UseSTricorderOnButton();
+ void mudd1UseSTricorderOnCrane();
+ void mudd1UseMedkitAnywhere();
+ void mudd1LookAnywhere();
+ void mudd1LookAtTorpedo();
+ void mudd1LookAtFallenTorpedo();
+ void mudd1LookAtTorpedoLauncher();
+ void mudd1LookAtKirk();
+ void mudd1LookAtSpock();
+ void mudd1LookAtMccoy();
+ void mudd1LookAtRedshirt();
+ void mudd1LookAtCrane();
+ void mudd1LookAtRedButton();
+ void mudd1LookAtBlueButton();
+ void mudd1LookAtYellowButton();
+ void mudd1TalkToKirk();
+ void mudd1TalkToSpock();
+ void mudd1TalkToMccoy();
+ void mudd1TalkToRedshirt();
+ void mudd1WalkToSouthDoor();
+ void mudd1TouchedHotspot2();
+ void mudd1WalkToNorthDoor();
+ void mudd1TouchedHotspot1();
+ void mudd1WalkToWestDoor();
+ void mudd1TouchedHotspot0();
// MUDD2
void mudd2Tick1();
@@ -1176,6 +1218,8 @@ public:
// MUDD5
void mudd5Tick1();
+ // MUDDA
+
private:
// Room-specific variables. This is memset'ed to 0 when the room is initialized.
union {
@@ -1283,8 +1327,8 @@ private:
} love;
struct {
- // mudd0
- bool walkingToDoor; // 0x22a9
+ // common
+ byte walkingToDoor;
} mudd;
diff --git a/engines/startrek/rooms/function_map.h b/engines/startrek/rooms/function_map.h
index 92b5f98428..23c96532bf 100644
--- a/engines/startrek/rooms/function_map.h
+++ b/engines/startrek/rooms/function_map.h
@@ -1413,10 +1413,13 @@ RoomAction mudd0ActionList[] = {
{ Action(ACTION_USE, OBJECT_ISTRICOR, 0x20, 0), &Room::mudd0UseSTricorderOnMemoryDiskBox },
{ Action(ACTION_USE, OBJECT_ISTRICOR, 0x22, 0), &Room::mudd0UseSTricorderOnDegrimerBox },
{ Action(ACTION_USE, OBJECT_IMTRICOR, 0x21, 0), &Room::mudd0UseMTricorderOnLense },
+
+ // TODO: move these to common code
{ Action(ACTION_USE, OBJECT_ILENSES, OBJECT_IDEGRIME, 0), &Room::mudd0UseLenseOnDegrimer },
{ Action(ACTION_USE, OBJECT_IALIENDV, -1, 0), &Room::mudd0UseAlienDevice },
{ Action(ACTION_FINISHED_ANIMATION, 9, 0, 0), &Room::mudd0FiredAlienDevice },
{ Action(ACTION_USE, OBJECT_IDEGRIME, -1, 0), &Room::mudd0UseDegrimer },
+
{ Action(ACTION_GET, 0x21, 0, 0), &Room::mudd0GetLense },
{ Action(ACTION_GET, 0x20, 0, 0), &Room::mudd0GetMemoryDisk },
{ Action(ACTION_GET, 0x22, 0, 0), &Room::mudd0GetDegrimer },
@@ -1442,7 +1445,64 @@ RoomAction mudd0ActionList[] = {
RoomAction mudd1ActionList[] = {
{ Action(ACTION_TICK, 1, 0, 0), &Room::mudd1Tick1 },
+ { Action(ACTION_TIMER_EXPIRED, 1, 0, 0), &Room::mudd1Timer1Expired },
+
+ { Action(ACTION_USE, OBJECT_ICOMM, -1, 0), &Room::mudd1UseCommunicator },
+ { Action(ACTION_USE, OBJECT_SPOCK, 0x23, 0), &Room::mudd1UseSpockOnBlueButton },
+ { Action(ACTION_FINISHED_WALKING, 1, 0, 0), &Room::mudd1SpockReachedBlueButton },
+ { Action(ACTION_FINISHED_ANIMATION, 1, 0, 0), &Room::mudd1SpockPressedBlueButton },
+ { Action(ACTION_FINISHED_ANIMATION, 2, 0, 0), &Room::mudd1CraneFinishedMoving },
+ { Action(ACTION_USE, OBJECT_SPOCK, 0x24, 0), &Room::mudd1UseSpockOnYellowButton },
+ { Action(ACTION_FINISHED_WALKING, 2, 0, 0), &Room::mudd1SpockReachedYellowButton },
+ { Action(ACTION_FINISHED_ANIMATION, 3, 0, 0), &Room::mudd1SpockPressedYellowButton },
+ { Action(ACTION_USE, OBJECT_SPOCK, 0x25, 0), &Room::mudd1UseSpockOnRedButton },
+ { Action(ACTION_FINISHED_WALKING, 3, 0, 0), &Room::mudd1SpockReachedRedButton },
+ { Action(ACTION_FINISHED_ANIMATION, 4, 0, 0), &Room::mudd1SpockPressedRedButton },
+
+ // Common code
+ { Action(ACTION_USE, OBJECT_ILENSES, OBJECT_IDEGRIME, 0), &Room::mudd0UseLenseOnDegrimer },
+ { Action(ACTION_USE, OBJECT_IALIENDV, -1, 0), &Room::mudd0UseAlienDevice },
+ { Action(ACTION_FINISHED_ANIMATION, 9, 0, 0), &Room::mudd0FiredAlienDevice },
+ { Action(ACTION_USE, OBJECT_IDEGRIME, -1, 0), &Room::mudd0UseDegrimer },
+
+ { Action(ACTION_GET, 9, 0, 0), &Room::mudd1GetTorpedo },
+ { Action(ACTION_GET, 0x21, 0, 0), &Room::mudd1GetTorpedo },
+ { Action(ACTION_GET, 0x20, 0, 0), &Room::mudd1GetTorpedo },
+ { Action(ACTION_USE, OBJECT_ISTRICOR, 0x21, 0), &Room::mudd1UseSTricorderOnTorpedo },
+ { Action(ACTION_USE, OBJECT_ISTRICOR, 9, 0), &Room::mudd1UseSTricorderOnTorpedo },
+ { Action(ACTION_USE, OBJECT_ISTRICOR, 0x20, 0), &Room::mudd1UseSTricorderOnTorpedo },
+ { Action(ACTION_USE, OBJECT_ISTRICOR, 0x22, 0), &Room::mudd1UseSTricorderOnTorpedoLauncher },
+ { Action(ACTION_USE, OBJECT_ISTRICOR, 0x25, 0), &Room::mudd1UseSTricorderOnButton },
+ { Action(ACTION_USE, OBJECT_ISTRICOR, 0x23, 0), &Room::mudd1UseSTricorderOnButton },
+ { Action(ACTION_USE, OBJECT_ISTRICOR, 0x24, 0), &Room::mudd1UseSTricorderOnButton },
+ { Action(ACTION_USE, OBJECT_ISTRICOR, 8, 0), &Room::mudd1UseSTricorderOnCrane },
+ { Action(ACTION_USE, OBJECT_IMEDKIT, -1, 0), &Room::mudd1UseMedkitAnywhere },
+ { Action(ACTION_LOOK, -1, 0, 0), &Room::mudd1LookAnywhere },
+ { Action(ACTION_LOOK, 0x20, 0, 0), &Room::mudd1LookAtTorpedo },
+ { Action(ACTION_LOOK, 9, 0, 0), &Room::mudd1LookAtTorpedo },
+ { Action(ACTION_LOOK, 0x21, 0, 0), &Room::mudd1LookAtFallenTorpedo },
+ { Action(ACTION_LOOK, 0x22, 0, 0), &Room::mudd1LookAtTorpedoLauncher },
+ { Action(ACTION_LOOK, OBJECT_KIRK, 0, 0), &Room::mudd1LookAtKirk },
+ { Action(ACTION_LOOK, OBJECT_SPOCK, 0, 0), &Room::mudd1LookAtSpock },
+ { Action(ACTION_LOOK, OBJECT_MCCOY, 0, 0), &Room::mudd1LookAtMccoy },
+ { Action(ACTION_LOOK, OBJECT_REDSHIRT, 0, 0), &Room::mudd1LookAtRedshirt },
+ { Action(ACTION_LOOK, 8, 0, 0), &Room::mudd1LookAtCrane },
+ { Action(ACTION_LOOK, 0x25, 0, 0), &Room::mudd1LookAtRedButton },
+ { Action(ACTION_LOOK, 0x23, 0, 0), &Room::mudd1LookAtBlueButton },
+ { Action(ACTION_LOOK, 0x24, 0, 0), &Room::mudd1LookAtYellowButton },
+ { Action(ACTION_TALK, OBJECT_KIRK, 0, 0), &Room::mudd1TalkToKirk },
+ { Action(ACTION_TALK, OBJECT_SPOCK, 0, 0), &Room::mudd1TalkToSpock },
+ { Action(ACTION_TALK, OBJECT_MCCOY, 0, 0), &Room::mudd1TalkToMccoy },
+ { Action(ACTION_TALK, OBJECT_REDSHIRT, 0, 0), &Room::mudd1TalkToRedshirt },
+ { Action(ACTION_WALK, 0x28, 0, 0), &Room::mudd1WalkToSouthDoor },
+ { Action(ACTION_TOUCHED_HOTSPOT, 2, 0, 0), &Room::mudd1TouchedHotspot2 },
+ { Action(ACTION_WALK, 0x27, 0, 0), &Room::mudd1WalkToNorthDoor },
+ { Action(ACTION_TOUCHED_HOTSPOT, 1, 0, 0), &Room::mudd1TouchedHotspot1 },
+ { Action(ACTION_WALK, 0x26, 0, 0), &Room::mudd1WalkToWestDoor },
+ { Action(ACTION_TOUCHED_HOTSPOT, 0, 0, 0), &Room::mudd1TouchedHotspot0 },
+ // TODO: remainder? something about losing atmosphere?
};
+
RoomAction mudd2ActionList[] = {
{ Action(ACTION_TICK, 1, 0, 0), &Room::mudd2Tick1 },
};
diff --git a/engines/startrek/rooms/mudd1.cpp b/engines/startrek/rooms/mudd1.cpp
index 90292514d2..eecc84698b 100644
--- a/engines/startrek/rooms/mudd1.cpp
+++ b/engines/startrek/rooms/mudd1.cpp
@@ -22,13 +22,302 @@
#include "startrek/room.h"
-#define OBJECT_DOOR1 8
+#define OBJECT_CRANE 8
+#define OBJECT_TORPEDO 9
+#define OBJECT_CRANE_ANIMATION 10
+#define OBJECT_NORTH_DOOR 11
+#define OBJECT_WEST_DOOR 12
+#define OBJECT_ALIENDV 13
-#define HOTSPOT_CONSOLE 0x20
+#define HOTSPOT_TORPEDO 0x20
+#define HOTSPOT_FALLEN_TORPEDO 0x21
+#define HOTSPOT_TORPEDO_LAUNCHER 0x22
+#define HOTSPOT_BLUE_BUTTON 0x23
+#define HOTSPOT_YELLOW_BUTTON 0x24
+#define HOTSPOT_PURPLE_BUTTON 0x25
+#define HOTSPOT_WEST_DOOR 0x26
+#define HOTSPOT_NORTH_DOOR 0x27
+#define HOTSPOT_SOUTH_DOOR 0x28
+
+// BUG: The action menu appears sort of behind a torpedo. ScummVM-exclusive bug. Also,
+// during the loading animation, it can appear on top of Kirk if he's standing in front
+// (not scummvm-exclusive).
namespace StarTrek {
void Room::mudd1Tick1() {
+ playVoc("MUD1LOOP"); // BUGFIX: moved this out of below if statement
+
+ if (!_vm->_awayMission.mudd.enteredRoom1ForFirstTime) {
+ playMidiMusicTracks(0);
+ _vm->_awayMission.mudd.enteredRoom1ForFirstTime = true;
+ }
+
+ loadActorAnim2(OBJECT_CRANE, "s4wbhs", 0x9b, 0x31);
+
+ if (!_vm->_awayMission.mudd.torpedoLoaded)
+ loadActorAnim(OBJECT_TORPEDO, "s4wbcs", 0x32, 0x65);
+}
+
+void Room::mudd1Timer1Expired() {
+ playSoundEffectIndex(SND_07);
+}
+
+void Room::mudd1UseCommunicator() {
+ showText(TX_SPEAKER_KIRK, TX_MUD1_001);
+ showText(TX_SPEAKER_UHURA, TX_STATICU1);
+}
+
+
+void Room::mudd1UseSpockOnBlueButton() { // Loads up the torpedo
+ if (!_vm->_awayMission.mudd.torpedoLoaded) {
+ walkCrewmanC(OBJECT_SPOCK, 0x2f, 0x9f, &Room::mudd1SpockReachedBlueButton);
+ _vm->_awayMission.disableInput = true;
+ if (!_vm->_awayMission.mudd.gotPointsForLoadingTorpedo) {
+ _vm->_awayMission.mudd.gotPointsForLoadingTorpedo = true;
+ _vm->_awayMission.mudd.missionScore += 2;
+ }
+ }
+}
+
+void Room::mudd1SpockReachedBlueButton() {
+ _vm->_awayMission.crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_E;
+ loadActorAnimC(OBJECT_SPOCK, "susemn", -1, -1, &Room::mudd1SpockPressedBlueButton);
+ _vm->_awayMission.timers[1] = 5;
+}
+
+void Room::mudd1SpockPressedBlueButton() {
+ playVoc("crn2can");
+ loadActorAnim(OBJECT_CRANE, "s4wbcr");
+ loadActorAnim(OBJECT_TORPEDO, "s4wbcn");
+ loadActorAnimC(OBJECT_CRANE_ANIMATION, "s4wbsl", 0x77, 0x83, &Room::mudd1CraneFinishedMoving);
+ _vm->_awayMission.mudd.torpedoLoaded = true;
+}
+
+void Room::mudd1CraneFinishedMoving() {
+ _vm->_awayMission.disableInput = false;
+ walkCrewman(OBJECT_SPOCK, 0x43, 0x9f);
+
+ if (_vm->_awayMission.mudd.torpedoLoaded)
+ showText(TX_SPEAKER_SPOCK, TX_MUD1_017);
+ else
+ showText(TX_SPEAKER_SPOCK, TX_MUD1_016);
+}
+
+
+void Room::mudd1UseSpockOnYellowButton() { // Unloads the torpedo
+ if (_vm->_awayMission.mudd.torpedoLoaded) {
+ _vm->_awayMission.crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_E;
+ walkCrewmanC(OBJECT_SPOCK, 0x2f, 0x9f, &Room::mudd1SpockReachedYellowButton);
+ _vm->_awayMission.disableInput = true;
+ }
+}
+
+void Room::mudd1SpockReachedYellowButton() {
+ loadActorAnim2(OBJECT_SPOCK, "susemn", -1, -1, 3);
+ _vm->_awayMission.timers[1] = 5;
+}
+
+void Room::mudd1SpockPressedYellowButton() {
+ playVoc("crn2rack");
+ loadActorAnim2(OBJECT_CRANE, "s4wbhb");
+ loadActorAnim2(OBJECT_TORPEDO, "s4wbcb", 0x32, 0x65, 0);
+ loadActorAnimC(OBJECT_CRANE_ANIMATION, "s4wbsb", -1, -1, &Room::mudd1CraneFinishedMoving);
+ _vm->_awayMission.mudd.torpedoLoaded = false;
+}
+
+
+void Room::mudd1UseSpockOnRedButton() {
+ if (_vm->_awayMission.mudd.torpedoLoaded) {
+ walkCrewmanC(OBJECT_SPOCK, 0x2f, 0x9f, &Room::mudd1SpockReachedRedButton);
+ _vm->_awayMission.disableInput = true;
+ if (!_vm->_awayMission.mudd.gotPointsForPressingRedButton) {
+ _vm->_awayMission.mudd.gotPointsForPressingRedButton = true;
+ _vm->_awayMission.mudd.missionScore += 3;
+ }
+ }
+}
+
+void Room::mudd1SpockReachedRedButton() {
+ loadActorAnimC(OBJECT_SPOCK, "susemn", -1, -1, &Room::mudd1SpockPressedRedButton);
+ _vm->_awayMission.timers[1] = 5;
+}
+
+void Room::mudd1SpockPressedRedButton() {
+ walkCrewman(OBJECT_SPOCK, 0x43, 0x9f);
+
+ showText(TX_SPEAKER_SPOCK, TX_MUD1_022);
+ showText(TX_SPEAKER_SPOCK, TX_MUD1_021);
+ showText(TX_SPEAKER_SPOCK, TX_MUD1_023);
+
+ _vm->_awayMission.disableInput = false;
+ _vm->_awayMission.mudd.knowAboutTorpedo = true;
+
+ const int choices[] = {
+ TX_SPEAKER_KIRK,
+ TX_MUD1_004,
+ TX_MUD1_003,
+ TX_MUD1_007,
+ TX_BLANK
+ };
+
+ int choice = showText(choices);
+
+ switch (choice) {
+ case 0:
+ _vm->_awayMission.mudd.torpedoStatus = false;
+
+ // ENHANCEMENT: Original text was just "(Spock raises eyebrow)" without any audio.
+ // This changes it to a narration to make it flow better.
+ showText(TX_DEM0N009);
+ break;
+
+ case 1:
+ showText(TX_SPEAKER_KIRK, TX_MUD1_007);
+ // fall through
+
+ case 2:
+ _vm->_awayMission.mudd.torpedoStatus = true;
+ showText(TX_SPEAKER_UHURA, TX_STATICU1);
+ break;
+ }
+}
+
+
+void Room::mudd1GetTorpedo() {
+ showText(TX_MUD1N014);
+}
+
+void Room::mudd1UseSTricorderOnTorpedo() {
+ spockScan(DIR_W, TX_MUD1_025, false);
+ showText(TX_SPEAKER_BUCHERT, TX_MUD1_027);
+ showText(TX_SPEAKER_SPOCK, TX_MUD1_020);
+ showText(TX_SPEAKER_BUCHERT, TX_MUD1_028);
+ showText(TX_SPEAKER_SPOCK, TX_MUD1_024);
+}
+
+void Room::mudd1UseSTricorderOnTorpedoLauncher() {
+ spockScan(DIR_W, TX_MUD1_010, false);
+}
+
+void Room::mudd1UseSTricorderOnButton() {
+ // ENHANCEMENT: Do the whole "spockScan" thing, don't just show the text
+ spockScan(DIR_W, TX_MUD1_015, false);
+}
+
+void Room::mudd1UseSTricorderOnCrane() {
+ // ENHANCEMENT: See above
+ spockScan(DIR_N, TX_MUD1_014, false);
+}
+
+void Room::mudd1UseMedkitAnywhere() {
+ showText(TX_SPEAKER_MCCOY, TX_MUD1_011);
+}
+
+void Room::mudd1LookAnywhere() {
+ showText(TX_MUD1N011);
+}
+
+void Room::mudd1LookAtTorpedo() {
+ showText(TX_MUD1N002);
+}
+
+void Room::mudd1LookAtFallenTorpedo() {
+ showText(TX_MUD1N012);
+}
+
+void Room::mudd1LookAtTorpedoLauncher() {
+ showText(TX_MUD1N003);
+}
+
+void Room::mudd1LookAtKirk() {
+ showText(TX_MUD1N005);
+}
+
+void Room::mudd1LookAtSpock() {
+ showText(TX_MUD1N009);
+}
+
+void Room::mudd1LookAtMccoy() {
+ showText(TX_MUD1N008);
+}
+
+void Room::mudd1LookAtRedshirt() {
+ showText(TX_MUD1N006);
+}
+
+void Room::mudd1LookAtCrane() {
+ showText(TX_MUD1N000);
+}
+
+void Room::mudd1LookAtRedButton() {
+ showText(TX_MUD1N001);
+}
+
+void Room::mudd1LookAtBlueButton() {
+ showText(TX_MUD1N015);
+}
+
+void Room::mudd1LookAtYellowButton() {
+ showText(TX_MUD1N016);
+}
+
+void Room::mudd1TalkToKirk() {
+ showText(TX_SPEAKER_KIRK, TX_MUD1_006);
+ showText(TX_SPEAKER_MCCOY, TX_MUD1_013);
+ showText(TX_SPEAKER_KIRK, TX_MUD1_005);
+}
+
+void Room::mudd1TalkToSpock() {
+ showText(TX_SPEAKER_SPOCK, TX_MUD1_019);
+ showText(TX_SPEAKER_KIRK, TX_MUD1_008);
+}
+
+void Room::mudd1TalkToMccoy() {
+ showText(TX_SPEAKER_MCCOY, TX_MUD1_012);
+}
+
+void Room::mudd1TalkToRedshirt() {
+ showText(TX_SPEAKER_BUCHERT, TX_MUD1_026);
+ showText(TX_SPEAKER_KIRK, TX_MUD1_009);
+}
+
+void Room::mudd1WalkToSouthDoor() {
+ _roomVar.mudd.walkingToDoor = 1;
+ _vm->_awayMission.disableInput = true;
+ walkCrewman(OBJECT_KIRK, 0xa0, 0xc7);
+}
+
+void Room::mudd1TouchedHotspot2() { // Trigger door at bottom of room
+ if (_roomVar.mudd.walkingToDoor == 1) {
+ playVoc("SMADOOR3");
+ }
+}
+
+void Room::mudd1WalkToNorthDoor() {
+ _roomVar.mudd.walkingToDoor = 1;
+ _vm->_awayMission.disableInput = true;
+ walkCrewman(OBJECT_KIRK, 0xab, 0x71);
+}
+
+void Room::mudd1TouchedHotspot1() { // Trigger door at top of room
+ if (_roomVar.mudd.walkingToDoor == 1) {
+ playVoc("SMADOOR3");
+ loadActorAnim(OBJECT_NORTH_DOOR, "s4wbd1", 0xab, 0x73);
+ }
+}
+
+void Room::mudd1WalkToWestDoor() {
+ _roomVar.mudd.walkingToDoor = 2;
+ _vm->_awayMission.disableInput = true;
+ walkCrewman(OBJECT_KIRK, 0x35, 0x71);
+}
+
+void Room::mudd1TouchedHotspot0() {
+ if (_roomVar.mudd.walkingToDoor == 2) {
+ playVoc("SMADOOR3");
+ loadActorAnim(OBJECT_WEST_DOOR, "s4wbd2", 0x37, 0x73);
+ }
}
}
diff --git a/engines/startrek/startrek.cpp b/engines/startrek/startrek.cpp
index 24fa741e92..584357601a 100644
--- a/engines/startrek/startrek.cpp
+++ b/engines/startrek/startrek.cpp
@@ -84,7 +84,7 @@ StarTrekEngine::StarTrekEngine(OSystem *syst, const StarTrekGameDescription *gam
_textboxHasMultipleChoices = false;
_missionToLoad = "MUDD";
- _roomIndexToLoad = 0;
+ _roomIndexToLoad = 1;
for (int i = 0; i < NUM_OBJECTS; i++)
_itemList[i] = g_itemList[i];
diff --git a/engines/startrek/text.h b/engines/startrek/text.h
index 93f1b8f060..c5034a510a 100644
--- a/engines/startrek/text.h
+++ b/engines/startrek/text.h
@@ -1226,6 +1226,53 @@ enum GameStringIDs {
TX_MUD0N019,
+ TX_MUD1_001,
+ TX_MUD1_002,
+ TX_MUD1_003,
+ TX_MUD1_004,
+ TX_MUD1_005,
+ TX_MUD1_006,
+ TX_MUD1_007,
+ TX_MUD1_008,
+ TX_MUD1_009,
+ TX_MUD1_010,
+ TX_MUD1_011,
+ TX_MUD1_012,
+ TX_MUD1_013,
+ TX_MUD1_014,
+ TX_MUD1_015,
+ TX_MUD1_016,
+ TX_MUD1_017,
+ // UNUSED
+ TX_MUD1_019,
+ TX_MUD1_020,
+ TX_MUD1_021,
+ TX_MUD1_022,
+ TX_MUD1_023,
+ TX_MUD1_024,
+ TX_MUD1_025,
+ TX_MUD1_026,
+ TX_MUD1_027,
+ TX_MUD1_028,
+ TX_MUD1N000,
+ TX_MUD1N001,
+ TX_MUD1N002,
+ TX_MUD1N003,
+ TX_MUD1N004,
+ TX_MUD1N005,
+ TX_MUD1N006,
+ TX_MUD1N007,
+ TX_MUD1N008,
+ TX_MUD1N009,
+ TX_MUD1N010,
+ TX_MUD1N011,
+ TX_MUD1N012,
+ TX_MUD1N013,
+ TX_MUD1N014,
+ TX_MUD1N015,
+ TX_MUD1N016,
+
+
TX_MUD2_040,
@@ -2408,6 +2455,52 @@ const char * const g_gameStrings[] = {
"#MUD0\\MUD0N019#This place is cluttered with stored goods of every sort. It would take an army of workers weeks to examine every container and determine what is inside.",
+ "#MUD1\\MUD1_001#Kirk to Enterprise...",
+ "#MUD1\\MUD1_002#Well, now! I think we know why the Elasi pirates were so interested in finding out where Mudd was getting these!",
+ "#MUD1\\MUD1_003#I agree that we should take it aboard the Enterprise. ",
+ "#MUD1\\MUD1_004#I don't think we should tinker with technology we don't understand, Spock. And I'm surprised you'd suggest such a thing.",
+ "#MUD1\\MUD1_005#I know, Bones. ",
+ "#MUD1\\MUD1_006#I wonder what's happening on the Enterprise right now. ",
+ "#MUD1\\MUD1_007#I'll try to raise the ship... Kirk to Enterprise, Kirk to Enterprise...",
+ "#MUD1\\MUD1_008#If the Elasi gets hold of this, they'll make Mudd seem like a perfect caretaker by comparison. ",
+ "#MUD1\\MUD1_009#That machinery in the middle of the room, however, is like nothing I recognize -- and I thought I'd seen just about everything.",
+ "#MUD1\\MUD1_010#A weapons-delivery system. It appears to be an accessory tied directly to the alien equivalent of our ship's phasers and photon torpedoes.",
+ "#MUD1\\MUD1_011#Everyone is healthy, Jim, there's no need for the medical kit here.",
+ "#MUD1\\MUD1_012#I wonder where that Mudd has gone. I wouldn't let him out of my sight... mind you, I'm not too crazy about having him in my sight either. ",
+ "#MUD1\\MUD1_013#Scotty will take good care of it, Jim. He has before. ",
+ "#MUD1\\MUD1_014#It seems to be part of the loading system for the weapon. It is also fully functional.",
+ "#MUD1\\MUD1_015#The control panel has power running to it, Captain.",
+ "#MUD1\\MUD1_016#The device has been unloaded, Captain.",
+ "#MUD1\\MUD1_017#The device has finished loading, Captain.",
+ "#MUD1\\MUD1_019#A most interesting technology, Captain.",
+ "#MUD1\\MUD1_020#Evidently these are more than theoretical, Lt. Buchert. The energy initially released is infinitesimally small but boosts itself until the power finally released is comparable to our photon torpedoes.",
+ "#MUD1\\MUD1_021#However, I've already examined the weapons console and the main weapons battery on this ship was completely destroyed in the action which made her a derelict.",
+ "#MUD1\\MUD1_022#I believe, Captain, that this weapon must be hooked up through the main weapons battery.",
+ "#MUD1\\MUD1_023#Mr. Scott would have to go over this thoroughly, but I would recommend we try to take this weapon with us to the Enterprise.",
+ "#MUD1\\MUD1_024#The machinery to deliver these cartridges would be an engineering feat as well, Captain.",
+ "#MUD1\\MUD1_025#Unique, Captain. I believe these are self-referencing packed-quantum cartridges. ",
+ "#MUD1\\MUD1_026#It looks to me like these people knew how to defend themselves, Captain.",
+ "#MUD1\\MUD1_027#Powerboosters! I've read about those -- but they're just theoretical.",
+ "#MUD1\\MUD1_028#The technical journals discussing the possibilities indicated it would create a weapon of greater range than those we have now, if not a greater punch. ",
+ "#MUD1\\MUD1N000#A large claw-like device hanging from the ceiling.",
+ "#MUD1\\MUD1N001#A red triangular button.",
+ "#MUD1\\MUD1N002#A row of unmarked cylindrical containers.",
+ "#MUD1\\MUD1N003#An elaborate piece of alien-looking machinery.",
+ "#MUD1\\MUD1N004#Dust and grease lifts off the surface, leaving this item clean as new.",
+ "#MUD1\\MUD1N005#James T. Kirk, dwarfed by the technology that surrounds him. ",
+ "#MUD1\\MUD1N006#Lieutenant Buchert, waiting for a chance to perform his duty. ",
+ "#MUD1\\MUD1N007#Life support fails completely and you fall unconscious.",
+ "#MUD1\\MUD1N008#McCoy is scowling, probably from your meeting with Harcourt Fenton Mudd. ",
+ "#MUD1\\MUD1N009#Mr. Spock is looking forward to the moment that he can sit down at the main computer and analyze the findings of this mission. ",
+ "#MUD1\\MUD1N010#The atmosphere in the ship has dropped below the level needed to sustain life. You drop to unconsciousness and slowly die.",
+ "#MUD1\\MUD1N011#The room reminds you of the weapons-room of some old-style warships from the early days of starfaring.",
+ "#MUD1\\MUD1N012#These cylinders have fallen down from the rest.",
+ "#MUD1\\MUD1N013#These two things fit together like they were made for each other.",
+ "#MUD1\\MUD1N014#This is much too heavy to lift.",
+ "#MUD1\\MUD1N015#Three triangular blue buttons.",
+ "#MUD1\\MUD1N016#Two yellow triangular buttons.",
+
+
"#MUD2\\MUD2_040#You look troubled, Captain.",