/* 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/room.h" namespace StarTrek { void Room::demon3Tick1() { playVoc("DEM3LOOP"); loadActorAnim(8, "light", 0xab, 0x03, 0); _roomVar.demon.boulder1Shot = true; if (!_awayMission->demon.boulder1Gone) { loadActorAnim(9, "bldr1", 0x26, 0, 0); _roomVar.demon.boulder1Shot = false; } if (!_awayMission->demon.boulder2Gone) { loadActorAnim(10, "bldr2", 0x22, 0, 0); } if (!_awayMission->demon.boulder3Gone) { loadActorAnim(11, "bldr3", 0x22, 0, 0); } if (!_awayMission->demon.boulder4Gone) { loadActorAnim(12, "bldr4", 0x22, 0, 0); } if (_awayMission->demon.doorOpened) { loadActorAnim(14, "door2", 0x82, 0x0c, 0); } else { loadMapFile("demon3a"); } if (!_awayMission->demon.healedMiner && _awayMission->demon.boulder4Gone) loadActorAnim(13, "miner", 0xda, 0x6c, 0); if (_awayMission->redshirtDead && !_awayMission->demon.field45) loadActorAnim(OBJECT_REDSHIRT, "deadre", 0x46, 0xa0, 0); if (_awayMission->demon.field41 == 0) _awayMission->demon.field41++; if (!_awayMission->demon.field56) { _awayMission->demon.field56 = true; playMidiMusicTracks(0, -1); } } // Boulder falling over void Room::demon3Timer0Expired() { _roomVar.demon.boulder1Shot = true; loadActorAnim2(9, "drbldr", 0x26, 0, 0); _awayMission->timers[1] = 13; _awayMission->demon.boulder1Gone = true; _awayMission->demon.numBouldersGone++; _awayMission->disableInput = true; playMidiMusicTracks(2, -1); playVoc("BOULDERK"); } // Redshirt pushing Kirk away void Room::demon3Timer1Expired() { _roomVar.demon.kirkPhaserOut = false; loadActorAnim2(OBJECT_REDSHIRT, "redkil", 0x46, 0xa0, 0); loadActorAnim2(OBJECT_KIRK, "redkil", 0x46, 0xa0, 1); } // Door just opened void Room::demon3Timer3Expired() { if (_awayMission->demon.repairedHand) { showDescription(8, true); loadActorAnim(14, "door", 0x82, 0xc, 0); loadMapFile("demon3"); _awayMission->demon.doorOpened = true; _awayMission->demon.missionScore += 2; } else { showDescription(7, true); } } void Room::demon3FinishedAnimation1() { loadActorAnim2(OBJECT_KIRK, "kstnds", 0xee, 0xa6, 0); loadActorAnim2(OBJECT_REDSHIRT, "deadre", 0x46, 0xa0, 0); loadActorStandAnim(OBJECT_SPOCK); walkCrewman(OBJECT_MCCOY, 0x9c, 0xb2, 5); _roomVar.demon.inFiringPosition = false; _awayMission->redshirtDead = true; } // Just destroyed boulder 4 (revealing the miner) void Room::demon3FinishedAnimation2() { loadActorAnim(13, "miner", 0xda, 0x6c, 0); } void Room::demon3FinishedWalking5() { loadActorAnim2(OBJECT_MCCOY, "mscanw", -1, -1, 0); playSoundEffectIndex(0x04); showText(TX_SPEAKER_MCCOY, 19, true); _awayMission->disableInput = false; } void Room::demon3McCoyInFiringPosition() { loadActorAnim2(OBJECT_MCCOY, "mwaitn", 0xd6, 0xb8, 0); _roomVar.demon.mccoyInPosition = true; demon3CrewmanInFiringPosition(); } void Room::demon3SpockInFiringPosition() { loadActorAnim2(OBJECT_SPOCK, "swaitn", 0xae, 0xb4, 0); _roomVar.demon.spockInPosition = true; demon3CrewmanInFiringPosition(); } void Room::demon3RedShirtInFiringPosition() { loadActorAnim2(OBJECT_REDSHIRT, "rwaitn", 0x46, 0xa0, 0); _roomVar.demon.redshirtInPosition = true; demon3CrewmanInFiringPosition(); } void Room::demon3KirkInFiringPosition() { loadActorAnim2(OBJECT_KIRK, "kwaitn", 0x79, 0xa0, 0); _roomVar.demon.kirkInPosition = true; demon3CrewmanInFiringPosition(); } void Room::demon3CrewmanInFiringPosition() { if (_roomVar.demon.kirkInPosition && _roomVar.demon.spockInPosition && _roomVar.demon.mccoyInPosition && (_awayMission->redshirtDead || _roomVar.demon.redshirtInPosition)) demon3PullOutPhaserAndFireAtBoulder(); } void Room::demon3PullOutPhaserAndFireAtBoulder() { if (_roomVar.demon.kirkPhaserOut) demon3FireAtBoulder(); else { loadActorAnim2(OBJECT_KIRK, "kfiren", -1, -1, 4); _roomVar.demon.kirkPhaserOut = true; } } void Room::demon3FireAtBoulder() { _roomVar.demon.kirkInPosition = false; _roomVar.demon.spockInPosition = false; _roomVar.demon.mccoyInPosition = false; _roomVar.demon.redshirtInPosition = false; _roomVar.demon.shootingBoulder = false; switch (_roomVar.demon.boulderBeingShot) { case 1: // FIXME: animation overlaps on Kirk, probably due to sprite sorting inaccuracy loadActorAnim2(9, "sbldr1", 0x22, 0, 0); break; case 2: loadActorAnim2(10, "sbldr2", 0x22, 0, 0); break; case 3: loadActorAnim2(11, "sbldr3", 0x22, 0, 0); break; case 4: loadActorAnim2(12, "sbldr4", 0x22, 0, 2); break; default: { // This should never happen (in the original game, this would cause a stack // misalignment? const char *text[] = { "wes", "There is a boulder check error.", "" }; showRoomSpecificText(text); break; } } loadActorAnim(17, _roomVar.demon.boulderAnim, 0, 0, 0); playSoundEffectIndex(0x06); if (!_roomVar.demon.boulder1Shot) _awayMission->timers[0] = 1; _awayMission->disableInput = false; } void Room::demon3UsePhaserOnRedshirt() { if (!_awayMission->redshirtDead) return; showText(TX_SPEAKER_MCCOY, 13, true); } void Room::demon3UseStunPhaserOnBoulder() { showText(TX_SPEAKER_SPOCK, 7, true); } void Room::demon3UsePhaserOnBoulder1() { if (_roomVar.demon.shootingBoulder || _awayMission->demon.boulder1Gone) return; _awayMission->demon.boulder1Gone = true; _awayMission->demon.numBouldersGone++; _roomVar.demon.boulderBeingShot = 1; _roomVar.demon.boulder1Shot = true; strcpy(_roomVar.demon.boulderAnim, "s0r3s2"); demon3BoulderCommon(); } void Room::demon3UsePhaserOnBoulder2() { if (_roomVar.demon.shootingBoulder || _awayMission->demon.boulder2Gone) return; _awayMission->demon.boulder2Gone = true; _awayMission->demon.numBouldersGone++; _roomVar.demon.boulderBeingShot = 2; strcpy(_roomVar.demon.boulderAnim, "s0r3s3"); demon3BoulderCommon(); } void Room::demon3UsePhaserOnBoulder3() { if (_awayMission->demon.boulder1Gone) { if (_roomVar.demon.shootingBoulder || _awayMission->demon.boulder3Gone) return; _awayMission->demon.boulder3Gone = true; _awayMission->demon.numBouldersGone++; _roomVar.demon.boulderBeingShot = 3; strcpy(_roomVar.demon.boulderAnim, "s0r3s1"); demon3BoulderCommon(); } else { showText(TX_SPEAKER_SPOCK, 6, true); } } void Room::demon3UsePhaserOnBoulder4() { if (_awayMission->demon.boulder2Gone) { if (_roomVar.demon.shootingBoulder || _awayMission->demon.boulder4Gone) return; _awayMission->demon.boulder4Gone = true; _awayMission->demon.numBouldersGone++; _roomVar.demon.boulderBeingShot = 4; strcpy(_roomVar.demon.boulderAnim, "s0r3s4"); _awayMission->demon.foundMiner = true; demon3BoulderCommon(); } else { // BUGFIX: In the original, the audio didn't play, despite the file existing (and // despite it being used for the boulder on the left). showText(TX_SPEAKER_SPOCK, 6, true); } } void Room::demon3BoulderCommon() { _awayMission->disableInput = true; Common::Point pos = getActorPos(OBJECT_KIRK); if (!(pos.x == 0x79 && pos.y == 0xa0)) { _roomVar.demon.inFiringPosition = false; _roomVar.demon.kirkPhaserOut = false; } if (_roomVar.demon.inFiringPosition) { demon3PullOutPhaserAndFireAtBoulder(); } else { showText(TX_SPEAKER_KIRK, 1, true); walkCrewman(OBJECT_KIRK, 0x79, 0xa0, 1); walkCrewman(OBJECT_SPOCK, 0xae, 0xb4, 2); walkCrewman(OBJECT_MCCOY, 0xd6, 0xb8, 3); if (!_awayMission->redshirtDead) walkCrewman(OBJECT_REDSHIRT, 0x46, 0xa0, 4); _roomVar.demon.shootingBoulder = true; _roomVar.demon.inFiringPosition = true; } } void Room::demon3UseSTricorderOnMiner() { loadActorAnim2(OBJECT_SPOCK, "sscann", -1, -1, 0); playSoundEffectIndex(0x04); showText(TX_SPEAKER_SPOCK, 8, true); } void Room::demon3UseSTricorderOnPanel() { loadActorAnim2(OBJECT_SPOCK, "sscann", -1, -1, 0); playSoundEffectIndex(0x04); showText(TX_SPEAKER_SPOCK, 9, true); } void Room::demon3UseSTricorderOnBoulder() { if (_awayMission->demon.foundMiner) return; loadActorAnim2(OBJECT_SPOCK, "sscann", -1, -1, 0); playSoundEffectIndex(0x04); showText(TX_SPEAKER_SPOCK, 10, true); } void Room::demon3UseMTricorderOnBoulder() { if (_awayMission->demon.foundMiner) return; loadActorAnim2(OBJECT_MCCOY, "mscann", -1, -1, 0); playSoundEffectIndex(0x04); showText(TX_SPEAKER_MCCOY, 20, true); } void Room::demon3UseCrewmanOnPanel() { if (_awayMission->demon.numBouldersGone != 4 || _awayMission->redshirtDead) return; showText(TX_SPEAKER_EVERTS, 31, true); demon3UseRedshirtOnPanel(); } void Room::demon3UseRedshirtOnPanel() { if (_awayMission->redshirtDead) return; if (_awayMission->demon.numBouldersGone != 4) showText(TX_SPEAKER_EVERTS, 30, true); else walkCrewman(OBJECT_REDSHIRT, 0xd8, 0x70, 8); } void Room::demon3RedshirtReachedPanel() { loadActorAnim2(OBJECT_REDSHIRT, "rusehn", -1, -1, 5); } void Room::demon3RedshirtUsedPanel() { if (!_awayMission->demon.foundMiner) return; _awayMission->demon.field41++; if (_awayMission->demon.field41 == 5) { playVoc("EFX3"); showText(TX_SPEAKER_EVERTS, TX_DEM3_A32); loadActorAnim2(OBJECT_REDSHIRT, "rkille", -1, -1, 3); playSoundEffectIndex(0x06); _awayMission->redshirtDead = true; _awayMission->demon.field45 = true; } else { const TextRef textTable[] = { 5, 33, 35, 34, }; TextRef text[] = { TX_SPEAKER_EVERTS, TX_NULL, TX_BLANK }; text[1] = textTable[_awayMission->demon.field41 - 1]; showMultipleTexts(text, true); walkCrewman(OBJECT_REDSHIRT, 0xbe, 0x9b, 0); } } void Room::demon3RedshirtElectrocuted() { showText(TX_SPEAKER_MCCOY, 18, true); } void Room::demon3UseSTricorderOnDoor() { loadActorAnim2(OBJECT_SPOCK, "sscann", -1, -1, 0); playSoundEffectIndex(0x04); showText(TX_SPEAKER_SPOCK, 12, true); } void Room::demon3UseSTricorderOnAnything() { loadActorAnim2(OBJECT_SPOCK, "sscann", -1, -1, 0); playSoundEffectIndex(0x04); showText(TX_SPEAKER_SPOCK, 27, true); } void Room::demon3UseMTricorderOnDoor() { loadActorAnim2(OBJECT_SPOCK, "mscann", -1, -1, 0); playSoundEffectIndex(0x04); showText(TX_SPEAKER_MCCOY, 16, true); } void Room::demon3UsePhaserOnDoor() { _roomVar.demon.usedPhaserOnDoor++; if (_roomVar.demon.usedPhaserOnDoor == 1) showDescription(9, true); else if (_roomVar.demon.usedPhaserOnDoor == 2) showText(TX_SPEAKER_SPOCK, 11, true); } void Room::demon3UseHandOnPanel() { if (_awayMission->demon.numBouldersGone == 4) { if (_awayMission->demon.doorOpened) return; walkCrewman(OBJECT_KIRK, 0xd8, 0x70, 7); } else { showText(TX_SPEAKER_SPOCK, 5, true); } } void Room::demon3KirkReachedHandPanel() { loadActorAnim2(OBJECT_KIRK, "kusehn", -1, -1, 6); _awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_W; playVoc("MUR4E1"); } void Room::demon3KirkUsedHandPanel() { loadActorAnim(15, "panel", 0xd6, 0x3d, 0); _awayMission->timers[3] = 10; playVoc("SE0FORCE"); } void Room::demon3UseMTricorderOnMiner() { loadActorAnim2(OBJECT_MCCOY, "mscann", -1, -1, 0); playSoundEffectIndex(0x04); if (_awayMission->demon.minerDead) { showText(TX_SPEAKER_MCCOY, 22, true); } else { showText(TX_SPEAKER_MCCOY, 23, true); } } void Room::demon3UseMedkitOnMiner() { if (_awayMission->demon.healedMiner) { showText(TX_SPEAKER_MCCOY, 15, true); } else { walkCrewman(OBJECT_MCCOY, 0xe6, 0x7b, 6); _roomVar.demon.inFiringPosition = false; _roomVar.demon.kirkPhaserOut = false; } } void Room::demon3McCoyReachedMiner() { loadActorAnim2(OBJECT_MCCOY, "museln", -1, -1, 7); } void Room::demon3McCoyFinishedHealingMiner() { if (_awayMission->demon.minerDead) { showText(TX_SPEAKER_MCCOY, 22, true); } else { showText(TX_SPEAKER_MCCOY, 21, true); _awayMission->demon.healedMiner = true; loadActorAnim2(13, "drmine", 0xda, 0x6c, 0); _awayMission->demon.missionScore += 2; walkCrewman(OBJECT_MCCOY, 0x104, 0x96, 0); } } void Room::demon3GetMiner() { showText(TX_SPEAKER_MCCOY, 17, true); } void Room::demon3TalkToMiner() { if (!_awayMission->demon.healedMiner) return; showText(TX_SPEAKER_KANDREY, TX_DEM3_F21); } void Room::demon3TalkToKirk() { showText(TX_SPEAKER_KIRK, 2, true); showText(TX_SPEAKER_SPOCK, 29, true); showText(TX_SPEAKER_MCCOY, 26, true); } void Room::demon3TalkToSpock() { showText(TX_SPEAKER_SPOCK, 28, true); } void Room::demon3TalkToMccoy() { if (_awayMission->redshirtDead) { showText(TX_SPEAKER_MCCOY, 14, true); } else { showText(TX_SPEAKER_MCCOY, 25, true); showText(TX_SPEAKER_KIRK, 3, true); showText(TX_SPEAKER_MCCOY, 24, true); } } void Room::demon3TalkToRedshirt() { // FIXME: this shouldn't work if he's dead. Should it check higher up whether that's // the case? showText(TX_SPEAKER_EVERTS, 36, true); showText(TX_SPEAKER_KIRK, 4, true); } void Room::demon3LookAtKirk() { showDescription(4, true); } void Room::demon3LookAtSpock() { showDescription(1, true); } void Room::demon3LookAtMccoy() { showDescription(2, true); } void Room::demon3LookAtRedshirt() { if (_awayMission->redshirtDead) { showDescription(17, true); // NOTE: there's an alternate string that isn't used? (TX_DEM3N018) } else { showDescription(3, true); } } void Room::demon3LookAnywhere() { showDescription(10, true); } void Room::demon3LookAtMiner() { if (_awayMission->demon.healedMiner) { showDescription(0, true); } else { showDescription(6, true); } } void Room::demon3LookAtBoulder1() { showDescription(11, true); } void Room::demon3LookAtBoulder2() { showDescription(13, true); } void Room::demon3LookAtBoulder3() { showDescription(13, true); } void Room::demon3LookAtBoulder4() { showDescription(20, true); } void Room::demon3LookAtStructure() { showDescription(16, true); } void Room::demon3LookAtDoor() { if (_awayMission->demon.doorOpened) { showDescription(14, true); } else { showDescription(12, true); } } void Room::demon3LookAtPanel() { showDescription(19, true); } void Room::demon3LookAtLight() { showDescription(15, true); } }