/* 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" #define OBJECT_8 8 #define OBJECT_PREAX 9 #define OBJECT_MARCUS 10 #define OBJECT_CHEEVER 11 #define HOTSPOT_DEVICE 0x20 #define HOTSPOT_CONSOLE 0x21 namespace StarTrek { void Room::love5Tick1() { playVoc("LOV5LOOP"); loadActorAnim(OBJECT_8, "s3r6c1", 0x27, 0xa9); if (_awayMission->love.freedMarcusAndCheever) { loadActorAnim(OBJECT_MARCUS, "marcusst", 0x28, 0xa6); loadActorAnim(OBJECT_CHEEVER, "s3gtupst", 0x49, 0xac); } else { loadActorAnim(OBJECT_MARCUS, "marcus2", 0x28, 0xa6); loadActorAnim(OBJECT_CHEEVER, "s3gtup2", 0x49, 0xac); } if (_awayMission->love.preaxCured) loadActorAnim(OBJECT_PREAX, "s3r6r3", 0x116, 0xba); else loadActorAnim(OBJECT_PREAX, "s3r6r2", 0x116, 0xba); if (_awayMission->love.releasedHumanLaughingGas) _awayMission->timers[0] = getRandomWordInRange(200, 400); if (_awayMission->love.releasedRomulanLaughingGas) _awayMission->timers[1] = getRandomWordInRange(200, 400); _awayMission->timers[2] = 200; _roomVar.love.cmnXPosToCureSpock = 0x89; _roomVar.love.cmnXPosToCureSpock = 0xb9; } void Room::love5TouchedWarp1() { _awayMission->disableInput = true; playSoundEffectIndex(SND_DOOR1); _awayMission->timers[4] = 10; } void Room::love5Timer4Expired() { loadRoomIndex(4, 0); } void Room::love5UseStunPhaserOnPreax() { showText(TX_SPEAKER_MCCOY, 11, true); // BUG: this function has two implementations. The second one (which is shadowed) is // below. // Perhaps one was supposed to be for IPHASERK, or for Dr. Marcus? //showText(TX_SPEAKER_MCCOY, TX_FEA5_008); } void Room::love5LookAtKirk() { showDescription(04, true); } void Room::love5LookAtSpock() { showDescription(05, true); } void Room::love5LookAtMccoy() { showDescription(02, true); } void Room::love5LookAtRedshirt() { showDescription(3, true); } void Room::love5LookAnywhere() { showDescription(8, true); // There is an unused version of this function, which states "This is Dr. Marcus's // quarters, and there are hostages and 4 romulans here". That description doesn't // match any actual room. // There are LOVE6.MAP and LOVE6.IW files, but none of the other necessary files to // load room LOVE6. This may be a leftover from a removed room that somehow ended up // here. //showText(09, true); } void Room::love5LookAtDevice() { showDescription(13, true); showText(TX_SPEAKER_MCCOY, 28, true); showText(TX_SPEAKER_MARCUS, 44, true); } void Room::love5LookAtConsole() { showDescription(16, true); showText(TX_SPEAKER_MCCOY, 31, true); showText(TX_SPEAKER_MARCUS, 50, true); } void Room::love5LookAtDrMarcus() { if (_awayMission->love.freedMarcusAndCheever) showDescription(01, true); else { // BUGFIX: originally played audio "LOV5N001", which is only the first sentence of // what should be spoken. showDescription(15, true); showText(TX_SPEAKER_MARCUS, 46, true); } } void Room::love5LookAtDrCheever() { if (_awayMission->love.freedMarcusAndCheever) showDescription(00, true); else { showDescription(14, true); showText(TX_SPEAKER_CHEEVER, 57, true); if (!_awayMission->redshirtDead) { showText(TX_SPEAKER_FERRIS, 54, true); showText(TX_SPEAKER_CHEEVER, 58, true); } } } void Room::love5LookAtPreax() { if (_awayMission->love.preaxCured) showDescription(11, true); else showDescription(12, true); } void Room::love5TalkToPreax() { if (_awayMission->love.preaxCured) { if (!_awayMission->love.freedMarcusAndCheever) showDescription(06, true); else { const TextRef choices[] = { TX_SPEAKER_KIRK, 8, 4, 6, TX_BLANK, }; showText(TX_SPEAKER_PREAX, 59, true); int choice = showMultipleTexts(choices, true); switch (choice) { case 1: showText(TX_SPEAKER_MARCUS, 43, true); // fall through case 0: showText(TX_SPEAKER_PREAX, 61, true); showText(TX_SPEAKER_KIRK, 10, true); // NOTE: This just says "(Spock raises an eyebrow)". No audio associated. showText(TX_SPEAKER_SPOCK, TX_LOV5C001); showText(TX_SPEAKER_MCCOY, 32, true); break; case 2: showText(TX_SPEAKER_PREAX, 60, true); break; default: showDescription(TX_DIALOG_ERROR); break; } showText(TX_SPEAKER_KIRK, 02, true); showText(TX_SPEAKER_MARCUS, 45, true); _awayMission->disableInput = true; if (!_awayMission->love.spockCured) { showText(TX_SPEAKER_MCCOY, 21, true); walkCrewmanC(OBJECT_MCCOY, 0x87, 0xc3, &Room::love5MccoyReachedSpockToCure); } else love5EndMission(); } } else showText(TX_SPEAKER_MARCUS, 18, true); } void Room::love5MccoyReachedSpockToCure() { loadActorAnimC(OBJECT_MCCOY, "musemn", -1, -1, &Room::love5MccoyCuredSpock); } void Room::love5MccoyCuredSpock() { showText(TX_SPEAKER_MCCOY, 30, true); showText(TX_SPEAKER_SPOCK, 38, true); showText(TX_SPEAKER_MCCOY, 27, true); // NOTE: This just says "(Spock raises an eyebrow)". No audio associated. showText(TX_SPEAKER_SPOCK, TX_LOV5C001); love5EndMission(); } void Room::love5EndMission() { showText(TX_SPEAKER_KIRK, 01, true); _awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_S; walkCrewmanC(OBJECT_KIRK, 0x64, 0xc2, &Room::love5CrewmanReachedBeamoutPosition); _awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_S; walkCrewmanC(OBJECT_SPOCK, 0x5a, 0xb8, &Room::love5CrewmanReachedBeamoutPosition); _awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_S; walkCrewmanC(OBJECT_MCCOY, 0x6e, 0xb8, &Room::love5CrewmanReachedBeamoutPosition); if (!_awayMission->redshirtDead) { _awayMission->crewDirectionsAfterWalk[OBJECT_REDSHIRT] = DIR_S; walkCrewmanC(OBJECT_REDSHIRT, 0x69, 0xae, &Room::love5CrewmanReachedBeamoutPosition); _roomVar.love.numCrewmenReadyToBeamOut--; } } void Room::love5CrewmanReachedBeamoutPosition() { _roomVar.love.numCrewmenReadyToBeamOut++; if (_roomVar.love.numCrewmenReadyToBeamOut == 3) { _awayMission->love.missionScore += 17; endMission(_awayMission->love.missionScore, 0x2c, 0); } } void Room::love5TalkToDrMarcus() { if (!_awayMission->love.freedMarcusAndCheever) showText(TX_SPEAKER_MARCUS, 40, true); else { if (!haveItem(OBJECT_ICURE)) showText(TX_SPEAKER_MARCUS, 39, true); else showText(TX_SPEAKER_MARCUS, 42, true); } } void Room::love5TalkToDrCheever() { if (!_awayMission->love.freedMarcusAndCheever) showText(TX_SPEAKER_CHEEVER, 55, true); else showText(TX_SPEAKER_CHEEVER, 56, true); } void Room::love5TalkToKirk() { showText(TX_SPEAKER_KIRK, 3, true); showText(TX_SPEAKER_MARCUS, 48, true); showText(TX_SPEAKER_KIRK, 9, true); showText(TX_SPEAKER_MARCUS, 47, true); } void Room::love5TalkToSpock() { showText(TX_SPEAKER_SPOCK, 36, true); showText(TX_SPEAKER_MARCUS, 51, true); showText(TX_SPEAKER_SPOCK, TX_G_024); } void Room::love5TalkToMccoy() { if (!_awayMission->love.preaxCured) showText(TX_SPEAKER_MCCOY, 14, true); } void Room::love5TalkToRedshirt() { showText(TX_SPEAKER_FERRIS, 52, true); } void Room::love5UseSTricorderAnywhere() { spockScan(DIR_S, 33, false, true); } void Room::love5UseSTricorderOnDevice() { spockScan(DIR_N, 34, false, true); showText(TX_SPEAKER_MARCUS, 49, true); } void Room::love5UseMTricorderOnMarcusOrCheever() { mccoyScan(DIR_W, 25, false, true); } void Room::love5UseMTricorderOnPreax() { if (!_awayMission->love.preaxCured) { if (_awayMission->love.romulansUnconsciousFromLaughingGas) mccoyScan(DIR_E, 24, false, true); else mccoyScan(DIR_E, 16, false, true); } } void Room::love5UseMedkitOnPreax() { if (_awayMission->love.preaxCured) showText(TX_SPEAKER_MCCOY, 15, true); else showText(TX_SPEAKER_MCCOY, 19, true); } void Room::love5UseWaterOnPreax() { if (_awayMission->love.preaxCured) { showDescription(18, true); showText(TX_SPEAKER_MCCOY, 29, true); showText(TX_SPEAKER_KIRK, 07, true); if (!_awayMission->love.gotPointsForHydratingPreax) { _awayMission->love.gotPointsForHydratingPreax = true; _awayMission->love.missionScore++; } loseItem(OBJECT_IH2O); } else { if (_awayMission->love.romulansUnconsciousFromVirus) { showText(TX_SPEAKER_MCCOY, 13, true); // BUGFIX: original didn't have correct speaker. Also, you shouldn't lose your // water since it's not actually used here, so a "loseItem" line was removed. } else { showDescription(17, true); if (!_awayMission->redshirtDead) { showText(TX_SPEAKER_FERRIS, 53, true); showText(TX_SPEAKER_KIRK, 05, true); } showText(TX_SPEAKER_MCCOY, 26, true); loseItem(OBJECT_IH2O); // BUGFIX: give a point for hydrating the Preax. It's inconsistent to only // give points if he's already cured. if (!_awayMission->love.gotPointsForHydratingPreax) { _awayMission->love.gotPointsForHydratingPreax = true; _awayMission->love.missionScore++; } } } } void Room::love5UseCureSampleOnPreax() { showText(TX_SPEAKER_MCCOY, 20, true); // BUGFIX: original didn't have correct speaker } void Room::love5UseCureOnPreax() { if (!_awayMission->love.preaxCured) walkCrewmanC(OBJECT_MCCOY, 0x116, 0xbf, &Room::love5ReachedPreaxUsingCure); } void Room::love5ReachedPreaxUsingCure() { loadActorAnimC(OBJECT_MCCOY, "musemn", -1, -1, &Room::love5CuredPreax); } void Room::love5CuredPreax() { walkCrewman(OBJECT_MCCOY, 0xdc, 0xc3); _awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_E; showDescription(07, true); // BUG: says he's dehydrated, but doesn't check whether you've given water to him // already (like it does in LOVE4). // TODO: make the whole "giving water to romulans" thing consistent between LOVE4 and // LOVE5? showText(TX_SPEAKER_MCCOY, 17, true); loadActorAnim2(OBJECT_PREAX, "s3r6r1", 0x116, 0xba); _awayMission->love.preaxCured = true; } void Room::love5UseAnythingOnPreax() { showText(TX_SPEAKER_MCCOY, 23, true); } // Kirk walks to Cheever, unties him, then walks to Marcus, unties her. void Room::love5UseKirkOnMarcusOrCheever() { if (!_awayMission->love.freedMarcusAndCheever) { _awayMission->disableInput = true; walkCrewmanC(OBJECT_KIRK, 0x49, 0xb1, &Room::love5KirkReachedCheever); _awayMission->love.freedMarcusAndCheever = true; } } void Room::love5KirkReachedCheever() { loadActorAnimC(OBJECT_KIRK, "kuntie", -1, -1, &Room::love5KirkUntiedCheever); } void Room::love5KirkUntiedCheever() { loadActorAnim2(OBJECT_CHEEVER, "s3gtup", 0x49, 0xac); walkCrewmanC(OBJECT_KIRK, 0x26, 0xb1, &Room::love5KirkReachedMarcus); } void Room::love5KirkReachedMarcus() { loadActorAnimC(OBJECT_KIRK, "kuntie", -1, -1, &Room::love5KirkUntiedMarcus); } void Room::love5KirkUntiedMarcus() { loadActorStandAnim(OBJECT_KIRK); loadActorAnimC(OBJECT_MARCUS, "marcus", 0x28, 0xa6, &Room::love5MarcusStoodUp); walkCrewman(OBJECT_KIRK, 0x35, 0xb9); _awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_N; } void Room::love5MarcusStoodUp() { _awayMission->disableInput = false; showText(TX_SPEAKER_MARCUS, 41, true); } }