/* 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_MUDD 8 #define OBJECT_CAPSULE 9 #define OBJECT_NORTH_DOOR 10 #define OBJECT_ALIENDV 11 #define HOTSPOT_CAPSULES 0x20 #define HOTSPOT_NORTH_DOOR 0x21 #define HOTSPOT_WEST_DOOR 0x22 #define HOTSPOT_CONTROL_PANEL 0x23 #define HOTSPOT_LEFT_BED 0x24 #define HOTSPOT_RIGHT_BED 0x25 namespace StarTrek { void Room::mudd2WalkToNorthDoor() { _roomVar.mudd.walkingToDoor = true; _awayMission->disableInput = true; walkCrewman(OBJECT_KIRK, 0xbc, 0x6a); } void Room::mudd2TouchedHotspot0() { // Trigger north door if (_roomVar.mudd.walkingToDoor) { playVoc("SMADOOR3"); loadActorAnim(OBJECT_NORTH_DOOR, "s4sbdo", 0xbe, 0x6b); } } void Room::mudd2WalkToSouthDoor() { _roomVar.mudd.walkingToDoor = true; _awayMission->disableInput = true; walkCrewman(OBJECT_KIRK, 0x46, 0x6f); } void Room::mudd2TouchedHotspot1() { if (_roomVar.mudd.walkingToDoor) { playVoc("SMADOOR3"); } } void Room::mudd2Tick1() { playVoc("MUD2LOOP"); _awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_W; _awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_W; _awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_W; _awayMission->crewDirectionsAfterWalk[OBJECT_REDSHIRT] = DIR_W; _awayMission->mudd.muddCurrentlyInsane = false; if (_awayMission->mudd.muddInsanityState == 0) { // First time entering room _awayMission->mudd.muddInsanityState = 1; } else if (_awayMission->mudd.muddInsanityState == 2) { // Currently insane _awayMission->mudd.muddCurrentlyInsane = true; if (!_awayMission->mudd.muddUnconscious) { _awayMission->mudd.muddUnconscious = false; loadActorAnim2(OBJECT_MUDD, "s4sbhn", 0x9f, 0xbf); loadActorAnim2(OBJECT_CAPSULE, "s4sbvp", 0x93, 0xc3); } else { loadActorAnim2(OBJECT_MUDD, "s4sbob", 0x9f, 0xba); } } else if (_awayMission->mudd.muddUnavailable) { _awayMission->mudd.muddInsanityState = 1; } else if (_awayMission->mudd.muddInsanityState == 1) { // Second time entering room, start cutscene playMidiMusicTracks(3); loadActorAnim2(OBJECT_MUDD, "s4sbhw", 0x99, 0xbf); _awayMission->disableInput = 2; _awayMission->mudd.muddInhaledGas = true; _awayMission->timers[1] = 70; _awayMission->mudd.muddInsanityState = 2; _awayMission->mudd.muddUnavailable = true; } } void Room::mudd2Timer1Expired() { loadActorAnimC(OBJECT_MUDD, "s4sbmt", 0xa0, 0xbf, &Room::mudd2MuddNoticedKirk); } void Room::mudd2UseSTricorderAnywhere() { spockScan(DIR_S, 37, false, true); } void Room::mudd2UseSpockOnCapsules() { showText(TX_SPEAKER_MCCOY, 18, true); } void Room::mudd2GetCapsules() { if (!_awayMission->mudd.muddInhaledGas || _awayMission->mudd.muddUnconscious) { if (!_awayMission->mudd.translatedAlienLanguage) showText(TX_SPEAKER_MCCOY, 24, true); else walkCrewmanC(OBJECT_MCCOY, 0x9f, 0xbf, &Room::mudd2MccoyReachedCapsules); } else { showText(TX_SPEAKER_MCCOY, 23, true); } } void Room::mudd2MccoyReachedCapsules() { loadActorAnimC(OBJECT_MCCOY, "musehn", -1, -1, &Room::mudd2MccoyPickedUpCapsules); giveItem(OBJECT_ICAPSULE); } void Room::mudd2MccoyPickedUpCapsules() { _awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_W; walkCrewman(OBJECT_MCCOY, 0xfe, 0xb2); } void Room::mudd2UseCommunicator() { showText(TX_SPEAKER_KIRK, TX_MUD4_018); // originally TX_MUD4_019, this matches the audio showText(TX_SPEAKER_UHURA, TX_STATICU1); } void Room::mudd2LookAtCapsules() { showDescription(8, true); } void Room::mudd2UseMTricorderOnCapsules() { mccoyScan(DIR_W, 30, false, true); showText(TX_SPEAKER_KIRK, 4, true); showText(TX_SPEAKER_MCCOY, 19, true); } void Room::mudd2UseCapsuleOnControlPanel() { if (!_awayMission->mudd.muddInhaledGas || _awayMission->mudd.muddUnconscious) walkCrewmanC(OBJECT_MCCOY, 0x9f, 0xbf, &Room::mudd2MccoyReachedControlPanel); else showText(TX_SPEAKER_MCCOY, 23, true); } void Room::mudd2MccoyReachedControlPanel() { if (_awayMission->mudd.translatedAlienLanguage) loadActorAnimC(OBJECT_MCCOY, "musehn", -1, -1, &Room::mudd2MccoyPutCapsuleInControlPanel); else // NOTE: Unused, since you can't get capsules without translating the language first showText(TX_SPEAKER_MCCOY, 14, true); } void Room::mudd2MccoyPutCapsuleInControlPanel() { _awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_N; loadActorStandAnim(OBJECT_MCCOY); showText(TX_SPEAKER_MCCOY, 20, true); showText(TX_SPEAKER_MCCOY, 29, true); showText(TX_SPEAKER_SPOCK, 39, true); if (_awayMission->mudd.muddUnconscious) showText(TX_SPEAKER_MCCOY, 34, true); _awayMission->mudd.putCapsuleInMedicalMachine = true; loseItem(OBJECT_ICAPSULE); _awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_W; walkCrewman(OBJECT_MCCOY, 0xfe, 0xb2); } void Room::mudd2UseKirkOnBed() { if (!_awayMission->mudd.putCapsuleInMedicalMachine && !_awayMission->mudd.translatedAlienLanguage) { walkCrewmanC(OBJECT_KIRK, 0xd7, 0xbd, &Room::mudd2KirkReachedBed); } else if (_awayMission->mudd.translatedAlienLanguage) { walkCrewman(OBJECT_KIRK, 0xd7, 0xbd, 7); // BUG(?): no continuation? } } void Room::mudd2KirkReachedBed() { // BUGFIX: Speaker is mccoy, not none showText(TX_SPEAKER_MCCOY, 22, true); } void Room::mudd2MuddNoticedKirk() { showText(TX_SPEAKER_MUDD, 44, true); playVoc("BATTYGAS"); loadActorAnimC(OBJECT_MUDD, "s4sbhb", 0x9f, 0xbf, &Room::mudd2MuddDroppedCapsule); // Drops the capsule playMidiMusicTracks(0); } void Room::mudd2MuddDroppedCapsule() { loadActorAnim2(OBJECT_MUDD, "s4sbhn", 0x9f, 0xbf, 3); // NOTE: no callback from this loadActorAnim2(OBJECT_CAPSULE, "s4sbvp", 0x93, 0xc3); _awayMission->mudd.muddCurrentlyInsane = true; showText(TX_SPEAKER_MCCOY, 32, true); showText(TX_SPEAKER_MUDD, 49, true); showText(TX_SPEAKER_MCCOY, 26, true); showText(TX_SPEAKER_MUDD, 51, true); showText(TX_SPEAKER_MCCOY, 31, true); showText(TX_SPEAKER_MUDD, 50, true); _awayMission->disableInput = false; } void Room::mudd2UsePhaserOnMudd() { if (_awayMission->mudd.muddInhaledGas && !_awayMission->mudd.muddUnconscious) { showText(TX_SPEAKER_BUCHERT, 53, true); showText(TX_SPEAKER_MUDD, 42, true); showText(TX_SPEAKER_MUDD, 43, true); } } // Spock neck-pinches Mudd void Room::mudd2UseSpockOnMudd() { if (_awayMission->mudd.muddInhaledGas && !_awayMission->mudd.muddUnconscious) { _awayMission->disableInput = true; walkCrewmanC(OBJECT_SPOCK, 0x8a, 0xbf, &Room::mudd2SpockReachedMudd); } } void Room::mudd2SpockReachedMudd() { loadActorAnimC(OBJECT_SPOCK, "s4sbsp", 0x9f, 0xbf, &Room::mudd2SpockPinchedMudd); loadActorStandAnim(OBJECT_MUDD); } void Room::mudd2SpockPinchedMudd() { loadActorAnim2(OBJECT_MUDD, "s4sbob", 0x9f, 0xba); loadActorAnim2(OBJECT_SPOCK, "sstnde", 0xd0, 0xbd); showText(TX_SPEAKER_SPOCK, 12, true); _awayMission->disableInput = false; _awayMission->mudd.muddUnconscious = true; _awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_W; walkCrewman(OBJECT_SPOCK, 0x118, 0xc4); } void Room::mudd2UseKirkOnMudd() { if (_awayMission->mudd.muddInhaledGas && !_awayMission->mudd.muddUnconscious) { showText(TX_SPEAKER_KIRK, 1, true); mudd2UseSpockOnMudd(); } } void Room::mudd2UseRedshirtOnMudd() { if (_awayMission->mudd.muddInhaledGas && !_awayMission->mudd.muddUnconscious) { _awayMission->disableInput = true; walkCrewmanC(OBJECT_REDSHIRT, 0xc3, 0xbe, &Room::mudd2RedshirtReachedMudd); } } void Room::mudd2RedshirtReachedMudd() { _awayMission->timers[2] = 8; loadActorAnimC(OBJECT_REDSHIRT, "s4sbrh", -1, -1, &Room::mudd2RedshirtPushedAway); playVoc("ROCKFACE"); loadActorAnimC(OBJECT_MUDD, "s4sbhh", 0x9f, 0xbf, &Room::mudd2MuddFinishedPushingRedshirt); } void Room::mudd2Timer2Expired() { playSoundEffectIndex(SND_BLANK_0b); } void Room::mudd2MuddFinishedPushingRedshirt() { loadActorAnim2(OBJECT_MUDD, "s4sbhn"); } void Room::mudd2RedshirtPushedAway() { showText(TX_SPEAKER_BUCHERT, 52, true); loadActorAnim(OBJECT_REDSHIRT, "rstnds", 0xd8, 0xc3); _awayMission->disableInput = false; _awayMission->crewDirectionsAfterWalk[OBJECT_REDSHIRT] = DIR_W; walkCrewman(OBJECT_REDSHIRT, 0x117, 0xae); } // BUGFIX: This was originally "Action 0x45 on Mudd"; as far as I know, action 0x45 // doesn't exist. It's far more likely that 0x45 is supposed to correspond to // OBJECT_IMTRICOR in a USE action. // The function itself was also modified (ie. condition for showing text was inverted). void Room::mudd2UseMTricorderOnMudd() { if (_awayMission->mudd.muddInhaledGas && !_awayMission->mudd.muddUnconscious) mccoyScan(DIR_W, 13, false, true); } void Room::mudd2UseMedkitOnMudd() { if (!_awayMission->mudd.muddInhaledGas) return; else if (_awayMission->mudd.muddUnconscious) { if (!_awayMission->mudd.translatedAlienLanguage) showText(TX_SPEAKER_MCCOY, 15, true); else if (!_awayMission->mudd.putCapsuleInMedicalMachine) showText(TX_SPEAKER_MCCOY, 21, true); else walkCrewmanC(OBJECT_MCCOY, 0xde, 0xaf, &Room::mudd2MccoyReachedMudd); } else // Can't get to him since he's busy being crazy showText(TX_SPEAKER_MCCOY, 16, true); } void Room::mudd2MccoyReachedMudd() { _awayMission->mudd.missionScore += 2; loadActorAnimC(OBJECT_MCCOY, "s4sbms", -1, -1, &Room::mudd2MccoyCuredMudd); } void Room::mudd2MccoyCuredMudd() { _awayMission->mudd.muddUnavailable = false; _awayMission->mudd.muddInsanityState = 3; _awayMission->mudd.muddCurrentlyInsane = false; _awayMission->mudd.muddInhaledGas = false; showText(TX_SPEAKER_MCCOY, 33, true); showText(TX_SPEAKER_MUDD, 45, true); _awayMission->mudd.muddUnconscious = false; } void Room::mudd2LookAtKirk() { showDescription(3, true); } void Room::mudd2LookAtSpock() { showDescription(6, true); } void Room::mudd2LookAtMccoy() { showDescription(0, true); } void Room::mudd2LookAtRedshirt() { showDescription(4, true); } void Room::mudd2LookAtMudd() { showDescription(2, true); } void Room::mudd2LookAtControlPanel() { showDescription(11, true); } void Room::mudd2LookAtBed() { showDescription(7, true); } void Room::mudd2TalkToKirk() { // BUGFIX: second condition in if statement changed to "must be false" instead of // "must be true". (Same applies to below talk functions.) if (!_awayMission->mudd.muddCurrentlyInsane || !_awayMission->mudd.muddInhaledGas || _awayMission->mudd.muddUnconscious) showText(TX_SPEAKER_KIRK, 10, true); else { showText(TX_SPEAKER_KIRK, 5, true); showText(TX_SPEAKER_MUDD, 46, true); showText(TX_SPEAKER_MCCOY, 35, true); } } void Room::mudd2TalkToSpock() { if (!_awayMission->mudd.muddCurrentlyInsane || !_awayMission->mudd.muddInhaledGas || _awayMission->mudd.muddUnconscious) { showText(TX_SPEAKER_SPOCK, 40, true); showText(TX_SPEAKER_KIRK, 11, true); } else { showText(TX_SPEAKER_SPOCK, 38, true); } } void Room::mudd2TalkToMccoy() { if (!_awayMission->mudd.muddCurrentlyInsane || !_awayMission->mudd.muddInhaledGas || _awayMission->mudd.muddUnconscious) { showText(TX_SPEAKER_MCCOY, 25, true); showText(TX_SPEAKER_KIRK, 7, true); } else { showText(TX_SPEAKER_MCCOY, 27, true); } } void Room::mudd2TalkToRedshirt() { if (!_awayMission->mudd.muddCurrentlyInsane || !_awayMission->mudd.muddInhaledGas || _awayMission->mudd.muddUnconscious) { showText(TX_SPEAKER_BUCHERT, 54, true); showText(TX_SPEAKER_KIRK, 8, true); } else { showText(TX_SPEAKER_BUCHERT, 55, true); showText(TX_SPEAKER_KIRK, 3, true); showText(TX_SPEAKER_MCCOY, 36, true); } } void Room::mudd2TalkToMudd() { if (!_awayMission->mudd.muddCurrentlyInsane || !_awayMission->mudd.muddInhaledGas || _awayMission->mudd.muddUnconscious) return; else if (_awayMission->mudd.muddInhaledGas) { showText(TX_SPEAKER_MUDD, 48, true); showText(TX_SPEAKER_MCCOY, 28, true); } else { // NOTE: Unused (assumes harry is in a normal state, which doesn't happen here) showText(TX_SPEAKER_MUDD, 47, true); showText(TX_SPEAKER_KIRK, 6, true); } } }