/* 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_KLINGON_1 8 #define OBJECT_KLINGON_2 9 // Unused #define OBJECT_KLINGON_3 10 // Unused #define OBJECT_EXPLOSION 11 #define HOTSPOT_EXIT 0x20 #define HOTSPOT_WALL 0x21 namespace StarTrek { extern const RoomAction trial3ActionList[] = { { {ACTION_TICK, 1, 0, 0}, &Room::trial3Tick1 }, { {ACTION_TICK, 30, 0, 0}, &Room::trial3Tick30 }, { {ACTION_DONE_ANIM, 1, 0, 0}, &Room::trial3Klingon1BeamedIn }, { {ACTION_DONE_ANIM, 2, 0, 0}, &Room::trial3Klingon2BeamedIn }, { {ACTION_DONE_ANIM, 3, 0, 0}, &Room::trial3Klingon3BeamedIn }, { {ACTION_DONE_ANIM, 4, 0, 0}, &Room::trial3Klingon1DoneShooting }, { {ACTION_DONE_ANIM, 5, 0, 0}, &Room::trial3Klingon2DoneShooting }, { {ACTION_DONE_ANIM, 6, 0, 0}, &Room::trial3Klingon3DoneShooting }, { {ACTION_DONE_ANIM, 15, 0, 0}, &Room::trial3RedshirtDoneDying }, { {ACTION_DONE_ANIM, 16, 0, 0}, &Room::trial3KirkDoneDying }, { {ACTION_DONE_ANIM, 11, 0, 0}, &Room::trial3Klingon1Shot }, { {ACTION_DONE_ANIM, 12, 0, 0}, &Room::trial3Klingon2Shot }, { {ACTION_DONE_ANIM, 13, 0, 0}, &Room::trial3Klingon3Shot }, { {ACTION_DONE_ANIM, 19, 0, 0}, &Room::trial3CrewmanBeamedOut }, { {ACTION_TICK, 90, 0, 0}, &Room::trial3Tick90 }, { {ACTION_TOUCHED_HOTSPOT, 3, 0, 0}, &Room::trial3TouchedHotspot3 }, { {ACTION_DONE_ANIM, 14, 0, 0}, &Room::trial3KirkExploded }, { {ACTION_LOOK, OBJECT_KIRK, 0, 0}, &Room::trial3LookAtKirk }, { {ACTION_LOOK, OBJECT_SPOCK, 0, 0}, &Room::trial3LookAtSpock }, { {ACTION_LOOK, OBJECT_MCCOY, 0, 0}, &Room::trial3LookAtMccoy }, { {ACTION_LOOK, OBJECT_REDSHIRT, 0, 0}, &Room::trial3LookAtRedshirt }, { {ACTION_LOOK, HOTSPOT_EXIT, 0, 0}, &Room::trial3LookAtExit }, { {ACTION_LOOK, HOTSPOT_WALL, 0, 0}, &Room::trial3LookAtWall }, { {ACTION_TALK, OBJECT_KIRK, 0, 0}, &Room::trial3TalkToKirk }, { {ACTION_TALK, OBJECT_SPOCK, 0, 0}, &Room::trial3TalkToSpock }, { {ACTION_TALK, OBJECT_MCCOY, 0, 0}, &Room::trial3TalkToMccoy }, { {ACTION_TALK, OBJECT_REDSHIRT, 0, 0}, &Room::trial3TalkToRedshirt }, { {ACTION_USE, OBJECT_IPHASERS, HOTSPOT_WALL, 0}, &Room::trial3UsePhaserOnWall }, { {ACTION_USE, OBJECT_IPHASERK, HOTSPOT_WALL, 0}, &Room::trial3UsePhaserOnWall }, { {ACTION_USE, OBJECT_IPHASERS, OBJECT_KLINGON_1, 0}, &Room::trial3UseStunPhaserOnKlingon1 }, { {ACTION_DONE_ANIM, 17, 0, 0}, &Room::trial3ReadyToShootKlingon1OnStun }, { {ACTION_USE, OBJECT_IPHASERK, OBJECT_KLINGON_1, 0}, &Room::trial3UseKillPhaserOnKlingon1 }, { {ACTION_DONE_ANIM, 18, 0, 0}, &Room::trial3ReadyToShootKlingon1OnKill }, // OMITTED: Similar code for unused klingons 2 and 3 { {ACTION_USE, OBJECT_IPHASERS, 0xff, 0}, &Room::trial3UsePhaserAnywhere }, { {ACTION_USE, OBJECT_IPHASERK, 0xff, 0}, &Room::trial3UsePhaserAnywhere }, { {ACTION_USE, OBJECT_IMTRICOR, OBJECT_KIRK, 0}, &Room::trial3UseMTricorderOnKirk }, { {ACTION_USE, OBJECT_IMTRICOR, OBJECT_SPOCK, 0}, &Room::trial3UseMTricorderOnSpock }, { {ACTION_USE, OBJECT_IMTRICOR, OBJECT_MCCOY, 0}, &Room::trial3UseMTricorderOnMccoy }, { {ACTION_USE, OBJECT_IMTRICOR, OBJECT_REDSHIRT, 0}, &Room::trial3UseMTricorderOnRedshirt }, { {ACTION_USE, OBJECT_IMTRICOR, HOTSPOT_EXIT, 0}, &Room::trial3UseMTricorderOnExit }, { {ACTION_USE, OBJECT_ISTRICOR, HOTSPOT_WALL, 0}, &Room::trial3UseSTricorderOnWall }, { {ACTION_USE, OBJECT_ISTRICOR, HOTSPOT_EXIT, 0}, &Room::trial3UseSTricorderOnExit }, { {ACTION_USE, OBJECT_IMTRICOR, OBJECT_KLINGON_1, 0}, &Room::trial3UseMTricorderOnKlingon }, { {ACTION_USE, OBJECT_ICOMM, 0xff, 0}, &Room::trial3UseCommunicator }, { {ACTION_USE, OBJECT_MCCOY, HOTSPOT_WALL, 0}, &Room::trial3UseMccoyOnWall }, { {ACTION_USE, OBJECT_MCCOY, HOTSPOT_EXIT, 0}, &Room::trial3UseMccoyOnExit }, { {ACTION_USE, OBJECT_SPOCK, HOTSPOT_WALL, 0}, &Room::trial3UseSpockOnWall }, { {ACTION_USE, OBJECT_SPOCK, HOTSPOT_EXIT, 0}, &Room::trial3UseSpockOnExit }, { {ACTION_USE, OBJECT_REDSHIRT, HOTSPOT_EXIT, 0}, &Room::trial3UseRedshirtOnExit }, { {ACTION_USE, OBJECT_REDSHIRT, HOTSPOT_WALL, 0}, &Room::trial3UseRedshirtOnWall }, { {ACTION_WALK, HOTSPOT_EXIT, 0, 0}, &Room::trial3WalkToExit }, { {ACTION_USE, OBJECT_IMEDKIT, 0xff, 0}, &Room::trial3UseMedkitAnywhere }, }; extern const int trial3NumActions = ARRAYSIZE(trial3ActionList); void Room::trial3Tick1() { playVoc("TRI3LOOP"); if (!_awayMission->trial.enteredTrial3FirstTime) { _awayMission->disableWalking = true; _awayMission->disableInput = 2; } playMidiMusicTracks(MIDITRACK_33, -1); } void Room::trial3Tick30() { if (!_awayMission->trial.enteredTrial3FirstTime) { _awayMission->disableInput = false; _awayMission->trial.enteredTrial3FirstTime = true; showText(TX_SPEAKER_BENNIE, TX_TRI3_030); showText(TX_SPEAKER_KIRK, TX_TRI3_005); showText(TX_SPEAKER_MCCOY, TX_TRI3_019); showText(TX_SPEAKER_SPOCK, TX_TRI3_025); showText(TX_SPEAKER_MCCOY, TX_TRI3_020); showText(TX_SPEAKER_KIRK, TX_TRI3_004); } } void Room::trial3Klingon1BeamedIn() { loadActorAnimC(OBJECT_KLINGON_1, "t3kfir", -1, -1, &Room::trial3Klingon1DoneShooting); trial3KlingonShootsSomeone1(); } void Room::trial3Klingon2BeamedIn() { loadActorAnimC(OBJECT_KLINGON_2, "t3kfir", -1, -1, &Room::trial3Klingon2DoneShooting); trial3KlingonShootsSomeone1(); } void Room::trial3Klingon3BeamedIn() { loadActorAnimC(OBJECT_KLINGON_3, "t3kfir", -1, -1, &Room::trial3Klingon3DoneShooting); trial3KlingonShootsSomeone1(); } void Room::trial3KlingonShootsSomeone1() { _awayMission->trial.klingonShootIndex++; if (_awayMission->trial.klingonShootIndex == 1) { playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks("t3phas04", 5); loadActorAnimC(OBJECT_REDSHIRT, "rkillw", -1, -1, &Room::trial3RedshirtDoneDying); _awayMission->redshirtDead = true; } else if (_awayMission->trial.klingonShootIndex == 2) { playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks("t3phas05", 5); playMidiMusicTracks(MIDITRACK_2, -1); loadActorAnimC(OBJECT_KIRK, "kkillw", -1, -1, &Room::trial3KirkDoneDying); } } void Room::trial3Klingon1DoneShooting() { loadActorAnimC(OBJECT_KLINGON_1, "t3kfir", -1, -1, &Room::trial3Klingon1DoneShooting); trial3KlingonShootsSomeone2(); } void Room::trial3Klingon2DoneShooting() { loadActorAnimC(OBJECT_KLINGON_2, "t3kfir", -1, -1, &Room::trial3Klingon2DoneShooting); trial3KlingonShootsSomeone2(); } void Room::trial3Klingon3DoneShooting() { loadActorAnimC(OBJECT_KLINGON_3, "t3kfir", -1, -1, &Room::trial3Klingon3DoneShooting); trial3KlingonShootsSomeone2(); } void Room::trial3KlingonShootsSomeone2() { // This function is almost exactly identical to "trial3KlingonShootsSomeone1(), just // one line differs... _awayMission->trial.klingonShootIndex++; if (_awayMission->trial.klingonShootIndex == 1) { playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks("t3phas04", 5); loadActorAnimC(OBJECT_REDSHIRT, "rkillw", -1, -1, &Room::trial3RedshirtDoneDying); _awayMission->redshirtDead = true; } else if (_awayMission->trial.klingonShootIndex == 2) { playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks("t3phas05", 5); // NOTE: Only difference to "trial3KlingonShootsSomeone1" is this doesn't play a midi track? loadActorAnimC(OBJECT_KIRK, "kkillw", -1, -1, &Room::trial3KirkDoneDying); } } void Room::trial3RedshirtDoneDying() { _awayMission->redshirtDead = true; } void Room::trial3KirkDoneDying() { showGameOverMenu(); } void Room::trial3Klingon1Shot() { _awayMission->trial.shotKlingons |= 1; trial3CheckShowUhuraText(); } void Room::trial3Klingon2Shot() { _awayMission->trial.shotKlingons |= 2; trial3CheckShowUhuraText(); } void Room::trial3Klingon3Shot() { _awayMission->trial.shotKlingons |= 4; trial3CheckShowUhuraText(); } void Room::trial3CheckShowUhuraText() { if (_awayMission->trial.shotKlingons == 1) { _awayMission->trial.shotKlingons |= 8; _awayMission->disableWalking = false; loadActorStandAnim(OBJECT_KIRK); showText(TX_SPEAKER_UHURA, TX_TRI3U084); showText(TX_SPEAKER_KIRK, TX_TRI3_007); showText(TX_SPEAKER_UHURA, TX_TRI3U099); _awayMission->trial.forceFieldDown = true; const TextRef choices[] = { TX_SPEAKER_KIRK, TX_TRI3_006, TX_TRI3_002, TX_TRI3_003, TX_BLANK }; int choice = showMultipleTexts(choices); if (choice == 0) { // Don't beam out } else if (choice == 1) { // Beam to enterprise endMission(_awayMission->trial.missionScore, _awayMission->trial.field2b, 1); // FIXME: inconsistent } else if (choice == 2) { // Beam to Vlict trial3BeamToVlict(); } } } void Room::trial3CrewmanBeamedOut() { if (!_awayMission->trial.gotPointsForBeamingOut) { _awayMission->trial.gotPointsForBeamingOut = true; _awayMission->trial.missionScore += 2; // BUG: Doesn't happen when done in other rooms } loadRoomIndex(4, 4); } void Room::trial3Tick90() { if ((!(_awayMission->trial.shotKlingons & 8) && _awayMission->trial.shotKlingonState != 20)) { playSoundEffectIndex(SND_TRANSMAT); playMidiMusicTracks(MIDITRACK_32, -1); loadActorAnimC(OBJECT_KLINGON_1, "t3ktel", 0x57, 0xb1, &Room::trial3Klingon1BeamedIn); _awayMission->trial.shotKlingonState = 21; } } void Room::trial3TouchedHotspot3() { // Activated the explosive playSoundEffectIndex(SND_BLANK_14); playMidiMusicTracks(MIDITRACK_2, -1); playVoc("BITOKIRK"); loadActorAnimC(OBJECT_EXPLOSION, "t3expl", 0, 0xc7, &Room::trial3KirkExploded); } void Room::trial3KirkExploded() { showGameOverMenu(); } void Room::trial3LookAtKirk() { showDescription(TX_TRI3N000); } void Room::trial3LookAtSpock() { showDescription(TX_TRI3N004); } void Room::trial3LookAtMccoy() { showDescription(TX_TRI3N001); } void Room::trial3LookAtRedshirt() { showDescription(TX_TRI3N002); } void Room::trial3LookAtExit() { showDescription(TX_TRI3N005); } void Room::trial3LookAtWall() { showDescription(TX_TRI3N007); } void Room::trial3TalkToKirk() { showText(TX_SPEAKER_KIRK, TX_TRI3_001); } void Room::trial3TalkToSpock() { showText(TX_SPEAKER_SPOCK, TX_TRI3_022); } void Room::trial3TalkToMccoy() { showText(TX_SPEAKER_MCCOY, TX_TRI3_018); } void Room::trial3TalkToRedshirt() { showText(TX_SPEAKER_BENNIE, TX_TRI3_029); } void Room::trial3UsePhaserOnWall() { showDescription(TX_TRI3N006); } void Room::trial3UseStunPhaserOnKlingon1() { // BUGFIX: Instead of checking that the klingon isn't unconscious, (22), check that // he's conscious (21). // There's also the "dead" state (23) to consider. This prevents a softlock if // a phaser is used on him just as he's being vaporized. if (_awayMission->trial.shotKlingonState == 21) { _awayMission->disableInput = true; loadActorAnimC(OBJECT_KIRK, "kdraww", -1, -1, &Room::trial3ReadyToShootKlingon1OnStun); } } void Room::trial3ReadyToShootKlingon1OnStun() { if (_awayMission->trial.shotKlingonState == 21) { playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks("t3phas00", 5); loadActorAnimC(OBJECT_KLINGON_1, "t3kstn", -1, -1, &Room::trial3Klingon1Shot); _awayMission->disableInput = false; _awayMission->trial.shotKlingonState = 22; } } void Room::trial3UseKillPhaserOnKlingon1() { // BUGFIX: Prevent softlock by checking that he's conscious (shotKlingonState == 21) // In addition to preventing the softlock mentioned above, this also prevents // a softlock where a kill phaser is used on the unconscious klingon. if (_awayMission->trial.shotKlingonState == 21) { _awayMission->disableInput = true; loadActorAnimC(OBJECT_KIRK, "kdraww", -1, -1, &Room::trial3ReadyToShootKlingon1OnKill); } } void Room::trial3ReadyToShootKlingon1OnKill() { if (_awayMission->trial.shotKlingonState == 21) { playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks("t3phas02", 5); loadActorAnimC(OBJECT_KLINGON_1, "t3kdie", -1, -1, &Room::trial3Klingon1Shot); _awayMission->disableInput = false; _awayMission->trial.shotKlingonState = 23; _awayMission->trial.missionScore -= 3; // Penalty for killing klingon } } void Room::trial3UsePhaserAnywhere() { showDescription(TX_TRI3N003); } void Room::trial3UseMTricorderOnKirk() { // BUGFIX: Original animated Spock instead of Mccoy (same for below mccoy-scan functions) mccoyScan(DIR_S, TX_TRI3_015, true); } void Room::trial3UseMTricorderOnSpock() { mccoyScan(DIR_S, TX_TRI3_016, true); } void Room::trial3UseMTricorderOnMccoy() { mccoyScan(DIR_S, TX_TRI3_013, true); } void Room::trial3UseMTricorderOnRedshirt() { mccoyScan(DIR_S, TX_TRI3_014, true); } void Room::trial3UseMTricorderOnExit() { mccoyScan(DIR_S, TX_TRI3_009, true); } void Room::trial3UseSTricorderOnWall() { spockScan(DIR_S, TX_TRI3_024, true); } void Room::trial3UseSTricorderOnExit() { spockScan(DIR_S, TX_TRI3_023, true); } void Room::trial3UseMTricorderOnKlingon() { if (_awayMission->trial.shotKlingonState == 22) { // Unconscious mccoyScan(DIR_S, TX_TRI3_011); if (!_awayMission->redshirtDead) // BUGFIX: Check if redshirt is dead showText(TX_SPEAKER_BENNIE, TX_TRI3_028); } } void Room::trial3UseCommunicator() { if (_awayMission->trial.forceFieldDown) { showText(TX_SPEAKER_UHURA, TX_TRI3U089); const TextRef choices[] = { TX_SPEAKER_KIRK, TX_TRI3_103, TX_TRI3_104, TX_TRI3_107, TX_BLANK }; int choice = showMultipleTexts(choices); if (choice == 0) { // "Beam us back to the enterprise" _awayMission->trial.missionEndMethod = 1; endMission(_awayMission->trial.missionScore, _awayMission->trial.field2b, 1); // FIXME: inconsistent } else if (choice == 1) { // "Beam us to Vlict's position" trial3BeamToVlict(); } // Else don't transport anywhere } else { // Force field still up showText(TX_SPEAKER_UHURA, TX_TRI3U067); } } void Room::trial3BeamToVlict() { // ENHANCEMENT: The audio that should play here (TX_TRI3U080) doesn't seem to have the // normal "filter" applied over it, making it sound jarring. So, use the equivalent // text from TRIAL1 instead. showText(TX_SPEAKER_UHURA, TX_TRI1U080); _awayMission->disableInput = true; playSoundEffectIndex(SND_TRANSDEM); loadActorAnimC(OBJECT_KIRK, "kteled", -1, -1, &Room::trial3CrewmanBeamedOut); loadActorAnimC(OBJECT_SPOCK, "steled", -1, -1, &Room::trial3CrewmanBeamedOut); loadActorAnimC(OBJECT_MCCOY, "mteled", -1, -1, &Room::trial3CrewmanBeamedOut); if (!_awayMission->redshirtDead) loadActorAnimC(OBJECT_REDSHIRT, "rteled", -1, -1, &Room::trial3CrewmanBeamedOut); } void Room::trial3UseMccoyOnWall() { showText(TX_SPEAKER_MCCOY, TX_TRI3_010); } void Room::trial3UseMccoyOnExit() { showText(TX_SPEAKER_MCCOY, TX_TRI3_012); } void Room::trial3UseSpockOnWall() { showText(TX_SPEAKER_SPOCK, TX_TRI3_021); } void Room::trial3UseSpockOnExit() { showText(TX_SPEAKER_SPOCK, TX_TRI3_008); } void Room::trial3UseRedshirtOnExit() { showText(TX_SPEAKER_BENNIE, TX_TRI3_027); } void Room::trial3UseRedshirtOnWall() { showText(TX_SPEAKER_BENNIE, TX_TRI3_026); } void Room::trial3WalkToExit() { walkCrewman(OBJECT_KIRK, 0x26, 0x9d); } void Room::trial3UseMedkitAnywhere() { showText(TX_SPEAKER_MCCOY, TX_TRI3_017); } }