/* 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 { #define OBJECT_ELASI_1 8 #define OBJECT_ELASI_2 9 #define OBJECT_ELASI_3 10 #define OBJECT_ELASI_4 11 #define OBJECT_12 12 #define OBJECT_13 13 #define OBJECT_14 14 #define OBJECT_15 15 #define GUARDSTAT_UP 0 #define GUARDSTAT_STUNNED 1 #define GUARDSTAT_DEAD 2 #define GUARDSTAT_SURRENDERED 4 #define GUARDSTAT_TIED 8 void Room::tug3Tick1() { playVoc("TUG3LOOP"); _awayMission->disableWalking = true; loadActorAnim2(OBJECT_ELASI_1, "p1turn", 0xa4, 0x98, 0); loadActorAnim2(OBJECT_ELASI_2, "p2turn", 0xd1, 0x88, 0); loadActorAnim2(OBJECT_ELASI_3, "p3turn", 0xfb, 0xc4, 0); loadActorAnim2(OBJECT_ELASI_4, "p4turn", 0x5a, 0x9e, 0); } void Room::tug3Tick40() { loadActorAnim2(OBJECT_KIRK, "kdraws", -1, -1, 0); // Draw phaser } void Room::tug3LookAnywhere() { showDescription(7, true); } void Room::tug3ElasiSurrendered() { // BUGFIX: the original game had the condition below. However, this would cause // problems if you start shooting, then get them to surrender; if timed correctly, // they could shoot Kirk as he's beaming out and the mission is "successful". To // prevent that, the below condition is removed in ScummVM. /* if (_awayMission->tug.bridgeElasiDrewPhasers) return; */ // Also part of the bugfix (stop shooting) _awayMission->timers[0] = 0; _awayMission->tug.elasiSurrendered = true; loadActorAnim2(OBJECT_ELASI_1, "p1surr", -1, -1, 0); _awayMission->tug.bridgeElasi1Status = GUARDSTAT_SURRENDERED; if (_awayMission->tug.bridgeElasi2Status == GUARDSTAT_UP) { loadActorAnim2(OBJECT_ELASI_2, "p2surr", -1, -1, 0); _awayMission->tug.bridgeElasi2Status = GUARDSTAT_SURRENDERED; } if (_awayMission->tug.bridgeElasi3Status == GUARDSTAT_UP) { loadActorAnim2(OBJECT_ELASI_3, "p3surr", -1, -1, 0); _awayMission->tug.bridgeElasi3Status = GUARDSTAT_SURRENDERED; } if (_awayMission->tug.bridgeElasi4Status == GUARDSTAT_UP) { loadActorAnim2(OBJECT_ELASI_4, "p4surr", -1, -1, 0); _awayMission->tug.bridgeElasi4Status = GUARDSTAT_SURRENDERED; } _awayMission->tug.missionScore += 4; } void Room::tug3UsePhaserAnywhere() { // Stub function to suppress "you can't do that" messages } void Room::tug3ElasiDrawPhasers() { if (_awayMission->tug.bridgeElasiDrewPhasers) return; _awayMission->tug.bridgeElasiDrewPhasers = true; // If brig guards are alive & untied, kill the hostages if (_awayMission->tug.guard1Status == 0 || _awayMission->tug.guard2Status == 0) { showText(TX_SPEAKER_ELASI_CLANSMAN, 81, true, true); _awayMission->tug.missionScore = 0; } if (_awayMission->timers[0] == 0) _awayMission->timers[0] = 10; // Make all elasi draw their phasers if (_awayMission->tug.bridgeElasi1Status == 0) loadActorAnim2(OBJECT_ELASI_1, "p1draw", -1, -1, 0); if (_awayMission->tug.bridgeElasi2Status == 0) loadActorAnim2(OBJECT_ELASI_2, "p2draw", -1, -1, 0); if (_awayMission->tug.bridgeElasi3Status == 0) loadActorAnim2(OBJECT_ELASI_3, "p3draw", -1, -1, 0); if (_awayMission->tug.bridgeElasi4Status == 0) loadActorAnim2(OBJECT_ELASI_4, "p4draw", -1, -1, 0); } void Room::tug3UseStunPhaserOnElasi1() { if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi1Status != GUARDSTAT_UP) return; loadActorAnim2(OBJECT_ELASI_1, "p1stun", -1, -1, 12); playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks("t3beem05", 5); _awayMission->tug.bridgeElasi1Status = GUARDSTAT_STUNNED; tug3ElasiDrawPhasers(); } void Room::tug3UseStunPhaserOnElasi2() { if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi2Status != GUARDSTAT_UP) return; loadActorAnim2(OBJECT_ELASI_2, "p2stun", -1, -1, 12); playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks("t3beem06", 5); _awayMission->tug.bridgeElasi2Status = GUARDSTAT_STUNNED; tug3ElasiDrawPhasers(); } void Room::tug3UseStunPhaserOnElasi3() { if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi3Status != GUARDSTAT_UP) return; loadActorAnim2(OBJECT_ELASI_3, "p3stun", -1, -1, 12); playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks("t3beem07", 5); _awayMission->tug.bridgeElasi3Status = GUARDSTAT_STUNNED; tug3ElasiDrawPhasers(); } void Room::tug3UseStunPhaserOnElasi4() { if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi4Status != GUARDSTAT_UP) return; loadActorAnim2(OBJECT_ELASI_4, "p4stun", -1, -1, 12); playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks("t3beem04", 5); _awayMission->tug.bridgeElasi4Status = GUARDSTAT_STUNNED; tug3ElasiDrawPhasers(); } void Room::tug3UseKillPhaserOnElasi1() { if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi1Status != GUARDSTAT_UP) return; loadActorAnim2(OBJECT_ELASI_1, "p1Kill", -1, -1, 12); playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks("t3beem25", 5); _awayMission->tug.bridgeElasi1Status = GUARDSTAT_DEAD; _awayMission->tug.missionScore -= 2; tug3ElasiDrawPhasers(); } void Room::tug3UseKillPhaserOnElasi2() { if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi2Status != GUARDSTAT_UP) return; loadActorAnim2(OBJECT_ELASI_2, "p2Kill", -1, -1, 12); playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks("t3beem27", 5); _awayMission->tug.bridgeElasi2Status = GUARDSTAT_DEAD; _awayMission->tug.missionScore -= 2; tug3ElasiDrawPhasers(); } void Room::tug3UseKillPhaserOnElasi3() { if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi3Status != GUARDSTAT_UP) return; loadActorAnim2(OBJECT_ELASI_3, "p3Kill", -1, -1, 12); playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks("t3beem26", 5); _awayMission->tug.bridgeElasi3Status = GUARDSTAT_DEAD; _awayMission->tug.missionScore -= 2; tug3ElasiDrawPhasers(); } void Room::tug3UseKillPhaserOnElasi4() { if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi4Status != GUARDSTAT_UP) return; loadActorAnim2(OBJECT_ELASI_4, "p4Kill", -1, -1, 12); playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks("t3beem24", 5); _awayMission->tug.bridgeElasi4Status = GUARDSTAT_DEAD; _awayMission->tug.missionScore -= 2; tug3ElasiDrawPhasers(); } void Room::tug3ElasiStunnedOrKilled() { if (_awayMission->tug.bridgeWinMethod == 1) return; if (_awayMission->tug.bridgeElasi1Status == GUARDSTAT_UP || _awayMission->tug.bridgeElasi2Status == GUARDSTAT_UP || _awayMission->tug.bridgeElasi3Status == GUARDSTAT_UP || _awayMission->tug.bridgeElasi4Status == GUARDSTAT_UP) return; // BUGFIX: if the ship is deorbiting, the mission isn't won yet. if (_awayMission->tug.orbitalDecayCounter != 0) return; _awayMission->tug.bridgeWinMethod = 1; tug3EndMission(); } void Room::tug3TalkToElasi1() { if (_awayMission->tug.bridgeElasi1Status != GUARDSTAT_UP || _awayMission->tug.talkedToCereth) return; _awayMission->tug.talkedToCereth = true; const TextRef choices[] = { TX_SPEAKER_KIRK, 4, 3, 2, TX_BLANK }; int choice = showMultipleTexts(choices, true); switch (choice) { case 0: // They surrender showText(TX_SPEAKER_ELASI_CERETH, 84, true, true); _awayMission->tug.bridgeElasi1Status = GUARDSTAT_SURRENDERED; loadActorAnim2(OBJECT_ELASI_1, "p1surr", -1, -1, 0); tug3ElasiSurrendered(); _awayMission->tug.bridgeWinMethod = 2; _awayMission->tug.missionScore += 8; tug3EndMission(); break; case 1: // Cereth shoots console, doesn't surrender _awayMission->disableInput = true; showText(TX_SPEAKER_ELASI_CERETH, TX_TUG3_F27); loadActorAnim2(OBJECT_ELASI_1, "p1draw", -1, -1, 3); break; case 2: // Cereth shoots console and surrenders _awayMission->disableInput = true; showText(TX_SPEAKER_ELASI_CERETH, 83, true, true); loadActorAnim2(OBJECT_ELASI_1, "p1draw", -1, -1, 5); // BUGFIX: they're going to surrender, so stop the firefight. _awayMission->timers[0] = 0; break; } } void Room::tug3Elasi1DrewPhaser() { playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks("t3beem41", 13); playSoundEffectIndex(SND_BLANK_16); loadActorAnim2(OBJECT_12, "sparks", 0xa0, 0xad, 4); } void Room::tug3Elasi1ShotConsole() { tug3ElasiDrawPhasers(); _awayMission->disableInput = false; _awayMission->tug.bridgeWinMethod = 3; _awayMission->timers[1] = 10; } void Room::tug3Elasi1DrewPhaser2() { playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks("t3beem41", 13); loadActorAnim2(OBJECT_12, "sparks", 0xa0, 0xad, 6); } void Room::tug3Elasi1ShotConsoleAndSurrenders() { showText(TX_SPEAKER_ELASI_CERETH, 80, true, true); tug3ElasiSurrendered(); _awayMission->disableInput = false; _awayMission->tug.bridgeWinMethod = 3; _awayMission->timers[1] = 10; } void Room::tug3LookAtMccoy() { showDescription(0, true); } void Room::tug3LookAtSpock() { showDescription(2, true); } void Room::tug3LookAtRedshirt() { showDescription(1, true); } void Room::tug3LookAtElasi1() { // BUGFIX: there were two implementations of this function; the first was the same as // the other 3 elasi, the second was specific to the captain. The second was never // called in the original game, but it's used here instead for more variety. // The function itself is changed by checking both if he's stunned or if he's dead, // instead of just checking if he's stunned. if (_awayMission->tug.bridgeElasi1Status == GUARDSTAT_STUNNED || _awayMission->tug.bridgeElasi1Status == GUARDSTAT_DEAD) showDescription(3, true); else showDescription(8, true); } void Room::tug3LookAtElasi2() { // BUGFIX: also check if stunned. They can't "glare at the crewmembers" if they're // unconscious. (applies to below functions too.) if (_awayMission->tug.bridgeElasi2Status == GUARDSTAT_DEAD || _awayMission->tug.bridgeElasi2Status == GUARDSTAT_STUNNED) showDescription(4, true); else showDescription(5, true); } void Room::tug3LookAtElasi3() { if (_awayMission->tug.bridgeElasi3Status == GUARDSTAT_DEAD || _awayMission->tug.bridgeElasi2Status == GUARDSTAT_STUNNED) showDescription(4, true); else showDescription(5, true); } void Room::tug3LookAtElasi4() { if (_awayMission->tug.bridgeElasi4Status == GUARDSTAT_DEAD || _awayMission->tug.bridgeElasi2Status == GUARDSTAT_STUNNED) showDescription(4, true); else showDescription(5, true); } void Room::tug3TalkToMccoy() { if (_awayMission->tug.orbitalDecayCounter != 0 || _awayMission->tug.bridgeElasi1Status != GUARDSTAT_UP) { if (_awayMission->tug.orbitalDecayCounter >= 10) { if (_awayMission->tug.orbitalDecayCounter < 16) showText(TX_SPEAKER_MCCOY, 11, true); } else if (_awayMission->tug.orbitalDecayCounter != 0) { // BUGFIX: original game displays a blank textbox. An appropriate audio file // exists, but the corresponding text was written from scratch for ScummVM. // TODO: check if original floppy version has text for this. showText(TX_SPEAKER_MCCOY, 12, true); } } else showText(TX_SPEAKER_MCCOY, 13, true); } void Room::tug3TalkToSpock() { if (_awayMission->tug.orbitalDecayCounter != 0) { if (_awayMission->tug.orbitalDecayCounter >= 10) { if (_awayMission->tug.orbitalDecayCounter < 16) showText(TX_SPEAKER_SPOCK, 8, true); } else showText(TX_SPEAKER_SPOCK, 9, true); } } void Room::tug3TalkToRedshirt() { showText(TX_SPEAKER_CHRISTENSEN, 3, true, true); } void Room::tug3UseCommunicator() { if (_awayMission->tug.orbitalDecayCounter == 0) return; if (_awayMission->tug.orbitalDecayCounter < 10) { showText(TX_SPEAKER_KIRK, 7, true); showText(TX_SPEAKER_SULU, 15, true); showText(TX_SPEAKER_SHIPS_COMPUTER, TX_COMPA180); _awayMission->timers[1] = 0; // BUGFIX: if still fighting the elasi, the mission isn't done yet. _awayMission->tug.orbitalDecayCounter = 0; if (!_awayMission->tug.elasiSurrendered && (_awayMission->tug.bridgeElasi1Status == GUARDSTAT_UP || _awayMission->tug.bridgeElasi2Status == GUARDSTAT_UP || _awayMission->tug.bridgeElasi3Status == GUARDSTAT_UP || _awayMission->tug.bridgeElasi4Status == GUARDSTAT_UP)) return; tug3EndMission(); } else { if (_awayMission->tug.orbitalDecayCounter < 16) { showText(TX_SPEAKER_KIRK, 6, true); showText(TX_SPEAKER_SCOTT, TX_TUG3_S07); playMidiMusicTracks(-1, -1); _awayMission->disableInput = true; if (_awayMission->tug.missionScore < 0) _awayMission->tug.missionScore = 0; endMission(_awayMission->tug.missionScore, _awayMission->tug.field2b, _awayMission->tug.field2d); } } } // One of the elasi shoots one of the crewmen void Room::tug3Timer0Expired() { const char *beamAnims[][4] = { { "t3beem33", "t3beem35", "t3beem34", "t3beem32" }, { "t3beem37", "t3beem39", "t3beem38", "t3beem36" }, { "t3beem29", "t3beem31", "t3beem30", "t3beem28" }, }; int elasiShooter, elasiTarget; if (_awayMission->tug.bridgeElasi2Status == GUARDSTAT_UP) elasiShooter = 0; else if (_awayMission->tug.bridgeElasi3Status == GUARDSTAT_UP) elasiShooter = 1; else if (_awayMission->tug.bridgeElasi4Status == GUARDSTAT_UP) elasiShooter = 2; else return; if (!_awayMission->tug.crewmanKilled[OBJECT_REDSHIRT]) { _awayMission->tug.crewmanKilled[OBJECT_REDSHIRT] = 2; _awayMission->redshirtDead = true; loadActorAnim2(OBJECT_REDSHIRT, "rkills", -1, -1, 0); elasiTarget = OBJECT_REDSHIRT; } else if (!_awayMission->tug.crewmanKilled[OBJECT_KIRK]) { _awayMission->tug.crewmanKilled[OBJECT_KIRK] = 2; _awayMission->disableInput = true; loadActorAnim2(OBJECT_KIRK, "kkills", -1, -1, 0); elasiTarget = OBJECT_KIRK; } else if (!_awayMission->tug.crewmanKilled[OBJECT_SPOCK]) { _awayMission->tug.crewmanKilled[OBJECT_SPOCK] = 2; loadActorAnim2(OBJECT_SPOCK, "skills", -1, -1, 0); elasiTarget = OBJECT_SPOCK; } else if (!_awayMission->tug.crewmanKilled[OBJECT_MCCOY]) { _awayMission->tug.crewmanKilled[OBJECT_MCCOY] = 2; loadActorAnim2(OBJECT_MCCOY, "mkills", -1, -1, 13); elasiTarget = OBJECT_MCCOY; } else return; playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks(beamAnims[elasiShooter][elasiTarget], 5); _awayMission->timers[0] = 50; } void Room::tug3AllCrewmenDead() { playMidiMusicTracks(2, -1); showGameOverMenu(); } // "Orbital decay" countdown timer void Room::tug3Timer1Expired() { if (_awayMission->tug.orbitalDecayCounter < 10) { // Decay still preventable showText(TX_SPEAKER_SHIPS_COMPUTER, TX_COMPU182); _awayMission->timers[1] = 100; _awayMission->tug.orbitalDecayCounter++; } else if (_awayMission->tug.orbitalDecayCounter < 16) { // Decay now unavoidable showText(TX_SPEAKER_SHIPS_COMPUTER, TX_COMPU181); _awayMission->timers[1] = 100; _awayMission->tug.orbitalDecayCounter++; } else { // Game over showDescription(6, true); showGameOverMenu(); } } void Room::tug3EndMission() { playMidiMusicTracks(28, -1); showText(TX_SPEAKER_KIRK, 1, true); playSoundEffectIndex(SND_TRANSMAT); loadActorAnim2(OBJECT_13, "rteleb", 0x14, 0xa0, 7); loadActorAnim2(OBJECT_14, "rteleb", 0x118, 0xa0, 0); loadActorAnim2(OBJECT_15, "rteleb", 0x96, 0xbe, 0); } void Room::tug3SecurityTeamBeamedIn() { loadActorAnim2(OBJECT_13, "rdrawe", -1, -1, 8); loadActorAnim2(OBJECT_14, "rdraws", -1, -1, 9); loadActorAnim2(OBJECT_15, "rfiren", -1, -1, 10); showText(TX_SPEAKER_KIRK, 5, true); showText(TX_SPEAKER_SCOTT, TX_TUG3_S08); playMidiMusicTracks(-1, -1); _awayMission->disableInput = true; if (_awayMission->tug.missionScore < 0) _awayMission->tug.missionScore = 0; endMission(_awayMission->tug.missionScore, _awayMission->tug.field2b, _awayMission->tug.field2d); } }