/* 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_DOOR 8 #define OBJECT_SICKBAY_DOOR 9 #define OBJECT_DEBRIS 10 #define OBJECT_CABLE 11 #define OBJECT_DEAD_GUY 12 #define OBJECT_SUPPORT_BEAM 13 #define HOTSPOT_TURBOLIFT_2_DOOR 0x20 #define HOTSPOT_SICKBAY_DOOR 0x21 namespace StarTrek { extern const RoomAction veng3ActionList[] = { { {ACTION_TICK, 1, 0, 0}, &Room::veng3Tick1 }, { {ACTION_TICK, 15, 0, 0}, &Room::veng3Tick15 }, { {ACTION_TOUCHED_WARP, 0, 0, 0}, &Room::veng3TouchedTurbolift2 }, { {ACTION_TOUCHED_WARP, 1, 0, 0}, &Room::veng3TouchedTurbolift1 }, { {ACTION_WALK, OBJECT_DEBRIS, 0, 0}, &Room::veng3WalkToDoor }, { {ACTION_WALK, HOTSPOT_TURBOLIFT_2_DOOR, 0, 0}, &Room::veng3WalkToDoor }, { {ACTION_DONE_WALK, 2, 0, 0}, &Room::veng3ReachedTurbolift2 }, { {ACTION_DONE_ANIM, 1, 0, 0}, &Room::veng3Turbolift2Opened }, { {ACTION_WALK, OBJECT_SICKBAY_DOOR, 0, 0}, &Room::veng3WalkToSickbayDoor }, { {ACTION_WALK, HOTSPOT_SICKBAY_DOOR, 0, 0}, &Room::veng3WalkToSickbayDoor }, { {ACTION_DONE_WALK, 9, 0, 0}, &Room::veng3ReachedSickbayDoor }, { {ACTION_DONE_ANIM, 10, 0, 0}, &Room::veng3SickbayDoorOpened }, { {ACTION_USE, OBJECT_ISTRICOR, OBJECT_SUPPORT_BEAM, 0}, &Room::veng3LookAtSupportBeam }, { {ACTION_LOOK, OBJECT_SUPPORT_BEAM, 0, 0}, &Room::veng3LookAtSupportBeam }, { {ACTION_LOOK, OBJECT_DEBRIS, 0, 0}, &Room::veng3LookAtDebris }, { {ACTION_LOOK, HOTSPOT_TURBOLIFT_2_DOOR, 0, 0}, &Room::veng3LookAtTurbolift2Door }, { {ACTION_LOOK, OBJECT_SICKBAY_DOOR, 0, 0}, &Room::veng3LookAtSickbayDoor }, { {ACTION_LOOK, HOTSPOT_SICKBAY_DOOR, 0, 0}, &Room::veng3LookAtSickbayDoor }, { {ACTION_USE, OBJECT_ISTRICOR, OBJECT_CABLE, 0}, &Room::veng3LookAtCable }, { {ACTION_LOOK, OBJECT_CABLE, 0, 0}, &Room::veng3LookAtCable }, { {ACTION_LOOK, OBJECT_DEAD_GUY, 0, 0}, &Room::veng3LookAtDeadGuy }, { {ACTION_LOOK, OBJECT_KIRK, 0, 0}, &Room::veng3LookAtKirk }, { {ACTION_LOOK, OBJECT_MCCOY, 0, 0}, &Room::veng3LookAtMccoy }, { {ACTION_LOOK, OBJECT_SPOCK, 0, 0}, &Room::veng3LookAtSpock }, { {ACTION_LOOK, OBJECT_REDSHIRT, 0, 0}, &Room::veng3LookAtRedshirt }, { {ACTION_LOOK, 0xff, 0, 0}, &Room::veng3LookAnywhere }, { {ACTION_USE, OBJECT_IPHASERS, OBJECT_DEBRIS, 0}, &Room::veng3UseStunPhaserOnDebris }, { {ACTION_USE, OBJECT_IPHASERK, OBJECT_DEBRIS, 0}, &Room::veng3UseKillPhaserOnDebris }, { {ACTION_DONE_WALK, 4, 0, 0}, &Room::veng3ReachedPositionToShootDebris }, { {ACTION_DONE_ANIM, 5, 0, 0}, &Room::veng3DrewPhaserToShootDebris }, { {ACTION_DONE_ANIM, 3, 0, 0}, &Room::veng3DebrisVaporized }, { {ACTION_DONE_ANIM, 6, 0, 0}, &Room::veng3DebrisFellAgain }, { {ACTION_USE, OBJECT_SPOCK, OBJECT_DEBRIS, 0}, &Room::veng3UseSpockOnDebris }, { {ACTION_USE, OBJECT_REDSHIRT, OBJECT_DEBRIS, 0}, &Room::veng3UseRedshirtOnDebris }, { {ACTION_USE, OBJECT_MCCOY, OBJECT_DEBRIS, 0}, &Room::veng3UseMccoyOnDebris }, { {ACTION_USE, OBJECT_IBEAM, OBJECT_DEBRIS, 0}, &Room::veng3UseBeamOnDebris }, { {ACTION_DONE_WALK, 7, 0, 0}, &Room::veng3ReachedPositionToPlaceBeam }, { {ACTION_DONE_ANIM, 8, 0, 0}, &Room::veng3PlacedBeam }, { {ACTION_USE, OBJECT_ISTRICOR, OBJECT_DEBRIS, 0}, &Room::veng3UseSTricorderOnDebris }, { {ACTION_USE, OBJECT_ILMD, OBJECT_DEBRIS, 0}, &Room::veng3UseMolecularSawOnDebris }, { {ACTION_TALK, OBJECT_KIRK, 0, 0}, &Room::veng3TalkToKirk }, { {ACTION_TALK, OBJECT_SPOCK, 0, 0}, &Room::veng3TalkToSpock }, { {ACTION_TALK, OBJECT_MCCOY, 0, 0}, &Room::veng3TalkToMccoy }, { {ACTION_TALK, OBJECT_REDSHIRT, 0, 0}, &Room::veng3TalkToRedshirt }, { {ACTION_GET, OBJECT_DEBRIS, 0, 0}, &Room::veng3GetDebris }, { {ACTION_GET, OBJECT_CABLE, 0, 0}, &Room::veng3GetCable }, { {ACTION_DONE_WALK, 11, 0, 0}, &Room::veng3ReachedCable }, { {ACTION_DONE_ANIM, 12, 0, 0}, &Room::veng3PickedUpCable }, // Common code { {ACTION_TICK, 0xff, 0xff, 0xff}, &Room::vengaTick }, { {ACTION_USE, OBJECT_IPHASERS, 0xff, 0}, &Room::vengaUsePhaserAnywhere }, { {ACTION_USE, OBJECT_IPHASERK, 0xff, 0}, &Room::vengaUsePhaserAnywhere }, { {ACTION_LOOK, OBJECT_IHYPO, 0, 0}, &Room::vengaLookAtHypo }, { {ACTION_USE, OBJECT_ICOMM, OBJECT_KIRK, 0}, &Room::vengaUseCommunicator }, { {ACTION_USE, OBJECT_IMEDKIT, OBJECT_DEAD_GUY, 0}, &Room::vengaUseMccoyOnDeadGuy }, { {ACTION_USE, OBJECT_IMTRICOR, OBJECT_DEAD_GUY, 0}, &Room::vengaUseMccoyOnDeadGuy }, { {ACTION_USE, OBJECT_MCCOY, OBJECT_DEAD_GUY, 0}, &Room::vengaUseMccoyOnDeadGuy }, }; extern const int veng3NumActions = ARRAYSIZE(veng3ActionList); void Room::veng3Tick1() { playVoc("VEN3LOOP"); if (_awayMission->veng.putSupportBeamInSickbayHallway) loadActorAnim2(OBJECT_SUPPORT_BEAM, "s7r3bm", 0x8c, 0x61); loadMapFile("veng3"); if (!_awayMission->veng.clearedDebris) { loadActorAnim2(OBJECT_DEBRIS, "s7r3d2", 0xa5, 0x68); loadMapFile("veng3b"); } loadActorAnim2(OBJECT_DEAD_GUY, "s7r3c1", 0xc5, 0x99); if (!_awayMission->veng.tookCableFromSickbayHallway) loadActorAnim2(OBJECT_CABLE, "s7r3ca", 0xb7, 0x84); loadActorAnim2(OBJECT_SICKBAY_DOOR, "s7r3dc", 0x5d, 0x80); } void Room::veng3Tick15() { if (_awayMission->veng.kirkShouldSuggestReestablishingPower && !_awayMission->veng.impulseEnginesOn) { showText(TX_SPEAKER_KIRK, TX_VEN0_010); _awayMission->veng.kirkShouldSuggestReestablishingPower = false; } } void Room::veng3TouchedTurbolift2() { playSoundEffectIndex(SND_DOOR1); showRepublicMap(3, 1); } void Room::veng3TouchedTurbolift1() { playSoundEffectIndex(SND_DOOR1); showRepublicMap(3, 0); } void Room::veng3WalkToDoor() { if (_awayMission->veng.clearedDebris) walkCrewmanC(OBJECT_KIRK, 0xa6, 0x6e, &Room::veng3ReachedTurbolift2); else showDescription(TX_VEN3N006); } void Room::veng3ReachedTurbolift2() { _awayMission->disableInput = true; loadActorAnimC(OBJECT_DOOR, "s7r3db", 0xa6, 0x60, &Room::veng3Turbolift2Opened); playSoundEffectIndex(SND_DOOR1); } void Room::veng3Turbolift2Opened() { walkCrewman(OBJECT_KIRK, 0xa6, 0x61); } void Room::veng3WalkToSickbayDoor() { walkCrewmanC(OBJECT_KIRK, 0x68, 0x83, &Room::veng3ReachedSickbayDoor); } void Room::veng3ReachedSickbayDoor() { _awayMission->disableInput = true; loadActorAnimC(OBJECT_SICKBAY_DOOR, "s7r3da", 0x5b, 0x80, &Room::veng3SickbayDoorOpened); playSoundEffectIndex(SND_DOOR1); } void Room::veng3SickbayDoorOpened() { walkCrewman(OBJECT_KIRK, 0x5e, 0x83); } void Room::veng3LookAtSupportBeam() { showDescription(TX_VEN3N007); } void Room::veng3LookAtDebris() { if (!_awayMission->veng.clearedDebris) showDescription(TX_VEN3N009); else showDescription(TX_VEN3N007); // UNUSED (debris is gone) } void Room::veng3LookAtTurbolift2Door() { showDescription(TX_VEN3N012); if (!_awayMission->veng.lookedAtTurbolift2Door) { _awayMission->veng.lookedAtTurbolift2Door = true; if (!_awayMission->veng.clearedDebris) { showText(TX_SPEAKER_SPOCK, TX_VEN3_013); showText(TX_SPEAKER_MCCOY, TX_VEN3_006); } } } void Room::veng3LookAtSickbayDoor() { showDescription(TX_VEN3N011); } void Room::veng3LookAtCable() { showDescription(TX_VEN3N013); } void Room::veng3LookAtDeadGuy() { showDescription(TX_VEN3N005); } void Room::veng3LookAtKirk() { showDescription(TX_VEN3N001); } void Room::veng3LookAtMccoy() { showDescription(TX_VEN3N002); } void Room::veng3LookAtSpock() { showDescription(TX_VEN3N004); } void Room::veng3LookAtRedshirt() { showDescription(TX_VEN3N000); } void Room::veng3LookAnywhere() { showDescription(TX_VEN3N003); } void Room::veng3UseStunPhaserOnDebris() { showText(TX_SPEAKER_SPOCK, TX_VEN3_002); } void Room::veng3UseKillPhaserOnDebris() { if (!_awayMission->veng.clearedDebris) { _awayMission->disableInput = true; walkCrewmanC(OBJECT_KIRK, 0x96, 0xa8, &Room::veng3ReachedPositionToShootDebris); _awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_N; // ENHANCEMENT } } void Room::veng3ReachedPositionToShootDebris() { loadActorAnimC(OBJECT_KIRK, "kfiren", -1, -1, &Room::veng3DrewPhaserToShootDebris); } void Room::veng3DrewPhaserToShootDebris() { loadActorAnimC(OBJECT_DEBRIS, "s7r3ph", 0x9c, 0x83, &Room::veng3DebrisVaporized); playSoundEffectIndex(SND_PHASSHOT); } void Room::veng3DebrisVaporized() { if (!_awayMission->veng.putSupportBeamInSickbayHallway) { playVoc("MUR1E4"); loadActorAnimC(OBJECT_DEBRIS, "s7r3df", 0xa6, 0x60, &Room::veng3DebrisFellAgain); loadActorStandAnim(OBJECT_KIRK); } else { _awayMission->disableInput = false; loadMapFile("veng3"); showText(TX_SPEAKER_SPOCK, TX_VEN3_015); _awayMission->veng.clearedDebris = true; } } void Room::veng3DebrisFellAgain() { loadActorAnim2(OBJECT_DEBRIS, "s7r3d2", 0xa5, 0x68); _awayMission->disableInput = false; showText(TX_SPEAKER_SPOCK, TX_VEN3_014); } void Room::veng3UseSpockOnDebris() { if (!_awayMission->veng.putSupportBeamInSickbayHallway) showText(TX_SPEAKER_SPOCK, TX_VEN3_008); else { showText(TX_SPEAKER_SPOCK, TX_VEN3_011); // BUGFIX: Game would crash here due to jumping to non-code. } } void Room::veng3UseRedshirtOnDebris() { if (!_awayMission->veng.putSupportBeamInSickbayHallway) showText(TX_SPEAKER_KIJE, TX_VEN3_017); else { // BUGFIX: Original had a "jne" opcode with no comparison beforehand, causing it // to jump to some of Spock's code (TX_VEN3_007)? In any case, this makes more sense. showText(TX_SPEAKER_KIJE, TX_VEN3_016); } } void Room::veng3UseMccoyOnDebris() { showText(TX_SPEAKER_MCCOY, TX_VEN3_004); } void Room::veng3UseBeamOnDebris() { _awayMission->disableInput = true; walkCrewmanC(OBJECT_KIRK, 0x94, 0x6d, &Room::veng3ReachedPositionToPlaceBeam); } void Room::veng3ReachedPositionToPlaceBeam() { loadActorAnimC(OBJECT_KIRK, "kusemn", -1, -1, &Room::veng3PlacedBeam); playVoc("MUR3E1S"); } void Room::veng3PlacedBeam() { loadActorAnim2(OBJECT_SUPPORT_BEAM, "s7r3bm", 0x8c, 0x61); _awayMission->disableInput = false; _awayMission->veng.putSupportBeamInSickbayHallway = true; loseItem(OBJECT_IBEAM); } void Room::veng3UseSTricorderOnDebris() { if (!_awayMission->veng.putSupportBeamInSickbayHallway) spockScan(DIR_N, TX_VEN3_009); else spockScan(DIR_N, TX_VEN3_007); } void Room::veng3UseMolecularSawOnDebris() { showText(TX_SPEAKER_SPOCK, TX_VEN3_010); } void Room::veng3TalkToKirk() { showText(TX_SPEAKER_KIRK, TX_VEN3_001); } void Room::veng3TalkToSpock() { showText(TX_SPEAKER_SPOCK, TX_VEN3_012); } void Room::veng3TalkToMccoy() { showText(TX_SPEAKER_MCCOY, TX_VEN3_003); } void Room::veng3TalkToRedshirt() { showText(TX_SPEAKER_KIJE, TX_VEN3_018); showText(TX_SPEAKER_MCCOY, TX_VEN3_005); } void Room::veng3GetDebris() { showDescription(TX_VEN3N010); } void Room::veng3GetCable() { _awayMission->disableInput = true; walkCrewmanC(OBJECT_KIRK, 0xb7, 0x85, &Room::veng3ReachedCable); } void Room::veng3ReachedCable() { loadActorAnimC(OBJECT_KIRK, "kusehn", -1, -1, &Room::veng3PickedUpCable); playVoc("MUR4E6"); } void Room::veng3PickedUpCable() { _awayMission->disableInput = false; loadActorStandAnim(OBJECT_CABLE); showDescription(TX_VEN3N014); giveItem(OBJECT_ICABLE2); _awayMission->veng.tookCableFromSickbayHallway = true; } }