/* 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_DEBRIS 9
#define OBJECT_POWER_PACK 10
#define OBJECT_DEAD_GUY 11

#define HOTSPOT_DOOR 0x20
#define HOTSPOT_LADDER 0x21

namespace StarTrek {

extern const RoomAction veng5ActionList[] = {
	{ {ACTION_TICK, 1,  0, 0}, &Room::veng5Tick1 },
	{ {ACTION_TICK, 45, 0, 0}, &Room::veng5Tick45 },

	{ {ACTION_WALK, HOTSPOT_DOOR, 0, 0}, &Room::veng5WalkToDoor },
	{ {ACTION_DONE_WALK, 2,       0, 0}, &Room::veng5ReachedDoor },
	{ {ACTION_DONE_ANIM, 1,       0, 0}, &Room::veng5DoorOpened },
	{ {ACTION_TOUCHED_WARP, 1,    0, 0}, &Room::veng5TouchedTurboliftDoor },

	{ {ACTION_LOOK, HOTSPOT_DOOR,      0, 0}, &Room::veng5LookAtDoor },
	{ {ACTION_LOOK, OBJECT_DOOR,       0, 0}, &Room::veng5LookAtDoor },
	{ {ACTION_LOOK, HOTSPOT_LADDER,    0, 0}, &Room::veng5LookAtLadder },
	{ {ACTION_LOOK, OBJECT_DEAD_GUY,   0, 0}, &Room::veng5LookAtDeadGuy },
	{ {ACTION_LOOK, OBJECT_POWER_PACK, 0, 0}, &Room::veng5LookAtPowerPack },
	{ {ACTION_LOOK, OBJECT_DEBRIS,     0, 0}, &Room::veng5LookAtDebris },
	{ {ACTION_LOOK, OBJECT_KIRK,       0, 0}, &Room::veng5LookAtKirk },
	{ {ACTION_LOOK, OBJECT_SPOCK,      0, 0}, &Room::veng5LookAtSpock },
	{ {ACTION_LOOK, OBJECT_MCCOY,      0, 0}, &Room::veng5LookAtMccoy },
	{ {ACTION_LOOK, OBJECT_REDSHIRT,   0, 0}, &Room::veng5LookAtRedshirt },
	{ {ACTION_LOOK, 0xff,              0, 0}, &Room::veng5LookAnywhere },

	{ {ACTION_USE, OBJECT_IPHASERS, OBJECT_POWER_PACK, 0}, &Room::veng5UsePhaserOnPowerPack },
	{ {ACTION_USE, OBJECT_IPHASERK, OBJECT_POWER_PACK, 0}, &Room::veng5UsePhaserOnPowerPack },
	{ {ACTION_USE, OBJECT_IPHASERS, OBJECT_DEBRIS,     0}, &Room::veng5UseStunPhaserOnDebris },
	{ {ACTION_USE, OBJECT_IPHASERK, OBJECT_DEBRIS,     0}, &Room::veng5UseKillPhaserOnDebris },
	{ {ACTION_DONE_WALK, 4,                         0, 0}, &Room::veng5ReachedPositionToShootDebris },
	{ {ACTION_DONE_ANIM, 5,                         0, 0}, &Room::veng5DrewPhaser },
	{ {ACTION_DONE_ANIM, 3,                         0, 0}, &Room::veng5VaporizedDebris },

	{ {ACTION_USE, OBJECT_IMTRICOR, OBJECT_DEBRIS,     0}, &Room::veng5UseMTricorderOnDebris },
	{ {ACTION_USE, OBJECT_ISTRICOR, OBJECT_DEBRIS,     0}, &Room::veng5UseSTricorderOnDebris },
	{ {ACTION_USE, OBJECT_IMTRICOR, OBJECT_POWER_PACK, 0}, &Room::veng5UseMTricorderOnPowerPack },
	{ {ACTION_USE, OBJECT_ISTRICOR, OBJECT_POWER_PACK, 0}, &Room::veng5UseSTricorderOnPowerPack },

	{ {ACTION_TALK, OBJECT_KIRK,       0, 0}, &Room::veng5TalkToKirk },
	{ {ACTION_TALK, OBJECT_MCCOY,      0, 0}, &Room::veng5TalkToMccoy },
	{ {ACTION_TALK, OBJECT_SPOCK,      0, 0}, &Room::veng5TalkToSpock },
	{ {ACTION_TALK, OBJECT_REDSHIRT,   0, 0}, &Room::veng5TalkToRedshirt },

	{ {ACTION_TOUCHED_HOTSPOT, 0, 0, 0}, &Room::veng5TouchedHotspot0 },

	{ {ACTION_GET, OBJECT_POWER_PACK, 0, 0}, &Room::veng5GetPowerPack },
	{ {ACTION_DONE_WALK, 6,           0, 0}, &Room::veng5ReachedPowerPack },
	{ {ACTION_DONE_ANIM, 7,           0, 0}, &Room::veng5PickedUpPowerPack },

	// 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 veng5NumActions = ARRAYSIZE(veng5ActionList);


void Room::veng5Tick1() {
	playVoc("VEN5LOOP");

	if (!_awayMission->veng.clearedDebrisInRoom5)
		loadActorAnim(OBJECT_DEBRIS, "s7r5de", 0xb1, 0x89);
	else if (!_awayMission->veng.havePowerPack)
		loadActorAnim(OBJECT_POWER_PACK, "s7r5fu", 0xb1, 0x89);

	loadActorAnim(OBJECT_DEAD_GUY, "s7r5c1", 0xe2, 0x91);
}

void Room::veng5Tick45() {
	if (!_awayMission->veng.enteredRoom5FirstTime) {
		_awayMission->veng.enteredRoom5FirstTime = true;
		showText(TX_SPEAKER_SPOCK, TX_VEN5_005); // "I'm picking up on a nearby power source"
	}
}

void Room::veng5WalkToDoor() {
	walkCrewmanC(OBJECT_KIRK, 0x78, 0x8e, &Room::veng5ReachedDoor);
}

void Room::veng5ReachedDoor() {
	_awayMission->disableInput = true;
	playSoundEffectIndex(SND_DOOR1);
	loadActorAnimC(OBJECT_DOOR, "s7r5d1", 0x6b, 0x8c, &Room::veng5DoorOpened);
	walkCrewman(OBJECT_KIRK, 0x64, 0x8e);
}

void Room::veng5DoorOpened() {
	loadRoomIndex(6, 2);
}

void Room::veng5TouchedTurboliftDoor() {
	playSoundEffectIndex(SND_DOOR1);
	showRepublicMap(5, 1);
}

void Room::veng5LookAtDoor() {
	showDescription(TX_VEN5N007);
}

void Room::veng5LookAtLadder() {
	showDescription(TX_VEN5N008);
}

void Room::veng5LookAtDeadGuy() {
	showDescription(TX_VEN5N000);
}

void Room::veng5LookAtPowerPack() {
	showDescription(TX_VEN5N009);
}

void Room::veng5LookAtDebris() {
	showDescription(TX_VEN5N001);
}

void Room::veng5LookAtKirk() {
	showDescription(TX_VEN5N003);
}

void Room::veng5LookAtSpock() {
	showDescription(TX_VEN5N002);
}

void Room::veng5LookAtMccoy() {
	showDescription(TX_VEN5N004);
}

void Room::veng5LookAtRedshirt() {
	showDescription(TX_VEN5N005);
}

void Room::veng5LookAnywhere() {
	showDescription(TX_VEN5N006);
}

void Room::veng5UsePhaserOnPowerPack() {
	showText(TX_SPEAKER_MCCOY, TX_VEN5_007);
}

void Room::veng5UseStunPhaserOnDebris() {
	showText(TX_SPEAKER_SPOCK, TX_VEN5_013);
}

void Room::veng5UseKillPhaserOnDebris() {
	walkCrewmanC(OBJECT_KIRK, 0xaa, 0xb9, &Room::veng5ReachedPositionToShootDebris);
	_awayMission->disableInput = true;
}

void Room::veng5ReachedPositionToShootDebris() {
	loadActorAnimC(OBJECT_KIRK, "kfiren", -1, -1, &Room::veng5DrewPhaser);
}

void Room::veng5DrewPhaser() {
	loadActorAnimC(OBJECT_POWER_PACK, "s7r5p1", 0xb1, 0x89, &Room::veng5VaporizedDebris);
	playSoundEffectIndex(SND_PHASSHOT);
	loadActorStandAnim(OBJECT_DEBRIS);
}

void Room::veng5VaporizedDebris() {
	loadActorStandAnim(OBJECT_KIRK);

	showText(TX_SPEAKER_MCCOY, TX_VEN5_011);
	showText(TX_SPEAKER_SPOCK, TX_VEN5_018);
	showText(TX_SPEAKER_MCCOY, TX_VEN5_010);
	showText(TX_SPEAKER_SPOCK, TX_VEN5_019);
	showText(TX_SPEAKER_KIRK,  TX_VEN5_003);

	_awayMission->veng.clearedDebrisInRoom5 = true;
	_awayMission->disableInput = false;
}

void Room::veng5UseMTricorderOnDebris() {
	mccoyScan(DIR_W, TX_VEN5_008);
}

void Room::veng5UseSTricorderOnDebris() {
	spockScan(DIR_N, TX_VEN5_012);
}

void Room::veng5UseMTricorderOnPowerPack() {
	mccoyScan(DIR_W, TX_VEN5_009); // ENHANCEMENT: Use mccoyScan, not showText
}

void Room::veng5UseSTricorderOnPowerPack() {
	spockScan(DIR_N, TX_VEN5_004);
}

void Room::veng5TalkToKirk() {
	showText(TX_SPEAKER_KIRK, TX_VEN5_001);
}

void Room::veng5TalkToMccoy() {
	showText(TX_SPEAKER_MCCOY, TX_VEN5_006);
}

void Room::veng5TalkToSpock() {
	showText(TX_SPEAKER_SPOCK, TX_VEN5_017);
	showText(TX_SPEAKER_KIJE,  TX_VEN5_R20);
}

void Room::veng5TalkToRedshirt() {
	showText(TX_SPEAKER_KIJE, TX_VEN5_R19);
}

void Room::veng5TouchedHotspot0() { // Approached too close to fire
	showText(TX_SPEAKER_SPOCK, TX_VEN5_015);

	if (!_awayMission->veng.askedSpockAboutFire) {
		_awayMission->veng.askedSpockAboutFire = true;
		showText(TX_SPEAKER_KIRK,  TX_VEN5_002);
		showText(TX_SPEAKER_SPOCK, TX_VEN5_016);
	}
}

void Room::veng5GetPowerPack() {
	walkCrewmanC(OBJECT_KIRK, 0xb1, 0x8c, &Room::veng5ReachedPowerPack);
}

void Room::veng5ReachedPowerPack() {
	loadActorAnimC(OBJECT_KIRK, "kuseln", -1, -1, &Room::veng5PickedUpPowerPack);
}

void Room::veng5PickedUpPowerPack() {
	if (!_awayMission->veng.havePowerPack) {
		loadActorStandAnim(OBJECT_POWER_PACK);
		showDescription(TX_VEN5N010);
		_awayMission->veng.havePowerPack = true;
		giveItem(OBJECT_IFUSION);
	}
}

}