/* 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); } } }