/* 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_CABLE 8 #define OBJECT_DEAD_GUY 9 #define OBJECT_DOOR 10 #define HOTSPOT_DOOR 0x20 #define HOTSPOT_COLLAPSED_SECTION 0x21 namespace StarTrek { extern const RoomAction veng7ActionList[] = { { {ACTION_TICK, 1, 0, 0}, &Room::veng7Tick1 }, { {ACTION_WALK, OBJECT_DOOR, 0, 0}, &Room::veng7WalkToDoor }, { {ACTION_WALK, HOTSPOT_DOOR, 0, 0}, &Room::veng7WalkToDoor }, { {ACTION_DONE_WALK, 2, 0, 0}, &Room::veng7ReachedDoor }, { {ACTION_DONE_ANIM, 1, 0, 0}, &Room::veng7DoorOpened }, { {ACTION_TOUCHED_WARP, 1, 0, 0}, &Room::veng7TouchedTurboliftDoor }, { {ACTION_LOOK, HOTSPOT_COLLAPSED_SECTION, 0, 0}, &Room::veng7LookAtCollapsedSection }, { {ACTION_LOOK, OBJECT_DEAD_GUY, 0, 0}, &Room::veng7LookAtDeadGuy }, { {ACTION_LOOK, OBJECT_DOOR, 0, 0}, &Room::veng7LookAtDoor }, { {ACTION_LOOK, HOTSPOT_DOOR, 0, 0}, &Room::veng7LookAtDoor }, { {ACTION_LOOK, OBJECT_CABLE, 0, 0}, &Room::veng7LookAtCable }, { {ACTION_LOOK, OBJECT_KIRK, 0, 0}, &Room::veng7LookAtKirk }, { {ACTION_LOOK, OBJECT_SPOCK, 0, 0}, &Room::veng7LookAtSpock }, { {ACTION_LOOK, OBJECT_MCCOY, 0, 0}, &Room::veng7LookAtMccoy }, { {ACTION_LOOK, OBJECT_REDSHIRT, 0, 0}, &Room::veng7LookAtRedshirt }, { {ACTION_LOOK, 0xff, 0, 0}, &Room::veng7LookAnywhere }, { {ACTION_TALK, OBJECT_KIRK, 0, 0}, &Room::veng7TalkToKirk }, { {ACTION_TALK, OBJECT_SPOCK, 0, 0}, &Room::veng7TalkToSpock }, { {ACTION_TALK, OBJECT_MCCOY, 0, 0}, &Room::veng7TalkToMccoy }, { {ACTION_TALK, OBJECT_REDSHIRT, 0, 0}, &Room::veng7TalkToRedshirt }, { {ACTION_USE, OBJECT_ISTRICOR, HOTSPOT_COLLAPSED_SECTION, 0}, &Room::veng7UseSTricorderOnCollapsedSection }, { {ACTION_TOUCHED_HOTSPOT, 0, 0, 0}, &Room::veng7TouchedHotspot0 }, { {ACTION_GET, OBJECT_CABLE, 0, 0}, &Room::veng7GetCable }, { {ACTION_DONE_WALK, 3, 0, 0}, &Room::veng7ReachedCable }, { {ACTION_DONE_ANIM, 4, 0, 0}, &Room::veng7PickedUpCable }, // 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 veng7NumActions = ARRAYSIZE(veng7ActionList); void Room::veng7Tick1() { playVoc("VEN7LOOP"); loadActorAnim(OBJECT_DOOR, "s7r7d1c", 0x59, 0x72); if (!_awayMission->veng.tookCableFromTransporterRoomHallway) loadActorAnim(OBJECT_CABLE, "s7r7ca", 0xac, 0x8a); loadActorAnim(OBJECT_DEAD_GUY, "s7r7c1", 0xa6, 0x49); } void Room::veng7WalkToDoor() { walkCrewmanC(OBJECT_KIRK, 0x66, 0x76, &Room::veng7ReachedDoor); } void Room::veng7ReachedDoor() { _awayMission->disableInput = true; playSoundEffectIndex(SND_DOOR1); loadActorAnimC(OBJECT_DOOR, "s7r7d1", 0x59, 0x72, &Room::veng7DoorOpened); } void Room::veng7DoorOpened() { walkCrewman(OBJECT_KIRK, 0x5b, 0x76); } void Room::veng7TouchedTurboliftDoor() { playSoundEffectIndex(SND_DOOR1); showRepublicMap(7, 1); } void Room::veng7LookAtCollapsedSection() { showDescription(TX_VEN7N001); } void Room::veng7LookAtDeadGuy() { // ENHANCEMENT: Original played TX_VEN0N016. This is reused and boring, and there is // a more interesting unused audio file, so use that instead. showDescription(TX_VEN7N000); } void Room::veng7LookAtDoor() { showDescription(TX_VEN7N007); } void Room::veng7LookAtCable() { showDescription(TX_VEN7N008); } void Room::veng7LookAtKirk() { showDescription(TX_VEN7N003); } void Room::veng7LookAtSpock() { showDescription(TX_VEN7N005); } void Room::veng7LookAtMccoy() { showDescription(TX_VEN7N004); } void Room::veng7LookAtRedshirt() { showDescription(TX_VEN7N002); } void Room::veng7LookAnywhere() { showDescription(TX_VEN7N006); } void Room::veng7TalkToKirk() { showText(TX_SPEAKER_KIRK, TX_VEN7_001); } void Room::veng7TalkToSpock() { showText(TX_SPEAKER_SPOCK, TX_VEN7_005); } void Room::veng7TalkToMccoy() { // NOTE: TX_VEN7_007 could also fit here. It might be more fitting since it's not // reused. However, it mentions that McCoy gave up medical practice in Georgia. Maybe // they removed this for continuity reasons or something. I don't want to be // responsible for creating any possible confusion over his backstory. showText(TX_SPEAKER_MCCOY, TX_VEN1_004); } void Room::veng7TalkToRedshirt() { showText(TX_SPEAKER_KIJE, TX_VEN7_007); } void Room::veng7UseSTricorderOnCollapsedSection() { spockScan(DIR_S, TX_VEN7_006); } void Room::veng7TouchedHotspot0() { // Got too close to the collapsed section showText(TX_SPEAKER_SPOCK, TX_VEN7_003); } void Room::veng7GetCable() { _awayMission->disableInput = true; walkCrewmanC(OBJECT_KIRK, 0xac, 0x8b, &Room::veng7ReachedCable); } void Room::veng7ReachedCable() { loadActorAnimC(OBJECT_KIRK, "kusehn", -1, -1, &Room::veng7PickedUpCable); playVoc("MUR4E6"); } void Room::veng7PickedUpCable() { loadActorStandAnim(OBJECT_CABLE); showDescription(TX_VEN7N009); giveItem(OBJECT_ICABLE1); _awayMission->veng.tookCableFromTransporterRoomHallway = true; _awayMission->disableInput = false; } }