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/* 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_CRANE 8
#define OBJECT_TORPEDO 9
#define OBJECT_CRANE_ANIMATION 10
#define OBJECT_NORTH_DOOR 11
#define OBJECT_WEST_DOOR 12
#define OBJECT_ALIENDV 13
#define HOTSPOT_TORPEDO 0x20
#define HOTSPOT_FALLEN_TORPEDO 0x21
#define HOTSPOT_TORPEDO_LAUNCHER 0x22
#define HOTSPOT_BLUE_BUTTON 0x23
#define HOTSPOT_YELLOW_BUTTON 0x24
#define HOTSPOT_PURPLE_BUTTON 0x25
#define HOTSPOT_WEST_DOOR 0x26
#define HOTSPOT_NORTH_DOOR 0x27
#define HOTSPOT_SOUTH_DOOR 0x28
// BUG: The action menu appears sort of behind a torpedo. ScummVM-exclusive bug. Also,
// during the loading animation, it can appear on top of Kirk if he's standing in front
// (not scummvm-exclusive).
namespace StarTrek {
void Room::mudd1Tick1() {
playVoc("MUD1LOOP"); // BUGFIX: moved this out of below if statement
if (!_awayMission->mudd.enteredRoom1ForFirstTime) {
playMidiMusicTracks(0);
_awayMission->mudd.enteredRoom1ForFirstTime = true;
}
loadActorAnim2(OBJECT_CRANE, "s4wbhs", 0x9b, 0x31);
if (!_awayMission->mudd.torpedoLoaded)
loadActorAnim(OBJECT_TORPEDO, "s4wbcs", 0x32, 0x65);
}
void Room::mudd1Timer1Expired() {
playSoundEffectIndex(SND_07);
}
void Room::mudd1UseCommunicator() {
showText(TX_SPEAKER_KIRK, TX_MUD1_001);
showText(TX_SPEAKER_UHURA, TX_STATICU1);
}
void Room::mudd1UseSpockOnBlueButton() { // Loads up the torpedo
if (!_awayMission->mudd.torpedoLoaded) {
walkCrewmanC(OBJECT_SPOCK, 0x2f, 0x9f, &Room::mudd1SpockReachedBlueButton);
_awayMission->disableInput = true;
if (!_awayMission->mudd.gotPointsForLoadingTorpedo) {
_awayMission->mudd.gotPointsForLoadingTorpedo = true;
_awayMission->mudd.missionScore += 2;
}
}
}
void Room::mudd1SpockReachedBlueButton() {
_awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_E;
loadActorAnimC(OBJECT_SPOCK, "susemn", -1, -1, &Room::mudd1SpockPressedBlueButton);
_awayMission->timers[1] = 5;
}
void Room::mudd1SpockPressedBlueButton() {
playVoc("crn2can");
loadActorAnim(OBJECT_CRANE, "s4wbcr");
loadActorAnim(OBJECT_TORPEDO, "s4wbcn");
loadActorAnimC(OBJECT_CRANE_ANIMATION, "s4wbsl", 0x77, 0x83, &Room::mudd1CraneFinishedMoving);
_awayMission->mudd.torpedoLoaded = true;
}
void Room::mudd1CraneFinishedMoving() {
_awayMission->disableInput = false;
walkCrewman(OBJECT_SPOCK, 0x43, 0x9f);
if (_awayMission->mudd.torpedoLoaded)
showText(TX_SPEAKER_SPOCK, TX_MUD1_017);
else
showText(TX_SPEAKER_SPOCK, TX_MUD1_016);
}
void Room::mudd1UseSpockOnYellowButton() { // Unloads the torpedo
if (_awayMission->mudd.torpedoLoaded) {
_awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_E;
walkCrewmanC(OBJECT_SPOCK, 0x2f, 0x9f, &Room::mudd1SpockReachedYellowButton);
_awayMission->disableInput = true;
}
}
void Room::mudd1SpockReachedYellowButton() {
loadActorAnim2(OBJECT_SPOCK, "susemn", -1, -1, 3);
_awayMission->timers[1] = 5;
}
void Room::mudd1SpockPressedYellowButton() {
playVoc("crn2rack");
loadActorAnim2(OBJECT_CRANE, "s4wbhb");
loadActorAnim2(OBJECT_TORPEDO, "s4wbcb", 0x32, 0x65, 0);
loadActorAnimC(OBJECT_CRANE_ANIMATION, "s4wbsb", -1, -1, &Room::mudd1CraneFinishedMoving);
_awayMission->mudd.torpedoLoaded = false;
}
void Room::mudd1UseSpockOnRedButton() {
if (_awayMission->mudd.torpedoLoaded) {
walkCrewmanC(OBJECT_SPOCK, 0x2f, 0x9f, &Room::mudd1SpockReachedRedButton);
_awayMission->disableInput = true;
if (!_awayMission->mudd.gotPointsForPressingRedButton) {
_awayMission->mudd.gotPointsForPressingRedButton = true;
_awayMission->mudd.missionScore += 3;
}
}
}
void Room::mudd1SpockReachedRedButton() {
loadActorAnimC(OBJECT_SPOCK, "susemn", -1, -1, &Room::mudd1SpockPressedRedButton);
_awayMission->timers[1] = 5;
}
void Room::mudd1SpockPressedRedButton() {
walkCrewman(OBJECT_SPOCK, 0x43, 0x9f);
showText(TX_SPEAKER_SPOCK, TX_MUD1_022);
showText(TX_SPEAKER_SPOCK, TX_MUD1_021);
showText(TX_SPEAKER_SPOCK, TX_MUD1_023);
_awayMission->disableInput = false;
_awayMission->mudd.knowAboutTorpedo = true;
const TextRef choices[] = {
TX_SPEAKER_KIRK,
TX_MUD1_004,
TX_MUD1_003,
TX_MUD1_007,
TX_BLANK
};
int choice = showText(choices);
switch (choice) {
case 0:
_awayMission->mudd.torpedoStatus = 0;
// ENHANCEMENT: Original text was just "(Spock raises eyebrow)" without any audio.
// This changes it to a narration to make it flow better.
// TODO: This needs to be refactored
showText(TX_DEM0N009);
break;
case 1:
showText(TX_SPEAKER_KIRK, TX_MUD1_007);
// fall through
case 2:
_awayMission->mudd.torpedoStatus = 1;
showText(TX_SPEAKER_UHURA, TX_STATICU1);
break;
}
}
void Room::mudd1GetTorpedo() {
showText(TX_MUD1N014);
}
void Room::mudd1UseSTricorderOnTorpedo() {
spockScan(DIR_W, TX_MUD1_025, false);
showText(TX_SPEAKER_BUCHERT, TX_MUD1_027);
showText(TX_SPEAKER_SPOCK, TX_MUD1_020);
showText(TX_SPEAKER_BUCHERT, TX_MUD1_028);
showText(TX_SPEAKER_SPOCK, TX_MUD1_024);
}
void Room::mudd1UseSTricorderOnTorpedoLauncher() {
spockScan(DIR_W, TX_MUD1_010, false);
}
void Room::mudd1UseSTricorderOnButton() {
// ENHANCEMENT: Do the whole "spockScan" thing, don't just show the text
spockScan(DIR_W, TX_MUD1_015, false);
}
void Room::mudd1UseSTricorderOnCrane() {
// ENHANCEMENT: See above
spockScan(DIR_N, TX_MUD1_014, false);
}
void Room::mudd1UseMedkitAnywhere() {
showText(TX_SPEAKER_MCCOY, TX_MUD1_011);
}
void Room::mudd1LookAnywhere() {
showText(TX_MUD1N011);
}
void Room::mudd1LookAtTorpedo() {
showText(TX_MUD1N002);
}
void Room::mudd1LookAtFallenTorpedo() {
showText(TX_MUD1N012);
}
void Room::mudd1LookAtTorpedoLauncher() {
showText(TX_MUD1N003);
}
void Room::mudd1LookAtKirk() {
showText(TX_MUD1N005);
}
void Room::mudd1LookAtSpock() {
showText(TX_MUD1N009);
}
void Room::mudd1LookAtMccoy() {
showText(TX_MUD1N008);
}
void Room::mudd1LookAtRedshirt() {
showText(TX_MUD1N006);
}
void Room::mudd1LookAtCrane() {
showText(TX_MUD1N000);
}
void Room::mudd1LookAtRedButton() {
showText(TX_MUD1N001);
}
void Room::mudd1LookAtBlueButton() {
showText(TX_MUD1N015);
}
void Room::mudd1LookAtYellowButton() {
showText(TX_MUD1N016);
}
void Room::mudd1TalkToKirk() {
showText(TX_SPEAKER_KIRK, TX_MUD1_006);
showText(TX_SPEAKER_MCCOY, TX_MUD1_013);
showText(TX_SPEAKER_KIRK, TX_MUD1_005);
}
void Room::mudd1TalkToSpock() {
showText(TX_SPEAKER_SPOCK, TX_MUD1_019);
showText(TX_SPEAKER_KIRK, TX_MUD1_008);
}
void Room::mudd1TalkToMccoy() {
showText(TX_SPEAKER_MCCOY, TX_MUD1_012);
}
void Room::mudd1TalkToRedshirt() {
showText(TX_SPEAKER_BUCHERT, TX_MUD1_026);
showText(TX_SPEAKER_KIRK, TX_MUD1_009);
}
void Room::mudd1WalkToSouthDoor() {
_roomVar.mudd.walkingToDoor = 1;
_awayMission->disableInput = true;
walkCrewman(OBJECT_KIRK, 0xa0, 0xc7);
}
void Room::mudd1TouchedHotspot2() { // Trigger door at bottom of room
if (_roomVar.mudd.walkingToDoor == 1) {
playVoc("SMADOOR3");
}
}
void Room::mudd1WalkToNorthDoor() {
_roomVar.mudd.walkingToDoor = 1;
_awayMission->disableInput = true;
walkCrewman(OBJECT_KIRK, 0xab, 0x71);
}
void Room::mudd1TouchedHotspot1() { // Trigger door at top of room
if (_roomVar.mudd.walkingToDoor == 1) {
playVoc("SMADOOR3");
loadActorAnim(OBJECT_NORTH_DOOR, "s4wbd1", 0xab, 0x73);
}
}
void Room::mudd1WalkToWestDoor() {
_roomVar.mudd.walkingToDoor = 2;
_awayMission->disableInput = true;
walkCrewman(OBJECT_KIRK, 0x35, 0x71);
}
void Room::mudd1TouchedHotspot0() { // Trigger door at west of room
if (_roomVar.mudd.walkingToDoor == 2) {
playVoc("SMADOOR3");
loadActorAnim(OBJECT_WEST_DOOR, "s4wbd2", 0x37, 0x73);
}
}
}
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