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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/startrek.h"
#include "startrek/room.h"
namespace StarTrek {
// The functions here used to be independently implemented in each room of the MUDD
// mission, despite being mostly the same.
void Room::muddaUseLenseOnDegrimer() {
assert(_vm->_roomIndex >= 0 && _vm->_roomIndex <= 5);
const TextRef text[] = {
TX_MUD0N011, // All of these audio files are identical, but there's one for each room.
TX_MUD1N013,
TX_MUD2N010,
TX_MUD3N016,
TX_MUD4N009,
TX_MUD5N009,
};
giveItem(OBJECT_IALIENDV);
loseItem(OBJECT_IDEGRIME);
loseItem(OBJECT_ILENSES);
_awayMission->mudd.missionScore++;
showDescription(text[_vm->_roomIndex]);
}
void Room::muddaUseAlienDevice() {
assert(_vm->_roomIndex >= 0 && _vm->_roomIndex <= 5);
const int deviceObjectIndices[] = { // Each room's object index for the explosion is different
9, // MUDD0
13, // MUDD1
11, // MUDD2
11, // MUDD3
9, // MUDD4
11 // MUDD5
};
_awayMission->disableInput = true;
_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_S;
loadActorStandAnim(OBJECT_KIRK);
Common::Point pos = getActorPos(OBJECT_KIRK);
loadActorAnimC(deviceObjectIndices[_vm->_roomIndex], "s4cbxp", pos.x, 10, &Room::muddaFiredAlienDevice);
playVoc("EXPLO3");
}
void Room::muddaFiredAlienDevice() {
assert(_vm->_roomIndex >= 0 && _vm->_roomIndex <= 5);
const TextRef text[] = {
TX_MUD0_002, // These audio files aren't identical, but the text is mostly the same.
TX_MUD1_002,
TX_MUD2_002,
TX_MUD2_002, // Rooms 3-5 reuse MUD2
TX_MUD2_002,
TX_MUD2_002,
};
_awayMission->disableInput = false;
if (!_awayMission->mudd.discoveredLenseAndDegrimerFunction) {
_awayMission->mudd.discoveredLenseAndDegrimerFunction = true;
_awayMission->mudd.missionScore += 5; // BUGFIX: didn't happen if done in MUDD5
showText(TX_SPEAKER_KIRK, text[_vm->_roomIndex]);
}
}
void Room::muddaUseDegrimer() {
assert(_vm->_roomIndex >= 0 && _vm->_roomIndex <= 5);
const TextRef text[] = {
TX_MUD0N002, // All of these audio files are identical, but there's one for each room.
TX_MUD1N004,
TX_MUD2N001,
TX_MUD3N001,
TX_MUD4N002,
TX_MUD5N001,
};
showDescription(text[_vm->_roomIndex]);
}
void Room::muddaTick() {
// This function deals with the atmosphere running out when the life support generator
// is malfunctioning.
// NOTE: This has been changed a bit; in the original, they would just walk to
// a position and stay standing, though the code indicates they were supposed to
// collapse after walking.
// To simplify things, and since it makes more sense, now they'll just collapse on the
// spot instead.
assert(_vm->_roomIndex >= 0 && _vm->_roomIndex <= 5);
/*
// Unused: The positions to they originally walked to before collapsing.
const Common::Point deathPositions[][4] = {
{ Common::Point(0xbb, 0x8d), Common::Point(0xd0, 0x89), Common::Point(0xaa, 0x85), Common::Point(0xbf, 0x83) },
{ Common::Point(0xaa, 0xa5), Common::Point(0x83, 0xac), Common::Point(-1, -1), Common::Point(-1, -1) },
{ Common::Point(0x108, 0xbb), Common::Point(0x118, 0xc4), Common::Point(0xfe, 0xb2), Common::Point(0x117, 0xae) },
{ Common::Point(0xf1, 0x95), Common::Point(0xcd, 0x87), Common::Point(0xec, 0x84), Common::Point(0x110, 0xa6) },
{ Common::Point(0x8b, 0xb6), Common::Point(0x69, 0xb7), Common::Point(-1, -1), Common::Point(-1, -1) },
{ Common::Point(0x8b, 0xac), Common::Point(0x6f, 0x99), Common::Point(-1, -1), Common::Point(-1, -1) },
};
*/
const TextRef deathText[] = { // All of these audio files are identical, but there's one for each room.
TX_MUD0N006, TX_MUD1N007, TX_MUD2N005, TX_MUD3N008, TX_MUD4N005, TX_MUD5N105
};
// UNUSED: something similar to "deathText" which would also fit in this situation.
/*
const TextRef deathText2[] = { // All of these audio files are identical, but there's one for each room.
TX_MUD0N009, TX_MUD1N010, TX_MUD2N009, TX_MUD3N013, TX_MUD4N007, TX_MUD5N007
};
*/
const int TIMER_LENGTH = 27000;
if (_awayMission->mudd.lifeSupportMalfunctioning) {
if (!_awayMission->mudd.startedLifeSupportTimer) {
_awayMission->mudd.startedLifeSupportTimer = true;
_awayMission->mudd.lifeSupportTimer = TIMER_LENGTH;
}
_awayMission->mudd.lifeSupportTimer--;
// BUGFIX: the warnings at 75%, 50%, and 25% were only voiced in MUDD0.
if (_awayMission->mudd.lifeSupportTimer == (int)(TIMER_LENGTH * 0.25))
showText(TX_SPEAKER_SPOCK, TX_MUD0_018);
else if (_awayMission->mudd.lifeSupportTimer == (int)(TIMER_LENGTH * 0.5))
showText(TX_SPEAKER_SPOCK, TX_MUD0_019);
else if (_awayMission->mudd.lifeSupportTimer == (int)(TIMER_LENGTH * 0.75))
showText(TX_SPEAKER_SPOCK, TX_MUD0_020);
else if (_awayMission->mudd.lifeSupportTimer == 1) {
_awayMission->disableInput = true;
// In each room, the crewmen collapse in a different directions.
// NOTE: "kgetdn" (kirk, north) doesn't work properly; files in the animation
// are missing. It's replaced with 'e' (east) in MUDD1, MUDD3, MUDD5. Only
// applies to Kirk, others seem fine...
// TODO: check if this is the case across all versions...
const char *directions[] = {
"weseee", // KIRK
"sewene", // SPOCK
"nsesss", // MCCOY
"ewesww", // REDSHIRT
};
for (int i = OBJECT_KIRK; i <= OBJECT_REDSHIRT; i++) {
Common::String anim = getCrewmanAnimFilename(i, "getd");
anim += directions[i][_vm->_roomIndex];
loadActorAnim2(i, anim);
}
showDescription(deathText[_vm->_roomIndex]);
showGameOverMenu();
}
}
}
}
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