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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_DOOR 8
#define HOTSPOT_DOOR 0x20
#define HOTSPOT_GROUND 0x21
#define HOTSPOT_STATUE 0x22
#define HOTSPOT_PLANET 0x23
#define HOTSPOT_SKY 0x24 // Not mapped anywhere?
namespace StarTrek {
extern const RoomAction sins0ActionList[] = {
{ {ACTION_TICK, 1, 0, 0}, &Room::sins0Tick1 },
{ {ACTION_LOOK, 0xff, 0, 0}, &Room::sins0LookAnywhere },
{ {ACTION_LOOK, OBJECT_DOOR, 0, 0}, &Room::sins0LookAtOpenDoor },
{ {ACTION_LOOK, HOTSPOT_DOOR, 0, 0}, &Room::sins0LookAtClosedDoor },
{ {ACTION_TALK, OBJECT_SPOCK, 0, 0}, &Room::sins0TalkToSpock },
{ {ACTION_TALK, OBJECT_MCCOY, 0, 0}, &Room::sins0TalkToMccoy },
{ {ACTION_TALK, OBJECT_REDSHIRT, 0, 0}, &Room::sins0TalkToRedshirt },
{ {ACTION_LOOK, HOTSPOT_GROUND, 0, 0}, &Room::sins0LookAtGround },
{ {ACTION_GET, HOTSPOT_GROUND, 0, 0}, &Room::sins0GetRock },
{ {ACTION_DONE_ANIM, 1, 0, 0}, &Room::sins0PickedUpRock },
{ {ACTION_USE, OBJECT_ISTRICOR, 0xff, 0}, &Room::sins0UseSTricorderAnywhere },
{ {ACTION_USE, OBJECT_ISTRICOR, HOTSPOT_GROUND, 0}, &Room::sins0UseSTricorderOnGround },
{ {ACTION_USE, OBJECT_ISTRICOR, HOTSPOT_PLANET, 0}, &Room::sins0UseSTricorderOnPlanet },
{ {ACTION_TICK, 40, 0, 0}, &Room::sins0Tick40 },
{ {ACTION_LOOK, HOTSPOT_STATUE, 0, 0}, &Room::sins0LookAtStatue },
{ {ACTION_LOOK, HOTSPOT_PLANET, 0, 0}, &Room::sins0LookAtPlanet },
{ {ACTION_LOOK, HOTSPOT_SKY, 0, 0}, &Room::sins0LookAtSky },
{ {ACTION_LOOK, OBJECT_KIRK, 0, 0}, &Room::sins0LookAtKirk },
{ {ACTION_LOOK, OBJECT_SPOCK, 0, 0}, &Room::sins0LookAtSpock },
{ {ACTION_LOOK, OBJECT_MCCOY, 0, 0}, &Room::sins0LookAtMccoy },
{ {ACTION_LOOK, OBJECT_REDSHIRT, 0, 0}, &Room::sins0LookAtRedshirt },
{ {ACTION_USE, OBJECT_ISTRICOR, HOTSPOT_DOOR, 0}, &Room::sins0UseSTricorderOnClosedDoor },
{ {ACTION_USE, OBJECT_ISTRICOR, HOTSPOT_STATUE, 0}, &Room::sins0UseSTricorderOnStatue },
{ {ACTION_USE, OBJECT_IMEDKIT, OBJECT_KIRK, 0}, &Room::sins0UseMedkitOnCrewman },
{ {ACTION_USE, OBJECT_IMEDKIT, OBJECT_SPOCK, 0}, &Room::sins0UseMedkitOnCrewman },
{ {ACTION_USE, OBJECT_IMEDKIT, OBJECT_MCCOY, 0}, &Room::sins0UseMedkitOnCrewman },
{ {ACTION_USE, OBJECT_IMEDKIT, OBJECT_REDSHIRT, 0}, &Room::sins0UseMedkitOnCrewman },
{ {ACTION_USE, OBJECT_IMTRICOR, OBJECT_KIRK, 0}, &Room::sins0UseMTricorderOnCrewman },
{ {ACTION_USE, OBJECT_IMTRICOR, OBJECT_SPOCK, 0}, &Room::sins0UseMTricorderOnCrewman },
{ {ACTION_USE, OBJECT_IMTRICOR, OBJECT_MCCOY, 0}, &Room::sins0UseMTricorderOnCrewman },
{ {ACTION_USE, OBJECT_IMTRICOR, OBJECT_REDSHIRT, 0}, &Room::sins0UseMTricorderOnCrewman },
{ {ACTION_USE, OBJECT_ICOMM, 0xff, 0}, &Room::sins0UseCommunicator },
{ {ACTION_WALK, HOTSPOT_DOOR, 0, 0}, &Room::sins0WalkToDoor },
{ {ACTION_WALK, OBJECT_DOOR, 0, 0}, &Room::sins0WalkToDoor },
};
extern const int sins0NumActions = ARRAYSIZE(sins0ActionList);
void Room::sins0Tick1() {
playVoc("SIN0LOOP");
if (!_awayMission->sins.enteredRoom0FirstTime)
_awayMission->disableInput = 2;
if (_awayMission->sins.openedInnerDoor)
loadActorAnim2(OBJECT_DOOR, "s0dr2", 0, 0);
else if (_awayMission->sins.openedOuterDoor)
loadActorAnim2(OBJECT_DOOR, "s0dr1", 0, 0);
playMidiMusicTracks(MIDITRACK_27, -3);
}
void Room::sins0LookAnywhere() {
showDescription(TX_SIN0N009);
}
void Room::sins0LookAtOpenDoor() {
showDescription(TX_SIN0N005);
}
void Room::sins0LookAtClosedDoor() {
showDescription(TX_SIN0N008);
}
void Room::sins0TalkToSpock() {
showText(TX_SPEAKER_SPOCK, TX_SIN0_009);
}
void Room::sins0TalkToMccoy() {
showText(TX_SPEAKER_MCCOY, TX_SIN0_011);
}
void Room::sins0TalkToRedshirt() {
// ENHANCEMENT: This function had two implementations. The first (the originally used
// one) is a generic "area is secure" text. In the second (which was unused), he
// comments on how the small moon could have an atmosphere. This is more interesting
// and relevant, so that implementation is used instead.
if (false)
showText(TX_SPEAKER_MOSHER, TX_SIN0_024);
else {
showText(TX_SPEAKER_MOSHER, TX_SIN0_026);
showText(TX_SPEAKER_SPOCK, TX_SIN0_022);
showText(TX_SPEAKER_KIRK, TX_SIN0_006);
}
}
void Room::sins0LookAtGround() {
showDescription(TX_SIN0N006);
}
void Room::sins0GetRock() {
_awayMission->disableInput = true;
loadActorAnimC(OBJECT_KIRK, "kpickw", -1, -1, &Room::sins0PickedUpRock);
_awayMission->sins.gatheredClues |= 1;
}
void Room::sins0PickedUpRock() {
_awayMission->disableInput = false;
loadActorStandAnim(OBJECT_KIRK);
showDescription(TX_SIN0N010);
giveItem(OBJECT_IS8ROCKS);
}
void Room::sins0UseSTricorderAnywhere() {
spockScan(DIR_S, TX_SIN0_018);
}
void Room::sins0UseSTricorderOnGround() {
spockScan(DIR_S, TX_SIN0_017);
_awayMission->sins.gatheredClues |= 1;
}
void Room::sins0UseSTricorderOnPlanet() {
spockScan(DIR_S, TX_SIN0_016);
}
void Room::sins0Tick40() {
if (!_awayMission->sins.enteredRoom0FirstTime) {
_awayMission->disableInput = false;
showText(TX_SPEAKER_UHURA, TX_SIN0U082);
showText(TX_SPEAKER_KIRK, TX_SIN0_003);
showText(TX_SPEAKER_SCOTT, TX_SIN0_S48);
showText(TX_SPEAKER_KIRK, TX_SIN0_007);
showText(TX_SPEAKER_SCOTT, TX_SIN0_S50);
showText(TX_SPEAKER_KIRK, TX_SIN0_005);
showText(TX_SPEAKER_SCOTT, TX_SIN0_S49);
showText(TX_SPEAKER_KIRK, TX_SIN0_001);
_awayMission->sins.enteredRoom0FirstTime = true;
}
}
void Room::sins0LookAtStatue() {
showDescription(TX_SIN0N011);
showText(TX_SPEAKER_MCCOY, TX_SIN0_015);
showText(TX_SPEAKER_SPOCK, TX_SIN0_021);
showText(TX_SPEAKER_MOSHER, TX_SIN0_027);
showText(TX_SPEAKER_MCCOY, TX_SIN0_014);
}
void Room::sins0LookAtPlanet() {
showDescription(TX_SIN0N007);
}
void Room::sins0LookAtSky() {
// This seems unused, due to HOTSPOT_SKY not being mapped anywhere?
showDescription(TX_SIN0N004);
}
void Room::sins0LookAtKirk() {
showDescription(TX_SIN0N002);
}
void Room::sins0LookAtSpock() {
showDescription(TX_SIN0N003);
}
void Room::sins0LookAtMccoy() {
showDescription(TX_SIN0N000);
}
void Room::sins0LookAtRedshirt() {
showDescription(TX_SIN0N001);
}
void Room::sins0UseSTricorderOnClosedDoor() {
spockScan(DIR_S, TX_SIN0_019);
showText(TX_SPEAKER_MOSHER, TX_SIN0_025);
showText(TX_SPEAKER_MCCOY, TX_SIN0_013);
showText(TX_SPEAKER_MOSHER, TX_SIN0_028);
}
void Room::sins0UseSTricorderOnStatue() {
spockScan(DIR_S, TX_SIN0_020);
showText(TX_SPEAKER_KIRK, TX_SIN0_008);
showText(TX_SPEAKER_SPOCK, TX_SIN0_023);
if (!_awayMission->sins.gotPointsForScanningStatue) {
_awayMission->sins.gotPointsForScanningStatue = true;
_awayMission->sins.missionScore += 1;
}
}
void Room::sins0UseMedkitOnCrewman() {
showText(TX_SPEAKER_MCCOY, TX_SIN0_012);
}
void Room::sins0UseMTricorderOnCrewman() {
mccoyScan(DIR_S, TX_SIN0_010);
}
void Room::sins0UseCommunicator() {
if (!_awayMission->sins.scottyInformedKirkAboutVirus) {
showText(TX_SPEAKER_KIRK, TX_SIN0_004);
showText(TX_SPEAKER_SCOTT, TX_SIN0_S01);
showText(TX_SPEAKER_KIRK, TX_SIN0_002);
} else
showText(TX_SPEAKER_UHURA, TX_SIN0U069);
}
void Room::sins0WalkToDoor() {
walkCrewman(OBJECT_KIRK, 0x5f, 0x8c);
}
}
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