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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_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(1, true);
}
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(0, true);
}
void Room::veng7LookAtDoor() {
showDescription(7, true);
}
void Room::veng7LookAtCable() {
showDescription(8, true);
}
void Room::veng7LookAtKirk() {
showDescription(3, true);
}
void Room::veng7LookAtSpock() {
showDescription(5, true);
}
void Room::veng7LookAtMccoy() {
showDescription(4, true);
}
void Room::veng7LookAtRedshirt() {
showDescription(2, true);
}
void Room::veng7LookAnywhere() {
showDescription(6, true);
}
void Room::veng7TalkToKirk() {
showText(TX_SPEAKER_KIRK, 1, true);
}
void Room::veng7TalkToSpock() {
showText(TX_SPEAKER_SPOCK, 5, true);
}
void Room::veng7TalkToMccoy() {
// NOTE: 07, true 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, 7, true);
}
void Room::veng7UseSTricorderOnCollapsedSection() {
spockScan(DIR_S, 6, true);
}
void Room::veng7TouchedHotspot0() { // Got too close to the collapsed section
showText(TX_SPEAKER_SPOCK, 3, true);
}
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(9, true);
giveItem(OBJECT_ICABLE1);
_awayMission->veng.tookCableFromTransporterRoomHallway = true;
_awayMission->disableInput = false;
}
}
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