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scummvm/engines/startrek/rooms/veng3.cpp
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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 OBJECT_SICKBAY_DOOR 9
#define OBJECT_DEBRIS 10
#define OBJECT_CABLE 11
#define OBJECT_DEAD_GUY 12
#define OBJECT_SUPPORT_BEAM 13
#define HOTSPOT_TURBOLIFT_2_DOOR 0x20
#define HOTSPOT_SICKBAY_DOOR 0x21
namespace StarTrek {
extern const RoomAction veng3ActionList[] = {
{ {ACTION_TICK, 1, 0, 0}, &Room::veng3Tick1 },
{ {ACTION_TICK, 15, 0, 0}, &Room::veng3Tick15 },
{ {ACTION_TOUCHED_WARP, 0, 0, 0}, &Room::veng3TouchedTurbolift2 },
{ {ACTION_TOUCHED_WARP, 1, 0, 0}, &Room::veng3TouchedTurbolift1 },
{ {ACTION_WALK, OBJECT_DEBRIS, 0, 0}, &Room::veng3WalkToDoor },
{ {ACTION_WALK, HOTSPOT_TURBOLIFT_2_DOOR, 0, 0}, &Room::veng3WalkToDoor },
{ {ACTION_DONE_WALK, 2, 0, 0}, &Room::veng3ReachedTurbolift2 },
{ {ACTION_DONE_ANIM, 1, 0, 0}, &Room::veng3Turbolift2Opened },
{ {ACTION_WALK, OBJECT_SICKBAY_DOOR, 0, 0}, &Room::veng3WalkToSickbayDoor },
{ {ACTION_WALK, HOTSPOT_SICKBAY_DOOR, 0, 0}, &Room::veng3WalkToSickbayDoor },
{ {ACTION_DONE_WALK, 9, 0, 0}, &Room::veng3ReachedSickbayDoor },
{ {ACTION_DONE_ANIM, 10, 0, 0}, &Room::veng3SickbayDoorOpened },
{ {ACTION_USE, OBJECT_ISTRICOR, OBJECT_SUPPORT_BEAM, 0}, &Room::veng3LookAtSupportBeam },
{ {ACTION_LOOK, OBJECT_SUPPORT_BEAM, 0, 0}, &Room::veng3LookAtSupportBeam },
{ {ACTION_LOOK, OBJECT_DEBRIS, 0, 0}, &Room::veng3LookAtDebris },
{ {ACTION_LOOK, HOTSPOT_TURBOLIFT_2_DOOR, 0, 0}, &Room::veng3LookAtTurbolift2Door },
{ {ACTION_LOOK, OBJECT_SICKBAY_DOOR, 0, 0}, &Room::veng3LookAtSickbayDoor },
{ {ACTION_LOOK, HOTSPOT_SICKBAY_DOOR, 0, 0}, &Room::veng3LookAtSickbayDoor },
{ {ACTION_USE, OBJECT_ISTRICOR, OBJECT_CABLE, 0}, &Room::veng3LookAtCable },
{ {ACTION_LOOK, OBJECT_CABLE, 0, 0}, &Room::veng3LookAtCable },
{ {ACTION_LOOK, OBJECT_DEAD_GUY, 0, 0}, &Room::veng3LookAtDeadGuy },
{ {ACTION_LOOK, OBJECT_KIRK, 0, 0}, &Room::veng3LookAtKirk },
{ {ACTION_LOOK, OBJECT_MCCOY, 0, 0}, &Room::veng3LookAtMccoy },
{ {ACTION_LOOK, OBJECT_SPOCK, 0, 0}, &Room::veng3LookAtSpock },
{ {ACTION_LOOK, OBJECT_REDSHIRT, 0, 0}, &Room::veng3LookAtRedshirt },
{ {ACTION_LOOK, 0xff, 0, 0}, &Room::veng3LookAnywhere },
{ {ACTION_USE, OBJECT_IPHASERS, OBJECT_DEBRIS, 0}, &Room::veng3UseStunPhaserOnDebris },
{ {ACTION_USE, OBJECT_IPHASERK, OBJECT_DEBRIS, 0}, &Room::veng3UseKillPhaserOnDebris },
{ {ACTION_DONE_WALK, 4, 0, 0}, &Room::veng3ReachedPositionToShootDebris },
{ {ACTION_DONE_ANIM, 5, 0, 0}, &Room::veng3DrewPhaserToShootDebris },
{ {ACTION_DONE_ANIM, 3, 0, 0}, &Room::veng3DebrisVaporized },
{ {ACTION_DONE_ANIM, 6, 0, 0}, &Room::veng3DebrisFellAgain },
{ {ACTION_USE, OBJECT_SPOCK, OBJECT_DEBRIS, 0}, &Room::veng3UseSpockOnDebris },
{ {ACTION_USE, OBJECT_REDSHIRT, OBJECT_DEBRIS, 0}, &Room::veng3UseRedshirtOnDebris },
{ {ACTION_USE, OBJECT_MCCOY, OBJECT_DEBRIS, 0}, &Room::veng3UseMccoyOnDebris },
{ {ACTION_USE, OBJECT_IBEAM, OBJECT_DEBRIS, 0}, &Room::veng3UseBeamOnDebris },
{ {ACTION_DONE_WALK, 7, 0, 0}, &Room::veng3ReachedPositionToPlaceBeam },
{ {ACTION_DONE_ANIM, 8, 0, 0}, &Room::veng3PlacedBeam },
{ {ACTION_USE, OBJECT_ISTRICOR, OBJECT_DEBRIS, 0}, &Room::veng3UseSTricorderOnDebris },
{ {ACTION_USE, OBJECT_ILMD, OBJECT_DEBRIS, 0}, &Room::veng3UseMolecularSawOnDebris },
{ {ACTION_TALK, OBJECT_KIRK, 0, 0}, &Room::veng3TalkToKirk },
{ {ACTION_TALK, OBJECT_SPOCK, 0, 0}, &Room::veng3TalkToSpock },
{ {ACTION_TALK, OBJECT_MCCOY, 0, 0}, &Room::veng3TalkToMccoy },
{ {ACTION_TALK, OBJECT_REDSHIRT, 0, 0}, &Room::veng3TalkToRedshirt },
{ {ACTION_GET, OBJECT_DEBRIS, 0, 0}, &Room::veng3GetDebris },
{ {ACTION_GET, OBJECT_CABLE, 0, 0}, &Room::veng3GetCable },
{ {ACTION_DONE_WALK, 11, 0, 0}, &Room::veng3ReachedCable },
{ {ACTION_DONE_ANIM, 12, 0, 0}, &Room::veng3PickedUpCable },
// Common code
{ {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 veng3NumActions = ARRAYSIZE(veng3ActionList);
void Room::veng3Tick1() {
playVoc("VEN3LOOP");
if (_awayMission->veng.putSupportBeamInSickbayHallway)
loadActorAnim2(OBJECT_SUPPORT_BEAM, "s7r3bm", 0x8c, 0x61);
loadMapFile("veng3");
if (!_awayMission->veng.clearedDebris) {
loadActorAnim2(OBJECT_DEBRIS, "s7r3d2", 0xa5, 0x68);
loadMapFile("veng3b");
}
loadActorAnim2(OBJECT_DEAD_GUY, "s7r3c1", 0xc5, 0x99);
if (!_awayMission->veng.tookCableFromSickbayHallway)
loadActorAnim2(OBJECT_CABLE, "s7r3ca", 0xb7, 0x84);
loadActorAnim2(OBJECT_SICKBAY_DOOR, "s7r3dc", 0x5d, 0x80);
}
void Room::veng3Tick15() {
if (_awayMission->veng.kirkShouldSuggestReestablishingPower && !_awayMission->veng.impulseEnginesOn) {
showText(TX_SPEAKER_KIRK, TX_VEN0_010);
_awayMission->veng.kirkShouldSuggestReestablishingPower = false;
}
}
void Room::veng3TouchedTurbolift2() {
playSoundEffectIndex(SND_DOOR1);
showRepublicMap(3, 1);
}
void Room::veng3TouchedTurbolift1() {
playSoundEffectIndex(SND_DOOR1);
showRepublicMap(3, 0);
}
void Room::veng3WalkToDoor() {
if (_awayMission->veng.clearedDebris)
walkCrewmanC(OBJECT_KIRK, 0xa6, 0x6e, &Room::veng3ReachedTurbolift2);
else
showText(TX_VEN3N006);
}
void Room::veng3ReachedTurbolift2() {
_awayMission->disableInput = true;
loadActorAnimC(OBJECT_DOOR, "s7r3db", 0xa6, 0x60, &Room::veng3Turbolift2Opened);
playSoundEffectIndex(SND_DOOR1);
}
void Room::veng3Turbolift2Opened() {
walkCrewman(OBJECT_KIRK, 0xa6, 0x61);
}
void Room::veng3WalkToSickbayDoor() {
walkCrewmanC(OBJECT_KIRK, 0x68, 0x83, &Room::veng3ReachedSickbayDoor);
}
void Room::veng3ReachedSickbayDoor() {
_awayMission->disableInput = true;
loadActorAnimC(OBJECT_SICKBAY_DOOR, "s7r3da", 0x5b, 0x80, &Room::veng3SickbayDoorOpened);
playSoundEffectIndex(SND_DOOR1);
}
void Room::veng3SickbayDoorOpened() {
walkCrewman(OBJECT_KIRK, 0x5e, 0x83);
}
void Room::veng3LookAtSupportBeam() {
showText(TX_VEN3N007);
}
void Room::veng3LookAtDebris() {
if (!_awayMission->veng.clearedDebris)
showText(TX_VEN3N009);
else
showText(TX_VEN3N007); // UNUSED (debris is gone)
}
void Room::veng3LookAtTurbolift2Door() {
showText(TX_VEN3N012);
if (!_awayMission->veng.lookedAtTurbolift2Door) {
_awayMission->veng.lookedAtTurbolift2Door = true;
if (!_awayMission->veng.clearedDebris) {
showText(TX_SPEAKER_SPOCK, TX_VEN3_013);
showText(TX_SPEAKER_MCCOY, TX_VEN3_006);
}
}
}
void Room::veng3LookAtSickbayDoor() {
showText(TX_VEN3N011);
}
void Room::veng3LookAtCable() {
showText(TX_VEN3N013);
}
void Room::veng3LookAtDeadGuy() {
showText(TX_VEN3N005);
}
void Room::veng3LookAtKirk() {
showText(TX_VEN3N001);
}
void Room::veng3LookAtMccoy() {
showText(TX_VEN3N002);
}
void Room::veng3LookAtSpock() {
showText(TX_VEN3N004);
}
void Room::veng3LookAtRedshirt() {
showText(TX_VEN3N000);
}
void Room::veng3LookAnywhere() {
showText(TX_VEN3N003);
}
void Room::veng3UseStunPhaserOnDebris() {
showText(TX_SPEAKER_SPOCK, TX_VEN3_002);
}
void Room::veng3UseKillPhaserOnDebris() {
if (!_awayMission->veng.clearedDebris) {
_awayMission->disableInput = true;
walkCrewmanC(OBJECT_KIRK, 0x96, 0xa8, &Room::veng3ReachedPositionToShootDebris);
_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_N; // ENHANCEMENT
}
}
void Room::veng3ReachedPositionToShootDebris() {
loadActorAnimC(OBJECT_KIRK, "kfiren", -1, -1, &Room::veng3DrewPhaserToShootDebris);
}
void Room::veng3DrewPhaserToShootDebris() {
loadActorAnimC(OBJECT_DEBRIS, "s7r3ph", 0x9c, 0x83, &Room::veng3DebrisVaporized);
playSoundEffectIndex(SND_PHASSHOT);
}
void Room::veng3DebrisVaporized() {
if (!_awayMission->veng.putSupportBeamInSickbayHallway) {
playVoc("MUR1E4");
loadActorAnimC(OBJECT_DEBRIS, "s7r3df", 0xa6, 0x60, &Room::veng3DebrisFellAgain);
loadActorStandAnim(OBJECT_KIRK);
} else {
_awayMission->disableInput = false;
loadMapFile("veng3");
showText(TX_SPEAKER_SPOCK, TX_VEN3_015);
_awayMission->veng.clearedDebris = true;
}
}
void Room::veng3DebrisFellAgain() {
loadActorAnim2(OBJECT_DEBRIS, "s7r3d2", 0xa5, 0x68);
_awayMission->disableInput = false;
showText(TX_SPEAKER_SPOCK, TX_VEN3_014);
}
void Room::veng3UseSpockOnDebris() {
if (!_awayMission->veng.putSupportBeamInSickbayHallway)
showText(TX_SPEAKER_SPOCK, TX_VEN3_008);
else {
showText(TX_SPEAKER_SPOCK, TX_VEN3_011);
// BUGFIX: Game would crash here due to jumping to non-code.
}
}
void Room::veng3UseRedshirtOnDebris() {
if (!_awayMission->veng.putSupportBeamInSickbayHallway)
showText(TX_SPEAKER_KIJE, TX_VEN3_017);
else {
// BUGFIX: Original had a "jne" opcode with no comparison beforehand, causing it
// to jump to some of Spock's code (TX_VEN3_007)? In any case, this makes more sense.
showText(TX_SPEAKER_KIJE, TX_VEN3_016);
}
}
void Room::veng3UseMccoyOnDebris() {
showText(TX_SPEAKER_MCCOY, TX_VEN3_004);
}
void Room::veng3UseBeamOnDebris() {
_awayMission->disableInput = true;
walkCrewmanC(OBJECT_KIRK, 0x94, 0x6d, &Room::veng3ReachedPositionToPlaceBeam);
}
void Room::veng3ReachedPositionToPlaceBeam() {
loadActorAnimC(OBJECT_KIRK, "kusemn", -1, -1, &Room::veng3PlacedBeam);
playVoc("MUR3E1S");
}
void Room::veng3PlacedBeam() {
loadActorAnim2(OBJECT_SUPPORT_BEAM, "s7r3bm", 0x8c, 0x61);
_awayMission->disableInput = false;
_awayMission->veng.putSupportBeamInSickbayHallway = true;
loseItem(OBJECT_IBEAM);
}
void Room::veng3UseSTricorderOnDebris() {
if (!_awayMission->veng.putSupportBeamInSickbayHallway)
spockScan(DIR_N, TX_VEN3_009);
else
spockScan(DIR_N, TX_VEN3_007);
}
void Room::veng3UseMolecularSawOnDebris() {
showText(TX_SPEAKER_SPOCK, TX_VEN3_010);
}
void Room::veng3TalkToKirk() {
showText(TX_SPEAKER_KIRK, TX_VEN3_001);
}
void Room::veng3TalkToSpock() {
showText(TX_SPEAKER_SPOCK, TX_VEN3_012);
}
void Room::veng3TalkToMccoy() {
showText(TX_SPEAKER_MCCOY, TX_VEN3_003);
}
void Room::veng3TalkToRedshirt() {
showText(TX_SPEAKER_KIJE, TX_VEN3_018);
showText(TX_SPEAKER_MCCOY, TX_VEN3_005);
}
void Room::veng3GetDebris() {
showText(TX_VEN3N010);
}
void Room::veng3GetCable() {
_awayMission->disableInput = true;
walkCrewmanC(OBJECT_KIRK, 0xb7, 0x85, &Room::veng3ReachedCable);
}
void Room::veng3ReachedCable() {
loadActorAnimC(OBJECT_KIRK, "kusehn", -1, -1, &Room::veng3PickedUpCable);
playVoc("MUR4E6");
}
void Room::veng3PickedUpCable() {
_awayMission->disableInput = false;
loadActorStandAnim(OBJECT_CABLE);
showText(TX_VEN3N014);
giveItem(OBJECT_ICABLE2);
_awayMission->veng.tookCableFromSickbayHallway = true;
}
}