Files
scummvm/engines/startrek/rooms/veng4.cpp
T
2018-08-09 08:37:30 +02:00

353 lines
12 KiB
C++

/* 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_BRITTANY 8
#define OBJECT_DOOR 9
#define OBJECT_HYPO 10
#define OBJECT_DRILL 11
#define OBJECT_LEFT_READINGS 12
#define HOTSPOT_DOOR 0x20
#define HOTSPOT_LEFT_BED 0x21
#define HOTSPOT_RIGHT_BED 0x22
#define HOTSPOT_LEFT_READINGS 0x23
#define HOTSPOT_RIGHT_READINGS 0x24
namespace StarTrek {
extern const RoomAction veng4ActionList[] = {
{ {ACTION_TICK, 1, 0, 0}, &Room::veng4Tick1 },
{ {ACTION_TALK, OBJECT_KIRK, 0, 0}, &Room::veng4TalkToKirk },
{ {ACTION_TALK, OBJECT_MCCOY, 0, 0}, &Room::veng4TalkToMccoy },
{ {ACTION_TALK, OBJECT_SPOCK, 0, 0}, &Room::veng4TalkToSpock },
{ {ACTION_TALK, OBJECT_REDSHIRT, 0, 0}, &Room::veng4TalkToRedshirt },
{ {ACTION_USE, OBJECT_IMEDKIT, HOTSPOT_RIGHT_BED, 0}, &Room::veng4UseMccoyOnDeadGuy },
{ {ACTION_USE, OBJECT_IMTRICOR, HOTSPOT_RIGHT_BED, 0}, &Room::veng4UseMccoyOnDeadGuy },
{ {ACTION_USE, OBJECT_MCCOY, HOTSPOT_RIGHT_BED, 0}, &Room::veng4UseMccoyOnDeadGuy },
{ {ACTION_USE, OBJECT_IHYPO, OBJECT_BRITTANY, 0}, &Room::veng4UseHypoOnBrittany },
{ {ACTION_USE, OBJECT_IMEDKIT, OBJECT_BRITTANY, 0}, &Room::veng4UseMedkitOnBrittany },
{ {ACTION_USE, OBJECT_IMTRICOR, OBJECT_BRITTANY, 0}, &Room::veng4UseMTricorderOnBrittany },
{ {ACTION_USE, OBJECT_MCCOY, OBJECT_BRITTANY, 0}, &Room::veng4UseMTricorderOnBrittany },
{ {ACTION_DONE_WALK, 5, 0, 0}, &Room::veng4MccoyReachedBrittany },
{ {ACTION_DONE_ANIM, 6, 0, 0}, &Room::veng4UsedMedkitOnBrittany },
{ {ACTION_DONE_ANIM, 7, 0, 0}, &Room::veng4MccoyScannedBrittany },
{ {ACTION_TALK, OBJECT_BRITTANY, 0, 0}, &Room::veng4TalkToBrittany },
{ {ACTION_LOOK, HOTSPOT_RIGHT_BED, 0, 0}, &Room::veng4LookAtDeadGuy },
{ {ACTION_LOOK, HOTSPOT_RIGHT_READINGS, 0, 0}, &Room::veng4LookAtRightBedReadings },
{ {ACTION_LOOK, HOTSPOT_DOOR, 0, 0}, &Room::veng4LookAtDoorHotspot },
{ {ACTION_LOOK, OBJECT_KIRK, 0, 0}, &Room::veng4LookAtKirk },
{ {ACTION_LOOK, OBJECT_SPOCK, 0, 0}, &Room::veng4LookAtSpock },
{ {ACTION_LOOK, OBJECT_MCCOY, 0, 0}, &Room::veng4LookAtMccoy },
{ {ACTION_LOOK, OBJECT_REDSHIRT, 0, 0}, &Room::veng4LookAtRedshirt },
{ {ACTION_LOOK, HOTSPOT_LEFT_BED, 0, 0}, &Room::veng4LookAtLeftBed },
{ {ACTION_LOOK, HOTSPOT_LEFT_READINGS, 0, 0}, &Room::veng4LookAtLeftBedReadings },
{ {ACTION_LOOK, OBJECT_BRITTANY, 0, 0}, &Room::veng4LookAtBrittany },
{ {ACTION_USE, OBJECT_ISTRICOR, OBJECT_DRILL, 0}, &Room::veng4LookAtDrill },
{ {ACTION_LOOK, OBJECT_DRILL, 0, 0}, &Room::veng4LookAtDrill },
{ {ACTION_USE, OBJECT_ISTRICOR, OBJECT_HYPO, 0}, &Room::veng4LookAtHypo },
{ {ACTION_LOOK, OBJECT_HYPO, 0, 0}, &Room::veng4LookAtHypo },
{ {ACTION_LOOK, OBJECT_DOOR, 0, 0}, &Room::veng4LookAtDoorObject },
{ {ACTION_LOOK, 0xff, 0, 0}, &Room::veng4LookAnywhere },
{ {ACTION_GET, OBJECT_HYPO, 0, 0}, &Room::veng4GetHypo },
{ {ACTION_DONE_WALK, 1, 0, 0}, &Room::veng4ReachedHypo },
{ {ACTION_DONE_ANIM, 2, 0, 0}, &Room::veng4PickedUpHypo },
{ {ACTION_GET, OBJECT_DRILL, 0, 0}, &Room::veng4GetDrill },
{ {ACTION_DONE_WALK, 3, 0, 0}, &Room::veng4ReachedDrill },
{ {ACTION_DONE_ANIM, 4, 0, 0}, &Room::veng4PickedUpDrill },
{ {ACTION_TOUCHED_HOTSPOT, 0, 0, 0}, &Room::veng4TouchedHotspot0 },
{ {ACTION_WALK, OBJECT_DOOR, 0, 0}, &Room::veng4WalkToDoor },
{ {ACTION_WALK, HOTSPOT_DOOR, 0, 0}, &Room::veng4WalkToDoor },
// ENHANCEMENT (let object count for the "look" action, not just the hotspot)
{ {ACTION_LOOK, OBJECT_LEFT_READINGS, 0, 0}, &Room::veng4LookAtLeftBedReadings },
};
extern const int veng4NumActions = ARRAYSIZE(veng4ActionList);
#define DOOR_X 0x13f
#define DOOR_Y 0xab
#define BRITTANY_X 0x5a
#define BRITTANY_Y 0xa5
#define LEFT_READINGS_X 0x5c
#define LEFT_READINGS_Y 0x75
void Room::veng4Tick1() {
playMidiMusicTracks(MIDITRACK_31);
loadActorAnim2(OBJECT_DOOR, "s9r1dc", DOOR_X, DOOR_Y);
loadActorAnim2(OBJECT_LEFT_READINGS, "s7r4m2", LEFT_READINGS_X, LEFT_READINGS_Y);
if (!_awayMission->veng.usedMedkitOnBrittany) {
loadActorAnim2(OBJECT_BRITTANY, "s9r1bm", BRITTANY_X, BRITTANY_Y);
playVoc("VEN4LOOP");
} else {
playVoc("VE42LOOP");
loadActorAnim2(OBJECT_BRITTANY, "s9r1bh", BRITTANY_X, BRITTANY_Y);
}
if (!_awayMission->veng.tookHypoFromSickbay)
loadActorAnim2(OBJECT_HYPO, "s7r4h1", 0xea, 0x8b);
if (!_awayMission->veng.tookDrillFromSickbay)
loadActorAnim2(OBJECT_DRILL, "s7r4dl", 0xea, 0x87);
if (_awayMission->veng.brittanyDead) {
loadActorAnim2(OBJECT_BRITTANY, "s7r4bd", BRITTANY_X, BRITTANY_Y);
loadActorAnim2(OBJECT_LEFT_READINGS, "s7r4m1d", LEFT_READINGS_X, LEFT_READINGS_Y);
}
}
void Room::veng4TalkToKirk() {
showText(TX_SPEAKER_KIRK, TX_VEN4_002);
}
void Room::veng4TalkToMccoy() {
showText(TX_SPEAKER_MCCOY, TX_VEN4_015);
}
void Room::veng4TalkToSpock() {
showText(TX_SPEAKER_SPOCK, TX_VEN4_017);
}
void Room::veng4TalkToRedshirt() {
showText(TX_SPEAKER_KIJE, TX_VEN4_022);
}
void Room::veng4UseMccoyOnDeadGuy() {
showText(TX_SPEAKER_MCCOY, TX_VEN4_007);
}
void Room::veng4UseHypoOnBrittany() {
showText(TX_SPEAKER_MCCOY, TX_VEN4_008);
}
void Room::veng4UseMedkitOnBrittany() {
_roomVar.veng.usingMedkitOnBrittany = true;
veng4UseMccoyOnBrittany();
}
void Room::veng4UseMTricorderOnBrittany() {
_roomVar.veng.usingMedkitOnBrittany = false;
veng4UseMccoyOnBrittany();
}
void Room::veng4UseMccoyOnBrittany() {
if (_awayMission->veng.brittanyDead)
showText(TX_SPEAKER_MCCOY, TX_VEN4_013);
else if (_awayMission->veng.usedMedkitOnBrittany)
showText(TX_SPEAKER_MCCOY, TX_VEN4_009);
else {
if (!_awayMission->veng.lookedAtBrittany) {
_awayMission->veng.lookedAtBrittany = true;
showText(TX_SPEAKER_KIRK, TX_VEN4_005);
}
_awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_E;
walkCrewmanC(OBJECT_MCCOY, 0x3c, 0xa0, &Room::veng4MccoyReachedBrittany);
}
}
void Room::veng4MccoyReachedBrittany() {
if (!_roomVar.veng.usingMedkitOnBrittany) {
loadActorAnimC(OBJECT_MCCOY, "mscane", -1, -1, &Room::veng4MccoyScannedBrittany);
playSoundEffectIndex(SND_TRICORDER);
} else {
loadActorAnimC(OBJECT_MCCOY, "museme", -1, -1, &Room::veng4UsedMedkitOnBrittany);
}
}
void Room::veng4UsedMedkitOnBrittany() {
loadActorAnim2(OBJECT_BRITTANY, "s9r1bh");
_awayMission->veng.getPointsForHealingBrittany = true;
_awayMission->veng.usedMedkitOnBrittany = true;
_awayMission->veng.kirkShouldSuggestReestablishingPower = true;
showText(TX_SPEAKER_MCCOY, TX_VEN4_009);
}
void Room::veng4MccoyScannedBrittany() {
showText(TX_SPEAKER_MCCOY, TX_VEN4_011);
showText(TX_SPEAKER_KIRK, TX_VEN4_001);
_roomVar.veng.usingMedkitOnBrittany = true;
veng4UseMccoyOnBrittany();
}
void Room::veng4TalkToBrittany() {
if (_awayMission->veng.talkedToBrittany)
showText(TX_SPEAKER_MCCOY, TX_VEN4_012);
else if (!_awayMission->veng.usedMedkitOnBrittany)
showText(TX_SPEAKER_MCCOY, TX_VEN4_010);
else {
_awayMission->veng.talkedToBrittany = true;
showText(TX_SPEAKER_BRITTANY_MARATA, TX_VEN4_019);
showText(TX_SPEAKER_KIRK, TX_VEN4_004);
showText(TX_SPEAKER_BRITTANY_MARATA, TX_VEN4_020);
showText(TX_SPEAKER_KIRK, TX_VEN4_006);
showText(TX_SPEAKER_BRITTANY_MARATA, TX_VEN4_021);
showText(TX_SPEAKER_KIRK, TX_VEN4_003);
loadActorAnim2(OBJECT_BRITTANY, "s9r1bm", BRITTANY_X, BRITTANY_Y);
showText(TX_SPEAKER_MCCOY, TX_VEN4_016);
loadActorAnim2(OBJECT_LEFT_READINGS, "s7r4m1", LEFT_READINGS_X, LEFT_READINGS_Y);
loadActorAnim2(OBJECT_BRITTANY, "s7r4bd", BRITTANY_X, BRITTANY_Y);
_awayMission->veng.brittanyDead = true;
stopAllVocSounds();
playVoc("VE42LOOP");
}
}
void Room::veng4LookAtDeadGuy() {
showText(TX_VEN4N014);
}
void Room::veng4LookAtRightBedReadings() {
showText(TX_VEN4N013);
}
void Room::veng4LookAtDoorHotspot() {
showText(TX_VEN4N008);
}
void Room::veng4LookAtKirk() {
showText(TX_VEN4N002);
}
void Room::veng4LookAtSpock() {
showText(TX_SPEAKER_SPOCK, TX_VEN4N003);
}
void Room::veng4LookAtMccoy() {
showText(TX_SPEAKER_MCCOY, TX_VEN4N000);
}
void Room::veng4LookAtRedshirt() {
showText(TX_SPEAKER_KIJE, TX_VEN4N001);
}
void Room::veng4LookAtLeftBed() {
if (_awayMission->veng.brittanyDead) {
// ENHANCEMENT: Original game showed a string with no corresponding audio ("This
// bed contains the body of a recently deceaced crewman." Yes that's a typo.)
// Instead, show some appropriate voiced text.
showText(TX_VEN4N017);
} else
showText(TX_VEN4N007);
}
void Room::veng4LookAtLeftBedReadings() {
if (!_awayMission->veng.brittanyDead)
showText(TX_VEN4N006);
else
showText(TX_VEN4N005);
}
void Room::veng4LookAtBrittany() {
if (_awayMission->veng.brittanyDead)
showText(TX_VEN4N017);
else if (!_awayMission->veng.lookedAtBrittany) {
_awayMission->veng.lookedAtBrittany = true;
showText(TX_SPEAKER_KIRK, TX_VEN4_005);
showText(TX_SPEAKER_MCCOY, TX_VEN4_014);
} else if (_awayMission->veng.talkedToBrittany)
showText(TX_VEN4N017);
else
showText(TX_VEN4N004);
}
void Room::veng4LookAtDrill() {
showText(TX_VEN4N012);
}
void Room::veng4LookAtHypo() {
showText(TX_VEN4N010);
}
void Room::veng4LookAtDoorObject() {
showText(TX_VEN4N009);
}
void Room::veng4LookAnywhere() {
showText(TX_VEN4N011);
}
void Room::veng4GetHypo() {
_awayMission->disableInput = true;
walkCrewmanC(OBJECT_KIRK, 0xea, 0xae, &Room::veng4ReachedHypo);
}
void Room::veng4ReachedHypo() {
loadActorAnimC(OBJECT_KIRK, "kusemn", -1, -1, &Room::veng4PickedUpHypo);
}
void Room::veng4PickedUpHypo() {
giveItem(OBJECT_IHYPO);
_awayMission->veng.tookHypoFromSickbay = true;
loadActorStandAnim(OBJECT_HYPO);
showText(TX_VEN4N015);
walkCrewman(OBJECT_KIRK, 0xcd, 0xc2);
_awayMission->disableInput = false;
}
void Room::veng4GetDrill() {
_awayMission->disableInput = true;
walkCrewmanC(OBJECT_KIRK, 0xea, 0xae, &Room::veng4ReachedDrill);
}
void Room::veng4ReachedDrill() {
loadActorAnimC(OBJECT_KIRK, "kusemn", -1, -1, &Room::veng4PickedUpDrill);
}
void Room::veng4PickedUpDrill() {
giveItem(OBJECT_IDRILL);
_awayMission->veng.tookDrillFromSickbay = true;
loadActorStandAnim(OBJECT_DRILL);
showText(TX_VEN4N016);
walkCrewman(OBJECT_KIRK, 0xcd, 0xc2);
_awayMission->disableInput = false;
}
void Room::veng4TouchedHotspot0() { // Trigger door opening
if (_roomVar.veng.walkingToDoor) {
playSoundEffectIndex(SND_DOOR1);
loadActorAnim(OBJECT_DOOR, "s9r1do", DOOR_X, DOOR_Y);
}
}
void Room::veng4WalkToDoor() {
_roomVar.veng.walkingToDoor = true;
_awayMission->disableInput = true;
walkCrewman(OBJECT_KIRK, 0x12e, 0xab);
}
}