Filippos Karapetis 71346d15eb STARTREK: Read the text of the MUDD mission rooms from RDF files
Also, add a central mechanism to fix text typos
2019-10-20 15:23:44 +03:00

456 lines
14 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_MUDD 8
#define OBJECT_9 9
#define OBJECT_ALIEN_IMAGE 10
#define OBJECT_ALIENDV 11
#define OBJECT_NORTH_DOOR 12
#define OBJECT_REPAIR_TOOL 13
#define HOTSPOT_SCREEN 0x20
#define HOTSPOT_SPHERE 0x21
#define HOTSPOT_NORTH_DOOR 0x22
#define HOTSPOT_EAST_DOOR 0x23
namespace StarTrek {
// BUG-ish: trying to scan the sphere while someone is behind it causes it to scan that
// object instead.
void Room::mudd3Tick1() {
playVoc("MUD3LOOP");
_awayMission->crewDirectionsAfterWalk[OBJECT_REDSHIRT] = DIR_W;
if (_awayMission->mudd.databaseDestroyed) {
loadActorAnim(OBJECT_9, "s4lbpb", 0xa2, 0x9f);
// FIXME: is this supposed to be in this if statement?
if (!_awayMission->mudd.tookRepairTool)
loadActorAnim(OBJECT_REPAIR_TOOL, "s4lbdv", 0xb7, 0xa8);
}
_awayMission->mudd.muddInDatabaseRoom = false;
if (!_awayMission->mudd.muddVisitedDatabaseRoom && _awayMission->mudd.translatedAlienLanguage && !_awayMission->mudd.muddUnavailable) {
_awayMission->mudd.muddVisitedDatabaseRoom = true;
loadActorAnim(OBJECT_MUDD, "s4lbhs", 0xa2, 0x9f);
playMidiMusicTracks(3);
_awayMission->mudd.muddInDatabaseRoom = true;
_awayMission->timers[2] = 10;
}
}
void Room::mudd3UseCommunicator() {
showText(TX_SPEAKER_KIRK, 3, true);
showText(TX_SPEAKER_UHURA, TX_STATICU1);
}
void Room::mudd3LookAtScreen() {
// BUGFIX: the condition was flipped in the original; the more "vague" description
// should be shown before the alien language is understood.
if (_awayMission->mudd.translatedAlienLanguage)
showText(TX_SPEAKER_SPOCK, 38, true);
else
showDescription(17, true);
}
void Room::mudd3UseSTricorderOnScreen() {
if (_roomVar.mudd.tricordersUnavailable)
showText(TX_SPEAKER_SPOCK, 39, true);
else
spockScan(DIR_S, 17, false, true);
}
// BUGFIX: Event was actually "use screen on kirk", which makes no sense.
void Room::mudd3UseKirkOnScreen() {
if (!_awayMission->mudd.translatedAlienLanguage) {
showDescription(11, true);
showText(TX_SPEAKER_SPOCK, 37, true);
}
}
void Room::mudd3UseSpockOnSphere() {
_awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_S;
loadActorStandAnim(OBJECT_SPOCK);
if (_awayMission->mudd.computerDataErasedOrDestroyed) {
if (!_awayMission->mudd.databaseDestroyed) {
showDescription(0, true);
showText(TX_SPEAKER_SPOCK, 52, true);
showText(TX_SPEAKER_KIRK, 12, true);
showText(TX_SPEAKER_MCCOY, 24, true);
}
showText(TX_SPEAKER_KIRK, 6, true);
showText(TX_SPEAKER_SPOCK, 48, true);
showText(TX_SPEAKER_KIRK, 8, true);
showText(TX_SPEAKER_SPOCK, 51, true);
} else if (_awayMission->mudd.translatedAlienLanguage) {
if (_awayMission->mudd.accessedAlienDatabase)
showText(TX_SPEAKER_SPOCK, 35, true);
else {
_awayMission->mudd.accessedAlienDatabase = true;
showText(TX_SPEAKER_SPOCK, 54, true);
showText(TX_SPEAKER_MCCOY, 32, true);
showText(TX_SPEAKER_SPOCK, 50, true);
showText(TX_SPEAKER_SPOCK, 49, true);
showText(TX_SPEAKER_SPOCK, 46, true);
showText(TX_SPEAKER_KIRK, 7, true);
_awayMission->mudd.missionScore++;
playVoc("LSHAIANS");
loadActorAnim(OBJECT_ALIEN_IMAGE, "s4lbap", 0x32, 0x64);
_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_W;
_awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_W;
_awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_W;
_awayMission->crewDirectionsAfterWalk[OBJECT_REDSHIRT] = DIR_W;
loadActorStandAnim(OBJECT_KIRK);
loadActorStandAnim(OBJECT_SPOCK);
loadActorStandAnim(OBJECT_MCCOY);
loadActorStandAnim(OBJECT_REDSHIRT);
_awayMission->disableInput = true;
_awayMission->timers[3] = 40;
}
} else if (_awayMission->mudd.discoveredBase3System) {
showText(TX_SPEAKER_SPOCK, 43, true);
showText(TX_SPEAKER_MCCOY, 22, true);
showText(TX_SPEAKER_SPOCK, 56, true);
showText(TX_SPEAKER_KIRK, 15, true);
showText(TX_SPEAKER_SPOCK, 47, true);
_roomVar.mudd.suggestedUsingTricorders = true;
} else {
showText(TX_SPEAKER_SPOCK, 44, true);
_awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_W;
walkCrewman(OBJECT_SPOCK, 0xcd, 0x87);
}
}
// Finished looking at alien image
void Room::mudd3Timer3Expired() {
_awayMission->disableInput = false;
showText(TX_SPEAKER_MCCOY, 27, true);
showText(TX_SPEAKER_SPOCK, 53, true);
showText(TX_SPEAKER_MCCOY, 28, true);
showText(TX_SPEAKER_MCCOY, 26, true);
}
void Room::mudd3UseMccoyOnSphere() {
// ENHANCEMENT: Turn to face south
_awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_S;
loadActorStandAnim(OBJECT_MCCOY);
showText(TX_SPEAKER_MCCOY, 21, true);
_awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_W;
walkCrewman(OBJECT_MCCOY, 0xec, 0x84);
}
void Room::mudd3UseRedshirtOnSphere() {
// ENHANCEMENT: Turn to face south
_awayMission->crewDirectionsAfterWalk[OBJECT_REDSHIRT] = DIR_S;
loadActorStandAnim(OBJECT_REDSHIRT);
showText(TX_SPEAKER_BUCHERT, 68, true); // BUGFIX: original played McCoy's audio by mistake
_awayMission->crewDirectionsAfterWalk[OBJECT_REDSHIRT] = DIR_W;
walkCrewman(OBJECT_REDSHIRT, 0xec, 0x84);
}
void Room::mudd3UseMTricorderOnSphere() {
if (_roomVar.mudd.tricordersUnavailable)
showText(TX_SPEAKER_SPOCK, 39, true); // BUGFIX: speaker is Spock
else {
_awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_S;
loadActorStandAnim(OBJECT_MCCOY);
if (!_awayMission->mudd.translatedAlienLanguage && _roomVar.mudd.suggestedUsingTricorders && _awayMission->mudd.discoveredBase3System) {
_awayMission->disableInput = true;
_awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_S;
walkCrewman(OBJECT_MCCOY, 0xac, 0x88);
_awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_S;
walkCrewmanC(OBJECT_SPOCK, 0xa5, 0x8c, &Room::mudd3ReadyToHookUpTricorders);
} else {
showText(TX_SPEAKER_MCCOY, 21, true);
_awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_W;
walkCrewman(OBJECT_MCCOY, 0xec, 0x84);
}
}
}
void Room::mudd3UseSTricorderOnSphere() {
_awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_S;
loadActorStandAnim(OBJECT_SPOCK);
if (_roomVar.mudd.tricordersUnavailable)
showText(TX_SPEAKER_SPOCK, 39, true); // BUGFIX: speaker is Spock
else if (_awayMission->mudd.translatedAlienLanguage || (_awayMission->mudd.discoveredBase3System && !_roomVar.mudd.suggestedUsingTricorders)) {
showText(TX_SPEAKER_SPOCK, 41, true);
_awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_W;
walkCrewman(OBJECT_SPOCK, 0xcd, 0x87);
} else if (_awayMission->mudd.discoveredBase3System && _roomVar.mudd.suggestedUsingTricorders) { // Hooking up tricorders
_awayMission->disableInput = true;
_awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_S;
walkCrewmanC(OBJECT_MCCOY, 0xca, 0x88, &Room::mudd3ReadyToHookUpTricorders);
} else { // No idea how to access it
showText(TX_SPEAKER_SPOCK, 42, true);
walkCrewman(OBJECT_SPOCK, 0xcd, 0x87);
}
}
void Room::mudd3ReadyToHookUpTricorders() {
showText(TX_SPEAKER_SPOCK, 18, true);
_roomVar.mudd.tricordersUnavailable = true;
_awayMission->timers[1] = 50;
loadActorAnim2(OBJECT_SPOCK, "sscans");
playSoundEffectIndex(SND_TRICORDER);
}
void Room::mudd3Timer1Expired() { // Tricorders ready for use again
showText(TX_SPEAKER_SPOCK, 40, true);
showText(TX_SPEAKER_SPOCK, 34, true);
_awayMission->disableInput = false;
_roomVar.mudd.tricordersUnavailable = false;
_roomVar.mudd.suggestedUsingTricorders = false;
_awayMission->mudd.translatedAlienLanguage = true;
_awayMission->mudd.missionScore++;
_awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_W;
_awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_W;
walkCrewman(OBJECT_SPOCK, 0xcd, 0x87);
walkCrewman(OBJECT_MCCOY, 0xec, 0x84);
}
// Harry Mudd stumbled into the room
void Room::mudd3Timer2Expired() {
const TextRef choices[] = {
TX_SPEAKER_KIRK,
10,
9,
TX_BLANK
};
_awayMission->mudd.computerDataErasedOrDestroyed = true;
showText(TX_SPEAKER_MUDD, 65, true);
int choice = showMultipleTexts(choices, true);
if (choice == 0) { // Allow him to access the database (he ends up erasing it)
showText(TX_SPEAKER_MUDD, 66, true);
_awayMission->mudd.muddErasedDatabase = true;
// ENHANCEMENT: Add a few lines to make it clear that Mudd erased the databanks.
// Otherwise, the end of the mission when you confront Mudd doesn't make sense
// unless the player happened to try accessing the database again. Also, if you
// talk to the crew, they berate him for no apparent reason if this isn't clear.
showDescription(0, true);
showText(TX_SPEAKER_MCCOY, 31, true);
} else { // Don't allow it (he destroys it by accident)
showText(TX_SPEAKER_MUDD, 64, true);
_awayMission->timers[4] = 98;
_awayMission->disableInput = 2;
playMidiMusicTracks(26);
loadActorAnim(OBJECT_MUDD, "s4lbhb", 0xa2, 0x9f);
}
}
void Room::mudd3Timer4Expired() {
_awayMission->mudd.databaseDestroyed = true;
showText(TX_SPEAKER_MUDD, 63, true);
showText(TX_SPEAKER_MCCOY, 31, true);
_awayMission->disableInput = false;
}
void Room::mudd3UseMemoryDiskOnSphere() {
// ENHANCEMENT: Turn to face south
_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_S;
loadActorStandAnim(OBJECT_KIRK);
if (_awayMission->mudd.databaseDestroyed)
showDescription(14, true);
else if (_awayMission->mudd.translatedAlienLanguage && !_awayMission->mudd.muddErasedDatabase) {
showDescription(20, true);
if (!_awayMission->mudd.gotPointsForDownloadingData) {
_awayMission->mudd.missionScore += 3;
_awayMission->mudd.gotPointsForDownloadingData = true;
}
} else
showDescription(19, true);
}
void Room::mudd3GetRepairTool() {
if (_awayMission->mudd.tookRepairTool)
showDescription(18, true); // NOTE: unused, since the object disappears, can't be selected again
else {
_awayMission->disableInput = true;
_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_N;
walkCrewmanC(OBJECT_KIRK, 0xba, 0xc1, &Room::mudd3ReachedRepairTool);
}
}
void Room::mudd3ReachedRepairTool() {
_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_N;
loadActorAnimC(OBJECT_KIRK, "kusemn", -1, -1, &Room::mudd3PickedUpRepairTool);
}
void Room::mudd3PickedUpRepairTool() {
_awayMission->disableInput = false;
loadActorStandAnim(OBJECT_REPAIR_TOOL);
_awayMission->mudd.tookRepairTool = true;
_awayMission->mudd.missionScore++;
giveItem(OBJECT_IDOOVER);
}
void Room::mudd3LookAtSphere() {
// ENHANCEMENT: Turn to face south
_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_S;
loadActorStandAnim(OBJECT_KIRK);
showDescription(15, true);
}
void Room::mudd3WalkToNorthDoor() {
_roomVar.mudd.walkingToDoor = true;
_awayMission->disableInput = true;
walkCrewman(OBJECT_KIRK, 0xb8, 0x70);
}
void Room::mudd3TouchedHotspot0() { // Triggers north door
if (_roomVar.mudd.walkingToDoor) {
playVoc("SMADOOR3");
loadActorAnim(OBJECT_NORTH_DOOR, "s4lbdo", 0xba, 0x6f);
}
}
void Room::mudd3WalkToEastDoor() {
_roomVar.mudd.walkingToDoor = true;
_awayMission->disableInput = true;
walkCrewman(OBJECT_KIRK, 0x121, 0x81);
}
void Room::mudd3TouchedHotspot1() {
if (_roomVar.mudd.walkingToDoor) {
playVoc("SMADOOR3");
}
}
void Room::mudd3LookAtKirk() {
if (!_awayMission->mudd.muddInDatabaseRoom)
showDescription(5, true);
else
showDescription(4, true);
}
void Room::mudd3LookAtSpock() {
if (!_awayMission->mudd.muddInDatabaseRoom)
showDescription(12, true);
else
showDescription( 2, true);
}
void Room::mudd3LookAtMccoy() {
if (!_awayMission->mudd.muddInDatabaseRoom)
showDescription(10, true);
else
showDescription( 9, true);
}
void Room::mudd3LookAtRedshirt() {
if (!_awayMission->mudd.muddInDatabaseRoom)
showDescription(7, true);
else
showDescription(6, true);
}
void Room::mudd3LookAtMudd() {
showDescription(3, true);
}
void Room::mudd3TalkToKirk() {
if (!_awayMission->mudd.muddInDatabaseRoom) {
showText(TX_SPEAKER_KIRK, 14, true);
showText(TX_SPEAKER_SPOCK, 57, true);
showText(TX_SPEAKER_MCCOY, 25, true);
} else
showText(TX_SPEAKER_KIRK, 2, true);
}
void Room::mudd3TalkToSpock() {
if (!_awayMission->mudd.muddInDatabaseRoom) {
showText(TX_SPEAKER_SPOCK, 55, true);
showText(TX_SPEAKER_MCCOY, 33, true);
showText(TX_SPEAKER_KIRK, 11, true);
} else
showText(TX_SPEAKER_SPOCK, 19, true);
}
void Room::mudd3TalkToMccoy() {
if (!_awayMission->mudd.muddInDatabaseRoom)
showText(TX_SPEAKER_MCCOY, 23, true);
else {
showText(TX_SPEAKER_MCCOY, 30, true);
showText(TX_SPEAKER_MUDD, 62, true);
}
}
void Room::mudd3TalkToRedshirt() {
if (!_awayMission->mudd.muddInDatabaseRoom) {
showText(TX_SPEAKER_BUCHERT, 70, true);
showText(TX_SPEAKER_KIRK, 16, true);
showText(TX_SPEAKER_BUCHERT, 71, true);
} else
showText(TX_SPEAKER_BUCHERT, 67, true);
}
void Room::mudd3TalkToMudd() {
// ENHANCEMENT: the 2nd part of the if condition is new; whether he physically
// destroys the database or does through software, he should give this reaction.
if (_awayMission->mudd.databaseDestroyed || _awayMission->mudd.muddErasedDatabase) {
showText(TX_SPEAKER_MUDD, 60, true);
showText(TX_SPEAKER_MCCOY, 29, true);
showText(TX_SPEAKER_MUDD, 61, true);
showText(TX_SPEAKER_KIRK, 13, true);
showText(TX_SPEAKER_MUDD, 58, true);
showText(TX_SPEAKER_SPOCK, TX_DEM0N009);
showText(TX_SPEAKER_BUCHERT, 69, true);
showText(TX_SPEAKER_MUDD, 59, true);
showText(TX_SPEAKER_KIRK, 5, true);
}
}
void Room::mudd3UseMedkit() {
showText(TX_SPEAKER_MCCOY, 20, true);
}
}