D G Turner bffb4418bd STARTREK: Fix Missing Default Switch Cases
These are flagged by GCC if -Wswitch-default is enabled.
2019-12-01 00:59:20 +00:00

498 lines
16 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"
namespace StarTrek {
#define OBJECT_ELASI_1 8
#define OBJECT_ELASI_2 9
#define OBJECT_ELASI_3 10
#define OBJECT_ELASI_4 11
#define OBJECT_12 12
#define OBJECT_13 13
#define OBJECT_14 14
#define OBJECT_15 15
#define GUARDSTAT_UP 0
#define GUARDSTAT_STUNNED 1
#define GUARDSTAT_DEAD 2
#define GUARDSTAT_SURRENDERED 4
#define GUARDSTAT_TIED 8
void Room::tug3Tick1() {
playVoc("TUG3LOOP");
_awayMission->disableWalking = true;
loadActorAnim2(OBJECT_ELASI_1, "p1turn", 0xa4, 0x98, 0);
loadActorAnim2(OBJECT_ELASI_2, "p2turn", 0xd1, 0x88, 0);
loadActorAnim2(OBJECT_ELASI_3, "p3turn", 0xfb, 0xc4, 0);
loadActorAnim2(OBJECT_ELASI_4, "p4turn", 0x5a, 0x9e, 0);
}
void Room::tug3Tick40() {
loadActorAnim2(OBJECT_KIRK, "kdraws", -1, -1, 0); // Draw phaser
}
void Room::tug3LookAnywhere() {
showDescription(7, true);
}
void Room::tug3ElasiSurrendered() {
// BUGFIX: the original game had the condition below. However, this would cause
// problems if you start shooting, then get them to surrender; if timed correctly,
// they could shoot Kirk as he's beaming out and the mission is "successful". To
// prevent that, the below condition is removed in ScummVM.
/*
if (_awayMission->tug.bridgeElasiDrewPhasers)
return;
*/
// Also part of the bugfix (stop shooting)
_awayMission->timers[0] = 0;
_awayMission->tug.elasiSurrendered = true;
loadActorAnim2(OBJECT_ELASI_1, "p1surr", -1, -1, 0);
_awayMission->tug.bridgeElasi1Status = GUARDSTAT_SURRENDERED;
if (_awayMission->tug.bridgeElasi2Status == GUARDSTAT_UP) {
loadActorAnim2(OBJECT_ELASI_2, "p2surr", -1, -1, 0);
_awayMission->tug.bridgeElasi2Status = GUARDSTAT_SURRENDERED;
}
if (_awayMission->tug.bridgeElasi3Status == GUARDSTAT_UP) {
loadActorAnim2(OBJECT_ELASI_3, "p3surr", -1, -1, 0);
_awayMission->tug.bridgeElasi3Status = GUARDSTAT_SURRENDERED;
}
if (_awayMission->tug.bridgeElasi4Status == GUARDSTAT_UP) {
loadActorAnim2(OBJECT_ELASI_4, "p4surr", -1, -1, 0);
_awayMission->tug.bridgeElasi4Status = GUARDSTAT_SURRENDERED;
}
_awayMission->tug.missionScore += 4;
}
void Room::tug3UsePhaserAnywhere() {
// Stub function to suppress "you can't do that" messages
}
void Room::tug3ElasiDrawPhasers() {
if (_awayMission->tug.bridgeElasiDrewPhasers)
return;
_awayMission->tug.bridgeElasiDrewPhasers = true;
// If brig guards are alive & untied, kill the hostages
if (_awayMission->tug.guard1Status == 0 || _awayMission->tug.guard2Status == 0) {
showText(TX_SPEAKER_ELASI_CLANSMAN, 81, true, true);
_awayMission->tug.missionScore = 0;
}
if (_awayMission->timers[0] == 0)
_awayMission->timers[0] = 10;
// Make all elasi draw their phasers
if (_awayMission->tug.bridgeElasi1Status == 0)
loadActorAnim2(OBJECT_ELASI_1, "p1draw", -1, -1, 0);
if (_awayMission->tug.bridgeElasi2Status == 0)
loadActorAnim2(OBJECT_ELASI_2, "p2draw", -1, -1, 0);
if (_awayMission->tug.bridgeElasi3Status == 0)
loadActorAnim2(OBJECT_ELASI_3, "p3draw", -1, -1, 0);
if (_awayMission->tug.bridgeElasi4Status == 0)
loadActorAnim2(OBJECT_ELASI_4, "p4draw", -1, -1, 0);
}
void Room::tug3UseStunPhaserOnElasi1() {
if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi1Status != GUARDSTAT_UP)
return;
loadActorAnim2(OBJECT_ELASI_1, "p1stun", -1, -1, 12);
playSoundEffectIndex(SND_PHASSHOT);
showBitmapFor5Ticks("t3beem05", 5);
_awayMission->tug.bridgeElasi1Status = GUARDSTAT_STUNNED;
tug3ElasiDrawPhasers();
}
void Room::tug3UseStunPhaserOnElasi2() {
if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi2Status != GUARDSTAT_UP)
return;
loadActorAnim2(OBJECT_ELASI_2, "p2stun", -1, -1, 12);
playSoundEffectIndex(SND_PHASSHOT);
showBitmapFor5Ticks("t3beem06", 5);
_awayMission->tug.bridgeElasi2Status = GUARDSTAT_STUNNED;
tug3ElasiDrawPhasers();
}
void Room::tug3UseStunPhaserOnElasi3() {
if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi3Status != GUARDSTAT_UP)
return;
loadActorAnim2(OBJECT_ELASI_3, "p3stun", -1, -1, 12);
playSoundEffectIndex(SND_PHASSHOT);
showBitmapFor5Ticks("t3beem07", 5);
_awayMission->tug.bridgeElasi3Status = GUARDSTAT_STUNNED;
tug3ElasiDrawPhasers();
}
void Room::tug3UseStunPhaserOnElasi4() {
if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi4Status != GUARDSTAT_UP)
return;
loadActorAnim2(OBJECT_ELASI_4, "p4stun", -1, -1, 12);
playSoundEffectIndex(SND_PHASSHOT);
showBitmapFor5Ticks("t3beem04", 5);
_awayMission->tug.bridgeElasi4Status = GUARDSTAT_STUNNED;
tug3ElasiDrawPhasers();
}
void Room::tug3UseKillPhaserOnElasi1() {
if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi1Status != GUARDSTAT_UP)
return;
loadActorAnim2(OBJECT_ELASI_1, "p1Kill", -1, -1, 12);
playSoundEffectIndex(SND_PHASSHOT);
showBitmapFor5Ticks("t3beem25", 5);
_awayMission->tug.bridgeElasi1Status = GUARDSTAT_DEAD;
_awayMission->tug.missionScore -= 2;
tug3ElasiDrawPhasers();
}
void Room::tug3UseKillPhaserOnElasi2() {
if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi2Status != GUARDSTAT_UP)
return;
loadActorAnim2(OBJECT_ELASI_2, "p2Kill", -1, -1, 12);
playSoundEffectIndex(SND_PHASSHOT);
showBitmapFor5Ticks("t3beem27", 5);
_awayMission->tug.bridgeElasi2Status = GUARDSTAT_DEAD;
_awayMission->tug.missionScore -= 2;
tug3ElasiDrawPhasers();
}
void Room::tug3UseKillPhaserOnElasi3() {
if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi3Status != GUARDSTAT_UP)
return;
loadActorAnim2(OBJECT_ELASI_3, "p3Kill", -1, -1, 12);
playSoundEffectIndex(SND_PHASSHOT);
showBitmapFor5Ticks("t3beem26", 5);
_awayMission->tug.bridgeElasi3Status = GUARDSTAT_DEAD;
_awayMission->tug.missionScore -= 2;
tug3ElasiDrawPhasers();
}
void Room::tug3UseKillPhaserOnElasi4() {
if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi4Status != GUARDSTAT_UP)
return;
loadActorAnim2(OBJECT_ELASI_4, "p4Kill", -1, -1, 12);
playSoundEffectIndex(SND_PHASSHOT);
showBitmapFor5Ticks("t3beem24", 5);
_awayMission->tug.bridgeElasi4Status = GUARDSTAT_DEAD;
_awayMission->tug.missionScore -= 2;
tug3ElasiDrawPhasers();
}
void Room::tug3ElasiStunnedOrKilled() {
if (_awayMission->tug.bridgeWinMethod == 1)
return;
if (_awayMission->tug.bridgeElasi1Status == GUARDSTAT_UP || _awayMission->tug.bridgeElasi2Status == GUARDSTAT_UP
|| _awayMission->tug.bridgeElasi3Status == GUARDSTAT_UP || _awayMission->tug.bridgeElasi4Status == GUARDSTAT_UP)
return;
// BUGFIX: if the ship is deorbiting, the mission isn't won yet.
if (_awayMission->tug.orbitalDecayCounter != 0)
return;
_awayMission->tug.bridgeWinMethod = 1;
tug3EndMission();
}
void Room::tug3TalkToElasi1() {
if (_awayMission->tug.bridgeElasi1Status != GUARDSTAT_UP || _awayMission->tug.talkedToCereth)
return;
_awayMission->tug.talkedToCereth = true;
const TextRef choices[] = {
TX_SPEAKER_KIRK,
4,
3,
2,
TX_BLANK
};
int choice = showMultipleTexts(choices, true);
switch (choice) {
case 0: // They surrender
showText(TX_SPEAKER_ELASI_CERETH, 84, true, true);
_awayMission->tug.bridgeElasi1Status = GUARDSTAT_SURRENDERED;
loadActorAnim2(OBJECT_ELASI_1, "p1surr", -1, -1, 0);
tug3ElasiSurrendered();
_awayMission->tug.bridgeWinMethod = 2;
_awayMission->tug.missionScore += 8;
tug3EndMission();
break;
case 1: // Cereth shoots console, doesn't surrender
_awayMission->disableInput = true;
showText(TX_SPEAKER_ELASI_CERETH, 27 + FOLLOWUP_MESSAGE_OFFSET, true);
loadActorAnim2(OBJECT_ELASI_1, "p1draw", -1, -1, 3);
break;
case 2: // Cereth shoots console and surrenders
_awayMission->disableInput = true;
showText(TX_SPEAKER_ELASI_CERETH, 83, true, true);
loadActorAnim2(OBJECT_ELASI_1, "p1draw", -1, -1, 5);
// BUGFIX: they're going to surrender, so stop the firefight.
_awayMission->timers[0] = 0;
break;
default:
break;
}
}
void Room::tug3Elasi1DrewPhaser() {
playSoundEffectIndex(SND_PHASSHOT);
showBitmapFor5Ticks("t3beem41", 13);
playSoundEffectIndex(SND_BLANK_16);
loadActorAnim2(OBJECT_12, "sparks", 0xa0, 0xad, 4);
}
void Room::tug3Elasi1ShotConsole() {
tug3ElasiDrawPhasers();
_awayMission->disableInput = false;
_awayMission->tug.bridgeWinMethod = 3;
_awayMission->timers[1] = 10;
}
void Room::tug3Elasi1DrewPhaser2() {
playSoundEffectIndex(SND_PHASSHOT);
showBitmapFor5Ticks("t3beem41", 13);
loadActorAnim2(OBJECT_12, "sparks", 0xa0, 0xad, 6);
}
void Room::tug3Elasi1ShotConsoleAndSurrenders() {
showText(TX_SPEAKER_ELASI_CERETH, 80, true, true);
tug3ElasiSurrendered();
_awayMission->disableInput = false;
_awayMission->tug.bridgeWinMethod = 3;
_awayMission->timers[1] = 10;
}
void Room::tug3LookAtMccoy() {
showDescription(0, true);
}
void Room::tug3LookAtSpock() {
showDescription(2, true);
}
void Room::tug3LookAtRedshirt() {
showDescription(1, true);
}
void Room::tug3LookAtElasi1() {
// BUGFIX: there were two implementations of this function; the first was the same as
// the other 3 elasi, the second was specific to the captain. The second was never
// called in the original game, but it's used here instead for more variety.
// The function itself is changed by checking both if he's stunned or if he's dead,
// instead of just checking if he's stunned.
if (_awayMission->tug.bridgeElasi1Status == GUARDSTAT_STUNNED || _awayMission->tug.bridgeElasi1Status == GUARDSTAT_DEAD)
showDescription(3, true);
else
showDescription(8, true);
}
void Room::tug3LookAtElasi2() {
// BUGFIX: also check if stunned. They can't "glare at the crewmembers" if they're
// unconscious. (applies to below functions too.)
if (_awayMission->tug.bridgeElasi2Status == GUARDSTAT_DEAD || _awayMission->tug.bridgeElasi2Status == GUARDSTAT_STUNNED)
showDescription(4, true);
else
showDescription(5, true);
}
void Room::tug3LookAtElasi3() {
if (_awayMission->tug.bridgeElasi3Status == GUARDSTAT_DEAD || _awayMission->tug.bridgeElasi2Status == GUARDSTAT_STUNNED)
showDescription(4, true);
else
showDescription(5, true);
}
void Room::tug3LookAtElasi4() {
if (_awayMission->tug.bridgeElasi4Status == GUARDSTAT_DEAD || _awayMission->tug.bridgeElasi2Status == GUARDSTAT_STUNNED)
showDescription(4, true);
else
showDescription(5, true);
}
void Room::tug3TalkToMccoy() {
if (_awayMission->tug.orbitalDecayCounter != 0 || _awayMission->tug.bridgeElasi1Status != GUARDSTAT_UP) {
if (_awayMission->tug.orbitalDecayCounter >= 10) {
if (_awayMission->tug.orbitalDecayCounter < 16)
showText(TX_SPEAKER_MCCOY, 11, true);
} else if (_awayMission->tug.orbitalDecayCounter != 0) {
// BUGFIX: original game displays a blank textbox. An appropriate audio file
// exists, but the corresponding text was written from scratch for ScummVM.
// TODO: check if original floppy version has text for this.
showText(TX_SPEAKER_MCCOY, 12, true);
}
} else
showText(TX_SPEAKER_MCCOY, 13, true);
}
void Room::tug3TalkToSpock() {
if (_awayMission->tug.orbitalDecayCounter != 0) {
if (_awayMission->tug.orbitalDecayCounter >= 10) {
if (_awayMission->tug.orbitalDecayCounter < 16)
showText(TX_SPEAKER_SPOCK, 8, true);
} else
showText(TX_SPEAKER_SPOCK, 9, true);
}
}
void Room::tug3TalkToRedshirt() {
showText(TX_SPEAKER_CHRISTENSEN, 3, true, true);
}
void Room::tug3UseCommunicator() {
if (_awayMission->tug.orbitalDecayCounter == 0)
return;
if (_awayMission->tug.orbitalDecayCounter < 10) {
showText(TX_SPEAKER_KIRK, 7, true);
showText(TX_SPEAKER_SULU, 15, true);
showText(TX_SPEAKER_SHIPS_COMPUTER, TX_COMPA180);
_awayMission->timers[1] = 0;
// BUGFIX: if still fighting the elasi, the mission isn't done yet.
_awayMission->tug.orbitalDecayCounter = 0;
if (!_awayMission->tug.elasiSurrendered &&
(_awayMission->tug.bridgeElasi1Status == GUARDSTAT_UP
|| _awayMission->tug.bridgeElasi2Status == GUARDSTAT_UP
|| _awayMission->tug.bridgeElasi3Status == GUARDSTAT_UP
|| _awayMission->tug.bridgeElasi4Status == GUARDSTAT_UP))
return;
tug3EndMission();
} else {
if (_awayMission->tug.orbitalDecayCounter < 16) {
showText(TX_SPEAKER_KIRK, 6, true);
showText(TX_SPEAKER_SCOTT, 7 + SCOTTY_MESSAGE_OFFSET, true);
playMidiMusicTracks(-1, -1);
_awayMission->disableInput = true;
if (_awayMission->tug.missionScore < 0)
_awayMission->tug.missionScore = 0;
endMission(_awayMission->tug.missionScore, _awayMission->tug.field2b, _awayMission->tug.field2d);
}
}
}
// One of the elasi shoots one of the crewmen
void Room::tug3Timer0Expired() {
const char *beamAnims[][4] = {
{ "t3beem33", "t3beem35", "t3beem34", "t3beem32" },
{ "t3beem37", "t3beem39", "t3beem38", "t3beem36" },
{ "t3beem29", "t3beem31", "t3beem30", "t3beem28" },
};
int elasiShooter, elasiTarget;
if (_awayMission->tug.bridgeElasi2Status == GUARDSTAT_UP)
elasiShooter = 0;
else if (_awayMission->tug.bridgeElasi3Status == GUARDSTAT_UP)
elasiShooter = 1;
else if (_awayMission->tug.bridgeElasi4Status == GUARDSTAT_UP)
elasiShooter = 2;
else
return;
if (!_awayMission->tug.crewmanKilled[OBJECT_REDSHIRT]) {
_awayMission->tug.crewmanKilled[OBJECT_REDSHIRT] = 2;
_awayMission->redshirtDead = true;
loadActorAnim2(OBJECT_REDSHIRT, "rkills", -1, -1, 0);
elasiTarget = OBJECT_REDSHIRT;
} else if (!_awayMission->tug.crewmanKilled[OBJECT_KIRK]) {
_awayMission->tug.crewmanKilled[OBJECT_KIRK] = 2;
_awayMission->disableInput = true;
loadActorAnim2(OBJECT_KIRK, "kkills", -1, -1, 0);
elasiTarget = OBJECT_KIRK;
} else if (!_awayMission->tug.crewmanKilled[OBJECT_SPOCK]) {
_awayMission->tug.crewmanKilled[OBJECT_SPOCK] = 2;
loadActorAnim2(OBJECT_SPOCK, "skills", -1, -1, 0);
elasiTarget = OBJECT_SPOCK;
} else if (!_awayMission->tug.crewmanKilled[OBJECT_MCCOY]) {
_awayMission->tug.crewmanKilled[OBJECT_MCCOY] = 2;
loadActorAnim2(OBJECT_MCCOY, "mkills", -1, -1, 13);
elasiTarget = OBJECT_MCCOY;
} else
return;
playSoundEffectIndex(SND_PHASSHOT);
showBitmapFor5Ticks(beamAnims[elasiShooter][elasiTarget], 5);
_awayMission->timers[0] = 50;
}
void Room::tug3AllCrewmenDead() {
playMidiMusicTracks(2, -1);
showGameOverMenu();
}
// "Orbital decay" countdown timer
void Room::tug3Timer1Expired() {
if (_awayMission->tug.orbitalDecayCounter < 10) { // Decay still preventable
showText(TX_SPEAKER_SHIPS_COMPUTER, TX_COMPU182);
_awayMission->timers[1] = 100;
_awayMission->tug.orbitalDecayCounter++;
} else if (_awayMission->tug.orbitalDecayCounter < 16) { // Decay now unavoidable
showText(TX_SPEAKER_SHIPS_COMPUTER, TX_COMPU181);
_awayMission->timers[1] = 100;
_awayMission->tug.orbitalDecayCounter++;
} else { // Game over
showDescription(6, true);
showGameOverMenu();
}
}
void Room::tug3EndMission() {
playMidiMusicTracks(28, -1);
showText(TX_SPEAKER_KIRK, 1, true);
playSoundEffectIndex(SND_TRANSMAT);
loadActorAnim2(OBJECT_13, "rteleb", 0x14, 0xa0, 7);
loadActorAnim2(OBJECT_14, "rteleb", 0x118, 0xa0, 0);
loadActorAnim2(OBJECT_15, "rteleb", 0x96, 0xbe, 0);
}
void Room::tug3SecurityTeamBeamedIn() {
loadActorAnim2(OBJECT_13, "rdrawe", -1, -1, 8);
loadActorAnim2(OBJECT_14, "rdraws", -1, -1, 9);
loadActorAnim2(OBJECT_15, "rfiren", -1, -1, 10);
showText(TX_SPEAKER_KIRK, 5, true);
showText(TX_SPEAKER_SCOTT, 8 + SCOTTY_MESSAGE_OFFSET, true);
playMidiMusicTracks(-1, -1);
_awayMission->disableInput = true;
if (_awayMission->tug.missionScore < 0)
_awayMission->tug.missionScore = 0;
endMission(_awayMission->tug.missionScore, _awayMission->tug.field2b, _awayMission->tug.field2d);
}
}