mirror of
https://github.com/libretro/scummvm.git
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194 lines
6.4 KiB
C++
194 lines
6.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "startrek/room.h"
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#define OBJECT_CABLE 8
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#define OBJECT_DEAD_GUY 9
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#define OBJECT_DOOR 10
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#define HOTSPOT_DOOR 0x20
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#define HOTSPOT_COLLAPSED_SECTION 0x21
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namespace StarTrek {
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extern const RoomAction veng7ActionList[] = {
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{ {ACTION_TICK, 1, 0, 0}, &Room::veng7Tick1 },
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{ {ACTION_WALK, OBJECT_DOOR, 0, 0}, &Room::veng7WalkToDoor },
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{ {ACTION_WALK, HOTSPOT_DOOR, 0, 0}, &Room::veng7WalkToDoor },
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{ {ACTION_DONE_WALK, 2, 0, 0}, &Room::veng7ReachedDoor },
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{ {ACTION_DONE_ANIM, 1, 0, 0}, &Room::veng7DoorOpened },
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{ {ACTION_TOUCHED_WARP, 1, 0, 0}, &Room::veng7TouchedTurboliftDoor },
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{ {ACTION_LOOK, HOTSPOT_COLLAPSED_SECTION, 0, 0}, &Room::veng7LookAtCollapsedSection },
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{ {ACTION_LOOK, OBJECT_DEAD_GUY, 0, 0}, &Room::veng7LookAtDeadGuy },
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{ {ACTION_LOOK, OBJECT_DOOR, 0, 0}, &Room::veng7LookAtDoor },
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{ {ACTION_LOOK, HOTSPOT_DOOR, 0, 0}, &Room::veng7LookAtDoor },
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{ {ACTION_LOOK, OBJECT_CABLE, 0, 0}, &Room::veng7LookAtCable },
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{ {ACTION_LOOK, OBJECT_KIRK, 0, 0}, &Room::veng7LookAtKirk },
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{ {ACTION_LOOK, OBJECT_SPOCK, 0, 0}, &Room::veng7LookAtSpock },
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{ {ACTION_LOOK, OBJECT_MCCOY, 0, 0}, &Room::veng7LookAtMccoy },
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{ {ACTION_LOOK, OBJECT_REDSHIRT, 0, 0}, &Room::veng7LookAtRedshirt },
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{ {ACTION_LOOK, 0xff, 0, 0}, &Room::veng7LookAnywhere },
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{ {ACTION_TALK, OBJECT_KIRK, 0, 0}, &Room::veng7TalkToKirk },
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{ {ACTION_TALK, OBJECT_SPOCK, 0, 0}, &Room::veng7TalkToSpock },
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{ {ACTION_TALK, OBJECT_MCCOY, 0, 0}, &Room::veng7TalkToMccoy },
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{ {ACTION_TALK, OBJECT_REDSHIRT, 0, 0}, &Room::veng7TalkToRedshirt },
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{ {ACTION_USE, OBJECT_ISTRICOR, HOTSPOT_COLLAPSED_SECTION, 0}, &Room::veng7UseSTricorderOnCollapsedSection },
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{ {ACTION_TOUCHED_HOTSPOT, 0, 0, 0}, &Room::veng7TouchedHotspot0 },
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{ {ACTION_GET, OBJECT_CABLE, 0, 0}, &Room::veng7GetCable },
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{ {ACTION_DONE_WALK, 3, 0, 0}, &Room::veng7ReachedCable },
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{ {ACTION_DONE_ANIM, 4, 0, 0}, &Room::veng7PickedUpCable },
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// Common code
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{ {ACTION_TICK, 0xff, 0xff, 0xff}, &Room::vengaTick },
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{ {ACTION_USE, OBJECT_IPHASERS, 0xff, 0}, &Room::vengaUsePhaserAnywhere },
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{ {ACTION_USE, OBJECT_IPHASERK, 0xff, 0}, &Room::vengaUsePhaserAnywhere },
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{ {ACTION_LOOK, OBJECT_IHYPO, 0, 0}, &Room::vengaLookAtHypo },
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{ {ACTION_USE, OBJECT_ICOMM, OBJECT_KIRK, 0}, &Room::vengaUseCommunicator },
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{ {ACTION_USE, OBJECT_IMEDKIT, OBJECT_DEAD_GUY, 0}, &Room::vengaUseMccoyOnDeadGuy },
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{ {ACTION_USE, OBJECT_IMTRICOR, OBJECT_DEAD_GUY, 0}, &Room::vengaUseMccoyOnDeadGuy },
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{ {ACTION_USE, OBJECT_MCCOY, OBJECT_DEAD_GUY, 0}, &Room::vengaUseMccoyOnDeadGuy },
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};
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extern const int veng7NumActions = ARRAYSIZE(veng7ActionList);
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void Room::veng7Tick1() {
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playVoc("VEN7LOOP");
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loadActorAnim(OBJECT_DOOR, "s7r7d1c", 0x59, 0x72);
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if (!_awayMission->veng.tookCableFromTransporterRoomHallway)
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loadActorAnim(OBJECT_CABLE, "s7r7ca", 0xac, 0x8a);
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loadActorAnim(OBJECT_DEAD_GUY, "s7r7c1", 0xa6, 0x49);
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}
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void Room::veng7WalkToDoor() {
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walkCrewmanC(OBJECT_KIRK, 0x66, 0x76, &Room::veng7ReachedDoor);
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}
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void Room::veng7ReachedDoor() {
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_awayMission->disableInput = true;
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playSoundEffectIndex(SND_DOOR1);
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loadActorAnimC(OBJECT_DOOR, "s7r7d1", 0x59, 0x72, &Room::veng7DoorOpened);
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}
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void Room::veng7DoorOpened() {
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walkCrewman(OBJECT_KIRK, 0x5b, 0x76);
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}
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void Room::veng7TouchedTurboliftDoor() {
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playSoundEffectIndex(SND_DOOR1);
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showRepublicMap(7, 1);
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}
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void Room::veng7LookAtCollapsedSection() {
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showDescription(1, true);
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}
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void Room::veng7LookAtDeadGuy() {
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// ENHANCEMENT: Original played TX_VEN0N016. This is reused and boring, and there is
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// a more interesting unused audio file, so use that instead.
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showDescription(0, true);
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}
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void Room::veng7LookAtDoor() {
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showDescription(7, true);
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}
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void Room::veng7LookAtCable() {
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showDescription(8, true);
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}
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void Room::veng7LookAtKirk() {
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showDescription(3, true);
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}
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void Room::veng7LookAtSpock() {
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showDescription(5, true);
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}
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void Room::veng7LookAtMccoy() {
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showDescription(4, true);
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}
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void Room::veng7LookAtRedshirt() {
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showDescription(2, true);
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}
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void Room::veng7LookAnywhere() {
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showDescription(6, true);
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}
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void Room::veng7TalkToKirk() {
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showText(TX_SPEAKER_KIRK, 1, true);
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}
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void Room::veng7TalkToSpock() {
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showText(TX_SPEAKER_SPOCK, 5, true);
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}
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void Room::veng7TalkToMccoy() {
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// NOTE: 07, true could also fit here. It might be more fitting since it's not
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// reused. However, it mentions that McCoy gave up medical practice in Georgia. Maybe
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// they removed this for continuity reasons or something. I don't want to be
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// responsible for creating any possible confusion over his backstory.
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showText(TX_SPEAKER_MCCOY, TX_VEN1_004);
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}
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void Room::veng7TalkToRedshirt() {
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showText(TX_SPEAKER_KIJE, 7, true);
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}
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void Room::veng7UseSTricorderOnCollapsedSection() {
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spockScan(DIR_S, 6, true);
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}
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void Room::veng7TouchedHotspot0() { // Got too close to the collapsed section
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showText(TX_SPEAKER_SPOCK, 3, true);
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}
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void Room::veng7GetCable() {
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_awayMission->disableInput = true;
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walkCrewmanC(OBJECT_KIRK, 0xac, 0x8b, &Room::veng7ReachedCable);
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}
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void Room::veng7ReachedCable() {
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loadActorAnimC(OBJECT_KIRK, "kusehn", -1, -1, &Room::veng7PickedUpCable);
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playVoc("MUR4E6");
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}
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void Room::veng7PickedUpCable() {
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loadActorStandAnim(OBJECT_CABLE);
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showDescription(9, true);
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giveItem(OBJECT_ICABLE1);
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_awayMission->veng.tookCableFromTransporterRoomHallway = true;
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_awayMission->disableInput = false;
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}
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}
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