scummvm/engines/startrek/rooms/demon3.cpp
Filippos Karapetis 5e7b556310 STARTREK: Move room action arrays to their respective room
All action arrays now end with a terminator entry. The array count has been removed.
Also, fixed a regression when changing missions in endMission().
2020-12-19 01:50:38 +02:00

661 lines
20 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 {
extern const RoomAction demon3ActionList[] = {
{ {ACTION_TICK, 1, 0, 0}, &Room::demon3Tick1 },
{ {ACTION_TIMER_EXPIRED, 0, 0, 0}, &Room::demon3Timer0Expired },
{ {ACTION_TIMER_EXPIRED, 1, 0, 0}, &Room::demon3Timer1Expired },
{ {ACTION_TIMER_EXPIRED, 3, 0, 0}, &Room::demon3Timer3Expired },
{ {ACTION_FINISHED_ANIMATION, 1, 0, 0}, &Room::demon3FinishedAnimation1 },
{ {ACTION_FINISHED_ANIMATION, 2, 0, 0}, &Room::demon3FinishedAnimation2 },
{ {ACTION_FINISHED_WALKING, 5, 0, 0}, &Room::demon3FinishedWalking5 },
{ {ACTION_FINISHED_WALKING, 3, 0, 0}, &Room::demon3McCoyInFiringPosition },
{ {ACTION_FINISHED_WALKING, 2, 0, 0}, &Room::demon3SpockInFiringPosition },
{ {ACTION_FINISHED_WALKING, 4, 0, 0}, &Room::demon3RedShirtInFiringPosition },
{ {ACTION_FINISHED_WALKING, 1, 0, 0}, &Room::demon3KirkInFiringPosition },
{ {ACTION_FINISHED_ANIMATION, 4, 0, 0}, &Room::demon3FireAtBoulder },
{ {ACTION_USE, OBJECT_IPHASERS, OBJECT_REDSHIRT, 0}, &Room::demon3UsePhaserOnRedshirt },
{ {ACTION_USE, OBJECT_IPHASERK, OBJECT_REDSHIRT, 0}, &Room::demon3UsePhaserOnRedshirt },
{ {ACTION_USE, OBJECT_IPHASERS, 9, 0}, &Room::demon3UseStunPhaserOnBoulder },
{ {ACTION_USE, OBJECT_IPHASERS, 10, 0}, &Room::demon3UseStunPhaserOnBoulder },
{ {ACTION_USE, OBJECT_IPHASERS, 11, 0}, &Room::demon3UseStunPhaserOnBoulder },
{ {ACTION_USE, OBJECT_IPHASERS, 12, 0}, &Room::demon3UseStunPhaserOnBoulder },
{ {ACTION_USE, OBJECT_IPHASERK, 9, 0}, &Room::demon3UsePhaserOnBoulder1 },
{ {ACTION_USE, OBJECT_IPHASERK, 10, 0}, &Room::demon3UsePhaserOnBoulder2 },
{ {ACTION_USE, OBJECT_IPHASERK, 11, 0}, &Room::demon3UsePhaserOnBoulder3 },
{ {ACTION_USE, OBJECT_IPHASERK, 12, 0}, &Room::demon3UsePhaserOnBoulder4 },
{ {ACTION_USE, OBJECT_ISTRICOR, 13, 0}, &Room::demon3UseSTricorderOnMiner },
{ {ACTION_USE, OBJECT_ISTRICOR, 0x20, 0}, &Room::demon3UseSTricorderOnPanel },
{ {ACTION_USE, OBJECT_ISTRICOR, 9, 0}, &Room::demon3UseSTricorderOnBoulder },
{ {ACTION_USE, OBJECT_ISTRICOR, 10, 0}, &Room::demon3UseSTricorderOnBoulder },
{ {ACTION_USE, OBJECT_ISTRICOR, 11, 0}, &Room::demon3UseSTricorderOnBoulder },
{ {ACTION_USE, OBJECT_ISTRICOR, 12, 0}, &Room::demon3UseSTricorderOnBoulder },
{ {ACTION_USE, OBJECT_IMTRICOR, 9, 0}, &Room::demon3UseMTricorderOnBoulder },
{ {ACTION_USE, OBJECT_IMTRICOR, 10, 0}, &Room::demon3UseMTricorderOnBoulder },
{ {ACTION_USE, OBJECT_IMTRICOR, 11, 0}, &Room::demon3UseMTricorderOnBoulder },
{ {ACTION_USE, OBJECT_IMTRICOR, 12, 0}, &Room::demon3UseMTricorderOnBoulder },
{ {ACTION_USE, OBJECT_KIRK, 0x20, 0}, &Room::demon3UseCrewmanOnPanel },
{ {ACTION_USE, OBJECT_SPOCK, 0x20, 0}, &Room::demon3UseCrewmanOnPanel },
{ {ACTION_USE, OBJECT_MCCOY, 0x20, 0}, &Room::demon3UseCrewmanOnPanel },
{ {ACTION_USE, OBJECT_REDSHIRT, 0x20, 0}, &Room::demon3UseRedshirtOnPanel },
{ {ACTION_FINISHED_WALKING, 8, 0, 0}, &Room::demon3RedshirtReachedPanel },
{ {ACTION_FINISHED_ANIMATION, 5, 0, 0}, &Room::demon3RedshirtUsedPanel },
{ {ACTION_FINISHED_ANIMATION, 3, 0, 0}, &Room::demon3RedshirtElectrocuted },
{ {ACTION_USE, OBJECT_ISTRICOR, 0x21, 0}, &Room::demon3UseSTricorderOnDoor },
{ {ACTION_USE, OBJECT_ISTRICOR, 0xff, 0}, &Room::demon3UseSTricorderOnAnything },
{ {ACTION_USE, OBJECT_IMTRICOR, 14, 0}, &Room::demon3UseMTricorderOnDoor },
{ {ACTION_USE, OBJECT_IMTRICOR, 0x21, 0}, &Room::demon3UseMTricorderOnDoor },
{ {ACTION_USE, OBJECT_IMTRICOR, 0x22, 0}, &Room::demon3UseMTricorderOnDoor },
{ {ACTION_USE, OBJECT_IPHASERS, 14, 0}, &Room::demon3UsePhaserOnDoor },
{ {ACTION_USE, OBJECT_IPHASERK, 14, 0}, &Room::demon3UsePhaserOnDoor },
{ {ACTION_USE, OBJECT_IPHASERS, 0x21, 0}, &Room::demon3UsePhaserOnDoor },
{ {ACTION_USE, OBJECT_IPHASERK, 0x21, 0}, &Room::demon3UsePhaserOnDoor },
{ {ACTION_USE, OBJECT_IHAND, 0x20, 0}, &Room::demon3UseHandOnPanel },
{ {ACTION_FINISHED_WALKING, 7, 0, 0}, &Room::demon3KirkReachedHandPanel },
{ {ACTION_FINISHED_ANIMATION, 6, 0, 0}, &Room::demon3KirkUsedHandPanel },
{ {ACTION_USE, OBJECT_IMTRICOR, 13, 0}, &Room::demon3UseMTricorderOnMiner },
{ {ACTION_USE, OBJECT_MCCOY, 13, 0}, &Room::demon3UseMedkitOnMiner },
{ {ACTION_USE, OBJECT_IMEDKIT, 13, 0}, &Room::demon3UseMedkitOnMiner },
{ {ACTION_FINISHED_WALKING, 6, 0, 0}, &Room::demon3McCoyReachedMiner },
{ {ACTION_FINISHED_ANIMATION, 7, 0, 0}, &Room::demon3McCoyFinishedHealingMiner },
{ {ACTION_GET, 13, 0, 0}, &Room::demon3GetMiner },
{ {ACTION_TALK, 13, 0, 0}, &Room::demon3TalkToMiner },
{ {ACTION_TALK, OBJECT_KIRK, 0, 0}, &Room::demon3TalkToKirk },
{ {ACTION_TALK, OBJECT_SPOCK, 0, 0}, &Room::demon3TalkToSpock },
{ {ACTION_TALK, OBJECT_MCCOY, 0, 0}, &Room::demon3TalkToMccoy },
{ {ACTION_TALK, OBJECT_REDSHIRT, 0, 0}, &Room::demon3TalkToRedshirt },
{ {ACTION_LOOK, OBJECT_KIRK, 0, 0}, &Room::demon3LookAtKirk },
{ {ACTION_LOOK, OBJECT_SPOCK, 0, 0}, &Room::demon3LookAtSpock },
{ {ACTION_LOOK, OBJECT_MCCOY, 0, 0}, &Room::demon3LookAtMccoy },
{ {ACTION_LOOK, OBJECT_REDSHIRT, 0, 0}, &Room::demon3LookAtRedshirt },
{ {ACTION_LOOK, 0xff, 0, 0}, &Room::demon3LookAnywhere },
{ {ACTION_LOOK, 13, 0, 0}, &Room::demon3LookAtMiner },
{ {ACTION_LOOK, 9, 0, 0}, &Room::demon3LookAtBoulder1 },
{ {ACTION_LOOK, 10, 0, 0}, &Room::demon3LookAtBoulder2 },
{ {ACTION_LOOK, 11, 0, 0}, &Room::demon3LookAtBoulder3 },
{ {ACTION_LOOK, 12, 0, 0}, &Room::demon3LookAtBoulder4 },
{ {ACTION_LOOK, 0x22, 0, 0}, &Room::demon3LookAtStructure },
{ {ACTION_LOOK, 14, 0, 0}, &Room::demon3LookAtDoor },
{ {ACTION_LOOK, 0x21, 0, 0}, &Room::demon3LookAtDoor },
{ {ACTION_LOOK, 15, 0, 0}, &Room::demon3LookAtPanel },
{ {ACTION_LOOK, 0x20, 0, 0}, &Room::demon3LookAtPanel },
{ {ACTION_LOOK, 8, 0, 0}, &Room::demon3LookAtLight },
{ {ACTION_LIST_END, 0, 0, 0}, nullptr }
};
void Room::demon3Tick1() {
playVoc("DEM3LOOP");
loadActorAnim(8, "light", 0xab, 0x03, 0);
_roomVar.demon.boulder1Shot = true;
if (!_awayMission->demon.boulder1Gone) {
loadActorAnim(9, "bldr1", 0x26, 0, 0);
_roomVar.demon.boulder1Shot = false;
}
if (!_awayMission->demon.boulder2Gone) {
loadActorAnim(10, "bldr2", 0x22, 0, 0);
}
if (!_awayMission->demon.boulder3Gone) {
loadActorAnim(11, "bldr3", 0x22, 0, 0);
}
if (!_awayMission->demon.boulder4Gone) {
loadActorAnim(12, "bldr4", 0x22, 0, 0);
}
if (_awayMission->demon.doorOpened) {
loadActorAnim(14, "door2", 0x82, 0x0c, 0);
} else {
loadMapFile("demon3a");
}
if (!_awayMission->demon.healedMiner && _awayMission->demon.boulder4Gone)
loadActorAnim(13, "miner", 0xda, 0x6c, 0);
if (_awayMission->redshirtDead && !_awayMission->demon.field45)
loadActorAnim(OBJECT_REDSHIRT, "deadre", 0x46, 0xa0, 0);
if (_awayMission->demon.field41 == 0)
_awayMission->demon.field41++;
if (!_awayMission->demon.field56) {
_awayMission->demon.field56 = true;
playMidiMusicTracks(0, -1);
}
}
// Boulder falling over
void Room::demon3Timer0Expired() {
_roomVar.demon.boulder1Shot = true;
loadActorAnim2(9, "drbldr", 0x26, 0, 0);
_awayMission->timers[1] = 13;
_awayMission->demon.boulder1Gone = true;
_awayMission->demon.numBouldersGone++;
_awayMission->disableInput = true;
playMidiMusicTracks(2, -1);
playVoc("BOULDERK");
}
// Redshirt pushing Kirk away
void Room::demon3Timer1Expired() {
_roomVar.demon.kirkPhaserOut = false;
loadActorAnim2(OBJECT_REDSHIRT, "redkil", 0x46, 0xa0, 0);
loadActorAnim2(OBJECT_KIRK, "redkil", 0x46, 0xa0, 1);
}
// Door just opened
void Room::demon3Timer3Expired() {
if (_awayMission->demon.repairedHand) {
showDescription(8, true);
loadActorAnim(14, "door", 0x82, 0xc, 0);
loadMapFile("demon3");
_awayMission->demon.doorOpened = true;
_awayMission->demon.missionScore += 2;
} else {
showDescription(7, true);
}
}
void Room::demon3FinishedAnimation1() {
loadActorAnim2(OBJECT_KIRK, "kstnds", 0xee, 0xa6, 0);
loadActorAnim2(OBJECT_REDSHIRT, "deadre", 0x46, 0xa0, 0);
loadActorStandAnim(OBJECT_SPOCK);
walkCrewman(OBJECT_MCCOY, 0x9c, 0xb2, 5);
_roomVar.demon.inFiringPosition = false;
_awayMission->redshirtDead = true;
}
// Just destroyed boulder 4 (revealing the miner)
void Room::demon3FinishedAnimation2() {
loadActorAnim(13, "miner", 0xda, 0x6c, 0);
}
void Room::demon3FinishedWalking5() {
loadActorAnim2(OBJECT_MCCOY, "mscanw", -1, -1, 0);
playSoundEffectIndex(0x04);
showText(TX_SPEAKER_MCCOY, 19, true);
_awayMission->disableInput = false;
}
void Room::demon3McCoyInFiringPosition() {
loadActorAnim2(OBJECT_MCCOY, "mwaitn", 0xd6, 0xb8, 0);
_roomVar.demon.mccoyInPosition = true;
demon3CrewmanInFiringPosition();
}
void Room::demon3SpockInFiringPosition() {
loadActorAnim2(OBJECT_SPOCK, "swaitn", 0xae, 0xb4, 0);
_roomVar.demon.spockInPosition = true;
demon3CrewmanInFiringPosition();
}
void Room::demon3RedShirtInFiringPosition() {
loadActorAnim2(OBJECT_REDSHIRT, "rwaitn", 0x46, 0xa0, 0);
_roomVar.demon.redshirtInPosition = true;
demon3CrewmanInFiringPosition();
}
void Room::demon3KirkInFiringPosition() {
loadActorAnim2(OBJECT_KIRK, "kwaitn", 0x79, 0xa0, 0);
_roomVar.demon.kirkInPosition = true;
demon3CrewmanInFiringPosition();
}
void Room::demon3CrewmanInFiringPosition() {
if (_roomVar.demon.kirkInPosition && _roomVar.demon.spockInPosition && _roomVar.demon.mccoyInPosition && (_awayMission->redshirtDead || _roomVar.demon.redshirtInPosition))
demon3PullOutPhaserAndFireAtBoulder();
}
void Room::demon3PullOutPhaserAndFireAtBoulder() {
if (_roomVar.demon.kirkPhaserOut)
demon3FireAtBoulder();
else {
loadActorAnim2(OBJECT_KIRK, "kfiren", -1, -1, 4);
_roomVar.demon.kirkPhaserOut = true;
}
}
void Room::demon3FireAtBoulder() {
_roomVar.demon.kirkInPosition = false;
_roomVar.demon.spockInPosition = false;
_roomVar.demon.mccoyInPosition = false;
_roomVar.demon.redshirtInPosition = false;
_roomVar.demon.shootingBoulder = false;
switch (_roomVar.demon.boulderBeingShot) {
case 1: // FIXME: animation overlaps on Kirk, probably due to sprite sorting inaccuracy
loadActorAnim2(9, "sbldr1", 0x22, 0, 0);
break;
case 2:
loadActorAnim2(10, "sbldr2", 0x22, 0, 0);
break;
case 3:
loadActorAnim2(11, "sbldr3", 0x22, 0, 0);
break;
case 4:
loadActorAnim2(12, "sbldr4", 0x22, 0, 2);
break;
default: {
// This should never happen (in the original game, this would cause a stack
// misalignment?
const char *text[] = {
"wes",
"There is a boulder check error.",
""
};
showRoomSpecificText(text);
break;
}
}
loadActorAnim(17, _roomVar.demon.boulderAnim, 0, 0, 0);
playSoundEffectIndex(0x06);
if (!_roomVar.demon.boulder1Shot)
_awayMission->timers[0] = 1;
_awayMission->disableInput = false;
}
void Room::demon3UsePhaserOnRedshirt() {
if (!_awayMission->redshirtDead)
return;
showText(TX_SPEAKER_MCCOY, 13, true);
}
void Room::demon3UseStunPhaserOnBoulder() {
showText(TX_SPEAKER_SPOCK, 7, true);
}
void Room::demon3UsePhaserOnBoulder1() {
if (_roomVar.demon.shootingBoulder || _awayMission->demon.boulder1Gone)
return;
_awayMission->demon.boulder1Gone = true;
_awayMission->demon.numBouldersGone++;
_roomVar.demon.boulderBeingShot = 1;
_roomVar.demon.boulder1Shot = true;
strcpy(_roomVar.demon.boulderAnim, "s0r3s2");
demon3BoulderCommon();
}
void Room::demon3UsePhaserOnBoulder2() {
if (_roomVar.demon.shootingBoulder || _awayMission->demon.boulder2Gone)
return;
_awayMission->demon.boulder2Gone = true;
_awayMission->demon.numBouldersGone++;
_roomVar.demon.boulderBeingShot = 2;
strcpy(_roomVar.demon.boulderAnim, "s0r3s3");
demon3BoulderCommon();
}
void Room::demon3UsePhaserOnBoulder3() {
if (_awayMission->demon.boulder1Gone) {
if (_roomVar.demon.shootingBoulder || _awayMission->demon.boulder3Gone)
return;
_awayMission->demon.boulder3Gone = true;
_awayMission->demon.numBouldersGone++;
_roomVar.demon.boulderBeingShot = 3;
strcpy(_roomVar.demon.boulderAnim, "s0r3s1");
demon3BoulderCommon();
} else {
showText(TX_SPEAKER_SPOCK, 6, true);
}
}
void Room::demon3UsePhaserOnBoulder4() {
if (_awayMission->demon.boulder2Gone) {
if (_roomVar.demon.shootingBoulder || _awayMission->demon.boulder4Gone)
return;
_awayMission->demon.boulder4Gone = true;
_awayMission->demon.numBouldersGone++;
_roomVar.demon.boulderBeingShot = 4;
strcpy(_roomVar.demon.boulderAnim, "s0r3s4");
_awayMission->demon.foundMiner = true;
demon3BoulderCommon();
} else {
// BUGFIX: In the original, the audio didn't play, despite the file existing (and
// despite it being used for the boulder on the left).
showText(TX_SPEAKER_SPOCK, 6, true);
}
}
void Room::demon3BoulderCommon() {
_awayMission->disableInput = true;
Common::Point pos = getActorPos(OBJECT_KIRK);
if (!(pos.x == 0x79 && pos.y == 0xa0)) {
_roomVar.demon.inFiringPosition = false;
_roomVar.demon.kirkPhaserOut = false;
}
if (_roomVar.demon.inFiringPosition) {
demon3PullOutPhaserAndFireAtBoulder();
} else {
showText(TX_SPEAKER_KIRK, 1, true);
walkCrewman(OBJECT_KIRK, 0x79, 0xa0, 1);
walkCrewman(OBJECT_SPOCK, 0xae, 0xb4, 2);
walkCrewman(OBJECT_MCCOY, 0xd6, 0xb8, 3);
if (!_awayMission->redshirtDead)
walkCrewman(OBJECT_REDSHIRT, 0x46, 0xa0, 4);
_roomVar.demon.shootingBoulder = true;
_roomVar.demon.inFiringPosition = true;
}
}
void Room::demon3UseSTricorderOnMiner() {
loadActorAnim2(OBJECT_SPOCK, "sscann", -1, -1, 0);
playSoundEffectIndex(0x04);
showText(TX_SPEAKER_SPOCK, 8, true);
}
void Room::demon3UseSTricorderOnPanel() {
loadActorAnim2(OBJECT_SPOCK, "sscann", -1, -1, 0);
playSoundEffectIndex(0x04);
showText(TX_SPEAKER_SPOCK, 9, true);
}
void Room::demon3UseSTricorderOnBoulder() {
if (_awayMission->demon.foundMiner)
return;
loadActorAnim2(OBJECT_SPOCK, "sscann", -1, -1, 0);
playSoundEffectIndex(0x04);
showText(TX_SPEAKER_SPOCK, 10, true);
}
void Room::demon3UseMTricorderOnBoulder() {
if (_awayMission->demon.foundMiner)
return;
loadActorAnim2(OBJECT_MCCOY, "mscann", -1, -1, 0);
playSoundEffectIndex(0x04);
showText(TX_SPEAKER_MCCOY, 20, true);
}
void Room::demon3UseCrewmanOnPanel() {
if (_awayMission->demon.numBouldersGone != 4 || _awayMission->redshirtDead)
return;
showText(TX_SPEAKER_EVERTS, 31, true);
demon3UseRedshirtOnPanel();
}
void Room::demon3UseRedshirtOnPanel() {
if (_awayMission->redshirtDead)
return;
if (_awayMission->demon.numBouldersGone != 4)
showText(TX_SPEAKER_EVERTS, 30, true);
else
walkCrewman(OBJECT_REDSHIRT, 0xd8, 0x70, 8);
}
void Room::demon3RedshirtReachedPanel() {
loadActorAnim2(OBJECT_REDSHIRT, "rusehn", -1, -1, 5);
}
void Room::demon3RedshirtUsedPanel() {
if (!_awayMission->demon.foundMiner)
return;
_awayMission->demon.field41++;
if (_awayMission->demon.field41 == 5) {
playVoc("EFX3");
showText(TX_SPEAKER_EVERTS, TX_DEM3_A32);
loadActorAnim2(OBJECT_REDSHIRT, "rkille", -1, -1, 3);
playSoundEffectIndex(0x06);
_awayMission->redshirtDead = true;
_awayMission->demon.field45 = true;
} else {
const TextRef textTable[] = {
5,
33,
35,
34,
};
TextRef text[] = {
TX_SPEAKER_EVERTS,
TX_NULL,
TX_BLANK
};
text[1] = textTable[_awayMission->demon.field41 - 1];
showMultipleTexts(text, true);
walkCrewman(OBJECT_REDSHIRT, 0xbe, 0x9b, 0);
}
}
void Room::demon3RedshirtElectrocuted() {
showText(TX_SPEAKER_MCCOY, 18, true);
}
void Room::demon3UseSTricorderOnDoor() {
loadActorAnim2(OBJECT_SPOCK, "sscann", -1, -1, 0);
playSoundEffectIndex(0x04);
showText(TX_SPEAKER_SPOCK, 12, true);
}
void Room::demon3UseSTricorderOnAnything() {
loadActorAnim2(OBJECT_SPOCK, "sscann", -1, -1, 0);
playSoundEffectIndex(0x04);
showText(TX_SPEAKER_SPOCK, 27, true);
}
void Room::demon3UseMTricorderOnDoor() {
loadActorAnim2(OBJECT_SPOCK, "mscann", -1, -1, 0);
playSoundEffectIndex(0x04);
showText(TX_SPEAKER_MCCOY, 16, true);
}
void Room::demon3UsePhaserOnDoor() {
_roomVar.demon.usedPhaserOnDoor++;
if (_roomVar.demon.usedPhaserOnDoor == 1)
showDescription(9, true);
else if (_roomVar.demon.usedPhaserOnDoor == 2)
showText(TX_SPEAKER_SPOCK, 11, true);
}
void Room::demon3UseHandOnPanel() {
if (_awayMission->demon.numBouldersGone == 4) {
if (_awayMission->demon.doorOpened)
return;
walkCrewman(OBJECT_KIRK, 0xd8, 0x70, 7);
} else {
showText(TX_SPEAKER_SPOCK, 5, true);
}
}
void Room::demon3KirkReachedHandPanel() {
loadActorAnim2(OBJECT_KIRK, "kusehn", -1, -1, 6);
_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_W;
playVoc("MUR4E1");
}
void Room::demon3KirkUsedHandPanel() {
loadActorAnim(15, "panel", 0xd6, 0x3d, 0);
_awayMission->timers[3] = 10;
playVoc("SE0FORCE");
}
void Room::demon3UseMTricorderOnMiner() {
loadActorAnim2(OBJECT_MCCOY, "mscann", -1, -1, 0);
playSoundEffectIndex(0x04);
if (_awayMission->demon.minerDead) {
showText(TX_SPEAKER_MCCOY, 22, true);
} else {
showText(TX_SPEAKER_MCCOY, 23, true);
}
}
void Room::demon3UseMedkitOnMiner() {
if (_awayMission->demon.healedMiner) {
showText(TX_SPEAKER_MCCOY, 15, true);
} else {
walkCrewman(OBJECT_MCCOY, 0xe6, 0x7b, 6);
_roomVar.demon.inFiringPosition = false;
_roomVar.demon.kirkPhaserOut = false;
}
}
void Room::demon3McCoyReachedMiner() {
loadActorAnim2(OBJECT_MCCOY, "museln", -1, -1, 7);
}
void Room::demon3McCoyFinishedHealingMiner() {
if (_awayMission->demon.minerDead) {
showText(TX_SPEAKER_MCCOY, 22, true);
} else {
showText(TX_SPEAKER_MCCOY, 21, true);
_awayMission->demon.healedMiner = true;
loadActorAnim2(13, "drmine", 0xda, 0x6c, 0);
_awayMission->demon.missionScore += 2;
walkCrewman(OBJECT_MCCOY, 0x104, 0x96, 0);
}
}
void Room::demon3GetMiner() {
showText(TX_SPEAKER_MCCOY, 17, true);
}
void Room::demon3TalkToMiner() {
if (!_awayMission->demon.healedMiner)
return;
showText(TX_SPEAKER_KANDREY, 21 + FOLLOWUP_MESSAGE_OFFSET, true);
}
void Room::demon3TalkToKirk() {
showText(TX_SPEAKER_KIRK, 2, true);
showText(TX_SPEAKER_SPOCK, 29, true);
showText(TX_SPEAKER_MCCOY, 26, true);
}
void Room::demon3TalkToSpock() {
showText(TX_SPEAKER_SPOCK, 28, true);
}
void Room::demon3TalkToMccoy() {
if (_awayMission->redshirtDead) {
showText(TX_SPEAKER_MCCOY, 14, true);
} else {
showText(TX_SPEAKER_MCCOY, 25, true);
showText(TX_SPEAKER_KIRK, 3, true);
showText(TX_SPEAKER_MCCOY, 24, true);
}
}
void Room::demon3TalkToRedshirt() {
// FIXME: this shouldn't work if he's dead. Should it check higher up whether that's
// the case?
showText(TX_SPEAKER_EVERTS, 36, true);
showText(TX_SPEAKER_KIRK, 4, true);
}
void Room::demon3LookAtKirk() {
showDescription(4, true);
}
void Room::demon3LookAtSpock() {
showDescription(1, true);
}
void Room::demon3LookAtMccoy() {
showDescription(2, true);
}
void Room::demon3LookAtRedshirt() {
if (_awayMission->redshirtDead) {
showDescription(17, true);
// NOTE: there's an alternate string that isn't used? (TX_DEM3N018)
} else {
showDescription(3, true);
}
}
void Room::demon3LookAnywhere() {
showDescription(10, true);
}
void Room::demon3LookAtMiner() {
if (_awayMission->demon.healedMiner) {
showDescription(0, true);
} else {
showDescription(6, true);
}
}
void Room::demon3LookAtBoulder1() {
showDescription(11, true);
}
void Room::demon3LookAtBoulder2() {
showDescription(13, true);
}
void Room::demon3LookAtBoulder3() {
showDescription(13, true);
}
void Room::demon3LookAtBoulder4() {
showDescription(20, true);
}
void Room::demon3LookAtStructure() {
showDescription(16, true);
}
void Room::demon3LookAtDoor() {
if (_awayMission->demon.doorOpened) {
showDescription(14, true);
} else {
showDescription(12, true);
}
}
void Room::demon3LookAtPanel() {
showDescription(19, true);
}
void Room::demon3LookAtLight() {
showDescription(15, true);
}
}