mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-16 14:50:17 +00:00
8970909318
This should avoid the costly rebuild of everything in the 'rooms/' folder, at least sometimes...
408 lines
13 KiB
C++
408 lines
13 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_CAPSULE 9
|
|
#define OBJECT_NORTH_DOOR 10
|
|
#define OBJECT_ALIENDV 11
|
|
|
|
#define HOTSPOT_CAPSULES 0x20
|
|
#define HOTSPOT_NORTH_DOOR 0x21
|
|
#define HOTSPOT_WEST_DOOR 0x22
|
|
#define HOTSPOT_CONTROL_PANEL 0x23
|
|
#define HOTSPOT_LEFT_BED 0x24
|
|
#define HOTSPOT_RIGHT_BED 0x25
|
|
|
|
namespace StarTrek {
|
|
|
|
void Room::mudd2WalkToNorthDoor() {
|
|
_roomVar.mudd.walkingToDoor = true;
|
|
_awayMission->disableInput = true;
|
|
walkCrewman(OBJECT_KIRK, 0xbc, 0x6a);
|
|
}
|
|
|
|
void Room::mudd2TouchedHotspot0() { // Trigger north door
|
|
if (_roomVar.mudd.walkingToDoor) {
|
|
playVoc("SMADOOR3");
|
|
loadActorAnim(OBJECT_NORTH_DOOR, "s4sbdo", 0xbe, 0x6b);
|
|
}
|
|
}
|
|
|
|
void Room::mudd2WalkToSouthDoor() {
|
|
_roomVar.mudd.walkingToDoor = true;
|
|
_awayMission->disableInput = true;
|
|
walkCrewman(OBJECT_KIRK, 0x46, 0x6f);
|
|
}
|
|
|
|
void Room::mudd2TouchedHotspot1() {
|
|
if (_roomVar.mudd.walkingToDoor) {
|
|
playVoc("SMADOOR3");
|
|
}
|
|
}
|
|
|
|
void Room::mudd2Tick1() {
|
|
playVoc("MUD2LOOP");
|
|
_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_W;
|
|
_awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_W;
|
|
_awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_W;
|
|
_awayMission->crewDirectionsAfterWalk[OBJECT_REDSHIRT] = DIR_W;
|
|
_awayMission->mudd.muddCurrentlyInsane = false;
|
|
|
|
if (_awayMission->mudd.muddInsanityState == 0) { // First time entering room
|
|
_awayMission->mudd.muddInsanityState = 1;
|
|
} else if (_awayMission->mudd.muddInsanityState == 2) { // Currently insane
|
|
_awayMission->mudd.muddCurrentlyInsane = true;
|
|
if (!_awayMission->mudd.muddUnconscious) {
|
|
_awayMission->mudd.muddUnconscious = false;
|
|
loadActorAnim2(OBJECT_MUDD, "s4sbhn", 0x9f, 0xbf);
|
|
loadActorAnim2(OBJECT_CAPSULE, "s4sbvp", 0x93, 0xc3);
|
|
} else {
|
|
loadActorAnim2(OBJECT_MUDD, "s4sbob", 0x9f, 0xba);
|
|
}
|
|
} else if (_awayMission->mudd.muddUnavailable) {
|
|
_awayMission->mudd.muddInsanityState = 1;
|
|
} else if (_awayMission->mudd.muddInsanityState == 1) { // Second time entering room, start cutscene
|
|
playMidiMusicTracks(3);
|
|
loadActorAnim2(OBJECT_MUDD, "s4sbhw", 0x99, 0xbf);
|
|
_awayMission->disableInput = 2;
|
|
_awayMission->mudd.muddInhaledGas = true;
|
|
_awayMission->timers[1] = 70;
|
|
_awayMission->mudd.muddInsanityState = 2;
|
|
_awayMission->mudd.muddUnavailable = true;
|
|
}
|
|
}
|
|
|
|
void Room::mudd2Timer1Expired() {
|
|
loadActorAnimC(OBJECT_MUDD, "s4sbmt", 0xa0, 0xbf, &Room::mudd2MuddNoticedKirk);
|
|
}
|
|
|
|
void Room::mudd2UseSTricorderAnywhere() {
|
|
spockScan(DIR_S, TX_MUD2_037, false);
|
|
}
|
|
|
|
void Room::mudd2UseSpockOnCapsules() {
|
|
showText(TX_SPEAKER_MCCOY, TX_MUD2_018);
|
|
}
|
|
|
|
void Room::mudd2GetCapsules() {
|
|
if (!_awayMission->mudd.muddInhaledGas || _awayMission->mudd.muddUnconscious) {
|
|
if (!_awayMission->mudd.translatedAlienLanguage)
|
|
showText(TX_SPEAKER_MCCOY, TX_MUD2_024);
|
|
else
|
|
walkCrewmanC(OBJECT_MCCOY, 0x9f, 0xbf, &Room::mudd2MccoyReachedCapsules);
|
|
} else {
|
|
showText(TX_SPEAKER_MCCOY, TX_MUD2_023);
|
|
}
|
|
}
|
|
|
|
void Room::mudd2MccoyReachedCapsules() {
|
|
loadActorAnimC(OBJECT_MCCOY, "musehn", -1, -1, &Room::mudd2MccoyPickedUpCapsules);
|
|
giveItem(OBJECT_ICAPSULE);
|
|
}
|
|
|
|
void Room::mudd2MccoyPickedUpCapsules() {
|
|
_awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_W;
|
|
walkCrewman(OBJECT_MCCOY, 0xfe, 0xb2);
|
|
}
|
|
|
|
void Room::mudd2UseCommunicator() {
|
|
showText(TX_SPEAKER_KIRK, TX_MUD2_009);
|
|
showText(TX_SPEAKER_UHURA, TX_STATICU1);
|
|
}
|
|
|
|
void Room::mudd2LookAtCapsules() {
|
|
showText(TX_MUD2N008);
|
|
}
|
|
|
|
void Room::mudd2UseMTricorderOnCapsules() {
|
|
mccoyScan(DIR_W, TX_MUD2_030, false);
|
|
showText(TX_SPEAKER_KIRK, TX_MUD2_004);
|
|
showText(TX_SPEAKER_MCCOY, TX_MUD2_019);
|
|
}
|
|
|
|
void Room::mudd2UseCapsuleOnControlPanel() {
|
|
if (!_awayMission->mudd.muddInhaledGas || _awayMission->mudd.muddUnconscious)
|
|
walkCrewmanC(OBJECT_MCCOY, 0x9f, 0xbf, &Room::mudd2MccoyReachedControlPanel);
|
|
else
|
|
showText(TX_SPEAKER_MCCOY, TX_MUD2_023);
|
|
}
|
|
|
|
void Room::mudd2MccoyReachedControlPanel() {
|
|
if (_awayMission->mudd.translatedAlienLanguage)
|
|
loadActorAnimC(OBJECT_MCCOY, "musehn", -1, -1, &Room::mudd2MccoyPutCapsuleInControlPanel);
|
|
else // NOTE: Unused, since you can't get capsules without translating the language first
|
|
showText(TX_SPEAKER_MCCOY, TX_MUD2_014);
|
|
}
|
|
|
|
void Room::mudd2MccoyPutCapsuleInControlPanel() {
|
|
_awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_N;
|
|
loadActorStandAnim(OBJECT_MCCOY);
|
|
showText(TX_SPEAKER_MCCOY, TX_MUD2_020);
|
|
showText(TX_SPEAKER_MCCOY, TX_MUD2_029);
|
|
showText(TX_SPEAKER_SPOCK, TX_MUD2_039);
|
|
if (_awayMission->mudd.muddUnconscious)
|
|
showText(TX_SPEAKER_MCCOY, TX_MUD2_034);
|
|
|
|
_awayMission->mudd.putCapsuleInMedicalMachine = true;
|
|
|
|
loseItem(OBJECT_ICAPSULE);
|
|
_awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_W;
|
|
walkCrewman(OBJECT_MCCOY, 0xfe, 0xb2);
|
|
}
|
|
|
|
void Room::mudd2UseKirkOnBed() {
|
|
if (!_awayMission->mudd.putCapsuleInMedicalMachine && !_awayMission->mudd.translatedAlienLanguage) {
|
|
walkCrewmanC(OBJECT_KIRK, 0xd7, 0xbd, &Room::mudd2KirkReachedBed);
|
|
} else if (_awayMission->mudd.translatedAlienLanguage) {
|
|
walkCrewman(OBJECT_KIRK, 0xd7, 0xbd, 7); // BUG(?): no continuation?
|
|
}
|
|
}
|
|
|
|
void Room::mudd2KirkReachedBed() {
|
|
// BUGFIX: Speaker is mccoy, not none
|
|
showText(TX_SPEAKER_MCCOY, TX_MUD2_022);
|
|
}
|
|
|
|
|
|
void Room::mudd2MuddNoticedKirk() {
|
|
showText(TX_SPEAKER_MUDD, TX_MUD2_044);
|
|
playVoc("BATTYGAS");
|
|
loadActorAnimC(OBJECT_MUDD, "s4sbhb", 0x9f, 0xbf, &Room::mudd2MuddDroppedCapsule); // Drops the capsule
|
|
playMidiMusicTracks(0);
|
|
}
|
|
|
|
void Room::mudd2MuddDroppedCapsule() {
|
|
loadActorAnim2(OBJECT_MUDD, "s4sbhn", 0x9f, 0xbf, 3); // NOTE: no callback from this
|
|
loadActorAnim2(OBJECT_CAPSULE, "s4sbvp", 0x93, 0xc3);
|
|
_awayMission->mudd.muddCurrentlyInsane = true;
|
|
|
|
showText(TX_SPEAKER_MCCOY, TX_MUD2_032);
|
|
showText(TX_SPEAKER_MUDD, TX_MUD2_049);
|
|
showText(TX_SPEAKER_MCCOY, TX_MUD2_026);
|
|
showText(TX_SPEAKER_MUDD, TX_MUD2_051);
|
|
showText(TX_SPEAKER_MCCOY, TX_MUD2_031);
|
|
showText(TX_SPEAKER_MUDD, TX_MUD2_050);
|
|
|
|
_awayMission->disableInput = false;
|
|
}
|
|
|
|
|
|
void Room::mudd2UsePhaserOnMudd() {
|
|
if (_awayMission->mudd.muddInhaledGas && !_awayMission->mudd.muddUnconscious) {
|
|
showText(TX_SPEAKER_BUCHERT, TX_MUD2_053);
|
|
showText(TX_SPEAKER_MUDD, TX_MUD2_042);
|
|
showText(TX_SPEAKER_MUDD, TX_MUD2_043);
|
|
}
|
|
}
|
|
|
|
|
|
// Spock neck-pinches Mudd
|
|
void Room::mudd2UseSpockOnMudd() {
|
|
if (_awayMission->mudd.muddInhaledGas && !_awayMission->mudd.muddUnconscious) {
|
|
_awayMission->disableInput = true;
|
|
walkCrewmanC(OBJECT_SPOCK, 0x8a, 0xbf, &Room::mudd2SpockReachedMudd);
|
|
}
|
|
}
|
|
|
|
void Room::mudd2SpockReachedMudd() {
|
|
loadActorAnimC(OBJECT_SPOCK, "s4sbsp", 0x9f, 0xbf, &Room::mudd2SpockPinchedMudd);
|
|
loadActorStandAnim(OBJECT_MUDD);
|
|
}
|
|
|
|
void Room::mudd2SpockPinchedMudd() {
|
|
loadActorAnim2(OBJECT_MUDD, "s4sbob", 0x9f, 0xba);
|
|
loadActorAnim2(OBJECT_SPOCK, "sstnde", 0xd0, 0xbd);
|
|
|
|
showText(TX_SPEAKER_SPOCK, TX_MUD2_012);
|
|
|
|
_awayMission->disableInput = false;
|
|
_awayMission->mudd.muddUnconscious = true;
|
|
_awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_W;
|
|
walkCrewman(OBJECT_SPOCK, 0x118, 0xc4);
|
|
}
|
|
|
|
void Room::mudd2UseKirkOnMudd() {
|
|
if (_awayMission->mudd.muddInhaledGas && !_awayMission->mudd.muddUnconscious) {
|
|
showText(TX_SPEAKER_KIRK, TX_MUD2_001);
|
|
mudd2UseSpockOnMudd();
|
|
}
|
|
}
|
|
|
|
|
|
void Room::mudd2UseRedshirtOnMudd() {
|
|
if (_awayMission->mudd.muddInhaledGas && !_awayMission->mudd.muddUnconscious) {
|
|
_awayMission->disableInput = true;
|
|
walkCrewmanC(OBJECT_REDSHIRT, 0xc3, 0xbe, &Room::mudd2RedshirtReachedMudd);
|
|
}
|
|
}
|
|
|
|
void Room::mudd2RedshirtReachedMudd() {
|
|
_awayMission->timers[2] = 8;
|
|
loadActorAnimC(OBJECT_REDSHIRT, "s4sbrh", -1, -1, &Room::mudd2RedshirtPushedAway);
|
|
playVoc("ROCKFACE");
|
|
loadActorAnimC(OBJECT_MUDD, "s4sbhh", 0x9f, 0xbf, &Room::mudd2MuddFinishedPushingRedshirt);
|
|
}
|
|
|
|
void Room::mudd2Timer2Expired() {
|
|
playSoundEffectIndex(SND_BLANK_0b);
|
|
}
|
|
|
|
void Room::mudd2MuddFinishedPushingRedshirt() {
|
|
loadActorAnim2(OBJECT_MUDD, "s4sbhn");
|
|
}
|
|
|
|
void Room::mudd2RedshirtPushedAway() {
|
|
showText(TX_SPEAKER_BUCHERT, TX_MUD2_052);
|
|
loadActorAnim(OBJECT_REDSHIRT, "rstnds", 0xd8, 0xc3);
|
|
_awayMission->disableInput = false;
|
|
_awayMission->crewDirectionsAfterWalk[OBJECT_REDSHIRT] = DIR_W;
|
|
walkCrewman(OBJECT_REDSHIRT, 0x117, 0xae);
|
|
}
|
|
|
|
|
|
// BUGFIX: This was originally "Action 0x45 on Mudd"; as far as I know, action 0x45
|
|
// doesn't exist. It's far more likely that 0x45 is supposed to correspond to
|
|
// OBJECT_IMTRICOR in a USE action.
|
|
// The function itself was also modified (ie. condition for showing text was inverted).
|
|
void Room::mudd2UseMTricorderOnMudd() {
|
|
if (_awayMission->mudd.muddInhaledGas && !_awayMission->mudd.muddUnconscious)
|
|
mccoyScan(DIR_W, TX_MUD2_013, false);
|
|
}
|
|
|
|
|
|
void Room::mudd2UseMedkitOnMudd() {
|
|
if (!_awayMission->mudd.muddInhaledGas)
|
|
return;
|
|
else if (_awayMission->mudd.muddUnconscious) {
|
|
if (!_awayMission->mudd.translatedAlienLanguage)
|
|
showText(TX_SPEAKER_MCCOY, TX_MUD2_015);
|
|
else if (!_awayMission->mudd.putCapsuleInMedicalMachine)
|
|
showText(TX_SPEAKER_MCCOY, TX_MUD2_021);
|
|
else
|
|
walkCrewmanC(OBJECT_MCCOY, 0xde, 0xaf, &Room::mudd2MccoyReachedMudd);
|
|
} else // Can't get to him since he's busy being crazy
|
|
showText(TX_SPEAKER_MCCOY, TX_MUD2_016);
|
|
}
|
|
|
|
void Room::mudd2MccoyReachedMudd() {
|
|
_awayMission->mudd.missionScore += 2;
|
|
loadActorAnimC(OBJECT_MCCOY, "s4sbms", -1, -1, &Room::mudd2MccoyCuredMudd);
|
|
}
|
|
|
|
void Room::mudd2MccoyCuredMudd() {
|
|
_awayMission->mudd.muddUnavailable = false;
|
|
_awayMission->mudd.muddInsanityState = 3;
|
|
_awayMission->mudd.muddCurrentlyInsane = false;
|
|
_awayMission->mudd.muddInhaledGas = false;
|
|
|
|
showText(TX_SPEAKER_MCCOY, TX_MUD2_033);
|
|
showText(TX_SPEAKER_MUDD, TX_MUD2_045);
|
|
|
|
_awayMission->mudd.muddUnconscious = false;
|
|
}
|
|
|
|
|
|
void Room::mudd2LookAtKirk() {
|
|
showText(TX_MUD2N003);
|
|
}
|
|
|
|
void Room::mudd2LookAtSpock() {
|
|
showText(TX_MUD2N006);
|
|
}
|
|
|
|
void Room::mudd2LookAtMccoy() {
|
|
showText(TX_MUD2N000);
|
|
}
|
|
|
|
void Room::mudd2LookAtRedshirt() {
|
|
showText(TX_MUD2N004);
|
|
}
|
|
|
|
void Room::mudd2LookAtMudd() {
|
|
showText(TX_MUD2N002);
|
|
}
|
|
|
|
void Room::mudd2LookAtControlPanel() {
|
|
showText(TX_MUD2N011);
|
|
}
|
|
|
|
void Room::mudd2LookAtBed() {
|
|
showText(TX_MUD2N007);
|
|
}
|
|
|
|
void Room::mudd2TalkToKirk() {
|
|
// BUGFIX: second condition in if statement changed to "must be false" instead of
|
|
// "must be true". (Same applies to below talk functions.)
|
|
if (!_awayMission->mudd.muddCurrentlyInsane || !_awayMission->mudd.muddInhaledGas || _awayMission->mudd.muddUnconscious)
|
|
showText(TX_SPEAKER_KIRK, TX_MUD2_010);
|
|
else {
|
|
showText(TX_SPEAKER_KIRK, TX_MUD2_005);
|
|
showText(TX_SPEAKER_MUDD, TX_MUD2_046);
|
|
showText(TX_SPEAKER_MCCOY, TX_MUD2_035);
|
|
}
|
|
}
|
|
|
|
void Room::mudd2TalkToSpock() {
|
|
if (!_awayMission->mudd.muddCurrentlyInsane || !_awayMission->mudd.muddInhaledGas || _awayMission->mudd.muddUnconscious) {
|
|
showText(TX_SPEAKER_SPOCK, TX_MUD2_040);
|
|
showText(TX_SPEAKER_KIRK, TX_MUD2_011);
|
|
} else {
|
|
showText(TX_SPEAKER_SPOCK, TX_MUD2_038);
|
|
}
|
|
}
|
|
|
|
void Room::mudd2TalkToMccoy() {
|
|
if (!_awayMission->mudd.muddCurrentlyInsane || !_awayMission->mudd.muddInhaledGas || _awayMission->mudd.muddUnconscious) {
|
|
showText(TX_SPEAKER_MCCOY, TX_MUD2_025);
|
|
showText(TX_SPEAKER_KIRK, TX_MUD2_007);
|
|
} else {
|
|
showText(TX_SPEAKER_MCCOY, TX_MUD2_027);
|
|
}
|
|
}
|
|
|
|
void Room::mudd2TalkToRedshirt() {
|
|
if (!_awayMission->mudd.muddCurrentlyInsane || !_awayMission->mudd.muddInhaledGas || _awayMission->mudd.muddUnconscious) {
|
|
showText(TX_SPEAKER_BUCHERT, TX_MUD2_054);
|
|
showText(TX_SPEAKER_KIRK, TX_MUD2_008);
|
|
} else {
|
|
showText(TX_SPEAKER_BUCHERT, TX_MUD2_055);
|
|
showText(TX_SPEAKER_KIRK, TX_MUD2_003);
|
|
showText(TX_SPEAKER_MCCOY, TX_MUD2_036);
|
|
}
|
|
}
|
|
|
|
void Room::mudd2TalkToMudd() {
|
|
if (!_awayMission->mudd.muddCurrentlyInsane || !_awayMission->mudd.muddInhaledGas || _awayMission->mudd.muddUnconscious)
|
|
return;
|
|
else if (_awayMission->mudd.muddInhaledGas) {
|
|
showText(TX_SPEAKER_MUDD, TX_MUD2_048);
|
|
showText(TX_SPEAKER_MCCOY, TX_MUD2_028);
|
|
} else { // NOTE: Unused (assumes harry is in a normal state, which doesn't happen here)
|
|
showText(TX_SPEAKER_MUDD, TX_MUD2_047);
|
|
showText(TX_SPEAKER_KIRK, TX_MUD2_006);
|
|
}
|
|
}
|
|
|
|
}
|