scummvm/engines/startrek/rooms/mudd2.cpp
Matthew Stewart 8970909318 STARTREK: Reorganize includes in room.h
This should avoid the costly rebuild of everything in the 'rooms/'
folder, at least sometimes...
2018-08-09 08:37:30 +02:00

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);
}
}
}