scummvm/engines/startrek/rooms/tug2.cpp
Filippos Karapetis e8f0e9e998 STARTREK: Rename the different showText() functions for disambiguation
Hopefully, this will fix the AmigaOS and DS builds
2019-06-11 01:28:12 +03:00

874 lines
26 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_GUARD_1 8
#define OBJECT_GUARD_2 9
#define OBJECT_BRIG 10
#define OBJECT_BOMB 11
#define OBJECT_WIRE 12
#define OBJECT_13 13
#define HOTSPOT_BUTTON 0x20
#define HOTSPOT_DOOR 0x21
#define HOTSPOT_OPEN_BRIG 0x22
#define GUARDSTAT_UP 0
#define GUARDSTAT_STUNNED 1
#define GUARDSTAT_DEAD 2
#define GUARDSTAT_TIED 8
void Room::tug2Tick1() {
playVoc("TUG2LOOP");
if (!_awayMission->tug.haveBomb)
loadActorAnim2(OBJECT_BOMB, "t2bomb", -3, 1, 0);
if (!_awayMission->tug.gotWires)
loadActorAnim2(OBJECT_WIRE, "t2wire", 0, 1, 0);
if (!_awayMission->tug.brigForceFieldDown)
loadActorAnim2(OBJECT_BRIG, "fld01", 0, 0, 0);
else
loadActorAnim2(OBJECT_BRIG, "fld10d", 0, 0, 0);
if (_awayMission->tug.field35 == 6)
loadActorAnim2(OBJECT_BRIG, "zapdon", 0, 0, 0);
// Security guy 1
if (_awayMission->tug.guard1Status == 8)
loadActorAnim2(OBJECT_GUARD_1, "p5tied", 0xe0, 0xb1, 0);
else if (_awayMission->tug.guard1Status == 1 && _awayMission->tug.brigForceFieldDown) {
loadActorAnim2(OBJECT_GUARD_1, "p5tied", 0xe0, 0xb1, 0);
_awayMission->tug.guard1Status = 8;
}
if (_awayMission->tug.guard1Status == 1 && !_awayMission->tug.brigForceFieldDown) {
_awayMission->tug.guard1Status = 0;
_awayMission->tug.crewmanKilled[OBJECT_KIRK] = false;
_awayMission->tug.crewmanKilled[OBJECT_SPOCK] = false;
_awayMission->tug.crewmanKilled[OBJECT_MCCOY] = false;
if (!_awayMission->redshirtDead)
_awayMission->tug.crewmanKilled[OBJECT_REDSHIRT] = false;
_awayMission->tug.field5b = 0;
}
if (_awayMission->tug.guard1Status == 0)
loadActorAnim2(OBJECT_GUARD_1, "p5redy", 0xe0, 0xb1, 0);
if (_awayMission->tug.guard1Status == 2)
loadActorAnim2(OBJECT_GUARD_1, "p5hat", 0xe0, 0xb1, 0);
// Security guy 2
if (_awayMission->tug.guard2Status == 8)
loadActorAnim2(OBJECT_GUARD_2, "p6tied", 0xfb, 0xc5, 0);
else if (_awayMission->tug.guard2Status == 1 && _awayMission->tug.brigForceFieldDown) {
loadActorAnim2(OBJECT_GUARD_2, "p6tied", 0xfb, 0xc5, 0);
_awayMission->tug.guard2Status = 8;
}
if (_awayMission->tug.guard2Status == 1 && !_awayMission->tug.brigForceFieldDown) {
_awayMission->tug.guard2Status = 0;
_awayMission->tug.crewmanKilled[OBJECT_KIRK] = false;
_awayMission->tug.crewmanKilled[OBJECT_SPOCK] = false;
_awayMission->tug.crewmanKilled[OBJECT_MCCOY] = false;
if (!_awayMission->redshirtDead)
_awayMission->tug.crewmanKilled[OBJECT_REDSHIRT] = false;
_awayMission->tug.field5b = 0;
}
if (_awayMission->tug.guard2Status == 0)
loadActorAnim2(OBJECT_GUARD_2, "p6draw", 0xfb, 0xc5, 0);
if (_awayMission->tug.guard2Status == 2)
loadActorAnim2(OBJECT_GUARD_2, "p5hat", 0xfb, 0xc5, 0); // FIXME
if (_awayMission->tug.field4e == 0)
loadActorAnim2(OBJECT_13, "wallht", 0, 0, 0);
if (_awayMission->tug.field5b == 0) {
_awayMission->disableWalking = true;
playMidiMusicTracks(32, -1);
}
_awayMission->tug.field5b = 1;
_awayMission->tug.kirkPhaserDrawn = 0;
}
void Room::tug2Tick60() {
if (!_awayMission->tug.guard1Status || !_awayMission->tug.guard2Status) {
_awayMission->timers[0] = 60;
showText(TX_SPEAKER_ELASI_GUARD, TX_TUG2L085);
tug2ElasiReadyPhaser();
}
}
void Room::tug2LookAtButton() {
showDescription(TX_TUG2N011);
}
void Room::tug2LookAtMccoy() {
showDescription(TX_TUG2N005);
}
void Room::tug2LookAtSpock() {
showDescription(TX_TUG2N007);
}
void Room::tug2LookAtRedshirt() {
showDescription(TX_TUG2N004);
}
void Room::tug2GetBomb() {
if (_awayMission->tug.brigForceFieldDown) {
_awayMission->disableInput = true;
_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_N;
walkCrewman(OBJECT_KIRK, 0xc9, 0xa0, 12);
} else
showDescription(TX_TUG2N024);
}
void Room::tug2KirkReachedBomb() {
loadActorAnim2(OBJECT_KIRK, "kusehn", -1, -1, 13);
}
void Room::tug2KirkGotBomb() {
loadActorStandAnim(OBJECT_BOMB);
giveItem(OBJECT_IBOMB);
_awayMission->tug.haveBomb = true;
_awayMission->disableInput = false;
}
void Room::tug2LookAtBomb() {
showDescription(TX_TUG2N000);
}
void Room::tug2LookAtGuard1() {
if (_awayMission->tug.guard1Status == 0)
showDescription(TX_TUG2N001);
else if (_awayMission->tug.guard1Status == 1)
showDescription(TX_TUG2N013);
else if (_awayMission->tug.guard1Status == 8)
showDescription(TX_TUG2N015);
else if (_awayMission->tug.guard1Status == 2)
showDescription(TX_TUG2N106);
}
void Room::tug2LookAtGuard2() {
if (_awayMission->tug.guard2Status == 0)
showDescription(TX_TUG2N037);
else if (_awayMission->tug.guard2Status == 1)
showDescription(TX_TUG2N014);
else if (_awayMission->tug.guard2Status == 8)
showDescription(TX_TUG2N016);
else if (_awayMission->tug.guard2Status == 2)
showDescription(TX_TUG2N106);
}
void Room::tug2LookAtWires() {
showDescription(TX_TUG2N010);
}
void Room::tug2UseSTricorderOnButton() {
if (_awayMission->tug.field35 != 0)
return;
spockScan(DIR_E, TX_TUG2_007, true);
}
void Room::tug2UseMccoyOnWires() {
if (_awayMission->tug.field35 != 0)
return;
showText(TX_SPEAKER_MCCOY, TX_TUG2_009);
}
void Room::tug2UseMccoyOnBomb() {
showText(TX_SPEAKER_MCCOY, TX_TUG2_011);
}
void Room::tug2UseRedshirtOnWires() {
if (_awayMission->disableWalking || _awayMission->tug.field35 != 0)
return;
showText(TX_SPEAKER_CHRISTENSEN, TX_TUG2L007);
_awayMission->crewDirectionsAfterWalk[OBJECT_REDSHIRT] = DIR_N;
_awayMission->disableInput = true;
walkCrewman(OBJECT_REDSHIRT, 0xc9, 0xa0, 6);
}
void Room::tug2RedshirtReachedWires() {
loadActorAnim2(OBJECT_REDSHIRT, "rusemn", -1, -1, 7);
}
void Room::tug2RedshirtDefusedBomb() {
showDescription(TX_TUG2C001);
showText(TX_SPEAKER_CHRISTENSEN, TX_TUG2L011);
_awayMission->tug.field35 = 4;
_awayMission->crewDirectionsAfterWalk[OBJECT_REDSHIRT] = DIR_E;
walkCrewman(OBJECT_REDSHIRT, 0x44, 0xc2, 8);
}
void Room::tug2RedshirtReturnedToPosition() {
_awayMission->disableInput = false;
_awayMission->tug.missionScore += 2;
}
void Room::tug2UseKirkOnWires() {
if (_awayMission->disableWalking || _awayMission->tug.field35 != 0)
return;
_awayMission->disableInput = true;
_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_E;
walkCrewman(OBJECT_KIRK, 0xc9, 0xa0, 5);
}
void Room::tug2KirkReachedWires() {
showText(TX_SPEAKER_KIRK, TX_TUG2_003);
showText(TX_SPEAKER_SPOCK, TX_TUG2_023);
_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_E;
walkCrewman(OBJECT_KIRK, 0x66, 0xb8, 0);
_awayMission->disableInput = false;
tug2UseSpockOnWires();
}
void Room::tug2UseSpockOnWires() {
if (_awayMission->disableWalking || _awayMission->tug.field35 != 0)
return;
_awayMission->disableInput = true;
_awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_E;
walkCrewman(OBJECT_SPOCK, 0xc9, 0xa0, 9);
}
void Room::tug2SpockReachedWires() {
loadActorAnim2(OBJECT_SPOCK, "suseme", -1, -1, 0);
playVoc("WIRESNIP");
showText(TX_SPEAKER_SPOCK, TX_TUG2_024);
_awayMission->tug.field35 = 4;
if (_awayMission->tug.spockExaminedTransporter)
showText(TX_SPEAKER_SPOCK, TX_TUG2_008);
_awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_E;
walkCrewman(OBJECT_SPOCK, 0x56, 0xa9, 11);
}
void Room::tug2SpockReturnedToPosition() {
_awayMission->disableInput = false;
_awayMission->tug.missionScore += 2;
}
void Room::tug2GetWires() {
if (_awayMission->disableWalking)
return;
_awayMission->disableInput = true;
_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_E;
walkCrewman(OBJECT_KIRK, 0xc9, 0xa0, 28);
}
void Room::tug2KirkReachedWiresToGet() {
loadActorAnim2(OBJECT_KIRK, "kuseme", -1, -1, 29);
}
void Room::tug2KirkGotWires() {
if (_awayMission->tug.field35 == 0) {
playMidiMusicTracks(2, -1);
loadActorAnim2(OBJECT_BRIG, "zap", 0, 0, 1);
playVoc("NM8EXPLO");
loadActorAnim2(OBJECT_BOMB, "t2bbo", -3, 1, 0);
playSoundEffectIndex(SND_PHASSHOT);
playSoundEffectIndex(SND_BLANK_16);
_awayMission->tug.field35 = 6;
loadActorStandAnim(OBJECT_WIRE);
giveItem(OBJECT_IWIRING);
_awayMission->tug.gotWires = true;
_awayMission->disableInput = false;
_awayMission->tug.missionScore += 3;
} else {
loadActorStandAnim(OBJECT_WIRE);
giveItem(OBJECT_IWIRING);
_awayMission->tug.gotWires = true;
_awayMission->disableInput = false;
_awayMission->tug.missionScore += 3;
}
}
void Room::tug2UseKirkOnButton() {
if (_awayMission->disableWalking)
return;
_awayMission->disableInput = true;
_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_E;
walkCrewman(OBJECT_KIRK, 0xc9, 0xa0, 14);
}
void Room::tug2KirkReachedButton() {
loadActorAnim2(OBJECT_KIRK, "kusehe", -1, -1, 15);
playSoundEffectIndex(SND_07);
}
void Room::tug2UseSpockOnButton() {
if (_awayMission->disableWalking)
return;
_awayMission->disableInput = true;
_awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_E;
walkCrewman(OBJECT_SPOCK, 0xc9, 0xa0, 16);
}
void Room::tug2SpockReachedButton() {
loadActorAnim2(OBJECT_SPOCK, "susehe", -1, -1, 17);
playSoundEffectIndex(SND_07);
}
void Room::tug2UseMccoyOnButton() {
if (_awayMission->disableWalking)
return;
_awayMission->disableInput = true;
_awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_E;
walkCrewman(OBJECT_MCCOY, 0xc9, 0xa0, 18);
}
void Room::tug2MccoyReachedButton() {
loadActorAnim2(OBJECT_MCCOY, "musehe", -1, -1, 19);
playSoundEffectIndex(SND_07);
}
void Room::tug2UseRedshirtOnButton() {
if (_awayMission->disableWalking)
return;
_awayMission->disableInput = true;
_awayMission->crewDirectionsAfterWalk[OBJECT_REDSHIRT] = DIR_E;
walkCrewman(OBJECT_REDSHIRT, 0xc9, 0xa0, 20);
}
void Room::tug2RedshirtReachedButton() {
loadActorAnim2(OBJECT_REDSHIRT, "rusehe", -1, -1, 21);
playSoundEffectIndex(SND_07);
}
void Room::tug2TurnedOffForceField() {
_awayMission->disableInput = false;
if (_awayMission->tug.field35 == 0) {
playMidiMusicTracks(2, -1);
loadActorAnim2(OBJECT_BRIG, "zap", 0, 0, 1);
playVoc("NM8EXPLO");
loadActorAnim2(OBJECT_BOMB, "t2bbo", -3, 1, 0);
// FIXME: doesn't play "PHASSHOT" sound effect like when kirk removes wires?
_awayMission->tug.field35 = 6;
} else if (_awayMission->tug.field35 == 4 && !_awayMission->tug.brigForceFieldDown) {
_awayMission->tug.brigForceFieldDown = true;
loadActorAnim2(OBJECT_BRIG, "fld10", 0, 0, 2);
_awayMission->tug.missionScore += 6;
playVoc("EFX15");
}
}
void Room::tug2PrisonersDead() {
loadActorAnim2(OBJECT_BRIG, "zapdon", 0, 0, 0);
showDescription(TX_TUG2N026);
}
void Room::tug2PrisonersReleased() {
loadActorAnim2(OBJECT_BRIG, "fld10d", 0, 0, 0);
showText(TX_SPEAKER_MASADA_CREWMAN, TX_TUG2_029);
showText(TX_SPEAKER_MASADA_CREWMAN, TX_TUG2_030);
showText(TX_SPEAKER_MASADA_CREWMAN, TX_TUG2_028);
_awayMission->tug.savedPrisoners = true;
}
void Room::tug2UsePhaserOnBrig() {
if (_awayMission->tug.field35 == 0)
showText(TX_SPEAKER_SPOCK, TX_TUG2_006);
else if (_awayMission->tug.brigForceFieldDown) {
// BUGFIX: this function had two implementations; one for firing on the brig, and
// one for firing on the masada crewman (who replaces the brig object). The first
// took priority, meaning the latter code never ran. That's fixed here.
showText(TX_SPEAKER_MASADA_CREWMAN, TX_TUG2_025);
}
}
void Room::tug2ElasiReadyPhaser() {
if (_awayMission->tug.guard1Status == 0 && _awayMission->tug.field59 == 0) {
loadActorAnim2(OBJECT_GUARD_1, "p5draw", -1, -1, 0);
_awayMission->tug.field59++;
}
}
void Room::tug2CheckEndFirefight() {
if (_awayMission->tug.guard1Status == GUARDSTAT_UP || _awayMission->tug.guard2Status == GUARDSTAT_UP)
return;
_awayMission->disableWalking = false;
if (_awayMission->tug.kirkPhaserDrawn)
loadActorStandAnim(OBJECT_KIRK);
}
void Room::tug2UseStunPhaserOnGuard1() {
if (_awayMission->tug.guard1Status != GUARDSTAT_UP)
tug2KirkShootGuard1();
else {
tug2ElasiReadyPhaser();
_awayMission->disableInput = true;
if (_awayMission->tug.kirkPhaserDrawn)
tug2KirkShootGuard1();
else {
loadActorAnim2(OBJECT_KIRK, "kdrawe", -1, -1, 22);
_awayMission->tug.kirkPhaserDrawn = true;
}
}
}
void Room::tug2KirkShootGuard1() {
if (_awayMission->tug.guard1Status == GUARDSTAT_UP) {
loadActorAnim2(OBJECT_GUARD_1, "p5stun", -1, -1, 0);
_awayMission->tug.guard1Status = GUARDSTAT_STUNNED;
playSoundEffectIndex(SND_PHASSHOT);
showBitmapFor5Ticks("t2beem03", 5);
tug2CheckEndFirefight();
}
_awayMission->disableInput = false;
}
void Room::tug2UseStunPhaserOnGuard2() {
if (_awayMission->tug.guard2Status != GUARDSTAT_UP)
tug2KirkShootGuard2();
else {
tug2ElasiReadyPhaser();
_awayMission->disableInput = true;
if (_awayMission->tug.kirkPhaserDrawn)
tug2KirkShootGuard2();
else {
loadActorAnim2(OBJECT_KIRK, "kdrawe", -1, -1, 23);
_awayMission->tug.kirkPhaserDrawn = true;
}
}
}
void Room::tug2KirkShootGuard2() {
if (_awayMission->tug.guard2Status == GUARDSTAT_UP) {
loadActorAnim2(OBJECT_GUARD_2, "p6stun", -1, -1, 0);
_awayMission->tug.guard2Status = GUARDSTAT_STUNNED;
playSoundEffectIndex(SND_PHASSHOT);
showBitmapFor5Ticks("t2beem02", 5);
tug2CheckEndFirefight();
}
_awayMission->disableInput = false;
}
void Room::tug2UseKillPhaserOnGuard1() {
if (_awayMission->tug.guard1Status != GUARDSTAT_UP)
tug2KirkKillGuard1();
else {
tug2ElasiReadyPhaser();
_awayMission->disableInput = true;
if (_awayMission->tug.kirkPhaserDrawn)
tug2KirkKillGuard1();
else {
loadActorAnim2(OBJECT_KIRK, "kdrawe", -1, -1, 24);
_awayMission->tug.kirkPhaserDrawn = true;
_awayMission->tug.brigElasiPhasersOnKill = true;
}
}
}
void Room::tug2KirkKillGuard1() {
if (_awayMission->tug.guard1Status == GUARDSTAT_UP) {
loadActorAnim2(OBJECT_GUARD_1, "p5kill", -1, -1, 0);
_awayMission->tug.guard1Status = GUARDSTAT_DEAD;
playSoundEffectIndex(SND_PHASSHOT);
showBitmapFor5Ticks("t2beem05", 5);
tug2CheckEndFirefight();
}
_awayMission->disableInput = false;
}
void Room::tug2UseKillPhaserOnGuard2() {
if (_awayMission->tug.guard2Status != GUARDSTAT_UP)
tug2KirkKillGuard2();
else {
tug2ElasiReadyPhaser();
_awayMission->disableInput = true;
if (_awayMission->tug.kirkPhaserDrawn)
tug2KirkKillGuard2();
else {
loadActorAnim2(OBJECT_KIRK, "kdrawe", -1, -1, 25);
_awayMission->tug.kirkPhaserDrawn = true;
_awayMission->tug.brigElasiPhasersOnKill = true;
}
}
}
void Room::tug2KirkKillGuard2() {
if (_awayMission->tug.guard2Status == GUARDSTAT_UP) {
loadActorAnim2(OBJECT_GUARD_2, "p6kill", -1, -1, 0);
_awayMission->tug.guard2Status = GUARDSTAT_DEAD;
playSoundEffectIndex(SND_PHASSHOT);
showBitmapFor5Ticks("t2beem04", 5);
tug2CheckEndFirefight();
}
_awayMission->disableInput = false;
}
void Room::tug2UsePhaserOnWelder() {
loseItem(OBJECT_IPWE);
giveItem(OBJECT_IPWF);
showDescription(TX_TUG2N006);
// BUGFIX: this following line didn't exist, despite it existing in TUG1; meaning this
// was supposed to give points, but it only did in a specific room.
_awayMission->tug.missionScore += 3;
}
void Room::tug2UseWelderOnWireScraps() {
showDescription(TX_TUG2N009);
loseItem(OBJECT_IWIRSCRP);
}
void Room::tug2UseWelderOnMetalScraps() {
showText(TX_SPEAKER_SPOCK, TX_TUG2_112);
loseItem(OBJECT_IJNKMETL);
giveItem(OBJECT_ICOMBBIT);
}
void Room::tug2UseCombBitOnTransmogrifier() {
showText(TX_SPEAKER_SPOCK, TX_TUG2_021);
loseItem(OBJECT_ICOMBBIT);
loseItem(OBJECT_IRT);
giveItem(OBJECT_IRTWB);
}
void Room::tug2ShotByElasi() {
showDescription(TX_TUG2N025);
showGameOverMenu();
// Unused: additional textbox that says "***Game over man!***"
}
void Room::tug2WalkToDoor() {
walkCrewman(OBJECT_KIRK, 0x0b, 0xab, 0);
}
void Room::tug2LookAtDoor() {
showDescription(TX_TUG2N012);
}
void Room::tug2LookAtKirk() {
showDescription(TX_TUG2N003);
}
void Room::tug2TalkToKirk() {
if (_awayMission->tug.field35 == 6)
showText(TX_SPEAKER_KIRK, TX_TUG2_001);
else
showText(TX_SPEAKER_KIRK, TX_TUG2_002);
}
void Room::tug2TalkToMccoy() {
if (_awayMission->tug.field35 == 6)
showText(TX_SPEAKER_MCCOY, TX_TUG2_018);
else
showText(TX_SPEAKER_MCCOY, TX_TUG2_010);
}
void Room::tug2TalkToRedshirt() {
// BUGFIX: the original game has two implementations of this function; the first takes
// precedence, however, it's just generic, unhelpful text. The second implementation
// is more interesting, so that one is used instead.
if (_awayMission->tug.field35 == 6)
showText(TX_SPEAKER_CHRISTENSEN, TX_TUG2L004);
else
showText(TX_SPEAKER_CHRISTENSEN, TX_TUG2J003);
// Original text: "I'm just a security officer, sir."
//showText(TX_SPEAKER_CHRISTENSEN, TX_TUG2L002);
}
void Room::tug2TalkToSpock() {
if (_awayMission->tug.field35 == 6)
showText(TX_SPEAKER_SPOCK, TX_TUG2_005);
else
showText(TX_SPEAKER_SPOCK, TX_TUG2_020);
}
void Room::tug2UseCommunicator() {
showText(TX_SPEAKER_SPOCK, TX_TUG1_011);
}
void Room::tug2DetermineElasiShooter() {
if (_awayMission->tug.guard2Status == GUARDSTAT_UP)
_roomVar.tug.shootingObject = OBJECT_GUARD_2;
if (_awayMission->tug.guard1Status == GUARDSTAT_UP)
_roomVar.tug.shootingObject = OBJECT_GUARD_1;
}
// Elasi shoots someone
void Room::tug2Timer0Expired() {
if (_awayMission->tug.guard1Status != GUARDSTAT_UP && _awayMission->tug.guard2Status != GUARDSTAT_UP)
return;
_roomVar.tug.elasiPhaserOnKill = 0;
if (_awayMission->tug.brigElasiPhasersOnKill)
_roomVar.tug.elasiPhaserOnKill = 1;
switch (_awayMission->tug.elasiTargetIndex) {
case 0:
_awayMission->tug.elasiTargetIndex++;
if (_awayMission->tug.guard2Status != GUARDSTAT_UP) {
// BUGFIX: reset the timer to allow guard 1 to continue if guard 2 is down
_awayMission->timers[0] = 60;
return;
}
// Guard misses and shoots wall
loadActorAnim2(OBJECT_13, "wallht", 0, 0, 0);
showBitmapFor5Ticks("t2beem00", 5);
playSoundEffectIndex(SND_PHASSHOT);
loadActorAnim2(OBJECT_GUARD_2, "p6fire", -1, -1, 0);
_awayMission->tug.field4e = _roomVar.tug.elasiPhaserOnKill;
_awayMission->timers[0] = 60;
break;
case 1:
// Guard shoots redshirt
_awayMission->tug.elasiTargetIndex++;
if (!_awayMission->tug.crewmanKilled[OBJECT_REDSHIRT]) {
tug2DetermineElasiShooter();
_roomVar.tug.shootingTarget = OBJECT_REDSHIRT;
_awayMission->timers[0] = 60;
tug2GuardShootsCrewman();
}
break;
case 2:
// Guard shoots spock (or kirk)
_awayMission->tug.elasiTargetIndex++;
_roomVar.tug.shootKirkOverride = false;
if (_awayMission->tug.brigElasiPhasersOnKill)
_roomVar.tug.shootKirkOverride = true;
tug2DetermineElasiShooter();
if (_roomVar.tug.shootKirkOverride)
_roomVar.tug.shootingTarget = OBJECT_KIRK;
else
_roomVar.tug.shootingTarget = OBJECT_SPOCK;
_awayMission->timers[0] = 60;
tug2GuardShootsCrewman();
break;
case 3:
// Guard shoots Mccoy
_awayMission->tug.elasiTargetIndex++;
if (!_awayMission->tug.crewmanKilled[OBJECT_MCCOY]) {
tug2DetermineElasiShooter();
_roomVar.tug.shootingTarget = OBJECT_MCCOY;
_awayMission->timers[0] = 80;
tug2GuardShootsCrewman();
}
break;
case 4:
// Guard shoots kirk (or Spock)
_awayMission->tug.elasiTargetIndex++;
if (_roomVar.tug.shootKirkOverride) {
tug2DetermineElasiShooter();
_roomVar.tug.shootingTarget = OBJECT_SPOCK;
_awayMission->timers[2] = 40;
tug2GuardShootsCrewman();
} else {
tug2DetermineElasiShooter();
_roomVar.tug.shootingTarget = OBJECT_KIRK;
_awayMission->timers[2] = 40;
tug2GuardShootsCrewman();
}
break;
}
}
void Room::tug2GuardShootsCrewman() {
const char *g1ShotsOnStun[] = {
"t2beem15",
"t2beem14",
"t2beem17",
"t2beem16"
};
const char *g1ShotsOnKill[] = {
"t2beem19",
"t2beem20",
"t2beem21",
"t2beem18",
};
const char *g2ShotsOnStun[] = { // BUG: these look wrong. But correct animations don't seem to exist.
"t2beem07",
"t2beem08",
"t2beem09",
"t2beem06"
};
const char *g2ShotsOnKill[] = {
"t2beem11",
"t2beem12",
"t2beem13",
"t2beem10",
};
const char *crewPrefixes = "ksmr";
if (!_roomVar.tug.elasiPhaserOnKill)
_awayMission->crewDirectionsAfterWalk[_roomVar.tug.shootingTarget] = DIR_W;
Common::String anim;
const char **bitmapArray;
if (_roomVar.tug.elasiPhaserOnKill) {
anim = "_Kille";
if (_roomVar.tug.shootingObject == OBJECT_GUARD_1)
bitmapArray = g1ShotsOnKill;
else
bitmapArray = g2ShotsOnKill;
} else {
anim = "_stune";
if (_roomVar.tug.shootingObject == OBJECT_GUARD_1)
bitmapArray = g1ShotsOnStun;
else
bitmapArray = g2ShotsOnStun;
}
anim.setChar(crewPrefixes[_roomVar.tug.shootingTarget], 0);
if (_roomVar.tug.shootingTarget != OBJECT_KIRK)
loadActorAnim2(_roomVar.tug.shootingTarget, anim, -1, -1, 0);
else if (_roomVar.tug.elasiPhaserOnKill)
loadActorAnim2(_roomVar.tug.shootingTarget, anim, -1, -1, 27);
else
loadActorAnim2(_roomVar.tug.shootingTarget, anim, -1, -1, 26);
showBitmapFor5Ticks(bitmapArray[_roomVar.tug.shootingTarget], 5);
playSoundEffectIndex(SND_PHASSHOT);
if (_roomVar.tug.shootingObject == OBJECT_GUARD_1)
loadActorAnim2(OBJECT_GUARD_1, "p5fire", -1, -1, 0);
else
loadActorAnim2(OBJECT_GUARD_2, "p6fire", -1, -1, 0);
_awayMission->tug.crewmanKilled[_roomVar.tug.shootingTarget] = _roomVar.tug.elasiPhaserOnKill;
if (!_roomVar.tug.elasiPhaserOnKill) {
// BUG: crew goes down for 120 frames, but they start to get up before the fight
// is over. Perhaps this number should be increased.
_awayMission->crewDirectionsAfterWalk[_roomVar.tug.shootingTarget] = DIR_W;
_awayMission->crewGetupTimers[_roomVar.tug.shootingTarget] = 120;
_awayMission->crewDownBitset |= (1 << _roomVar.tug.shootingTarget);
}
if (_roomVar.tug.elasiPhaserOnKill && _roomVar.tug.shootingTarget == OBJECT_REDSHIRT)
_awayMission->redshirtDead = true;
}
void Room::tug2Timer2Expired() {
// NOTE: is this function redundant? There's another that shows the game over menu
// when Kirk's death animation finishes. That one seems to take precedence.
showGameOverMenu();
}
void Room::tug2UseSTricorderOnBomb() {
spockScan(DIR_E, TX_TUG2_004, true);
}
void Room::tug2UseMTricorderOnGuard1() {
if (_awayMission->tug.guard1Status == GUARDSTAT_STUNNED)
mccoyScan(DIR_E, TX_TUG2_016, true);
}
void Room::tug2UseMTricorderOnGuard2() {
// BUGFIX: original didn't play audio for this (despite being the same as above).
if (_awayMission->tug.guard2Status == GUARDSTAT_STUNNED)
mccoyScan(DIR_E, TX_TUG2_016, true);
}
void Room::tug2TalkToGuard1() {
if (_awayMission->tug.guard1Status == GUARDSTAT_TIED)
showText(TX_SPEAKER_ELASI_GUARD, TX_TUG2L086);
else if (_awayMission->tug.guard1Status == GUARDSTAT_STUNNED)
showText(TX_SPEAKER_MCCOY, TX_TUG2_012);
}
void Room::tug2TalkToGuard2() {
if (_awayMission->tug.guard2Status == GUARDSTAT_TIED)
showText(TX_SPEAKER_ELASI_GUARD, TX_TUG2L086);
else if (_awayMission->tug.guard2Status == GUARDSTAT_STUNNED)
showText(TX_SPEAKER_MCCOY, TX_TUG2_013);
}
void Room::tug2UseMedkitOnBomb() {
showText(TX_SPEAKER_MCCOY, TX_TUG2_017);
}
void Room::tug2UseMedkitOnGuard1() {
if (_awayMission->tug.guard1Status == GUARDSTAT_STUNNED)
showText(TX_SPEAKER_MCCOY, TX_TUG2_014);
}
void Room::tug2UseMedkitOnGuard2() {
if (_awayMission->tug.guard2Status == GUARDSTAT_STUNNED)
showText(TX_SPEAKER_MCCOY, TX_TUG2_014);
}
void Room::tug2LookAnywhere() {
if (_awayMission->tug.guard1Status == GUARDSTAT_DEAD && _awayMission->tug.guard2Status == GUARDSTAT_DEAD && _awayMission->tug.field35 == 6)
showDescription(TX_TUG2N019);
else if (_awayMission->tug.guard1Status == GUARDSTAT_DEAD && _awayMission->tug.guard2Status == GUARDSTAT_DEAD && !_awayMission->tug.brigForceFieldDown)
showDescription(TX_TUG2N017);
else if (_awayMission->tug.guard1Status == GUARDSTAT_STUNNED && _awayMission->tug.guard2Status == GUARDSTAT_STUNNED && _awayMission->tug.field35 == 6)
showDescription(TX_TUG2N020);
else if (_awayMission->tug.guard1Status == GUARDSTAT_STUNNED && _awayMission->tug.guard2Status == GUARDSTAT_STUNNED && !_awayMission->tug.brigForceFieldDown)
showDescription(TX_TUG2N018);
else if (_awayMission->tug.guard1Status == GUARDSTAT_STUNNED && _awayMission->tug.guard2Status == GUARDSTAT_STUNNED && _awayMission->tug.brigForceFieldDown)
showDescription(TX_TUG2N021);
else if (_awayMission->tug.guard1Status == GUARDSTAT_DEAD && _awayMission->tug.guard2Status == GUARDSTAT_DEAD && _awayMission->tug.brigForceFieldDown)
showDescription(TX_TUG2N022);
else
showDescription(TX_TUG2N023);
}
void Room::tug2TalkToBrig() {
// The "brig" can also be a masada crewman, when the force field is down, so there are
// at least two cases here.
if (_awayMission->tug.brigForceFieldDown && !_awayMission->tug.talkedToBrigCrewman) {
loadActorAnim2(OBJECT_BRIG, "fld10d", 0, 0, 0);
showText(TX_SPEAKER_MASADA_CREWMAN, TX_TUG2_026);
_awayMission->tug.talkedToBrigCrewman = true;
}
if (_awayMission->tug.brigForceFieldDown && _awayMission->tug.talkedToBrigCrewman)
showText(TX_SPEAKER_MASADA_CREWMAN, TX_TUG2_027);
else if (!_awayMission->tug.brigForceFieldDown)
mccoyScan(DIR_E, TX_TUG2_015, true);
}
void Room::tug2UseMTricorderOnBrig() {
if (_awayMission->tug.field35 == 6)
mccoyScan(DIR_E, TX_TUG2_019, true);
else if (!_awayMission->tug.brigForceFieldDown)
mccoyScan(DIR_E, TX_TUG2_015, true);
}
void Room::tug2UseMTricorderOnOpenBrig() {
if (_awayMission->tug.brigForceFieldDown)
mccoyScan(DIR_E, TX_TUG2_015, true);
}
void Room::tug2UsePhaserAnywhere() {
// Stub function to suppress "you can't do that" messages.
}
}