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STARTREK: VENG5
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Stewmath committed Aug 8, 2018
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3 changes: 3 additions & 0 deletions engines/startrek/awaymission.h
Original file line number Diff line number Diff line change
Expand Up @@ -675,7 +675,10 @@ struct AwayMission {
bool kirkShouldSuggestReestablishingPower; // 0x56
bool tookHypoFromSickbay; // 0x57
bool tookDrillFromSickbay; // 0x58
bool clearedDebrisInRoom5; // 0x59
bool havePowerPack; // 0x5a
bool enteredRoom5FirstTime; // 0x5b
bool askedSpockAboutFire; // 0x5c
bool tookCableFromSickbayHallway; // 0x5f
bool tookMolecularSaw; // 0x60
bool readEngineeringJournal; // 0x61
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34 changes: 34 additions & 0 deletions engines/startrek/room.h
Original file line number Diff line number Diff line change
Expand Up @@ -2681,6 +2681,40 @@ class Room {

// VENG5
void veng5Tick1();
void veng5Tick45();
void veng5WalkToDoor();
void veng5ReachedDoor();
void veng5DoorOpened();
void veng5TouchedTurboliftDoor();
void veng5LookAtDoor();
void veng5LookAtLadder();
void veng5LookAtDeadGuy();
void veng5LookAtPowerPack();
void veng5LookAtDebris();
void veng5LookAtKirk();
void veng5LookAtSpock();
void veng5LookAtMccoy();
void veng5LookAtRedshirt();
void veng5LookAnywhere();
void veng5UsePhaserOnPowerPack();
void veng5UseStunPhaserOnDebris();
void veng5UseKillPhaserOnDebris();
void veng5ReachedPositionToShootDebris();
void veng5DrewPhaser();
void veng5VaporizedDebris();
void veng5UseMTricorderOnDebris();
void veng5UseSTricorderOnDebris();
void veng5UseMTricorderOnPowerPack();
void veng5UseSTricorderOnPowerPack();
void veng5TalkToKirk();
void veng5TalkToMccoy();
void veng5TalkToSpock();
void veng5TalkToRedshirt();
void veng5TouchedHotspot0();
void veng5GetPowerPack();
void veng5ReachedPowerPack();
void veng5PickedUpPowerPack();
// TODO: common code (and scanning the dead guy)

// VENG6
void veng6Tick1();
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221 changes: 219 additions & 2 deletions engines/startrek/rooms/veng5.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -23,19 +23,236 @@
#include "startrek/room.h"

#define OBJECT_DOOR 8
#define OBJECT_DEBRIS 9
#define OBJECT_POWER_PACK 10
#define OBJECT_DEAD_GUY 11

#define HOTSPOT_20 0x20
#define HOTSPOT_DOOR 0x20
#define HOTSPOT_LADDER 0x21

namespace StarTrek {

extern const RoomAction veng5ActionList[] = {
{ {ACTION_TICK, 1, 0, 0}, &Room::veng5Tick1 },
{ {ACTION_TICK, 1, 0, 0}, &Room::veng5Tick1 },
{ {ACTION_TICK, 45, 0, 0}, &Room::veng5Tick45 },

{ {ACTION_WALK, HOTSPOT_DOOR, 0, 0}, &Room::veng5WalkToDoor },
{ {ACTION_DONE_WALK, 2, 0, 0}, &Room::veng5ReachedDoor },
{ {ACTION_DONE_ANIM, 1, 0, 0}, &Room::veng5DoorOpened },
{ {ACTION_TOUCHED_WARP, 1, 0, 0}, &Room::veng5TouchedTurboliftDoor },

{ {ACTION_LOOK, HOTSPOT_DOOR, 0, 0}, &Room::veng5LookAtDoor },
{ {ACTION_LOOK, OBJECT_DOOR, 0, 0}, &Room::veng5LookAtDoor },
{ {ACTION_LOOK, HOTSPOT_LADDER, 0, 0}, &Room::veng5LookAtLadder },
{ {ACTION_LOOK, OBJECT_DEAD_GUY, 0, 0}, &Room::veng5LookAtDeadGuy },
{ {ACTION_LOOK, OBJECT_POWER_PACK, 0, 0}, &Room::veng5LookAtPowerPack },
{ {ACTION_LOOK, OBJECT_DEBRIS, 0, 0}, &Room::veng5LookAtDebris },
{ {ACTION_LOOK, OBJECT_KIRK, 0, 0}, &Room::veng5LookAtKirk },
{ {ACTION_LOOK, OBJECT_SPOCK, 0, 0}, &Room::veng5LookAtSpock },
{ {ACTION_LOOK, OBJECT_MCCOY, 0, 0}, &Room::veng5LookAtMccoy },
{ {ACTION_LOOK, OBJECT_REDSHIRT, 0, 0}, &Room::veng5LookAtRedshirt },
{ {ACTION_LOOK, 0xff, 0, 0}, &Room::veng5LookAnywhere },

{ {ACTION_USE, OBJECT_IPHASERS, OBJECT_POWER_PACK, 0}, &Room::veng5UsePhaserOnPowerPack },
{ {ACTION_USE, OBJECT_IPHASERK, OBJECT_POWER_PACK, 0}, &Room::veng5UsePhaserOnPowerPack },
{ {ACTION_USE, OBJECT_IPHASERS, OBJECT_DEBRIS, 0}, &Room::veng5UseStunPhaserOnDebris },
{ {ACTION_USE, OBJECT_IPHASERK, OBJECT_DEBRIS, 0}, &Room::veng5UseKillPhaserOnDebris },
{ {ACTION_DONE_WALK, 4, 0, 0}, &Room::veng5ReachedPositionToShootDebris },
{ {ACTION_DONE_ANIM, 5, 0, 0}, &Room::veng5DrewPhaser },
{ {ACTION_DONE_ANIM, 3, 0, 0}, &Room::veng5VaporizedDebris },

{ {ACTION_USE, OBJECT_IMTRICOR, OBJECT_DEBRIS, 0}, &Room::veng5UseMTricorderOnDebris },
{ {ACTION_USE, OBJECT_ISTRICOR, OBJECT_DEBRIS, 0}, &Room::veng5UseSTricorderOnDebris },
{ {ACTION_USE, OBJECT_IMTRICOR, OBJECT_POWER_PACK, 0}, &Room::veng5UseMTricorderOnPowerPack },
{ {ACTION_USE, OBJECT_ISTRICOR, OBJECT_POWER_PACK, 0}, &Room::veng5UseSTricorderOnPowerPack },

{ {ACTION_TALK, OBJECT_KIRK, 0, 0}, &Room::veng5TalkToKirk },
{ {ACTION_TALK, OBJECT_MCCOY, 0, 0}, &Room::veng5TalkToMccoy },
{ {ACTION_TALK, OBJECT_SPOCK, 0, 0}, &Room::veng5TalkToSpock },
{ {ACTION_TALK, OBJECT_REDSHIRT, 0, 0}, &Room::veng5TalkToRedshirt },

{ {ACTION_TOUCHED_HOTSPOT, 0, 0, 0}, &Room::veng5TouchedHotspot0 },

{ {ACTION_GET, OBJECT_POWER_PACK, 0, 0}, &Room::veng5GetPowerPack },
{ {ACTION_DONE_WALK, 6, 0, 0}, &Room::veng5ReachedPowerPack },
{ {ACTION_DONE_ANIM, 7, 0, 0}, &Room::veng5PickedUpPowerPack },
};

extern const int veng5NumActions = ARRAYSIZE(veng5ActionList);


void Room::veng5Tick1() {
playVoc("VEN5LOOP");

if (!_awayMission->veng.clearedDebrisInRoom5)
loadActorAnim(OBJECT_DEBRIS, "s7r5de", 0xb1, 0x89);
else if (!_awayMission->veng.havePowerPack)
loadActorAnim(OBJECT_POWER_PACK, "s7r5fu", 0xb1, 0x89);

loadActorAnim(OBJECT_DEAD_GUY, "s7r5c1", 0xe2, 0x91);
}

void Room::veng5Tick45() {
if (!_awayMission->veng.enteredRoom5FirstTime) {
_awayMission->veng.enteredRoom5FirstTime = true;
showText(TX_SPEAKER_SPOCK, TX_VEN5_005); // "I'm picking up on a nearby power source"
}
}

void Room::veng5WalkToDoor() {
walkCrewmanC(OBJECT_KIRK, 0x78, 0x8e, &Room::veng5ReachedDoor);
}

void Room::veng5ReachedDoor() {
_awayMission->disableInput = true;
playSoundEffectIndex(SND_DOOR1);
loadActorAnimC(OBJECT_DOOR, "s7r5d1", 0x6b, 0x8c, &Room::veng5DoorOpened);
walkCrewman(OBJECT_KIRK, 0x64, 0x8e);
}

void Room::veng5DoorOpened() {
loadRoomIndex(6, 2);
}

void Room::veng5TouchedTurboliftDoor() {
playSoundEffectIndex(SND_DOOR1);
showRepublicMap(5, 1);
}

void Room::veng5LookAtDoor() {
showText(TX_VEN5N007);
}

void Room::veng5LookAtLadder() {
showText(TX_VEN5N008);
}

void Room::veng5LookAtDeadGuy() {
showText(TX_VEN5N000);
}

void Room::veng5LookAtPowerPack() {
showText(TX_VEN5N009);
}

void Room::veng5LookAtDebris() {
showText(TX_VEN5N001);
}

void Room::veng5LookAtKirk() {
showText(TX_VEN5N003);
}

void Room::veng5LookAtSpock() {
showText(TX_VEN5N002);
}

void Room::veng5LookAtMccoy() {
showText(TX_VEN5N004);
}

void Room::veng5LookAtRedshirt() {
showText(TX_VEN5N005);
}

void Room::veng5LookAnywhere() {
showText(TX_VEN5N006);
}

void Room::veng5UsePhaserOnPowerPack() {
showText(TX_SPEAKER_MCCOY, TX_VEN5_007);
}

void Room::veng5UseStunPhaserOnDebris() {
showText(TX_SPEAKER_SPOCK, TX_VEN5_013);
}

void Room::veng5UseKillPhaserOnDebris() {
walkCrewmanC(OBJECT_KIRK, 0xaa, 0xb9, &Room::veng5ReachedPositionToShootDebris);
_awayMission->disableInput = true;
}

void Room::veng5ReachedPositionToShootDebris() {
loadActorAnimC(OBJECT_KIRK, "kfiren", -1, -1, &Room::veng5DrewPhaser);
}

void Room::veng5DrewPhaser() {
loadActorAnimC(OBJECT_POWER_PACK, "s7r5p1", 0xb1, 0x89, &Room::veng5VaporizedDebris);
playSoundEffectIndex(SND_PHASSHOT);
loadActorStandAnim(OBJECT_DEBRIS);
}

void Room::veng5VaporizedDebris() {
loadActorStandAnim(OBJECT_KIRK);

showText(TX_SPEAKER_MCCOY, TX_VEN5_011);
showText(TX_SPEAKER_SPOCK, TX_VEN5_018);
showText(TX_SPEAKER_MCCOY, TX_VEN5_010);
showText(TX_SPEAKER_SPOCK, TX_VEN5_019);
showText(TX_SPEAKER_KIRK, TX_VEN5_003);

_awayMission->veng.clearedDebrisInRoom5 = true;
_awayMission->disableInput = false;
}

void Room::veng5UseMTricorderOnDebris() {
mccoyScan(DIR_W, TX_VEN5_008);
}

void Room::veng5UseSTricorderOnDebris() {
spockScan(DIR_N, TX_VEN5_012);
}

void Room::veng5UseMTricorderOnPowerPack() {
mccoyScan(DIR_W, TX_VEN5_009); // ENHANCEMENT: Use mccoyScan, not showText
}

void Room::veng5UseSTricorderOnPowerPack() {
spockScan(DIR_N, TX_VEN5_004);
}

void Room::veng5TalkToKirk() {
showText(TX_SPEAKER_KIRK, TX_VEN5_001);
}

void Room::veng5TalkToMccoy() {
showText(TX_SPEAKER_MCCOY, TX_VEN5_006);
}

void Room::veng5TalkToSpock() {
showText(TX_SPEAKER_SPOCK, TX_VEN5_017);
showText(TX_SPEAKER_KIJE, TX_VEN5_R20);
}

void Room::veng5TalkToRedshirt() {
showText(TX_SPEAKER_KIJE, TX_VEN5_R19);
}

void Room::veng5TouchedHotspot0() { // Approached too close to fire
showText(TX_SPEAKER_SPOCK, TX_VEN5_015);

if (!_awayMission->veng.askedSpockAboutFire) {
_awayMission->veng.askedSpockAboutFire = true;
showText(TX_SPEAKER_KIRK, TX_VEN5_002);
showText(TX_SPEAKER_SPOCK, TX_VEN5_016);
}
}

void Room::veng5GetPowerPack() {
walkCrewmanC(OBJECT_KIRK, 0xb1, 0x8c, &Room::veng5ReachedPowerPack);
}

void Room::veng5ReachedPowerPack() {
loadActorAnimC(OBJECT_KIRK, "kuseln", -1, -1, &Room::veng5PickedUpPowerPack);
}

void Room::veng5PickedUpPowerPack() {
if (!_awayMission->veng.havePowerPack) {
loadActorStandAnim(OBJECT_POWER_PACK);
showText(TX_VEN5N010);
_awayMission->veng.havePowerPack = true;
giveItem(OBJECT_IFUSION);
}
}

}
35 changes: 33 additions & 2 deletions engines/startrek/text.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2690,7 +2690,7 @@ extern const char *const g_gameStrings[] = {
"#VEN0\\VEN0_013#Captain, these phasers are not configured for fine cutting. We could cause extensive damage.",
"#VEN0\\VEN0_014#What kind of a butcher would do this sort of thing?",
"#VEN0\\VEN0_015#I'm a doctor, not a civil engineer!",
"#VEN0\\VEN0_016#They're dead, Jim. All of them.", // TYPO
"#VEN0\\VEN0_016#They're dead, Jim. All of them.", // TYPO (for only some rooms this text appears in)
"#VEN0\\VEN0_017#Jim, don't forget, there's another survivor on board. We've got to find him!",
"#VEN0\\VEN0_018#My God, Jim. What kind of butcher would do something like this?",
"#VEN0\\VEN0_019#Punctured lung, nerve damage, brain damage, fractured arm and ribs; it's a miracle he lasted as long as he did. He's not coming back, Jim.",
Expand Down Expand Up @@ -3021,7 +3021,38 @@ extern const char *const g_gameStrings[] = {
"#VEN4\\VEN4N016#You retrieve the medical drill.",
"#VEN4\\VEN4N017#You see the dead body of Brittany. Her life was cut short and you won't stop until you find the persons responsible.",

"#VEN4\\VEN4_017#I believe nothing needs to be said, Captain.",

"#VEN5\\VEN5_001#We must complete our mission, gentlemen.",
"#VEN5\\VEN5_002#Is the fire in danger of spreading, spock?",
"#VEN5\\VEN5_003#Thank you, Spock, I think we get the point.",
"#VEN5\\VEN5_004#A standard portable fusion power pack. It is fully functional, Captain.",
"#VEN5\\VEN5_005#Captain, I'm picking up a functioning energy source in the immediate vicinity.",
"#VEN5\\VEN5_006#I can't say that I'm very talkative right now.",
"#VEN5\\VEN5_007#Jim, are you mad? Put that phaser away. You almost killed us once already.",
"#VEN5\\VEN5_008#No lifeforms present, Jim. I'm picking up some kind of energy reading, though.",
"#VEN5\\VEN5_009#One of those fusion power packs, Jim. What do you want me to do with it?",
"#VEN5\\VEN5_010#A few centimeters lower with that phaser and half this section would be history, not to mention us...",
"#VEN5\\VEN5_011#Oh, my God, Jim! Is that what I think it is?",
"#VEN5\\VEN5_012#I am picking up a high energy power source somewhere under the debris. I recommend caution, Captain.",
"#VEN5\\VEN5_013#The stun setting would be ineffective, Captain.",
"#VEN5\\VEN5_015#Captain, it is unadvisable to approach too closely. There is an open fire nearby.",
"#VEN5\\VEN5_016#No, Captain. There is an inadequate supply of flammable material. It will eventually burn itself out.",
"#VEN5\\VEN5_017#This corridor seems to have been particularly damaged. There have been hull breaches on the deck below.",
"#VEN5\\VEN5_018#Yes, Doctor. It is a portable fusion power pack.",
"#VEN5\\VEN5_019#Actually, Doctor, three point two centimeters. And based on our proximity to the explosion, and the angle of the beam...",
"#VEN5\\VEN5_R19#Is there a question, Captain?",
"#VEN5\\VEN5_R20#I will monitor the situation, Mr. Spock. I can use the distraction.",
"#VEN5\\VEN5N000#A look of terror is still etched on the face of this crewman.",
"#VEN5\\VEN5N001#A rather large pile of debris.",
"#VEN5\\VEN5N002#A resolute Mr. Spock.",
"#VEN5\\VEN5N003#A sad but determined James T. Kirk.",
"#VEN5\\VEN5N004#Dr. McCoy avoids the glances of his crewmates.",
"#VEN5\\VEN5N005#Ensign Kije, learning that Starfleet isn't always very pleasant.",
"#VEN5\\VEN5N006#This corridor leads to the Republic's Engineering section.",
"#VEN5\\VEN5N007#This door leads to main engineering.",
"#VEN5\\VEN5N008#These ladders are used when turbolifts are unavailable. Unfortunately, it is blocked by debris and a small, smoldering fire.",
"#VEN5\\VEN5N009#This is the most powerful portable energy storage device ever developed by man. It is used to provide temporary power to small systems when Main or Auxiliary power is unavailable.",
"#VEN5\\VEN5N010#You pick up the portable Fusion power pack.",


"#VEN6\\VEN6N007#The hypo is now filled with multipurpose oil.",
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35 changes: 35 additions & 0 deletions engines/startrek/text.h
Original file line number Diff line number Diff line change
Expand Up @@ -3143,6 +3143,41 @@ enum GameStringIDs {
TX_VEN4N017,


TX_VEN5_001,
TX_VEN5_002,
TX_VEN5_003,
TX_VEN5_004,
TX_VEN5_005,
TX_VEN5_006,
TX_VEN5_007,
TX_VEN5_008,
TX_VEN5_009,
TX_VEN5_010,
TX_VEN5_011,
TX_VEN5_012,
TX_VEN5_013,
// MISSING
TX_VEN5_015,
TX_VEN5_016,
TX_VEN5_017,
TX_VEN5_018,
TX_VEN5_019,
// UNUSED: 020 (identical to R20)
TX_VEN5_R19,
TX_VEN5_R20,
TX_VEN5N000,
TX_VEN5N001,
TX_VEN5N002,
TX_VEN5N003,
TX_VEN5N004,
TX_VEN5N005,
TX_VEN5N006,
TX_VEN5N007,
TX_VEN5N008,
TX_VEN5N009,
TX_VEN5N010,


TX_VEN6N007,


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