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STARTREK: FEATHER6
This commit is contained in:
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6486579e6a
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@ -243,6 +243,7 @@ struct AwayMission {
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} mudd;
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struct {
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bool diedFromStalactites; // 0x29
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// 0: initial state
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// 1: one rock thrown at it
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// 2: two rocks thrown at it (low enough to climb up)
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@ -157,7 +157,7 @@ Room::Room(StarTrekEngine *vm, const Common::String &name) : _vm(vm) {
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}
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else if (name == "FEATHER6") {
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_roomActionList = feather6ActionList;
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_numRoomActions = sizeof(feather6ActionList) / sizeof(RoomAction);
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_numRoomActions = feather6NumActions;
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}
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else if (name == "FEATHER7") {
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_roomActionList = feather7ActionList;
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@ -1655,6 +1655,56 @@ public:
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// FEATHER6
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void feather6Tick1();
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void feather6TouchedHotspot0();
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void feather6UseSpockOnCrystals();
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void feather6UseMccoyOnCrystals();
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void feather6UseRedshirtOnCrystals();
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void feather6UseRockOnStalactites();
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void feather6ReachedPositionToThrowRock();
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void feather6DoneThrowingRock();
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void feather6KirkDiedFromStalactites();
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void feather6UseRockOnCrystals();
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void feather6ReachedCrystalsWithRock();
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void feather6Tick();
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void feather6HitCrystalsWithRockFirstTime();
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void feather6HitCrystalsWithRockSecondTime();
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void feather6UseRockOnStalagmites();
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void feather6UseRockAnywhere();
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void feather6UseKnifeOnStalagmites();
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void feather6UseKnifeAnywhere();
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void feather6UseKnifeOnMccoy();
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void feather6UseKnifeOnSpock();
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void feather6UseKnifeOnRedshirt();
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void feather6UseCrystalAnywhere();
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void feather6UseSnakeAnywhere();
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void feather6UseMedkitAnywhere();
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void feather6UsePhaser();
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void feather6LookAtEastExit();
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void feather6LookAnywhere();
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void feather6LookAtRocks();
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void feather6LookAtStalagmites();
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void feather6LookAtCrystals();
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void feather6LookAtKirk();
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void feather6LookAtSpock();
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void feather6LookAtMccoy();
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void feather6LookAtRedshirt();
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void feather6LookAtStalactites();
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void feather6TalkToMccoy();
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void feather6TalkToRedshirt();
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void feather6TalkToSpock();
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void feather6UseMTricorderOnEastExit();
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void feather6UseMTricorderOnRocks();
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void feather6UseSTricorderOnEastExit();
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void feather6UseSTricorderAnywhere();
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void feather6UseSTricorderOnRocks();
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void feather6UseSTricorderOnCrystals();
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void feather6UseSTricorderOnStalactites();
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void feather6UseSTricorderOnStalagmites();
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void feather6GetCrystals();
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void feather6UseKnifeOnCrystals();
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void feather6ReachedCrystalsWithKnife();
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void feather6DoneCuttingCrystals();
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void feather6Timer4Expired();
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// FEATHER7
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void feather7Tick1();
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@ -1788,6 +1838,9 @@ private:
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// feather2
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bool showedSnakeToTlaoxac; // 0xca
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bool tlaoxacUnconscious; // 0xcb
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// feather6
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bool usedRockOnCrystalsOnce;
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} feather;
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@ -22,14 +22,363 @@
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#include "startrek/room.h"
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#define OBJECT_8 8
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#define OBJECT_CRYSTALS 8
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#define OBJECT_STALACTITES 9
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#define OBJECT_THROWN_STONE 10
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#define HOTSPOT_20 0x20
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#define HOTSPOT_EAST_EXIT 0x20
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#define HOTSPOT_ROCKS 0x21
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#define HOTSPOT_STALACTITES 0x22
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#define HOTSPOT_STALAGMITES 0x23
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namespace StarTrek {
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extern const RoomAction feather6ActionList[] = {
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{ {ACTION_TICK, 1, 0, 0}, &Room::feather6Tick1 },
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{ {ACTION_TOUCHED_HOTSPOT, 0, 0, 0}, &Room::feather6TouchedHotspot0 },
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{ {ACTION_USE, OBJECT_SPOCK, OBJECT_CRYSTALS, 0}, &Room::feather6UseSpockOnCrystals },
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{ {ACTION_USE, OBJECT_MCCOY, OBJECT_CRYSTALS, 0}, &Room::feather6UseMccoyOnCrystals },
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{ {ACTION_USE, OBJECT_REDSHIRT, OBJECT_CRYSTALS, 0}, &Room::feather6UseRedshirtOnCrystals },
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{ {ACTION_USE, OBJECT_IROCK, OBJECT_STALACTITES, 0}, &Room::feather6UseRockOnStalactites },
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{ {ACTION_USE, OBJECT_IROCK, HOTSPOT_STALACTITES, 0}, &Room::feather6UseRockOnStalactites },
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{ {ACTION_DONE_WALK, 1, 0, 0}, &Room::feather6ReachedPositionToThrowRock },
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{ {ACTION_DONE_ANIM, 7, 0, 0}, &Room::feather6DoneThrowingRock },
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{ {ACTION_DONE_ANIM, 2, 0, 0}, &Room::feather6KirkDiedFromStalactites },
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{ {ACTION_USE, OBJECT_IROCK, OBJECT_CRYSTALS, 0}, &Room::feather6UseRockOnCrystals },
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{ {ACTION_DONE_WALK, 4, 0, 0}, &Room::feather6ReachedCrystalsWithRock },
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{ {ACTION_TICK, 0xff, 0xff, 0xff}, &Room::feather6Tick },
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{ {ACTION_DONE_ANIM, 10, 0, 0}, &Room::feather6HitCrystalsWithRockFirstTime },
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{ {ACTION_DONE_ANIM, 9, 0, 0}, &Room::feather6HitCrystalsWithRockSecondTime },
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{ {ACTION_USE, OBJECT_IROCK, HOTSPOT_STALAGMITES, 0}, &Room::feather6UseRockOnStalagmites },
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{ {ACTION_USE, OBJECT_IROCK, HOTSPOT_EAST_EXIT, 0}, &Room::feather6UseRockOnStalagmites },
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{ {ACTION_USE, OBJECT_IROCK, 0xff, 0}, &Room::feather6UseRockAnywhere },
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{ {ACTION_USE, OBJECT_IKNIFE, HOTSPOT_STALAGMITES, 0},&Room::feather6UseKnifeOnStalagmites },
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{ {ACTION_USE, OBJECT_IKNIFE, 0xff, 0}, &Room::feather6UseKnifeAnywhere },
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{ {ACTION_USE, OBJECT_IKNIFE, OBJECT_MCCOY, 0}, &Room::feather6UseKnifeOnMccoy },
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{ {ACTION_USE, OBJECT_IKNIFE, OBJECT_SPOCK, 0}, &Room::feather6UseKnifeOnSpock },
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{ {ACTION_USE, OBJECT_IKNIFE, OBJECT_REDSHIRT, 0}, &Room::feather6UseKnifeOnRedshirt },
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{ {ACTION_USE, OBJECT_ICRYSTAL, 0xff, 0}, &Room::feather6UseCrystalAnywhere },
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{ {ACTION_USE, OBJECT_ISNAKE, 0xff, 0}, &Room::feather6UseSnakeAnywhere },
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{ {ACTION_USE, OBJECT_IMEDKIT, 0xff, 0}, &Room::feather6UseMedkitAnywhere },
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{ {ACTION_USE, OBJECT_IPHASERS, 0xff, 0}, &Room::feather6UsePhaser },
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{ {ACTION_USE, OBJECT_IPHASERK, 0xff, 0}, &Room::feather6UsePhaser },
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{ {ACTION_LOOK, HOTSPOT_EAST_EXIT, 0, 0}, &Room::feather6LookAtEastExit },
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{ {ACTION_LOOK, 0xff, 0, 0}, &Room::feather6LookAnywhere },
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{ {ACTION_LOOK, HOTSPOT_ROCKS, 0, 0}, &Room::feather6LookAtRocks },
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{ {ACTION_LOOK, HOTSPOT_STALAGMITES, 0, 0}, &Room::feather6LookAtStalagmites },
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{ {ACTION_LOOK, OBJECT_CRYSTALS, 0, 0}, &Room::feather6LookAtCrystals },
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{ {ACTION_LOOK, OBJECT_KIRK, 0, 0}, &Room::feather6LookAtKirk },
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{ {ACTION_LOOK, OBJECT_SPOCK, 0, 0}, &Room::feather6LookAtSpock },
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{ {ACTION_LOOK, OBJECT_MCCOY, 0, 0}, &Room::feather6LookAtMccoy },
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{ {ACTION_LOOK, OBJECT_REDSHIRT, 0, 0}, &Room::feather6LookAtRedshirt },
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{ {ACTION_LOOK, HOTSPOT_STALACTITES, 0, 0}, &Room::feather6LookAtStalactites },
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{ {ACTION_TALK, OBJECT_MCCOY, 0, 0}, &Room::feather6TalkToMccoy },
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{ {ACTION_TALK, OBJECT_REDSHIRT, 0, 0}, &Room::feather6TalkToRedshirt },
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{ {ACTION_TALK, OBJECT_SPOCK, 0, 0}, &Room::feather6TalkToSpock },
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{ {ACTION_USE, OBJECT_IMTRICOR, HOTSPOT_EAST_EXIT, 0},&Room::feather6UseMTricorderOnEastExit },
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{ {ACTION_USE, OBJECT_IMTRICOR, HOTSPOT_ROCKS, 0}, &Room::feather6UseMTricorderOnRocks },
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{ {ACTION_USE, OBJECT_ISTRICOR, HOTSPOT_EAST_EXIT, 0},&Room::feather6UseSTricorderOnEastExit },
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{ {ACTION_USE, OBJECT_ISTRICOR, 0xff, 0}, &Room::feather6UseSTricorderAnywhere },
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{ {ACTION_USE, OBJECT_ISTRICOR, HOTSPOT_ROCKS, 0}, &Room::feather6UseSTricorderOnRocks },
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{ {ACTION_USE, OBJECT_ISTRICOR, OBJECT_CRYSTALS, 0}, &Room::feather6UseSTricorderOnCrystals },
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{ {ACTION_USE, OBJECT_ISTRICOR, HOTSPOT_STALACTITES, 0},&Room::feather6UseSTricorderOnStalactites },
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{ {ACTION_USE, OBJECT_ISTRICOR, HOTSPOT_STALAGMITES, 0},&Room::feather6UseSTricorderOnStalagmites },
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{ {ACTION_GET, OBJECT_CRYSTALS, 0, 0}, &Room::feather6GetCrystals },
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{ {ACTION_USE, OBJECT_IKNIFE, OBJECT_CRYSTALS, 0}, &Room::feather6UseKnifeOnCrystals },
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{ {ACTION_DONE_WALK, 2, 0, 0}, &Room::feather6ReachedCrystalsWithKnife },
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{ {ACTION_DONE_ANIM, 3, 0, 0}, &Room::feather6DoneCuttingCrystals },
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{ {ACTION_TIMER_EXPIRED, 4, 0, 0}, &Room::feather6Timer4Expired },
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// ENHANCEMENTs: Also add entries for OBJECT_STALACTITES, not just HOTSPOT_STALACTITES
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{ {ACTION_LOOK, OBJECT_STALACTITES, 0, 0}, &Room::feather6LookAtStalactites },
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{ {ACTION_USE, OBJECT_ISTRICOR, OBJECT_STALACTITES, 0}, &Room::feather6UseSTricorderOnStalactites },
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};
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extern const int feather6NumActions = sizeof(feather6ActionList) / sizeof(RoomAction);
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void Room::feather6Tick1() {
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playVoc("FEA6LOOP");
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playMidiMusicTracks(27);
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loadActorAnim(OBJECT_CRYSTALS, "s5r6cx", 0x8a, 0x91);
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loadActorAnim(OBJECT_STALACTITES, "s5r6ts", 0x90, 0x25);
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}
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void Room::feather6TouchedHotspot0() { // McCoy warns you not to go back to the river
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showText(TX_SPEAKER_MCCOY, TX_FEA6_014);
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}
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void Room::feather6UseSpockOnCrystals() {
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showText(TX_SPEAKER_SPOCK, TX_FEA6_020);
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}
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void Room::feather6UseMccoyOnCrystals() {
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showText(TX_SPEAKER_MCCOY, TX_FEA6_009);
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}
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void Room::feather6UseRedshirtOnCrystals() {
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showText(TX_SPEAKER_STRAGEY, TX_FEA6_040);
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}
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void Room::feather6UseRockOnStalactites() {
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_vm->_awayMission.disableInput = true;
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walkCrewmanC(OBJECT_KIRK, 0x94, 0x97, &Room::feather6ReachedPositionToThrowRock);
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}
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void Room::feather6ReachedPositionToThrowRock() {
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loadActorAnim2(OBJECT_KIRK, "s5r1kt");
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loadActorAnimC(OBJECT_THROWN_STONE, "s5r1ru", 0x96, 0x4e, &Room::feather6DoneThrowingRock);
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}
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void Room::feather6DoneThrowingRock() {
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playSoundEffectIndex(SND_BLANK_0b);
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loadActorAnim2(OBJECT_STALACTITES, "s5r6tf");
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loadActorAnimC(OBJECT_KIRK, "s5r6kd", -1, -1, &Room::feather6KirkDiedFromStalactites);
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playMidiMusicTracks(1);
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}
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void Room::feather6KirkDiedFromStalactites() {
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_vm->_awayMission.feather.missionScore -= 3;
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_vm->_awayMission.feather.diedFromStalactites = true;
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_vm->_awayMission.disableInput = false;
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showText(TX_FEA6N000);
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showText(TX_FEA6N004);
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loadRoomIndex(7, 5);
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}
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void Room::feather6UseRockOnCrystals() {
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_vm->_awayMission.disableInput = true;
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walkCrewmanC(OBJECT_KIRK, 0x9a, 0x97, &Room::feather6ReachedCrystalsWithRock);
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}
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void Room::feather6ReachedCrystalsWithRock() {
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_vm->_awayMission.timers[2] = 174;
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loadActorAnim2(OBJECT_STALACTITES, "s5r6tm");
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if (!_roomVar.feather.usedRockOnCrystalsOnce) {
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_roomVar.feather.usedRockOnCrystalsOnce = true;
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loadActorAnimC(OBJECT_KIRK, "s5r6kr", -1, -1, &Room::feather6HitCrystalsWithRockFirstTime);
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} else
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loadActorAnimC(OBJECT_KIRK, "s5r6kr", -1, -1, &Room::feather6HitCrystalsWithRockSecondTime);
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}
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void Room::feather6Tick() {
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if (_vm->_awayMission.timers[2] == 55 || _vm->_awayMission.timers[2] == 89 || _vm->_awayMission.timers[2] == 119)
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playSoundEffectIndex(SND_BLANK_0b);
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}
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void Room::feather6HitCrystalsWithRockFirstTime() {
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_vm->_awayMission.disableInput = false;
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loadActorStandAnim(OBJECT_KIRK);
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showText(TX_SPEAKER_KIRK, TX_FEA6_001);
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}
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void Room::feather6HitCrystalsWithRockSecondTime() {
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loadActorAnimC(OBJECT_KIRK, "s5r6kd", -1, -1, &Room::feather6KirkDiedFromStalactites);
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loadActorAnim2(OBJECT_STALACTITES, "s5r6tf");
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playMidiMusicTracks(0);
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}
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void Room::feather6UseRockOnStalagmites() {
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showText(TX_SPEAKER_SPOCK, TX_FEA6_019);
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}
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void Room::feather6UseRockAnywhere() {
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// ENHANCEMENT: There were two implementations of this function. The first (which took
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// precedence) showed TX_FEA6N009, a generic "nothing happens" text. The second is
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// Spock advising you not to use rocks, which is more interesting.
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showText(TX_SPEAKER_SPOCK, TX_FEA6_021);
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}
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void Room::feather6UseKnifeOnStalagmites() {
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showText(TX_SPEAKER_SPOCK, TX_FEA6_028);
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}
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void Room::feather6UseKnifeAnywhere() {
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showText(TX_FEA6N010);
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}
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void Room::feather6UseKnifeOnMccoy() {
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showText(TX_SPEAKER_STRAGEY, TX_FEA6_039); // BUGFIX: Speaker is Stragey (not Spock)
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}
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void Room::feather6UseKnifeOnSpock() {
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showText(TX_SPEAKER_STRAGEY, TX_FEA6_039); // BUGFIX: Speaker is Stragey (not Spock)
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}
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void Room::feather6UseKnifeOnRedshirt() {
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showText(TX_SPEAKER_STRAGEY, TX_FEA6_039); // BUGFIX: Speaker is Stragey (not Spock)
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}
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void Room::feather6UseCrystalAnywhere() {
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showText(TX_FEA6N015);
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}
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void Room::feather6UseSnakeAnywhere() {
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showText(TX_FEA6N001);
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}
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void Room::feather6UseMedkitAnywhere() {
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showText(TX_SPEAKER_MCCOY, TX_FEA6_011);
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}
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void Room::feather6UsePhaser() {
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showText(TX_SPEAKER_SPOCK, TX_FEA6_023);
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}
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void Room::feather6LookAtEastExit() {
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showText(TX_FEA6N016);
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}
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void Room::feather6LookAnywhere() {
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showText(TX_FEA6N003);
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}
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void Room::feather6LookAtRocks() {
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showText(TX_FEA6N014);
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}
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void Room::feather6LookAtStalagmites() {
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showText(TX_FEA6N013);
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}
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void Room::feather6LookAtCrystals() {
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showText(TX_FEA6N005);
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}
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void Room::feather6LookAtKirk() {
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showText(TX_FEA6N007);
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}
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void Room::feather6LookAtSpock() {
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showText(TX_FEA6N011);
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}
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void Room::feather6LookAtMccoy() {
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showText(TX_FEA6N002);
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}
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void Room::feather6LookAtRedshirt() {
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showText(TX_FEA6N008);
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}
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void Room::feather6LookAtStalactites() {
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showText(TX_FEA6N012);
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showText(TX_SPEAKER_SPOCK, TX_FEA6_034);
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showText(TX_SPEAKER_MCCOY, TX_FEA6_017);
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showText(TX_SPEAKER_SPOCK, TX_FEA6_033);
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// BUG: Choice 2 (TX_FEA6_004) doesn't match with audio at all.
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const TextRef choices[] = {
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TX_SPEAKER_KIRK,
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TX_FEA6_008, TX_FEA6_006, TX_FEA6_004,
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TX_BLANK
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};
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int choice = showText(choices);
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if (choice == 0)
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showText(TX_SPEAKER_SPOCK, TX_FEA6_032);
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else if (choice == 1)
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showText(TX_SPEAKER_SPOCK, TX_FEA6_036);
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else
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showText(TX_SPEAKER_SPOCK, TX_FEA6_037);
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}
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void Room::feather6TalkToMccoy() {
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showText(TX_SPEAKER_MCCOY, TX_FEA6_013);
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}
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void Room::feather6TalkToRedshirt() {
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showText(TX_SPEAKER_STRAGEY, TX_FEA6_042);
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showText(TX_SPEAKER_KIRK, TX_FEA6_002);
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showText(TX_SPEAKER_STRAGEY, TX_FEA6_041);
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showText(TX_SPEAKER_MCCOY, TX_FEA6_016);
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showText(TX_SPEAKER_STRAGEY, TX_FEA6_043);
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}
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void Room::feather6TalkToSpock() {
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if (!_vm->_awayMission.redshirtDead)
|
||||
showText(TX_SPEAKER_SPOCK, TX_FEA6_035);
|
||||
else {
|
||||
showText(TX_SPEAKER_SPOCK, TX_FEA6_038);
|
||||
|
||||
const TextRef choices[] = {
|
||||
TX_SPEAKER_KIRK,
|
||||
TX_FEA6_003, TX_FEA6_005, TX_FEA6_007,
|
||||
TX_BLANK
|
||||
};
|
||||
int choice = showText(choices);
|
||||
|
||||
if (choice == 0)
|
||||
showText(TX_SPEAKER_SPOCK, TX_FEA6_029);
|
||||
else if (choice == 1)
|
||||
showText(TX_SPEAKER_SPOCK, TX_FEA6_030);
|
||||
else
|
||||
showText(TX_SPEAKER_SPOCK, TX_FEA6_031);
|
||||
}
|
||||
}
|
||||
|
||||
void Room::feather6UseMTricorderOnEastExit() {
|
||||
mccoyScan(DIR_E, TX_FEA6_012);
|
||||
}
|
||||
|
||||
void Room::feather6UseMTricorderOnRocks() {
|
||||
// ENHANCEMENT: Original didn't play tricorder noise, etc
|
||||
mccoyScan(DIR_E, TX_FEA6_015);
|
||||
}
|
||||
|
||||
void Room::feather6UseSTricorderOnEastExit() {
|
||||
spockScan(DIR_E, TX_FEA6_024);
|
||||
}
|
||||
|
||||
void Room::feather6UseSTricorderAnywhere() {
|
||||
spockScan(DIR_S, TX_FEA6_022);
|
||||
}
|
||||
|
||||
void Room::feather6UseSTricorderOnRocks() {
|
||||
spockScan(DIR_N, TX_FEA6_018);
|
||||
}
|
||||
|
||||
void Room::feather6UseSTricorderOnCrystals() {
|
||||
spockScan(DIR_N, TX_FEA6_027);
|
||||
}
|
||||
|
||||
void Room::feather6UseSTricorderOnStalactites() {
|
||||
spockScan(DIR_N, TX_FEA6_025);
|
||||
}
|
||||
|
||||
void Room::feather6UseSTricorderOnStalagmites() {
|
||||
spockScan(DIR_N, TX_FEA6_026);
|
||||
}
|
||||
|
||||
void Room::feather6GetCrystals() {
|
||||
showText(TX_FEA6N020);
|
||||
}
|
||||
|
||||
void Room::feather6UseKnifeOnCrystals() {
|
||||
_vm->_awayMission.disableInput = true;
|
||||
walkCrewmanC(OBJECT_KIRK, 0x9a, 0x97, &Room::feather6ReachedCrystalsWithKnife);
|
||||
}
|
||||
|
||||
void Room::feather6ReachedCrystalsWithKnife() {
|
||||
loadActorAnimC(OBJECT_KIRK, "s5r6kp", -1, -1, &Room::feather6DoneCuttingCrystals);
|
||||
_vm->_awayMission.timers[4] = 122;
|
||||
}
|
||||
|
||||
void Room::feather6DoneCuttingCrystals() {
|
||||
_vm->_awayMission.disableInput = false;
|
||||
loadActorStandAnim(OBJECT_KIRK);
|
||||
_vm->_awayMission.feather.missionScore += 1;
|
||||
giveItem(OBJECT_ICRYSTAL);
|
||||
showText(TX_FEA6N017);
|
||||
}
|
||||
|
||||
void Room::feather6Timer4Expired() { // Crystal disappears when timer 4 expires
|
||||
loadActorStandAnim(OBJECT_CRYSTALS);
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -1782,12 +1782,8 @@ RoomAction feather0ActionList[] = {
|
||||
|
||||
extern const RoomAction feather1ActionList[], feather2ActionList[], feather3ActionList[], feather4ActionList[];
|
||||
extern const int feather1NumActions, feather2NumActions, feather3NumActions, feather4NumActions;
|
||||
extern const RoomAction feather5ActionList[];
|
||||
extern const int feather5NumActions;
|
||||
|
||||
RoomAction feather6ActionList[] = {
|
||||
{ {ACTION_TICK, 1, 0, 0}, &Room::feather6Tick1 },
|
||||
};
|
||||
extern const RoomAction feather5ActionList[], feather6ActionList[];
|
||||
extern const int feather5NumActions, feather6NumActions;
|
||||
|
||||
RoomAction feather7ActionList[] = {
|
||||
{ {ACTION_TICK, 1, 0, 0}, &Room::feather7Tick1 },
|
||||
|
@ -1885,6 +1885,71 @@ enum GameStringIDs {
|
||||
TX_FEA5N015,
|
||||
|
||||
|
||||
TX_FEA6_001,
|
||||
TX_FEA6_002,
|
||||
TX_FEA6_003,
|
||||
TX_FEA6_004,
|
||||
TX_FEA6_005,
|
||||
TX_FEA6_006,
|
||||
TX_FEA6_007,
|
||||
TX_FEA6_008,
|
||||
TX_FEA6_009,
|
||||
TX_FEA6_011,
|
||||
TX_FEA6_012,
|
||||
TX_FEA6_013,
|
||||
TX_FEA6_014,
|
||||
TX_FEA6_015,
|
||||
TX_FEA6_016,
|
||||
TX_FEA6_017,
|
||||
TX_FEA6_018,
|
||||
TX_FEA6_019,
|
||||
TX_FEA6_020,
|
||||
TX_FEA6_021,
|
||||
TX_FEA6_022,
|
||||
TX_FEA6_023,
|
||||
TX_FEA6_024,
|
||||
TX_FEA6_025,
|
||||
TX_FEA6_026,
|
||||
TX_FEA6_027,
|
||||
TX_FEA6_028,
|
||||
TX_FEA6_029,
|
||||
TX_FEA6_030,
|
||||
TX_FEA6_031,
|
||||
TX_FEA6_032,
|
||||
TX_FEA6_033,
|
||||
TX_FEA6_034,
|
||||
TX_FEA6_035,
|
||||
TX_FEA6_036,
|
||||
TX_FEA6_037,
|
||||
TX_FEA6_038,
|
||||
TX_FEA6_039,
|
||||
TX_FEA6_040,
|
||||
TX_FEA6_041,
|
||||
TX_FEA6_042,
|
||||
TX_FEA6_043,
|
||||
TX_FEA6N000,
|
||||
TX_FEA6N001,
|
||||
TX_FEA6N002,
|
||||
TX_FEA6N003,
|
||||
TX_FEA6N004,
|
||||
TX_FEA6N005,
|
||||
TX_FEA6N006,
|
||||
TX_FEA6N007,
|
||||
TX_FEA6N008,
|
||||
TX_FEA6N009,
|
||||
TX_FEA6N010,
|
||||
TX_FEA6N011,
|
||||
TX_FEA6N012,
|
||||
TX_FEA6N013,
|
||||
TX_FEA6N014,
|
||||
TX_FEA6N015,
|
||||
TX_FEA6N016,
|
||||
TX_FEA6N017,
|
||||
TX_FEA6N020,
|
||||
TX_FEA6N028,
|
||||
TX_FEA6N029,
|
||||
|
||||
|
||||
TX_SIN3_012,
|
||||
|
||||
|
||||
@ -3705,6 +3770,71 @@ const char * const g_gameStrings[] = {
|
||||
"#FEA5\\FEA5N015#You already have a piece of the plant.",
|
||||
|
||||
|
||||
"#FEA6\\FEA6_001#I think I can get it with a few more blows.",
|
||||
"#FEA6\\FEA6_002#Have you ever made it up the face of Half Dome, Lieutenant?",
|
||||
"#FEA6\\FEA6_003#Perhaps we should hold onto that hope, Mr. Spock, that a civilised being will not kill for trivial motives.",
|
||||
"#FEA6\\FEA6_004#Sometimes I feel like I'm the Captain of a nursery school.",
|
||||
"#FEA6\\FEA6_005#That creature was quite real Mr. Spock. We will discuss this with our host, when we see him.",
|
||||
"#FEA6\\FEA6_006#Then, gentlemen, I would advise you to stop arguing.",
|
||||
"#FEA6\\FEA6_007#Unfortunately, human history is full of people who did not practice what they preached. Quetzecoatl is just one in a long line of them.",
|
||||
"#FEA6\\FEA6_008#Will you two morons stop arguing just once!",
|
||||
"#FEA6\\FEA6_009#Damn it Jim, I'm a surgeon not a geologist.",
|
||||
"#FEA6\\FEA6_011#Everyone is healthy, Jim, there's no need for the medical kit here.",
|
||||
"#FEA6\\FEA6_012#It would appear that our tentacled friend wants dessert. You can't go back that way, unless you enjoy being eaten.",
|
||||
"#FEA6\\FEA6_013#I've lost any appetite I may have had for squid, Jim",
|
||||
"#FEA6\\FEA6_014#Jim! Going back across that river would be insane.",
|
||||
"#FEA6\\FEA6_015#Well, they're not organic. What did you think they were, calcified tribbles?",
|
||||
"#FEA6\\FEA6_016#Captains and security officers. They don't realize how fragile the human body can be.",
|
||||
"#FEA6\\FEA6_017#Well isn't that just great!",
|
||||
"#FEA6\\FEA6_018#Fascinating. These rocks are limestone, but contain an unusually high content of heavy metals. There are dilithium crystals here, but in a very raw form.",
|
||||
"#FEA6\\FEA6_019#I fail to see any logic in that action, Captain It may also cause stalactites to fall.",
|
||||
"#FEA6\\FEA6_020#I would suggest using something to pry that loose, Captain.",
|
||||
"#FEA6\\FEA6_021#It is unwise to use a rock here, Captain.",
|
||||
"#FEA6\\FEA6_022#My tricorder indicates unusual energy patterns in this direction, Captain.",
|
||||
"#FEA6\\FEA6_023#Still inoperative, Captain.",
|
||||
"#FEA6\\FEA6_024#The creature is still there, Captain.",
|
||||
"#FEA6\\FEA6_025#These stalactites were made from limestone deposits. They took millennia to form.",
|
||||
"#FEA6\\FEA6_026#These stalagmites were made from limestone deposits. They took millennia to form.",
|
||||
"#FEA6\\FEA6_027#This appears to be a formation of raw dilithium crystals, Captain.",
|
||||
"#FEA6\\FEA6_028#This illogical action would only dull the knife.",
|
||||
"#FEA6\\FEA6_029#Agreed, Captain.",
|
||||
"#FEA6\\FEA6_030#This whole experience feels like a test. The equivalent of 20th Century earth lab rats running through a maze.",
|
||||
"#FEA6\\FEA6_031#I would wait until we meet him before judging him, Captain.",
|
||||
"#FEA6\\FEA6_032#Captain, I cannot speak for Dr. McCoy, but my intelligence quotient is far higher than humans...",
|
||||
"#FEA6\\FEA6_033#Doctor, I would point out that your voice could also trigger such a collapse.",
|
||||
"#FEA6\\FEA6_034#I should warn you that the stalactites could collapse quite easily. Any sudden motion could cause large quantities of stalactites to fall on us.",
|
||||
"#FEA6\\FEA6_035#I would suggest we continue on, Captain. It would not be logical to endanger ourselves by remaining here.",
|
||||
"#FEA6\\FEA6_036#It would seem to be a prudent course of action Captain, if Doctor McCoy would agree.",
|
||||
"#FEA6\\FEA6_037#Really? That's fascinating Captain.",
|
||||
"#FEA6\\FEA6_038#There is a contradiction, Captain. If Quetzecoatl is really an entity of peace, then Lt. Stragey should not have died.",
|
||||
"#FEA6\\FEA6_039#Captain, have we done something wrong?",
|
||||
"#FEA6\\FEA6_040#I don't think I'll be able to get a good grip sir. You might try prying it loose.",
|
||||
"#FEA6\\FEA6_041#If we ever get back to Earth, one hundred credits says I'll beat you.",
|
||||
"#FEA6\\FEA6_042#Reminds me of some spelunking I did on Hades IV. Ever do any climbing, Captain?",
|
||||
"#FEA6\\FEA6_043#Sure we do. That's the challenge.",
|
||||
"#FEA6\\FEA6N000#A stalagtite breaks loose and falls. You are mortally injured and die.",
|
||||
"#FEA6\\FEA6N001#An interesting, but useless, manuever.",
|
||||
"#FEA6\\FEA6N002#As usual, Dr. McCoy looks annoyed by the mission. ",
|
||||
"#FEA6\\FEA6N003#Darkness, leading into the unknown.",
|
||||
"#FEA6\\FEA6N004#However, a strange force envelopes your body...",
|
||||
"#FEA6\\FEA6N005#It is a large cluster of crystals.",
|
||||
"#FEA6\\FEA6N006#It's Game Over man...",
|
||||
"#FEA6\\FEA6N007#James Kirk remembers the last time he was in a cave, and is glad that this one seems more peaceful.",
|
||||
"#FEA6\\FEA6N008#Lieutenant Stragey looks nervously at the stalactites hovering precariously above you.",
|
||||
"#FEA6\\FEA6N009#Nothing happens.",
|
||||
"#FEA6\\FEA6N010#Nothing happens.",
|
||||
"#FEA6\\FEA6N011#Spock is his usual stoic self.",
|
||||
"#FEA6\\FEA6N012#Stalactites descend from the ceiling.",
|
||||
"#FEA6\\FEA6N013#Stalagmites rise from the floor of the cave.",
|
||||
"#FEA6\\FEA6N014#They appear to be ordinary rocks. Spock's tricorder might say otherwise.",
|
||||
"#FEA6\\FEA6N015#This is one place where dilithium crystals don't seem to be very useful.",
|
||||
"#FEA6\\FEA6N016#This is the way that you entered the cave. If you leave this way, the tentacled creature that attack you will probably try to get a second course for its dinner.",
|
||||
"#FEA6\\FEA6N017#You have one dilithium crystal, in raw form.",
|
||||
"#FEA6\\FEA6N020#You will need something to pry it loose.",
|
||||
"#FEA6\\FEA6N028#You manage to pry loose one dilithium crystal.",
|
||||
"#FEA6\\FEA6N029#You scratch your initials. No dilithium crystals were found.",
|
||||
|
||||
|
||||
"#SIN3\\SIN3_012#Can't say I like the decor.",
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user