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565 lines
17 KiB
C++
565 lines
17 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "startrek/filestream.h"
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#include "startrek/iwfile.h"
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#include "startrek/room.h"
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#include "startrek/startrek.h"
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#include "rooms/function_map.h"
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namespace StarTrek {
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Room::Room(StarTrekEngine *vm, const Common::String &name) : _vm(vm) {
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SharedPtr<FileStream> rdfFile = _vm->loadFile(name + ".RDF");
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int size = rdfFile->size();
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_rdfData = new byte[size];
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rdfFile->read(_rdfData, size);
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_roomIndex = name.lastChar() - '0';
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// Find room-specific code table
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if (name == "DEMON0") {
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_roomActionList = demon0ActionList;
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_numRoomActions = sizeof(demon0ActionList) / sizeof(RoomAction);
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}
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else if (name == "DEMON1") {
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_roomActionList = demon1ActionList;
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_numRoomActions = sizeof(demon1ActionList) / sizeof(RoomAction);
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}
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else if (name == "DEMON2") {
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_roomActionList = demon2ActionList;
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_numRoomActions = sizeof(demon2ActionList) / sizeof(RoomAction);
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}
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else if (name == "DEMON3") {
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_roomActionList = demon3ActionList;
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_numRoomActions = sizeof(demon3ActionList) / sizeof(RoomAction);
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}
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else if (name == "DEMON4") {
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_roomActionList = demon4ActionList;
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_numRoomActions = sizeof(demon4ActionList) / sizeof(RoomAction);
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}
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else if (name == "DEMON5") {
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_roomActionList = demon5ActionList;
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_numRoomActions = sizeof(demon5ActionList) / sizeof(RoomAction);
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}
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else if (name == "DEMON6") {
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_roomActionList = demon6ActionList;
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_numRoomActions = sizeof(demon6ActionList) / sizeof(RoomAction);
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}
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else if (name == "TUG0") {
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_roomActionList = tug0ActionList;
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_numRoomActions = sizeof(tug0ActionList) / sizeof(RoomAction);
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}
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else if (name == "TUG1") {
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_roomActionList = tug1ActionList;
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_numRoomActions = sizeof(tug1ActionList) / sizeof(RoomAction);
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}
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else if (name == "TUG2") {
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_roomActionList = tug2ActionList;
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_numRoomActions = sizeof(tug2ActionList) / sizeof(RoomAction);
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}
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else if (name == "TUG3") {
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_roomActionList = tug3ActionList;
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_numRoomActions = sizeof(tug3ActionList) / sizeof(RoomAction);
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}
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else if (name == "LOVE0") {
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_roomActionList = love0ActionList;
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_numRoomActions = sizeof(love0ActionList) / sizeof(RoomAction);
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}
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else if (name == "LOVE1") {
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_roomActionList = love1ActionList;
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_numRoomActions = sizeof(love1ActionList) / sizeof(RoomAction);
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}
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else if (name == "LOVE2") {
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_roomActionList = love2ActionList;
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_numRoomActions = sizeof(love2ActionList) / sizeof(RoomAction);
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}
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else if (name == "LOVE3") {
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_roomActionList = love3ActionList;
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_numRoomActions = sizeof(love3ActionList) / sizeof(RoomAction);
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}
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else if (name == "LOVE4") {
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_roomActionList = love4ActionList;
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_numRoomActions = sizeof(love4ActionList) / sizeof(RoomAction);
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}
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else if (name == "LOVE5") {
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_roomActionList = love5ActionList;
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_numRoomActions = sizeof(love5ActionList) / sizeof(RoomAction);
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}
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else if (name == "MUDD0") {
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_roomActionList = mudd0ActionList;
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_numRoomActions = sizeof(mudd0ActionList) / sizeof(RoomAction);
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}
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else if (name == "MUDD1") {
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_roomActionList = mudd1ActionList;
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_numRoomActions = sizeof(mudd1ActionList) / sizeof(RoomAction);
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}
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else if (name == "MUDD2") {
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_roomActionList = mudd2ActionList;
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_numRoomActions = sizeof(mudd2ActionList) / sizeof(RoomAction);
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}
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else if (name == "MUDD3") {
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_roomActionList = mudd3ActionList;
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_numRoomActions = sizeof(mudd3ActionList) / sizeof(RoomAction);
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}
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else if (name == "MUDD4") {
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_roomActionList = mudd4ActionList;
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_numRoomActions = sizeof(mudd4ActionList) / sizeof(RoomAction);
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}
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else if (name == "MUDD5") {
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_roomActionList = mudd5ActionList;
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_numRoomActions = sizeof(mudd5ActionList) / sizeof(RoomAction);
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}
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else if (name == "FEATHER0") {
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_roomActionList = feather0ActionList;
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_numRoomActions = sizeof(feather0ActionList) / sizeof(RoomAction);
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}
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else if (name == "FEATHER1") {
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_roomActionList = feather1ActionList;
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_numRoomActions = feather1NumActions;
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}
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else if (name == "FEATHER2") {
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_roomActionList = feather2ActionList;
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_numRoomActions = feather2NumActions;
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}
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else if (name == "FEATHER3") {
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_roomActionList = feather3ActionList;
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_numRoomActions = feather3NumActions;
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}
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else if (name == "FEATHER4") {
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_roomActionList = feather4ActionList;
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_numRoomActions = feather4NumActions;
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}
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else if (name == "FEATHER5") {
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_roomActionList = feather5ActionList;
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_numRoomActions = feather5NumActions;
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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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}
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else if (name == "FEATHER7") {
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_roomActionList = feather7ActionList;
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_numRoomActions = sizeof(feather7ActionList) / sizeof(RoomAction);
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}
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else {
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warning("Room \"%s\" unimplemented", name.c_str());
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_numRoomActions = 0;
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}
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memset(&_roomVar, 0, sizeof(_roomVar));
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}
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Room::~Room() {
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delete[] _rdfData;
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}
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uint16 Room::readRdfWord(int offset) {
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return _rdfData[offset] | (_rdfData[offset+1]<<8);
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}
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bool Room::actionHasCode(const Action &action) {
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const RoomAction *roomActionPtr = _roomActionList;
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int n = _numRoomActions;
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while (n-- > 0) {
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if (action == roomActionPtr->action)
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return true;
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roomActionPtr++;
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}
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return false;
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}
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bool Room::actionHasCode(byte type, byte b1, byte b2, byte b3) {
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const Action a = {type, b1, b2, b3};
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return actionHasCode(a);
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}
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bool Room::handleAction(const Action &action) {
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const RoomAction *roomActionPtr = _roomActionList;
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int n = _numRoomActions;
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while (n-- > 0) {
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if (action == roomActionPtr->action) {
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_vm->_awayMission.rdfStillDoDefaultAction = false;
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(this->*(roomActionPtr->funcPtr))();
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if (!_vm->_awayMission.rdfStillDoDefaultAction)
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return true;
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}
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roomActionPtr++;
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}
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return false;
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}
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bool Room::handleAction(byte type, byte b1, byte b2, byte b3) {
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const Action a = {type, b1, b2, b3};
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return handleAction(a);
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}
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bool Room::handleActionWithBitmask(const Action &action) {
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const RoomAction *roomActionPtr = _roomActionList;
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int n = _numRoomActions;
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while (n-- > 0) {
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uint32 bitmask = roomActionPtr->action.getBitmask();
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if ((action.toUint32() & bitmask) == (roomActionPtr->action.toUint32() & bitmask)) {
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_vm->_awayMission.rdfStillDoDefaultAction = false;
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(this->*(roomActionPtr->funcPtr))();
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if (!_vm->_awayMission.rdfStillDoDefaultAction)
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return true;
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}
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roomActionPtr++;
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}
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return false;
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}
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bool Room::handleActionWithBitmask(byte type, byte b1, byte b2, byte b3) {
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Action a = {type, b1, b2, b3};
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return handleActionWithBitmask(a);
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}
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Common::Point Room::getBeamInPosition(int crewmanIndex) {
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int base = RDF_BEAM_IN_POSITIONS + crewmanIndex * 4;
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return Common::Point(readRdfWord(base), readRdfWord(base + 2));
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}
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Common::Point Room::getSpawnPosition(int crewmanIndex) {
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int base = RDF_SPAWN_POSITIONS + crewmanIndex * 4;
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return Common::Point(readRdfWord(base), readRdfWord(base + 2));
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}
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// For actions of type ACTION_FINISHED_ANIMATION or ACTION_FINISHED_WALKING, this takes
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// a function pointer and returns the index corresponding to that callback.
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// Creates a fatal error on failure.
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int Room::findFunctionPointer(int action, void (Room::*funcPtr)()) {
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assert(action == ACTION_FINISHED_ANIMATION || action == ACTION_FINISHED_WALKING);
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for (int i = 0; i < _numRoomActions; i++) {
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if (_roomActionList[i].action.type == action && _roomActionList[i].funcPtr == funcPtr)
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return _roomActionList[i].action.b1;
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}
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if (action == ACTION_FINISHED_ANIMATION)
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error("Couldn't find FINISHED_ANIMATION function pointer");
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else
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error("Couldn't find FINISHED_WALKING function pointer");
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}
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// Interface for room-specific code
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void Room::loadActorAnim(int actorIndex, Common::String anim, int16 x, int16 y, uint16 finishedAnimActionParam) {
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Actor *actor = &_vm->_actorList[actorIndex];
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if (x == -1 || y == -1) {
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x = actor->sprite.pos.x;
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y = actor->sprite.pos.y;
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}
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if (actorIndex >= 0 && actorIndex < SCALED_ACTORS_END)
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_vm->loadActorAnimWithRoomScaling(actorIndex, anim, x, y);
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else
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_vm->loadActorAnim(actorIndex, anim, x, y, 256);
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if (finishedAnimActionParam != 0) {
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actor->triggerActionWhenAnimFinished = true;
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actor->finishedAnimActionParam = finishedAnimActionParam;
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}
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}
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// Same as above, but accepts a callback for when the animation finished (instead of an
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// integer for an action)
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void Room::loadActorAnimC(int actorIndex, Common::String anim, int16 x, int16 y, void (Room::*funcPtr)()) {
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Actor *actor = &_vm->_actorList[actorIndex];
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if (x == -1 || y == -1) {
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x = actor->sprite.pos.x;
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y = actor->sprite.pos.y;
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}
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if (actorIndex >= 0 && actorIndex < SCALED_ACTORS_END)
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_vm->loadActorAnimWithRoomScaling(actorIndex, anim, x, y);
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else
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_vm->loadActorAnim(actorIndex, anim, x, y, 256);
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if (funcPtr != nullptr) {
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actor->triggerActionWhenAnimFinished = true;
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actor->finishedAnimActionParam = findFunctionPointer(ACTION_FINISHED_ANIMATION, funcPtr);
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}
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}
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void Room::loadActorStandAnim(int actorIndex) {
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if (_vm->_awayMission.redshirtDead && actorIndex == OBJECT_REDSHIRT)
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_vm->removeActorFromScreen(actorIndex);
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else {
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Actor *actor = &_vm->_actorList[actorIndex];
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if (actor->animationString[0] == '\0')
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_vm->removeActorFromScreen(actorIndex);
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else
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_vm->initStandAnim(actorIndex);
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}
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}
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/**
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* This is exactly the same as "loadActorAnim", but the game calls it at different times?
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*/
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void Room::loadActorAnim2(int actorIndex, Common::String anim, int16 x, int16 y, uint16 finishedAnimActionParam) {
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loadActorAnim(actorIndex, anim, x, y, finishedAnimActionParam);
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}
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int Room::showRoomSpecificText(const char **array) {
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Common::String speaker;
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byte textColor;
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if (array[0] != nullptr && array[0][0] != '\0') {
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speaker = Common::String(array[0]);
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if (speaker.equalsIgnoreCase("Capt. Kirk"))
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textColor = TEXTCOLOR_YELLOW;
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else if (speaker.equalsIgnoreCase("Mr. Spock"))
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textColor = TEXTCOLOR_BLUE;
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else if (speaker.equalsIgnoreCase("Dr. McCoy"))
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textColor = TEXTCOLOR_BLUE;
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else if (speaker.equalsIgnoreCase("Mr. Chekov"))
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textColor = TEXTCOLOR_YELLOW;
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else if (speaker.equalsIgnoreCase("Mr. Scott"))
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textColor = TEXTCOLOR_RED;
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else if (speaker.hasPrefixIgnoreCase("Lt"))
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textColor = TEXTCOLOR_RED;
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else if (speaker.hasPrefixIgnoreCase("Ensign"))
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textColor = TEXTCOLOR_RED;
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else
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textColor = TEXTCOLOR_GREY;
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}
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else
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textColor = TEXTCOLOR_YELLOW;
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return _vm->showText(&StarTrekEngine::readTextFromArrayWithChoices, (uintptr)array, 20, 20, textColor, true, false, false);
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}
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int Room::showText(const TextRef *textIDs) {
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int numIDs = 0;
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while (textIDs[numIDs] != TX_BLANK)
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numIDs++;
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const char **text = (const char **)malloc(sizeof(const char *) * (numIDs + 1));
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for (int i = 0; i <= numIDs; i++)
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text[i] = g_gameStrings[textIDs[i]];
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int retval = showRoomSpecificText(text);
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free(text);
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return retval;
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}
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int Room::showText(TextRef speaker, TextRef text) {
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int textIDs[3];
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textIDs[0] = speaker;
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textIDs[1] = text;
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textIDs[2] = TX_BLANK;
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return showText(textIDs);
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}
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int Room::showText(TextRef text) {
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return showText(TX_NULL, text);
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}
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void Room::giveItem(int item) {
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assert(item >= ITEMS_START && item < ITEMS_END);
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_vm->_itemList[item - ITEMS_START].have = true;
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}
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void Room::loadRoomIndex(int roomIndex, int spawnIndex) {
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if (_vm->_awayMission.crewDownBitset != 0)
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return;
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_vm->_missionToLoad = _vm->_missionName;
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_vm->_roomIndexToLoad = roomIndex;
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_vm->_spawnIndexToLoad = spawnIndex;
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// WORKAROUND: original game manipulates the stack to return directly to the start of
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// "runAwayMission". Instead, we set some variables and the room will be changed
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// later. (We wouldn't want to delete the room we're currently in...)
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}
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void Room::loseItem(int item) {
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assert(item >= ITEMS_START && item < ITEMS_END);
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_vm->_itemList[item - ITEMS_START].have = false;
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if (_vm->_awayMission.activeAction == ACTION_USE && _vm->_awayMission.activeObject == item) {
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_vm->_awayMission.activeAction = ACTION_WALK;
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_vm->chooseMouseBitmapForAction(ACTION_WALK, false);
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_vm->hideInventoryIcons();
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}
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}
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void Room::walkCrewman(int actorIndex, int16 destX, int16 destY, uint16 finishedAnimActionParam) {
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if (!(actorIndex >= OBJECT_KIRK && actorIndex <= OBJECT_REDSHIRT))
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error("Tried to walk a non PC");
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Actor *actor = &_vm->_actorList[actorIndex];
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Common::String anim = _vm->getCrewmanAnimFilename(actorIndex, "walk");
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bool success = _vm->actorWalkToPosition(actorIndex, anim, actor->pos.x, actor->pos.y, destX, destY);
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if (success && finishedAnimActionParam != 0) {
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actor->triggerActionWhenAnimFinished = true;
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actor->finishedAnimActionParam = finishedAnimActionParam;
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}
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}
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// Same as above, but with a function callback instead of an integer value to generate an
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// action
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void Room::walkCrewmanC(int actorIndex, int16 destX, int16 destY, void (Room::*funcPtr)()) {
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if (!(actorIndex >= OBJECT_KIRK && actorIndex <= OBJECT_REDSHIRT))
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error("Tried to walk a non PC");
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Actor *actor = &_vm->_actorList[actorIndex];
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Common::String anim = _vm->getCrewmanAnimFilename(actorIndex, "walk");
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bool success = _vm->actorWalkToPosition(actorIndex, anim, actor->pos.x, actor->pos.y, destX, destY);
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if (success && funcPtr != nullptr) {
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actor->triggerActionWhenAnimFinished = true;
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actor->finishedAnimActionParam = 0;
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actor->finishedAnimActionParam = findFunctionPointer(ACTION_FINISHED_WALKING, funcPtr);
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}
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}
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/**
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* Loads a pair of .map and .iw files to change the room's collisions and pathfinding.
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*/
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void Room::loadMapFile(const Common::String &name) {
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_vm->_mapFilename = name;
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_vm->_iwFile.reset();
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_vm->_mapFile.reset();
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_vm->_iwFile = SharedPtr<IWFile>(new IWFile(_vm, name + ".iw"));
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_vm->_mapFile = _vm->loadFile(name + ".map");
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}
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void Room::showBitmapFor5Ticks(const Common::String &bmpName, int priority) {
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if (priority < 0 || priority > 15)
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priority = 5;
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Sprite sprite;
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_vm->_gfx->addSprite(&sprite);
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sprite.setXYAndPriority(0, 0, priority);
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sprite.setBitmap(_vm->_gfx->loadBitmap(bmpName));
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_vm->_gfx->drawAllSprites();
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TrekEvent event;
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int ticks = 0;
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while (ticks < 5) {
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while (!_vm->popNextEvent(&event));
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if (event.type == TREKEVENT_TICK)
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ticks++;
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}
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sprite.dontDrawNextFrame();
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_vm->_gfx->drawAllSprites();
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|
_vm->_gfx->delSprite(&sprite);
|
|
}
|
|
|
|
bool Room::haveItem(int item) {
|
|
return _vm->_itemList[item - 0x40].have;
|
|
}
|
|
|
|
Common::Point Room::getActorPos(int actorIndex) {
|
|
return _vm->_actorList[actorIndex].pos;
|
|
}
|
|
|
|
/**
|
|
* Returns a word in range [start, end] (that's inclusive).
|
|
*/
|
|
int16 Room::getRandomWordInRange(int start, int end) {
|
|
return _vm->getRandomWord() % (end - start + 1) + start;
|
|
}
|
|
|
|
void Room::playSoundEffectIndex(int soundEffect) {
|
|
_vm->playSoundEffectIndex(soundEffect);
|
|
}
|
|
|
|
void Room::playMidiMusicTracks(int startTrack, int loopTrack) {
|
|
_vm->playMidiMusicTracks(startTrack, loopTrack);
|
|
}
|
|
|
|
void Room::endMission(int16 score, int16 arg1, int16 arg2) {
|
|
_vm->_awayMission.disableInput = true;
|
|
|
|
for (int i = 0; i < (_vm->_awayMission.redshirtDead ? 3 : 4); i++) {
|
|
Actor *actor = &_vm->_actorList[i];
|
|
Common::String anim = _vm->getCrewmanAnimFilename(i, "teled");
|
|
_vm->loadActorAnimWithRoomScaling(i, anim, actor->sprite.pos.x, actor->sprite.pos.y);
|
|
}
|
|
|
|
_vm->_kirkActor->animationString[0] = '\0';
|
|
_vm->_spockActor->animationString[0] = '\0';
|
|
_vm->_mccoyActor->animationString[0] = '\0';
|
|
_vm->_redshirtActor->animationString[0] = '\0';
|
|
|
|
playSoundEffectIndex(8);
|
|
|
|
while (_vm->_kirkActor->spriteDrawn)
|
|
_vm->handleAwayMissionEvents();
|
|
|
|
_vm->_awayMission.disableInput = false;
|
|
|
|
// TODO: game mode switch
|
|
}
|
|
|
|
void Room::showGameOverMenu() { // TODO: takes an optional parameter?
|
|
_vm->showGameOverMenu();
|
|
// TODO: finish. Shouldn't do this within a room due to deletion of current room?
|
|
}
|
|
|
|
void Room::playVoc(Common::String filename) {
|
|
_vm->_sound->playVoc(filename);
|
|
}
|
|
|
|
void Room::spockScan(int direction, TextRef text, bool changeDirection) {
|
|
const char *dirs = "nsew";
|
|
Common::String anim = "sscan_";
|
|
anim.setChar(dirs[direction], 5);
|
|
|
|
if (changeDirection) // Check whether he should turn back to original direction after scanning
|
|
_vm->_awayMission.crewDirectionsAfterWalk[OBJECT_SPOCK] = direction;
|
|
|
|
loadActorAnim2(OBJECT_SPOCK, anim, -1, -1, 0);
|
|
playSoundEffectIndex(SND_TRICORDER);
|
|
showText(TX_SPEAKER_SPOCK, text);
|
|
}
|
|
|
|
void Room::mccoyScan(int direction, TextRef text, bool changeDirection) {
|
|
const char *dirs = "nsew";
|
|
Common::String anim = "mscan_";
|
|
anim.setChar(dirs[direction], 5);
|
|
|
|
if (changeDirection)
|
|
_vm->_awayMission.crewDirectionsAfterWalk[OBJECT_MCCOY] = direction;
|
|
|
|
loadActorAnim2(OBJECT_MCCOY, anim, -1, -1, 0);
|
|
playSoundEffectIndex(SND_TRICORDER);
|
|
showText(TX_SPEAKER_MCCOY, text);
|
|
}
|
|
|
|
}
|