mirror of
https://github.com/libretro/scummvm.git
synced 2025-02-02 00:42:24 +00:00
e8f0e9e998
Hopefully, this will fix the AmigaOS and DS builds
629 lines
16 KiB
C++
629 lines
16 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/room.h"
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#include "startrek/startrek.h"
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namespace StarTrek {
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// TODO: this room should have animations on computer terminals, but this isn't where
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// they're implemented. Could be related to ".BAN" files which rooms can load?
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void Room::demon4Tick1() {
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playVoc("DEM4LOOP");
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if (!_awayMission->demon.healedMiner)
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_awayMission->demon.minerDead = true;
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if (_awayMission->demon.solvedSunPuzzle) {
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loadActorAnim(10, "bxrise2", 0x122, 0x91, 0);
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loadActorAnim(8, "stpout2", 0x107, 0x92, 0);
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_roomVar.demon.nauianEmerged = true;
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if ((_awayMission->demon.itemsTakenFromCase & 0x10) && !_awayMission->demon.gaveSkullToNauian)
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_awayMission->timers[6] = 20;
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}
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if (!_awayMission->demon.foundAlienRoom) {
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_awayMission->demon.foundAlienRoom = true;
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playMidiMusicTracks(1, -1);
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}
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}
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// Alien emerged
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void Room::demon4FinishedAnimation1() {
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loadActorAnim(8, "stpout", 0x107, 0x92, 5);
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_roomVar.demon.nauianEmerged = true;
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if (_awayMission->demon.itemsTakenFromCase & 0x10)
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_awayMission->timers[6] = 45;
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}
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void Room::demon4FinishedAnimation2() {
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if (!_roomVar.demon.cd) {
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_roomVar.demon.cd = true;
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showDescription(11, true);
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}
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showGameOverMenu();
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// WORKAROUND: original game has the below line; however, it's never executed anyway
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// since the game over menu manipulates the stack. Here, the menu could delete this
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// room object, so it should be the last statement...
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//_awayMission->disableInput = false;
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}
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void Room::demon4FinishedAnimation3() {
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showText(TX_SPEAKER_NAUIAN, 34, true);
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showText(TX_SPEAKER_KIRK, 10, true);
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showText(TX_SPEAKER_NAUIAN, 35, true);
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showText(TX_SPEAKER_SPOCK, 30, true);
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_awayMission->disableInput = true;
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_awayMission->demon.missionScore += 5;
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_awayMission->timers[1] = 20;
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}
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// Just solved sun puzzle
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void Room::demon4Timer0Expired() {
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loadActorAnim(10, "bxrise", 0x122, 0x91, 1);
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_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_E;
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loadActorStandAnim(OBJECT_KIRK);
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playVoc("SE2POWER");
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}
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// Mission end
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void Room::demon4Timer1Expired() {
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showText(TX_SPEAKER_KIRK, 11, true);
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walkCrewman(OBJECT_KIRK, 0xbe, 0xa5, 4);
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walkCrewman(OBJECT_SPOCK, 0xb4, 0x9b, 4);
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walkCrewman(OBJECT_MCCOY, 0xc8, 0x9b, 4);
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if (!_awayMission->redshirtDead)
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walkCrewman(OBJECT_REDSHIRT, 0xc1, 0x91, 4);
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else
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_roomVar.demon.crewReadyToBeamOut++;
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}
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void Room::demon4CrewmanReachedBeamoutPosition() {
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_roomVar.demon.crewReadyToBeamOut++;
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if (_roomVar.demon.crewReadyToBeamOut != 4)
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return;
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if (!_awayMission->demon.insultedStephen)
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_awayMission->demon.missionScore += 3;
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if (!_awayMission->redshirtDead)
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_awayMission->demon.missionScore += 2;
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endMission(_awayMission->demon.missionScore, 0x24, 0);
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}
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void Room::demon4Timer2Expired() {
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loadActorAnim2(OBJECT_SPOCK, "skille", -1, -1, 0);
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}
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void Room::demon4Timer3Expired() {
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loadActorAnim2(OBJECT_REDSHIRT, "rkille", -1, -1, 0);
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}
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void Room::demon4Timer4Expired() {
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loadActorAnim2(OBJECT_MCCOY, "mkille", -1, -1, 0);
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}
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void Room::demon4Timer5Expired() {
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loadActorAnim2(OBJECT_KIRK, "kkille", -1, -1, 2);
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}
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void Room::demon4Timer6Expired() {
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showText(TX_SPEAKER_MCCOY, 17, true);
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}
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void Room::demon4UsePhaserOnNauian() {
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if (!_roomVar.demon.triedToShootNauian) { // Lenient the first time
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showText(TX_SPEAKER_NAUIAN, 33, true);
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_roomVar.demon.triedToShootNauian = true;
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} else { // Murdery the second time
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showText(TX_SPEAKER_NAUIAN, 32, true);
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loadActorAnim2(10, "bxfire", 0, 0, 2);
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playVoc("V0SPOCKT");
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_awayMission->disableInput = true;
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_awayMission->timers[2] = 7;
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_awayMission->timers[3] = 8;
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_awayMission->timers[4] = 7;
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_awayMission->timers[5] = 8;
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}
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}
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void Room::demon4UseMetalOnSecurityEquipment() {
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_awayMission->disableInput = true;
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walkCrewman(OBJECT_KIRK, 0xf5, 0x90, 5);
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}
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void Room::demon4KirkReachedSecurityEquipment() {
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loadActorAnim2(OBJECT_KIRK, "kusemn", -1, -1, 4);
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}
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void Room::demon4KirkFinishedUsingSecurityEquipment() {
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_awayMission->disableInput = false;
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showDescription(14, true);
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}
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void Room::demon4UseMetalOnNauian() {
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walkCrewman(OBJECT_KIRK, 0xe9, 0x90, 1);
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_awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_E;
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}
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void Room::demon4KirkReachedNauian() {
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loadActorAnim2(8, "usekey", 0x107, 0x8e, 3);
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loseItem(OBJECT_IMETAL);
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_awayMission->demon.missionScore += 2;
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_awayMission->demon.itemsTakenFromCase &= ~1;
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}
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void Room::demon4UseSkullOnNauian() {
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walkCrewman(OBJECT_KIRK, 0xe9, 0x90, 2);
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}
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void Room::demon4KirkReachedNauianWithSkull() {
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showText(TX_SPEAKER_NAUIAN, 36, true);
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const TextRef choices[] = { TX_SPEAKER_KIRK, 6, 3, 5, TX_BLANK };
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int choice = showMultipleTexts(choices, true);
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switch (choice) {
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case 0:
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_awayMission->demon.missionScore++;
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loadActorAnim2(8, "takesk", 0x107, 0x8e, 0);
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loseItem(OBJECT_ISKULL);
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_awayMission->demon.itemsTakenFromCase &= ~16; // BUG: skull reappears in case? Can abuse for infinite ponits?
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_awayMission->demon.gaveSkullToNauian = true;
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break;
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case 1:
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case 2:
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break;
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default:
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showDescription(TX_DIALOG_ERROR);
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break;
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}
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}
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void Room::demon4UsePhaserOnPanel() {
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showText(TX_SPEAKER_SPOCK, 13, true);
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}
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void Room::demon4UsePhaserOnPattern() {
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showText(TX_SPEAKER_SPOCK, 45, true);
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}
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void Room::demon4UsePhaserOnMccoy() {
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showText(TX_SPEAKER_MCCOY, 18, true);
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}
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void Room::demon4TalkToNauian() {
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_awayMission->disableInput = false;
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if (!_awayMission->demon.metNauian) {
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_awayMission->demon.metNauian = true;
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showText(TX_SPEAKER_NAUIAN, 44, true);
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const TextRef choices[] = { TX_SPEAKER_KIRK, 2, 4, 9, TX_BLANK };
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int choice = showMultipleTexts(choices, true);
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switch (choice) {
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case 0:
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_awayMission->demon.field2d = true;
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showText(TX_SPEAKER_NAUIAN, 42, true);
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break;
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case 1:
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break;
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case 2:
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showText(TX_SPEAKER_NAUIAN, 39, true);
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break;
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default:
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showDescription(TX_DIALOG_ERROR);
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break;
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}
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showText(TX_SPEAKER_NAUIAN, 43, true);
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const TextRef choices2[] = { TX_SPEAKER_KIRK, 8, 7, TX_BLANK };
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choice = showMultipleTexts(choices2, true);
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switch (choice) {
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case 0:
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_awayMission->demon.field2d = true;
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showText(TX_SPEAKER_NAUIAN, 41, true);
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break;
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case 1:
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break;
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default:
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showDescription(TX_DIALOG_ERROR);
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break;
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}
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showText(TX_SPEAKER_NAUIAN, 40, true);
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if (_roomVar.demon.disabledSecurity) { // Impossible condition?
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showText(TX_SPEAKER_NAUIAN, 37, true);
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// BUGFIX: Originally all of these used no audio, despite the files existing
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// (being used elsewhere).
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showText(TX_SPEAKER_KIRK, 10, true);
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showText(TX_SPEAKER_NAUIAN, 35, true);
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showText(TX_SPEAKER_SPOCK, 30, true);
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_awayMission->disableInput = true;
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_awayMission->demon.missionScore += 5;
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_awayMission->timers[1] = 20;
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} else {
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showText(TX_SPEAKER_NAUIAN, 38, true);
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}
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} else {
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showText(TX_SPEAKER_NAUIAN, 31, true);
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}
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}
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void Room::demon4LookAtPattern() {
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showDescription(2, true);
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}
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void Room::demon4LookAtAlien() {
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showDescription(7, true);
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}
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void Room::demon4LookAnywhere() {
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showDescription(4, true);
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}
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void Room::demon4LookAtSecurityEquipment() {
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showDescription(8, true);
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}
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void Room::demon4LookAtFloor() {
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showDescription(9, true);
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}
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void Room::demon4LookAtKirk() {
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showDescription(3, true);
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}
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void Room::demon4LookAtMccoy() {
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showDescription(0, true);
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}
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void Room::demon4LookAtSpock() {
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showDescription(5, true);
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}
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void Room::demon4LookAtRedshirt() {
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showDescription(1, true);
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}
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void Room::demon4LookAtChamber() {
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showDescription(6, true);
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}
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void Room::demon4LookAtPanel() {
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showDescription(12, true);
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}
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void Room::demon4UseKirkOnPanel() {
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_roomVar.demon.crewmanUsingPanel = OBJECT_KIRK;
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demon4UseCrewmanOnPanel();
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}
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void Room::demon4UseSpockOnPanel() {
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_roomVar.demon.crewmanUsingPanel = OBJECT_SPOCK;
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demon4UseCrewmanOnPanel();
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}
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void Room::demon4UseMccoyOnPanel() {
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_roomVar.demon.crewmanUsingPanel = OBJECT_MCCOY;
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demon4UseCrewmanOnPanel();
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}
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void Room::demon4UseRedshirtOnPanel() {
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_roomVar.demon.crewmanUsingPanel = OBJECT_REDSHIRT;
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demon4UseCrewmanOnPanel();
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}
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void Room::demon4UseCrewmanOnPanel() {
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if (_awayMission->demon.solvedSunPuzzle)
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return;
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walkCrewman(_roomVar.demon.crewmanUsingPanel, 0xda, 0x83, 3);
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_awayMission->crewDirectionsAfterWalk[_roomVar.demon.crewmanUsingPanel] = DIR_N;
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_awayMission->disableInput = true;
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}
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void Room::demon4CrewmanReachedPanel() {
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if (demon4ShowSunPuzzle()) {
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_awayMission->demon.solvedSunPuzzle = true;
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loadActorAnim(9, "ctrl", 0, 0, 0);
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_awayMission->demon.missionScore += 3;
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_awayMission->timers[0] = 10;
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} else
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showDescription(13, true);
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walkCrewman(_roomVar.demon.crewmanUsingPanel, 0xae, 0x93, 0);
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_awayMission->disableInput = false;
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}
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bool Room::demon4ShowSunPuzzle() {
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bool solved = false;
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int sliderY = 17;
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int sliderR = -17;
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int sliderB = 17;
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_vm->_gfx->fadeoutScreen();
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_vm->_sound->stopAllVocSounds();
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_vm->_gfx->pushSprites();
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_vm->_gfx->setBackgroundImage(_vm->_gfx->loadBitmap("machineb"));
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_vm->_gfx->copyBackgroundScreen();
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_vm->_gfx->clearPri();
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Sprite sprites[21];
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for (int i = 0; i < 21; i++) {
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_vm->_gfx->addSprite(&sprites[i]);
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}
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sprites[0].setBitmap(_vm->_gfx->loadBitmap("levery"));
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sprites[1].setBitmap(_vm->_gfx->loadBitmap("leverr"));
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sprites[2].setBitmap(_vm->_gfx->loadBitmap("leverb"));
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SharedPtr<Bitmap> lightyBitmap = _vm->_gfx->loadBitmap("lighty");
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SharedPtr<Bitmap> lightrBitmap = _vm->_gfx->loadBitmap("lightr");
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SharedPtr<Bitmap> lightbBitmap = _vm->_gfx->loadBitmap("lightb");
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for (int i = 3; i < 9; i++)
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sprites[i].bitmap = lightyBitmap;
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for (int i = 9; i < 15; i++)
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sprites[i].bitmap = lightrBitmap;
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for (int i = 15; i < 21; i++)
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sprites[i].bitmap = lightbBitmap;
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Sprite doneButtonSprite;
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_vm->_gfx->addSprite(&doneButtonSprite);
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doneButtonSprite.setXYAndPriority(0x104, 0x64, 2);
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doneButtonSprite.setBitmap(_vm->_gfx->loadBitmap("donebutt"));
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// BUGFIX: use draw mode 2 so the entire button is clickable (not just non-transparent
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// pixels)
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doneButtonSprite.drawMode = 2;
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_vm->_gfx->fadeinScreen();
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bool continueLoop = true;
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bool sliderChanged = true;
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while (continueLoop) {
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if (sliderChanged) {
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sprites[0].setXYAndPriority(0xa0, sliderY + 0x75, 14);
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sprites[1].setXYAndPriority(0xa8, sliderR + 0x75, 14);
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sprites[2].setXYAndPriority(0xb0, sliderB + 0x75, 14);
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int var56 = 0x82;
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int var58 = 0x83;
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int var5a = 3;
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int numSprites = abs(sliderY) / 3;
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for (int i = 0; i < 6; i++) {
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sprites[i + var5a].setXYAndPriority(var58, var56, 14);
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}
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var56 -= 6;
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for (int i = 0; i < numSprites; i++) {
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sprites[i + var5a].setXYAndPriority(var58, var56, 14);
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var56 -= 6;
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}
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var56 = 0x82;
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var58 = 0x8b;
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var5a = 9;
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numSprites = abs(sliderR) / 3;
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for (int i = 0; i < 6; i++) {
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sprites[i + var5a].setXYAndPriority(var58, var56, 14);
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}
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var56 -= 6;
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for (int i = 0; i < numSprites; i++) {
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sprites[i + var5a].setXYAndPriority(var58, var56, 14);
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var56 -= 6;
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}
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var56 = 0x82;
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var58 = 0x93;
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var5a = 15;
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numSprites = abs(sliderB) / 3;
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for (int i = 0; i < 6; i++) {
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sprites[i + var5a].setXYAndPriority(var58, var56, 14);
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}
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var56 -= 6;
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for (int i = 0; i < numSprites; i++) {
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sprites[i + var5a].setXYAndPriority(var58, var56, 14);
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var56 -= 6;
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}
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sliderChanged = false;
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}
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TrekEvent event;
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if (!_vm->popNextEvent(&event))
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continue;
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switch (event.type) {
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case TREKEVENT_LBUTTONDOWN: {
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lclick:
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Common::Point mousePos = _vm->_gfx->getMousePos();
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if (_vm->_gfx->getSpriteAt(mousePos) == &doneButtonSprite)
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goto done;
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else {
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if (mousePos.y >= 0x64 && mousePos.y <= 0x86) {
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if (mousePos.x >= 0xa0 && mousePos.x <= 0xa6)
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sliderY = mousePos.y - 0x75;
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else if (mousePos.x >= 0xa8 && mousePos.x <= 0xae)
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sliderR = mousePos.y - 0x75;
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else if (mousePos.x >= 0xb0 && mousePos.x <= 0xb6)
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sliderB = mousePos.y - 0x75;
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sliderChanged = true;
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}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TREKEVENT_RBUTTONDOWN:
|
|
done:
|
|
if (abs(sliderY) <= 2 && abs(sliderR) <= 2 && abs(sliderB) <= 2)
|
|
solved = true;
|
|
else
|
|
solved = false;
|
|
continueLoop = false;
|
|
break;
|
|
|
|
case TREKEVENT_KEYDOWN:
|
|
switch (event.kbd.keycode) {
|
|
case Common::KEYCODE_ESCAPE:
|
|
case Common::KEYCODE_F2:
|
|
goto done;
|
|
|
|
case Common::KEYCODE_RETURN:
|
|
case Common::KEYCODE_KP_ENTER:
|
|
case Common::KEYCODE_F1:
|
|
goto lclick;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
_vm->_gfx->drawAllSprites();
|
|
}
|
|
|
|
_vm->_gfx->fadeoutScreen();
|
|
_vm->_gfx->popSprites();
|
|
_vm->_gfx->loadPri(_vm->_screenName);
|
|
_vm->_gfx->setBackgroundImage(_vm->_gfx->loadBitmap(_vm->_screenName));
|
|
_vm->_gfx->copyBackgroundScreen();
|
|
_vm->_gfx->forceDrawAllSprites();
|
|
|
|
return solved;
|
|
}
|
|
|
|
void Room::demon4TalkToKirk() {
|
|
showText(TX_SPEAKER_KIRK, 1, true);
|
|
}
|
|
|
|
void Room::demon4TalkToMccoy() {
|
|
if (_roomVar.demon.nauianEmerged)
|
|
showText(TX_SPEAKER_MCCOY, 19, true);
|
|
else
|
|
showText(TX_SPEAKER_MCCOY, 15, true);
|
|
}
|
|
|
|
void Room::demon4TalkToSpock() {
|
|
if (_roomVar.demon.nauianEmerged)
|
|
showText(TX_SPEAKER_SPOCK, 22, true);
|
|
else
|
|
showText(TX_SPEAKER_SPOCK, 24, true);
|
|
}
|
|
|
|
void Room::demon4TalkToRedshirt() {
|
|
if (_roomVar.demon.nauianEmerged)
|
|
showText(TX_SPEAKER_EVERTS, 47, true);
|
|
else
|
|
showText(TX_SPEAKER_EVERTS, 46, true);
|
|
}
|
|
|
|
void Room::demon4UseSTricorderOnChamber() {
|
|
loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0);
|
|
playSoundEffectIndex(4);
|
|
showText(TX_SPEAKER_SPOCK, 12, true);
|
|
}
|
|
|
|
void Room::demon4UseSTricorderOnPattern() {
|
|
loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0);
|
|
playSoundEffectIndex(4);
|
|
showText(TX_SPEAKER_SPOCK, 14, true);
|
|
showText(TX_SPEAKER_SPOCK, 25, true);
|
|
}
|
|
|
|
void Room::demon4UseMTricorderOnPattern() {
|
|
showText(TX_SPEAKER_MCCOY, 21, true);
|
|
}
|
|
|
|
void Room::demon4UseSTricorderOnPanel() {
|
|
loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0);
|
|
playSoundEffectIndex(4);
|
|
showText(TX_SPEAKER_SPOCK, 27, true);
|
|
}
|
|
|
|
void Room::demon4UseMTricorderOnPanel() {
|
|
loadActorAnim2(OBJECT_MCCOY, "mscane", -1, -1, 0);
|
|
playSoundEffectIndex(4);
|
|
showText(TX_SPEAKER_MCCOY, 27, true); // BUG: Uses spock's voice (though speaker says "Mccoy")
|
|
}
|
|
|
|
void Room::demon4UseSTricorderOnAnything() {
|
|
loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0);
|
|
playSoundEffectIndex(4);
|
|
showText(TX_SPEAKER_SPOCK, 23, true);
|
|
}
|
|
|
|
void Room::demon4UseMTricorderOnAnything() {
|
|
loadActorAnim2(OBJECT_MCCOY, "mscane", -1, -1, 0);
|
|
playSoundEffectIndex(4);
|
|
showText(TX_SPEAKER_MCCOY, 20, true);
|
|
}
|
|
|
|
void Room::demon4UseSTricorderOnNauian() {
|
|
loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0);
|
|
playSoundEffectIndex(4);
|
|
showText(TX_SPEAKER_SPOCK, 29, true);
|
|
}
|
|
|
|
void Room::demon4UseMTricorderOnNauian() {
|
|
loadActorAnim2(OBJECT_MCCOY, "mscane", -1, -1, 0);
|
|
playSoundEffectIndex(4);
|
|
showText(TX_SPEAKER_SPOCK, 29, true); // BUG: Uses spock's voice (speaker says "Spock" too)
|
|
}
|
|
|
|
void Room::demon4UseSTricorderOnSecurityEquipment() {
|
|
loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0);
|
|
playSoundEffectIndex(4);
|
|
showText(TX_SPEAKER_SPOCK, 26, true);
|
|
}
|
|
|
|
void Room::demon4UseMTricorderOnSecurityEquipment() {
|
|
loadActorAnim2(OBJECT_MCCOY, "mscane", -1, -1, 0);
|
|
playSoundEffectIndex(4);
|
|
showText(TX_SPEAKER_SPOCK, 26, true); // BUG: Uses spock's voice (speaker says "Spock" too)
|
|
}
|
|
|
|
}
|