mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-07 10:21:31 +00:00
5e7b556310
All action arrays now end with a terminator entry. The array count has been removed. Also, fixed a regression when changing missions in endMission().
217 lines
6.4 KiB
C++
217 lines
6.4 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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namespace StarTrek {
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extern const RoomAction demon2ActionList[] = {
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{ {ACTION_TICK, 1, 0, 0}, &Room::demon2Tick1 },
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{ {ACTION_WALK, 0x27, 0, 0}, &Room::demon2WalkToCave },
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{ {ACTION_FINISHED_WALKING, 2, 0, 0}, &Room::demon2ReachedCave },
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{ {ACTION_TOUCHED_WARP, 1, 0, 0}, &Room::demon2TouchedWarp1 },
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{ {ACTION_LOOK, 0x27, 0, 0}, &Room::demon2LookAtCave },
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{ {ACTION_LOOK, 0x20, 0, 0}, &Room::demon2LookAtCave },
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{ {ACTION_LOOK, 0x21, 0, 0}, &Room::demon2LookAtMountain },
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{ {ACTION_LOOK, 0x22, 0, 0}, &Room::demon2LookAtMountain },
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{ {ACTION_LOOK, 0x23, 0, 0}, &Room::demon2LookAtBerries },
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{ {ACTION_LOOK, 0x24, 0, 0}, &Room::demon2LookAtFern },
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{ {ACTION_LOOK, 0x25, 0, 0}, &Room::demon2LookAtMoss },
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{ {ACTION_LOOK, 0x26, 0, 0}, &Room::demon2LookAtLights },
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{ {ACTION_LOOK, 0xff, 0, 0}, &Room::demon2LookAtAnything },
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{ {ACTION_LOOK, OBJECT_KIRK, 0, 0}, &Room::demon2LookAtKirk },
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{ {ACTION_LOOK, OBJECT_SPOCK, 0, 0}, &Room::demon2LookAtSpock },
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{ {ACTION_LOOK, OBJECT_MCCOY, 0, 0}, &Room::demon2LookAtMcCoy },
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{ {ACTION_LOOK, OBJECT_REDSHIRT, 0, 0}, &Room::demon2LookAtRedshirt },
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{ {ACTION_TALK, OBJECT_KIRK, 0, 0}, &Room::demon2TalkToKirk },
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{ {ACTION_TALK, OBJECT_SPOCK, 0, 0}, &Room::demon2TalkToSpock },
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{ {ACTION_TALK, OBJECT_MCCOY, 0, 0}, &Room::demon2TalkToMcCoy },
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{ {ACTION_TALK, OBJECT_REDSHIRT, 0, 0}, &Room::demon2TalkToRedshirt },
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{ {ACTION_USE, OBJECT_IPHASERK, 0x23, 0}, &Room::demon2UsePhaserOnBerries },
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{ {ACTION_USE, OBJECT_IPHASERS, 0x23, 0}, &Room::demon2UsePhaserOnBerries },
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{ {ACTION_USE, OBJECT_ISTRICOR, 0x23, 0}, &Room::demon2UseSTricorderOnBerries },
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{ {ACTION_USE, OBJECT_ISTRICOR, 0x25, 0}, &Room::demon2UseSTricorderOnMoss },
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{ {ACTION_USE, OBJECT_ISTRICOR, 0x24, 0}, &Room::demon2UseSTricorderOnFern },
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{ {ACTION_USE, OBJECT_ISTRICOR, 0x20, 0}, &Room::demon2UseSTricorderOnCave },
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{ {ACTION_USE, OBJECT_ISTRICOR, 0x21, 0}, &Room::demon2UseSTricorderOnCave },
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{ {ACTION_USE, OBJECT_ISTRICOR, 0x22, 0}, &Room::demon2UseSTricorderOnCave },
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{ {ACTION_USE, OBJECT_IMTRICOR, 0x23, 0}, &Room::demon2UseMTricorderOnBerries },
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{ {ACTION_GET, 0x23, 0, 0}, &Room::demon2GetBerries },
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{ {ACTION_FINISHED_WALKING, 1, 0, 0}, &Room::demon2ReachedBerries },
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{ {ACTION_FINISHED_ANIMATION, 1, 0, 0}, &Room::demon2PickedUpBerries },
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{ {ACTION_LIST_END, 0, 0, 0}, nullptr }
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};
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void Room::demon2Tick1() {
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playVoc("DEM2LOOP");
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}
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void Room::demon2WalkToCave() {
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walkCrewman(OBJECT_KIRK, 0x83, 0x5c, 2);
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}
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void Room::demon2ReachedCave() {
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loadRoomIndex(3, 1);
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}
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void Room::demon2TouchedWarp1() {
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_awayMission->demon.enteredFrom = 2;
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_awayMission->rdfStillDoDefaultAction = true;
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}
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void Room::demon2LookAtCave() {
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showDescription(9, true);
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}
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void Room::demon2LookAtMountain() {
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showDescription(7, true);
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}
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void Room::demon2LookAtBerries() {
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showDescription(12, true);
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}
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void Room::demon2LookAtFern() {
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showDescription(5, true);
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}
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void Room::demon2LookAtMoss() {
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showDescription(10, true);
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}
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void Room::demon2LookAtLights() {
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showDescription(6, true);
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}
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void Room::demon2LookAtAnything() {
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showDescription(11, true);
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}
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void Room::demon2LookAtKirk() {
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showDescription(2, true);
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}
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void Room::demon2LookAtSpock() {
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showDescription(4, true);
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}
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void Room::demon2LookAtMcCoy() {
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showDescription(3, true);
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}
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void Room::demon2LookAtRedshirt() {
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showDescription(0, true);
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}
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void Room::demon2TalkToKirk() {
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showText(TX_SPEAKER_KIRK, 1, true);
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}
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void Room::demon2TalkToSpock() {
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showText(TX_SPEAKER_SPOCK, 18, true);
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showText(TX_SPEAKER_KIRK, 3, true);
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}
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void Room::demon2TalkToMcCoy() {
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showText(TX_SPEAKER_MCCOY, 15, true);
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showText(TX_SPEAKER_SPOCK, 17, true);
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showText(TX_SPEAKER_MCCOY, 16, true);
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}
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void Room::demon2TalkToRedshirt() {
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showText(TX_SPEAKER_EVERTS, 19, true);
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showText(TX_SPEAKER_KIRK, 2, true);
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showText(TX_SPEAKER_EVERTS, 20, true);
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showText(TX_SPEAKER_KIRK, 4, true);
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}
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void Room::demon2UsePhaserOnBerries() {
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showText(TX_SPEAKER_MCCOY, 11, true);
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}
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void Room::demon2UseSTricorderOnBerries() {
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loadActorAnim2(OBJECT_SPOCK, "sscane", -1, -1, 0);
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playSoundEffectIndex(0x04);
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showText(TX_SPEAKER_SPOCK, 8, true);
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}
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void Room::demon2UseSTricorderOnMoss() {
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loadActorAnim2(OBJECT_SPOCK, "sscann", -1, -1, 0);
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playSoundEffectIndex(0x04);
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showText(TX_SPEAKER_SPOCK, 7, true);
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}
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void Room::demon2UseSTricorderOnFern() {
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loadActorAnim2(OBJECT_SPOCK, "sscann", -1, -1, 0);
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playSoundEffectIndex(0x04);
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showText(TX_SPEAKER_SPOCK, 6, true);
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}
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void Room::demon2UseSTricorderOnCave() {
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loadActorAnim2(OBJECT_SPOCK, "sscann", -1, -1, 0);
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playSoundEffectIndex(0x04);
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// NOTE: audio file for this is empty.
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showText(TX_SPEAKER_SPOCK, 5, true);
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}
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void Room::demon2UseMTricorderOnBerries() {
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loadActorAnim2(OBJECT_MCCOY, "mscane", -1, -1, 0);
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playSoundEffectIndex(0x04);
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if (_awayMission->demon.curedChub)
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showText(TX_SPEAKER_MCCOY, 13, true);
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else if (_awayMission->demon.madeHypoDytoxin)
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showText(TX_SPEAKER_MCCOY, 9, true);
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else if (_awayMission->demon.knowAboutHypoDytoxin)
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showText(TX_SPEAKER_MCCOY, 10, true);
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else
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showText(TX_SPEAKER_MCCOY, 12, true);
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}
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void Room::demon2GetBerries() {
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if (_awayMission->demon.gotBerries)
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showText(TX_SPEAKER_MCCOY, 14, true);
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else
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walkCrewman(OBJECT_KIRK, 0xe8, 0x97, 1);
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}
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void Room::demon2ReachedBerries() {
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loadActorAnim2(OBJECT_KIRK, "kusehe", -1, -1, 1);
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playVoc("PIKBERRY");
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}
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void Room::demon2PickedUpBerries() {
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showDescription(13, true);
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giveItem(OBJECT_IBERRY);
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_awayMission->demon.gotBerries = true;
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_awayMission->demon.missionScore += 1;
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}
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}
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