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146 lines
4.5 KiB
C++
146 lines
4.5 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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#define HOTSPOT_EYES_1 0x20
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#define HOTSPOT_EYES_2 0x21
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#define HOTSPOT_EYES_3 0x22
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#define HOTSPOT_BIG_TREE 0x23
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#define HOTSPOT_TREES 0x24
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#define HOTSPOT_VINES 0x25
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#define HOTSPOT_LEFT_EXIT 0x26
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namespace StarTrek {
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extern const RoomAction feather2ActionList[] = {
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{ {ACTION_TICK, 1, 0, 0}, &Room::feather2Tick1 },
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{ {ACTION_USE, OBJECT_ICOMM, 0xff, 0}, &Room::feather2UseCommunicator },
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{ {ACTION_USE, OBJECT_IPHASERS, 0xff, 0}, &Room::feather2UsePhaser },
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{ {ACTION_USE, OBJECT_IPHASERK, 0xff, 0}, &Room::feather2UsePhaser },
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{ {ACTION_USE, OBJECT_ISTRICOR, 0xff, 0}, &Room::feather2UseSTricorderAnywhere },
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{ {ACTION_USE, OBJECT_IMTRICOR, 0xff, 0}, &Room::feather2UseMTricorderAnywhere },
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{ {ACTION_TALK, OBJECT_MCCOY, 0, 0}, &Room::feather2TalkToMccoy },
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{ {ACTION_TALK, OBJECT_SPOCK, 0, 0}, &Room::feather2TalkToSpock },
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{ {ACTION_TALK, OBJECT_REDSHIRT, 0, 0}, &Room::feather2TalkToRedshirt },
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{ {ACTION_LOOK, HOTSPOT_VINES, 0, 0}, &Room::feather2LookAtVines },
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{ {ACTION_USE, OBJECT_IMEDKIT, 0xff, 0}, &Room::feather2UseMedkit },
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{ {ACTION_WALK, HOTSPOT_LEFT_EXIT, 0, 0}, &Room::feather2WalkToLeftExit },
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{ {ACTION_LOOK, HOTSPOT_EYES_1, 0, 0}, &Room::feather2LookAtEyes },
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{ {ACTION_LOOK, HOTSPOT_EYES_2, 0, 0}, &Room::feather2LookAtEyes },
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{ {ACTION_LOOK, HOTSPOT_EYES_3, 0, 0}, &Room::feather2LookAtEyes },
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{ {ACTION_LOOK, HOTSPOT_BIG_TREE, 0, 0}, &Room::feather2LookAtBigTree },
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{ {ACTION_LOOK, HOTSPOT_TREES, 0, 0}, &Room::feather2LookAtTrees },
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{ {ACTION_LOOK, 0xff, 0, 0}, &Room::feather2LookAnywhere },
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{ {ACTION_LOOK, OBJECT_KIRK, 0, 0}, &Room::feather2LookAtKirk },
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{ {ACTION_LOOK, OBJECT_SPOCK, 0, 0}, &Room::feather2LookAtSpock },
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{ {ACTION_LOOK, OBJECT_MCCOY, 0, 0}, &Room::feather2LookAtMccoy },
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{ {ACTION_LOOK, OBJECT_REDSHIRT, 0, 0}, &Room::feather2LookAtRedshirt },
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};
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extern const int feather2NumActions = ARRAYSIZE(feather2ActionList);
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void Room::feather2Tick1() {
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playVoc("FEA2LOOP");
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playMidiMusicTracks(27);
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}
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void Room::feather2UseCommunicator() {
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showText(TX_SPEAKER_SPOCK, TX_FEA2_006);
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}
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void Room::feather2UsePhaser() {
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// FIXME: Why does McCoy say "They're dead, Jim"?
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showText(TX_SPEAKER_MCCOY, TX_FEA2_003);
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}
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void Room::feather2UseSTricorderAnywhere() {
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spockScan(DIR_S, TX_FEA2_007);
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}
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void Room::feather2UseMTricorderAnywhere() {
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// ENHANCEMENT: Original didn't play tricorder sound, etc
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mccoyScan(DIR_S, TX_FEA2_002);
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}
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void Room::feather2TalkToMccoy() {
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showText(TX_SPEAKER_MCCOY, TX_FEA2_004);
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}
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void Room::feather2TalkToSpock() {
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showText(TX_SPEAKER_SPOCK, TX_FEA2_008);
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}
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void Room::feather2TalkToRedshirt() {
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showText(TX_SPEAKER_STRAGEY, TX_FEA2_009);
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}
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void Room::feather2LookAtVines() {
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// NOTE: This might be unused? I can't find where HOTSPOT_VINES is supposed to be.
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showText(TX_FEA2N000);
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showText(TX_SPEAKER_STRAGEY, TX_FEA2_010);
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showText(TX_SPEAKER_MCCOY, TX_FEA2_005);
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}
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void Room::feather2UseMedkit() {
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showText(TX_SPEAKER_MCCOY, TX_FEA2_001);
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}
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void Room::feather2WalkToLeftExit() {
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walkCrewman(OBJECT_KIRK, 0x14, 0x96);
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}
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void Room::feather2LookAtEyes() {
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showText(TX_FEA2N001);
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}
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void Room::feather2LookAtBigTree() {
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showText(TX_FEA2N006);
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}
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void Room::feather2LookAtTrees() {
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showText(TX_FEA2N007);
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}
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void Room::feather2LookAnywhere() {
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showText(TX_FEA2N008);
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}
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void Room::feather2LookAtKirk() {
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showText(TX_FEA2N002);
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}
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void Room::feather2LookAtSpock() {
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showText(TX_FEA2N005);
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}
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void Room::feather2LookAtMccoy() {
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showText(TX_FEA2N004);
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}
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void Room::feather2LookAtRedshirt() {
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showText(TX_FEA2N003);
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}
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}
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