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scummvm/engines/startrek/rooms/feather2.cpp
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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "startrek/room.h"
#define HOTSPOT_EYES_1 0x20
#define HOTSPOT_EYES_2 0x21
#define HOTSPOT_EYES_3 0x22
#define HOTSPOT_BIG_TREE 0x23
#define HOTSPOT_TREES 0x24
#define HOTSPOT_VINES 0x25
#define HOTSPOT_LEFT_EXIT 0x26
namespace StarTrek {
extern const RoomAction feather2ActionList[] = {
{ {ACTION_TICK, 1, 0, 0}, &Room::feather2Tick1 },
{ {ACTION_USE, OBJECT_ICOMM, 0xff, 0}, &Room::feather2UseCommunicator },
{ {ACTION_USE, OBJECT_IPHASERS, 0xff, 0}, &Room::feather2UsePhaser },
{ {ACTION_USE, OBJECT_IPHASERK, 0xff, 0}, &Room::feather2UsePhaser },
{ {ACTION_USE, OBJECT_ISTRICOR, 0xff, 0}, &Room::feather2UseSTricorderAnywhere },
{ {ACTION_USE, OBJECT_IMTRICOR, 0xff, 0}, &Room::feather2UseMTricorderAnywhere },
{ {ACTION_TALK, OBJECT_MCCOY, 0, 0}, &Room::feather2TalkToMccoy },
{ {ACTION_TALK, OBJECT_SPOCK, 0, 0}, &Room::feather2TalkToSpock },
{ {ACTION_TALK, OBJECT_REDSHIRT, 0, 0}, &Room::feather2TalkToRedshirt },
{ {ACTION_LOOK, HOTSPOT_VINES, 0, 0}, &Room::feather2LookAtVines },
{ {ACTION_USE, OBJECT_IMEDKIT, 0xff, 0}, &Room::feather2UseMedkit },
{ {ACTION_WALK, HOTSPOT_LEFT_EXIT, 0, 0}, &Room::feather2WalkToLeftExit },
{ {ACTION_LOOK, HOTSPOT_EYES_1, 0, 0}, &Room::feather2LookAtEyes },
{ {ACTION_LOOK, HOTSPOT_EYES_2, 0, 0}, &Room::feather2LookAtEyes },
{ {ACTION_LOOK, HOTSPOT_EYES_3, 0, 0}, &Room::feather2LookAtEyes },
{ {ACTION_LOOK, HOTSPOT_BIG_TREE, 0, 0}, &Room::feather2LookAtBigTree },
{ {ACTION_LOOK, HOTSPOT_TREES, 0, 0}, &Room::feather2LookAtTrees },
{ {ACTION_LOOK, 0xff, 0, 0}, &Room::feather2LookAnywhere },
{ {ACTION_LOOK, OBJECT_KIRK, 0, 0}, &Room::feather2LookAtKirk },
{ {ACTION_LOOK, OBJECT_SPOCK, 0, 0}, &Room::feather2LookAtSpock },
{ {ACTION_LOOK, OBJECT_MCCOY, 0, 0}, &Room::feather2LookAtMccoy },
{ {ACTION_LOOK, OBJECT_REDSHIRT, 0, 0}, &Room::feather2LookAtRedshirt },
};
extern const int feather2NumActions = ARRAYSIZE(feather2ActionList);
void Room::feather2Tick1() {
playVoc("FEA2LOOP");
playMidiMusicTracks(27);
}
void Room::feather2UseCommunicator() {
showText(TX_SPEAKER_SPOCK, TX_FEA2_006);
}
void Room::feather2UsePhaser() {
// FIXME: Why does McCoy say "They're dead, Jim"?
showText(TX_SPEAKER_MCCOY, TX_FEA2_003);
}
void Room::feather2UseSTricorderAnywhere() {
spockScan(DIR_S, TX_FEA2_007);
}
void Room::feather2UseMTricorderAnywhere() {
// ENHANCEMENT: Original didn't play tricorder sound, etc
mccoyScan(DIR_S, TX_FEA2_002);
}
void Room::feather2TalkToMccoy() {
showText(TX_SPEAKER_MCCOY, TX_FEA2_004);
}
void Room::feather2TalkToSpock() {
showText(TX_SPEAKER_SPOCK, TX_FEA2_008);
}
void Room::feather2TalkToRedshirt() {
showText(TX_SPEAKER_STRAGEY, TX_FEA2_009);
}
void Room::feather2LookAtVines() {
// NOTE: This might be unused? I can't find where HOTSPOT_VINES is supposed to be.
showText(TX_FEA2N000);
showText(TX_SPEAKER_STRAGEY, TX_FEA2_010);
showText(TX_SPEAKER_MCCOY, TX_FEA2_005);
}
void Room::feather2UseMedkit() {
showText(TX_SPEAKER_MCCOY, TX_FEA2_001);
}
void Room::feather2WalkToLeftExit() {
walkCrewman(OBJECT_KIRK, 0x14, 0x96);
}
void Room::feather2LookAtEyes() {
showText(TX_FEA2N001);
}
void Room::feather2LookAtBigTree() {
showText(TX_FEA2N006);
}
void Room::feather2LookAtTrees() {
showText(TX_FEA2N007);
}
void Room::feather2LookAnywhere() {
showText(TX_FEA2N008);
}
void Room::feather2LookAtKirk() {
showText(TX_FEA2N002);
}
void Room::feather2LookAtSpock() {
showText(TX_FEA2N005);
}
void Room::feather2LookAtMccoy() {
showText(TX_FEA2N004);
}
void Room::feather2LookAtRedshirt() {
showText(TX_FEA2N003);
}
}