mirror of
https://github.com/scummvm/scummvm.git
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247 lines
7.9 KiB
C++
247 lines
7.9 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 OBJECT_DOOR 8
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#define HOTSPOT_DOOR 0x20
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#define HOTSPOT_GROUND 0x21
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#define HOTSPOT_STATUE 0x22
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#define HOTSPOT_PLANET 0x23
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#define HOTSPOT_SKY 0x24 // Not mapped anywhere?
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namespace StarTrek {
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extern const RoomAction sins0ActionList[] = {
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{ {ACTION_TICK, 1, 0, 0}, &Room::sins0Tick1 },
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{ {ACTION_LOOK, 0xff, 0, 0}, &Room::sins0LookAnywhere },
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{ {ACTION_LOOK, OBJECT_DOOR, 0, 0}, &Room::sins0LookAtOpenDoor },
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{ {ACTION_LOOK, HOTSPOT_DOOR, 0, 0}, &Room::sins0LookAtClosedDoor },
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{ {ACTION_TALK, OBJECT_SPOCK, 0, 0}, &Room::sins0TalkToSpock },
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{ {ACTION_TALK, OBJECT_MCCOY, 0, 0}, &Room::sins0TalkToMccoy },
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{ {ACTION_TALK, OBJECT_REDSHIRT, 0, 0}, &Room::sins0TalkToRedshirt },
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{ {ACTION_LOOK, HOTSPOT_GROUND, 0, 0}, &Room::sins0LookAtGround },
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{ {ACTION_GET, HOTSPOT_GROUND, 0, 0}, &Room::sins0GetRock },
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{ {ACTION_DONE_ANIM, 1, 0, 0}, &Room::sins0PickedUpRock },
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{ {ACTION_USE, OBJECT_ISTRICOR, 0xff, 0}, &Room::sins0UseSTricorderAnywhere },
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{ {ACTION_USE, OBJECT_ISTRICOR, HOTSPOT_GROUND, 0}, &Room::sins0UseSTricorderOnGround },
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{ {ACTION_USE, OBJECT_ISTRICOR, HOTSPOT_PLANET, 0}, &Room::sins0UseSTricorderOnPlanet },
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{ {ACTION_TICK, 40, 0, 0}, &Room::sins0Tick40 },
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{ {ACTION_LOOK, HOTSPOT_STATUE, 0, 0}, &Room::sins0LookAtStatue },
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{ {ACTION_LOOK, HOTSPOT_PLANET, 0, 0}, &Room::sins0LookAtPlanet },
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{ {ACTION_LOOK, HOTSPOT_SKY, 0, 0}, &Room::sins0LookAtSky },
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{ {ACTION_LOOK, OBJECT_KIRK, 0, 0}, &Room::sins0LookAtKirk },
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{ {ACTION_LOOK, OBJECT_SPOCK, 0, 0}, &Room::sins0LookAtSpock },
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{ {ACTION_LOOK, OBJECT_MCCOY, 0, 0}, &Room::sins0LookAtMccoy },
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{ {ACTION_LOOK, OBJECT_REDSHIRT, 0, 0}, &Room::sins0LookAtRedshirt },
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{ {ACTION_USE, OBJECT_ISTRICOR, HOTSPOT_DOOR, 0}, &Room::sins0UseSTricorderOnClosedDoor },
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{ {ACTION_USE, OBJECT_ISTRICOR, HOTSPOT_STATUE, 0}, &Room::sins0UseSTricorderOnStatue },
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{ {ACTION_USE, OBJECT_IMEDKIT, OBJECT_KIRK, 0}, &Room::sins0UseMedkitOnCrewman },
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{ {ACTION_USE, OBJECT_IMEDKIT, OBJECT_SPOCK, 0}, &Room::sins0UseMedkitOnCrewman },
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{ {ACTION_USE, OBJECT_IMEDKIT, OBJECT_MCCOY, 0}, &Room::sins0UseMedkitOnCrewman },
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{ {ACTION_USE, OBJECT_IMEDKIT, OBJECT_REDSHIRT, 0}, &Room::sins0UseMedkitOnCrewman },
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{ {ACTION_USE, OBJECT_IMTRICOR, OBJECT_KIRK, 0}, &Room::sins0UseMTricorderOnCrewman },
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{ {ACTION_USE, OBJECT_IMTRICOR, OBJECT_SPOCK, 0}, &Room::sins0UseMTricorderOnCrewman },
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{ {ACTION_USE, OBJECT_IMTRICOR, OBJECT_MCCOY, 0}, &Room::sins0UseMTricorderOnCrewman },
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{ {ACTION_USE, OBJECT_IMTRICOR, OBJECT_REDSHIRT, 0}, &Room::sins0UseMTricorderOnCrewman },
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{ {ACTION_USE, OBJECT_ICOMM, 0xff, 0}, &Room::sins0UseCommunicator },
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{ {ACTION_WALK, HOTSPOT_DOOR, 0, 0}, &Room::sins0WalkToDoor },
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{ {ACTION_WALK, OBJECT_DOOR, 0, 0}, &Room::sins0WalkToDoor },
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};
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extern const int sins0NumActions = ARRAYSIZE(sins0ActionList);
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void Room::sins0Tick1() {
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playVoc("SIN0LOOP");
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if (!_awayMission->sins.enteredRoom0FirstTime)
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_awayMission->disableInput = 2;
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if (_awayMission->sins.openedInnerDoor)
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loadActorAnim2(OBJECT_DOOR, "s0dr2", 0, 0);
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else if (_awayMission->sins.openedOuterDoor)
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loadActorAnim2(OBJECT_DOOR, "s0dr1", 0, 0);
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playMidiMusicTracks(MIDITRACK_27, -3);
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}
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void Room::sins0LookAnywhere() {
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showDescription(TX_SIN0N009);
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}
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void Room::sins0LookAtOpenDoor() {
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showDescription(TX_SIN0N005);
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}
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void Room::sins0LookAtClosedDoor() {
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showDescription(TX_SIN0N008);
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}
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void Room::sins0TalkToSpock() {
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showText(TX_SPEAKER_SPOCK, TX_SIN0_009);
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}
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void Room::sins0TalkToMccoy() {
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showText(TX_SPEAKER_MCCOY, TX_SIN0_011);
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}
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void Room::sins0TalkToRedshirt() {
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// ENHANCEMENT: This function had two implementations. The first (the originally used
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// one) is a generic "area is secure" text. In the second (which was unused), he
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// comments on how the small moon could have an atmosphere. This is more interesting
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// and relevant, so that implementation is used instead.
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if (false)
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showText(TX_SPEAKER_MOSHER, TX_SIN0_024);
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else {
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showText(TX_SPEAKER_MOSHER, TX_SIN0_026);
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showText(TX_SPEAKER_SPOCK, TX_SIN0_022);
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showText(TX_SPEAKER_KIRK, TX_SIN0_006);
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}
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}
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void Room::sins0LookAtGround() {
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showDescription(TX_SIN0N006);
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}
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void Room::sins0GetRock() {
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_awayMission->disableInput = true;
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loadActorAnimC(OBJECT_KIRK, "kpickw", -1, -1, &Room::sins0PickedUpRock);
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_awayMission->sins.gatheredClues |= 1;
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}
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void Room::sins0PickedUpRock() {
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_awayMission->disableInput = false;
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loadActorStandAnim(OBJECT_KIRK);
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showDescription(TX_SIN0N010);
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giveItem(OBJECT_IS8ROCKS);
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}
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void Room::sins0UseSTricorderAnywhere() {
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spockScan(DIR_S, TX_SIN0_018);
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}
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void Room::sins0UseSTricorderOnGround() {
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spockScan(DIR_S, TX_SIN0_017);
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_awayMission->sins.gatheredClues |= 1;
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}
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void Room::sins0UseSTricorderOnPlanet() {
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spockScan(DIR_S, TX_SIN0_016);
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}
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void Room::sins0Tick40() {
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if (!_awayMission->sins.enteredRoom0FirstTime) {
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_awayMission->disableInput = false;
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showText(TX_SPEAKER_UHURA, TX_SIN0U082);
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showText(TX_SPEAKER_KIRK, TX_SIN0_003);
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showText(TX_SPEAKER_SCOTT, TX_SIN0_S48);
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showText(TX_SPEAKER_KIRK, TX_SIN0_007);
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showText(TX_SPEAKER_SCOTT, TX_SIN0_S50);
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showText(TX_SPEAKER_KIRK, TX_SIN0_005);
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showText(TX_SPEAKER_SCOTT, TX_SIN0_S49);
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showText(TX_SPEAKER_KIRK, TX_SIN0_001);
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_awayMission->sins.enteredRoom0FirstTime = true;
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}
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}
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void Room::sins0LookAtStatue() {
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showDescription(TX_SIN0N011);
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showText(TX_SPEAKER_MCCOY, TX_SIN0_015);
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showText(TX_SPEAKER_SPOCK, TX_SIN0_021);
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showText(TX_SPEAKER_MOSHER, TX_SIN0_027);
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showText(TX_SPEAKER_MCCOY, TX_SIN0_014);
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}
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void Room::sins0LookAtPlanet() {
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showDescription(TX_SIN0N007);
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}
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void Room::sins0LookAtSky() {
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// This seems unused, due to HOTSPOT_SKY not being mapped anywhere?
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showDescription(TX_SIN0N004);
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}
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void Room::sins0LookAtKirk() {
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showDescription(TX_SIN0N002);
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}
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void Room::sins0LookAtSpock() {
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showDescription(TX_SIN0N003);
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}
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void Room::sins0LookAtMccoy() {
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showDescription(TX_SIN0N000);
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}
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void Room::sins0LookAtRedshirt() {
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showDescription(TX_SIN0N001);
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}
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void Room::sins0UseSTricorderOnClosedDoor() {
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spockScan(DIR_S, TX_SIN0_019);
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showText(TX_SPEAKER_MOSHER, TX_SIN0_025);
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showText(TX_SPEAKER_MCCOY, TX_SIN0_013);
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showText(TX_SPEAKER_MOSHER, TX_SIN0_028);
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}
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void Room::sins0UseSTricorderOnStatue() {
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spockScan(DIR_S, TX_SIN0_020);
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showText(TX_SPEAKER_KIRK, TX_SIN0_008);
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showText(TX_SPEAKER_SPOCK, TX_SIN0_023);
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if (!_awayMission->sins.gotPointsForScanningStatue) {
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_awayMission->sins.gotPointsForScanningStatue = true;
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_awayMission->sins.missionScore += 1;
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}
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}
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void Room::sins0UseMedkitOnCrewman() {
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showText(TX_SPEAKER_MCCOY, TX_SIN0_012);
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}
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void Room::sins0UseMTricorderOnCrewman() {
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mccoyScan(DIR_S, TX_SIN0_010);
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}
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void Room::sins0UseCommunicator() {
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if (!_awayMission->sins.scottyInformedKirkAboutVirus) {
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showText(TX_SPEAKER_KIRK, TX_SIN0_004);
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showText(TX_SPEAKER_SCOTT, TX_SIN0_S01);
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showText(TX_SPEAKER_KIRK, TX_SIN0_002);
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} else
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showText(TX_SPEAKER_UHURA, TX_SIN0U069);
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}
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void Room::sins0WalkToDoor() {
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walkCrewman(OBJECT_KIRK, 0x5f, 0x8c);
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}
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}
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