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authorMatthew Stewart2018-07-24 21:35:43 -0400
committerEugene Sandulenko2018-08-09 08:37:30 +0200
commitd23965e274497e5c0431c8f8979315f9388da940 (patch)
tree92bebc324290bf29c5cbf59a0f03d2d66d1a7010 /engines/startrek/rooms/tug2.cpp
parentb8c244da875f676dcc401ecff1e165baeb2d4ab7 (diff)
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STARTREK: Rename tug2 room-specific vars
Diffstat (limited to 'engines/startrek/rooms/tug2.cpp')
-rw-r--r--engines/startrek/rooms/tug2.cpp70
1 files changed, 35 insertions, 35 deletions
diff --git a/engines/startrek/rooms/tug2.cpp b/engines/startrek/rooms/tug2.cpp
index e3229c156c..a13abb81fb 100644
--- a/engines/startrek/rooms/tug2.cpp
+++ b/engines/startrek/rooms/tug2.cpp
@@ -610,9 +610,9 @@ void Room::tug2UseCommunicator() {
void Room::tug2DetermineElasiShooter() {
if (_vm->_awayMission.tug.guard2Status == GUARDSTAT_UP)
- _roomVar.tug2.shootingObject = OBJECT_GUARD_2;
+ _roomVar.tug.shootingObject = OBJECT_GUARD_2;
if (_vm->_awayMission.tug.guard1Status == GUARDSTAT_UP)
- _roomVar.tug2.shootingObject = OBJECT_GUARD_1;
+ _roomVar.tug.shootingObject = OBJECT_GUARD_1;
}
// Elasi shoots someone
@@ -620,9 +620,9 @@ void Room::tug2Timer0Expired() {
if (_vm->_awayMission.tug.guard1Status != GUARDSTAT_UP && _vm->_awayMission.tug.guard2Status != GUARDSTAT_UP)
return;
- _roomVar.tug2.elasiPhaserOnKill = 0;
+ _roomVar.tug.elasiPhaserOnKill = 0;
if (_vm->_awayMission.tug.brigElasiPhasersOnKill)
- _roomVar.tug2.elasiPhaserOnKill = 1;
+ _roomVar.tug.elasiPhaserOnKill = 1;
switch (_vm->_awayMission.tug.field4b) {
case 0:
@@ -638,7 +638,7 @@ void Room::tug2Timer0Expired() {
showBitmapFor5Ticks("t2beem00", 5);
playSoundEffectIndex(SND_PHASSHOT);
loadActorAnim2(OBJECT_GUARD_2, "p6fire", -1, -1, 0);
- _vm->_awayMission.tug.field4e = _roomVar.tug2.elasiPhaserOnKill;
+ _vm->_awayMission.tug.field4e = _roomVar.tug.elasiPhaserOnKill;
_vm->_awayMission.timers[0] = 60;
break;
@@ -647,7 +647,7 @@ void Room::tug2Timer0Expired() {
_vm->_awayMission.tug.field4b++;
if (!_vm->_awayMission.tug.crewmanKilled[OBJECT_REDSHIRT]) {
tug2DetermineElasiShooter();
- _roomVar.tug2.shootingTarget = OBJECT_REDSHIRT;
+ _roomVar.tug.shootingTarget = OBJECT_REDSHIRT;
_vm->_awayMission.timers[0] = 60;
tug2GuardShootsCrewman();
}
@@ -656,14 +656,14 @@ void Room::tug2Timer0Expired() {
case 2:
// Guard shoots spock (or kirk)
_vm->_awayMission.tug.field4b++;
- _roomVar.tug2.shootKirkOverride = false;
+ _roomVar.tug.shootKirkOverride = false;
if (_vm->_awayMission.tug.brigElasiPhasersOnKill)
- _roomVar.tug2.shootKirkOverride = true;
+ _roomVar.tug.shootKirkOverride = true;
tug2DetermineElasiShooter();
- if (_roomVar.tug2.shootKirkOverride)
- _roomVar.tug2.shootingTarget = OBJECT_KIRK;
+ if (_roomVar.tug.shootKirkOverride)
+ _roomVar.tug.shootingTarget = OBJECT_KIRK;
else
- _roomVar.tug2.shootingTarget = OBJECT_SPOCK;
+ _roomVar.tug.shootingTarget = OBJECT_SPOCK;
_vm->_awayMission.timers[0] = 60;
tug2GuardShootsCrewman();
break;
@@ -672,7 +672,7 @@ void Room::tug2Timer0Expired() {
_vm->_awayMission.tug.field4b++;
if (!_vm->_awayMission.tug.crewmanKilled[OBJECT_MCCOY]) {
tug2DetermineElasiShooter();
- _roomVar.tug2.shootingTarget = OBJECT_MCCOY;
+ _roomVar.tug.shootingTarget = OBJECT_MCCOY;
_vm->_awayMission.timers[0] = 80;
tug2GuardShootsCrewman();
}
@@ -680,14 +680,14 @@ void Room::tug2Timer0Expired() {
case 4:
_vm->_awayMission.tug.field4b++;
- if (_roomVar.tug2.shootKirkOverride) {
+ if (_roomVar.tug.shootKirkOverride) {
tug2DetermineElasiShooter();
- _roomVar.tug2.shootingTarget = OBJECT_SPOCK;
+ _roomVar.tug.shootingTarget = OBJECT_SPOCK;
_vm->_awayMission.timers[2] = 40;
tug2GuardShootsCrewman();
- } else if (_roomVar.tug2.shootKirkOverride) {
+ } else if (_roomVar.tug.shootKirkOverride) {
tug2DetermineElasiShooter();
- _roomVar.tug2.shootingTarget = OBJECT_KIRK;
+ _roomVar.tug.shootingTarget = OBJECT_KIRK;
_vm->_awayMission.timers[2] = 40; // TODO
tug2GuardShootsCrewman();
}
@@ -723,51 +723,51 @@ void Room::tug2GuardShootsCrewman() {
const char *crewPrefixes = "ksmr";
- if (!_roomVar.tug2.elasiPhaserOnKill)
- _vm->_awayMission.crewDirectionsAfterWalk[_roomVar.tug2.shootingTarget] = DIR_W;
+ if (!_roomVar.tug.elasiPhaserOnKill)
+ _vm->_awayMission.crewDirectionsAfterWalk[_roomVar.tug.shootingTarget] = DIR_W;
Common::String anim;
const char **bitmapArray;
- if (_roomVar.tug2.elasiPhaserOnKill) {
+ if (_roomVar.tug.elasiPhaserOnKill) {
anim = "_Kille";
- if (_roomVar.tug2.shootingObject == OBJECT_GUARD_1)
+ if (_roomVar.tug.shootingObject == OBJECT_GUARD_1)
bitmapArray = g1ShotsOnKill;
else
bitmapArray = g2ShotsOnKill;
} else {
anim = "_stune";
- if (_roomVar.tug2.shootingObject == OBJECT_GUARD_1)
+ if (_roomVar.tug.shootingObject == OBJECT_GUARD_1)
bitmapArray = g1ShotsOnStun;
else
bitmapArray = g2ShotsOnStun;
}
- anim.setChar(crewPrefixes[_roomVar.tug2.shootingTarget], 0);
+ anim.setChar(crewPrefixes[_roomVar.tug.shootingTarget], 0);
- if (_roomVar.tug2.shootingTarget != OBJECT_KIRK)
- loadActorAnim2(_roomVar.tug2.shootingTarget, anim, -1, -1, 0);
- else if (_roomVar.tug2.elasiPhaserOnKill)
- loadActorAnim2(_roomVar.tug2.shootingTarget, anim, -1, -1, 27);
+ if (_roomVar.tug.shootingTarget != OBJECT_KIRK)
+ loadActorAnim2(_roomVar.tug.shootingTarget, anim, -1, -1, 0);
+ else if (_roomVar.tug.elasiPhaserOnKill)
+ loadActorAnim2(_roomVar.tug.shootingTarget, anim, -1, -1, 27);
else
- loadActorAnim2(_roomVar.tug2.shootingTarget, anim, -1, -1, 26);
+ loadActorAnim2(_roomVar.tug.shootingTarget, anim, -1, -1, 26);
- showBitmapFor5Ticks(bitmapArray[_roomVar.tug2.shootingTarget], 5);
+ showBitmapFor5Ticks(bitmapArray[_roomVar.tug.shootingTarget], 5);
playSoundEffectIndex(SND_PHASSHOT);
- if (_roomVar.tug2.shootingObject == OBJECT_GUARD_1)
+ if (_roomVar.tug.shootingObject == OBJECT_GUARD_1)
loadActorAnim2(OBJECT_GUARD_1, "p5fire", -1, -1, 0);
else
loadActorAnim2(OBJECT_GUARD_2, "p6fire", -1, -1, 0);
- _vm->_awayMission.tug.crewmanKilled[_roomVar.tug2.shootingTarget] = _roomVar.tug2.elasiPhaserOnKill;
+ _vm->_awayMission.tug.crewmanKilled[_roomVar.tug.shootingTarget] = _roomVar.tug.elasiPhaserOnKill;
- if (!_roomVar.tug2.elasiPhaserOnKill) {
+ if (!_roomVar.tug.elasiPhaserOnKill) {
// BUG: crew goes down for 120 frames, but they start to get up before the fight
// is over. Perhaps this number should be increased.
- _vm->_awayMission.crewDirectionsAfterWalk[_roomVar.tug2.shootingTarget] = DIR_W;
- _vm->_awayMission.crewGetupTimers[_roomVar.tug2.shootingTarget] = 120;
- _vm->_awayMission.crewDownBitset |= (1 << _roomVar.tug2.shootingTarget);
+ _vm->_awayMission.crewDirectionsAfterWalk[_roomVar.tug.shootingTarget] = DIR_W;
+ _vm->_awayMission.crewGetupTimers[_roomVar.tug.shootingTarget] = 120;
+ _vm->_awayMission.crewDownBitset |= (1 << _roomVar.tug.shootingTarget);
}
- if (_roomVar.tug2.elasiPhaserOnKill && _roomVar.tug2.shootingTarget == OBJECT_REDSHIRT)
+ if (_roomVar.tug.elasiPhaserOnKill && _roomVar.tug.shootingTarget == OBJECT_REDSHIRT)
_vm->_awayMission.redshirtDead = true;
}