diff options
Diffstat (limited to 'engines/startrek/rooms/mudd1.cpp')
-rw-r--r-- | engines/startrek/rooms/mudd1.cpp | 62 |
1 files changed, 31 insertions, 31 deletions
diff --git a/engines/startrek/rooms/mudd1.cpp b/engines/startrek/rooms/mudd1.cpp index d741478f6d..f3da75350b 100644 --- a/engines/startrek/rooms/mudd1.cpp +++ b/engines/startrek/rooms/mudd1.cpp @@ -48,14 +48,14 @@ namespace StarTrek { void Room::mudd1Tick1() { playVoc("MUD1LOOP"); // BUGFIX: moved this out of below if statement - if (!_vm->_awayMission.mudd.enteredRoom1ForFirstTime) { + if (!_awayMission->mudd.enteredRoom1ForFirstTime) { playMidiMusicTracks(0); - _vm->_awayMission.mudd.enteredRoom1ForFirstTime = true; + _awayMission->mudd.enteredRoom1ForFirstTime = true; } loadActorAnim2(OBJECT_CRANE, "s4wbhs", 0x9b, 0x31); - if (!_vm->_awayMission.mudd.torpedoLoaded) + if (!_awayMission->mudd.torpedoLoaded) loadActorAnim(OBJECT_TORPEDO, "s4wbcs", 0x32, 0x65); } @@ -70,20 +70,20 @@ void Room::mudd1UseCommunicator() { void Room::mudd1UseSpockOnBlueButton() { // Loads up the torpedo - if (!_vm->_awayMission.mudd.torpedoLoaded) { + if (!_awayMission->mudd.torpedoLoaded) { walkCrewmanC(OBJECT_SPOCK, 0x2f, 0x9f, &Room::mudd1SpockReachedBlueButton); - _vm->_awayMission.disableInput = true; - if (!_vm->_awayMission.mudd.gotPointsForLoadingTorpedo) { - _vm->_awayMission.mudd.gotPointsForLoadingTorpedo = true; - _vm->_awayMission.mudd.missionScore += 2; + _awayMission->disableInput = true; + if (!_awayMission->mudd.gotPointsForLoadingTorpedo) { + _awayMission->mudd.gotPointsForLoadingTorpedo = true; + _awayMission->mudd.missionScore += 2; } } } void Room::mudd1SpockReachedBlueButton() { - _vm->_awayMission.crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_E; + _awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_E; loadActorAnimC(OBJECT_SPOCK, "susemn", -1, -1, &Room::mudd1SpockPressedBlueButton); - _vm->_awayMission.timers[1] = 5; + _awayMission->timers[1] = 5; } void Room::mudd1SpockPressedBlueButton() { @@ -91,14 +91,14 @@ void Room::mudd1SpockPressedBlueButton() { loadActorAnim(OBJECT_CRANE, "s4wbcr"); loadActorAnim(OBJECT_TORPEDO, "s4wbcn"); loadActorAnimC(OBJECT_CRANE_ANIMATION, "s4wbsl", 0x77, 0x83, &Room::mudd1CraneFinishedMoving); - _vm->_awayMission.mudd.torpedoLoaded = true; + _awayMission->mudd.torpedoLoaded = true; } void Room::mudd1CraneFinishedMoving() { - _vm->_awayMission.disableInput = false; + _awayMission->disableInput = false; walkCrewman(OBJECT_SPOCK, 0x43, 0x9f); - if (_vm->_awayMission.mudd.torpedoLoaded) + if (_awayMission->mudd.torpedoLoaded) showText(TX_SPEAKER_SPOCK, TX_MUD1_017); else showText(TX_SPEAKER_SPOCK, TX_MUD1_016); @@ -106,16 +106,16 @@ void Room::mudd1CraneFinishedMoving() { void Room::mudd1UseSpockOnYellowButton() { // Unloads the torpedo - if (_vm->_awayMission.mudd.torpedoLoaded) { - _vm->_awayMission.crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_E; + if (_awayMission->mudd.torpedoLoaded) { + _awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_E; walkCrewmanC(OBJECT_SPOCK, 0x2f, 0x9f, &Room::mudd1SpockReachedYellowButton); - _vm->_awayMission.disableInput = true; + _awayMission->disableInput = true; } } void Room::mudd1SpockReachedYellowButton() { loadActorAnim2(OBJECT_SPOCK, "susemn", -1, -1, 3); - _vm->_awayMission.timers[1] = 5; + _awayMission->timers[1] = 5; } void Room::mudd1SpockPressedYellowButton() { @@ -123,24 +123,24 @@ void Room::mudd1SpockPressedYellowButton() { loadActorAnim2(OBJECT_CRANE, "s4wbhb"); loadActorAnim2(OBJECT_TORPEDO, "s4wbcb", 0x32, 0x65, 0); loadActorAnimC(OBJECT_CRANE_ANIMATION, "s4wbsb", -1, -1, &Room::mudd1CraneFinishedMoving); - _vm->_awayMission.mudd.torpedoLoaded = false; + _awayMission->mudd.torpedoLoaded = false; } void Room::mudd1UseSpockOnRedButton() { - if (_vm->_awayMission.mudd.torpedoLoaded) { + if (_awayMission->mudd.torpedoLoaded) { walkCrewmanC(OBJECT_SPOCK, 0x2f, 0x9f, &Room::mudd1SpockReachedRedButton); - _vm->_awayMission.disableInput = true; - if (!_vm->_awayMission.mudd.gotPointsForPressingRedButton) { - _vm->_awayMission.mudd.gotPointsForPressingRedButton = true; - _vm->_awayMission.mudd.missionScore += 3; + _awayMission->disableInput = true; + if (!_awayMission->mudd.gotPointsForPressingRedButton) { + _awayMission->mudd.gotPointsForPressingRedButton = true; + _awayMission->mudd.missionScore += 3; } } } void Room::mudd1SpockReachedRedButton() { loadActorAnimC(OBJECT_SPOCK, "susemn", -1, -1, &Room::mudd1SpockPressedRedButton); - _vm->_awayMission.timers[1] = 5; + _awayMission->timers[1] = 5; } void Room::mudd1SpockPressedRedButton() { @@ -150,8 +150,8 @@ void Room::mudd1SpockPressedRedButton() { showText(TX_SPEAKER_SPOCK, TX_MUD1_021); showText(TX_SPEAKER_SPOCK, TX_MUD1_023); - _vm->_awayMission.disableInput = false; - _vm->_awayMission.mudd.knowAboutTorpedo = true; + _awayMission->disableInput = false; + _awayMission->mudd.knowAboutTorpedo = true; const int choices[] = { TX_SPEAKER_KIRK, @@ -165,7 +165,7 @@ void Room::mudd1SpockPressedRedButton() { switch (choice) { case 0: - _vm->_awayMission.mudd.torpedoStatus = 0; + _awayMission->mudd.torpedoStatus = 0; // ENHANCEMENT: Original text was just "(Spock raises eyebrow)" without any audio. // This changes it to a narration to make it flow better. @@ -177,7 +177,7 @@ void Room::mudd1SpockPressedRedButton() { // fall through case 2: - _vm->_awayMission.mudd.torpedoStatus = 1; + _awayMission->mudd.torpedoStatus = 1; showText(TX_SPEAKER_UHURA, TX_STATICU1); break; } @@ -284,7 +284,7 @@ void Room::mudd1TalkToRedshirt() { void Room::mudd1WalkToSouthDoor() { _roomVar.mudd.walkingToDoor = 1; - _vm->_awayMission.disableInput = true; + _awayMission->disableInput = true; walkCrewman(OBJECT_KIRK, 0xa0, 0xc7); } @@ -296,7 +296,7 @@ void Room::mudd1TouchedHotspot2() { // Trigger door at bottom of room void Room::mudd1WalkToNorthDoor() { _roomVar.mudd.walkingToDoor = 1; - _vm->_awayMission.disableInput = true; + _awayMission->disableInput = true; walkCrewman(OBJECT_KIRK, 0xab, 0x71); } @@ -309,7 +309,7 @@ void Room::mudd1TouchedHotspot1() { // Trigger door at top of room void Room::mudd1WalkToWestDoor() { _roomVar.mudd.walkingToDoor = 2; - _vm->_awayMission.disableInput = true; + _awayMission->disableInput = true; walkCrewman(OBJECT_KIRK, 0x35, 0x71); } |