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Diffstat (limited to 'engines/startrek/rooms/mudd1.cpp')
-rw-r--r--engines/startrek/rooms/mudd1.cpp62
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);
}