From 8970909318c158b18eb5612f26db1d4db941160f Mon Sep 17 00:00:00 2001 From: Matthew Stewart Date: Fri, 27 Jul 2018 20:32:29 -0400 Subject: STARTREK: Reorganize includes in room.h This should avoid the costly rebuild of everything in the 'rooms/' folder, at least sometimes... --- engines/startrek/rooms/tug3.cpp | 220 ++++++++++++++++++++-------------------- 1 file changed, 110 insertions(+), 110 deletions(-) (limited to 'engines/startrek/rooms/tug3.cpp') diff --git a/engines/startrek/rooms/tug3.cpp b/engines/startrek/rooms/tug3.cpp index c0a0b97263..0d7537cea9 100644 --- a/engines/startrek/rooms/tug3.cpp +++ b/engines/startrek/rooms/tug3.cpp @@ -42,7 +42,7 @@ namespace StarTrek { void Room::tug3Tick1() { playVoc("TUG3LOOP"); - _vm->_awayMission.disableWalking = true; + _awayMission->disableWalking = true; loadActorAnim2(OBJECT_ELASI_1, "p1turn", 0xa4, 0x98, 0); loadActorAnim2(OBJECT_ELASI_2, "p2turn", 0xd1, 0x88, 0); loadActorAnim2(OBJECT_ELASI_3, "p3turn", 0xfb, 0xc4, 0); @@ -63,31 +63,31 @@ void Room::tug3ElasiSurrendered() { // they could shoot Kirk as he's beaming out and the mission is "successful". To // prevent that, the below condition is removed in ScummVM. /* - if (_vm->_awayMission.tug.bridgeElasiDrewPhasers) + if (_awayMission->tug.bridgeElasiDrewPhasers) return; */ // Also part of the bugfix (stop shooting) - _vm->_awayMission.timers[0] = 0; + _awayMission->timers[0] = 0; - _vm->_awayMission.tug.elasiSurrendered = true; + _awayMission->tug.elasiSurrendered = true; loadActorAnim2(OBJECT_ELASI_1, "p1surr", -1, -1, 0); - _vm->_awayMission.tug.bridgeElasi1Status = GUARDSTAT_SURRENDERED; + _awayMission->tug.bridgeElasi1Status = GUARDSTAT_SURRENDERED; - if (_vm->_awayMission.tug.bridgeElasi2Status == GUARDSTAT_UP) { + if (_awayMission->tug.bridgeElasi2Status == GUARDSTAT_UP) { loadActorAnim2(OBJECT_ELASI_2, "p2surr", -1, -1, 0); - _vm->_awayMission.tug.bridgeElasi2Status = GUARDSTAT_SURRENDERED; + _awayMission->tug.bridgeElasi2Status = GUARDSTAT_SURRENDERED; } - if (_vm->_awayMission.tug.bridgeElasi3Status == GUARDSTAT_UP) { + if (_awayMission->tug.bridgeElasi3Status == GUARDSTAT_UP) { loadActorAnim2(OBJECT_ELASI_3, "p3surr", -1, -1, 0); - _vm->_awayMission.tug.bridgeElasi3Status = GUARDSTAT_SURRENDERED; + _awayMission->tug.bridgeElasi3Status = GUARDSTAT_SURRENDERED; } - if (_vm->_awayMission.tug.bridgeElasi4Status == GUARDSTAT_UP) { + if (_awayMission->tug.bridgeElasi4Status == GUARDSTAT_UP) { loadActorAnim2(OBJECT_ELASI_4, "p4surr", -1, -1, 0); - _vm->_awayMission.tug.bridgeElasi4Status = GUARDSTAT_SURRENDERED; + _awayMission->tug.bridgeElasi4Status = GUARDSTAT_SURRENDERED; } - _vm->_awayMission.tug.missionScore += 4; + _awayMission->tug.missionScore += 4; } void Room::tug3UsePhaserAnywhere() { @@ -95,134 +95,134 @@ void Room::tug3UsePhaserAnywhere() { } void Room::tug3ElasiDrawPhasers() { - if (_vm->_awayMission.tug.bridgeElasiDrewPhasers) + if (_awayMission->tug.bridgeElasiDrewPhasers) return; - _vm->_awayMission.tug.bridgeElasiDrewPhasers = true; + _awayMission->tug.bridgeElasiDrewPhasers = true; // If brig guards are alive & untied, kill the hostages - if (_vm->_awayMission.tug.guard1Status == 0 || _vm->_awayMission.tug.guard2Status == 0) { + if (_awayMission->tug.guard1Status == 0 || _awayMission->tug.guard2Status == 0) { showText(TX_SPEAKER_ELASI_CLANSMAN, TX_TUG3L081); - _vm->_awayMission.tug.missionScore = 0; + _awayMission->tug.missionScore = 0; } - if (_vm->_awayMission.timers[0] == 0) - _vm->_awayMission.timers[0] = 10; + if (_awayMission->timers[0] == 0) + _awayMission->timers[0] = 10; // Make all elasi draw their phasers - if (_vm->_awayMission.tug.bridgeElasi1Status == 0) + if (_awayMission->tug.bridgeElasi1Status == 0) loadActorAnim2(OBJECT_ELASI_1, "p1draw", -1, -1, 0); - if (_vm->_awayMission.tug.bridgeElasi2Status == 0) + if (_awayMission->tug.bridgeElasi2Status == 0) loadActorAnim2(OBJECT_ELASI_2, "p2draw", -1, -1, 0); - if (_vm->_awayMission.tug.bridgeElasi3Status == 0) + if (_awayMission->tug.bridgeElasi3Status == 0) loadActorAnim2(OBJECT_ELASI_3, "p3draw", -1, -1, 0); - if (_vm->_awayMission.tug.bridgeElasi4Status == 0) + if (_awayMission->tug.bridgeElasi4Status == 0) loadActorAnim2(OBJECT_ELASI_4, "p4draw", -1, -1, 0); } void Room::tug3UseStunPhaserOnElasi1() { - if (_vm->_awayMission.tug.crewmanKilled[OBJECT_KIRK] || _vm->_awayMission.tug.bridgeElasi1Status != GUARDSTAT_UP) + if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi1Status != GUARDSTAT_UP) return; loadActorAnim2(OBJECT_ELASI_1, "p1stun", -1, -1, 12); playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks("t3beem05", 5); - _vm->_awayMission.tug.bridgeElasi1Status = GUARDSTAT_STUNNED; + _awayMission->tug.bridgeElasi1Status = GUARDSTAT_STUNNED; tug3ElasiDrawPhasers(); } void Room::tug3UseStunPhaserOnElasi2() { - if (_vm->_awayMission.tug.crewmanKilled[OBJECT_KIRK] || _vm->_awayMission.tug.bridgeElasi2Status != GUARDSTAT_UP) + if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi2Status != GUARDSTAT_UP) return; loadActorAnim2(OBJECT_ELASI_2, "p2stun", -1, -1, 12); playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks("t3beem06", 5); - _vm->_awayMission.tug.bridgeElasi2Status = GUARDSTAT_STUNNED; + _awayMission->tug.bridgeElasi2Status = GUARDSTAT_STUNNED; tug3ElasiDrawPhasers(); } void Room::tug3UseStunPhaserOnElasi3() { - if (_vm->_awayMission.tug.crewmanKilled[OBJECT_KIRK] || _vm->_awayMission.tug.bridgeElasi3Status != GUARDSTAT_UP) + if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi3Status != GUARDSTAT_UP) return; loadActorAnim2(OBJECT_ELASI_3, "p3stun", -1, -1, 12); playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks("t3beem07", 5); - _vm->_awayMission.tug.bridgeElasi3Status = GUARDSTAT_STUNNED; + _awayMission->tug.bridgeElasi3Status = GUARDSTAT_STUNNED; tug3ElasiDrawPhasers(); } void Room::tug3UseStunPhaserOnElasi4() { - if (_vm->_awayMission.tug.crewmanKilled[OBJECT_KIRK] || _vm->_awayMission.tug.bridgeElasi4Status != GUARDSTAT_UP) + if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi4Status != GUARDSTAT_UP) return; loadActorAnim2(OBJECT_ELASI_4, "p4stun", -1, -1, 12); playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks("t3beem04", 5); - _vm->_awayMission.tug.bridgeElasi4Status = GUARDSTAT_STUNNED; + _awayMission->tug.bridgeElasi4Status = GUARDSTAT_STUNNED; tug3ElasiDrawPhasers(); } void Room::tug3UseKillPhaserOnElasi1() { - if (_vm->_awayMission.tug.crewmanKilled[OBJECT_KIRK] || _vm->_awayMission.tug.bridgeElasi1Status != GUARDSTAT_UP) + if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi1Status != GUARDSTAT_UP) return; loadActorAnim2(OBJECT_ELASI_1, "p1Kill", -1, -1, 12); playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks("t3beem25", 5); - _vm->_awayMission.tug.bridgeElasi1Status = GUARDSTAT_DEAD; - _vm->_awayMission.tug.missionScore -= 2; + _awayMission->tug.bridgeElasi1Status = GUARDSTAT_DEAD; + _awayMission->tug.missionScore -= 2; tug3ElasiDrawPhasers(); } void Room::tug3UseKillPhaserOnElasi2() { - if (_vm->_awayMission.tug.crewmanKilled[OBJECT_KIRK] || _vm->_awayMission.tug.bridgeElasi2Status != GUARDSTAT_UP) + if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi2Status != GUARDSTAT_UP) return; loadActorAnim2(OBJECT_ELASI_2, "p2Kill", -1, -1, 12); playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks("t3beem27", 5); - _vm->_awayMission.tug.bridgeElasi2Status = GUARDSTAT_DEAD; - _vm->_awayMission.tug.missionScore -= 2; + _awayMission->tug.bridgeElasi2Status = GUARDSTAT_DEAD; + _awayMission->tug.missionScore -= 2; tug3ElasiDrawPhasers(); } void Room::tug3UseKillPhaserOnElasi3() { - if (_vm->_awayMission.tug.crewmanKilled[OBJECT_KIRK] || _vm->_awayMission.tug.bridgeElasi3Status != GUARDSTAT_UP) + if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi3Status != GUARDSTAT_UP) return; loadActorAnim2(OBJECT_ELASI_3, "p3Kill", -1, -1, 12); playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks("t3beem26", 5); - _vm->_awayMission.tug.bridgeElasi3Status = GUARDSTAT_DEAD; - _vm->_awayMission.tug.missionScore -= 2; + _awayMission->tug.bridgeElasi3Status = GUARDSTAT_DEAD; + _awayMission->tug.missionScore -= 2; tug3ElasiDrawPhasers(); } void Room::tug3UseKillPhaserOnElasi4() { - if (_vm->_awayMission.tug.crewmanKilled[OBJECT_KIRK] || _vm->_awayMission.tug.bridgeElasi4Status != GUARDSTAT_UP) + if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi4Status != GUARDSTAT_UP) return; loadActorAnim2(OBJECT_ELASI_4, "p4Kill", -1, -1, 12); playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks("t3beem24", 5); - _vm->_awayMission.tug.bridgeElasi4Status = GUARDSTAT_DEAD; - _vm->_awayMission.tug.missionScore -= 2; + _awayMission->tug.bridgeElasi4Status = GUARDSTAT_DEAD; + _awayMission->tug.missionScore -= 2; tug3ElasiDrawPhasers(); } void Room::tug3ElasiStunnedOrKilled() { - if (_vm->_awayMission.tug.bridgeWinMethod == 1) + if (_awayMission->tug.bridgeWinMethod == 1) return; - if (_vm->_awayMission.tug.bridgeElasi1Status == GUARDSTAT_UP || _vm->_awayMission.tug.bridgeElasi2Status == GUARDSTAT_UP - || _vm->_awayMission.tug.bridgeElasi3Status == GUARDSTAT_UP || _vm->_awayMission.tug.bridgeElasi4Status == GUARDSTAT_UP) + if (_awayMission->tug.bridgeElasi1Status == GUARDSTAT_UP || _awayMission->tug.bridgeElasi2Status == GUARDSTAT_UP + || _awayMission->tug.bridgeElasi3Status == GUARDSTAT_UP || _awayMission->tug.bridgeElasi4Status == GUARDSTAT_UP) return; // BUGFIX: if the ship is deorbiting, the mission isn't won yet. - if (_vm->_awayMission.tug.orbitalDecayCounter != 0) + if (_awayMission->tug.orbitalDecayCounter != 0) return; - _vm->_awayMission.tug.bridgeWinMethod = 1; + _awayMission->tug.bridgeWinMethod = 1; tug3EndMission(); } void Room::tug3TalkToElasi1() { - if (_vm->_awayMission.tug.bridgeElasi1Status != GUARDSTAT_UP || _vm->_awayMission.tug.talkedToCereth) + if (_awayMission->tug.bridgeElasi1Status != GUARDSTAT_UP || _awayMission->tug.talkedToCereth) return; - _vm->_awayMission.tug.talkedToCereth = true; + _awayMission->tug.talkedToCereth = true; const int choices[] = { TX_SPEAKER_KIRK, @@ -236,27 +236,27 @@ void Room::tug3TalkToElasi1() { switch (choice) { case 0: // They surrender showText(TX_SPEAKER_ELASI_CERETH, TX_TUG3L084); - _vm->_awayMission.tug.bridgeElasi1Status = GUARDSTAT_SURRENDERED; + _awayMission->tug.bridgeElasi1Status = GUARDSTAT_SURRENDERED; loadActorAnim2(OBJECT_ELASI_1, "p1surr", -1, -1, 0); tug3ElasiSurrendered(); - _vm->_awayMission.tug.bridgeWinMethod = 2; - _vm->_awayMission.tug.missionScore += 8; + _awayMission->tug.bridgeWinMethod = 2; + _awayMission->tug.missionScore += 8; tug3EndMission(); break; case 1: // Cereth shoots console, doesn't surrender - _vm->_awayMission.disableInput = true; + _awayMission->disableInput = true; showText(TX_SPEAKER_ELASI_CERETH, TX_TUG3_F27); loadActorAnim2(OBJECT_ELASI_1, "p1draw", -1, -1, 3); break; case 2: // Cereth shoots console and surrenders - _vm->_awayMission.disableInput = true; + _awayMission->disableInput = true; showText(TX_SPEAKER_ELASI_CERETH, TX_TUG3L083); loadActorAnim2(OBJECT_ELASI_1, "p1draw", -1, -1, 5); // BUGFIX: they're going to surrender, so stop the firefight. - _vm->_awayMission.timers[0] = 0; + _awayMission->timers[0] = 0; break; } } @@ -270,9 +270,9 @@ void Room::tug3Elasi1DrewPhaser() { void Room::tug3Elasi1ShotConsole() { tug3ElasiDrawPhasers(); - _vm->_awayMission.disableInput = false; - _vm->_awayMission.tug.bridgeWinMethod = 3; - _vm->_awayMission.timers[1] = 10; + _awayMission->disableInput = false; + _awayMission->tug.bridgeWinMethod = 3; + _awayMission->timers[1] = 10; } void Room::tug3Elasi1DrewPhaser2() { @@ -284,9 +284,9 @@ void Room::tug3Elasi1DrewPhaser2() { void Room::tug3Elasi1ShotConsoleAndSurrenders() { showText(TX_SPEAKER_ELASI_CERETH, TX_TUG3L080); tug3ElasiSurrendered(); - _vm->_awayMission.disableInput = false; - _vm->_awayMission.tug.bridgeWinMethod = 3; - _vm->_awayMission.timers[1] = 10; + _awayMission->disableInput = false; + _awayMission->tug.bridgeWinMethod = 3; + _awayMission->timers[1] = 10; } void Room::tug3LookAtMccoy() { @@ -308,7 +308,7 @@ void Room::tug3LookAtElasi1() { // The function itself is changed by checking both if he's stunned or if he's dead, // instead of just checking if he's stunned. - if (_vm->_awayMission.tug.bridgeElasi1Status == GUARDSTAT_STUNNED || _vm->_awayMission.tug.bridgeElasi1Status == GUARDSTAT_DEAD) + if (_awayMission->tug.bridgeElasi1Status == GUARDSTAT_STUNNED || _awayMission->tug.bridgeElasi1Status == GUARDSTAT_DEAD) showText(TX_TUG3N003); else showText(TX_TUG3N008); @@ -317,32 +317,32 @@ void Room::tug3LookAtElasi1() { void Room::tug3LookAtElasi2() { // BUGFIX: also check if stunned. They can't "glare at the crewmembers" if they're // unconscious. (applies to below functions too.) - if (_vm->_awayMission.tug.bridgeElasi2Status == GUARDSTAT_DEAD || _vm->_awayMission.tug.bridgeElasi2Status == GUARDSTAT_STUNNED) + if (_awayMission->tug.bridgeElasi2Status == GUARDSTAT_DEAD || _awayMission->tug.bridgeElasi2Status == GUARDSTAT_STUNNED) showText(TX_TUG3N004); else showText(TX_TUG3N005); } void Room::tug3LookAtElasi3() { - if (_vm->_awayMission.tug.bridgeElasi3Status == GUARDSTAT_DEAD || _vm->_awayMission.tug.bridgeElasi2Status == GUARDSTAT_STUNNED) + if (_awayMission->tug.bridgeElasi3Status == GUARDSTAT_DEAD || _awayMission->tug.bridgeElasi2Status == GUARDSTAT_STUNNED) showText(TX_TUG3N004); else showText(TX_TUG3N005); } void Room::tug3LookAtElasi4() { - if (_vm->_awayMission.tug.bridgeElasi4Status == GUARDSTAT_DEAD || _vm->_awayMission.tug.bridgeElasi2Status == GUARDSTAT_STUNNED) + if (_awayMission->tug.bridgeElasi4Status == GUARDSTAT_DEAD || _awayMission->tug.bridgeElasi2Status == GUARDSTAT_STUNNED) showText(TX_TUG3N004); else showText(TX_TUG3N005); } void Room::tug3TalkToMccoy() { - if (_vm->_awayMission.tug.orbitalDecayCounter != 0 || _vm->_awayMission.tug.bridgeElasi1Status != GUARDSTAT_UP) { - if (_vm->_awayMission.tug.orbitalDecayCounter >= 10) { - if (_vm->_awayMission.tug.orbitalDecayCounter < 16) + if (_awayMission->tug.orbitalDecayCounter != 0 || _awayMission->tug.bridgeElasi1Status != GUARDSTAT_UP) { + if (_awayMission->tug.orbitalDecayCounter >= 10) { + if (_awayMission->tug.orbitalDecayCounter < 16) showText(TX_SPEAKER_MCCOY, TX_TUG3_011); - } else if (_vm->_awayMission.tug.orbitalDecayCounter != 0) { + } else if (_awayMission->tug.orbitalDecayCounter != 0) { // BUGFIX: original game displays a blank textbox. An appropriate audio file // exists, but the corresponding text was written from scratch for ScummVM. // TODO: check if original floppy version has text for this. @@ -353,9 +353,9 @@ void Room::tug3TalkToMccoy() { } void Room::tug3TalkToSpock() { - if (_vm->_awayMission.tug.orbitalDecayCounter != 0) { - if (_vm->_awayMission.tug.orbitalDecayCounter >= 10) { - if (_vm->_awayMission.tug.orbitalDecayCounter < 16) + if (_awayMission->tug.orbitalDecayCounter != 0) { + if (_awayMission->tug.orbitalDecayCounter >= 10) { + if (_awayMission->tug.orbitalDecayCounter < 16) showText(TX_SPEAKER_SPOCK, TX_TUG3_008); } else showText(TX_SPEAKER_SPOCK, TX_TUG3_009); @@ -367,36 +367,36 @@ void Room::tug3TalkToRedshirt() { } void Room::tug3UseCommunicator() { - if (_vm->_awayMission.tug.orbitalDecayCounter == 0) + if (_awayMission->tug.orbitalDecayCounter == 0) return; - if (_vm->_awayMission.tug.orbitalDecayCounter < 10) { + if (_awayMission->tug.orbitalDecayCounter < 10) { showText(TX_SPEAKER_KIRK, TX_TUG3_007); showText(TX_SPEAKER_SULU, TX_TUG3_015); showText(TX_SPEAKER_SHIPS_COMPUTER, TX_COMPA180); - _vm->_awayMission.timers[1] = 0; + _awayMission->timers[1] = 0; // BUGFIX: if still fighting the elasi, the mission isn't done yet. - _vm->_awayMission.tug.orbitalDecayCounter = 0; - if (!_vm->_awayMission.tug.elasiSurrendered && - (_vm->_awayMission.tug.bridgeElasi1Status == GUARDSTAT_UP - || _vm->_awayMission.tug.bridgeElasi2Status == GUARDSTAT_UP - || _vm->_awayMission.tug.bridgeElasi3Status == GUARDSTAT_UP - || _vm->_awayMission.tug.bridgeElasi4Status == GUARDSTAT_UP)) + _awayMission->tug.orbitalDecayCounter = 0; + if (!_awayMission->tug.elasiSurrendered && + (_awayMission->tug.bridgeElasi1Status == GUARDSTAT_UP + || _awayMission->tug.bridgeElasi2Status == GUARDSTAT_UP + || _awayMission->tug.bridgeElasi3Status == GUARDSTAT_UP + || _awayMission->tug.bridgeElasi4Status == GUARDSTAT_UP)) return; tug3EndMission(); } else { - if (_vm->_awayMission.tug.orbitalDecayCounter < 16) { + if (_awayMission->tug.orbitalDecayCounter < 16) { showText(TX_SPEAKER_KIRK, TX_TUG3_006); showText(TX_SPEAKER_SCOTT, TX_TUG3_S07); playMidiMusicTracks(-1, -1); - _vm->_awayMission.disableInput = true; - if (_vm->_awayMission.tug.missionScore < 0) - _vm->_awayMission.tug.missionScore = 0; - endMission(_vm->_awayMission.tug.missionScore, _vm->_awayMission.tug.field2b, _vm->_awayMission.tug.field2d); + _awayMission->disableInput = true; + if (_awayMission->tug.missionScore < 0) + _awayMission->tug.missionScore = 0; + endMission(_awayMission->tug.missionScore, _awayMission->tug.field2b, _awayMission->tug.field2d); } } } @@ -411,31 +411,31 @@ void Room::tug3Timer0Expired() { int elasiShooter, elasiTarget; - if (_vm->_awayMission.tug.bridgeElasi2Status == GUARDSTAT_UP) + if (_awayMission->tug.bridgeElasi2Status == GUARDSTAT_UP) elasiShooter = 0; - else if (_vm->_awayMission.tug.bridgeElasi3Status == GUARDSTAT_UP) + else if (_awayMission->tug.bridgeElasi3Status == GUARDSTAT_UP) elasiShooter = 1; - else if (_vm->_awayMission.tug.bridgeElasi4Status == GUARDSTAT_UP) + else if (_awayMission->tug.bridgeElasi4Status == GUARDSTAT_UP) elasiShooter = 2; else return; - if (!_vm->_awayMission.tug.crewmanKilled[OBJECT_REDSHIRT]) { - _vm->_awayMission.tug.crewmanKilled[OBJECT_REDSHIRT] = 2; - _vm->_awayMission.redshirtDead = true; + if (!_awayMission->tug.crewmanKilled[OBJECT_REDSHIRT]) { + _awayMission->tug.crewmanKilled[OBJECT_REDSHIRT] = 2; + _awayMission->redshirtDead = true; loadActorAnim2(OBJECT_REDSHIRT, "rkills", -1, -1, 0); elasiTarget = OBJECT_REDSHIRT; - } else if (!_vm->_awayMission.tug.crewmanKilled[OBJECT_KIRK]) { - _vm->_awayMission.tug.crewmanKilled[OBJECT_KIRK] = 2; - _vm->_awayMission.disableInput = true; + } else if (!_awayMission->tug.crewmanKilled[OBJECT_KIRK]) { + _awayMission->tug.crewmanKilled[OBJECT_KIRK] = 2; + _awayMission->disableInput = true; loadActorAnim2(OBJECT_KIRK, "kkills", -1, -1, 0); elasiTarget = OBJECT_KIRK; - } else if (!_vm->_awayMission.tug.crewmanKilled[OBJECT_SPOCK]) { - _vm->_awayMission.tug.crewmanKilled[OBJECT_SPOCK] = 2; + } else if (!_awayMission->tug.crewmanKilled[OBJECT_SPOCK]) { + _awayMission->tug.crewmanKilled[OBJECT_SPOCK] = 2; loadActorAnim2(OBJECT_SPOCK, "skills", -1, -1, 0); elasiTarget = OBJECT_SPOCK; - } else if (!_vm->_awayMission.tug.crewmanKilled[OBJECT_MCCOY]) { - _vm->_awayMission.tug.crewmanKilled[OBJECT_MCCOY] = 2; + } else if (!_awayMission->tug.crewmanKilled[OBJECT_MCCOY]) { + _awayMission->tug.crewmanKilled[OBJECT_MCCOY] = 2; loadActorAnim2(OBJECT_MCCOY, "mkills", -1, -1, 13); elasiTarget = OBJECT_MCCOY; } else @@ -443,7 +443,7 @@ void Room::tug3Timer0Expired() { playSoundEffectIndex(SND_PHASSHOT); showBitmapFor5Ticks(beamAnims[elasiShooter][elasiTarget], 5); - _vm->_awayMission.timers[0] = 50; + _awayMission->timers[0] = 50; } void Room::tug3AllCrewmenDead() { @@ -453,14 +453,14 @@ void Room::tug3AllCrewmenDead() { // "Orbital decay" countdown timer void Room::tug3Timer1Expired() { - if (_vm->_awayMission.tug.orbitalDecayCounter < 10) { // Decay still preventable + if (_awayMission->tug.orbitalDecayCounter < 10) { // Decay still preventable showText(TX_SPEAKER_SHIPS_COMPUTER, TX_COMPU182); - _vm->_awayMission.timers[1] = 100; - _vm->_awayMission.tug.orbitalDecayCounter++; - } else if (_vm->_awayMission.tug.orbitalDecayCounter < 16) { // Decay now unavoidable + _awayMission->timers[1] = 100; + _awayMission->tug.orbitalDecayCounter++; + } else if (_awayMission->tug.orbitalDecayCounter < 16) { // Decay now unavoidable showText(TX_SPEAKER_SHIPS_COMPUTER, TX_COMPU181); - _vm->_awayMission.timers[1] = 100; - _vm->_awayMission.tug.orbitalDecayCounter++; + _awayMission->timers[1] = 100; + _awayMission->tug.orbitalDecayCounter++; } else { // Game over showText(TX_TUG3N006); showGameOverMenu(); @@ -485,10 +485,10 @@ void Room::tug3SecurityTeamBeamedIn() { showText(TX_SPEAKER_SCOTT, TX_TUG3_S08); playMidiMusicTracks(-1, -1); - _vm->_awayMission.disableInput = true; - if (_vm->_awayMission.tug.missionScore < 0) - _vm->_awayMission.tug.missionScore = 0; - endMission(_vm->_awayMission.tug.missionScore, _vm->_awayMission.tug.field2b, _vm->_awayMission.tug.field2d); + _awayMission->disableInput = true; + if (_awayMission->tug.missionScore < 0) + _awayMission->tug.missionScore = 0; + endMission(_awayMission->tug.missionScore, _awayMission->tug.field2b, _awayMission->tug.field2d); } } -- cgit v1.2.3