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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef STARTREK_AWAYMISSION_H
#define STARTREK_AWAYMISSION_H
// All variables here get cleared to 0 upon starting an away mission.
struct AwayMission {
// These timers count down automatically when nonzero. When they reach 0,
// ACTION_TIMER_EXPIRED is invoked with the corresponding index (0-7).
int16 timers[8]; // 0x00-0x0f
int16 mouseX; // 0x10
int16 mouseY; // 0x12
int16 crewGetupTimers[4]; // 0x14
bool disableWalking; // 0x1c
byte transitioningIntoRoom; // 0x1d; Set while beaming in or walking into a room. Disables control?
bool redshirtDead; // 0x1e
byte activeAction; // 0x1f
byte activeObject; // 0x20; The item that is going to be used on something
byte passiveObject; // 0x21; The item that the active item is used on (or the item looked at, etc).
// If this is true after calling room-specific RDF code, the game will continue to run
// any "default" code for the event, if any.
bool rdfStillDoDefaultAction; // 0x23
// If a bit in "crewDownBitset" is set, the corresponding timer in "crewGetupTimers"
// begins counting down. When it reaches 0, they get up.
byte crewDownBitset;
int8 crewDirectionsAfterWalk[4]; // Sets an object's direction after they finish walking somewhere?
// Mission-specific variables
union {
// Demon World
struct {
bool wasRudeToPrelate; // 0x29
bool beatKlingons; // 0x2f
bool tookKlingonHand; // 0x31
bool talkedToPrelate; // 0x33
bool askedPrelateAboutSightings; // 0x36
byte field37; // 0x37
bool mccoyMentionedFlora; // 0x38
byte numBouldersGone; // 0x39
byte enteredFrom; // 0x3a
bool field3b; // 0x3b
bool healedMiner; // 0x3c
bool curedBrother; // 0x3d
bool knowAboutHypoDytoxin; // 0x3f
bool minerDead; // 0x40
byte field41; // 0x41
bool foundMiner; // 0x43
bool field45; // 0x45
bool warpsDisabled; // 0x48
bool boulder1Gone; // 0x49
bool boulder2Gone; // 0x4a
bool boulder3Gone; // 0x4b
bool boulder4Gone; // 0x4c
bool doorOpened; // 0x4d
bool gotBerries; // 0x50
bool madeHypoDytoxin; // 0x51
byte field56; // 0x56
} demon;
};
int16 missionScore;
};
// Size: 0x129 bytes
#endif
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