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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_FUNCTIONMAP_H
#define STARTREK_FUNCTIONMAP_H
#include "startrek/action.h"
#include "startrek/room.h"
namespace StarTrek {
RoomAction demon0ActionList[] = {
{ Action(ACTION_TICK, 1, 0, 0), &Room::demon0Tick1 },
{ Action(ACTION_TICK, 2, 0, 0), &Room::demon0Tick2 },
{ Action(ACTION_TICK, 60, 0, 0), &Room::demon0Tick60 },
{ Action(ACTION_TICK, 100, 0, 0), &Room::demon0Tick100 },
{ Action(ACTION_TICK, 140, 0, 0), &Room::demon0Tick140 },
{ Action(ACTION_TOUCHED_WARP, 0, 0, 0), &Room::demon0TouchedWarp0 },
{ Action(ACTION_WALK, 0x27, 0, 0), &Room::demon0WalkToBottomDoor },
{ Action(ACTION_WALK, 9, 0, 0), &Room::demon0WalkToBottomDoor },
{ Action(ACTION_TOUCHED_HOTSPOT, 1, 0, 0), &Room::demon0TouchedHotspot1 },
{ Action(ACTION_FINISHED_WALKING, 1, 0, 0), &Room::demon0ReachedBottomDoor },
{ Action(ACTION_FINISHED_ANIMATION, 1, 0, 0), &Room::demon0ReachedBottomDoor },
{ Action(ACTION_WALK, 0x26, 0, 0), &Room::demon0WalkToTopDoor },
{ Action(ACTION_WALK, 10, 0, 0), &Room::demon0WalkToTopDoor },
{ Action(ACTION_TOUCHED_HOTSPOT, 0, 0, 0), &Room::demon0TouchedHotspot0 },
{ Action(ACTION_FINISHED_WALKING, 2, 0, 0), &Room::demon0ReachedTopDoor },
{ Action(ACTION_FINISHED_ANIMATION, 2, 0, 0), &Room::demon0ReachedTopDoor },
{ Action(ACTION_TALK, 8, 0, 0), &Room::demon0TalkToPrelate },
{ Action(ACTION_LOOK, 8, 0, 0), &Room::demon0LookAtPrelate },
{ Action(ACTION_USE, OBJECT_IPHASERS, 0x23, 0), &Room::demon0UsePhaserOnSnow },
{ Action(ACTION_USE, OBJECT_IPHASERK, 0x23, 0), &Room::demon0UsePhaserOnSnow },
{ Action(ACTION_USE, OBJECT_IPHASERS, 0x25, 0), &Room::demon0UsePhaserOnSign },
{ Action(ACTION_USE, OBJECT_IPHASERK, 0x25, 0), &Room::demon0UsePhaserOnSign },
{ Action(ACTION_USE, OBJECT_IPHASERK, 0x20, 0), &Room::demon0UsePhaserOnShelter },
{ Action(ACTION_USE, OBJECT_IPHASERK, 8, 0), &Room::demon0UsePhaserOnPrelate },
{ Action(ACTION_LOOK, 0x25, 0, 0), &Room::demon0LookAtSign },
{ Action(ACTION_LOOK, 0x21, 0, 0), &Room::demon0LookAtTrees },
{ Action(ACTION_LOOK, 0x22, 0, 0), &Room::demon0LookAtTrees },
{ Action(ACTION_LOOK, 0x23, 0, 0), &Room::demon0LookAtSnow },
{ Action(ACTION_LOOK, 0xff, 0, 0), &Room::demon0LookAnywhere },
{ Action(ACTION_LOOK, 0x24, 0, 0), &Room::demon0LookAtBushes },
{ Action(ACTION_LOOK, OBJECT_KIRK, 0, 0), &Room::demon0LookAtKirk },
{ Action(ACTION_LOOK, OBJECT_MCCOY, 0, 0), &Room::demon0LookAtMcCoy },
{ Action(ACTION_LOOK, OBJECT_REDSHIRT, 0, 0), &Room::demon0LookAtRedShirt },
{ Action(ACTION_LOOK, OBJECT_SPOCK, 0, 0), &Room::demon0LookAtSpock },
{ Action(ACTION_LOOK, 9, 0, 0), &Room::demon0LookAtShelter }, // Door 1
{ Action(ACTION_LOOK, 10, 0, 0), &Room::demon0LookAtShelter }, // Door 2
{ Action(ACTION_LOOK, 0x20, 0, 0), &Room::demon0LookAtShelter }, // Shelter itself
{ Action(ACTION_TALK, OBJECT_KIRK, 0, 0), &Room::demon0TalkToKirk },
{ Action(ACTION_TALK, OBJECT_REDSHIRT, 0, 0), &Room::demon0TalkToRedshirt },
{ Action(ACTION_TALK, OBJECT_MCCOY, 0, 0), &Room::demon0TalkToMcCoy },
{ Action(ACTION_TALK, OBJECT_SPOCK, 0, 0), &Room::demon0TalkToSpock },
{ Action(ACTION_USE, OBJECT_ISTRICOR, -1, 0), &Room::demon0UseSTricorderAnywhere },
{ Action(ACTION_USE, OBJECT_IMTRICOR, -1, 0), &Room::demon0UseMTricorderAnywhere },
{ Action(ACTION_USE, OBJECT_IMTRICOR, 8, 0), &Room::demon0UseMTricorderOnPrelate },
};
}
#endif
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