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174
engines/startrek/rooms/venga.cpp
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174
engines/startrek/rooms/venga.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "startrek/room.h"
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namespace StarTrek {
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enum vengTextIds {
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TX_COMMON_IDS_OFFSET_START = 5000, // needed to distinguish common IDs
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TX_SPEAKER_KIRK, TX_SPEAKER_MCCOY, TX_SPEAKER_SPOCK, TX_SPEAKER_ELASI_CAPTAIN, TX_SPEAKER_UHURA,
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TX_VEN2_098, TX_VEN2_028, TX_VEN2_066, TX_VENA_F32, TX_VENA_F34,
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TX_VENA_F40, TX_VEN6N007, TX_VEN4N010, TX_VEN2U093, TX_MUD4_018,
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TX_BRIDU146, /*TX_DEM3_019, TX_VEN4_016, TX_G_014,*/ TX_VEN0_016
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};
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// TODO: Finish floppy offsets
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extern const RoomTextOffsets vengTextOffsets[] = {
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{ TX_SPEAKER_KIRK, 6590, 0, 0, 0 },
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{ TX_SPEAKER_MCCOY, 6601, 0, 0, 0 },
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{ TX_SPEAKER_SPOCK, 6611, 0, 0, 0 },
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{ TX_SPEAKER_UHURA, 6672, 0, 0, 0 },
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{ TX_SPEAKER_ELASI_CAPTAIN, 6682, 0, 0, 0 },
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{ TX_VEN2_098, 5016, 0, 0, 0 },
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{ TX_VEN2_028, 6128, 0, 0, 0 },
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{ TX_VEN2_066, 6206, 0, 0, 0 },
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{ TX_VENA_F32, 5246, 0, 0, 0 },
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{ TX_VENA_F34, 5516, 0, 0, 0 },
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{ TX_VENA_F40, 5111, 0, 0, 0 },
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{ TX_VEN6N007, 5735, 0, 0, 0 },
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{ TX_VEN4N010, 5670, 0, 0, 0 },
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{ TX_VEN2U093, 6021, 0, 0, 0 },
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{ TX_MUD4_018, 5820, 0, 0, 0 },
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{ TX_BRIDU146, 5889, 0, 0, 0 },
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//{ TX_DEM3_019, 0, 0, 0, 0 }, // Examining dead guy 1
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//{ TX_VEN4_016, 0, 0, 0, 0 }, // Examining dead guy 2
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//{ TX_G_014, 0, 0, 0, 0 }, // Examining dead guy 3
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{ TX_VEN0_016, 8838, 0, 0, 0 }, // Examining dead guy 4
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{ -1, 0, 0, 0, 0 }
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};
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void Room::vengaTick() {
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if (_awayMission->veng.counterUntilElasiBoardWithShieldsDown != 0) {
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_awayMission->veng.counterUntilElasiBoardWithShieldsDown--;
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if (_awayMission->veng.counterUntilElasiBoardWithShieldsDown == 0 && _awayMission->veng.poweredSystem != 2) {
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// BUG: Should check you're now lowering the shields in the next phase (this
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// is only meant for when they initially appear with your shields down)
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vengaElasiBeamOver();
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return;
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}
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}
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if (_awayMission->veng.counterUntilElasiAttack != 0) {
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_awayMission->veng.counterUntilElasiAttack--;
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if (_awayMission->veng.counterUntilElasiAttack == 0 && !_awayMission->veng.toldElasiToBeamOver) {
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// BUG: Message should say that they destroyed the ship, since shields are
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// probably up right now...
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vengaElasiBeamOver();
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return;
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}
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}
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if (_awayMission->veng.counterUntilElasiNagToDisableShields != 0) {
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_awayMission->veng.counterUntilElasiNagToDisableShields--;
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if (_awayMission->veng.counterUntilElasiNagToDisableShields == 0 && !_awayMission->veng.firedTorpedo) {
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// Elasi tells you to lower your shields already.
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// BUG: Should add a check to above condition that shields aren't down
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// already?
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showText(TX_SPEAKER_ELASI_CAPTAIN, TX_VEN2_098);
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_awayMission->veng.counterUntilElasiDestroyShip = 2700;
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}
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}
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if (_awayMission->veng.counterUntilElasiDestroyShip != 0) {
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_awayMission->veng.counterUntilElasiDestroyShip--;
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if (_awayMission->veng.counterUntilElasiDestroyShip == 0 && !_awayMission->veng.firedTorpedo) {
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// Elasi fire torpedoes at you since you wouldn't lower your shields.
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showDescription(TX_VENA_F40);
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showGameOverMenu();
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return;
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}
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}
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if (_awayMission->veng.counterUntilElasiBoardWithInvitation != 0) {
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_awayMission->veng.counterUntilElasiBoardWithInvitation--;
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if (_awayMission->veng.counterUntilElasiBoardWithInvitation == 0 && !_awayMission->veng.firedTorpedo) {
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vengaElasiBeamOver();
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return;
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}
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}
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}
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void Room::vengaElasiBeamOver() {
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showDescription(TX_VENA_F32);
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showGameOverMenu();
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}
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void Room::vengaUsePhaserAnywhere() {
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showText(TX_SPEAKER_SPOCK, TX_VENA_F34);
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}
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void Room::vengaLookAtHypo() {
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if (_awayMission->veng.oilInHypo)
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showDescription(TX_VEN6N007);
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else
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showDescription(TX_VEN4N010);
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}
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void Room::vengaUseCommunicator() {
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// Use communicator in any room except VENG2
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if (!_awayMission->veng.enterpriseLeftForDistressCall) {
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showText(TX_SPEAKER_KIRK, TX_MUD4_018);
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showText(TX_SPEAKER_UHURA, TX_BRIDU146);
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} else if (!_awayMission->veng.elasiShipDecloaked) {
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showText(TX_SPEAKER_KIRK, TX_MUD4_018);
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showText(TX_SPEAKER_UHURA, TX_VEN2U093);
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showText(TX_SPEAKER_KIRK, TX_VEN2_028);
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} else
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showText(TX_SPEAKER_SPOCK, TX_VEN2_066);
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}
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void Room::vengaUseMccoyOnDeadGuy() {
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showText(TX_SPEAKER_MCCOY, TX_VEN0_016);
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// TODO: Implement the random description again?
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#if 0
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int val = getRandomWordInRange(0, 5);
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switch (val) {
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case 0:
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// NOTE: The exact text differs from the text used in DEM3. But, in order for this
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// text indexing scheme to work, two rooms can't use the same audio with different
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// text. Original was "He's dead, jim." instead of "He's dead, Jim...".
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showText(TX_SPEAKER_MCCOY, TX_DEM3_019);
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break;
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case 1:
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showText(TX_SPEAKER_MCCOY, TX_VEN4_016);
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break;
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case 2:
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case 3:
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showText(TX_SPEAKER_MCCOY, TX_G_014);
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break;
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case 4:
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case 5:
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showText(TX_SPEAKER_MCCOY, TX_VEN0_016);
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break;
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default:
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break;
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}
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#endif
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}
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}
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