Files
scummvm-cursorfix/engines/startrek/rooms/venga.cpp
2026-02-02 04:50:13 +01:00

175 lines
5.6 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "startrek/room.h"
namespace StarTrek {
enum vengTextIds {
TX_COMMON_IDS_OFFSET_START = 5000, // needed to distinguish common IDs
TX_SPEAKER_KIRK, TX_SPEAKER_MCCOY, TX_SPEAKER_SPOCK, TX_SPEAKER_ELASI_CAPTAIN, TX_SPEAKER_UHURA,
TX_VEN2_098, TX_VEN2_028, TX_VEN2_066, TX_VENA_F32, TX_VENA_F34,
TX_VENA_F40, TX_VEN6N007, TX_VEN4N010, TX_VEN2U093, TX_MUD4_018,
TX_BRIDU146, /*TX_DEM3_019, TX_VEN4_016, TX_G_014,*/ TX_VEN0_016
};
// TODO: Finish floppy offsets
extern const RoomTextOffsets vengTextOffsets[] = {
{ TX_SPEAKER_KIRK, 6590, 0, 0, 0 },
{ TX_SPEAKER_MCCOY, 6601, 0, 0, 0 },
{ TX_SPEAKER_SPOCK, 6611, 0, 0, 0 },
{ TX_SPEAKER_UHURA, 6672, 0, 0, 0 },
{ TX_SPEAKER_ELASI_CAPTAIN, 6682, 0, 0, 0 },
{ TX_VEN2_098, 5016, 0, 0, 0 },
{ TX_VEN2_028, 6128, 0, 0, 0 },
{ TX_VEN2_066, 6206, 0, 0, 0 },
{ TX_VENA_F32, 5246, 0, 0, 0 },
{ TX_VENA_F34, 5516, 0, 0, 0 },
{ TX_VENA_F40, 5111, 0, 0, 0 },
{ TX_VEN6N007, 5735, 0, 0, 0 },
{ TX_VEN4N010, 5670, 0, 0, 0 },
{ TX_VEN2U093, 6021, 0, 0, 0 },
{ TX_MUD4_018, 5820, 0, 0, 0 },
{ TX_BRIDU146, 5889, 0, 0, 0 },
//{ TX_DEM3_019, 0, 0, 0, 0 }, // Examining dead guy 1
//{ TX_VEN4_016, 0, 0, 0, 0 }, // Examining dead guy 2
//{ TX_G_014, 0, 0, 0, 0 }, // Examining dead guy 3
{ TX_VEN0_016, 8838, 0, 0, 0 }, // Examining dead guy 4
{ -1, 0, 0, 0, 0 }
};
void Room::vengaTick() {
if (_awayMission->veng.counterUntilElasiBoardWithShieldsDown != 0) {
_awayMission->veng.counterUntilElasiBoardWithShieldsDown--;
if (_awayMission->veng.counterUntilElasiBoardWithShieldsDown == 0 && _awayMission->veng.poweredSystem != 2) {
// BUG: Should check you're now lowering the shields in the next phase (this
// is only meant for when they initially appear with your shields down)
vengaElasiBeamOver();
return;
}
}
if (_awayMission->veng.counterUntilElasiAttack != 0) {
_awayMission->veng.counterUntilElasiAttack--;
if (_awayMission->veng.counterUntilElasiAttack == 0 && !_awayMission->veng.toldElasiToBeamOver) {
// BUG: Message should say that they destroyed the ship, since shields are
// probably up right now...
vengaElasiBeamOver();
return;
}
}
if (_awayMission->veng.counterUntilElasiNagToDisableShields != 0) {
_awayMission->veng.counterUntilElasiNagToDisableShields--;
if (_awayMission->veng.counterUntilElasiNagToDisableShields == 0 && !_awayMission->veng.firedTorpedo) {
// Elasi tells you to lower your shields already.
// BUG: Should add a check to above condition that shields aren't down
// already?
showText(TX_SPEAKER_ELASI_CAPTAIN, TX_VEN2_098);
_awayMission->veng.counterUntilElasiDestroyShip = 2700;
}
}
if (_awayMission->veng.counterUntilElasiDestroyShip != 0) {
_awayMission->veng.counterUntilElasiDestroyShip--;
if (_awayMission->veng.counterUntilElasiDestroyShip == 0 && !_awayMission->veng.firedTorpedo) {
// Elasi fire torpedoes at you since you wouldn't lower your shields.
showDescription(TX_VENA_F40);
showGameOverMenu();
return;
}
}
if (_awayMission->veng.counterUntilElasiBoardWithInvitation != 0) {
_awayMission->veng.counterUntilElasiBoardWithInvitation--;
if (_awayMission->veng.counterUntilElasiBoardWithInvitation == 0 && !_awayMission->veng.firedTorpedo) {
vengaElasiBeamOver();
return;
}
}
}
void Room::vengaElasiBeamOver() {
showDescription(TX_VENA_F32);
showGameOverMenu();
}
void Room::vengaUsePhaserAnywhere() {
showText(TX_SPEAKER_SPOCK, TX_VENA_F34);
}
void Room::vengaLookAtHypo() {
if (_awayMission->veng.oilInHypo)
showDescription(TX_VEN6N007);
else
showDescription(TX_VEN4N010);
}
void Room::vengaUseCommunicator() {
// Use communicator in any room except VENG2
if (!_awayMission->veng.enterpriseLeftForDistressCall) {
showText(TX_SPEAKER_KIRK, TX_MUD4_018);
showText(TX_SPEAKER_UHURA, TX_BRIDU146);
} else if (!_awayMission->veng.elasiShipDecloaked) {
showText(TX_SPEAKER_KIRK, TX_MUD4_018);
showText(TX_SPEAKER_UHURA, TX_VEN2U093);
showText(TX_SPEAKER_KIRK, TX_VEN2_028);
} else
showText(TX_SPEAKER_SPOCK, TX_VEN2_066);
}
void Room::vengaUseMccoyOnDeadGuy() {
showText(TX_SPEAKER_MCCOY, TX_VEN0_016);
// TODO: Implement the random description again?
#if 0
int val = getRandomWordInRange(0, 5);
switch (val) {
case 0:
// NOTE: The exact text differs from the text used in DEM3. But, in order for this
// text indexing scheme to work, two rooms can't use the same audio with different
// text. Original was "He's dead, jim." instead of "He's dead, Jim...".
showText(TX_SPEAKER_MCCOY, TX_DEM3_019);
break;
case 1:
showText(TX_SPEAKER_MCCOY, TX_VEN4_016);
break;
case 2:
case 3:
showText(TX_SPEAKER_MCCOY, TX_G_014);
break;
case 4:
case 5:
showText(TX_SPEAKER_MCCOY, TX_VEN0_016);
break;
default:
break;
}
#endif
}
}