diff options
author | Matthew Stewart | 2018-06-10 22:01:39 -0400 |
---|---|---|
committer | Eugene Sandulenko | 2018-08-09 08:37:30 +0200 |
commit | 487c3fda3252536fdd57e9db4020d23f20069aae (patch) | |
tree | f840cbd96bf99ada9d89e3bcea40bd0a37ddbbe2 /engines/startrek | |
parent | 41997ebc20a9d1de7225e589bad5472de5c9c132 (diff) | |
download | scummvm-rg350-487c3fda3252536fdd57e9db4020d23f20069aae.tar.gz scummvm-rg350-487c3fda3252536fdd57e9db4020d23f20069aae.tar.bz2 scummvm-rg350-487c3fda3252536fdd57e9db4020d23f20069aae.zip |
STARTREK: TUG2
Diffstat (limited to 'engines/startrek')
-rw-r--r-- | engines/startrek/awaymission.cpp | 4 | ||||
-rw-r--r-- | engines/startrek/awaymission.h | 18 | ||||
-rw-r--r-- | engines/startrek/module.mk | 1 | ||||
-rw-r--r-- | engines/startrek/room.cpp | 52 | ||||
-rw-r--r-- | engines/startrek/room.h | 94 | ||||
-rw-r--r-- | engines/startrek/rooms/function_map.h | 95 | ||||
-rw-r--r-- | engines/startrek/rooms/tug1.cpp | 22 | ||||
-rw-r--r-- | engines/startrek/rooms/tug2.cpp | 877 | ||||
-rw-r--r-- | engines/startrek/sound.h | 1 | ||||
-rw-r--r-- | engines/startrek/text.h | 148 |
10 files changed, 1296 insertions, 16 deletions
diff --git a/engines/startrek/awaymission.cpp b/engines/startrek/awaymission.cpp index 55ede50f0c..585f789ade 100644 --- a/engines/startrek/awaymission.cpp +++ b/engines/startrek/awaymission.cpp @@ -37,11 +37,11 @@ void StarTrekEngine::initAwayMission() { // sub_23a60(); // TODO _sound->loadMusicFile("ground"); - loadRoom(_missionToLoad, 1); // FIXME + loadRoom(_missionToLoad, 2); // FIXME _roomIndexToLoad = -1; // Load crew positions for beaming in - initAwayCrewPositions(1); + initAwayCrewPositions(3); } void StarTrekEngine::runAwayMission() { diff --git a/engines/startrek/awaymission.h b/engines/startrek/awaymission.h index d91ad46c77..aa581d8dd6 100644 --- a/engines/startrek/awaymission.h +++ b/engines/startrek/awaymission.h @@ -51,7 +51,7 @@ struct AwayMission { // Mission-specific variables union { - // Demon World + // Demon World (TODO: label remaining generic variables) struct { bool wasRudeToPrelate; // 0x29 bool insultedStephen; // 0x2b @@ -101,13 +101,27 @@ struct AwayMission { int16 field2b; // 0x2b int16 field2d; // 0x2d; bool engineerConscious; // 0x30 + byte field35; // 0x35 + bool gotWires; // 0x37 bool gotJunkPile; // 0x3f bool gotTransmogrifier; // 0x43 bool transporterRepaired; // 0x44 bool spockExaminedTransporter; // 0x45 bool usedTransmogrifierOnTransporter; // 0x46 - bool forceFieldDown; // 0x47 + bool bridgeForceFieldDown; // 0x47 + bool savedPrisoners; // 0x48 bool haveBomb; // 0x49 + bool field4a; // 0x4a + byte field4b; // 0x4b + byte guard1Status; // 0x4c + byte guard2Status; // 0x4d + byte field4e; // 0x4e + bool crewmanKilled[4]; // 0x4f + bool brigForceFieldDown; // 0x58 + byte field59; // 0x59 + byte field5b; // 0x5b + byte kirkPhaserDrawn; // 0x5d + bool talkedToBrigCrewman; // 0x5f } tug; }; }; diff --git a/engines/startrek/module.mk b/engines/startrek/module.mk index fd3f80a747..b3fed14cca 100644 --- a/engines/startrek/module.mk +++ b/engines/startrek/module.mk @@ -28,6 +28,7 @@ MODULE_OBJS = \ rooms/demon6.o \ rooms/tug0.o \ rooms/tug1.o \ + rooms/tug2.o \ diff --git a/engines/startrek/room.cpp b/engines/startrek/room.cpp index 8e1de88385..cc07488747 100644 --- a/engines/startrek/room.cpp +++ b/engines/startrek/room.cpp @@ -73,6 +73,10 @@ Room::Room(StarTrekEngine *vm, const Common::String &name) : _vm(vm) { _roomActionList = tug1ActionList; _numRoomActions = sizeof(tug1ActionList) / sizeof(RoomAction); } + else if (name == "TUG2") { + _roomActionList = tug2ActionList; + _numRoomActions = sizeof(tug2ActionList) / sizeof(RoomAction); + } else { warning("Room \"%s\" unimplemented", name.c_str()); _numRoomActions = 0; @@ -289,6 +293,32 @@ void Room::loadMapFile(const Common::String &name) { _vm->_mapFile = _vm->loadFile(name + ".map"); } +void Room::showBitmapFor5Ticks(const Common::String &bmpName, int priority) { + if (priority < 0 || priority > 15) + priority = 5; + + Sprite sprite; + _vm->_gfx->addSprite(&sprite); + sprite.setXYAndPriority(0, 0, priority); + sprite.setBitmap(_vm->_gfx->loadBitmap(bmpName)); + + _vm->_gfx->drawAllSprites(); + + TrekEvent event; + int ticks = 0; + + while (ticks < 5) { + while (!_vm->popNextEvent(&event)); + + if (event.type == TREKEVENT_TICK) + ticks++; + } + + sprite.dontDrawNextFrame(); + _vm->_gfx->drawAllSprites(); + _vm->_gfx->delSprite(&sprite); +} + Common::Point Room::getActorPos(int actorIndex) { return _vm->_actorList[actorIndex].pos; } @@ -334,4 +364,26 @@ void Room::playVoc(Common::String filename) { _vm->_sound->playVoc(filename); } +void Room::spockScan(int direction, int text) { + const char *dirs = "nsew"; + Common::String anim = "sscan_"; + anim.setChar(dirs[direction], 5); + + _vm->_awayMission.crewDirectionsAfterWalk[OBJECT_SPOCK] = direction; + loadActorAnim2(OBJECT_SPOCK, anim, -1, -1, 0); + playSoundEffectIndex(SND_TRICORDER); + showText(TX_SPEAKER_SPOCK, text); +} + +void Room::mccoyScan(int direction, int text) { + const char *dirs = "nsew"; + Common::String anim = "mscan_"; + anim.setChar(dirs[direction], 5); + + _vm->_awayMission.crewDirectionsAfterWalk[OBJECT_MCCOY] = direction; + loadActorAnim2(OBJECT_MCCOY, anim, -1, -1, 0); + playSoundEffectIndex(SND_TRICORDER); + showText(TX_SPEAKER_MCCOY, text); +} + } diff --git a/engines/startrek/room.h b/engines/startrek/room.h index e3b2cf62e1..1523f3313b 100644 --- a/engines/startrek/room.h +++ b/engines/startrek/room.h @@ -110,6 +110,7 @@ private: void loseItem(int item); // Cmd 0x07 void walkCrewman(int actorIndex, int16 destX, int16 destY, uint16 finishedAnimActionParam);// Cmd 0x08 void loadMapFile(const Common::String &name); // Cmd 0x09 + void showBitmapFor5Ticks(const Common::String &bmpName, int priority); // Cmd 0x0a // Command 0x0c: "demon6ShowCase" Common::Point getActorPos(int actorIndex); // Cmd 0x0d void playSoundEffectIndex(int soundEffect); // Cmd 0x0f @@ -118,6 +119,10 @@ private: void showGameOverMenu(); // Cmd 0x12 void playVoc(Common::String filename); // Cmd 0x15 + // Helper functions for repetitive stuff + void spockScan(int direction, int text); + void mccoyScan(int direction, int text); + // Room-specific code public: // DEMON0 @@ -585,6 +590,88 @@ public: void tug1UseRedshirtOnBridgeDoor(); void tug1UseMedkitOnBridgeDoor(); + // TUG2 + void tug2Tick1(); + void tug2Tick60(); + void tug2LookAtButton(); + void tug2LookAtMccoy(); + void tug2LookAtSpock(); + void tug2LookAtRedshirt(); + void tug2GetBomb(); + void tug2KirkReachedBomb(); + void tug2KirkGotBomb(); + void tug2LookAtBomb(); + void tug2LookAtGuard1(); + void tug2LookAtGuard2(); + void tug2LookAtWires(); + void tug2UseSTricorderOnButton(); + void tug2UseMccoyOnWires(); + void tug2UseMccoyOnBomb(); + void tug2UseRedshirtOnWires(); + void tug2RedshirtReachedWires(); + void tug2RedshirtDefusedBomb(); + void tug2RedshirtReturnedToPosition(); + void tug2UseKirkOnWires(); + void tug2KirkReachedWires(); + void tug2UseSpockOnWires(); + void tug2SpockReachedWires(); + void tug2SpockReturnedToPosition(); + void tug2GetWires(); + void tug2KirkReachedWiresToGet(); + void tug2KirkGotWires(); + void tug2UseKirkOnButton(); + void tug2KirkReachedButton(); + void tug2UseSpockOnButton(); + void tug2SpockReachedButton(); + void tug2UseMccoyOnButton(); + void tug2MccoyReachedButton(); + void tug2UseRedshirtOnButton(); + void tug2RedshirtReachedButton(); + void tug2TurnedOffForceField(); + void tug2PrisonersDead(); + void tug2PrisonersReleased(); + void tug2UsePhaserOnBrig(); + void tug2ElasiReadyPhaser(); + void tug2CheckEndFirefight(); + void tug2UseStunPhaserOnGuard1(); + void tug2KirkShootGuard1(); + void tug2UseStunPhaserOnGuard2(); + void tug2KirkShootGuard2(); + void tug2UseKillPhaserOnGuard1(); + void tug2KirkKillGuard1(); + void tug2UseKillPhaserOnGuard2(); + void tug2KirkKillGuard2(); + void tug2UsePhaserOnWelder(); + void tug2UseWelderOnWireScraps(); + void tug2UseWelderOnMetalScraps(); + void tug2UseCombBitOnTransmogrifier(); + void tug2ShotByElasi(); + void tug2WalkToDoor(); + void tug2LookAtDoor(); + void tug2LookAtKirk(); + void tug2TalkToKirk(); + void tug2TalkToMccoy(); + void tug2TalkToRedshirt(); + void tug2TalkToSpock(); + void tug2UseCommunicator(); + void tug2DetermineElasiShooter(); + void tug2Timer0Expired(); + void tug2GuardShootsCrewman(); + void tug2Timer2Expired(); + void tug2UseSTricorderOnBomb(); + void tug2UseMTricorderOnGuard1(); + void tug2UseMTricorderOnGuard2(); + void tug2TalkToGuard1(); + void tug2TalkToGuard2(); + void tug2UseMedkitOnBomb(); + void tug2UseMedkitOnGuard1(); + void tug2UseMedkitOnGuard2(); + void tug2LookAnywhere(); + void tug2TalkToBrig(); + void tug2UseMTricorderOnBrig(); + void tug2UseMTricorderOnOpenBrig(); + void tug2UsePhaserAnywhere(); + private: // Room-specific variables. This is memset'ed to 0 when the room is initialized. union { @@ -641,6 +728,13 @@ private: bool movingToDoor; // 0xcf } demon6; + struct { + byte shootingObject; // 0x1ec1 + byte shootingTarget; + bool elasiPhaserOnKill; + byte _1ec4; // 0x1ec4 + } tug2; + } _roomVar; }; diff --git a/engines/startrek/rooms/function_map.h b/engines/startrek/rooms/function_map.h index 7ea01393c8..a88214cdfa 100644 --- a/engines/startrek/rooms/function_map.h +++ b/engines/startrek/rooms/function_map.h @@ -590,7 +590,6 @@ RoomAction tug0ActionList[] = { }; -// TUG1 RoomAction tug1ActionList[] = { { Action(ACTION_TICK, 1, 0, 0), &Room::tug1Tick1 }, { Action(ACTION_USE, OBJECT_ISTRICOR, -1, 0), &Room::tug1UseSTricorderOnAnything }, @@ -607,11 +606,13 @@ RoomAction tug1ActionList[] = { { Action(ACTION_GET, 8, 0, 0), &Room::tug1GetJunkPile }, { Action(ACTION_FINISHED_WALKING, 1, 0, 0), &Room::tug1KirkReachedJunkPile }, { Action(ACTION_FINISHED_ANIMATION, 2, 0, 0), &Room::tug1KirkFinishedTakingJunkPile }, + { Action(ACTION_USE, OBJECT_IPHASERS, OBJECT_IPWE, 0), &Room::tug1UsePhaserOnWelder }, { Action(ACTION_USE, OBJECT_IPHASERK, OBJECT_IPWE, 0), &Room::tug1UsePhaserOnWelder }, { Action(ACTION_USE, OBJECT_IPWF, OBJECT_IWIRSCRP, 0), &Room::tug1UseWelderOnWireScraps }, { Action(ACTION_USE, OBJECT_IPWF, OBJECT_IJNKMETL, 0), &Room::tug1UseWelderOnMetalScraps }, { Action(ACTION_USE, OBJECT_ICOMBBIT, OBJECT_IRT, 0), &Room::tug1UseCombBitOnTransmogrifier }, + { Action(ACTION_USE, OBJECT_IPWF, 0x22, 0), &Room::tug1UsePhaserWelderOnBridgeDoor }, { Action(ACTION_USE, OBJECT_IPWF, 0x21, 0), &Room::tug1UsePhaserWelderOnBridgeDoor }, { Action(ACTION_USE, OBJECT_IPWF, 0x20, 0), &Room::tug1UsePhaserWelderOnBridgeDoorInLeftSpot }, @@ -652,6 +653,98 @@ RoomAction tug1ActionList[] = { }; + +RoomAction tug2ActionList[] = { + { Action(ACTION_TICK, 1, 0, 0), &Room::tug2Tick1 }, + { Action(ACTION_TICK, 60, 0, 0), &Room::tug2Tick60 }, + { Action(ACTION_LOOK, 0x20, 0, 0), &Room::tug2LookAtButton }, + { Action(ACTION_LOOK, OBJECT_MCCOY, 0, 0), &Room::tug2LookAtMccoy }, + { Action(ACTION_LOOK, OBJECT_SPOCK, 0, 0), &Room::tug2LookAtSpock }, + { Action(ACTION_LOOK, OBJECT_REDSHIRT, 0, 0), &Room::tug2LookAtRedshirt }, + { Action(ACTION_GET, 11, 0, 0), &Room::tug2GetBomb }, + { Action(ACTION_FINISHED_WALKING, 12, 0, 0), &Room::tug2KirkReachedBomb }, + { Action(ACTION_FINISHED_ANIMATION, 13, 0, 0), &Room::tug2KirkGotBomb }, + { Action(ACTION_LOOK, 11, 0, 0), &Room::tug2LookAtBomb }, + { Action(ACTION_LOOK, 8, 0, 0), &Room::tug2LookAtGuard1 }, + { Action(ACTION_LOOK, 9, 0, 0), &Room::tug2LookAtGuard2 }, + { Action(ACTION_LOOK, 12, 0, 0), &Room::tug2LookAtWires }, + { Action(ACTION_USE, OBJECT_ISTRICOR, 12, 0), &Room::tug2UseSTricorderOnButton }, + { Action(ACTION_USE, OBJECT_ISTRICOR, 0x20, 0), &Room::tug2UseSTricorderOnButton }, + { Action(ACTION_USE, OBJECT_MCCOY, 12, 0), &Room::tug2UseMccoyOnWires }, + { Action(ACTION_USE, OBJECT_MCCOY, 11, 0), &Room::tug2UseMccoyOnBomb }, + { Action(ACTION_USE, OBJECT_REDSHIRT, 12, 0), &Room::tug2UseRedshirtOnWires }, + { Action(ACTION_FINISHED_WALKING, 6, 0, 0), &Room::tug2RedshirtReachedWires }, + { Action(ACTION_FINISHED_ANIMATION, 7, 0, 0), &Room::tug2RedshirtDefusedBomb }, + { Action(ACTION_FINISHED_WALKING, 8, 0, 0), &Room::tug2RedshirtReturnedToPosition }, + { Action(ACTION_USE, OBJECT_KIRK, 12, 0), &Room::tug2UseKirkOnWires }, + { Action(ACTION_FINISHED_WALKING, 5, 0, 0), &Room::tug2KirkReachedWires }, + { Action(ACTION_USE, OBJECT_SPOCK, 12, 0), &Room::tug2UseSpockOnWires }, + { Action(ACTION_FINISHED_WALKING, 9, 0, 0), &Room::tug2SpockReachedWires }, + { Action(ACTION_FINISHED_WALKING, 11, 0, 0), &Room::tug2SpockReturnedToPosition }, + { Action(ACTION_GET, 12, 0, 0), &Room::tug2GetWires }, + { Action(ACTION_FINISHED_WALKING, 28, 0, 0), &Room::tug2KirkReachedWiresToGet }, + { Action(ACTION_FINISHED_ANIMATION, 29, 0, 0), &Room::tug2KirkGotWires }, + { Action(ACTION_USE, OBJECT_KIRK, 0x20, 0), &Room::tug2UseKirkOnButton }, + { Action(ACTION_FINISHED_WALKING, 14, 0, 0), &Room::tug2KirkReachedButton }, + { Action(ACTION_USE, OBJECT_SPOCK, 0x20, 0), &Room::tug2UseSpockOnButton }, + { Action(ACTION_FINISHED_WALKING, 16, 0, 0), &Room::tug2SpockReachedButton }, + { Action(ACTION_USE, OBJECT_MCCOY, 0x20, 0), &Room::tug2UseMccoyOnButton }, + { Action(ACTION_FINISHED_WALKING, 18, 0, 0), &Room::tug2MccoyReachedButton }, + { Action(ACTION_USE, OBJECT_REDSHIRT, 0x20, 0), &Room::tug2UseRedshirtOnButton }, + { Action(ACTION_FINISHED_WALKING, 20, 0, 0), &Room::tug2RedshirtReachedButton }, + { Action(ACTION_FINISHED_ANIMATION, 15, 0, 0), &Room::tug2TurnedOffForceField }, + { Action(ACTION_FINISHED_ANIMATION, 17, 0, 0), &Room::tug2TurnedOffForceField }, + { Action(ACTION_FINISHED_ANIMATION, 19, 0, 0), &Room::tug2TurnedOffForceField }, + { Action(ACTION_FINISHED_ANIMATION, 21, 0, 0), &Room::tug2TurnedOffForceField }, + { Action(ACTION_FINISHED_ANIMATION, 1, 0, 0), &Room::tug2PrisonersDead }, + { Action(ACTION_FINISHED_ANIMATION, 2, 0, 0), &Room::tug2PrisonersReleased }, + { Action(ACTION_USE, OBJECT_IPHASERS, 10, 0), &Room::tug2UsePhaserOnBrig }, + { Action(ACTION_USE, OBJECT_IPHASERK, 10, 0), &Room::tug2UsePhaserOnBrig }, + { Action(ACTION_USE, OBJECT_IPHASERS, 8, 0), &Room::tug2UseStunPhaserOnGuard1 }, + { Action(ACTION_FINISHED_ANIMATION, 22, 0, 0), &Room::tug2KirkShootGuard1 }, + { Action(ACTION_USE, OBJECT_IPHASERS, 9, 0), &Room::tug2UseStunPhaserOnGuard2 }, + { Action(ACTION_FINISHED_ANIMATION, 23, 0, 0), &Room::tug2KirkShootGuard2 }, + { Action(ACTION_USE, OBJECT_IPHASERK, 8, 0), &Room::tug2UseKillPhaserOnGuard1 }, + { Action(ACTION_FINISHED_ANIMATION, 24, 0, 0), &Room::tug2KirkKillGuard1 }, + { Action(ACTION_USE, OBJECT_IPHASERK, 9, 0), &Room::tug2UseKillPhaserOnGuard2 }, + { Action(ACTION_FINISHED_ANIMATION, 25, 0, 0), &Room::tug2KirkKillGuard2 }, + + { Action(ACTION_USE, OBJECT_IPHASERS, OBJECT_IPWE, 0), &Room::tug2UsePhaserOnWelder }, + { Action(ACTION_USE, OBJECT_IPHASERK, OBJECT_IPWE, 0), &Room::tug2UsePhaserOnWelder }, + { Action(ACTION_USE, OBJECT_IPWF, OBJECT_IWIRSCRP, 0), &Room::tug2UseWelderOnWireScraps }, + { Action(ACTION_USE, OBJECT_IPWF, OBJECT_IJNKMETL, 0), &Room::tug2UseWelderOnMetalScraps }, + { Action(ACTION_USE, OBJECT_ICOMBBIT, OBJECT_IRT, 0), &Room::tug2UseCombBitOnTransmogrifier }, + + { Action(ACTION_FINISHED_ANIMATION, 26, 0, 0), &Room::tug2ShotByElasi }, + { Action(ACTION_FINISHED_ANIMATION, 27, 0, 0), &Room::tug2ShotByElasi }, + { Action(ACTION_WALK, 0x21, 0, 0), &Room::tug2WalkToDoor }, + { Action(ACTION_LOOK, 0x21, 0, 0), &Room::tug2LookAtDoor }, + { Action(ACTION_LOOK, OBJECT_KIRK, 0, 0), &Room::tug2LookAtKirk }, + { Action(ACTION_TALK, OBJECT_KIRK, 0, 0), &Room::tug2TalkToKirk }, + { Action(ACTION_TALK, OBJECT_MCCOY, 0, 0), &Room::tug2TalkToMccoy }, + { Action(ACTION_TALK, OBJECT_REDSHIRT, 0, 0), &Room::tug2TalkToRedshirt }, + { Action(ACTION_TALK, OBJECT_SPOCK, 0, 0), &Room::tug2TalkToSpock }, + { Action(ACTION_USE, OBJECT_ICOMM, 0, 0), &Room::tug2UseCommunicator }, + { Action(ACTION_TIMER_EXPIRED, 0, 0, 0), &Room::tug2Timer0Expired }, + { Action(ACTION_TIMER_EXPIRED, 2, 0, 0), &Room::tug2Timer2Expired }, + { Action(ACTION_USE, OBJECT_ISTRICOR, 11, 0), &Room::tug2UseSTricorderOnBomb }, + { Action(ACTION_USE, OBJECT_IMTRICOR, 8, 0), &Room::tug2UseMTricorderOnGuard1 }, + { Action(ACTION_USE, OBJECT_IMTRICOR, 9, 0), &Room::tug2UseMTricorderOnGuard2 }, + { Action(ACTION_TALK, 8, 0, 0), &Room::tug2TalkToGuard1 }, + { Action(ACTION_TALK, 9, 0, 0), &Room::tug2TalkToGuard2 }, + { Action(ACTION_USE, OBJECT_IMEDKIT, 11, 0), &Room::tug2UseMedkitOnBomb }, + { Action(ACTION_USE, OBJECT_IMEDKIT, 8, 0), &Room::tug2UseMedkitOnGuard1 }, + { Action(ACTION_USE, OBJECT_IMEDKIT, 9, 0), &Room::tug2UseMedkitOnGuard2 }, + { Action(ACTION_LOOK, 10, 0, 0), &Room::tug2LookAnywhere }, + { Action(ACTION_LOOK, 0x22, 0, 0), &Room::tug2LookAnywhere }, + { Action(ACTION_LOOK, -1, 0, 0), &Room::tug2LookAnywhere }, + { Action(ACTION_TALK, 10, 0, 0), &Room::tug2TalkToBrig }, + { Action(ACTION_USE, OBJECT_IMTRICOR, 10, 0), &Room::tug2UseMTricorderOnBrig }, + { Action(ACTION_USE, OBJECT_IMTRICOR, 0x22, 0), &Room::tug2UseMTricorderOnOpenBrig }, + { Action(ACTION_USE, OBJECT_IPHASERS, -1, 0), &Room::tug2UsePhaserAnywhere }, + { Action(ACTION_USE, OBJECT_IPHASERK, -1, 0), &Room::tug2UsePhaserAnywhere }, +}; + } #endif diff --git a/engines/startrek/rooms/tug1.cpp b/engines/startrek/rooms/tug1.cpp index 467d496646..f2b1daeee5 100644 --- a/engines/startrek/rooms/tug1.cpp +++ b/engines/startrek/rooms/tug1.cpp @@ -51,13 +51,13 @@ void Room::tug1UseSTricorderOnAnything() { } void Room::tug1LookAtBridgeDoor() { - if (_vm->_awayMission.tug.forceFieldDown) + if (_vm->_awayMission.tug.bridgeForceFieldDown) return; showText(TX_TUG1N005); } void Room::tug1UseSTricorderOnBridgeDoor() { - if (_vm->_awayMission.tug.forceFieldDown) + if (_vm->_awayMission.tug.bridgeForceFieldDown) return; _vm->_awayMission.crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_N; @@ -67,7 +67,7 @@ void Room::tug1UseSTricorderOnBridgeDoor() { } void Room::tug1UsePhaserOnBridgeDoor() { - if (_vm->_awayMission.tug.forceFieldDown) + if (_vm->_awayMission.tug.bridgeForceFieldDown) showText(TX_TUG1N007); else { _vm->_awayMission.disableInput = true; @@ -92,7 +92,7 @@ void Room::tug1KirkFinishedFiringPhaser() { } void Room::tug1TalkToSpock() { - if (!_vm->_awayMission.tug.forceFieldDown) + if (!_vm->_awayMission.tug.bridgeForceFieldDown) showText(TX_SPEAKER_SPOCK, TX_TUG1_010); } @@ -154,7 +154,7 @@ void Room::tug1UseCombBitOnTransmogrifier() { } void Room::tug1UsePhaserWelderOnBridgeDoor() { - if (_vm->_awayMission.tug.forceFieldDown) + if (_vm->_awayMission.tug.bridgeForceFieldDown) showText(TX_TUG1N008); else { _vm->_awayMission.disableInput = true; @@ -164,7 +164,7 @@ void Room::tug1UsePhaserWelderOnBridgeDoor() { } void Room::tug1UsePhaserWelderOnBridgeDoorInLeftSpot() { - if (_vm->_awayMission.tug.forceFieldDown) + if (_vm->_awayMission.tug.bridgeForceFieldDown) showText(TX_TUG1N007); else { _vm->_awayMission.disableInput = true; @@ -194,7 +194,7 @@ void Room::tug1KirkReachedBridgeDoorWithWelderInLeftSpot() { void Room::tug1KirkFinishedUsingWelderInLeftSpot() { loadActorStandAnim(OBJECT_PHASERSHOT); showText(TX_SPEAKER_SPOCK, TX_TUG1_015); - _vm->_awayMission.tug.forceFieldDown = true; + _vm->_awayMission.tug.bridgeForceFieldDown = true; _vm->_awayMission.disableInput = false; _vm->_awayMission.tug.missionScore++; } @@ -253,7 +253,7 @@ void Room::tug1UseCommunicator() { } void Room::tug1WalkToBridgeDoor() { - if (!_vm->_awayMission.tug.forceFieldDown) + if (!_vm->_awayMission.tug.bridgeForceFieldDown) return; _vm->_awayMission.crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_N; walkCrewman(OBJECT_KIRK, 0xc2, 0x6e, 10); @@ -294,17 +294,17 @@ void Room::tug1UseMTricorderOnBrigDoor() { } void Room::tug1UseSpockOnBridgeDoor() { - if (!_vm->_awayMission.tug.forceFieldDown) + if (!_vm->_awayMission.tug.bridgeForceFieldDown) showText(TX_SPEAKER_SPOCK, TX_TUG1_013); } void Room::tug1UseRedshirtOnBridgeDoor() { - if (!_vm->_awayMission.tug.forceFieldDown) + if (!_vm->_awayMission.tug.bridgeForceFieldDown) showText(TX_SPEAKER_CHRISTENSEN, TX_TUG1L000); } void Room::tug1UseMedkitOnBridgeDoor() { - if (!_vm->_awayMission.tug.forceFieldDown) + if (!_vm->_awayMission.tug.bridgeForceFieldDown) showText(TX_SPEAKER_MCCOY, TX_TUG1_004); } diff --git a/engines/startrek/rooms/tug2.cpp b/engines/startrek/rooms/tug2.cpp new file mode 100644 index 0000000000..e89aff79fd --- /dev/null +++ b/engines/startrek/rooms/tug2.cpp @@ -0,0 +1,877 @@ +/* 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. + * + */ + +#include "startrek/room.h" + +namespace StarTrek { + +#define OBJECT_GUARD_1 8 +#define OBJECT_GUARD_2 9 +#define OBJECT_BRIG 10 +#define OBJECT_BOMB 11 +#define OBJECT_WIRE 12 +#define OBJECT_13 13 + +#define HOTSPOT_BUTTON 0x20 +#define HOTSPOT_DOOR 0x21 +#define HOTSPOT_OPEN_BRIG 0x22 + +#define GUARDSTAT_UP 0 +#define GUARDSTAT_STUNNED 1 +#define GUARDSTAT_DEAD 2 +#define GUARDSTAT_TIED 8 + +void Room::tug2Tick1() { + playVoc("TUG2LOOP"); + + if (!_vm->_awayMission.tug.haveBomb) + loadActorAnim2(OBJECT_BOMB, "t2bomb", -3, 1, 0); + if (!_vm->_awayMission.tug.gotWires) + loadActorAnim2(OBJECT_WIRE, "t2wire", 0, 1, 0); + + if (!_vm->_awayMission.tug.brigForceFieldDown) + loadActorAnim2(OBJECT_BRIG, "fld01", 0, 0, 0); + else + loadActorAnim2(OBJECT_BRIG, "fld10d", 0, 0, 0); + if (_vm->_awayMission.tug.field35 == 6) + loadActorAnim2(OBJECT_BRIG, "zapdon", 0, 0, 0); + + // Security guy 1 + if (_vm->_awayMission.tug.guard1Status == 8) + loadActorAnim2(OBJECT_GUARD_1, "p5tied", 0xe0, 0xb1, 0); + else if (_vm->_awayMission.tug.guard1Status == 1 && _vm->_awayMission.tug.brigForceFieldDown) { + loadActorAnim2(OBJECT_GUARD_1, "p5tied", 0xe0, 0xb1, 0); + _vm->_awayMission.tug.guard1Status = 8; + } + if (_vm->_awayMission.tug.guard1Status == 1 && !_vm->_awayMission.tug.brigForceFieldDown) { + _vm->_awayMission.tug.guard1Status = 0; + _vm->_awayMission.tug.crewmanKilled[OBJECT_KIRK] = false; + _vm->_awayMission.tug.crewmanKilled[OBJECT_SPOCK] = false; + _vm->_awayMission.tug.crewmanKilled[OBJECT_MCCOY] = false; + if (!_vm->_awayMission.redshirtDead) + _vm->_awayMission.tug.crewmanKilled[OBJECT_REDSHIRT] = false; + _vm->_awayMission.tug.field5b = 0; + } + if (_vm->_awayMission.tug.guard1Status == 0) + loadActorAnim2(OBJECT_GUARD_1, "p5redy", 0xe0, 0xb1, 0); + if (_vm->_awayMission.tug.guard1Status == 2) + loadActorAnim2(OBJECT_GUARD_1, "p5hat", 0xe0, 0xb1, 0); + + // Security guy 2 + if (_vm->_awayMission.tug.guard2Status == 8) + loadActorAnim2(OBJECT_GUARD_2, "p6tied", 0xfb, 0xc5, 0); + else if (_vm->_awayMission.tug.guard2Status == 1 && _vm->_awayMission.tug.brigForceFieldDown) { + loadActorAnim2(OBJECT_GUARD_2, "p6tied", 0xfb, 0xc5, 0); + _vm->_awayMission.tug.guard2Status = 8; + } + if (_vm->_awayMission.tug.guard2Status == 1 && !_vm->_awayMission.tug.brigForceFieldDown) { + _vm->_awayMission.tug.guard2Status = 0; + _vm->_awayMission.tug.crewmanKilled[OBJECT_KIRK] = false; + _vm->_awayMission.tug.crewmanKilled[OBJECT_SPOCK] = false; + _vm->_awayMission.tug.crewmanKilled[OBJECT_MCCOY] = false; + if (!_vm->_awayMission.redshirtDead) + _vm->_awayMission.tug.crewmanKilled[OBJECT_REDSHIRT] = false; + _vm->_awayMission.tug.field5b = 0; + } + if (_vm->_awayMission.tug.guard2Status == 0) + loadActorAnim2(OBJECT_GUARD_2, "p6draw", 0xfb, 0xc5, 0); + if (_vm->_awayMission.tug.guard2Status == 2) + loadActorAnim2(OBJECT_GUARD_2, "p5hat", 0xfb, 0xc5, 0); // FIXME + + + if (_vm->_awayMission.tug.field4e == 0) + loadActorAnim2(OBJECT_13, "wallht", 0, 0, 0); + + if (_vm->_awayMission.tug.field5b == 0) { + _vm->_awayMission.disableWalking = true; + playMidiMusicTracks(32, -1); + } + + _vm->_awayMission.tug.field5b = 1; + _vm->_awayMission.tug.kirkPhaserDrawn = 0; +} + +void Room::tug2Tick60() { + if (!_vm->_awayMission.tug.guard1Status || !_vm->_awayMission.tug.guard2Status) { + _vm->_awayMission.timers[0] = 60; + showText(TX_SPEAKER_ELASI_GUARD, TX_TUG2L085); + tug2ElasiReadyPhaser(); + } +} + +void Room::tug2LookAtButton() { + showText(TX_TUG2N011); +} + +void Room::tug2LookAtMccoy() { + showText(TX_TUG2N005); +} + +void Room::tug2LookAtSpock() { + showText(TX_TUG2N007); +} + +void Room::tug2LookAtRedshirt() { + showText(TX_TUG2N004); +} + +void Room::tug2GetBomb() { + if (_vm->_awayMission.tug.brigForceFieldDown) { + _vm->_awayMission.disableInput = true; + _vm->_awayMission.crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_N; + walkCrewman(OBJECT_KIRK, 0xc9, 0xa0, 12); + } + else + showText(TX_TUG2N024); +} + +void Room::tug2KirkReachedBomb() { + loadActorAnim2(OBJECT_KIRK, "kusehn", -1, -1, 13); +} + +void Room::tug2KirkGotBomb() { + loadActorStandAnim(OBJECT_BOMB); + giveItem(OBJECT_IBOMB); + _vm->_awayMission.tug.haveBomb = true; + _vm->_awayMission.disableInput = false; +} + +void Room::tug2LookAtBomb() { + showText(TX_TUG2N000); +} + +void Room::tug2LookAtGuard1() { + if (_vm->_awayMission.tug.guard1Status == 0) + showText(TX_TUG2N001); + else if (_vm->_awayMission.tug.guard1Status == 1) + showText(TX_TUG2N013); + else if (_vm->_awayMission.tug.guard1Status == 8) + showText(TX_TUG2N015); + else if (_vm->_awayMission.tug.guard1Status == 2) + showText(TX_TUG2N106); +} + +void Room::tug2LookAtGuard2() { + if (_vm->_awayMission.tug.guard2Status == 0) + showText(TX_TUG2N037); + else if (_vm->_awayMission.tug.guard2Status == 1) + showText(TX_TUG2N014); + else if (_vm->_awayMission.tug.guard2Status == 8) + showText(TX_TUG2N016); + else if (_vm->_awayMission.tug.guard2Status == 2) + showText(TX_TUG2N106); +} + +void Room::tug2LookAtWires() { + showText(TX_TUG2N010); +} + +void Room::tug2UseSTricorderOnButton() { + if (_vm->_awayMission.tug.field35 != 0) + return; + spockScan(DIR_E, TX_TUG2_007); +} + +void Room::tug2UseMccoyOnWires() { + if (_vm->_awayMission.tug.field35 != 0) + return; + showText(TX_SPEAKER_MCCOY, TX_TUG2_009); +} + +void Room::tug2UseMccoyOnBomb() { + showText(TX_SPEAKER_MCCOY, TX_TUG2_011); +} + +void Room::tug2UseRedshirtOnWires() { + if (_vm->_awayMission.disableWalking || _vm->_awayMission.tug.field35 != 0) + return; + showText(TX_SPEAKER_CHRISTENSEN, TX_TUG2L007); + _vm->_awayMission.crewDirectionsAfterWalk[OBJECT_REDSHIRT] = DIR_N; + _vm->_awayMission.disableInput = true; + walkCrewman(OBJECT_REDSHIRT, 0xc9, 0xa0, 6); +} + +void Room::tug2RedshirtReachedWires() { + loadActorAnim2(OBJECT_REDSHIRT, "rusemn", -1, -1, 7); +} + +void Room::tug2RedshirtDefusedBomb() { + showText(TX_TUG2C001); + showText(TX_SPEAKER_CHRISTENSEN, TX_TUG2L011); + _vm->_awayMission.tug.field35 = 4; + _vm->_awayMission.crewDirectionsAfterWalk[OBJECT_REDSHIRT] = DIR_E; + walkCrewman(OBJECT_REDSHIRT, 0x44, 0xc2, 8); +} + +void Room::tug2RedshirtReturnedToPosition() { + _vm->_awayMission.disableInput = false; + _vm->_awayMission.tug.missionScore += 2; +} + +void Room::tug2UseKirkOnWires() { + if (_vm->_awayMission.disableWalking || _vm->_awayMission.tug.field35 != 0) + return; + _vm->_awayMission.disableInput = true; + _vm->_awayMission.crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_E; + walkCrewman(OBJECT_KIRK, 0xc9, 0xa0, 5); +} + +void Room::tug2KirkReachedWires() { + showText(TX_SPEAKER_KIRK, TX_TUG2_003); + showText(TX_SPEAKER_SPOCK, TX_TUG2_023); + + _vm->_awayMission.crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_E; + walkCrewman(OBJECT_KIRK, 0x66, 0xb8, 0); + _vm->_awayMission.disableInput = false; + tug2UseSpockOnWires(); +} + +void Room::tug2UseSpockOnWires() { + if (_vm->_awayMission.disableWalking || _vm->_awayMission.tug.field35 != 0) + return; + _vm->_awayMission.disableInput = true; + _vm->_awayMission.crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_E; + walkCrewman(OBJECT_SPOCK, 0xc9, 0xa0, 9); +} + +void Room::tug2SpockReachedWires() { + loadActorAnim2(OBJECT_SPOCK, "suseme", -1, -1, 0); + playVoc("WIRESNIP"); + showText(TX_SPEAKER_SPOCK, TX_TUG2_024); + _vm->_awayMission.tug.field35 = 4; + + if (_vm->_awayMission.tug.spockExaminedTransporter) + showText(TX_SPEAKER_SPOCK, TX_TUG2_008); + + _vm->_awayMission.crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_E; + walkCrewman(OBJECT_SPOCK, 0x56, 0xa9, 11); +} + +void Room::tug2SpockReturnedToPosition() { + _vm->_awayMission.disableInput = false; + _vm->_awayMission.tug.missionScore += 2; +} + +void Room::tug2GetWires() { + if (_vm->_awayMission.disableWalking) + return; + _vm->_awayMission.disableInput = true; + _vm->_awayMission.crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_E; + walkCrewman(OBJECT_KIRK, 0xc9, 0xa0, 28); +} + +void Room::tug2KirkReachedWiresToGet() { + loadActorAnim2(OBJECT_KIRK, "kuseme", -1, -1, 29); +} + +void Room::tug2KirkGotWires() { + if (_vm->_awayMission.tug.field35 == 0) { + playMidiMusicTracks(2, -1); + loadActorAnim2(OBJECT_BRIG, "zap", 0, 0, 1); + playVoc("NM8EXPLO"); + loadActorAnim2(OBJECT_BOMB, "t2bbo", -3, 1, 0); + playSoundEffectIndex(SND_PHASSHOT); + playSoundEffectIndex(SND_BLANK_16); + _vm->_awayMission.tug.field35 = 6; + loadActorStandAnim(OBJECT_WIRE); + giveItem(OBJECT_IWIRING); + _vm->_awayMission.tug.gotWires = true; + _vm->_awayMission.disableInput = false; + _vm->_awayMission.tug.missionScore += 3; + } + else { + loadActorStandAnim(OBJECT_WIRE); + giveItem(OBJECT_IWIRING); + _vm->_awayMission.tug.gotWires = true; + _vm->_awayMission.disableInput = false; + _vm->_awayMission.tug.missionScore += 3; + } +} + +void Room::tug2UseKirkOnButton() { + if (_vm->_awayMission.disableWalking) + return; + _vm->_awayMission.disableInput = true; + _vm->_awayMission.crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_E; + walkCrewman(OBJECT_KIRK, 0xc9, 0xa0, 14); +} + +void Room::tug2KirkReachedButton() { + loadActorAnim2(OBJECT_KIRK, "kusehe", -1, -1, 15); + playSoundEffectIndex(SND_07); +} + +void Room::tug2UseSpockOnButton() { + if (_vm->_awayMission.disableWalking) + return; + _vm->_awayMission.disableInput = true; + _vm->_awayMission.crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_E; + walkCrewman(OBJECT_SPOCK, 0xc9, 0xa0, 16); +} + +void Room::tug2SpockReachedButton() { + loadActorAnim2(OBJECT_SPOCK, "susehe", -1, -1, 17); + playSoundEffectIndex(SND_07); +} + +void Room::tug2UseMccoyOnButton() { + if (_vm->_awayMission.disableWalking) + return; + _vm->_awayMission.disableInput = true; + _vm->_awayMission.crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_E; + walkCrewman(OBJECT_MCCOY, 0xc9, 0xa0, 18); +} + +void Room::tug2MccoyReachedButton() { + loadActorAnim2(OBJECT_MCCOY, "musehe", -1, -1, 19); + playSoundEffectIndex(SND_07); +} + +void Room::tug2UseRedshirtOnButton() { + if (_vm->_awayMission.disableWalking) + return; + _vm->_awayMission.disableInput = true; + _vm->_awayMission.crewDirectionsAfterWalk[OBJECT_REDSHIRT] = DIR_E; + walkCrewman(OBJECT_REDSHIRT, 0xc9, 0xa0, 20); +} + +void Room::tug2RedshirtReachedButton() { + loadActorAnim2(OBJECT_REDSHIRT, "rusehe", -1, -1, 21); + playSoundEffectIndex(SND_07); +} + +void Room::tug2TurnedOffForceField() { + _vm->_awayMission.disableInput = false; + if (_vm->_awayMission.tug.field35 == 0) { + playMidiMusicTracks(2, -1); + loadActorAnim2(OBJECT_BRIG, "zap", 0, 0, 1); + playVoc("NM8EXPLO"); + loadActorAnim2(OBJECT_BOMB, "t2bbo", -3, 1, 0); + // FIXME: doesn't play "PHASSHOT" sound effect like when kirk removes wires? + _vm->_awayMission.tug.field35 = 6; + } + else if (_vm->_awayMission.tug.field35 == 4 && !_vm->_awayMission.tug.brigForceFieldDown) { + _vm->_awayMission.tug.brigForceFieldDown = true; + loadActorAnim2(OBJECT_BRIG, "fld10", 0, 0, 2); + _vm->_awayMission.tug.missionScore += 6; + playVoc("EFX15"); + } +} + +void Room::tug2PrisonersDead() { + loadActorAnim2(OBJECT_BRIG, "zapdon", 0, 0, 0); + showText(TX_TUG2N026); +} + +void Room::tug2PrisonersReleased() { + loadActorAnim2(OBJECT_BRIG, "fld10d", 0, 0, 0); + showText(TX_SPEAKER_MASADA_CREWMAN, TX_TUG2_029); + showText(TX_SPEAKER_MASADA_CREWMAN, TX_TUG2_030); + showText(TX_SPEAKER_MASADA_CREWMAN, TX_TUG2_028); + _vm->_awayMission.tug.savedPrisoners = true; +} + +void Room::tug2UsePhaserOnBrig() { + if (_vm->_awayMission.tug.field35 == 0) + showText(TX_SPEAKER_SPOCK, TX_TUG2_006); + else if (_vm->_awayMission.tug.brigForceFieldDown) { + // BUGFIX: this function had two implementations; one for firing on the brig, and + // one for firing on the masada crewman (who replaces the brig object). The first + // took priority, meaning the latter code never ran. That's fixed here. + showText(TX_SPEAKER_MASADA_CREWMAN, TX_TUG2_025); + } +} + +void Room::tug2ElasiReadyPhaser() { + if (_vm->_awayMission.tug.guard1Status == 0 && _vm->_awayMission.tug.field59 == 0) { + loadActorAnim2(OBJECT_GUARD_1, "p5draw", -1, -1, 0); + _vm->_awayMission.tug.field59++; + } +} + +void Room::tug2CheckEndFirefight() { + if (_vm->_awayMission.tug.guard1Status == GUARDSTAT_UP || _vm->_awayMission.tug.guard2Status == GUARDSTAT_UP) + return; + _vm->_awayMission.disableWalking = false; + if (_vm->_awayMission.tug.kirkPhaserDrawn) + loadActorStandAnim(OBJECT_KIRK); +} + +void Room::tug2UseStunPhaserOnGuard1() { + if (_vm->_awayMission.tug.guard1Status != GUARDSTAT_UP) + tug2KirkShootGuard1(); + else { + tug2ElasiReadyPhaser(); + _vm->_awayMission.disableInput = true; + if (_vm->_awayMission.tug.kirkPhaserDrawn) + tug2KirkShootGuard1(); + else { + loadActorAnim2(OBJECT_KIRK, "kdrawe", -1, -1, 22); + _vm->_awayMission.tug.kirkPhaserDrawn = true; + } + } +} + +void Room::tug2KirkShootGuard1() { + if (_vm->_awayMission.tug.guard1Status == GUARDSTAT_UP) { + loadActorAnim2(OBJECT_GUARD_1, "p5stun", -1, -1, 0); + _vm->_awayMission.tug.guard1Status = GUARDSTAT_STUNNED; + playSoundEffectIndex(SND_PHASSHOT); + showBitmapFor5Ticks("t2beem03", 5); + tug2CheckEndFirefight(); + } + + _vm->_awayMission.disableInput = false; +} + +void Room::tug2UseStunPhaserOnGuard2() { + if (_vm->_awayMission.tug.guard2Status != GUARDSTAT_UP) + tug2KirkShootGuard2(); + else { + tug2ElasiReadyPhaser(); + _vm->_awayMission.disableInput = true; + if (_vm->_awayMission.tug.kirkPhaserDrawn) + tug2KirkShootGuard2(); + else { + loadActorAnim2(OBJECT_KIRK, "kdrawe", -1, -1, 23); + _vm->_awayMission.tug.kirkPhaserDrawn = true; + } + } +} + +void Room::tug2KirkShootGuard2() { + if (_vm->_awayMission.tug.guard2Status == GUARDSTAT_UP){ + loadActorAnim2(OBJECT_GUARD_2, "p6stun", -1, -1, 0); + _vm->_awayMission.tug.guard2Status = GUARDSTAT_STUNNED; + playSoundEffectIndex(SND_PHASSHOT); + showBitmapFor5Ticks("t2beem02", 5); + tug2CheckEndFirefight(); + } + + _vm->_awayMission.disableInput = false; +} + +void Room::tug2UseKillPhaserOnGuard1() { + if (_vm->_awayMission.tug.guard1Status != GUARDSTAT_UP) + tug2KirkKillGuard1(); + else { + tug2ElasiReadyPhaser(); + _vm->_awayMission.disableInput = true; + if (_vm->_awayMission.tug.kirkPhaserDrawn) + tug2KirkKillGuard1(); + else { + loadActorAnim2(OBJECT_KIRK, "kdrawe", -1, -1, 24); + _vm->_awayMission.tug.kirkPhaserDrawn = true; + _vm->_awayMission.tug.field4a = true; + } + } +} + +void Room::tug2KirkKillGuard1() { + if (_vm->_awayMission.tug.guard1Status == GUARDSTAT_UP){ + loadActorAnim2(OBJECT_GUARD_1, "p5kill", -1, -1, 0); + _vm->_awayMission.tug.guard1Status = GUARDSTAT_DEAD; + playSoundEffectIndex(SND_PHASSHOT); + showBitmapFor5Ticks("t2beem05", 5); + tug2CheckEndFirefight(); + } + + _vm->_awayMission.disableInput = false; +} + +void Room::tug2UseKillPhaserOnGuard2() { + if (_vm->_awayMission.tug.guard2Status != GUARDSTAT_UP) + tug2KirkKillGuard2(); + else { + tug2ElasiReadyPhaser(); + _vm->_awayMission.disableInput = true; + if (_vm->_awayMission.tug.kirkPhaserDrawn) + tug2KirkKillGuard2(); + else { + loadActorAnim2(OBJECT_KIRK, "kdrawe", -1, -1, 25); + _vm->_awayMission.tug.kirkPhaserDrawn = true; + _vm->_awayMission.tug.field4a = true; + } + } +} + +void Room::tug2KirkKillGuard2() { + if (_vm->_awayMission.tug.guard2Status == GUARDSTAT_UP){ + loadActorAnim2(OBJECT_GUARD_2, "p6kill", -1, -1, 0); + _vm->_awayMission.tug.guard2Status = GUARDSTAT_DEAD; + playSoundEffectIndex(SND_PHASSHOT); + showBitmapFor5Ticks("t2beem04", 5); + tug2CheckEndFirefight(); + } + + _vm->_awayMission.disableInput = false; +} + +void Room::tug2UsePhaserOnWelder() { + loseItem(OBJECT_IPWE); + giveItem(OBJECT_IPWF); + showText(TX_TUG2N006); + + // BUGFIX: this following line didn't exist, despite it existing in TUG1; meaning this + // was supposed to give points, but it only did in a specific room. + _vm->_awayMission.tug.missionScore += 3; +} + +void Room::tug2UseWelderOnWireScraps() { + showText(TX_TUG2N009); + loseItem(OBJECT_IWIRSCRP); +} + +void Room::tug2UseWelderOnMetalScraps() { + showText(TX_SPEAKER_SPOCK, TX_TUG2_112); + loseItem(OBJECT_IJNKMETL); + giveItem(OBJECT_ICOMBBIT); +} + +void Room::tug2UseCombBitOnTransmogrifier() { + showText(TX_SPEAKER_SPOCK, TX_TUG2_021); + loseItem(OBJECT_ICOMBBIT); + loseItem(OBJECT_IRT); + giveItem(OBJECT_IRTWB); +} + +void Room::tug2ShotByElasi() { + showText(TX_TUG2N025); + showGameOverMenu(); + + // Unused: additional textbox that says "***Game over man!***" +} + +void Room::tug2WalkToDoor() { + walkCrewman(OBJECT_KIRK, 0x0b, 0xab, 0); +} + +void Room::tug2LookAtDoor() { + showText(TX_TUG2N012); +} + +void Room::tug2LookAtKirk() { + showText(TX_TUG2N003); +} + +void Room::tug2TalkToKirk() { + if (_vm->_awayMission.tug.field35 == 6) + showText(TX_SPEAKER_KIRK, TX_TUG2_001); + else + showText(TX_SPEAKER_KIRK, TX_TUG2_002); +} + +void Room::tug2TalkToMccoy() { + if (_vm->_awayMission.tug.field35 == 6) + showText(TX_SPEAKER_MCCOY, TX_TUG2_018); + else + showText(TX_SPEAKER_MCCOY, TX_TUG2_010); +} + +void Room::tug2TalkToRedshirt() { + // BUGFIX: the original game has two implementations of this function; the first takes + // precedence, however, it's just generic, unhelpful text. The second implementation + // is more interesting, so that one is used instead. + if (_vm->_awayMission.tug.field35 == 6) + showText(TX_SPEAKER_CHRISTENSEN, TX_TUG2L004); + else + showText(TX_SPEAKER_CHRISTENSEN, TX_TUG2J003); + + // Original text: "I'm just a security officer, sir." + //showText(TX_SPEAKER_CHRISTENSEN, TX_TUG2L002); +} + +void Room::tug2TalkToSpock() { + if (_vm->_awayMission.tug.field35 == 6) + showText(TX_SPEAKER_SPOCK, TX_TUG2_005); + else + showText(TX_SPEAKER_SPOCK, TX_TUG2_020); +} + +void Room::tug2UseCommunicator() { + showText(TX_SPEAKER_SPOCK, TX_TUG1_011); +} + +void Room::tug2DetermineElasiShooter() { + if (_vm->_awayMission.tug.guard2Status == GUARDSTAT_UP) + _roomVar.tug2.shootingObject = OBJECT_GUARD_2; + if (_vm->_awayMission.tug.guard1Status == GUARDSTAT_UP) + _roomVar.tug2.shootingObject = OBJECT_GUARD_1; +} + +// Elasi shoots someone +void Room::tug2Timer0Expired() { + if (_vm->_awayMission.tug.guard1Status != GUARDSTAT_UP && _vm->_awayMission.tug.guard2Status != GUARDSTAT_UP) + return; + + _roomVar.tug2.elasiPhaserOnKill = 0; + if (_vm->_awayMission.tug.field4a) + _roomVar.tug2.elasiPhaserOnKill = 1; + + switch (_vm->_awayMission.tug.field4b) { + case 0: + _vm->_awayMission.tug.field4b++; + if (_vm->_awayMission.tug.guard2Status != GUARDSTAT_UP) { + // BUGFIX: reset the timer to allow guard 1 to continue if guard 2 is down + _vm->_awayMission.timers[0] = 60; + return; + } + + // Guard misses and shoots wall + loadActorAnim2(OBJECT_13, "wallht", 0, 0, 0); + showBitmapFor5Ticks("t2beem00", 5); + playSoundEffectIndex(SND_PHASSHOT); + loadActorAnim2(OBJECT_GUARD_2, "p6fire", -1, -1, 0); + _vm->_awayMission.tug.field4e = _roomVar.tug2.elasiPhaserOnKill; + _vm->_awayMission.timers[0] = 60; + break; + + case 1: + // Guard shoots redshirt + _vm->_awayMission.tug.field4b++; + if (!_vm->_awayMission.tug.crewmanKilled[OBJECT_REDSHIRT]) { + tug2DetermineElasiShooter(); + _roomVar.tug2.shootingTarget = OBJECT_REDSHIRT; + _vm->_awayMission.timers[0] = 60; + tug2GuardShootsCrewman(); + } + break; + + case 2: + // Guard shoots spock (or kirk) + _vm->_awayMission.tug.field4b++; + _roomVar.tug2._1ec4 = 0; + if (_vm->_awayMission.tug.field4a) + _roomVar.tug2._1ec4 = 1; + tug2DetermineElasiShooter(); + if (_roomVar.tug2._1ec4 == 0) + _roomVar.tug2.shootingTarget = OBJECT_SPOCK; + else + _roomVar.tug2.shootingTarget = OBJECT_KIRK; + _vm->_awayMission.timers[0] = 60; + tug2GuardShootsCrewman(); + break; + + case 3: + _vm->_awayMission.tug.field4b++; + if (!_vm->_awayMission.tug.crewmanKilled[OBJECT_MCCOY]) { + tug2DetermineElasiShooter(); + _roomVar.tug2.shootingTarget = OBJECT_MCCOY; + _vm->_awayMission.timers[0] = 80; + tug2GuardShootsCrewman(); + } + break; + + case 4: + _vm->_awayMission.tug.field4b++; + if (_roomVar.tug2._1ec4 == 0) { + tug2DetermineElasiShooter(); + _roomVar.tug2.shootingTarget = OBJECT_KIRK; + _vm->_awayMission.timers[2] = 40; // TODO + tug2GuardShootsCrewman(); + } + else if (_roomVar.tug2._1ec4 == 1) { + tug2DetermineElasiShooter(); + _roomVar.tug2.shootingTarget = OBJECT_SPOCK; + _vm->_awayMission.timers[2] = 40; + tug2GuardShootsCrewman(); + } + break; + } +} + +void Room::tug2GuardShootsCrewman() { + const char *g1ShotsOnStun[] = { + "t2beem15", + "t2beem14", + "t2beem17", + "t2beem16" + }; + const char *g1ShotsOnKill[] = { + "t2beem19", + "t2beem20", + "t2beem21", + "t2beem18", + }; + const char *g2ShotsOnStun[] = { // BUG: these look wrong. But correct animations don't seem to exist. + "t2beem07", + "t2beem08", + "t2beem09", + "t2beem06" + }; + const char *g2ShotsOnKill[] = { + "t2beem11", + "t2beem12", + "t2beem13", + "t2beem10", + }; + + const char *crewPrefixes = "ksmr"; + + if (!_roomVar.tug2.elasiPhaserOnKill) + _vm->_awayMission.crewDirectionsAfterWalk[_roomVar.tug2.shootingTarget] = DIR_W; + + Common::String anim; + const char **bitmapArray; + if (_roomVar.tug2.elasiPhaserOnKill) { + anim = "_Kille"; + if (_roomVar.tug2.shootingObject == OBJECT_GUARD_1) + bitmapArray = g1ShotsOnKill; + else + bitmapArray = g2ShotsOnKill; + } + else { + anim = "_stune"; + if (_roomVar.tug2.shootingObject == OBJECT_GUARD_1) + bitmapArray = g1ShotsOnStun; + else + bitmapArray = g2ShotsOnStun; + } + anim.setChar(crewPrefixes[_roomVar.tug2.shootingTarget], 0); + + if (_roomVar.tug2.shootingTarget != OBJECT_KIRK) + loadActorAnim2(_roomVar.tug2.shootingTarget, anim, -1, -1, 0); + else if (_roomVar.tug2.elasiPhaserOnKill) + loadActorAnim2(_roomVar.tug2.shootingTarget, anim, -1, -1, 27); + else + loadActorAnim2(_roomVar.tug2.shootingTarget, anim, -1, -1, 26); + + showBitmapFor5Ticks(bitmapArray[_roomVar.tug2.shootingTarget], 5); + playSoundEffectIndex(SND_PHASSHOT); + + if (_roomVar.tug2.shootingObject == OBJECT_GUARD_1) + loadActorAnim2(OBJECT_GUARD_1, "p5fire", -1, -1, 0); + else + loadActorAnim2(OBJECT_GUARD_2, "p6fire", -1, -1, 0); + + _vm->_awayMission.tug.crewmanKilled[_roomVar.tug2.shootingTarget] = _roomVar.tug2.elasiPhaserOnKill; + + if (!_roomVar.tug2.elasiPhaserOnKill) { + // BUG: crew goes down for 120 frames, but they start to get up before the fight + // is over. Perhaps this number should be increased. + _vm->_awayMission.crewDirectionsAfterWalk[_roomVar.tug2.shootingTarget] = DIR_W; + _vm->_awayMission.crewGetupTimers[_roomVar.tug2.shootingTarget] = 120; + _vm->_awayMission.crewDownBitset |= (1 << _roomVar.tug2.shootingTarget); + } + if (_roomVar.tug2.elasiPhaserOnKill && _roomVar.tug2.shootingTarget == OBJECT_REDSHIRT) + _vm->_awayMission.redshirtDead = true; +} + +void Room::tug2Timer2Expired() { + // NOTE: is this function redundant? There's another that shows the game over menu + // when Kirk's death animation finishes. That one seems to take precedence. + showGameOverMenu(); +} + +void Room::tug2UseSTricorderOnBomb() { + spockScan(DIR_E, TX_TUG2_004); +} + +void Room::tug2UseMTricorderOnGuard1() { + if (_vm->_awayMission.tug.guard1Status == GUARDSTAT_STUNNED) + mccoyScan(DIR_E, TX_TUG2_016); +} + +void Room::tug2UseMTricorderOnGuard2() { + // BUGFIX: original didn't play audio for this (despite being the same as above). + if (_vm->_awayMission.tug.guard2Status == GUARDSTAT_STUNNED) + mccoyScan(DIR_E, TX_TUG2_016); +} + +void Room::tug2TalkToGuard1() { + if (_vm->_awayMission.tug.guard1Status == GUARDSTAT_TIED) + showText(TX_SPEAKER_ELASI_GUARD, TX_TUG2L086); + else if (_vm->_awayMission.tug.guard1Status == GUARDSTAT_STUNNED) + showText(TX_SPEAKER_MCCOY, TX_TUG2_012); +} + +void Room::tug2TalkToGuard2() { + if (_vm->_awayMission.tug.guard2Status == GUARDSTAT_TIED) + showText(TX_SPEAKER_ELASI_GUARD, TX_TUG2L086); + else if (_vm->_awayMission.tug.guard2Status == GUARDSTAT_STUNNED) + showText(TX_SPEAKER_MCCOY, TX_TUG2_013); +} + +void Room::tug2UseMedkitOnBomb() { + showText(TX_SPEAKER_MCCOY, TX_TUG2_017); +} + +void Room::tug2UseMedkitOnGuard1() { + if (_vm->_awayMission.tug.guard1Status == GUARDSTAT_STUNNED) + showText(TX_SPEAKER_MCCOY, TX_TUG2_014); +} + +void Room::tug2UseMedkitOnGuard2() { + if (_vm->_awayMission.tug.guard2Status == GUARDSTAT_STUNNED) + showText(TX_SPEAKER_MCCOY, TX_TUG2_014); +} + +void Room::tug2LookAnywhere() { + if (_vm->_awayMission.tug.guard1Status == GUARDSTAT_DEAD && _vm->_awayMission.tug.guard2Status == GUARDSTAT_DEAD && _vm->_awayMission.tug.field35 == 6) + showText(TX_TUG2N019); + else if (_vm->_awayMission.tug.guard1Status == GUARDSTAT_DEAD && _vm->_awayMission.tug.guard2Status == GUARDSTAT_DEAD && !_vm->_awayMission.tug.brigForceFieldDown) + showText(TX_TUG2N017); + else if (_vm->_awayMission.tug.guard1Status == GUARDSTAT_STUNNED && _vm->_awayMission.tug.guard2Status == GUARDSTAT_STUNNED && _vm->_awayMission.tug.field35 == 6) + showText(TX_TUG2N020); + else if (_vm->_awayMission.tug.guard1Status == GUARDSTAT_STUNNED && _vm->_awayMission.tug.guard2Status == GUARDSTAT_STUNNED && !_vm->_awayMission.tug.brigForceFieldDown) + showText(TX_TUG2N018); + else if (_vm->_awayMission.tug.guard1Status == GUARDSTAT_STUNNED && _vm->_awayMission.tug.guard2Status == GUARDSTAT_STUNNED && _vm->_awayMission.tug.brigForceFieldDown) + showText(TX_TUG2N021); + else if (_vm->_awayMission.tug.guard1Status == GUARDSTAT_DEAD && _vm->_awayMission.tug.guard2Status == GUARDSTAT_DEAD && _vm->_awayMission.tug.brigForceFieldDown) + showText(TX_TUG2N022); + else + showText(TX_TUG2N023); +} + +void Room::tug2TalkToBrig() { + // The "brig" can also be a masada crewman, when the force field is down, so there are + // at least two cases here. + + if (_vm->_awayMission.tug.brigForceFieldDown && !_vm->_awayMission.tug.talkedToBrigCrewman) { + loadActorAnim2(OBJECT_BRIG, "fld10d", 0, 0, 0); + showText(TX_SPEAKER_MASADA_CREWMAN, TX_TUG2_026); + _vm->_awayMission.tug.talkedToBrigCrewman = true; + } + + if (_vm->_awayMission.tug.brigForceFieldDown && _vm->_awayMission.tug.talkedToBrigCrewman) + showText(TX_SPEAKER_MASADA_CREWMAN, TX_TUG2_027); + else if (!_vm->_awayMission.tug.brigForceFieldDown) + mccoyScan(DIR_E, TX_TUG2_015); +} + +void Room::tug2UseMTricorderOnBrig() { + if (_vm->_awayMission.tug.field35 == 6) + mccoyScan(DIR_E, TX_TUG2_019); + else if (!_vm->_awayMission.tug.brigForceFieldDown) + mccoyScan(DIR_E, TX_TUG2_015); +} + +void Room::tug2UseMTricorderOnOpenBrig() { + if (_vm->_awayMission.tug.brigForceFieldDown) + mccoyScan(DIR_E, TX_TUG2_015); +} + +void Room::tug2UsePhaserAnywhere() { + // Stub function to suppress "you can't do that" messages. +} + +} diff --git a/engines/startrek/sound.h b/engines/startrek/sound.h index 6e4dfcd485..9c7f16a101 100644 --- a/engines/startrek/sound.h +++ b/engines/startrek/sound.h @@ -50,6 +50,7 @@ enum SoundEffects { SND_BLANK_0b = 0x0b, SND_SELECTION = 0x10, SND_BLANK_14 = 0x14, + SND_BLANK_16 = 0x16, SND_HAILING = 0x22, SND_PHASSHOT_2 = 0x24, SND_PHOTSHOT = 0x25, diff --git a/engines/startrek/text.h b/engines/startrek/text.h index cf949b2376..b56a20a547 100644 --- a/engines/startrek/text.h +++ b/engines/startrek/text.h @@ -80,6 +80,8 @@ enum GameStringIDs { TX_SPEAKER_CHRISTENSEN, TX_SPEAKER_SIMPSON, + TX_SPEAKER_ELASI_GUARD, + TX_SPEAKER_MASADA_CREWMAN, TX_DEM0_001, TX_DEM0_002, @@ -600,6 +602,78 @@ enum GameStringIDs { TX_TUG1N013, + TX_TUG2_001, + TX_TUG2_002, + TX_TUG2_003, + TX_TUG2_004, + TX_TUG2_005, + TX_TUG2_006, + TX_TUG2_007, + TX_TUG2_008, + TX_TUG2_009, + TX_TUG2_010, + TX_TUG2_011, + TX_TUG2_012, + TX_TUG2_013, + TX_TUG2_014, + TX_TUG2_015, + TX_TUG2_016, + TX_TUG2_017, + TX_TUG2_018, + TX_TUG2_019, + TX_TUG2_020, + TX_TUG2_021, + TX_TUG2_022, + TX_TUG2_023, + TX_TUG2_024, + TX_TUG2_025, + TX_TUG2_026, + TX_TUG2_027, + TX_TUG2_028, + TX_TUG2_029, + TX_TUG2_030, + TX_TUG2_112, + TX_TUG2J000, + TX_TUG2J001, + TX_TUG2J002, + TX_TUG2J003, + TX_TUG2L002, + TX_TUG2L004, + TX_TUG2L007, + TX_TUG2L011, + TX_TUG2L085, + TX_TUG2L086, + TX_TUG2N000, + TX_TUG2N001, + TX_TUG2N002, + TX_TUG2N003, + TX_TUG2N004, + TX_TUG2N005, + TX_TUG2N006, + TX_TUG2N007, + TX_TUG2N009, + TX_TUG2N010, + TX_TUG2N011, + TX_TUG2N012, + TX_TUG2N013, + TX_TUG2N014, + TX_TUG2N015, + TX_TUG2N016, + TX_TUG2N017, + TX_TUG2N018, + TX_TUG2N019, + TX_TUG2N020, + TX_TUG2N021, + TX_TUG2N022, + TX_TUG2N023, + TX_TUG2N024, + TX_TUG2N025, + TX_TUG2N026, + TX_TUG2N037, + TX_TUG2N106, + TX_TUG2C001, // Custom + + TX_END }; @@ -627,6 +701,8 @@ const char * const g_gameStrings[] = { "Lt. Christensen", "Crewman Simpson", + "Elasi Guard", + "Masada Crewman", "#DEM0\\DEM0_001#Doctor, you need to investigate the possibility of disease, mental or physical, among these people, before we go chasing up the mountains. Prelate Angiven, may we see those who have encountered the demons?", "#DEM0\\DEM0_002#Aside from seeing demons, has any hard data been collected? Any evidence I could see?", @@ -1145,6 +1221,78 @@ const char * const g_gameStrings[] = { "#TUG1\\TUG1N010#This viewscreen/ communication terminal has been damaged beyond repair.", "#TUG1\\TUG1N011#Twisted debris has been scattered along the side of the corridor.", "#TUG1\\TUG1N013#You are in a typical starship corridor.", + + + "#TUG2\\TUG2_001#My God, what have we done?", + "#TUG2\\TUG2_002#They've turned this freighter into a prison barge.", + "#TUG2\\TUG2_003#Spock see if you can disarm this.", + "#TUG2\\TUG2_004#A medium strength phaser bomb. The brig force field would contain the explosion but it would kill the crew members within the cell. I recommend that we find a way of disarming it, Captain.", + "#TUG2\\TUG2_005#All of the crewmen are dead, Captain.", + "#TUG2\\TUG2_006#Captain, if we could manage to overload the forcefield, it would probably detonate the bomb before we could rescue the crewmen.", + "#TUG2\\TUG2_007#Captain, the switch has been booby-trapped to detonate a bomb, presumably inside the brig somewhere.", + "#TUG2\\TUG2_008#Captain, this wiring may prove useful in repairing the transporter.", + "#TUG2\\TUG2_009#Damn it, Jim, I'm a doctor, not an electrical engineer! I'm likely to blow us all up.", + "#TUG2\\TUG2_010#I don't like the looks of this, Jim.", + "#TUG2\\TUG2_011#I don't operate on bombs, Jim, unless you like big explosions.", + "#TUG2\\TUG2_012#I don't think he is in any shape to respond.", + "#TUG2\\TUG2_013#I don't think he is in any shape to respond.", + "#TUG2\\TUG2_014#I don't think it would be a good idea to wake them up, Jim.", + "#TUG2\\TUG2_015#The crew is tired and has elevated signs from extreme stress, but they will survive.", + "#TUG2\\TUG2_016#The pirates won't wake for a while, but they are going to be quite unhappy when they do. I recommend that we not be here when they awake.", + "#TUG2\\TUG2_017#These aren't the right tools for the right job, Jim.", + "#TUG2\\TUG2_018#We came here to save these people, now look what we've done!", + "#TUG2\\TUG2_019#They're all dead, Jim. What in God's name were you thinking?", + "#TUG2\\TUG2_020#I see that the Elasi live up to their reputation, Captain.", + "#TUG2\\TUG2_021#The parts fit together satisfactorily.", + "#TUG2\\TUG2_022#I believe that no diety had any bearing on this doctor, but the Captain should have been more careful. Starfleet will not be pleased by their deaths.", + "#TUG2\\TUG2_023#I'll do my best, Captain.", + "#TUG2\\TUG2_024#There. I believe the bomb is now defused, Captain.", + "#TUG2\\TUG2_025#I'm on your side, Sir! There's no need to fire at me.", + "#TUG2\\TUG2_026#Thank you for freeing us. You'd better take the bridge before they suspect anything is up.", + "#TUG2\\TUG2_027#You'd better hurry up or they'll catch on, Sir!", + "#TUG2\\TUG2_028#But if you used a charged Phaser Welder two feet to the left of the door and one foot off the ground, you might be able to shut down the forcefield, and get a jump on the Elasi.", + "#TUG2\\TUG2_029#Thank you for freeing us, Captain! We'll secure the area so they don't come up behind you.", + "#TUG2\\TUG2_030#We've had electrical problems with our door to our bridge, Captain. The Elasi don't know we put in an electric shutdown device -- you'd never find it by chance.", + "#TUG2\\TUG2_112#I think that does it -- a Comb Bit for the transmogrifier. Now I can continue repairs on the transporter controls. ", + "#TUG2\\TUG2J000#Ouch! That hurt!", + "#TUG2\\TUG2J001#Don't you know any better?", + "#TUG2\\TUG2J002#What kind of idiot are you?", + "#TUG2\\TUG2J003#I recommend extreme caution, Captain. We must be ready to expect anything.", + "#TUG2\\TUG2L002#I'm just a security officer, sir.", + "#TUG2\\TUG2L004#It's my fault. They did the same thing on Damocles Station... ", + "#TUG2\\TUG2L007#I believe I can disarm this, Captain.", + "#TUG2\\TUG2L011#There, It's defused.", + "#TUG2\\TUG2L085#Hey, what are you doing here?", + "#TUG2\\TUG2L086#You imperialist Federation scum! We will never surrender! Cereth is a great man with a great vision. I spit upon you.", + "#TUG2\\TUG2N000#A bomb located just inside the forcefield.", + "#TUG2\\TUG2N001#He doesn't look to friendly.", + "#TUG2\\TUG2N002#Kirk falls to the floor stunned.", + "#TUG2\\TUG2N003#Kirk seems concerned by what he sees in this room.", + "#TUG2\\TUG2N004#Lt. Christensen is fumbling for his phaser", + "#TUG2\\TUG2N005#McCoy is looking at the guards.", + "#TUG2\\TUG2N006#Phaser Welder is now charged.", + "#TUG2\\TUG2N007#Spock raises an eyebrow.", + "#TUG2\\TUG2N009#The wire scraps are too small, they melt instead of fusing together, and you're left with nothing. ", + "#TUG2\\TUG2N010#These wires look like a modification of some sort.", + "#TUG2\\TUG2N011#This appears to be the button that turns the brig forcefield on and off.", + "#TUG2\\TUG2N012#This door leads back to the main corridor.", + "#TUG2\\TUG2N013#This guard is stunned.", + "#TUG2\\TUG2N014#This guard is stunned.", + "#TUG2\\TUG2N015#This guard is tied up.", + "#TUG2\\TUG2N016#This guard is tied up.", + "#TUG2\\TUG2N017#You are in the brig of the Masada. Nine of the crew members are held in the cell. The berets of two dead Elasi guards litter the floor.", + "#TUG2\\TUG2N018#You are in the brig of the Masada. Nine of the crew members are held in the cell. Two Elasi guards lie on the floor.", + "#TUG2\\TUG2N019#You are in the brig of the Masada. The cell contains the smoldering remains of nine crew members. The berets of two dead Elasi guards litter the floor.", + "#TUG2\\TUG2N020#You are in the brig of the Masada. The cell contains the smoldering remains of nine crew members. Two Elasi guards lie on the floor.", + "#TUG2\\TUG2N021#You are in the brig of the Masada. The cell is open freeing the nine crew members. Two Elasi guards lie on the floor.", + "#TUG2\\TUG2N022#You are in the brig of the Masada. The cell is open freeing the nine crew members. The hats of two dead Elasi guards litter the floor.", + "#TUG2\\TUG2N023#You are in the brig of the Masada.", + "#TUG2\\TUG2N024#You can't. it is located just inside the forcefield.", + "#TUG2\\TUG2N025#You have been taken captive by Elasi Cereth, and you know Starfleet does not negotiate with terrorists. As you look forward to a long captivity, you wonder who will take over command of the Enterprise. Better luck next time.", + "#TUG2\\TUG2N026#You've set off some type of booby trap. The force field protected you from the blast, but everyone inside the brig is dead.", + "#TUG2\\TUG2N037#He doesn't look to friendly.", + "#TUG2\\TUG2N106#Only the red beret of the elasi guard remains.", + "Snip...snip...snip.", }; } |