diff options
author | Matthew Stewart | 2018-08-07 22:34:05 -0400 |
---|---|---|
committer | Eugene Sandulenko | 2018-08-09 08:37:30 +0200 |
commit | ebc6f194c27f23b74df1fb8a8fb8aed43fcdd050 (patch) | |
tree | a90321df4a15e25bde1e413ed92c203db0e0b32a /engines/startrek | |
parent | a089dc23f7fa76cec77f235efa9262413ea7cd78 (diff) | |
download | scummvm-rg350-ebc6f194c27f23b74df1fb8a8fb8aed43fcdd050.tar.gz scummvm-rg350-ebc6f194c27f23b74df1fb8a8fb8aed43fcdd050.tar.bz2 scummvm-rg350-ebc6f194c27f23b74df1fb8a8fb8aed43fcdd050.zip |
STARTREK: VENG3
Diffstat (limited to 'engines/startrek')
-rw-r--r-- | engines/startrek/awaymission.h | 5 | ||||
-rw-r--r-- | engines/startrek/room.h | 43 | ||||
-rw-r--r-- | engines/startrek/rooms/veng1.cpp | 2 | ||||
-rw-r--r-- | engines/startrek/rooms/veng3.cpp | 346 | ||||
-rw-r--r-- | engines/startrek/text.cpp | 34 | ||||
-rw-r--r-- | engines/startrek/text.h | 35 |
6 files changed, 462 insertions, 3 deletions
diff --git a/engines/startrek/awaymission.h b/engines/startrek/awaymission.h index 286300d384..835a2b72f1 100644 --- a/engines/startrek/awaymission.h +++ b/engines/startrek/awaymission.h @@ -665,7 +665,12 @@ struct AwayMission { int16 field4b; // 0x4b int16 field4d; // 0x4d int16 field51; // 0x51 + bool putSupportBeamInSickbayHallway; // 0x53 + bool clearedDebris; // 0x54 + bool lookedAtTurbolift2Door; // 0x55 + bool kirkSuggestedReestablishingPower; // 0x56 bool havePowerPack; // 0x5a + bool tookCableFromSickbayHallway; // 0x5f bool tookMolecularSaw; // 0x60 bool readEngineeringJournal; // 0x61 bool examinedTorpedoControl; // 0x66 diff --git a/engines/startrek/room.h b/engines/startrek/room.h index 41b7d9b49a..78fbe2b19c 100644 --- a/engines/startrek/room.h +++ b/engines/startrek/room.h @@ -2595,6 +2595,49 @@ public: // VENG3 void veng3Tick1(); + void veng3Tick15(); + void veng3TouchedTurbolift2(); + void veng3TouchedTurbolift1(); + void veng3WalkToDoor(); + void veng3ReachedTurbolift2(); + void veng3Turbolift2Opened(); + void veng3WalkToSickbayDoor(); + void veng3ReachedSickbayDoor(); + void veng3SickbayDoorOpened(); + void veng3LookAtSupportBeam(); + void veng3LookAtDebris(); + void veng3LookAtTurbolift2Door(); + void veng3LookAtSickbayDoor(); + void veng3LookAtCable(); + void veng3LookAtDeadGuy(); + void veng3LookAtKirk(); + void veng3LookAtMccoy(); + void veng3LookAtSpock(); + void veng3LookAtRedshirt(); + void veng3LookAnywhere(); + void veng3UseStunPhaserOnDebris(); + void veng3UseKillPhaserOnDebris(); + void veng3ReachedPositionToShootDebris(); + void veng3DrewPhaserToShootDebris(); + void veng3DebrisVaporized(); + void veng3DebrisFellAgain(); + void veng3UseSpockOnDebris(); + void veng3UseRedshirtOnDebris(); + void veng3UseMccoyOnDebris(); + void veng3UseBeamOnDebris(); + void veng3ReachedPositionToPlaceBeam(); + void veng3PlacedBeam(); + void veng3UseSTricorderOnDebris(); + void veng3UseMolecularSawOnDebris(); + void veng3TalkToKirk(); + void veng3TalkToSpock(); + void veng3TalkToMccoy(); + void veng3TalkToRedshirt(); + void veng3GetDebris(); + void veng3GetCable(); + void veng3ReachedCable(); + void veng3PickedUpCable(); + void veng3UseMccoyOnDeadGuy(); // VENG4 void veng4Tick1(); diff --git a/engines/startrek/rooms/veng1.cpp b/engines/startrek/rooms/veng1.cpp index 994453bdbd..dc39eb588b 100644 --- a/engines/startrek/rooms/veng1.cpp +++ b/engines/startrek/rooms/veng1.cpp @@ -390,7 +390,7 @@ void Room::veng1TriedToGetDebris() { } } -void Room::veng1UseMccoyOnDeadGuy() { +void Room::veng1UseMccoyOnDeadGuy() { // NOTE: Identical to function in VENG3 int val = getRandomWordInRange(0, 5); switch (val) { diff --git a/engines/startrek/rooms/veng3.cpp b/engines/startrek/rooms/veng3.cpp index 5c0e3c8867..f4a6a95c1d 100644 --- a/engines/startrek/rooms/veng3.cpp +++ b/engines/startrek/rooms/veng3.cpp @@ -23,19 +23,361 @@ #include "startrek/room.h" #define OBJECT_DOOR 8 +#define OBJECT_SICKBAY_DOOR 9 +#define OBJECT_DEBRIS 10 +#define OBJECT_CABLE 11 +#define OBJECT_DEAD_GUY 12 +#define OBJECT_SUPPORT_BEAM 13 -#define HOTSPOT_20 0x20 +#define HOTSPOT_TURBOLIFT_2_DOOR 0x20 +#define HOTSPOT_SICKBAY_DOOR 0x21 namespace StarTrek { extern const RoomAction veng3ActionList[] = { - { {ACTION_TICK, 1, 0, 0}, &Room::veng3Tick1 }, + { {ACTION_TICK, 1, 0, 0}, &Room::veng3Tick1 }, + { {ACTION_TICK, 15, 0, 0}, &Room::veng3Tick15 }, + { {ACTION_TOUCHED_WARP, 0, 0, 0}, &Room::veng3TouchedTurbolift2 }, + { {ACTION_TOUCHED_WARP, 1, 0, 0}, &Room::veng3TouchedTurbolift1 }, + + { {ACTION_WALK, OBJECT_DEBRIS, 0, 0}, &Room::veng3WalkToDoor }, + { {ACTION_WALK, HOTSPOT_TURBOLIFT_2_DOOR, 0, 0}, &Room::veng3WalkToDoor }, + { {ACTION_DONE_WALK, 2, 0, 0}, &Room::veng3ReachedTurbolift2 }, + { {ACTION_DONE_ANIM, 1, 0, 0}, &Room::veng3Turbolift2Opened }, + + { {ACTION_WALK, OBJECT_SICKBAY_DOOR, 0, 0}, &Room::veng3WalkToSickbayDoor }, + { {ACTION_WALK, HOTSPOT_SICKBAY_DOOR, 0, 0}, &Room::veng3WalkToSickbayDoor }, + { {ACTION_DONE_WALK, 9, 0, 0}, &Room::veng3ReachedSickbayDoor }, + { {ACTION_DONE_ANIM, 10, 0, 0}, &Room::veng3SickbayDoorOpened }, + + { {ACTION_USE, OBJECT_ISTRICOR, OBJECT_SUPPORT_BEAM, 0}, &Room::veng3LookAtSupportBeam }, + { {ACTION_LOOK, OBJECT_SUPPORT_BEAM, 0, 0}, &Room::veng3LookAtSupportBeam }, + + { {ACTION_LOOK, OBJECT_DEBRIS, 0, 0}, &Room::veng3LookAtDebris }, + { {ACTION_LOOK, HOTSPOT_TURBOLIFT_2_DOOR, 0, 0}, &Room::veng3LookAtTurbolift2Door }, + { {ACTION_LOOK, OBJECT_SICKBAY_DOOR, 0, 0}, &Room::veng3LookAtSickbayDoor }, + { {ACTION_LOOK, HOTSPOT_SICKBAY_DOOR, 0, 0}, &Room::veng3LookAtSickbayDoor }, + { {ACTION_USE, OBJECT_ISTRICOR, OBJECT_CABLE, 0}, &Room::veng3LookAtCable }, + { {ACTION_LOOK, OBJECT_CABLE, 0, 0}, &Room::veng3LookAtCable }, + { {ACTION_LOOK, OBJECT_DEAD_GUY, 0, 0}, &Room::veng3LookAtDeadGuy }, + { {ACTION_LOOK, OBJECT_KIRK, 0, 0}, &Room::veng3LookAtKirk }, + { {ACTION_LOOK, OBJECT_MCCOY, 0, 0}, &Room::veng3LookAtMccoy }, + { {ACTION_LOOK, OBJECT_SPOCK, 0, 0}, &Room::veng3LookAtSpock }, + { {ACTION_LOOK, OBJECT_REDSHIRT, 0, 0}, &Room::veng3LookAtRedshirt }, + { {ACTION_LOOK, 0xff, 0, 0}, &Room::veng3LookAnywhere }, + + { {ACTION_USE, OBJECT_IPHASERS, OBJECT_DEBRIS, 0}, &Room::veng3UseStunPhaserOnDebris }, + { {ACTION_USE, OBJECT_IPHASERK, OBJECT_DEBRIS, 0}, &Room::veng3UseKillPhaserOnDebris }, + { {ACTION_DONE_WALK, 4, 0, 0}, &Room::veng3ReachedPositionToShootDebris }, + { {ACTION_DONE_ANIM, 5, 0, 0}, &Room::veng3DrewPhaserToShootDebris }, + { {ACTION_DONE_ANIM, 3, 0, 0}, &Room::veng3DebrisVaporized }, + { {ACTION_DONE_ANIM, 6, 0, 0}, &Room::veng3DebrisFellAgain }, + + { {ACTION_USE, OBJECT_SPOCK, OBJECT_DEBRIS, 0}, &Room::veng3UseSpockOnDebris }, + { {ACTION_USE, OBJECT_REDSHIRT, OBJECT_DEBRIS, 0}, &Room::veng3UseRedshirtOnDebris }, + { {ACTION_USE, OBJECT_MCCOY, OBJECT_DEBRIS, 0}, &Room::veng3UseMccoyOnDebris }, + { {ACTION_USE, OBJECT_IBEAM, OBJECT_DEBRIS, 0}, &Room::veng3UseBeamOnDebris }, + { {ACTION_DONE_WALK, 7, 0, 0}, &Room::veng3ReachedPositionToPlaceBeam }, + { {ACTION_DONE_ANIM, 8, 0, 0}, &Room::veng3PlacedBeam }, + { {ACTION_USE, OBJECT_ISTRICOR, OBJECT_DEBRIS, 0}, &Room::veng3UseSTricorderOnDebris }, + { {ACTION_USE, OBJECT_ILMD, OBJECT_DEBRIS, 0}, &Room::veng3UseMolecularSawOnDebris }, + + { {ACTION_TALK, OBJECT_KIRK, 0, 0}, &Room::veng3TalkToKirk }, + { {ACTION_TALK, OBJECT_SPOCK, 0, 0}, &Room::veng3TalkToSpock }, + { {ACTION_TALK, OBJECT_MCCOY, 0, 0}, &Room::veng3TalkToMccoy }, + { {ACTION_TALK, OBJECT_REDSHIRT, 0, 0}, &Room::veng3TalkToRedshirt }, + { {ACTION_GET, OBJECT_DEBRIS, 0, 0}, &Room::veng3GetDebris }, + { {ACTION_GET, OBJECT_CABLE, 0, 0}, &Room::veng3GetCable }, + { {ACTION_DONE_WALK, 11, 0, 0}, &Room::veng3ReachedCable }, + { {ACTION_DONE_ANIM, 12, 0, 0}, &Room::veng3PickedUpCable }, + + { {ACTION_USE, OBJECT_IMEDKIT, OBJECT_DEAD_GUY, 0}, &Room::veng3UseMccoyOnDeadGuy }, + { {ACTION_USE, OBJECT_IMTRICOR, OBJECT_DEAD_GUY, 0}, &Room::veng3UseMccoyOnDeadGuy }, + { {ACTION_USE, OBJECT_MCCOY, OBJECT_DEAD_GUY, 0}, &Room::veng3UseMccoyOnDeadGuy }, }; extern const int veng3NumActions = ARRAYSIZE(veng3ActionList); void Room::veng3Tick1() { + playVoc("VEN3LOOP"); + + if (_awayMission->veng.putSupportBeamInSickbayHallway) + loadActorAnim2(OBJECT_SUPPORT_BEAM, "s7r3bm", 0x8c, 0x61); + + loadMapFile("veng3"); + + if (!_awayMission->veng.clearedDebris) { + loadActorAnim2(OBJECT_DEBRIS, "s7r3d2", 0xa5, 0x68); + loadMapFile("veng3b"); + } + + loadActorAnim2(OBJECT_DEAD_GUY, "s7r3c1", 0xc5, 0x99); + + if (!_awayMission->veng.tookCableFromSickbayHallway) + loadActorAnim2(OBJECT_CABLE, "s7r3ca", 0xb7, 0x84); + + loadActorAnim2(OBJECT_SICKBAY_DOOR, "s7r3dc", 0x5d, 0x80); +} + +void Room::veng3Tick15() { + if (_awayMission->veng.kirkSuggestedReestablishingPower && !_awayMission->veng.impulseEnginesOn) { + showText(TX_SPEAKER_KIRK, TX_VEN0_010); + _awayMission->veng.kirkSuggestedReestablishingPower = true; + } +} + +void Room::veng3TouchedTurbolift2() { + playSoundEffectIndex(SND_DOOR1); + showRepublicMap(3, 1); +} + +void Room::veng3TouchedTurbolift1() { + playSoundEffectIndex(SND_DOOR1); + showRepublicMap(3, 0); +} + +void Room::veng3WalkToDoor() { + if (_awayMission->veng.clearedDebris) + walkCrewmanC(OBJECT_KIRK, 0xa6, 0x6e, &Room::veng3ReachedTurbolift2); + else + showText(TX_VEN3N006); +} + +void Room::veng3ReachedTurbolift2() { + _awayMission->disableInput = true; + loadActorAnimC(OBJECT_DOOR, "s7r3db", 0xa6, 0x60, &Room::veng3Turbolift2Opened); + playSoundEffectIndex(SND_DOOR1); +} + +void Room::veng3Turbolift2Opened() { + walkCrewman(OBJECT_KIRK, 0xa6, 0x61); +} + +void Room::veng3WalkToSickbayDoor() { + walkCrewmanC(OBJECT_KIRK, 0x68, 0x83, &Room::veng3ReachedSickbayDoor); +} + +void Room::veng3ReachedSickbayDoor() { + _awayMission->disableInput = true; + loadActorAnimC(OBJECT_SICKBAY_DOOR, "s7r3da", 0x5b, 0x80, &Room::veng3SickbayDoorOpened); + playSoundEffectIndex(SND_DOOR1); +} + +void Room::veng3SickbayDoorOpened() { + walkCrewman(OBJECT_KIRK, 0x5e, 0x83); +} + +void Room::veng3LookAtSupportBeam() { + showText(TX_VEN3N007); +} + +void Room::veng3LookAtDebris() { + if (!_awayMission->veng.clearedDebris) + showText(TX_VEN3N009); + else + showText(TX_VEN3N007); // UNUSED (debris is gone) +} + +void Room::veng3LookAtTurbolift2Door() { + showText(TX_VEN3N012); + + if (!_awayMission->veng.lookedAtTurbolift2Door) { + _awayMission->veng.lookedAtTurbolift2Door = true; + if (!_awayMission->veng.clearedDebris) { + showText(TX_SPEAKER_SPOCK, TX_VEN3_013); + showText(TX_SPEAKER_MCCOY, TX_VEN3_006); + } + } +} + +void Room::veng3LookAtSickbayDoor() { + showText(TX_VEN3N011); +} + +void Room::veng3LookAtCable() { + showText(TX_VEN3N013); +} + +void Room::veng3LookAtDeadGuy() { + showText(TX_VEN3N005); +} + +void Room::veng3LookAtKirk() { + showText(TX_VEN3N001); +} + +void Room::veng3LookAtMccoy() { + showText(TX_VEN3N002); +} + +void Room::veng3LookAtSpock() { + showText(TX_VEN3N004); +} + +void Room::veng3LookAtRedshirt() { + showText(TX_VEN3N000); +} + +void Room::veng3LookAnywhere() { + showText(TX_VEN3N003); +} + +void Room::veng3UseStunPhaserOnDebris() { + showText(TX_SPEAKER_SPOCK, TX_VEN3_002); +} + +void Room::veng3UseKillPhaserOnDebris() { + if (!_awayMission->veng.clearedDebris) { + _awayMission->disableInput = true; + walkCrewmanC(OBJECT_KIRK, 0x96, 0xa8, &Room::veng3ReachedPositionToShootDebris); + _awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_N; // ENHANCEMENT + } +} + +void Room::veng3ReachedPositionToShootDebris() { + loadActorAnimC(OBJECT_KIRK, "kfiren", -1, -1, &Room::veng3DrewPhaserToShootDebris); +} + +void Room::veng3DrewPhaserToShootDebris() { + loadActorAnimC(OBJECT_DEBRIS, "s7r3ph", 0x9c, 0x83, &Room::veng3DebrisVaporized); + playSoundEffectIndex(SND_PHASSHOT); +} + +void Room::veng3DebrisVaporized() { + if (!_awayMission->veng.putSupportBeamInSickbayHallway) { + playVoc("MUR1E4"); + loadActorAnimC(OBJECT_DEBRIS, "s7r3df", 0xa6, 0x60, &Room::veng3DebrisFellAgain); + loadActorStandAnim(OBJECT_KIRK); + } else { + _awayMission->disableInput = false; + loadMapFile("veng3"); + showText(TX_SPEAKER_SPOCK, TX_VEN3_015); + _awayMission->veng.clearedDebris = true; + } +} + +void Room::veng3DebrisFellAgain() { + loadActorAnim2(OBJECT_DEBRIS, "s7r3d2", 0xa5, 0x68); + _awayMission->disableInput = false; + showText(TX_SPEAKER_SPOCK, TX_VEN3_014); +} + +void Room::veng3UseSpockOnDebris() { + if (!_awayMission->veng.putSupportBeamInSickbayHallway) + showText(TX_SPEAKER_SPOCK, TX_VEN3_008); + else { + showText(TX_SPEAKER_SPOCK, TX_VEN3_011); + // BUGFIX: Game would crash here due to jumping to non-code. + } +} + +void Room::veng3UseRedshirtOnDebris() { + if (!_awayMission->veng.putSupportBeamInSickbayHallway) + showText(TX_SPEAKER_KIJE, TX_VEN3_017); + else { + // BUGFIX: Original had a "jne" opcode with no comparison beforehand, causing it + // to jump to some of Spock's code (TX_VEN3_007)? In any case, this makes more sense. + showText(TX_SPEAKER_KIJE, TX_VEN3_016); + } +} + +void Room::veng3UseMccoyOnDebris() { + showText(TX_SPEAKER_MCCOY, TX_VEN3_004); +} + +void Room::veng3UseBeamOnDebris() { + _awayMission->disableInput = true; + walkCrewmanC(OBJECT_KIRK, 0x94, 0x6d, &Room::veng3ReachedPositionToPlaceBeam); +} + +void Room::veng3ReachedPositionToPlaceBeam() { + loadActorAnimC(OBJECT_KIRK, "kusemn", -1, -1, &Room::veng3PlacedBeam); + playVoc("MUR3E1S"); +} + +void Room::veng3PlacedBeam() { + loadActorAnim2(OBJECT_SUPPORT_BEAM, "s7r3bm", 0x8c, 0x61); + _awayMission->disableInput = false; + _awayMission->veng.putSupportBeamInSickbayHallway = true; + loseItem(OBJECT_IBEAM); +} + +void Room::veng3UseSTricorderOnDebris() { + if (!_awayMission->veng.putSupportBeamInSickbayHallway) + spockScan(DIR_N, TX_VEN3_009); + else + spockScan(DIR_N, TX_VEN3_007); +} + +void Room::veng3UseMolecularSawOnDebris() { + showText(TX_SPEAKER_SPOCK, TX_VEN3_010); +} + +void Room::veng3TalkToKirk() { + showText(TX_SPEAKER_KIRK, TX_VEN3_001); +} + +void Room::veng3TalkToSpock() { + showText(TX_SPEAKER_SPOCK, TX_VEN3_012); +} + +void Room::veng3TalkToMccoy() { + showText(TX_SPEAKER_MCCOY, TX_VEN3_003); +} + +void Room::veng3TalkToRedshirt() { + showText(TX_SPEAKER_KIJE, TX_VEN3_018); + showText(TX_SPEAKER_MCCOY, TX_VEN3_005); +} + +void Room::veng3GetDebris() { + showText(TX_VEN3N010); +} + +void Room::veng3GetCable() { + _awayMission->disableInput = true; + walkCrewmanC(OBJECT_KIRK, 0xb7, 0x85, &Room::veng3ReachedCable); +} + +void Room::veng3ReachedCable() { + loadActorAnimC(OBJECT_KIRK, "kusehn", -1, -1, &Room::veng3PickedUpCable); + playVoc("MUR4E6"); +} + +void Room::veng3PickedUpCable() { + _awayMission->disableInput = false; + loadActorStandAnim(OBJECT_CABLE); + showText(TX_VEN3N014); + giveItem(OBJECT_ICABLE2); + _awayMission->veng.tookCableFromSickbayHallway = true; +} + +void Room::veng3UseMccoyOnDeadGuy() { // NOTE: Identical to function in VENG1 + 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; + } } } diff --git a/engines/startrek/text.cpp b/engines/startrek/text.cpp index c5f2e4716b..e7822700db 100644 --- a/engines/startrek/text.cpp +++ b/engines/startrek/text.cpp @@ -2945,6 +2945,40 @@ extern const char *const g_gameStrings[] = { "cancel", + "#VEN3\\VEN3_001#I wish I were a poet. I wish I had the words to match how this makes me feel. These people were Starfleet officers, giving their lives to explore the cosmos. I wish I knew some eulogy that did them justice.", + "#VEN3\\VEN3_002#Captain, using the stun setting is most illogical.", + "#VEN3\\VEN3_003#Damn this tricorder. Why couldn't one of them be alive?", + "#VEN3\\VEN3_004#I'm a doctor, not a coal miner.", + "#VEN3\\VEN3_005#A poor choice of words, Ensign.", + "#VEN3\\VEN3_006#I thought you were a science officer, not a tour guide.", + "#VEN3\\VEN3_007#The beam is supporting the ceiling, Captain.", + "#VEN3\\VEN3_008#The debris appears quite unstable. Any disturbances may trigger an avalanche of debris to fall.", + "#VEN3\\VEN3_009#The debris is highly unstable, Captain. I recommend we try to find a support of some kind to secure the ceiling.", + "#VEN3\\VEN3_010#The molecular saw is too fine of a cutting tool to be of any use in clearing the debris.", + "#VEN3\\VEN3_011#There is too much debris to remove by hand.", + "#VEN3\\VEN3_012#Turbolift ahead, Captain.", + "#VEN3\\VEN3_013#Captain, it is critical that we gain access to this turbolift. It is our only means of exploring the rest of this ship.", + "#VEN3\\VEN3_014#Captain, the support beam for the ceiling is damaged here. There will be no way to safely clear out the debris without a replacement.", + "#VEN3\\VEN3_015#The ceiling appears stable. We should now be able to use Turbolift 2, Captain.", + "#VEN3\\VEN3_016#It will take us forever to dig through all that, sir.", + "#VEN3\\VEN3_017#Sir, I really don't think we should try and mess with that debris. We may bring the whole thing down on us.", + "#VEN3\\VEN3_018#Be careful, Captain. This ship is a death trap.", + "#VEN3\\VEN3N000#Kije struggles with emotions he never knew he had.", + "#VEN3\\VEN3N001#Kirk is increasingly distressed by what he has seen.", + "#VEN3\\VEN3N002#McCoy examines his tricorder, knowing that his hopes are not going to be fulfilled.", + "#VEN3\\VEN3N003#One of the many battered corridors of the U.S.S. Republic. It has seen better days. Much better days.", + "#VEN3\\VEN3N004#Spock says nothing, but this tragedy stirs something in his Vulcan soul.", + "#VEN3\\VEN3N005#The crewman's death was pointless. Just like too many deaths in human history.", + "#VEN3\\VEN3N006#The debris is blocking the Turbolift doors.", + "#VEN3\\VEN3N007#The support beam appears to have stabilized the ceiling.", + "#VEN3\\VEN3N009#There is a twisted mess of wire and metal falling from the gaping hole in the ceiling. It is blocking access to turbolift 2.", + "#VEN3\\VEN3N010#There is far too much debris to be cleared by hand.", + "#VEN3\\VEN3N011#This door leads to Sickbay.", + "#VEN3\\VEN3N012#This door leads to TurboLift 2.", + "#VEN3\\VEN3N013#This is a length of heavy duty insulated power cable.", + "#VEN3\\VEN3N014#You have taken the cable.", + + "#VEN4\\VEN4_016#There's nothing more I can do.", // TYPO "#VEN4\\VEN4_017#I believe nothing needs to be said, Captain.", "#VEN4\\VEN4N010#This is an empty hypodermic injector.", diff --git a/engines/startrek/text.h b/engines/startrek/text.h index 0b26bd061e..634d000337 100644 --- a/engines/startrek/text.h +++ b/engines/startrek/text.h @@ -3065,6 +3065,41 @@ enum GameStringIDs { TX_VEN2_CANCEL, + TX_VEN3_001, + TX_VEN3_002, + TX_VEN3_003, + TX_VEN3_004, + TX_VEN3_005, + TX_VEN3_006, + TX_VEN3_007, + TX_VEN3_008, + TX_VEN3_009, + TX_VEN3_010, + TX_VEN3_011, + TX_VEN3_012, + TX_VEN3_013, + TX_VEN3_014, + TX_VEN3_015, + TX_VEN3_016, + TX_VEN3_017, + TX_VEN3_018, + TX_VEN3N000, + TX_VEN3N001, + TX_VEN3N002, + TX_VEN3N003, + TX_VEN3N004, + TX_VEN3N005, + TX_VEN3N006, + TX_VEN3N007, + // UNUSED + TX_VEN3N009, + TX_VEN3N010, + TX_VEN3N011, + TX_VEN3N012, + TX_VEN3N013, + TX_VEN3N014, + + TX_VEN4_016, TX_VEN4_017, TX_VEN4N010, |