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-rw-r--r--engines/startrek/awaymission.h5
-rw-r--r--engines/startrek/room.h43
-rw-r--r--engines/startrek/rooms/veng1.cpp2
-rw-r--r--engines/startrek/rooms/veng3.cpp346
-rw-r--r--engines/startrek/text.cpp34
-rw-r--r--engines/startrek/text.h35
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,