/* 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 { void Room::vengaUseMccoyOnDeadGuy() { 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; } } }