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STARTREK: Load more messages from RDF files
This commit is contained in:
parent
8dca2bf30a
commit
78958a01f8
@ -158,11 +158,12 @@ void Room::loadRoomMessage(const char *text) {
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text = patchedText.c_str();
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char textType = text[10]; // _, U and S: talk message, N: look message, L: look with talker message
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char numberType = text[11]; // Sxx: Scotty
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if (text[5] != '\\')
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error("loadRoomMessage: Invalid message");
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isTalkMessage = (textType == '_' || textType == 'U' || textType == 'S'); // U = Uhura, S = Scotty
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isTalkMessage = (textType == '_' || textType == 'U' || numberType == 'S' || numberType == 'F'); // U = Uhura, S = Scotty, F = followup
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isLookMessage = (textType == 'N');
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isLookWithTalkerMessage = (textType == 'L');
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@ -173,12 +174,13 @@ void Room::loadRoomMessage(const char *text) {
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if (memcmp(text + 1, _vm->_missionName.c_str(), 3) || text[4] != _vm->_roomIndex + '0') {
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// String with a prefix of another mission, separate it
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messageNum += COMMON_MESSAGE_OFFSET;
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}
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// For some reason, Uhura's messages (Uxx) follow the same numbering as the
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// rest, but Scott's don't, and start from one.
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if (textType == 'S')
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} else if (numberType == 'S') {
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// For some reason, Uhura's messages (Uxx) follow the same numbering as the
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// rest, but Scott's don't, and start from one.
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messageNum += SCOTTY_MESSAGE_OFFSET;
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} else if (numberType == 'F') {
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messageNum += FOLLOWUP_MESSAGE_OFFSET;
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}
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if (isTalkMessage)
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_talkMessages[messageNum] = text;
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@ -201,6 +203,8 @@ Common::String Room::patchRoomMessage(const char *text) {
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TypoFix typoFixes[] = {
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{ "#LOV2\\LOV2_012#", "#LOV2\\LOV2_012#", "#LOV1\\LOV1_010#" }, // Audio file missing
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{ "#LOV3\\LOV3_#", "#LOV3\\LOV3_#", "#LOV3\\LOV3_000#"}, // Message index missing
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{ "#LOVA\\LOVA_F08#", "spock", "Spock" },
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{ "#LOVA\\LOVA_F55#", "sysnthesize", "synthesize" },
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{ "#FEA3\\FEA3_030#", "#FEA3\\FEA3_030#", "#LOVA\\LOVA_100#" }, // Wrong voice actor
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{ "#MUD0\\MUD0_023#", "gullability", "gullibility" },
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{ "#MUD2\\MUD2_002#", "Well, now! I think", "Well, now I think" },
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@ -62,6 +62,7 @@ const int RDF_BEAM_IN_POSITIONS = 0xaa;
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const int RDF_SPAWN_POSITIONS = 0xba;
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#define COMMON_MESSAGE_OFFSET 1000
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#define FOLLOWUP_MESSAGE_OFFSET 600
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#define SCOTTY_MESSAGE_OFFSET 500
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class Room {
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@ -249,7 +249,7 @@ void Room::demon1KlingonDropsHand() {
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if (_roomVar.demon.numKlingonsKilled == 3)
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return;
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showText(TX_SPEAKER_KLINGON, TX_DEM1_F23);
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showText(TX_SPEAKER_KLINGON, 23 + FOLLOWUP_MESSAGE_OFFSET, true);
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_awayMission->timers[1] = 1;
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}
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@ -459,7 +459,7 @@ void Room::demon3GetMiner() {
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void Room::demon3TalkToMiner() {
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if (!_awayMission->demon.healedMiner)
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return;
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showText(TX_SPEAKER_KANDREY, TX_DEM3_F21);
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showText(TX_SPEAKER_KANDREY, 21 + FOLLOWUP_MESSAGE_OFFSET, true);
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}
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void Room::demon3TalkToKirk() {
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@ -314,7 +314,7 @@ void Room::feather1UseSnakeOnKirk() {
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}
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void Room::feather1UseSnakeOnMccoy() {
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showText(TX_SPEAKER_MCCOY, TX_FEA1_F25);
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showText(TX_SPEAKER_MCCOY, 25 + FOLLOWUP_MESSAGE_OFFSET, true);
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}
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void Room::feather1UseSnakeOnRedshirt() {
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@ -81,7 +81,7 @@ void Room::loveaUseCureSampleOnSpock() {
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walkCrewman(OBJECT_SPOCK, _roomVar.love.cmnXPosToCureSpock, _roomVar.love.cmnYPosToCureSpock, 99);
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walkCrewman(OBJECT_MCCOY, _roomVar.love.cmnXPosToCureSpock, _roomVar.love.cmnYPosToCureSpock + 10, 99);
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} else
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showText(TX_SPEAKER_MCCOY, TX_LOVA_F55);
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showText(TX_SPEAKER_MCCOY, 55 + COMMON_MESSAGE_OFFSET, true);
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}
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@ -123,13 +123,13 @@ void Room::loveaTimer2Expired() {
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showText(TX_SPEAKER_SPOCK, TX_SPOKCOFF);
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_awayMission->love.spockInfectionCounter++;
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} else if (_awayMission->love.spockInfectionCounter == 30) {
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showText(TX_SPEAKER_MCCOY, TX_LOVA_F08);
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showText(TX_SPEAKER_MCCOY, 8 + COMMON_MESSAGE_OFFSET, true);
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_awayMission->love.spockInfectionCounter++;
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} else if (_awayMission->love.spockInfectionCounter == 45) {
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showText(TX_SPEAKER_SPOCK, TX_SPOKCOFF);
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_awayMission->love.spockInfectionCounter++;
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} else if (_awayMission->love.spockInfectionCounter == 60) {
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showText(TX_SPEAKER_SPOCK, TX_LOVA_F54);
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showText(TX_SPEAKER_SPOCK, 54 + COMMON_MESSAGE_OFFSET, true);
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_awayMission->love.romulansUnconsciousFromVirus = true;
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_awayMission->love.spockInfectionCounter++;
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}
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@ -144,26 +144,26 @@ void Room::loveaUseMTricorderOnSpock() {
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playSoundEffectIndex(SND_TRICORDER);
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if (_awayMission->love.spockCured)
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showText(TX_SPEAKER_MCCOY, TX_LOVA_F01);
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showText(TX_SPEAKER_MCCOY, 1 + COMMON_MESSAGE_OFFSET, true);
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else if (!_awayMission->love.knowAboutVirus)
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showText(TX_SPEAKER_MCCOY, TX_LOVA_F02);
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showText(TX_SPEAKER_MCCOY, 2 + COMMON_MESSAGE_OFFSET, true);
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else if (_awayMission->love.spockInfectionCounter < 10)
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showText(TX_SPEAKER_MCCOY, TX_LOVA_F04);
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showText(TX_SPEAKER_MCCOY, 4 + COMMON_MESSAGE_OFFSET, true);
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else if (_awayMission->love.spockInfectionCounter < 30)
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showText(TX_SPEAKER_MCCOY, TX_LOVA_F03);
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showText(TX_SPEAKER_MCCOY, 3 + COMMON_MESSAGE_OFFSET, true);
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else if (_awayMission->love.spockInfectionCounter < 50)
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showText(TX_SPEAKER_MCCOY, TX_LOVA_F08);
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showText(TX_SPEAKER_MCCOY, 8 + COMMON_MESSAGE_OFFSET, true);
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else if (_awayMission->love.spockInfectionCounter < 70) // BUGFIX: < 70 instead of == 70
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showText(TX_SPEAKER_MCCOY, COMMON_MESSAGE_OFFSET + 10, true); // TX_TUG2_010
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else if (_awayMission->love.spockInfectionCounter < 100)
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showText(TX_SPEAKER_MCCOY, TX_LOVA_F10);
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showText(TX_SPEAKER_MCCOY, 10 + COMMON_MESSAGE_OFFSET, true);
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else
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showText(TX_SPEAKER_MCCOY, COMMON_MESSAGE_OFFSET + 100);
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}
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void Room::loveaUseMTricorderOnHuman() {
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playSoundEffectIndex(SND_TRICORDER);
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showText(TX_SPEAKER_MCCOY, TX_LOVA_F07);
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showText(TX_SPEAKER_MCCOY, 7 + COMMON_MESSAGE_OFFSET, true);
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}
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void Room::loveaUseRomulanLaughingGas() {
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@ -200,7 +200,7 @@ void Room::loveaUseCommunicator() {
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showText(TX_SPEAKER_KIRK, TX_MUD4_018);
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showText(TX_SPEAKER_UHURA, TX_BRIDU146);
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showText(TX_SPEAKER_KIRK, TX_VENA_F41);
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showText(TX_SPEAKER_KIRK, 41 + COMMON_MESSAGE_OFFSET, true);
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_awayMission->love.contactedEnterpriseBeforeCure = true;
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}
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@ -280,14 +280,14 @@ void Room::mudd4KirkUsedCommunications() {
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if (!_awayMission->mudd.contactedEnterpriseFirstTime) {
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_awayMission->mudd.missionScore++;
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showText(TX_SPEAKER_KIRK, 25, true);
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showText(TX_SPEAKER_SCOTT, TX_MUD4_S02);
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showText(TX_SPEAKER_SCOTT, 2 + SCOTTY_MESSAGE_OFFSET, true);
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if (_awayMission->mudd.torpedoStatus == 1)
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showText(TX_SPEAKER_KIRK, 27, true);
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else
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showText(TX_SPEAKER_KIRK, 28, true);
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showText(TX_SPEAKER_SCOTT, TX_MUD4_S04);
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showText(TX_SPEAKER_SCOTT, 4 + SCOTTY_MESSAGE_OFFSET, true);
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const TextRef choices[] = {
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TX_SPEAKER_KIRK,
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@ -316,7 +316,7 @@ void Room::mudd4KirkUsedCommunications() {
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};
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showText(TX_SPEAKER_KIRK, 20, true);
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showText(TX_SPEAKER_SCOTT, TX_MUD4_S03);
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showText(TX_SPEAKER_SCOTT, 3 + SCOTTY_MESSAGE_OFFSET, true);
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int choice = showMultipleTexts(choices);
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if (choice == 1) {
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@ -228,7 +228,7 @@ void Room::sins2Tick40() {
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showText(TX_SPEAKER_UHURA, 85, true);
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showText(TX_SPEAKER_KIRK, 8, true);
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showText(TX_SPEAKER_UHURA, 97, true);
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showText(TX_SPEAKER_MCCOY, TX_SIN2_F26);
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showText(TX_SPEAKER_MCCOY, 26 + FOLLOWUP_MESSAGE_OFFSET, true);
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showText(TX_SPEAKER_UHURA, 96, true);
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showText(TX_SPEAKER_MCCOY, 19, true);
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showText(TX_SPEAKER_KIRK, 4, true);
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@ -294,7 +294,7 @@ void Room::sins2LookAtDoor() {
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void Room::sins2UseSpockOnDoor() {
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if (!_awayMission->sins.openedInnerDoor) {
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showText(TX_SPEAKER_SPOCK, TX_SIN2_F12);
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showText(TX_SPEAKER_SPOCK, 12 + FOLLOWUP_MESSAGE_OFFSET, true);
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showText(TX_SPEAKER_MOSHER, 48, true);
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showText(TX_SPEAKER_SPOCK, 30, true);
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}
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@ -249,7 +249,7 @@ void Room::trial0TalkToVlict() {
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}
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void Room::trial0TalkToGuard() {
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showText(TX_SPEAKER_KLINGON_GUARD, TX_TRI0_F24);
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showText(TX_SPEAKER_KLINGON_GUARD, 24 + FOLLOWUP_MESSAGE_OFFSET, true);
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showText(TX_SPEAKER_BENNIE, 65, true);
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showText(TX_SPEAKER_KIRK, 7, true);
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showText(TX_SPEAKER_BENNIE, 64, true);
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@ -285,7 +285,7 @@ void Room::trial0UseSnakeOnVlict() {
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void Room::trial0UseSnakeOnGuard() {
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// Unused, since the snake item doesn't carry over to the courtroom
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showText(TX_SPEAKER_KLINGON_GUARD, TX_TRI0_F24);
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showText(TX_SPEAKER_KLINGON_GUARD, 24 + FOLLOWUP_MESSAGE_OFFSET, true);
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}
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void Room::trial0UseMTricorderOnQuetzecoatl() {
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@ -179,7 +179,7 @@ void Room::tug0MccoyHealedEngineer() {
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}
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void Room::tug0EngineerGotUp() {
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showText(TX_SPEAKER_SIMPSON, TX_TUG0_F31);
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showText(TX_SPEAKER_SIMPSON, 31 + FOLLOWUP_MESSAGE_OFFSET, true);
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_awayMission->tug.engineerConscious = true;
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loadActorAnim2(8, "tcshow", 0x27, 0xa8, 0);
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loadActorAnim2(9, "popen", 0x27, 0xa9, 0);
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@ -329,9 +329,9 @@ void Room::tug0BombExploded() {
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showText(TX_SPEAKER_SPOCK, 37, true);
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showText(TX_SPEAKER_MCCOY, 27, true);
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showText(TX_SPEAKER_KIRK, 4, true);
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showText(TX_SPEAKER_SCOTT, TX_TUG0_S11);
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showText(TX_SPEAKER_SCOTT, 11 + SCOTTY_MESSAGE_OFFSET, true);
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showText(TX_SPEAKER_KIRK, 3, true);
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showText(TX_SPEAKER_SCOTT, TX_TUG0_S06);
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showText(TX_SPEAKER_SCOTT, 6 + SCOTTY_MESSAGE_OFFSET, true);
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_awayMission->tug.field2d = 1;
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_awayMission->disableInput = true;
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@ -433,7 +433,7 @@ void Room::tug0TalkToRedshirt() {
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void Room::tug0TalkToEngineer() {
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if (_awayMission->tug.engineerConscious) {
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showText(TX_SPEAKER_SIMPSON, TX_TUG0_F30);
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showText(TX_SPEAKER_SIMPSON, 30 + FOLLOWUP_MESSAGE_OFFSET, true);
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showText(TX_SPEAKER_MCCOY, 26, true);
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showText(TX_SPEAKER_KIRK, 12, true);
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}
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@ -246,7 +246,7 @@ void Room::tug3TalkToElasi1() {
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case 1: // Cereth shoots console, doesn't surrender
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_awayMission->disableInput = true;
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showText(TX_SPEAKER_ELASI_CERETH, TX_TUG3_F27);
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showText(TX_SPEAKER_ELASI_CERETH, 27 + FOLLOWUP_MESSAGE_OFFSET, true);
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loadActorAnim2(OBJECT_ELASI_1, "p1draw", -1, -1, 3);
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break;
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@ -389,7 +389,7 @@ void Room::tug3UseCommunicator() {
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} else {
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if (_awayMission->tug.orbitalDecayCounter < 16) {
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showText(TX_SPEAKER_KIRK, 6, true);
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showText(TX_SPEAKER_SCOTT, TX_TUG3_S07);
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showText(TX_SPEAKER_SCOTT, 7 + SCOTTY_MESSAGE_OFFSET, true);
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playMidiMusicTracks(-1, -1);
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@ -482,7 +482,7 @@ void Room::tug3SecurityTeamBeamedIn() {
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loadActorAnim2(OBJECT_15, "rfiren", -1, -1, 10);
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showText(TX_SPEAKER_KIRK, 5, true);
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showText(TX_SPEAKER_SCOTT, TX_TUG3_S08);
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showText(TX_SPEAKER_SCOTT, 8 + SCOTTY_MESSAGE_OFFSET, true);
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playMidiMusicTracks(-1, -1);
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_awayMission->disableInput = true;
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@ -294,7 +294,7 @@ void Room::veng1KirkAccessedPanel() {
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loadActorAnim2(OBJECT_DEBRIS, "s7r1p2", 0xd1, 0x6a);
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loadActorStandAnim(OBJECT_PANEL);
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} else
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showDescription(TX_VEN1_F33);
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showDescription(33 + FOLLOWUP_MESSAGE_OFFSET, true);
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walkCrewman(OBJECT_KIRK, 0xc9, 0x98);
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}
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@ -578,8 +578,8 @@ void Room::veng2KirkFiredTorpedo() {
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void Room::veng2TorpedoStruckElasiShip() {
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loadActorAnim2(OBJECT_VIEWSCREEN, "s7r2p1", VIEWSCREEN_X, VIEWSCREEN_Y);
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showText(TX_SPEAKER_ELASI_CAPTAIN, 104, true);
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showText(TX_SPEAKER_ELASI_WEAPONS_MASTER, TX_VEN2_F29);
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showText(TX_SPEAKER_ELASI_CREWMAN, TX_VEN2_F28);
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showText(TX_SPEAKER_ELASI_WEAPONS_MASTER, 29 + FOLLOWUP_MESSAGE_OFFSET, true);
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showText(TX_SPEAKER_ELASI_CREWMAN, 28 + FOLLOWUP_MESSAGE_OFFSET, true);
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showText(TX_SPEAKER_ELASI_CAPTAIN, 101, true);
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showText(TX_SPEAKER_KIRK, 14, true);
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showText(TX_SPEAKER_ELASI_CAPTAIN, 106, true);
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@ -619,7 +619,7 @@ void Room::veng2CrewmanInPositionToBeamOut() {
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}
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void Room::veng2UseSTricorderOnTorpedoButton() {
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spockScan(DIR_N, TX_VEN2_F35); // ENHANCEMENT: Use spockScan (don't just show text)
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spockScan(DIR_N, 35 + FOLLOWUP_MESSAGE_OFFSET, true); // ENHANCEMENT: Use spockScan (don't just show text)
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}
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void Room::veng2UseSTricorderOnMiddleConsole() {
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@ -60,7 +60,7 @@ void Room::vengaTick() {
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_awayMission->veng.counterUntilElasiDestroyShip--;
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if (_awayMission->veng.counterUntilElasiDestroyShip == 0 && !_awayMission->veng.firedTorpedo) {
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// Elasi fire torpedoes at you since you wouldn't lower your shields.
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showDescription(TX_VENA_F40);
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showDescription(40 + COMMON_MESSAGE_OFFSET, true);
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showGameOverMenu();
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return;
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}
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@ -76,12 +76,12 @@ void Room::vengaTick() {
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}
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void Room::vengaElasiBeamOver() {
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showDescription(TX_VENA_F32);
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showDescription(32 + COMMON_MESSAGE_OFFSET, true);
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showGameOverMenu();
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}
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void Room::vengaUsePhaserAnywhere() {
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showText(TX_SPEAKER_SPOCK, TX_VENA_F34);
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showText(TX_SPEAKER_SPOCK, 34 + COMMON_MESSAGE_OFFSET, true);
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}
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void Room::vengaLookAtHypo() {
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@ -99,20 +99,11 @@ extern const char *const g_gameStrings[] = {
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"#DEM0\\DEM0N009#Spock raises an eyebrow.", // kept because it's used as an enhancement in mudd1
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"All mining equipment use this road.",
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"#DEM1\\DEM1_F23#Federation Scum!",
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"#DEM3\\DEM3_019#He's dead, Jim...",
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"#DEM3\\DEM3_A32#Aieeee!",
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"#DEM3\\DEM3_F21#Oh, thank you, kind souls, for saving my life. Let me rest here for a little before returning to report this miracle to Prelate Angiven.",
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"#TUG0\\TUG0_F30#I suppose I should be grateful to see anyone after that. I thought I was dead.",
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"#TUG0\\TUG0_F31#Thank you, Doctor. Be careful, Captain, the Elasi like to set boobytraps. if you need any equipment I've got my tools in this workspace.",
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"#TUG0\\TUG0_S06#Aye Captain.",
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"#TUG0\\TUG0_S11#Captain, you're alive!",
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"#TUG2\\TUG2J003#I recommend extreme caution, Captain. We must be ready to expect anything.",
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"Snip...snip...snip.",
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"#TUG3\\TUG3_F27#Foolhardy words, Kirk. You have underestimated me at every turn.",
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"#TUG3\\TUG3_S07#Aye, Captain.",
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"#TUG3\\TUG3_S08#Aye, Captain.",
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"#LOV3\\LOV3NA08#With a hiss, the Romulan Laughing Gas billows down the vent. Things are strangely quiet below.",
|
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"#LOV3\\LOV3NA09#With a hiss, the Romulan Laughing Gas billows down the vent. You hear the muffled sounds through the vent of hearty Romulan laughter, followed by the dull thud of bodies hitting the deck.",
|
||||
@ -122,15 +113,6 @@ extern const char *const g_gameStrings[] = {
|
||||
"#LOV3\\LOV3NA23#This is the engineering center for the ARK7 space station.",
|
||||
"#LOV3\\LOV3NJ32#You attach the antigrav unit to the gas tank. It can be moved freely.",
|
||||
"(Raises an eyebrow)", // NOTE: no corresponding audio
|
||||
"#LOVA\\LOVA_F01#He's been cured of the Oroborus virus.",
|
||||
"#LOVA\\LOVA_F02#I'm picking up some kind of virus. I can't identify it without more information.",
|
||||
"#LOVA\\LOVA_F03#He's infected with the virus, Jim.",
|
||||
"#LOVA\\LOVA_F04#The virus affects the Romulan-Vulcan genotype, Jim.",
|
||||
"#LOVA\\LOVA_F07#All lifesigns are normal.",
|
||||
"#LOVA\\LOVA_F08#It's what I was afraid of, Jim. I think Spock is getting worse.", // TYPO
|
||||
"#LOVA\\LOVA_F10#He has weak vital signs.",
|
||||
"#LOVA\\LOVA_F54#The virus has spread to me, Captain. I suggest you concentrate your efforts on the problem.",
|
||||
"#LOVA\\LOVA_F55#Jim, we need to synthesize more to make the serum before we can use it.", // TYPO
|
||||
|
||||
"#MUD0\\MUD0_018#Life support down to 25%, Captain.",
|
||||
"#MUD0\\MUD0_019#Life support down to 50%, Captain.",
|
||||
@ -141,14 +123,9 @@ extern const char *const g_gameStrings[] = {
|
||||
"#MUD4\\MUD4_019#Later, Mr. Scott.",
|
||||
"#MUD4\\MUD4_023#No, I need to have a word with Harry Mudd before we go.",
|
||||
"#MUD4\\MUD4_A29#Very well, bring us home, Mr. Scott.",
|
||||
"#MUD4\\MUD4_S02#The Elasi pirates have been driven off, Captain. We have damage, and injuries among the crew. We just arrived back here a few minutes ago, and we've been trying to raise you on the communicators.",
|
||||
"#MUD4\\MUD4_S03#The neutron star is causing more and more problems, Captain. I would recommend beaming over at your earliest possible convenience.",
|
||||
"#MUD4\\MUD4_S04#We can do it, Captain, no problem. At least right now, but the situation is only going to get worse. Are you ready to beam over now?",
|
||||
|
||||
"#FEA1\\FEA1_A46#There is not enough support, Captain.",
|
||||
"#FEA1\\FEA1_F25#What on Earth are you doing with that slithering thing!",
|
||||
|
||||
"#TRI0\\TRI0_F24#How amusing. Federation weaklings.",
|
||||
"#TRI1\\TRI1_J00#Why do I have the feeling that I'm about to have a bad day?",
|
||||
"#TRI1\\TRI1U080#Affirmative, sir.",
|
||||
"Zzzt! Sptttz! Zzzt! Tttt!",
|
||||
@ -156,8 +133,6 @@ extern const char *const g_gameStrings[] = {
|
||||
"#SFX\\QUIET#Zzzzzzzzzzzmmmm.",
|
||||
"#TRI4\\TRI4_076#You humans have an excellent imagination, but a poor grasp of reality.",
|
||||
|
||||
"#SIN2\\SIN2_F12#This says: \"Dominant People only to dominate things beyond >,<these Submissive Walls\". My guess is that only authorized personnel were allowed beyond this door.",
|
||||
"#SIN2\\SIN2_F26#Computer science sounds more like medicine every day.",
|
||||
"#SIN3\\SIN3_008#All readings are normal. The structure seems to be protecting us from the cosmic rays.",
|
||||
"#SIN3\\SIN3_012#Can't say I like the decor.",
|
||||
"Laser Setting: 001",
|
||||
@ -170,13 +145,9 @@ extern const char *const g_gameStrings[] = {
|
||||
"#VEN0\\VEN0_016#They're dead, Jim. All of them.", // TYPO (for only some rooms this text appears in)
|
||||
"#VEN0\\VEN0N016#This man is dead.",
|
||||
"#VEN1\\VEN1_004#I'd like to meet the people responsible for this and give them a piece of my mind.",
|
||||
"#VEN1\\VEN1_F33#The panel is open.",
|
||||
"#VEN2\\VEN2_028#Yes, Uhura, Just wanted a status report. Kirk out.",
|
||||
"#VEN2\\VEN2_066#They are jamming all frequencies, Captain. We will not be able to contact the Enterprise.",
|
||||
"#VEN2\\VEN2_098#What are you stalling for? Lower your shields.",
|
||||
"#VEN2\\VEN2_F28#Captain, the Enterprise is coming on high speed approach!",
|
||||
"#VEN2\\VEN2_F29#We can't, Captain. All weapons systems off-line!",
|
||||
"#VEN2\\VEN2_F35#This is the photon torpedo launching control.",
|
||||
"#VEN2\\VEN2_SHI#Shields",
|
||||
"#VEN2\\VEN2_TRA#Transporter Circuits",
|
||||
"#VEN2\\VEN2_WEA#Weapons",
|
||||
@ -194,10 +165,6 @@ extern const char *const g_gameStrings[] = {
|
||||
"#VEN5\\VEN5N002#A resolute Mr. Spock.",
|
||||
"#VEN5\\VEN5N004#Dr. McCoy avoids the glances of his crewmates.",
|
||||
"#VEN5\\VEN5N007#This door leads to main engineering.",
|
||||
"#VENA\\VENA_F32#The landing party has been taken captive by the Elasi, and you know Starfleet does not negotiate with terrorists. As you look forward to a long captivity you wonder who will take command of the Enterprise. Better luck next time.",
|
||||
"#VENA\\VENA_F34#Captain, it would be unwise to use your phaser considering the already extensive damage sustained by the Republic.",
|
||||
"#VENA\\VENA_F40#The Elasi fire photon torpedoes. The Republic has been destroyed.",
|
||||
"#VENA\\VENA_F41#Kirk out.",
|
||||
|
||||
"#sfx\\spokcoff#cough... cough...",
|
||||
"#SFX\\STATICU1#Ent... neu ... trans...",
|
||||
|
@ -158,20 +158,11 @@ enum GameStringIDs {
|
||||
|
||||
TX_DEM0N009, // kept because it's also used as an enhancement in mudd1 and mudd3
|
||||
TX_DEM0C001, // "C" = "Custom" (no ID originally assigned)
|
||||
TX_DEM1_F23,
|
||||
TX_DEM3_019, // kept because it's also used as an enhancement in venga
|
||||
TX_DEM3_A32,
|
||||
TX_DEM3_F21,
|
||||
|
||||
TX_TUG0_F30,
|
||||
TX_TUG0_F31,
|
||||
TX_TUG0_S06,
|
||||
TX_TUG0_S11,
|
||||
TX_TUG2J003,
|
||||
TX_TUG2C001, // Custom
|
||||
TX_TUG3_F27,
|
||||
TX_TUG3_S07,
|
||||
TX_TUG3_S08,
|
||||
|
||||
TX_LOV3NA08,
|
||||
TX_LOV3NA09,
|
||||
@ -181,15 +172,6 @@ enum GameStringIDs {
|
||||
TX_LOV3NA23,
|
||||
TX_LOV3NJ32,
|
||||
TX_LOV5C001, // Custom
|
||||
TX_LOVA_F01,
|
||||
TX_LOVA_F02,
|
||||
TX_LOVA_F03,
|
||||
TX_LOVA_F04,
|
||||
TX_LOVA_F07,
|
||||
TX_LOVA_F08,
|
||||
TX_LOVA_F10,
|
||||
TX_LOVA_F54,
|
||||
TX_LOVA_F55,
|
||||
|
||||
TX_MUD0_018,
|
||||
TX_MUD0_019,
|
||||
@ -200,14 +182,9 @@ enum GameStringIDs {
|
||||
TX_MUD4_019, // kept for now because of TX_MUD4_A29
|
||||
TX_MUD4_023, // kept for now because of TX_MUD4_A29
|
||||
TX_MUD4_A29,
|
||||
TX_MUD4_S02,
|
||||
TX_MUD4_S03,
|
||||
TX_MUD4_S04,
|
||||
|
||||
TX_FEA1_A46,
|
||||
TX_FEA1_F25,
|
||||
|
||||
TX_TRI0_F24,
|
||||
TX_TRI1_J00,
|
||||
TX_TRI1U080,
|
||||
TX_TRI1C001, // Custom
|
||||
@ -215,8 +192,6 @@ enum GameStringIDs {
|
||||
TX_QUIET,
|
||||
TX_TRI4_076,
|
||||
|
||||
TX_SIN2_F12,
|
||||
TX_SIN2_F26,
|
||||
TX_SIN3_008,
|
||||
TX_SIN3_012,
|
||||
TX_SIN3_LASERSETTING001, // Custom named text
|
||||
@ -229,13 +204,9 @@ enum GameStringIDs {
|
||||
TX_VEN0_016,
|
||||
TX_VEN0N016,
|
||||
TX_VEN1_004,
|
||||
TX_VEN1_F33,
|
||||
TX_VEN2_028,
|
||||
TX_VEN2_066,
|
||||
TX_VEN2_098,
|
||||
TX_VEN2_F28,
|
||||
TX_VEN2_F29,
|
||||
TX_VEN2_F35,
|
||||
TX_VEN2_SHI,
|
||||
TX_VEN2_TRA,
|
||||
TX_VEN2_WEA,
|
||||
@ -253,10 +224,6 @@ enum GameStringIDs {
|
||||
TX_VEN5N002,
|
||||
TX_VEN5N004,
|
||||
TX_VEN5N007,
|
||||
TX_VENA_F32,
|
||||
TX_VENA_F34,
|
||||
TX_VENA_F40,
|
||||
TX_VENA_F41,
|
||||
|
||||
TX_SPOKCOFF,
|
||||
TX_STATICU1,
|
||||
|
Loading…
Reference in New Issue
Block a user