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https://github.com/libretro/scummvm.git
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498 lines
16 KiB
C++
498 lines
16 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "startrek/room.h"
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namespace StarTrek {
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#define OBJECT_ELASI_1 8
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#define OBJECT_ELASI_2 9
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#define OBJECT_ELASI_3 10
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#define OBJECT_ELASI_4 11
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#define OBJECT_12 12
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#define OBJECT_13 13
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#define OBJECT_14 14
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#define OBJECT_15 15
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#define GUARDSTAT_UP 0
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#define GUARDSTAT_STUNNED 1
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#define GUARDSTAT_DEAD 2
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#define GUARDSTAT_SURRENDERED 4
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#define GUARDSTAT_TIED 8
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void Room::tug3Tick1() {
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playVoc("TUG3LOOP");
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_awayMission->disableWalking = true;
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loadActorAnim2(OBJECT_ELASI_1, "p1turn", 0xa4, 0x98, 0);
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loadActorAnim2(OBJECT_ELASI_2, "p2turn", 0xd1, 0x88, 0);
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loadActorAnim2(OBJECT_ELASI_3, "p3turn", 0xfb, 0xc4, 0);
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loadActorAnim2(OBJECT_ELASI_4, "p4turn", 0x5a, 0x9e, 0);
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}
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void Room::tug3Tick40() {
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loadActorAnim2(OBJECT_KIRK, "kdraws", -1, -1, 0); // Draw phaser
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}
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void Room::tug3LookAnywhere() {
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showDescription(7, true);
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}
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void Room::tug3ElasiSurrendered() {
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// BUGFIX: the original game had the condition below. However, this would cause
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// problems if you start shooting, then get them to surrender; if timed correctly,
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// they could shoot Kirk as he's beaming out and the mission is "successful". To
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// prevent that, the below condition is removed in ScummVM.
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/*
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if (_awayMission->tug.bridgeElasiDrewPhasers)
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return;
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*/
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// Also part of the bugfix (stop shooting)
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_awayMission->timers[0] = 0;
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_awayMission->tug.elasiSurrendered = true;
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loadActorAnim2(OBJECT_ELASI_1, "p1surr", -1, -1, 0);
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_awayMission->tug.bridgeElasi1Status = GUARDSTAT_SURRENDERED;
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if (_awayMission->tug.bridgeElasi2Status == GUARDSTAT_UP) {
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loadActorAnim2(OBJECT_ELASI_2, "p2surr", -1, -1, 0);
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_awayMission->tug.bridgeElasi2Status = GUARDSTAT_SURRENDERED;
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}
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if (_awayMission->tug.bridgeElasi3Status == GUARDSTAT_UP) {
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loadActorAnim2(OBJECT_ELASI_3, "p3surr", -1, -1, 0);
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_awayMission->tug.bridgeElasi3Status = GUARDSTAT_SURRENDERED;
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}
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if (_awayMission->tug.bridgeElasi4Status == GUARDSTAT_UP) {
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loadActorAnim2(OBJECT_ELASI_4, "p4surr", -1, -1, 0);
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_awayMission->tug.bridgeElasi4Status = GUARDSTAT_SURRENDERED;
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}
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_awayMission->tug.missionScore += 4;
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}
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void Room::tug3UsePhaserAnywhere() {
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// Stub function to suppress "you can't do that" messages
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}
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void Room::tug3ElasiDrawPhasers() {
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if (_awayMission->tug.bridgeElasiDrewPhasers)
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return;
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_awayMission->tug.bridgeElasiDrewPhasers = true;
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// If brig guards are alive & untied, kill the hostages
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if (_awayMission->tug.guard1Status == 0 || _awayMission->tug.guard2Status == 0) {
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showText(TX_SPEAKER_ELASI_CLANSMAN, 81, true, true);
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_awayMission->tug.missionScore = 0;
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}
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if (_awayMission->timers[0] == 0)
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_awayMission->timers[0] = 10;
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// Make all elasi draw their phasers
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if (_awayMission->tug.bridgeElasi1Status == 0)
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loadActorAnim2(OBJECT_ELASI_1, "p1draw", -1, -1, 0);
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if (_awayMission->tug.bridgeElasi2Status == 0)
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loadActorAnim2(OBJECT_ELASI_2, "p2draw", -1, -1, 0);
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if (_awayMission->tug.bridgeElasi3Status == 0)
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loadActorAnim2(OBJECT_ELASI_3, "p3draw", -1, -1, 0);
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if (_awayMission->tug.bridgeElasi4Status == 0)
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loadActorAnim2(OBJECT_ELASI_4, "p4draw", -1, -1, 0);
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}
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void Room::tug3UseStunPhaserOnElasi1() {
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if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi1Status != GUARDSTAT_UP)
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return;
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loadActorAnim2(OBJECT_ELASI_1, "p1stun", -1, -1, 12);
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playSoundEffectIndex(SND_PHASSHOT);
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showBitmapFor5Ticks("t3beem05", 5);
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_awayMission->tug.bridgeElasi1Status = GUARDSTAT_STUNNED;
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tug3ElasiDrawPhasers();
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}
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void Room::tug3UseStunPhaserOnElasi2() {
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if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi2Status != GUARDSTAT_UP)
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return;
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loadActorAnim2(OBJECT_ELASI_2, "p2stun", -1, -1, 12);
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playSoundEffectIndex(SND_PHASSHOT);
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showBitmapFor5Ticks("t3beem06", 5);
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_awayMission->tug.bridgeElasi2Status = GUARDSTAT_STUNNED;
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tug3ElasiDrawPhasers();
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}
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void Room::tug3UseStunPhaserOnElasi3() {
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if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi3Status != GUARDSTAT_UP)
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return;
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loadActorAnim2(OBJECT_ELASI_3, "p3stun", -1, -1, 12);
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playSoundEffectIndex(SND_PHASSHOT);
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showBitmapFor5Ticks("t3beem07", 5);
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_awayMission->tug.bridgeElasi3Status = GUARDSTAT_STUNNED;
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tug3ElasiDrawPhasers();
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}
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void Room::tug3UseStunPhaserOnElasi4() {
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if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi4Status != GUARDSTAT_UP)
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return;
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loadActorAnim2(OBJECT_ELASI_4, "p4stun", -1, -1, 12);
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playSoundEffectIndex(SND_PHASSHOT);
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showBitmapFor5Ticks("t3beem04", 5);
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_awayMission->tug.bridgeElasi4Status = GUARDSTAT_STUNNED;
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tug3ElasiDrawPhasers();
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}
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void Room::tug3UseKillPhaserOnElasi1() {
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if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi1Status != GUARDSTAT_UP)
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return;
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loadActorAnim2(OBJECT_ELASI_1, "p1Kill", -1, -1, 12);
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playSoundEffectIndex(SND_PHASSHOT);
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showBitmapFor5Ticks("t3beem25", 5);
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_awayMission->tug.bridgeElasi1Status = GUARDSTAT_DEAD;
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_awayMission->tug.missionScore -= 2;
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tug3ElasiDrawPhasers();
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}
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void Room::tug3UseKillPhaserOnElasi2() {
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if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi2Status != GUARDSTAT_UP)
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return;
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loadActorAnim2(OBJECT_ELASI_2, "p2Kill", -1, -1, 12);
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playSoundEffectIndex(SND_PHASSHOT);
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showBitmapFor5Ticks("t3beem27", 5);
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_awayMission->tug.bridgeElasi2Status = GUARDSTAT_DEAD;
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_awayMission->tug.missionScore -= 2;
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tug3ElasiDrawPhasers();
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}
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void Room::tug3UseKillPhaserOnElasi3() {
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if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi3Status != GUARDSTAT_UP)
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return;
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loadActorAnim2(OBJECT_ELASI_3, "p3Kill", -1, -1, 12);
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playSoundEffectIndex(SND_PHASSHOT);
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showBitmapFor5Ticks("t3beem26", 5);
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_awayMission->tug.bridgeElasi3Status = GUARDSTAT_DEAD;
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_awayMission->tug.missionScore -= 2;
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tug3ElasiDrawPhasers();
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}
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void Room::tug3UseKillPhaserOnElasi4() {
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if (_awayMission->tug.crewmanKilled[OBJECT_KIRK] || _awayMission->tug.bridgeElasi4Status != GUARDSTAT_UP)
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return;
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loadActorAnim2(OBJECT_ELASI_4, "p4Kill", -1, -1, 12);
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playSoundEffectIndex(SND_PHASSHOT);
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showBitmapFor5Ticks("t3beem24", 5);
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_awayMission->tug.bridgeElasi4Status = GUARDSTAT_DEAD;
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_awayMission->tug.missionScore -= 2;
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tug3ElasiDrawPhasers();
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}
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void Room::tug3ElasiStunnedOrKilled() {
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if (_awayMission->tug.bridgeWinMethod == 1)
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return;
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if (_awayMission->tug.bridgeElasi1Status == GUARDSTAT_UP || _awayMission->tug.bridgeElasi2Status == GUARDSTAT_UP
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|| _awayMission->tug.bridgeElasi3Status == GUARDSTAT_UP || _awayMission->tug.bridgeElasi4Status == GUARDSTAT_UP)
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return;
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// BUGFIX: if the ship is deorbiting, the mission isn't won yet.
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if (_awayMission->tug.orbitalDecayCounter != 0)
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return;
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_awayMission->tug.bridgeWinMethod = 1;
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tug3EndMission();
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}
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void Room::tug3TalkToElasi1() {
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if (_awayMission->tug.bridgeElasi1Status != GUARDSTAT_UP || _awayMission->tug.talkedToCereth)
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return;
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_awayMission->tug.talkedToCereth = true;
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const TextRef choices[] = {
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TX_SPEAKER_KIRK,
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4,
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3,
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2,
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TX_BLANK
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};
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int choice = showMultipleTexts(choices, true);
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switch (choice) {
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case 0: // They surrender
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showText(TX_SPEAKER_ELASI_CERETH, 84, true, true);
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_awayMission->tug.bridgeElasi1Status = GUARDSTAT_SURRENDERED;
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loadActorAnim2(OBJECT_ELASI_1, "p1surr", -1, -1, 0);
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tug3ElasiSurrendered();
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_awayMission->tug.bridgeWinMethod = 2;
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_awayMission->tug.missionScore += 8;
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tug3EndMission();
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break;
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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, 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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case 2: // Cereth shoots console and surrenders
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_awayMission->disableInput = true;
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showText(TX_SPEAKER_ELASI_CERETH, 83, true, true);
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loadActorAnim2(OBJECT_ELASI_1, "p1draw", -1, -1, 5);
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// BUGFIX: they're going to surrender, so stop the firefight.
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_awayMission->timers[0] = 0;
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break;
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default:
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break;
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}
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}
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void Room::tug3Elasi1DrewPhaser() {
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playSoundEffectIndex(SND_PHASSHOT);
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showBitmapFor5Ticks("t3beem41", 13);
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playSoundEffectIndex(SND_BLANK_16);
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loadActorAnim2(OBJECT_12, "sparks", 0xa0, 0xad, 4);
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}
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void Room::tug3Elasi1ShotConsole() {
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tug3ElasiDrawPhasers();
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_awayMission->disableInput = false;
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_awayMission->tug.bridgeWinMethod = 3;
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_awayMission->timers[1] = 10;
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}
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void Room::tug3Elasi1DrewPhaser2() {
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playSoundEffectIndex(SND_PHASSHOT);
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showBitmapFor5Ticks("t3beem41", 13);
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loadActorAnim2(OBJECT_12, "sparks", 0xa0, 0xad, 6);
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}
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void Room::tug3Elasi1ShotConsoleAndSurrenders() {
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showText(TX_SPEAKER_ELASI_CERETH, 80, true, true);
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tug3ElasiSurrendered();
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_awayMission->disableInput = false;
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_awayMission->tug.bridgeWinMethod = 3;
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_awayMission->timers[1] = 10;
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}
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void Room::tug3LookAtMccoy() {
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showDescription(0, true);
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}
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void Room::tug3LookAtSpock() {
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showDescription(2, true);
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}
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void Room::tug3LookAtRedshirt() {
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showDescription(1, true);
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}
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void Room::tug3LookAtElasi1() {
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// BUGFIX: there were two implementations of this function; the first was the same as
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// the other 3 elasi, the second was specific to the captain. The second was never
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// called in the original game, but it's used here instead for more variety.
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// The function itself is changed by checking both if he's stunned or if he's dead,
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// instead of just checking if he's stunned.
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if (_awayMission->tug.bridgeElasi1Status == GUARDSTAT_STUNNED || _awayMission->tug.bridgeElasi1Status == GUARDSTAT_DEAD)
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showDescription(3, true);
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else
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showDescription(8, true);
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}
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void Room::tug3LookAtElasi2() {
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// BUGFIX: also check if stunned. They can't "glare at the crewmembers" if they're
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// unconscious. (applies to below functions too.)
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if (_awayMission->tug.bridgeElasi2Status == GUARDSTAT_DEAD || _awayMission->tug.bridgeElasi2Status == GUARDSTAT_STUNNED)
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showDescription(4, true);
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else
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showDescription(5, true);
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}
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void Room::tug3LookAtElasi3() {
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if (_awayMission->tug.bridgeElasi3Status == GUARDSTAT_DEAD || _awayMission->tug.bridgeElasi2Status == GUARDSTAT_STUNNED)
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showDescription(4, true);
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else
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showDescription(5, true);
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}
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void Room::tug3LookAtElasi4() {
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if (_awayMission->tug.bridgeElasi4Status == GUARDSTAT_DEAD || _awayMission->tug.bridgeElasi2Status == GUARDSTAT_STUNNED)
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showDescription(4, true);
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else
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showDescription(5, true);
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}
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void Room::tug3TalkToMccoy() {
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if (_awayMission->tug.orbitalDecayCounter != 0 || _awayMission->tug.bridgeElasi1Status != GUARDSTAT_UP) {
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if (_awayMission->tug.orbitalDecayCounter >= 10) {
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if (_awayMission->tug.orbitalDecayCounter < 16)
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showText(TX_SPEAKER_MCCOY, 11, true);
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} else if (_awayMission->tug.orbitalDecayCounter != 0) {
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// BUGFIX: original game displays a blank textbox. An appropriate audio file
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// exists, but the corresponding text was written from scratch for ScummVM.
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// TODO: check if original floppy version has text for this.
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showText(TX_SPEAKER_MCCOY, 12, true);
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}
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} else
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showText(TX_SPEAKER_MCCOY, 13, true);
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}
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void Room::tug3TalkToSpock() {
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if (_awayMission->tug.orbitalDecayCounter != 0) {
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if (_awayMission->tug.orbitalDecayCounter >= 10) {
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if (_awayMission->tug.orbitalDecayCounter < 16)
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showText(TX_SPEAKER_SPOCK, 8, true);
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} else
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showText(TX_SPEAKER_SPOCK, 9, true);
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}
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}
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void Room::tug3TalkToRedshirt() {
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showText(TX_SPEAKER_CHRISTENSEN, 3, true, true);
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}
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void Room::tug3UseCommunicator() {
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if (_awayMission->tug.orbitalDecayCounter == 0)
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return;
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if (_awayMission->tug.orbitalDecayCounter < 10) {
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showText(TX_SPEAKER_KIRK, 7, true);
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showText(TX_SPEAKER_SULU, 15, true);
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showText(TX_SPEAKER_SHIPS_COMPUTER, TX_COMPA180);
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_awayMission->timers[1] = 0;
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// BUGFIX: if still fighting the elasi, the mission isn't done yet.
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_awayMission->tug.orbitalDecayCounter = 0;
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if (!_awayMission->tug.elasiSurrendered &&
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(_awayMission->tug.bridgeElasi1Status == GUARDSTAT_UP
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|| _awayMission->tug.bridgeElasi2Status == GUARDSTAT_UP
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|| _awayMission->tug.bridgeElasi3Status == GUARDSTAT_UP
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|| _awayMission->tug.bridgeElasi4Status == GUARDSTAT_UP))
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return;
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tug3EndMission();
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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, 7 + SCOTTY_MESSAGE_OFFSET, true);
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playMidiMusicTracks(-1, -1);
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_awayMission->disableInput = true;
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if (_awayMission->tug.missionScore < 0)
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_awayMission->tug.missionScore = 0;
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endMission(_awayMission->tug.missionScore, _awayMission->tug.field2b, _awayMission->tug.field2d);
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}
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}
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}
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// One of the elasi shoots one of the crewmen
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void Room::tug3Timer0Expired() {
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const char *beamAnims[][4] = {
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{ "t3beem33", "t3beem35", "t3beem34", "t3beem32" },
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{ "t3beem37", "t3beem39", "t3beem38", "t3beem36" },
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{ "t3beem29", "t3beem31", "t3beem30", "t3beem28" },
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};
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int elasiShooter, elasiTarget;
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if (_awayMission->tug.bridgeElasi2Status == GUARDSTAT_UP)
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elasiShooter = 0;
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else if (_awayMission->tug.bridgeElasi3Status == GUARDSTAT_UP)
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elasiShooter = 1;
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else if (_awayMission->tug.bridgeElasi4Status == GUARDSTAT_UP)
|
|
elasiShooter = 2;
|
|
else
|
|
return;
|
|
|
|
if (!_awayMission->tug.crewmanKilled[OBJECT_REDSHIRT]) {
|
|
_awayMission->tug.crewmanKilled[OBJECT_REDSHIRT] = 2;
|
|
_awayMission->redshirtDead = true;
|
|
loadActorAnim2(OBJECT_REDSHIRT, "rkills", -1, -1, 0);
|
|
elasiTarget = OBJECT_REDSHIRT;
|
|
} else if (!_awayMission->tug.crewmanKilled[OBJECT_KIRK]) {
|
|
_awayMission->tug.crewmanKilled[OBJECT_KIRK] = 2;
|
|
_awayMission->disableInput = true;
|
|
loadActorAnim2(OBJECT_KIRK, "kkills", -1, -1, 0);
|
|
elasiTarget = OBJECT_KIRK;
|
|
} else if (!_awayMission->tug.crewmanKilled[OBJECT_SPOCK]) {
|
|
_awayMission->tug.crewmanKilled[OBJECT_SPOCK] = 2;
|
|
loadActorAnim2(OBJECT_SPOCK, "skills", -1, -1, 0);
|
|
elasiTarget = OBJECT_SPOCK;
|
|
} else if (!_awayMission->tug.crewmanKilled[OBJECT_MCCOY]) {
|
|
_awayMission->tug.crewmanKilled[OBJECT_MCCOY] = 2;
|
|
loadActorAnim2(OBJECT_MCCOY, "mkills", -1, -1, 13);
|
|
elasiTarget = OBJECT_MCCOY;
|
|
} else
|
|
return;
|
|
|
|
playSoundEffectIndex(SND_PHASSHOT);
|
|
showBitmapFor5Ticks(beamAnims[elasiShooter][elasiTarget], 5);
|
|
_awayMission->timers[0] = 50;
|
|
}
|
|
|
|
void Room::tug3AllCrewmenDead() {
|
|
playMidiMusicTracks(2, -1);
|
|
showGameOverMenu();
|
|
}
|
|
|
|
// "Orbital decay" countdown timer
|
|
void Room::tug3Timer1Expired() {
|
|
if (_awayMission->tug.orbitalDecayCounter < 10) { // Decay still preventable
|
|
showText(TX_SPEAKER_SHIPS_COMPUTER, TX_COMPU182);
|
|
_awayMission->timers[1] = 100;
|
|
_awayMission->tug.orbitalDecayCounter++;
|
|
} else if (_awayMission->tug.orbitalDecayCounter < 16) { // Decay now unavoidable
|
|
showText(TX_SPEAKER_SHIPS_COMPUTER, TX_COMPU181);
|
|
_awayMission->timers[1] = 100;
|
|
_awayMission->tug.orbitalDecayCounter++;
|
|
} else { // Game over
|
|
showDescription(6, true);
|
|
showGameOverMenu();
|
|
}
|
|
}
|
|
|
|
void Room::tug3EndMission() {
|
|
playMidiMusicTracks(28, -1);
|
|
showText(TX_SPEAKER_KIRK, 1, true);
|
|
playSoundEffectIndex(SND_TRANSMAT);
|
|
loadActorAnim2(OBJECT_13, "rteleb", 0x14, 0xa0, 7);
|
|
loadActorAnim2(OBJECT_14, "rteleb", 0x118, 0xa0, 0);
|
|
loadActorAnim2(OBJECT_15, "rteleb", 0x96, 0xbe, 0);
|
|
}
|
|
|
|
void Room::tug3SecurityTeamBeamedIn() {
|
|
loadActorAnim2(OBJECT_13, "rdrawe", -1, -1, 8);
|
|
loadActorAnim2(OBJECT_14, "rdraws", -1, -1, 9);
|
|
loadActorAnim2(OBJECT_15, "rfiren", -1, -1, 10);
|
|
|
|
showText(TX_SPEAKER_KIRK, 5, true);
|
|
showText(TX_SPEAKER_SCOTT, 8 + SCOTTY_MESSAGE_OFFSET, true);
|
|
|
|
playMidiMusicTracks(-1, -1);
|
|
_awayMission->disableInput = true;
|
|
if (_awayMission->tug.missionScore < 0)
|
|
_awayMission->tug.missionScore = 0;
|
|
endMission(_awayMission->tug.missionScore, _awayMission->tug.field2b, _awayMission->tug.field2d);
|
|
}
|
|
|
|
}
|