scummvm/engines/startrek/rooms/venga.cpp
D G Turner bffb4418bd STARTREK: Fix Missing Default Switch Cases
These are flagged by GCC if -Wswitch-default is enabled.
2019-12-01 00:59:20 +00:00

138 lines
4.3 KiB
C++

/* 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::vengaTick() {
if (_awayMission->veng.counterUntilElasiBoardWithShieldsDown != 0) {
_awayMission->veng.counterUntilElasiBoardWithShieldsDown--;
if (_awayMission->veng.counterUntilElasiBoardWithShieldsDown == 0 && _awayMission->veng.poweredSystem != 2) {
// BUG: Should check you're now lowering the shields in the next phase (this
// is only meant for when they initially appear with your shields down)
vengaElasiBeamOver();
return;
}
}
if (_awayMission->veng.counterUntilElasiAttack != 0) {
_awayMission->veng.counterUntilElasiAttack--;
if (_awayMission->veng.counterUntilElasiAttack == 0 && !_awayMission->veng.toldElasiToBeamOver) {
// BUG: Message should say that they destroyed the ship, since shields are
// probably up right now...
vengaElasiBeamOver();
return;
}
}
if (_awayMission->veng.counterUntilElasiNagToDisableShields != 0) {
_awayMission->veng.counterUntilElasiNagToDisableShields--;
if (_awayMission->veng.counterUntilElasiNagToDisableShields == 0 && !_awayMission->veng.firedTorpedo) {
// Elasi tells you to lower your shields already.
// BUG: Should add a check to above condition that shields aren't down
// already?
showText(TX_SPEAKER_ELASI_CAPTAIN, TX_VEN2_098);
_awayMission->veng.counterUntilElasiDestroyShip = 2700;
}
}
if (_awayMission->veng.counterUntilElasiDestroyShip != 0) {
_awayMission->veng.counterUntilElasiDestroyShip--;
if (_awayMission->veng.counterUntilElasiDestroyShip == 0 && !_awayMission->veng.firedTorpedo) {
// Elasi fire torpedoes at you since you wouldn't lower your shields.
showDescription(40 + COMMON_MESSAGE_OFFSET, true);
showGameOverMenu();
return;
}
}
if (_awayMission->veng.counterUntilElasiBoardWithInvitation != 0) {
_awayMission->veng.counterUntilElasiBoardWithInvitation--;
if (_awayMission->veng.counterUntilElasiBoardWithInvitation == 0 && !_awayMission->veng.firedTorpedo) {
vengaElasiBeamOver();
return;
}
}
}
void Room::vengaElasiBeamOver() {
showDescription(32 + COMMON_MESSAGE_OFFSET, true);
showGameOverMenu();
}
void Room::vengaUsePhaserAnywhere() {
showText(TX_SPEAKER_SPOCK, 34 + COMMON_MESSAGE_OFFSET, true);
}
void Room::vengaLookAtHypo() {
if (_awayMission->veng.oilInHypo)
showDescription(TX_VEN4N007);
else
showDescription(TX_VEN4N010);
}
void Room::vengaUseCommunicator() {
// Use communicator in any room except VENG2
if (!_awayMission->veng.enterpriseLeftForDistressCall) {
showText(TX_SPEAKER_KIRK, TX_MUD4_018);
showText(TX_SPEAKER_UHURA, TX_BRIDU146);
} else if (!_awayMission->veng.elasiShipDecloaked) {
showText(TX_SPEAKER_KIRK, TX_MUD4_018);
showText(TX_SPEAKER_UHURA, TX_VEN2U093);
showText(TX_SPEAKER_KIRK, TX_VEN2_028);
} else
showText(TX_SPEAKER_SPOCK, TX_VEN2_066);
}
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;
default:
break;
}
}
}