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bffb4418bd
These are flagged by GCC if -Wswitch-default is enabled.
138 lines
4.3 KiB
C++
138 lines
4.3 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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void Room::vengaTick() {
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if (_awayMission->veng.counterUntilElasiBoardWithShieldsDown != 0) {
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_awayMission->veng.counterUntilElasiBoardWithShieldsDown--;
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if (_awayMission->veng.counterUntilElasiBoardWithShieldsDown == 0 && _awayMission->veng.poweredSystem != 2) {
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// BUG: Should check you're now lowering the shields in the next phase (this
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// is only meant for when they initially appear with your shields down)
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vengaElasiBeamOver();
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return;
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}
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}
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if (_awayMission->veng.counterUntilElasiAttack != 0) {
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_awayMission->veng.counterUntilElasiAttack--;
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if (_awayMission->veng.counterUntilElasiAttack == 0 && !_awayMission->veng.toldElasiToBeamOver) {
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// BUG: Message should say that they destroyed the ship, since shields are
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// probably up right now...
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vengaElasiBeamOver();
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return;
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}
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}
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if (_awayMission->veng.counterUntilElasiNagToDisableShields != 0) {
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_awayMission->veng.counterUntilElasiNagToDisableShields--;
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if (_awayMission->veng.counterUntilElasiNagToDisableShields == 0 && !_awayMission->veng.firedTorpedo) {
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// Elasi tells you to lower your shields already.
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// BUG: Should add a check to above condition that shields aren't down
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// already?
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showText(TX_SPEAKER_ELASI_CAPTAIN, TX_VEN2_098);
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_awayMission->veng.counterUntilElasiDestroyShip = 2700;
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}
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}
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if (_awayMission->veng.counterUntilElasiDestroyShip != 0) {
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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(40 + COMMON_MESSAGE_OFFSET, true);
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showGameOverMenu();
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return;
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}
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}
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if (_awayMission->veng.counterUntilElasiBoardWithInvitation != 0) {
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_awayMission->veng.counterUntilElasiBoardWithInvitation--;
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if (_awayMission->veng.counterUntilElasiBoardWithInvitation == 0 && !_awayMission->veng.firedTorpedo) {
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vengaElasiBeamOver();
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return;
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}
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}
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}
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void Room::vengaElasiBeamOver() {
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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, 34 + COMMON_MESSAGE_OFFSET, true);
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}
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void Room::vengaLookAtHypo() {
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if (_awayMission->veng.oilInHypo)
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showDescription(TX_VEN4N007);
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else
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showDescription(TX_VEN4N010);
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}
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void Room::vengaUseCommunicator() {
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// Use communicator in any room except VENG2
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if (!_awayMission->veng.enterpriseLeftForDistressCall) {
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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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} else if (!_awayMission->veng.elasiShipDecloaked) {
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showText(TX_SPEAKER_KIRK, TX_MUD4_018);
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showText(TX_SPEAKER_UHURA, TX_VEN2U093);
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showText(TX_SPEAKER_KIRK, TX_VEN2_028);
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} else
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showText(TX_SPEAKER_SPOCK, TX_VEN2_066);
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}
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void Room::vengaUseMccoyOnDeadGuy() {
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int val = getRandomWordInRange(0, 5);
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switch (val) {
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case 0:
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// NOTE: The exact text differs from the text used in DEM3. But, in order for this
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// text indexing scheme to work, two rooms can't use the same audio with different
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// text. Original was "He's dead, jim." instead of "He's dead, Jim...".
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showText(TX_SPEAKER_MCCOY, TX_DEM3_019);
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break;
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case 1:
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showText(TX_SPEAKER_MCCOY, TX_VEN4_016);
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break;
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case 2:
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case 3:
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showText(TX_SPEAKER_MCCOY, TX_G_014);
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break;
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case 4:
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case 5:
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showText(TX_SPEAKER_MCCOY, TX_VEN0_016);
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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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}
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