From 0add13ed4375adf532ddf84394022bc212643eea Mon Sep 17 00:00:00 2001 From: Filippos Karapetis Date: Mon, 19 Aug 2019 00:17:08 +0300 Subject: [PATCH] STARTREK: Read most of the TUG mission texts from RDF files --- engines/startrek/rooms/tug0.cpp | 92 ++++++++--------- engines/startrek/rooms/tug1.cpp | 66 ++++++------ engines/startrek/rooms/tug2.cpp | 120 +++++++++++----------- engines/startrek/rooms/tug3.cpp | 64 ++++++------ engines/startrek/text.cpp | 173 +------------------------------- engines/startrek/text.h | 171 +------------------------------ 6 files changed, 176 insertions(+), 510 deletions(-) diff --git a/engines/startrek/rooms/tug0.cpp b/engines/startrek/rooms/tug0.cpp index 0ae7f52dcf03..df9aab88b930 100644 --- a/engines/startrek/rooms/tug0.cpp +++ b/engines/startrek/rooms/tug0.cpp @@ -54,7 +54,7 @@ void Room::tug0LookAtEngineer() { } void Room::tug0GetEngineer() { - showText(TX_SPEAKER_MCCOY, TX_TUG0_019); + showText(TX_SPEAKER_MCCOY, 19, true); } void Room::tug0LookAtControls() { @@ -76,18 +76,18 @@ void Room::tug0SpockReachedControlsToExamine() { } void Room::tug0SpockExaminedControls() { - showText(TX_SPEAKER_SPOCK, TX_TUG0_040); - showText(TX_SPEAKER_KIRK, TX_TUG0_005); - showText(TX_SPEAKER_SPOCK, TX_TUG0_043); - showText(TX_SPEAKER_KIRK, TX_TUG0_013); - showText(TX_SPEAKER_SPOCK, TX_TUG0_038); - showText(TX_SPEAKER_KIRK, TX_TUG0_008); + showText(TX_SPEAKER_SPOCK, 40, true); + showText(TX_SPEAKER_KIRK, 5, true); + showText(TX_SPEAKER_SPOCK, 43, true); + showText(TX_SPEAKER_KIRK, 13, true); + showText(TX_SPEAKER_SPOCK, 38, true); + showText(TX_SPEAKER_KIRK, 8, true); _awayMission->tug.spockExaminedTransporter = true; _awayMission->disableInput = false; } void Room::tug0UseTransmogrifierWithoutBitOnControls() { - showText(TX_SPEAKER_SPOCK, TX_TUG0_014); + showText(TX_SPEAKER_SPOCK, 14, true); } void Room::tug0UseTransmogrifierWithBitOnControls() { @@ -97,7 +97,7 @@ void Room::tug0UseTransmogrifierWithBitOnControls() { } void Room::tug0SpockReachedControlsWithTransmogrifier() { - showText(TX_SPEAKER_SPOCK, TX_TUG0_029); + showText(TX_SPEAKER_SPOCK, 29, true); loadActorAnim2(OBJECT_SPOCK, "susehn", -1, -1, 7); playSoundEffectIndex(SND_BLANK_0b); // FIXME: blank sound? } @@ -115,7 +115,7 @@ void Room::tug0TransporterScreenFullyLit() { void Room::tug0UseWireScrapsOnControls() { if (_awayMission->tug.usedTransmogrifierOnTransporter) - showText(TX_SPEAKER_SPOCK, TX_TUG0_034); + showText(TX_SPEAKER_SPOCK, 34, true); } void Room::tug0UseWireOnControls() { @@ -136,24 +136,24 @@ void Room::tug0SpockFinishedUsingWire() { _awayMission->tug.missionScore++; loadActorAnim2(11, "t0con1", 0x105, 0xc2, 22); - showText(TX_SPEAKER_SPOCK, TX_TUG0_039); + showText(TX_SPEAKER_SPOCK, 39, true); _awayMission->tug.transporterRepaired = true; - showText(TX_SPEAKER_KIRK, TX_TUG0_010); - showText(TX_SPEAKER_MCCOY, TX_TUG0_022); + showText(TX_SPEAKER_KIRK, 10, true); + showText(TX_SPEAKER_MCCOY, 22, true); // BUGFIX: check if the redshirt is dead. if (!_awayMission->redshirtDead) { - showText(TX_SPEAKER_KIRK, TX_TUG0_002); + showText(TX_SPEAKER_KIRK, 2, true); - showText(TX_SPEAKER_CHRISTENSEN, TX_TUG0L009); - showText(TX_SPEAKER_CHRISTENSEN, TX_TUG0L008); + showText(TX_SPEAKER_CHRISTENSEN, 9, true, true); + showText(TX_SPEAKER_CHRISTENSEN, 8, true, true); if (_awayMission->tug.haveBomb) { - showText(TX_SPEAKER_CHRISTENSEN, TX_TUG0L010); - showText(TX_SPEAKER_MCCOY, TX_TUG0_021); - showText(TX_SPEAKER_SPOCK, TX_TUG0_041); + showText(TX_SPEAKER_CHRISTENSEN, 10, true, true); + showText(TX_SPEAKER_MCCOY, 21, true); + showText(TX_SPEAKER_SPOCK, 41, true); } } } @@ -229,13 +229,13 @@ void Room::tug0UseWelderOnWireScraps() { } void Room::tug0UseWelderOnMetalScraps() { - showText(TX_SPEAKER_SPOCK, TX_TUG0_032); + showText(TX_SPEAKER_SPOCK, 32, true); loseItem(OBJECT_IJNKMETL); giveItem(OBJECT_ICOMBBIT); } void Room::tug0UseCombBitOnTransmogrifier() { - showText(TX_SPEAKER_SPOCK, TX_TUG0_035); + showText(TX_SPEAKER_SPOCK, 35, true); loseItem(OBJECT_ICOMBBIT); loseItem(OBJECT_IRT); giveItem(OBJECT_IRTWB); @@ -263,7 +263,7 @@ void Room::tug0SpockReachedControlsToTransport() { } void Room::tug0SpockPreparedTransporter() { - showText(TX_SPEAKER_KIRK, TX_TUG0_001); + showText(TX_SPEAKER_KIRK, 1, true); _awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_S; walkCrewman(OBJECT_SPOCK, 0x9a, 0x7e, 20); } @@ -325,12 +325,12 @@ void Room::tug0SpockFinishesBeamingBomb() { void Room::tug0BombExploded() { playMidiMusicTracks(2, -1); - showText(TX_SPEAKER_MCCOY, TX_TUG0_023); - showText(TX_SPEAKER_SPOCK, TX_TUG0_037); - showText(TX_SPEAKER_MCCOY, TX_TUG0_027); - showText(TX_SPEAKER_KIRK, TX_TUG0_004); + showText(TX_SPEAKER_MCCOY, 23, true); + showText(TX_SPEAKER_SPOCK, 37, true); + showText(TX_SPEAKER_MCCOY, 27, true); + showText(TX_SPEAKER_KIRK, 4, true); showText(TX_SPEAKER_SCOTT, TX_TUG0_S11); - showText(TX_SPEAKER_KIRK, TX_TUG0_003); + showText(TX_SPEAKER_KIRK, 3, true); showText(TX_SPEAKER_SCOTT, TX_TUG0_S06); _awayMission->tug.field2d = 1; @@ -344,13 +344,13 @@ void Room::tug0UseMTricorderOnControls() { _awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_S; loadActorAnim2(OBJECT_MCCOY, "mscans", -1, -1, 0); playSoundEffectIndex(SND_TRICORDER); - showText(TX_SPEAKER_MCCOY, TX_TUG0_016); + showText(TX_SPEAKER_MCCOY, 16, true); } void Room::tug0UseSTricorderOnControls() { loadActorAnim2(OBJECT_SPOCK, "sscans", -1, -1, 23); playSoundEffectIndex(SND_TRICORDER); - showText(TX_SPEAKER_SPOCK, TX_TUG0_015); + showText(TX_SPEAKER_SPOCK, 15, true); } void Room::tug0UseMTricorderOnEngineer() { @@ -366,9 +366,9 @@ void Room::tug0MccoyReachedEngineerToScan() { void Room::tug0MccoyFinishedScanningEngineer() { if (_awayMission->tug.engineerConscious) - showText(TX_SPEAKER_MCCOY, TX_TUG0_017); + showText(TX_SPEAKER_MCCOY, 17, true); else - showText(TX_SPEAKER_MCCOY, TX_TUG0_018); + showText(TX_SPEAKER_MCCOY, 18, true); _awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_W; walkCrewman(OBJECT_MCCOY, 0x41, 0xaf, 26); @@ -379,7 +379,7 @@ void Room::tug0UseSTricorderOnEngineer() { _awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_S; loadActorAnim2(OBJECT_SPOCK, "sscans", -1, -1, 0); playSoundEffectIndex(SND_TRICORDER); - showText(TX_SPEAKER_SPOCK, TX_TUG0_030); + showText(TX_SPEAKER_SPOCK, 30, true); } void Room::tug0WalkToDoor() { @@ -411,36 +411,36 @@ void Room::tug0LookAtDoor() { } void Room::tug0TalkToKirk() { - showText(TX_SPEAKER_KIRK, TX_TUG0_006); - showText(TX_SPEAKER_SPOCK, TX_TUG0_036); - showText(TX_SPEAKER_KIRK, TX_TUG0_011); + showText(TX_SPEAKER_KIRK, 6, true); + showText(TX_SPEAKER_SPOCK, 36, true); + showText(TX_SPEAKER_KIRK, 11, true); } void Room::tug0TalkToMccoy() { - showText(TX_SPEAKER_MCCOY, TX_TUG0_025); - showText(TX_SPEAKER_KIRK, TX_TUG0_007); - showText(TX_SPEAKER_MCCOY, TX_TUG0_024); + showText(TX_SPEAKER_MCCOY, 25, true); + showText(TX_SPEAKER_KIRK, 7, true); + showText(TX_SPEAKER_MCCOY, 24, true); } void Room::tug0TalkToSpock() { - showText(TX_SPEAKER_SPOCK, TX_TUG0_042); - showText(TX_SPEAKER_KIRK, TX_TUG0_009); + showText(TX_SPEAKER_SPOCK, 42, true); + showText(TX_SPEAKER_KIRK, 9, true); } void Room::tug0TalkToRedshirt() { - showText(TX_SPEAKER_CHRISTENSEN, TX_TUG0L006); + showText(TX_SPEAKER_CHRISTENSEN, 6, true, true); } void Room::tug0TalkToEngineer() { if (_awayMission->tug.engineerConscious) { showText(TX_SPEAKER_SIMPSON, TX_TUG0_F30); - showText(TX_SPEAKER_MCCOY, TX_TUG0_026); - showText(TX_SPEAKER_KIRK, TX_TUG0_012); + showText(TX_SPEAKER_MCCOY, 26, true); + showText(TX_SPEAKER_KIRK, 12, true); } } void Room::tug0UseCommunicator() { - showText(TX_SPEAKER_SPOCK, TX_TUG0_031); + showText(TX_SPEAKER_SPOCK, 31, true); } void Room::tug0LookAnywhere() { @@ -451,14 +451,14 @@ void Room::tug0UseSTricorderAnywhere() { _awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_S; loadActorAnim2(OBJECT_SPOCK, "sscans", -1, -1, 0); playSoundEffectIndex(SND_TRICORDER); - showText(TX_SPEAKER_SPOCK, TX_TUG0_028); + showText(TX_SPEAKER_SPOCK, 28, true); } void Room::tug0UseMTricorderAnywhere() { _awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_S; loadActorAnim2(OBJECT_MCCOY, "mscans", -1, -1, 0); playSoundEffectIndex(SND_TRICORDER); - showText(TX_SPEAKER_MCCOY, TX_TUG0_020); // BUG: typo + showText(TX_SPEAKER_MCCOY, 20, true); // BUG: typo } } diff --git a/engines/startrek/rooms/tug1.cpp b/engines/startrek/rooms/tug1.cpp index 9f219c21b2a1..aa9a808d853e 100644 --- a/engines/startrek/rooms/tug1.cpp +++ b/engines/startrek/rooms/tug1.cpp @@ -44,7 +44,7 @@ void Room::tug1UseSTricorderOnAnything() { _awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_N; loadActorAnim2(OBJECT_SPOCK, "sscann", -1, -1, 0); playSoundEffectIndex(SND_TRICORDER); - showText(TX_SPEAKER_SPOCK, TX_TUG1_014); + showText(TX_SPEAKER_SPOCK, 14, true); // NOTE: this action has a second implementation (which is never called). It displayed // TX_TUG1_006. Was this meant to be displayed after the force field is down? @@ -53,7 +53,7 @@ void Room::tug1UseSTricorderOnAnything() { void Room::tug1LookAtBridgeDoor() { if (_awayMission->tug.bridgeForceFieldDown) return; - showDescription(TX_TUG1N005); + showDescription(5, true); } void Room::tug1UseSTricorderOnBridgeDoor() { @@ -63,12 +63,12 @@ void Room::tug1UseSTricorderOnBridgeDoor() { _awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_N; loadActorAnim2(OBJECT_SPOCK, "sscann", -1, -1, 0); playSoundEffectIndex(SND_TRICORDER); - showText(TX_SPEAKER_SPOCK, TX_TUG1_002); + showText(TX_SPEAKER_SPOCK, 2, true); } void Room::tug1UsePhaserOnBridgeDoor() { if (_awayMission->tug.bridgeForceFieldDown) - showDescription(TX_TUG1N007); + showDescription(7, true); else { _awayMission->disableInput = true; _awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_N; @@ -93,18 +93,18 @@ void Room::tug1KirkFinishedFiringPhaser() { void Room::tug1TalkToSpock() { if (!_awayMission->tug.bridgeForceFieldDown) - showText(TX_SPEAKER_SPOCK, TX_TUG1_010); + showText(TX_SPEAKER_SPOCK, 10, true); } void Room::tug1UseSTricorderOnJunkPile() { _awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_N; loadActorAnim2(OBJECT_SPOCK, "sscann", -1, -1, 0); playSoundEffectIndex(SND_TRICORDER); - showText(TX_SPEAKER_SPOCK, TX_TUG1_009); + showText(TX_SPEAKER_SPOCK, 9, true); } void Room::tug1LookAtJunkPile() { - showDescription(TX_TUG1N000); + showDescription(0, true); } void Room::tug1GetJunkPile() { @@ -130,24 +130,24 @@ void Room::tug1KirkFinishedTakingJunkPile() { void Room::tug1UsePhaserOnWelder() { loseItem(OBJECT_IPWE); giveItem(OBJECT_IPWF); - showDescription(TX_TUG1N004); + showDescription(4, true); _awayMission->tug.missionScore += 3; } void Room::tug1UseWelderOnWireScraps() { - showDescription(TX_TUG1N009); + showDescription(9, true); loseItem(OBJECT_IWIRSCRP); } void Room::tug1UseWelderOnMetalScraps() { - showText(TX_SPEAKER_SPOCK, TX_TUG1_012); + showText(TX_SPEAKER_SPOCK, 12, true); loseItem(OBJECT_IJNKMETL); giveItem(OBJECT_ICOMBBIT); } void Room::tug1UseCombBitOnTransmogrifier() { - showText(TX_SPEAKER_SPOCK, TX_TUG1_017); + showText(TX_SPEAKER_SPOCK, 17, true); loseItem(OBJECT_ICOMBBIT); loseItem(OBJECT_IRT); giveItem(OBJECT_IRTWB); @@ -155,7 +155,7 @@ void Room::tug1UseCombBitOnTransmogrifier() { void Room::tug1UsePhaserWelderOnBridgeDoor() { if (_awayMission->tug.bridgeForceFieldDown) - showDescription(TX_TUG1N008); + showDescription(8, true); else { _awayMission->disableInput = true; _awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_N; @@ -165,7 +165,7 @@ void Room::tug1UsePhaserWelderOnBridgeDoor() { void Room::tug1UsePhaserWelderOnBridgeDoorInLeftSpot() { if (_awayMission->tug.bridgeForceFieldDown) - showDescription(TX_TUG1N007); + showDescription(7, true); else { _awayMission->disableInput = true; _awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_N; @@ -181,7 +181,7 @@ void Room::tug1KirkReachedBridgeDoorWithWelder() { void Room::tug1KirkFinishedUsingWelder() { loadActorStandAnim(OBJECT_PHASERSHOT); - showText(TX_SPEAKER_SPOCK, TX_TUG1_016); + showText(TX_SPEAKER_SPOCK, 16, true); _awayMission->disableInput = false; } @@ -193,26 +193,26 @@ void Room::tug1KirkReachedBridgeDoorWithWelderInLeftSpot() { void Room::tug1KirkFinishedUsingWelderInLeftSpot() { loadActorStandAnim(OBJECT_PHASERSHOT); - showText(TX_SPEAKER_SPOCK, TX_TUG1_015); + showText(TX_SPEAKER_SPOCK, 15, true); _awayMission->tug.bridgeForceFieldDown = true; _awayMission->disableInput = false; _awayMission->tug.missionScore++; } void Room::tug1LookAnywhere() { - showDescription(TX_TUG1N013); + showDescription(13, true); } void Room::tug1LookAtMccoy() { - showDescription(TX_TUG1N003); + showDescription(3, true); } void Room::tug1LookAtSpock() { - showDescription(TX_TUG1N006); + showDescription(6, true); } void Room::tug1LookAtRedshirt() { - showDescription(TX_TUG1N002); + showDescription(2, true); } void Room::tug1TalkToMccoy() { @@ -220,36 +220,36 @@ void Room::tug1TalkToMccoy() { } void Room::tug1TalkToRedshirt() { - showText(TX_SPEAKER_CHRISTENSEN, TX_TUG1L005); + showText(TX_SPEAKER_CHRISTENSEN, 5, true, true); } void Room::tug1LookAtTerminal() { - showDescription(TX_TUG1N010); + showDescription(10, true); } void Room::tug1LookAtDebris() { - showDescription(TX_TUG1N011); + showDescription(11, true); } void Room::tug1LookAtBrigDoor() { - showDescription(TX_TUG1N001); + showDescription(1, true); } void Room::tug1UseSTricorderOnBrigDoor() { _awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_N; loadActorAnim2(OBJECT_SPOCK, "sscann", -1, -1, 0); playSoundEffectIndex(SND_TRICORDER); - showText(TX_SPEAKER_SPOCK, TX_TUG1_018); + showText(TX_SPEAKER_SPOCK, 18, true); } void Room::tug1TalkToKirk() { - showText(TX_SPEAKER_KIRK, TX_TUG1_001); - showText(TX_SPEAKER_MCCOY, TX_TUG1_008); + showText(TX_SPEAKER_KIRK, 1, true); + showText(TX_SPEAKER_MCCOY, 8, true); } // FIXME: not working void Room::tug1UseCommunicator() { - showText(TX_SPEAKER_SPOCK, TX_TUG1_011); + showText(TX_SPEAKER_SPOCK, 11, true); } void Room::tug1WalkToBridgeDoor() { @@ -276,36 +276,36 @@ void Room::tug1UseMTricorderAnywhere() { _awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_N; loadActorAnim2(OBJECT_MCCOY, "mscann", -1, -1, 0); playSoundEffectIndex(SND_TRICORDER); - showText(TX_SPEAKER_MCCOY, TX_TUG1_003); + showText(TX_SPEAKER_MCCOY, 3, true); } void Room::tug1UseMTricorderOnBridgeDoor() { _awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_N; loadActorAnim2(OBJECT_MCCOY, "mscann", -1, -1, 0); playSoundEffectIndex(SND_TRICORDER); - showText(TX_SPEAKER_MCCOY, TX_TUG1_007); + showText(TX_SPEAKER_MCCOY, 7, true); } void Room::tug1UseMTricorderOnBrigDoor() { _awayMission->crewDirectionsAfterWalk[OBJECT_MCCOY] = DIR_N; loadActorAnim2(OBJECT_MCCOY, "mscann", -1, -1, 0); playSoundEffectIndex(SND_TRICORDER); - showText(TX_SPEAKER_MCCOY, TX_TUG1_005); + showText(TX_SPEAKER_MCCOY, 5, true); } void Room::tug1UseSpockOnBridgeDoor() { if (!_awayMission->tug.bridgeForceFieldDown) - showText(TX_SPEAKER_SPOCK, TX_TUG1_013); + showText(TX_SPEAKER_SPOCK, 13, true); } void Room::tug1UseRedshirtOnBridgeDoor() { if (!_awayMission->tug.bridgeForceFieldDown) - showText(TX_SPEAKER_CHRISTENSEN, TX_TUG1L000); + showText(TX_SPEAKER_CHRISTENSEN, 0, true, true); } void Room::tug1UseMedkitOnBridgeDoor() { if (!_awayMission->tug.bridgeForceFieldDown) - showText(TX_SPEAKER_MCCOY, TX_TUG1_004); + showText(TX_SPEAKER_MCCOY, 4, true); } } diff --git a/engines/startrek/rooms/tug2.cpp b/engines/startrek/rooms/tug2.cpp index 1cd21dfdc696..ec23197c7caf 100644 --- a/engines/startrek/rooms/tug2.cpp +++ b/engines/startrek/rooms/tug2.cpp @@ -113,25 +113,25 @@ void Room::tug2Tick1() { void Room::tug2Tick60() { if (!_awayMission->tug.guard1Status || !_awayMission->tug.guard2Status) { _awayMission->timers[0] = 60; - showText(TX_SPEAKER_ELASI_GUARD, TX_TUG2L085); + showText(TX_SPEAKER_ELASI_GUARD, 85, true, true); tug2ElasiReadyPhaser(); } } void Room::tug2LookAtButton() { - showDescription(TX_TUG2N011); + showDescription(11, true); } void Room::tug2LookAtMccoy() { - showDescription(TX_TUG2N005); + showDescription(5, true); } void Room::tug2LookAtSpock() { - showDescription(TX_TUG2N007); + showDescription(7, true); } void Room::tug2LookAtRedshirt() { - showDescription(TX_TUG2N004); + showDescription(4, true); } void Room::tug2GetBomb() { @@ -140,7 +140,7 @@ void Room::tug2GetBomb() { _awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_N; walkCrewman(OBJECT_KIRK, 0xc9, 0xa0, 12); } else - showDescription(TX_TUG2N024); + showDescription(24, true); } void Room::tug2KirkReachedBomb() { @@ -155,33 +155,33 @@ void Room::tug2KirkGotBomb() { } void Room::tug2LookAtBomb() { - showDescription(TX_TUG2N000); + showDescription(0, true); } void Room::tug2LookAtGuard1() { if (_awayMission->tug.guard1Status == 0) - showDescription(TX_TUG2N001); + showDescription(1, true); else if (_awayMission->tug.guard1Status == 1) - showDescription(TX_TUG2N013); + showDescription(13, true); else if (_awayMission->tug.guard1Status == 8) - showDescription(TX_TUG2N015); + showDescription(15, true); else if (_awayMission->tug.guard1Status == 2) - showDescription(TX_TUG2N106); + showDescription(106, true); } void Room::tug2LookAtGuard2() { if (_awayMission->tug.guard2Status == 0) - showDescription(TX_TUG2N037); + showDescription(37, true); else if (_awayMission->tug.guard2Status == 1) - showDescription(TX_TUG2N014); + showDescription(14, true); else if (_awayMission->tug.guard2Status == 8) - showDescription(TX_TUG2N016); + showDescription(16, true); else if (_awayMission->tug.guard2Status == 2) - showDescription(TX_TUG2N106); + showDescription(106, true); } void Room::tug2LookAtWires() { - showDescription(TX_TUG2N010); + showDescription(10, true); } void Room::tug2UseSTricorderOnButton() { @@ -193,17 +193,17 @@ void Room::tug2UseSTricorderOnButton() { void Room::tug2UseMccoyOnWires() { if (_awayMission->tug.field35 != 0) return; - showText(TX_SPEAKER_MCCOY, TX_TUG2_009); + showText(TX_SPEAKER_MCCOY, 9, true); } void Room::tug2UseMccoyOnBomb() { - showText(TX_SPEAKER_MCCOY, TX_TUG2_011); + showText(TX_SPEAKER_MCCOY, 11, true); } void Room::tug2UseRedshirtOnWires() { if (_awayMission->disableWalking || _awayMission->tug.field35 != 0) return; - showText(TX_SPEAKER_CHRISTENSEN, TX_TUG2L007); + showText(TX_SPEAKER_CHRISTENSEN, 7, true, true); _awayMission->crewDirectionsAfterWalk[OBJECT_REDSHIRT] = DIR_N; _awayMission->disableInput = true; walkCrewman(OBJECT_REDSHIRT, 0xc9, 0xa0, 6); @@ -215,7 +215,7 @@ void Room::tug2RedshirtReachedWires() { void Room::tug2RedshirtDefusedBomb() { showDescription(TX_TUG2C001); - showText(TX_SPEAKER_CHRISTENSEN, TX_TUG2L011); + showText(TX_SPEAKER_CHRISTENSEN, 11, true, true); _awayMission->tug.field35 = 4; _awayMission->crewDirectionsAfterWalk[OBJECT_REDSHIRT] = DIR_E; walkCrewman(OBJECT_REDSHIRT, 0x44, 0xc2, 8); @@ -235,8 +235,8 @@ void Room::tug2UseKirkOnWires() { } void Room::tug2KirkReachedWires() { - showText(TX_SPEAKER_KIRK, TX_TUG2_003); - showText(TX_SPEAKER_SPOCK, TX_TUG2_023); + showText(TX_SPEAKER_KIRK, 3, true); + showText(TX_SPEAKER_SPOCK, 23, true); _awayMission->crewDirectionsAfterWalk[OBJECT_KIRK] = DIR_E; walkCrewman(OBJECT_KIRK, 0x66, 0xb8, 0); @@ -255,11 +255,11 @@ void Room::tug2UseSpockOnWires() { void Room::tug2SpockReachedWires() { loadActorAnim2(OBJECT_SPOCK, "suseme", -1, -1, 0); playVoc("WIRESNIP"); - showText(TX_SPEAKER_SPOCK, TX_TUG2_024); + showText(TX_SPEAKER_SPOCK, 24, true); _awayMission->tug.field35 = 4; if (_awayMission->tug.spockExaminedTransporter) - showText(TX_SPEAKER_SPOCK, TX_TUG2_008); + showText(TX_SPEAKER_SPOCK, 8, true); _awayMission->crewDirectionsAfterWalk[OBJECT_SPOCK] = DIR_E; walkCrewman(OBJECT_SPOCK, 0x56, 0xa9, 11); @@ -376,25 +376,25 @@ void Room::tug2TurnedOffForceField() { void Room::tug2PrisonersDead() { loadActorAnim2(OBJECT_BRIG, "zapdon", 0, 0, 0); - showDescription(TX_TUG2N026); + showDescription(26, true); } void Room::tug2PrisonersReleased() { loadActorAnim2(OBJECT_BRIG, "fld10d", 0, 0, 0); - showText(TX_SPEAKER_MASADA_CREWMAN, TX_TUG2_029); - showText(TX_SPEAKER_MASADA_CREWMAN, TX_TUG2_030); - showText(TX_SPEAKER_MASADA_CREWMAN, TX_TUG2_028); + showText(TX_SPEAKER_MASADA_CREWMAN, 29, true); + showText(TX_SPEAKER_MASADA_CREWMAN, 30, true); + showText(TX_SPEAKER_MASADA_CREWMAN, 28, true); _awayMission->tug.savedPrisoners = true; } void Room::tug2UsePhaserOnBrig() { if (_awayMission->tug.field35 == 0) - showText(TX_SPEAKER_SPOCK, TX_TUG2_006); + showText(TX_SPEAKER_SPOCK, 6, true); else if (_awayMission->tug.brigForceFieldDown) { // BUGFIX: this function had two implementations; one for firing on the brig, and // one for firing on the masada crewman (who replaces the brig object). The first // took priority, meaning the latter code never ran. That's fixed here. - showText(TX_SPEAKER_MASADA_CREWMAN, TX_TUG2_025); + showText(TX_SPEAKER_MASADA_CREWMAN, 25, true); } } @@ -526,7 +526,7 @@ void Room::tug2KirkKillGuard2() { void Room::tug2UsePhaserOnWelder() { loseItem(OBJECT_IPWE); giveItem(OBJECT_IPWF); - showDescription(TX_TUG2N006); + showDescription(6, true); // BUGFIX: this following line didn't exist, despite it existing in TUG1; meaning this // was supposed to give points, but it only did in a specific room. @@ -534,25 +534,25 @@ void Room::tug2UsePhaserOnWelder() { } void Room::tug2UseWelderOnWireScraps() { - showDescription(TX_TUG2N009); + showDescription(9, true); loseItem(OBJECT_IWIRSCRP); } void Room::tug2UseWelderOnMetalScraps() { - showText(TX_SPEAKER_SPOCK, TX_TUG2_112); + showText(TX_SPEAKER_SPOCK, 112, true); loseItem(OBJECT_IJNKMETL); giveItem(OBJECT_ICOMBBIT); } void Room::tug2UseCombBitOnTransmogrifier() { - showText(TX_SPEAKER_SPOCK, TX_TUG2_021); + showText(TX_SPEAKER_SPOCK, 21, true); loseItem(OBJECT_ICOMBBIT); loseItem(OBJECT_IRT); giveItem(OBJECT_IRTWB); } void Room::tug2ShotByElasi() { - showDescription(TX_TUG2N025); + showDescription(25, true); showGameOverMenu(); // Unused: additional textbox that says "***Game over man!***" @@ -563,25 +563,25 @@ void Room::tug2WalkToDoor() { } void Room::tug2LookAtDoor() { - showDescription(TX_TUG2N012); + showDescription(12, true); } void Room::tug2LookAtKirk() { - showDescription(TX_TUG2N003); + showDescription(3, true); } void Room::tug2TalkToKirk() { if (_awayMission->tug.field35 == 6) - showText(TX_SPEAKER_KIRK, TX_TUG2_001); + showText(TX_SPEAKER_KIRK, 1, true); else - showText(TX_SPEAKER_KIRK, TX_TUG2_002); + showText(TX_SPEAKER_KIRK, 2, true); } void Room::tug2TalkToMccoy() { if (_awayMission->tug.field35 == 6) - showText(TX_SPEAKER_MCCOY, TX_TUG2_018); + showText(TX_SPEAKER_MCCOY, 18, true); else - showText(TX_SPEAKER_MCCOY, TX_TUG2_010); + showText(TX_SPEAKER_MCCOY, 10, true); } void Room::tug2TalkToRedshirt() { @@ -589,7 +589,7 @@ void Room::tug2TalkToRedshirt() { // precedence, however, it's just generic, unhelpful text. The second implementation // is more interesting, so that one is used instead. if (_awayMission->tug.field35 == 6) - showText(TX_SPEAKER_CHRISTENSEN, TX_TUG2L004); + showText(TX_SPEAKER_CHRISTENSEN, 4, true, true); else showText(TX_SPEAKER_CHRISTENSEN, TX_TUG2J003); @@ -599,9 +599,9 @@ void Room::tug2TalkToRedshirt() { void Room::tug2TalkToSpock() { if (_awayMission->tug.field35 == 6) - showText(TX_SPEAKER_SPOCK, TX_TUG2_005); + showText(TX_SPEAKER_SPOCK, 5, true); else - showText(TX_SPEAKER_SPOCK, TX_TUG2_020); + showText(TX_SPEAKER_SPOCK, 20, true); } void Room::tug2UseCommunicator() { @@ -796,47 +796,47 @@ void Room::tug2UseMTricorderOnGuard2() { void Room::tug2TalkToGuard1() { if (_awayMission->tug.guard1Status == GUARDSTAT_TIED) - showText(TX_SPEAKER_ELASI_GUARD, TX_TUG2L086); + showText(TX_SPEAKER_ELASI_GUARD, 86, true, true); else if (_awayMission->tug.guard1Status == GUARDSTAT_STUNNED) - showText(TX_SPEAKER_MCCOY, TX_TUG2_012); + showText(TX_SPEAKER_MCCOY, 12, true); } void Room::tug2TalkToGuard2() { if (_awayMission->tug.guard2Status == GUARDSTAT_TIED) - showText(TX_SPEAKER_ELASI_GUARD, TX_TUG2L086); + showText(TX_SPEAKER_ELASI_GUARD, 86, true, true); else if (_awayMission->tug.guard2Status == GUARDSTAT_STUNNED) - showText(TX_SPEAKER_MCCOY, TX_TUG2_013); + showText(TX_SPEAKER_MCCOY, 13, true); } void Room::tug2UseMedkitOnBomb() { - showText(TX_SPEAKER_MCCOY, TX_TUG2_017); + showText(TX_SPEAKER_MCCOY, 17, true); } void Room::tug2UseMedkitOnGuard1() { if (_awayMission->tug.guard1Status == GUARDSTAT_STUNNED) - showText(TX_SPEAKER_MCCOY, TX_TUG2_014); + showText(TX_SPEAKER_MCCOY, 14, true); } void Room::tug2UseMedkitOnGuard2() { if (_awayMission->tug.guard2Status == GUARDSTAT_STUNNED) - showText(TX_SPEAKER_MCCOY, TX_TUG2_014); + showText(TX_SPEAKER_MCCOY, 14, true); } void Room::tug2LookAnywhere() { if (_awayMission->tug.guard1Status == GUARDSTAT_DEAD && _awayMission->tug.guard2Status == GUARDSTAT_DEAD && _awayMission->tug.field35 == 6) - showDescription(TX_TUG2N019); + showDescription(19, true); else if (_awayMission->tug.guard1Status == GUARDSTAT_DEAD && _awayMission->tug.guard2Status == GUARDSTAT_DEAD && !_awayMission->tug.brigForceFieldDown) - showDescription(TX_TUG2N017); + showDescription(17, true); else if (_awayMission->tug.guard1Status == GUARDSTAT_STUNNED && _awayMission->tug.guard2Status == GUARDSTAT_STUNNED && _awayMission->tug.field35 == 6) - showDescription(TX_TUG2N020); + showDescription(20, true); else if (_awayMission->tug.guard1Status == GUARDSTAT_STUNNED && _awayMission->tug.guard2Status == GUARDSTAT_STUNNED && !_awayMission->tug.brigForceFieldDown) - showDescription(TX_TUG2N018); + showDescription(18, true); else if (_awayMission->tug.guard1Status == GUARDSTAT_STUNNED && _awayMission->tug.guard2Status == GUARDSTAT_STUNNED && _awayMission->tug.brigForceFieldDown) - showDescription(TX_TUG2N021); + showDescription(21, true); else if (_awayMission->tug.guard1Status == GUARDSTAT_DEAD && _awayMission->tug.guard2Status == GUARDSTAT_DEAD && _awayMission->tug.brigForceFieldDown) - showDescription(TX_TUG2N022); + showDescription(22, true); else - showDescription(TX_TUG2N023); + showDescription(23, true); } void Room::tug2TalkToBrig() { @@ -845,12 +845,12 @@ void Room::tug2TalkToBrig() { if (_awayMission->tug.brigForceFieldDown && !_awayMission->tug.talkedToBrigCrewman) { loadActorAnim2(OBJECT_BRIG, "fld10d", 0, 0, 0); - showText(TX_SPEAKER_MASADA_CREWMAN, TX_TUG2_026); + showText(TX_SPEAKER_MASADA_CREWMAN, 26, true); _awayMission->tug.talkedToBrigCrewman = true; } if (_awayMission->tug.brigForceFieldDown && _awayMission->tug.talkedToBrigCrewman) - showText(TX_SPEAKER_MASADA_CREWMAN, TX_TUG2_027); + showText(TX_SPEAKER_MASADA_CREWMAN, 27, true); else if (!_awayMission->tug.brigForceFieldDown) mccoyScan(DIR_E, TX_TUG2_015, true); } diff --git a/engines/startrek/rooms/tug3.cpp b/engines/startrek/rooms/tug3.cpp index 9fd2a075e085..6374983967b1 100644 --- a/engines/startrek/rooms/tug3.cpp +++ b/engines/startrek/rooms/tug3.cpp @@ -54,7 +54,7 @@ void Room::tug3Tick40() { } void Room::tug3LookAnywhere() { - showDescription(TX_TUG3N007); + showDescription(7, true); } void Room::tug3ElasiSurrendered() { @@ -102,7 +102,7 @@ void Room::tug3ElasiDrawPhasers() { // If brig guards are alive & untied, kill the hostages if (_awayMission->tug.guard1Status == 0 || _awayMission->tug.guard2Status == 0) { - showText(TX_SPEAKER_ELASI_CLANSMAN, TX_TUG3L081); + showText(TX_SPEAKER_ELASI_CLANSMAN, 81, true, true); _awayMission->tug.missionScore = 0; } @@ -226,16 +226,16 @@ void Room::tug3TalkToElasi1() { const TextRef choices[] = { TX_SPEAKER_KIRK, - TX_TUG3_004, - TX_TUG3_003, - TX_TUG3_002, + 4, + 3, + 2, TX_BLANK }; - int choice = showMultipleTexts(choices); + int choice = showMultipleTexts(choices, true); switch (choice) { case 0: // They surrender - showText(TX_SPEAKER_ELASI_CERETH, TX_TUG3L084); + showText(TX_SPEAKER_ELASI_CERETH, 84, true, true); _awayMission->tug.bridgeElasi1Status = GUARDSTAT_SURRENDERED; loadActorAnim2(OBJECT_ELASI_1, "p1surr", -1, -1, 0); tug3ElasiSurrendered(); @@ -252,7 +252,7 @@ void Room::tug3TalkToElasi1() { case 2: // Cereth shoots console and surrenders _awayMission->disableInput = true; - showText(TX_SPEAKER_ELASI_CERETH, TX_TUG3L083); + showText(TX_SPEAKER_ELASI_CERETH, 83, true, true); loadActorAnim2(OBJECT_ELASI_1, "p1draw", -1, -1, 5); // BUGFIX: they're going to surrender, so stop the firefight. @@ -282,7 +282,7 @@ void Room::tug3Elasi1DrewPhaser2() { } void Room::tug3Elasi1ShotConsoleAndSurrenders() { - showText(TX_SPEAKER_ELASI_CERETH, TX_TUG3L080); + showText(TX_SPEAKER_ELASI_CERETH, 80, true, true); tug3ElasiSurrendered(); _awayMission->disableInput = false; _awayMission->tug.bridgeWinMethod = 3; @@ -290,15 +290,15 @@ void Room::tug3Elasi1ShotConsoleAndSurrenders() { } void Room::tug3LookAtMccoy() { - showDescription(TX_TUG3N000); + showDescription(0, true); } void Room::tug3LookAtSpock() { - showDescription(TX_TUG3N002); + showDescription(2, true); } void Room::tug3LookAtRedshirt() { - showDescription(TX_TUG3N001); + showDescription(1, true); } void Room::tug3LookAtElasi1() { @@ -309,61 +309,61 @@ void Room::tug3LookAtElasi1() { // instead of just checking if he's stunned. if (_awayMission->tug.bridgeElasi1Status == GUARDSTAT_STUNNED || _awayMission->tug.bridgeElasi1Status == GUARDSTAT_DEAD) - showDescription(TX_TUG3N003); + showDescription(3, true); else - showDescription(TX_TUG3N008); + showDescription(8, true); } void Room::tug3LookAtElasi2() { // BUGFIX: also check if stunned. They can't "glare at the crewmembers" if they're // unconscious. (applies to below functions too.) if (_awayMission->tug.bridgeElasi2Status == GUARDSTAT_DEAD || _awayMission->tug.bridgeElasi2Status == GUARDSTAT_STUNNED) - showDescription(TX_TUG3N004); + showDescription(4, true); else - showDescription(TX_TUG3N005); + showDescription(5, true); } void Room::tug3LookAtElasi3() { if (_awayMission->tug.bridgeElasi3Status == GUARDSTAT_DEAD || _awayMission->tug.bridgeElasi2Status == GUARDSTAT_STUNNED) - showDescription(TX_TUG3N004); + showDescription(4, true); else - showDescription(TX_TUG3N005); + showDescription(5, true); } void Room::tug3LookAtElasi4() { if (_awayMission->tug.bridgeElasi4Status == GUARDSTAT_DEAD || _awayMission->tug.bridgeElasi2Status == GUARDSTAT_STUNNED) - showDescription(TX_TUG3N004); + showDescription(4, true); else - showDescription(TX_TUG3N005); + showDescription(5, true); } void Room::tug3TalkToMccoy() { if (_awayMission->tug.orbitalDecayCounter != 0 || _awayMission->tug.bridgeElasi1Status != GUARDSTAT_UP) { if (_awayMission->tug.orbitalDecayCounter >= 10) { if (_awayMission->tug.orbitalDecayCounter < 16) - showText(TX_SPEAKER_MCCOY, TX_TUG3_011); + showText(TX_SPEAKER_MCCOY, 11, true); } else if (_awayMission->tug.orbitalDecayCounter != 0) { // BUGFIX: original game displays a blank textbox. An appropriate audio file // exists, but the corresponding text was written from scratch for ScummVM. // TODO: check if original floppy version has text for this. - showText(TX_SPEAKER_MCCOY, TX_TUG3_012); + showText(TX_SPEAKER_MCCOY, 12, true); } } else - showText(TX_SPEAKER_MCCOY, TX_TUG3_013); + showText(TX_SPEAKER_MCCOY, 13, true); } void Room::tug3TalkToSpock() { if (_awayMission->tug.orbitalDecayCounter != 0) { if (_awayMission->tug.orbitalDecayCounter >= 10) { if (_awayMission->tug.orbitalDecayCounter < 16) - showText(TX_SPEAKER_SPOCK, TX_TUG3_008); + showText(TX_SPEAKER_SPOCK, 8, true); } else - showText(TX_SPEAKER_SPOCK, TX_TUG3_009); + showText(TX_SPEAKER_SPOCK, 9, true); } } void Room::tug3TalkToRedshirt() { - showText(TX_SPEAKER_CHRISTENSEN, TX_TUG3L003); + showText(TX_SPEAKER_CHRISTENSEN, 3, true, true); } void Room::tug3UseCommunicator() { @@ -371,8 +371,8 @@ void Room::tug3UseCommunicator() { return; if (_awayMission->tug.orbitalDecayCounter < 10) { - showText(TX_SPEAKER_KIRK, TX_TUG3_007); - showText(TX_SPEAKER_SULU, TX_TUG3_015); + showText(TX_SPEAKER_KIRK, 7, true); + showText(TX_SPEAKER_SULU, 15, true); showText(TX_SPEAKER_SHIPS_COMPUTER, TX_COMPA180); _awayMission->timers[1] = 0; @@ -388,7 +388,7 @@ void Room::tug3UseCommunicator() { tug3EndMission(); } else { if (_awayMission->tug.orbitalDecayCounter < 16) { - showText(TX_SPEAKER_KIRK, TX_TUG3_006); + showText(TX_SPEAKER_KIRK, 6, true); showText(TX_SPEAKER_SCOTT, TX_TUG3_S07); playMidiMusicTracks(-1, -1); @@ -462,14 +462,14 @@ void Room::tug3Timer1Expired() { _awayMission->timers[1] = 100; _awayMission->tug.orbitalDecayCounter++; } else { // Game over - showDescription(TX_TUG3N006); + showDescription(6, true); showGameOverMenu(); } } void Room::tug3EndMission() { playMidiMusicTracks(28, -1); - showText(TX_SPEAKER_KIRK, TX_TUG3_001); + showText(TX_SPEAKER_KIRK, 1, true); playSoundEffectIndex(SND_TRANSMAT); loadActorAnim2(OBJECT_13, "rteleb", 0x14, 0xa0, 7); loadActorAnim2(OBJECT_14, "rteleb", 0x118, 0xa0, 0); @@ -481,7 +481,7 @@ void Room::tug3SecurityTeamBeamedIn() { loadActorAnim2(OBJECT_14, "rdraws", -1, -1, 9); loadActorAnim2(OBJECT_15, "rfiren", -1, -1, 10); - showText(TX_SPEAKER_KIRK, TX_TUG3_005); + showText(TX_SPEAKER_KIRK, 5, true); showText(TX_SPEAKER_SCOTT, TX_TUG3_S08); playMidiMusicTracks(-1, -1); diff --git a/engines/startrek/text.cpp b/engines/startrek/text.cpp index f1bb2d9d911f..77c74f650c57 100644 --- a/engines/startrek/text.cpp +++ b/engines/startrek/text.cpp @@ -108,196 +108,29 @@ extern const char *const g_gameStrings[] = { "#DEM3\\DEM3_B32#Aieeeee.", "#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.", - "#TUG0\\TUG0_001#I'm going to have a word for you, Spock, if we appear inside the door!", - "#TUG0\\TUG0_002#Analysis, Lt. Christensen", - "#TUG0\\TUG0_003#Beam us out of here.", - "#TUG0\\TUG0_004#Bones, later. Kirk to Enterprise.", - "#TUG0\\TUG0_005#Can they be repaired, Spock?", - "#TUG0\\TUG0_006#Get what you can from this area -- let's get moving.", - "#TUG0\\TUG0_007#I can't see them winning any popularity contests, Bones.", - "#TUG0\\TUG0_008#I've always been a gambler, Spock. Figure out what you'll need.", - "#TUG0\\TUG0_009#Let's not look too far ahead, Mr. Spock.", - "#TUG0\\TUG0_010#Mr. Spock, you're a genius!", - "#TUG0\\TUG0_011#Okay, but let's not stay too long in one place.", - "#TUG0\\TUG0_012#Provided the Elasi don't have anything to say about it.", - "#TUG0\\TUG0_013#Spock, we don't have two days. If we can repair the transporter, we might be able to transport onto the bridge and capture the Elasi.", - "#TUG0\\TUG0_014#Captain, I need to find a bit that will fit into the transmogrifier before I can go further with this.", - "#TUG0\\TUG0_015#Even our most efficient Chief Engineer Scott would have trouble repairing this damage in less than two days.", - "#TUG0\\TUG0_016#Damn it, Jim. I'm a doctor, not a rocket scientist.", - "#TUG0\\TUG0_017#He will be all right, but we shouldn't move him.", - "#TUG0\\TUG0_018#He's not hurt badly. I can revive him.", - "#TUG0\\TUG0_019#I don't think he should be moved, Jim.", - "#TUG0\\TUG0_020#Well, at least I'm not picking up residue of any biological weapons. The Elasi used some restraint if you can call it that.", - "#TUG0\\TUG0_021#And any hostages on the bridge will be killed when the bomb goes off! No, Jim, that's inhuman!", - "#TUG0\\TUG0_022#I wouldn't go that far, Jim. But I do have to congratulate you, Mr. Spock. Now we can really risk shooting our atoms around the universe. Is this really necessary, Jim?", - "#TUG0\\TUG0_023#My God Jim, what have you done! You killed them all. You probably blew up the whole damn bridge.", - "#TUG0\\TUG0_024#They can forget about my vote.", - "#TUG0\\TUG0_025#Well Jim, there's one thing I can tell you -- I don't like Elasi.", - "#TUG0\\TUG0_026#Well, with any luck, you won't have to worry about that for quite some time.", - "#TUG0\\TUG0_027#You cold blooded emotionless...", - "#TUG0\\TUG0_028#I am registering energy residue from phaser fire and phaser grenade detonations. There are readings of another energy weapon, but the type is unknown.", - "#TUG0\\TUG0_029#I attach these here... Now all I need is a spare length of wiring.", - "#TUG0\\TUG0_030#I believe this would be in Dr. McCoy's field of expertise.", - "#TUG0\\TUG0_031#I strongly recommend that we keep our silence, Captain. The Elasi are quite capable of tracing any communication from within this vessel.", - "#TUG0\\TUG0_032#I think that does it -- a Comb Bit for the transmogrifier. Now I can continue repairs on the transporter controls. ", - "#TUG0\\TUG0_033#I'll be able to use this later, so I want to keep it -- but I need to get some equipment in here first.", - "#TUG0\\TUG0_034#The bits are not long enough, I need a longer piece of wire.", - "#TUG0\\TUG0_035#The parts fit together satisfactorily.", - "#TUG0\\TUG0_036#Captain, a thorough analysis is required.", - "#TUG0\\TUG0_037#Captain, the ship will crash into the planet in 18.32 seconds, I would recommend, leaving the ship immediately.", - "#TUG0\\TUG0_038#I can attempt to jury-rig repairs if I can find parts. However, there is only a 67.357 percent probability of success.", - "#TUG0\\TUG0_039#The controls are set for just inside the bridge door Captain.", - "#TUG0\\TUG0_040#The controls have been virtually destroyed, Captain.", - "#TUG0\\TUG0_041#To say nothing of the possible damage to the bridge controls.", - "#TUG0\\TUG0_042#When this operation is complete, Captain, we should have Mr. Scott or Transporter Chief Kyle come here to assist with the repairs.", - "#TUG0\\TUG0_043#With chief Engineer Scott's assistance, I believe we could get them in perfect working order in two days.", "#TUG0\\TUG0_F30#I suppose I should be grateful to see anyone after that. I thought I was dead.", "#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.", "#TUG0\\TUG0_S06#Aye Captain.", "#TUG0\\TUG0_S11#Captain, you're alive!", - "#TUG0\\TUG0L006#This is just like their raid on Damocles Station, hard, fast, and dirty.", - "#TUG0\\TUG0L008#If we could get past the forcefield on the door of the bridge, we should be able to surprise them for sure.", - "#TUG0\\TUG0L009#Security analysis, sir: if we transport onto the bridge, we'll have the drop on them -- assuming Mr. Spock has the transporter working porperly.", - "#TUG0\\TUG0L010#Since we have a bomb, Captain, we could rearm it, transport it onto the bridge, and perhaps the Elasi will flee into the hallway. Then we could capture them.", - - "#TUG1\\TUG1_001#This is a mess now, isn't it?", - "#TUG1\\TUG1_002#A forcefield of unusual configurations has been erected in front of the doorway which leads into the bridge. I don't think it would be healthy to approach too closely, Captain.", - "#TUG1\\TUG1_003#I'm getting life readings both on the bridge and in the brig, Jim.", - "#TUG1\\TUG1_004#Jim, I can only perform medical miracles not engineering ones.", - "#TUG1\\TUG1_005#Jim, I'm picking up 11 life forms in the brig. That accounts for over half the crew. I don't like what that indicates.", - "#TUG1\\TUG1_006#Nothing unusual is detected.", - "#TUG1\\TUG1_007#The force field is interfering too much to get an accurate reading, Jim.", // TYPO - "#TUG1\\TUG1_008#My daddy would have sent me to bed without supper if I'd done something like this.", - "#TUG1\\TUG1_009#Five phasers without power packs, a drained phaser welder, insulation and bits of wire, and droplets of cooled molten metal.", - "#TUG1\\TUG1_010#I don't think we can bring down that forcefield, Captain. If we could, though, it might be less risky than trying to transport onto the bridge.", + + //"#TUG1\\TUG1_007#The force field is interfering too much to get an accurate reading, Jim.", // TYPO "#TUG1\\TUG1_011#I strongly recommend that we keep our silence, Captain. The Elasi are quite capable of tracing any communication from within this vessel.", - "#TUG1\\TUG1_012#I think that does it -- a Comb Bit for the transmogrifier. Now I can continue repairs on the transporter controls. ", - "#TUG1\\TUG1_013#If we could find a point to interrupt the flow of power to the field we could gain access to the bridge, Captain.", - "#TUG1\\TUG1_014#Strong electromagnetic readings come from the doorway at the far end of the hallway.", - "#TUG1\\TUG1_015#That did it. The field is deactivated, Captain.", - "#TUG1\\TUG1_016#The field is absorbing the energy.", - "#TUG1\\TUG1_017#he parts fit together satisfactorily.", - "#TUG1\\TUG1_018#Tricorder readings indicate an indeterminate number of people in the brig. At least 2 are armed with phasers. I recommend caution when entering.", - "#TUG1\\TUG1L000#I doubt that our phasers could get through that, Captain.", - "#TUG1\\TUG1L005#This corridor provides access to the transporter room, Captain. It is secure.", - "#TUG1\\TUG1N000#A tangle of mangled equipment, reduced to junk. There are the remains of five phasers without power packs, a drained phaser welder, and scraps of wire and uncertain bits of metal junk.", - "#TUG1\\TUG1N001#According to the deckplans of this class of Starship, this is the entrance to the ship's brig.", - "#TUG1\\TUG1N002#Lt. Christensen is carefully watching the hallway", - "#TUG1\\TUG1N003#McCoy is fidgeting around.", - "#TUG1\\TUG1N004#Phaser Welder is now charged.", - "#TUG1\\TUG1N005#Some kind of forcefield appears to cover the door. ", - "#TUG1\\TUG1N006#Spock is analyzing the surroundings.", - "#TUG1\\TUG1N007#The field has already been deactivated.", - "#TUG1\\TUG1N008#The field has already been deactivated", - "#TUG1\\TUG1N009#The wire scraps are too small, they melt instead of fusing together, and you're left with nothing. ", - "#TUG1\\TUG1N010#This viewscreen/ communication terminal has been damaged beyond repair.", - "#TUG1\\TUG1N011#Twisted debris has been scattered along the side of the corridor.", - "#TUG1\\TUG1N013#You are in a typical starship corridor.", - - - "#TUG2\\TUG2_001#My God, what have we done?", - "#TUG2\\TUG2_002#They've turned this freighter into a prison barge.", - "#TUG2\\TUG2_003#Spock see if you can disarm this.", + "#TUG2\\TUG2_004#A medium strength phaser bomb. The brig force field would contain the explosion but it would kill the crew members within the cell. I recommend that we find a way of disarming it, Captain.", - "#TUG2\\TUG2_005#All of the crewmen are dead, Captain.", - "#TUG2\\TUG2_006#Captain, if we could manage to overload the forcefield, it would probably detonate the bomb before we could rescue the crewmen.", "#TUG2\\TUG2_007#Captain, the switch has been booby-trapped to detonate a bomb, presumably inside the brig somewhere.", - "#TUG2\\TUG2_008#Captain, this wiring may prove useful in repairing the transporter.", - "#TUG2\\TUG2_009#Damn it, Jim, I'm a doctor, not an electrical engineer! I'm likely to blow us all up.", "#TUG2\\TUG2_010#I don't like the looks of this, Jim.", "#TUG2\\TUG2_011#I don't operate on bombs, Jim, unless you like big explosions.", - "#TUG2\\TUG2_012#I don't think he is in any shape to respond.", - "#TUG2\\TUG2_013#I don't think he is in any shape to respond.", - "#TUG2\\TUG2_014#I don't think it would be a good idea to wake them up, Jim.", "#TUG2\\TUG2_015#The crew is tired and has elevated signs from extreme stress, but they will survive.", "#TUG2\\TUG2_016#The pirates won't wake for a while, but they are going to be quite unhappy when they do. I recommend that we not be here when they awake.", - "#TUG2\\TUG2_017#These aren't the right tools for the right job, Jim.", - "#TUG2\\TUG2_018#We came here to save these people, now look what we've done!", "#TUG2\\TUG2_019#They're all dead, Jim. What in God's name were you thinking?", - "#TUG2\\TUG2_020#I see that the Elasi live up to their reputation, Captain.", - "#TUG2\\TUG2_021#The parts fit together satisfactorily.", - "#TUG2\\TUG2_022#I believe that no diety had any bearing on this doctor, but the Captain should have been more careful. Starfleet will not be pleased by their deaths.", - "#TUG2\\TUG2_023#I'll do my best, Captain.", - "#TUG2\\TUG2_024#There. I believe the bomb is now defused, Captain.", - "#TUG2\\TUG2_025#I'm on your side, Sir! There's no need to fire at me.", - "#TUG2\\TUG2_026#Thank you for freeing us. You'd better take the bridge before they suspect anything is up.", - "#TUG2\\TUG2_027#You'd better hurry up or they'll catch on, Sir!", - "#TUG2\\TUG2_028#But if you used a charged Phaser Welder two feet to the left of the door and one foot off the ground, you might be able to shut down the forcefield, and get a jump on the Elasi.", - "#TUG2\\TUG2_029#Thank you for freeing us, Captain! We'll secure the area so they don't come up behind you.", - "#TUG2\\TUG2_030#We've had electrical problems with our door to our bridge, Captain. The Elasi don't know we put in an electric shutdown device -- you'd never find it by chance.", - "#TUG2\\TUG2_112#I think that does it -- a Comb Bit for the transmogrifier. Now I can continue repairs on the transporter controls. ", - "#TUG2\\TUG2J000#Ouch! That hurt!", "#TUG2\\TUG2J001#Don't you know any better?", "#TUG2\\TUG2J002#What kind of idiot are you?", "#TUG2\\TUG2J003#I recommend extreme caution, Captain. We must be ready to expect anything.", - "#TUG2\\TUG2L002#I'm just a security officer, sir.", - "#TUG2\\TUG2L004#It's my fault. They did the same thing on Damocles Station... ", - "#TUG2\\TUG2L007#I believe I can disarm this, Captain.", - "#TUG2\\TUG2L011#There, It's defused.", - "#TUG2\\TUG2L085#Hey, what are you doing here?", - "#TUG2\\TUG2L086#You imperialist Federation scum! We will never surrender! Cereth is a great man with a great vision. I spit upon you.", - "#TUG2\\TUG2N000#A bomb located just inside the forcefield.", - "#TUG2\\TUG2N001#He doesn't look to friendly.", - "#TUG2\\TUG2N002#Kirk falls to the floor stunned.", - "#TUG2\\TUG2N003#Kirk seems concerned by what he sees in this room.", - "#TUG2\\TUG2N004#Lt. Christensen is fumbling for his phaser", - "#TUG2\\TUG2N005#McCoy is looking at the guards.", - "#TUG2\\TUG2N006#Phaser Welder is now charged.", - "#TUG2\\TUG2N007#Spock raises an eyebrow.", - "#TUG2\\TUG2N009#The wire scraps are too small, they melt instead of fusing together, and you're left with nothing. ", - "#TUG2\\TUG2N010#These wires look like a modification of some sort.", - "#TUG2\\TUG2N011#This appears to be the button that turns the brig forcefield on and off.", - "#TUG2\\TUG2N012#This door leads back to the main corridor.", - "#TUG2\\TUG2N013#This guard is stunned.", - "#TUG2\\TUG2N014#This guard is stunned.", - "#TUG2\\TUG2N015#This guard is tied up.", - "#TUG2\\TUG2N016#This guard is tied up.", - "#TUG2\\TUG2N017#You are in the brig of the Masada. Nine of the crew members are held in the cell. The berets of two dead Elasi guards litter the floor.", - "#TUG2\\TUG2N018#You are in the brig of the Masada. Nine of the crew members are held in the cell. Two Elasi guards lie on the floor.", - "#TUG2\\TUG2N019#You are in the brig of the Masada. The cell contains the smoldering remains of nine crew members. The berets of two dead Elasi guards litter the floor.", - "#TUG2\\TUG2N020#You are in the brig of the Masada. The cell contains the smoldering remains of nine crew members. Two Elasi guards lie on the floor.", - "#TUG2\\TUG2N021#You are in the brig of the Masada. The cell is open freeing the nine crew members. Two Elasi guards lie on the floor.", - "#TUG2\\TUG2N022#You are in the brig of the Masada. The cell is open freeing the nine crew members. The hats of two dead Elasi guards litter the floor.", - "#TUG2\\TUG2N023#You are in the brig of the Masada.", - "#TUG2\\TUG2N024#You can't. it is located just inside the forcefield.", - "#TUG2\\TUG2N025#You have been taken captive by Elasi Cereth, and you know Starfleet does not negotiate with terrorists. As you look forward to a long captivity, you wonder who will take over command of the Enterprise. Better luck next time.", - "#TUG2\\TUG2N026#You've set off some type of booby trap. The force field protected you from the blast, but everyone inside the brig is dead.", - "#TUG2\\TUG2N037#He doesn't look to friendly.", - "#TUG2\\TUG2N106#Only the red beret of the elasi guard remains.", "Snip...snip...snip.", - - "#TUG3\\TUG3_001#Scotty, beam down a security team to the bridge. We have regained control.", - "#TUG3\\TUG3_002#Check and mate, Elasi. Don't do anything foolish.", - "#TUG3\\TUG3_003#Freeze, don't even think about it.", - "#TUG3\\TUG3_004#It's over, Cereth. Surrender and I'll guarantee the lives of you and your crew.", - "#TUG3\\TUG3_005#Mr. Scott, beam us out of here.", - "#TUG3\\TUG3_006#Mr. Scott, get us out of here.", - "#TUG3\\TUG3_007#Mr. Sulu, we need some help over here.", - "#TUG3\\TUG3_008#Captain, I highly recommend returning to the Enterprise within the next 57.32 seconds.", - "#TUG3\\TUG3_009#Captain, I recommend that Mr. Sulu stabilize the Masada's orbit from the Enterprise.", - "#TUG3\\TUG3_011#I think we should return to the Enterprise before we burn up, Jim.", - "#TUG3\\TUG3_012#I'm a doctor, not a space jockey! Talk to Mr. Sulu about fixing our orbit!", - "#TUG3\\TUG3_013#Jim, that man is mad.", - "#TUG3\\TUG3_015#Aye, Captain, using prefix code override to stabilize Masada's orbit. Sulu out.", "#TUG3\\TUG3_F27#Foolhardy words, Kirk. You have underestimated me at every turn.", "#TUG3\\TUG3_S07#Aye, Captain.", "#TUG3\\TUG3_S08#Aye, Captain.", - "#TUG3\\TUG3L003#I'm just a security officer, sir.", - "#TUG3\\TUG3L080#A blow struck for freedom, Captain. Now I surrender.", - "#TUG3\\TUG3L081#Bridge to brig, kill the hostages!", - "#TUG3\\TUG3L083#I still have a gambit or two left, my friend.", - "#TUG3\\TUG3L084#You are an honorable and worthy opponent, Kirk. I accept your offer.", - "#TUG3\\TUG3N000#Dr. McCoy appears a bit restless.", - "#TUG3\\TUG3N001#Lt. Christensen is carefully observing Elasi.", - "#TUG3\\TUG3N002#Spock is analyzing the surroundings.", - "#TUG3\\TUG3N003#The body of Elasi Cereth lies on the ground.", - "#TUG3\\TUG3N004#The body of the Elasi clanmember lies on the ground here.", - "#TUG3\\TUG3N005#The Elasi clanmember glares at the party.", - "#TUG3\\TUG3N006#The Masada goes down in a fireball over Beta Myamid, with you on it. Better luck next season.", - "#TUG3\\TUG3N007#This is a standard Starfleet bridge, perhaps not as impressive as the one on the Enterprise. There are quite a few pirates here.", - "#TUG3\\TUG3N008#You carefully eye the chief lieutenant of the Elasi Clan, Elasi Cereth.", - "#LOV0\\LOV0_001#A medical data file is attached -- your bailiwick, Bones.", "#LOV0\\LOV0_002#Spock, check out the station's computer and see what you can dig up.", diff --git a/engines/startrek/text.h b/engines/startrek/text.h index 150ae51703a6..a8021237ad06 100644 --- a/engines/startrek/text.h +++ b/engines/startrek/text.h @@ -167,196 +167,29 @@ enum GameStringIDs { TX_DEM3_B32, // unused? TX_DEM3_F21, - TX_TUG0_001, - TX_TUG0_002, - TX_TUG0_003, - TX_TUG0_004, - TX_TUG0_005, - TX_TUG0_006, - TX_TUG0_007, - TX_TUG0_008, - TX_TUG0_009, - TX_TUG0_010, - TX_TUG0_011, - TX_TUG0_012, - TX_TUG0_013, - TX_TUG0_014, - TX_TUG0_015, - TX_TUG0_016, - TX_TUG0_017, - TX_TUG0_018, - TX_TUG0_019, - TX_TUG0_020, - TX_TUG0_021, - TX_TUG0_022, - TX_TUG0_023, - TX_TUG0_024, - TX_TUG0_025, - TX_TUG0_026, - TX_TUG0_027, - TX_TUG0_028, - TX_TUG0_029, - TX_TUG0_030, - TX_TUG0_031, - TX_TUG0_032, - TX_TUG0_033, - TX_TUG0_034, - TX_TUG0_035, - TX_TUG0_036, - TX_TUG0_037, - TX_TUG0_038, - TX_TUG0_039, - TX_TUG0_040, - TX_TUG0_041, - TX_TUG0_042, - TX_TUG0_043, TX_TUG0_F30, TX_TUG0_F31, TX_TUG0_S06, TX_TUG0_S11, - TX_TUG0L006, - TX_TUG0L008, - TX_TUG0L009, - TX_TUG0L010, - - TX_TUG1_001, - TX_TUG1_002, - TX_TUG1_003, - TX_TUG1_004, - TX_TUG1_005, - TX_TUG1_006, - TX_TUG1_007, - TX_TUG1_008, - TX_TUG1_009, - TX_TUG1_010, + TX_TUG1_011, - TX_TUG1_012, - TX_TUG1_013, - TX_TUG1_014, - TX_TUG1_015, - TX_TUG1_016, - TX_TUG1_017, - TX_TUG1_018, - TX_TUG1L000, - TX_TUG1L005, - TX_TUG1N000, - TX_TUG1N001, - TX_TUG1N002, - TX_TUG1N003, - TX_TUG1N004, - TX_TUG1N005, - TX_TUG1N006, - TX_TUG1N007, - TX_TUG1N008, - TX_TUG1N009, - TX_TUG1N010, - TX_TUG1N011, - TX_TUG1N013, - - - TX_TUG2_001, - TX_TUG2_002, - TX_TUG2_003, + TX_TUG2_004, - TX_TUG2_005, - TX_TUG2_006, TX_TUG2_007, - TX_TUG2_008, - TX_TUG2_009, TX_TUG2_010, TX_TUG2_011, - TX_TUG2_012, - TX_TUG2_013, - TX_TUG2_014, TX_TUG2_015, TX_TUG2_016, - TX_TUG2_017, - TX_TUG2_018, TX_TUG2_019, - TX_TUG2_020, - TX_TUG2_021, - TX_TUG2_022, - TX_TUG2_023, - TX_TUG2_024, - TX_TUG2_025, - TX_TUG2_026, - TX_TUG2_027, - TX_TUG2_028, - TX_TUG2_029, - TX_TUG2_030, - TX_TUG2_112, TX_TUG2J000, TX_TUG2J001, TX_TUG2J002, TX_TUG2J003, - TX_TUG2L002, - TX_TUG2L004, - TX_TUG2L007, - TX_TUG2L011, - TX_TUG2L085, - TX_TUG2L086, - TX_TUG2N000, - TX_TUG2N001, - TX_TUG2N002, - TX_TUG2N003, - TX_TUG2N004, - TX_TUG2N005, - TX_TUG2N006, - TX_TUG2N007, - TX_TUG2N009, - TX_TUG2N010, - TX_TUG2N011, - TX_TUG2N012, - TX_TUG2N013, - TX_TUG2N014, - TX_TUG2N015, - TX_TUG2N016, - TX_TUG2N017, - TX_TUG2N018, - TX_TUG2N019, - TX_TUG2N020, - TX_TUG2N021, - TX_TUG2N022, - TX_TUG2N023, - TX_TUG2N024, - TX_TUG2N025, - TX_TUG2N026, - TX_TUG2N037, - TX_TUG2N106, TX_TUG2C001, // Custom - - TX_TUG3_001, - TX_TUG3_002, - TX_TUG3_003, - TX_TUG3_004, - TX_TUG3_005, - TX_TUG3_006, - TX_TUG3_007, - TX_TUG3_008, - TX_TUG3_009, - TX_TUG3_011, - TX_TUG3_012, - TX_TUG3_013, - TX_TUG3_015, TX_TUG3_F27, TX_TUG3_S07, TX_TUG3_S08, - TX_TUG3L003, - TX_TUG3L080, - TX_TUG3L081, - TX_TUG3L083, - TX_TUG3L084, - TX_TUG3N000, - TX_TUG3N001, - TX_TUG3N002, - TX_TUG3N003, - TX_TUG3N004, - TX_TUG3N005, - TX_TUG3N006, - TX_TUG3N007, - TX_TUG3N008, - TX_LOV0_001, TX_LOV0_002,