STARTREK: TRIAL3

This commit is contained in:
Matthew Stewart
2018-08-09 08:37:30 +02:00
committed by Eugene Sandulenko
parent 2771797eb0
commit 00445f0cfa
5 changed files with 589 additions and 2 deletions
+12
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@@ -278,6 +278,16 @@ struct AwayMission {
bool globSplitInTwo; // 0x35
bool globDefeated; // 0x36
byte globEnergyLevels[3]; // 0x37
bool enteredTrial3FirstTime; // 0x3a
byte klingonShootIndex; // 0x3b
byte shotKlingons; // 0x3c
// 0: Hasn't appeared yet
// 21: Is conscious
// 22: Is stunned
// 23: Is dead
int16 shotKlingonState; // 0x3d
bool enteredGlobRoom; // 0x5c
bool forceFieldDown; // 0x5d
bool uhuraAnalyzedCode; // 0x5e
@@ -285,6 +295,8 @@ struct AwayMission {
bool gotPointsForGettingRod; // 0x61
bool gotPointsForCoatingRodWithIron; // 0x62
bool gotPointsForScanningGlob; // 0x64
bool gotPointsForBeamingOut;
} trial;
};
};
+53
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@@ -1893,6 +1893,59 @@ public:
// TRIAL3
void trial3Tick1();
void trial3Tick30();
void trial3Klingon1BeamedIn();
void trial3Klingon2BeamedIn();
void trial3Klingon3BeamedIn();
void trial3KlingonShootsSomeone1();
void trial3Klingon1DoneShooting();
void trial3Klingon2DoneShooting();
void trial3Klingon3DoneShooting();
void trial3KlingonShootsSomeone2();
void trial3RedshirtDoneDying();
void trial3KirkDoneDying();
void trial3Klingon1Shot();
void trial3Klingon2Shot();
void trial3Klingon3Shot();
void trial3CheckShowUhuraText();
void trial3CrewmanBeamedOut();
void trial3Tick90();
void trial3TouchedHotspot3();
void trial3KirkExploded();
void trial3LookAtKirk();
void trial3LookAtSpock();
void trial3LookAtMccoy();
void trial3LookAtRedshirt();
void trial3LookAtExit();
void trial3LookAtWall();
void trial3TalkToKirk();
void trial3TalkToSpock();
void trial3TalkToMccoy();
void trial3TalkToRedshirt();
void trial3UsePhaserOnWall();
void trial3UseStunPhaserOnKlingon1();
void trial3ReadyToShootKlingon1OnStun();
void trial3UseKillPhaserOnKlingon1();
void trial3ReadyToShootKlingon1OnKill();
void trial3UsePhaserAnywhere();
void trial3UseMTricorderOnKirk();
void trial3UseMTricorderOnSpock();
void trial3UseMTricorderOnMccoy();
void trial3UseMTricorderOnRedshirt();
void trial3UseMTricorderOnExit();
void trial3UseSTricorderOnWall();
void trial3UseSTricorderOnExit();
void trial3UseMTricorderOnKlingon();
void trial3UseCommunicator();
void trial3BeamToVlict();
void trial3UseMccoyOnWall();
void trial3UseMccoyOnExit();
void trial3UseSpockOnWall();
void trial3UseSpockOnExit();
void trial3UseRedshirtOnExit();
void trial3UseRedshirtOnWall();
void trial3WalkToExit();
void trial3UseMedkitAnywhere();
// TRIAL4
void trial4Tick1();
+422 -1
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@@ -22,16 +22,437 @@
#include "startrek/room.h"
#define OBJECT_KLINGON_1 8
#define OBJECT_KLINGON_2 9 // Unused
#define OBJECT_KLINGON_3 10 // Unused
#define OBJECT_EXPLOSION 11
#define HOTSPOT_EXIT 0x20
#define HOTSPOT_WALL 0x21
namespace StarTrek {
extern const RoomAction trial3ActionList[] = {
{ {ACTION_TICK, 1, 0, 0}, &Room::trial3Tick1 },
{ {ACTION_TICK, 1, 0, 0}, &Room::trial3Tick1 },
{ {ACTION_TICK, 30, 0, 0}, &Room::trial3Tick30 },
{ {ACTION_DONE_ANIM, 1, 0, 0}, &Room::trial3Klingon1BeamedIn },
{ {ACTION_DONE_ANIM, 2, 0, 0}, &Room::trial3Klingon2BeamedIn },
{ {ACTION_DONE_ANIM, 3, 0, 0}, &Room::trial3Klingon3BeamedIn },
{ {ACTION_DONE_ANIM, 4, 0, 0}, &Room::trial3Klingon1DoneShooting },
{ {ACTION_DONE_ANIM, 5, 0, 0}, &Room::trial3Klingon2DoneShooting },
{ {ACTION_DONE_ANIM, 6, 0, 0}, &Room::trial3Klingon3DoneShooting },
{ {ACTION_DONE_ANIM, 15, 0, 0}, &Room::trial3RedshirtDoneDying },
{ {ACTION_DONE_ANIM, 16, 0, 0}, &Room::trial3KirkDoneDying },
{ {ACTION_DONE_ANIM, 11, 0, 0}, &Room::trial3Klingon1Shot },
{ {ACTION_DONE_ANIM, 12, 0, 0}, &Room::trial3Klingon2Shot },
{ {ACTION_DONE_ANIM, 13, 0, 0}, &Room::trial3Klingon3Shot },
{ {ACTION_DONE_ANIM, 19, 0, 0}, &Room::trial3CrewmanBeamedOut },
{ {ACTION_TICK, 90, 0, 0}, &Room::trial3Tick90 },
{ {ACTION_TOUCHED_HOTSPOT, 3, 0, 0}, &Room::trial3TouchedHotspot3 },
{ {ACTION_DONE_ANIM, 14, 0, 0}, &Room::trial3KirkExploded },
{ {ACTION_LOOK, OBJECT_KIRK, 0, 0}, &Room::trial3LookAtKirk },
{ {ACTION_LOOK, OBJECT_SPOCK, 0, 0}, &Room::trial3LookAtSpock },
{ {ACTION_LOOK, OBJECT_MCCOY, 0, 0}, &Room::trial3LookAtMccoy },
{ {ACTION_LOOK, OBJECT_REDSHIRT, 0, 0}, &Room::trial3LookAtRedshirt },
{ {ACTION_LOOK, HOTSPOT_EXIT, 0, 0}, &Room::trial3LookAtExit },
{ {ACTION_LOOK, HOTSPOT_WALL, 0, 0}, &Room::trial3LookAtWall },
{ {ACTION_TALK, OBJECT_KIRK, 0, 0}, &Room::trial3TalkToKirk },
{ {ACTION_TALK, OBJECT_SPOCK, 0, 0}, &Room::trial3TalkToSpock },
{ {ACTION_TALK, OBJECT_MCCOY, 0, 0}, &Room::trial3TalkToMccoy },
{ {ACTION_TALK, OBJECT_REDSHIRT, 0, 0}, &Room::trial3TalkToRedshirt },
{ {ACTION_USE, OBJECT_IPHASERS, HOTSPOT_WALL, 0}, &Room::trial3UsePhaserOnWall },
{ {ACTION_USE, OBJECT_IPHASERK, HOTSPOT_WALL, 0}, &Room::trial3UsePhaserOnWall },
{ {ACTION_USE, OBJECT_IPHASERS, OBJECT_KLINGON_1, 0}, &Room::trial3UseStunPhaserOnKlingon1 },
{ {ACTION_DONE_ANIM, 17, 0, 0}, &Room::trial3ReadyToShootKlingon1OnStun },
{ {ACTION_USE, OBJECT_IPHASERK, OBJECT_KLINGON_1, 0}, &Room::trial3UseKillPhaserOnKlingon1 },
{ {ACTION_DONE_ANIM, 18, 0, 0}, &Room::trial3ReadyToShootKlingon1OnKill },
// OMITTED: Similar code for unused klingons 2 and 3
{ {ACTION_USE, OBJECT_IPHASERS, 0xff, 0}, &Room::trial3UsePhaserAnywhere },
{ {ACTION_USE, OBJECT_IPHASERK, 0xff, 0}, &Room::trial3UsePhaserAnywhere },
{ {ACTION_USE, OBJECT_IMTRICOR, OBJECT_KIRK, 0}, &Room::trial3UseMTricorderOnKirk },
{ {ACTION_USE, OBJECT_IMTRICOR, OBJECT_SPOCK, 0}, &Room::trial3UseMTricorderOnSpock },
{ {ACTION_USE, OBJECT_IMTRICOR, OBJECT_MCCOY, 0}, &Room::trial3UseMTricorderOnMccoy },
{ {ACTION_USE, OBJECT_IMTRICOR, OBJECT_REDSHIRT, 0}, &Room::trial3UseMTricorderOnRedshirt },
{ {ACTION_USE, OBJECT_IMTRICOR, HOTSPOT_EXIT, 0}, &Room::trial3UseMTricorderOnExit },
{ {ACTION_USE, OBJECT_ISTRICOR, HOTSPOT_WALL, 0}, &Room::trial3UseSTricorderOnWall },
{ {ACTION_USE, OBJECT_ISTRICOR, HOTSPOT_EXIT, 0}, &Room::trial3UseSTricorderOnExit },
{ {ACTION_USE, OBJECT_IMTRICOR, OBJECT_KLINGON_1, 0}, &Room::trial3UseMTricorderOnKlingon },
{ {ACTION_USE, OBJECT_ICOMM, 0xff, 0}, &Room::trial3UseCommunicator },
{ {ACTION_USE, OBJECT_MCCOY, HOTSPOT_WALL, 0}, &Room::trial3UseMccoyOnWall },
{ {ACTION_USE, OBJECT_MCCOY, HOTSPOT_EXIT, 0}, &Room::trial3UseMccoyOnExit },
{ {ACTION_USE, OBJECT_SPOCK, HOTSPOT_WALL, 0}, &Room::trial3UseSpockOnWall },
{ {ACTION_USE, OBJECT_SPOCK, HOTSPOT_EXIT, 0}, &Room::trial3UseSpockOnExit },
{ {ACTION_USE, OBJECT_REDSHIRT, HOTSPOT_EXIT, 0}, &Room::trial3UseRedshirtOnExit },
{ {ACTION_USE, OBJECT_REDSHIRT, HOTSPOT_WALL, 0}, &Room::trial3UseRedshirtOnWall },
{ {ACTION_WALK, HOTSPOT_EXIT, 0, 0}, &Room::trial3WalkToExit },
{ {ACTION_USE, OBJECT_IMEDKIT, 0xff, 0}, &Room::trial3UseMedkitAnywhere },
};
extern const int trial3NumActions = sizeof(trial3ActionList) / sizeof(RoomAction);
void Room::trial3Tick1() {
playVoc("TRI3LOOP");
if (!_vm->_awayMission.trial.enteredTrial3FirstTime) {
_vm->_awayMission.disableWalking = true;
_vm->_awayMission.disableInput = 2;
}
playMidiMusicTracks(MIDITRACK_33, -1);
}
void Room::trial3Tick30() {
if (!_vm->_awayMission.trial.enteredTrial3FirstTime) {
_vm->_awayMission.disableInput = false;
_vm->_awayMission.trial.enteredTrial3FirstTime = true;
showText(TX_SPEAKER_BENNIE, TX_TRI3_030);
showText(TX_SPEAKER_KIRK, TX_TRI3_005);
showText(TX_SPEAKER_MCCOY, TX_TRI3_019);
showText(TX_SPEAKER_SPOCK, TX_TRI3_025);
showText(TX_SPEAKER_MCCOY, TX_TRI3_020);
showText(TX_SPEAKER_KIRK, TX_TRI3_004);
}
}
void Room::trial3Klingon1BeamedIn() {
loadActorAnimC(OBJECT_KLINGON_1, "t3kfir", -1, -1, &Room::trial3Klingon1DoneShooting);
trial3KlingonShootsSomeone1();
}
void Room::trial3Klingon2BeamedIn() {
loadActorAnimC(OBJECT_KLINGON_2, "t3kfir", -1, -1, &Room::trial3Klingon2DoneShooting);
trial3KlingonShootsSomeone1();
}
void Room::trial3Klingon3BeamedIn() {
loadActorAnimC(OBJECT_KLINGON_3, "t3kfir", -1, -1, &Room::trial3Klingon3DoneShooting);
trial3KlingonShootsSomeone1();
}
void Room::trial3KlingonShootsSomeone1() {
_vm->_awayMission.trial.klingonShootIndex++;
if (_vm->_awayMission.trial.klingonShootIndex == 1) {
playSoundEffectIndex(SND_PHASSHOT);
showBitmapFor5Ticks("t3phas04", 5);
loadActorAnimC(OBJECT_REDSHIRT, "rkillw", -1, -1, &Room::trial3RedshirtDoneDying);
_vm->_awayMission.redshirtDead = true;
} else if (_vm->_awayMission.trial.klingonShootIndex == 2) {
playSoundEffectIndex(SND_PHASSHOT);
showBitmapFor5Ticks("t3phas05", 5);
playMidiMusicTracks(MIDITRACK_2, -1);
loadActorAnimC(OBJECT_KIRK, "kkillw", -1, -1, &Room::trial3KirkDoneDying);
}
}
void Room::trial3Klingon1DoneShooting() {
loadActorAnimC(OBJECT_KLINGON_1, "t3kfir", -1, -1, &Room::trial3Klingon1DoneShooting);
trial3KlingonShootsSomeone2();
}
void Room::trial3Klingon2DoneShooting() {
loadActorAnimC(OBJECT_KLINGON_2, "t3kfir", -1, -1, &Room::trial3Klingon2DoneShooting);
trial3KlingonShootsSomeone2();
}
void Room::trial3Klingon3DoneShooting() {
loadActorAnimC(OBJECT_KLINGON_3, "t3kfir", -1, -1, &Room::trial3Klingon3DoneShooting);
trial3KlingonShootsSomeone2();
}
void Room::trial3KlingonShootsSomeone2() {
// This function is almost exactly identical to "trial3KlingonShootsSomeone1(), just
// one line differs...
_vm->_awayMission.trial.klingonShootIndex++;
if (_vm->_awayMission.trial.klingonShootIndex == 1) {
playSoundEffectIndex(SND_PHASSHOT);
showBitmapFor5Ticks("t3phas04", 5);
loadActorAnimC(OBJECT_REDSHIRT, "rkillw", -1, -1, &Room::trial3RedshirtDoneDying);
_vm->_awayMission.redshirtDead = true;
} else if (_vm->_awayMission.trial.klingonShootIndex == 2) {
playSoundEffectIndex(SND_PHASSHOT);
showBitmapFor5Ticks("t3phas05", 5);
// NOTE: Only difference to "trial3KlingonShootsSomeone1" is this doesn't play a midi track?
loadActorAnimC(OBJECT_KIRK, "kkillw", -1, -1, &Room::trial3KirkDoneDying);
}
}
void Room::trial3RedshirtDoneDying() {
_vm->_awayMission.redshirtDead = true;
}
void Room::trial3KirkDoneDying() {
showGameOverMenu();
}
void Room::trial3Klingon1Shot() {
_vm->_awayMission.trial.shotKlingons |= 1;
trial3CheckShowUhuraText();
}
void Room::trial3Klingon2Shot() {
_vm->_awayMission.trial.shotKlingons |= 2;
trial3CheckShowUhuraText();
}
void Room::trial3Klingon3Shot() {
_vm->_awayMission.trial.shotKlingons |= 4;
trial3CheckShowUhuraText();
}
void Room::trial3CheckShowUhuraText() {
if (_vm->_awayMission.trial.shotKlingons == 1) {
_vm->_awayMission.trial.shotKlingons |= 8;
_vm->_awayMission.disableWalking = false;
loadActorStandAnim(OBJECT_KIRK);
showText(TX_SPEAKER_UHURA, TX_TRI3U084);
showText(TX_SPEAKER_KIRK, TX_TRI3_007);
showText(TX_SPEAKER_UHURA, TX_TRI3U099);
_vm->_awayMission.trial.forceFieldDown = true;
const TextRef choices[] = {
TX_SPEAKER_KIRK,
TX_TRI3_006, TX_TRI3_002, TX_TRI3_003,
TX_BLANK
};
int choice = showText(choices);
if (choice == 0) { // Don't beam out
} else if (choice == 1) { // Beam to enterprise
endMission(_vm->_awayMission.trial.missionScore, _vm->_awayMission.trial.field2b, 1); // FIXME: inconsistent
} else if (choice == 2) { // Beam to Vlict
trial3BeamToVlict();
}
}
}
void Room::trial3CrewmanBeamedOut() {
if (!_vm->_awayMission.trial.gotPointsForBeamingOut) {
_vm->_awayMission.trial.gotPointsForBeamingOut = true;
_vm->_awayMission.trial.missionScore += 2; // BUG: Doesn't happen when done in other rooms
}
loadRoomIndex(4, 4);
}
void Room::trial3Tick90() {
if ((!(_vm->_awayMission.trial.shotKlingons & 8) && _vm->_awayMission.trial.shotKlingonState != 20)) {
playSoundEffectIndex(SND_TRANSMAT);
playMidiMusicTracks(MIDITRACK_32, -1);
loadActorAnimC(OBJECT_KLINGON_1, "t3ktel", 0x57, 0xb1, &Room::trial3Klingon1BeamedIn);
_vm->_awayMission.trial.shotKlingonState = 21;
}
}
void Room::trial3TouchedHotspot3() { // Activated the explosive
playSoundEffectIndex(SND_BLANK_14);
playMidiMusicTracks(MIDITRACK_2, -1);
playVoc("BITOKIRK");
loadActorAnimC(OBJECT_EXPLOSION, "t3expl", 0, 0xc7, &Room::trial3KirkExploded);
}
void Room::trial3KirkExploded() {
showGameOverMenu();
}
void Room::trial3LookAtKirk() {
showText(TX_TRI3N000);
}
void Room::trial3LookAtSpock() {
showText(TX_TRI3N004);
}
void Room::trial3LookAtMccoy() {
showText(TX_TRI3N001);
}
void Room::trial3LookAtRedshirt() {
showText(TX_TRI3N002);
}
void Room::trial3LookAtExit() {
showText(TX_TRI3N005);
}
void Room::trial3LookAtWall() {
showText(TX_TRI3N007);
}
void Room::trial3TalkToKirk() {
showText(TX_SPEAKER_KIRK, TX_TRI3_001);
}
void Room::trial3TalkToSpock() {
showText(TX_SPEAKER_SPOCK, TX_TRI3_022);
}
void Room::trial3TalkToMccoy() {
showText(TX_SPEAKER_MCCOY, TX_TRI3_018);
}
void Room::trial3TalkToRedshirt() {
showText(TX_SPEAKER_BENNIE, TX_TRI3_029);
}
void Room::trial3UsePhaserOnWall() {
showText(TX_TRI3N006);
}
void Room::trial3UseStunPhaserOnKlingon1() {
// BUGFIX: Instead of checking that the klingon isn't unconscious, (22), check that
// he's conscious (21).
// There's also the "dead" state (23) to consider. This prevents a softlock if
// a phaser is used on him just as he's being vaporized.
if (_vm->_awayMission.trial.shotKlingonState == 21) {
_vm->_awayMission.disableInput = true;
loadActorAnimC(OBJECT_KIRK, "kdraww", -1, -1, &Room::trial3ReadyToShootKlingon1OnStun);
}
}
void Room::trial3ReadyToShootKlingon1OnStun() {
if (_vm->_awayMission.trial.shotKlingonState == 21) {
playSoundEffectIndex(SND_PHASSHOT);
showBitmapFor5Ticks("t3phas00", 5);
loadActorAnimC(OBJECT_KLINGON_1, "t3kstn", -1, -1, &Room::trial3Klingon1Shot);
_vm->_awayMission.disableInput = false;
_vm->_awayMission.trial.shotKlingonState = 22;
}
}
void Room::trial3UseKillPhaserOnKlingon1() {
// BUGFIX: Prevent softlock by checking that he's conscious (shotKlingonState == 21)
// In addition to preventing the softlock mentioned above, this also prevents
// a softlock where a kill phaser is used on the unconscious klingon.
if (_vm->_awayMission.trial.shotKlingonState == 21) {
_vm->_awayMission.disableInput = true;
loadActorAnimC(OBJECT_KIRK, "kdraww", -1, -1, &Room::trial3ReadyToShootKlingon1OnKill);
}
}
void Room::trial3ReadyToShootKlingon1OnKill() {
if (_vm->_awayMission.trial.shotKlingonState == 21) {
playSoundEffectIndex(SND_PHASSHOT);
showBitmapFor5Ticks("t3phas02", 5);
loadActorAnimC(OBJECT_KLINGON_1, "t3kdie", -1, -1, &Room::trial3Klingon1Shot);
_vm->_awayMission.disableInput = false;
_vm->_awayMission.trial.shotKlingonState = 23;
_vm->_awayMission.trial.missionScore -= 3; // Penalty for killing klingon
}
}
void Room::trial3UsePhaserAnywhere() {
showText(TX_TRI3N003);
}
void Room::trial3UseMTricorderOnKirk() {
// BUGFIX: Original animated Spock instead of Mccoy (same for below mccoy-scan functions)
mccoyScan(DIR_S, TX_TRI3_015, true);
}
void Room::trial3UseMTricorderOnSpock() {
mccoyScan(DIR_S, TX_TRI3_016, true);
}
void Room::trial3UseMTricorderOnMccoy() {
mccoyScan(DIR_S, TX_TRI3_013, true);
}
void Room::trial3UseMTricorderOnRedshirt() {
mccoyScan(DIR_S, TX_TRI3_014, true);
}
void Room::trial3UseMTricorderOnExit() {
mccoyScan(DIR_S, TX_TRI3_009, true);
}
void Room::trial3UseSTricorderOnWall() {
spockScan(DIR_S, TX_TRI3_024, true);
}
void Room::trial3UseSTricorderOnExit() {
spockScan(DIR_S, TX_TRI3_023, true);
}
void Room::trial3UseMTricorderOnKlingon() {
if (_vm->_awayMission.trial.shotKlingonState == 22) { // Unconscious
mccoyScan(DIR_S, TX_TRI3_011);
showText(TX_SPEAKER_BENNIE, TX_TRI3_028);
}
}
void Room::trial3UseCommunicator() {
if (_vm->_awayMission.trial.forceFieldDown) {
showText(TX_SPEAKER_UHURA, TX_TRI3U089);
const TextRef choices[] = {
TX_SPEAKER_KIRK,
TX_TRI3_103, TX_TRI3_104, TX_TRI3_107,
TX_BLANK
};
int choice = showText(choices);
if (choice == 0) { // "Beam us back to the enterprise"
_vm->_awayMission.trial.field5f = 1;
endMission(_vm->_awayMission.trial.missionScore, _vm->_awayMission.trial.field2b, 1); // FIXME: inconsistent
} else if (choice == 1) { // "Beam us to Vlict's position"
trial3BeamToVlict();
} // Else don't transport anywhere
} else { // Force field still up
showText(TX_SPEAKER_UHURA, TX_TRI3U067);
}
}
void Room::trial3BeamToVlict() {
// ENHANCEMENT: The audio that should play here (TX_TRI3U080) doesn't seem to have the
// normal "filter" applied over it, making it sound jarring. So, use the equivalent
// text from TRIAL1 instead.
showText(TX_SPEAKER_UHURA, TX_TRI1U080);
_vm->_awayMission.disableInput = true;
playSoundEffectIndex(SND_TRANSDEM);
loadActorAnimC(OBJECT_KIRK, "kteled", -1, -1, &Room::trial3CrewmanBeamedOut);
loadActorAnimC(OBJECT_SPOCK, "steled", -1, -1, &Room::trial3CrewmanBeamedOut);
loadActorAnimC(OBJECT_MCCOY, "mteled", -1, -1, &Room::trial3CrewmanBeamedOut);
if (!_vm->_awayMission.redshirtDead)
loadActorAnimC(OBJECT_REDSHIRT, "rteled", -1, -1, &Room::trial3CrewmanBeamedOut);
}
void Room::trial3UseMccoyOnWall() {
showText(TX_SPEAKER_MCCOY, TX_TRI3_010);
}
void Room::trial3UseMccoyOnExit() {
showText(TX_SPEAKER_MCCOY, TX_TRI3_012);
}
void Room::trial3UseSpockOnWall() {
showText(TX_SPEAKER_SPOCK, TX_TRI3_021);
}
void Room::trial3UseSpockOnExit() {
showText(TX_SPEAKER_SPOCK, TX_TRI3_008);
}
void Room::trial3UseRedshirtOnExit() {
showText(TX_SPEAKER_BENNIE, TX_TRI3_027);
}
void Room::trial3UseRedshirtOnWall() {
showText(TX_SPEAKER_BENNIE, TX_TRI3_026);
}
void Room::trial3WalkToExit() {
walkCrewman(OBJECT_KIRK, 0x26, 0x9d);
}
void Room::trial3UseMedkitAnywhere() {
showText(TX_SPEAKER_MCCOY, TX_TRI3_017);
}
}
+6 -1
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@@ -90,7 +90,12 @@ enum MidiTracks {
MIDITRACK_25,
MIDITRACK_26,
MIDITRACK_27,
MIDITRACK_28
MIDITRACK_28,
MIDITRACK_29,
MIDITRACK_30,
MIDITRACK_31,
MIDITRACK_32,
MIDITRACK_33
};
// Max # of VOC files that can play at once
+96
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@@ -2217,6 +2217,54 @@ enum GameStringIDs {
TX_TRI2U104,
TX_TRI3_001,
TX_TRI3_002,
TX_TRI3_003,
TX_TRI3_004,
TX_TRI3_005,
TX_TRI3_006,
TX_TRI3_007,
TX_TRI3_008,
TX_TRI3_009,
TX_TRI3_010,
TX_TRI3_011,
TX_TRI3_012,
TX_TRI3_013,
TX_TRI3_014,
TX_TRI3_015,
TX_TRI3_016,
TX_TRI3_017,
TX_TRI3_018,
TX_TRI3_019,
TX_TRI3_020,
TX_TRI3_021,
TX_TRI3_022,
TX_TRI3_023,
TX_TRI3_024,
TX_TRI3_025,
TX_TRI3_026,
TX_TRI3_027,
TX_TRI3_028,
TX_TRI3_029,
TX_TRI3_030,
TX_TRI3_103,
TX_TRI3_104,
TX_TRI3_107,
TX_TRI3N000,
TX_TRI3N001,
TX_TRI3N002,
TX_TRI3N003,
TX_TRI3N004,
TX_TRI3N005,
TX_TRI3N006,
TX_TRI3N007,
TX_TRI3U067,
TX_TRI3U080,
TX_TRI3U084,
TX_TRI3U089,
TX_TRI3U099,
TX_TRI4_076,
@@ -4358,6 +4406,54 @@ const char * const g_gameStrings[] = {
"#TRI2\\TRI2U104#Understood, Captain.",
"#TRI3\\TRI3_001#This is too easy. I don't like it.",
"#TRI3\\TRI3_002#Beam us directly to the Enterprise.",
"#TRI3\\TRI3_003#Beam us directly to Vlict's position.",
"#TRI3\\TRI3_004#Deaths, Bones. Our deaths.",
"#TRI3\\TRI3_005#I don't like it. This was too easy.",
"#TRI3\\TRI3_006#We'll call you if we want to transport. Kirk out.",
"#TRI3\\TRI3_007#We're fine, lieutenant.",
"#TRI3\\TRI3_008#Captain, Starfleet protocol requires that the commanding officer lead in hazardous situations.",
"#TRI3\\TRI3_009#Approximately thirty Klingons, within 500 meters of the opening, no closer than 200 meters.",
"#TRI3\\TRI3_010#Damn it Jim, I'm a Doctor, not a structural Engineer!",
"#TRI3\\TRI3_011#He's out like a light, Jim. There are hibernating Arcturian sloth-tigers that will get up more quickly than this guy.",
"#TRI3\\TRI3_012#I believe that you have seniority, Jim.",
"#TRI3\\TRI3_013#He's a Male Human, average physical condition.",
"#TRI3\\TRI3_014#Male Human, excellent physical condition.",
"#TRI3\\TRI3_015#Male Human, good physical condition.",
"#TRI3\\TRI3_016#Male Human-Vulcan hybrid. Excellent physical condition.",
"#TRI3\\TRI3_017#Nobody needs healing, Jim, but you will if they harm my patient.",
"#TRI3\\TRI3_018#Well, maybe I've been too hard on you, Jim. I'm sorry.",
"#TRI3\\TRI3_019#Easy! Are you out of your mind?",
"#TRI3\\TRI3_020#Electrical monsters, things that explode when you phaser them, what else does he want?",
"#TRI3\\TRI3_021#I do not understand the desired course of action.",
"#TRI3\\TRI3_022#I recommend caution, Captain.",
"#TRI3\\TRI3_023#Reading a high energy build-up; there is a Klingon explosive device present five point three meters outside the cavern! It could be detonated at any moment!",
"#TRI3\\TRI3_024#This wall was carved from the natural rock of a cavern.",
"#TRI3\\TRI3_025#Admiral Vlict has a reputation for thoroughness, Doctor. If he means to kill us, we can expect more than we've encountered.",
"#TRI3\\TRI3_026#How hard do you want me to hit it, sir.",
"#TRI3\\TRI3_027#No sir. I insist that you have the honor of leading us to victory.",
"#TRI3\\TRI3_028#What are waiting for, sir? Shouldn't we just get out of here?",
"#TRI3\\TRI3_029#When I get out of this, I am going to have the best shore leave in Starfleet history!",
"#TRI3\\TRI3_030#Daylight! We're almost there! We've beaten them!",
"#TRI3\\TRI3_103#Beam us back to the Enterprise. Kirk out.",
"#TRI3\\TRI3_104#Beam us to Vlict's position.",
"#TRI3\\TRI3_107#Negative.",
"#TRI3\\TRI3N000#Captain James Tiberius Kirk, deep in thought.",
"#TRI3\\TRI3N001#Doctor Leonard McCoy, a rather disgruntled surgeon.",
"#TRI3\\TRI3N002#Ensign Bennie, who wishes that he was back at the Academy right now...",
"#TRI3\\TRI3N003#No gunslinging allowed, space cowboy.",
"#TRI3\\TRI3N004#Spock, one of the foremost science officers in Starfleet.",
"#TRI3\\TRI3N005#The exit to this particular complex. You hope.",
"#TRI3\\TRI3N006#The wall is resistant to phaser fire.",
"#TRI3\\TRI3N007#The wall of this corridor.",
"#TRI3\\TRI3U067#Captain, we're still working on breaching the force field. We will let you know when we're ready to beam you out.",
"#TRI3\\TRI3U080#Affirmative, sir.",
"#TRI3\\TRI3U084#Captain, our sensors have picked up phaser fire! Are you all right? Captain, come in please!",
"#TRI3\\TRI3U089#Do you wish to be beamed up now Captain?",
"#TRI3\\TRI3U099#Mr. Scott has found a way to breach the force field!",
"#TRI4\\TRI4_076#You humans have an excellent imagination, but a poor grasp of reality.",