scummvm/engines/supernova/state.cpp

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/* 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 "common/system.h"
#include "supernova/supernova.h"
#include "supernova/state.h"
namespace Supernova {
Inventory::Inventory()
: _numObjects(0)
{}
// TODO: Update Inventory surface for scrolling
void Inventory::add(Object &obj) {
if (_numObjects < kMaxCarry)
_inventory[_numObjects++] = &obj;
// if (inventory_amount>8) inventory_scroll = ((inventory_amount+1)/2)*2-8;
// show_inventory();
}
// TODO: Update Inventory surface for scrolling
void Inventory::remove(Object &obj) {
for (int i = 0; i < _numObjects; ++i) {
if (_inventory[i] == &obj) {
--_numObjects;
while (i < _numObjects) {
_inventory[i] = _inventory[i + 1];
++i;
}
obj.disableProperty(CARRIED);
}
}
}
void Inventory::clear() {
_numObjects = 0;
}
Object *Inventory::get(int index) const {
if (index < _numObjects)
return _inventory[index];
return const_cast<Object *>(&Object::nullObject);
}
Object *Inventory::get(ObjectID id) const {
for (int i = 0; i < _numObjects; ++i) {
if (_inventory[i]->_id == id)
return _inventory[i];
}
return const_cast<Object *>(&Object::nullObject);
}
2017-07-17 10:33:57 +02:00
GuiElement::GuiElement()
: _text("")
, _isHighlighted(false)
, _bgColorNormal(kColorWhite25)
, _bgColorHighlighted(kColorWhite44)
, _bgColor(kColorWhite25)
, _textColorNormal(kColorGreen)
, _textColorHighlighted(kColorLightGreen)
, _textColor(kColorGreen)
{}
void GuiElement::setText(const char *text) {
strncpy(_text, text, sizeof(_text));
}
void GuiElement::setTextPosition(int x, int y) {
_textPosition.x = x;
_textPosition.y = y;
}
void GuiElement::setSize(int x1, int y1, int x2, int y2) {
this->left = x1;
this->top = y1;
this->right = x2;
this->bottom = y2;
_textPosition.x = x1 + 1;
_textPosition.y = y1 + 1;
}
void GuiElement::setColor(int bgColor, int textColor, int bgColorHighlighted, int textColorHightlighted) {
_bgColor = bgColor;
_textColor = textColor;
_bgColorNormal = bgColor;
_textColorNormal = textColor;
_bgColorHighlighted = bgColorHighlighted;
_textColorHighlighted = textColorHightlighted;
}
void GuiElement::setHighlight(bool isHighlighted) {
if (isHighlighted) {
_bgColor = _bgColorHighlighted;
_textColor = _textColorHighlighted;
} else {
_bgColor = _bgColorNormal;
_textColor = _textColorNormal;
}
}
static Common::String timeToString(int t) {
char s[9] = " 0:00:00";
t /= 1000;
s[7] = t % 10 + '0';
t /= 10;
s[6] = t % 6 + '0';
t /= 6;
s[4] = t % 10 + '0';
t /= 10;
s[3] = t % 6 + '0';
t /= 6;
s[1] = t % 10 + '0';
t /= 10;
if (t)
s[0] = t + '0';
return Common::String(s);
}
GameManager::GameManager(SupernovaEngine *vm) {
_vm = vm;
initRooms();
_currentRoom = _rooms[SLEEP];
initState();
initGui();
}
GameManager::~GameManager() {
destroyRooms();
}
void GameManager::destroyRooms() {
delete _rooms[INTRO];
delete _rooms[CORRIDOR];
delete _rooms[HALL];
delete _rooms[SLEEP];
delete _rooms[COCKPIT];
delete _rooms[AIRLOCK];
delete _rooms[HOLD];
delete _rooms[LANDINGMODULE];
delete _rooms[GENERATOR];
delete _rooms[OUTSIDE];
delete _rooms[CABIN_R1];
delete _rooms[CABIN_R2];
delete _rooms[CABIN_R3];
delete _rooms[CABIN_L1];
delete _rooms[CABIN_L2];
delete _rooms[CABIN_L3];
delete _rooms[BATHROOM];
delete _rooms[ROCKS];
delete _rooms[CAVE];
delete _rooms[MEETUP];
delete _rooms[ENTRANCE];
delete _rooms[REST];
delete _rooms[ROGER];
delete _rooms[GLIDER];
delete _rooms[MEETUP2];
delete _rooms[MEETUP3];
delete _rooms[CELL];
delete _rooms[CORRIDOR1];
delete _rooms[CORRIDOR2];
delete _rooms[CORRIDOR3];
delete _rooms[CORRIDOR4];
delete _rooms[CORRIDOR5];
delete _rooms[CORRIDOR6];
delete _rooms[CORRIDOR7];
delete _rooms[CORRIDOR8];
delete _rooms[CORRIDOR9];
delete _rooms[BCORRIDOR];
delete _rooms[GUARD];
delete _rooms[GUARD3];
delete _rooms[OFFICE_L1];
delete _rooms[OFFICE_L2];
delete _rooms[OFFICE_R1];
delete _rooms[OFFICE_R2];
delete _rooms[OFFICE_L];
delete _rooms[ELEVATOR];
delete _rooms[STATION];
delete _rooms[SIGN];
}
void GameManager::initState() {
Object::setObjectNull(_currentInputObject);
Object::setObjectNull(_inputObject[0]);
Object::setObjectNull(_inputObject[1]);
_inputVerb = ACTION_WALK;
_processInput = false;
_guiEnabled = true;
_animationEnabled = true;
_mouseField = -1;
_inventoryScroll = 0;
_timer1 = 0;
_animationTimer = 0;
_state.time = 14200;
_state.timeSleep = 0;
_state.timeStarting = 50400000;
_state.timeAlarm = 25200000;
_state.timeAlarmSystem = _state.timeAlarm + _state.timeStarting;
_state.eventTime = 0xffffffff;
_state.shipEnergy = 2135;
_state.landingModuleEnergy = 923;
_state.greatFlag = 0;
_state.timeRobot = 0;
_state.money = 0;
_state.coins = 0;
_state.shoes = 0;
_state.nameSeen = 0;
_state.destination = 255;
_state.benOverlay = 0;
_state.language = 0;
_state.corridorSearch = false;
_state.alarmOn = false;
_state.terminalStripConnected = false;
_state.terminalStripWire = false;
_state.cableConnected = false;
_state.powerOff = false;
_state.cockpitSeen = false;
_state.airlockSeen = false;
_state.holdSeen = false;
_state.dream = false;
}
void GameManager::initRooms() {
_rooms[INTRO] = new StartingItems(_vm, this);
_rooms[CORRIDOR] = new ShipCorridor(_vm, this);
_rooms[HALL] = new ShipHall(_vm, this);
_rooms[SLEEP] = new ShipSleepCabin(_vm, this);
_rooms[COCKPIT] = new ShipCockpit(_vm, this);
_rooms[AIRLOCK] = new ShipAirlock(_vm, this);
_rooms[HOLD] = new ShipHold(_vm, this);
_rooms[LANDINGMODULE] = new ShipLandingModule(_vm, this);
_rooms[GENERATOR] = new ShipGenerator(_vm, this);
_rooms[OUTSIDE] = new ShipOuterSpace(_vm, this);
_rooms[CABIN_R1] = new ShipCabinR1(_vm, this);
_rooms[CABIN_R2] = new ShipCabinR2(_vm, this);
_rooms[CABIN_R3] = new ShipCabinR3(_vm, this);
_rooms[CABIN_L1] = new ShipCabinL1(_vm, this);
_rooms[CABIN_L2] = new ShipCabinL2(_vm, this);
_rooms[CABIN_L3] = new ShipCabinL3(_vm, this);
_rooms[BATHROOM] = new ShipCabinBathroom(_vm, this);
_rooms[ROCKS] = new ArsanoRocks(_vm, this);
_rooms[CAVE] = new ArsanoCave(_vm, this);
_rooms[MEETUP] = new ArsanoMeetup(_vm, this);
_rooms[ENTRANCE] = new ArsanoEntrance(_vm, this);
_rooms[REST] = new ArsanoRemaining(_vm, this);
_rooms[ROGER] = new ArsanoRoger(_vm, this);
_rooms[GLIDER] = new ArsanoGlider(_vm, this);
_rooms[MEETUP2] = new ArsanoMeetup2(_vm, this);
_rooms[MEETUP3] = new ArsanoMeetup3(_vm, this);
_rooms[CELL] = new AxacussCell(_vm, this);
_rooms[CORRIDOR1] = new AxacussCorridor1(_vm, this);
_rooms[CORRIDOR2] = new AxacussCorridor2(_vm, this);
_rooms[CORRIDOR3] = new AxacussCorridor3(_vm, this);
_rooms[CORRIDOR4] = new AxacussCorridor3(_vm, this);
_rooms[CORRIDOR5] = new AxacussCorridor4(_vm, this);
_rooms[CORRIDOR6] = new AxacussCorridor5(_vm, this);
_rooms[CORRIDOR7] = new AxacussCorridor6(_vm, this);
_rooms[CORRIDOR8] = new AxacussCorridor7(_vm, this);
_rooms[CORRIDOR9] = new AxacussCorridor8(_vm, this);
_rooms[BCORRIDOR] = new AxacussBcorridor(_vm, this);
_rooms[GUARD] = new AxacussIntersection(_vm, this);
_rooms[GUARD3] = new AxacussExit(_vm, this);
_rooms[OFFICE_L1] = new AxacussOffice1(_vm, this);
_rooms[OFFICE_L2] = new AxacussOffice2(_vm, this);
_rooms[OFFICE_R1] = new AxacussOffice3(_vm, this);
_rooms[OFFICE_R2] = new AxacussOffice4(_vm, this);
_rooms[OFFICE_L] = new AxacussOffice5(_vm, this);
_rooms[ELEVATOR] = new AxacussElevator(_vm, this);
_rooms[STATION] = new AxacussStation(_vm, this);
_rooms[SIGN] = new AxacussSign(_vm, this);
}
void GameManager::initGui() {
int commandButtonX = 0;
for (int i = 0; i < ARRAYSIZE(_guiCommandButton); ++i) {
int width;
if (i < 9)
width = _vm->textWidth(guiCommand_DE[i]) + 2;
else
width = 320 - commandButtonX;
_guiCommandButton[i].setSize(commandButtonX, 150, commandButtonX + width, 159);
_guiCommandButton[i].setText(guiCommand_DE[i]);
_guiCommandButton[i].setColor(kColorWhite25, kColorDarkGreen, kColorWhite44, kColorGreen);
commandButtonX += width + 2;
}
for (int i = 0; i < ARRAYSIZE(_guiInventory); ++i) {
int inventoryX = 136 * (i % 2);
int inventoryY = 161 + 10 * (i / 2);
_guiInventory[i].setSize(inventoryX, inventoryY, inventoryX + 135, inventoryY + 9);
_guiInventory[i].setColor(kColorWhite25, kColorDarkRed, kColorWhite35, kColorRed);
}
}
void GameManager::processInput(Common::KeyState &state) {
_key = state;
switch (state.keycode) {
case Common::KEYCODE_F1:
// help
break;
case Common::KEYCODE_F2:
// show game doc
break;
case Common::KEYCODE_F3:
// show game info
break;
case Common::KEYCODE_F4:
// set text speed
break;
case Common::KEYCODE_F5:
// load/save
break;
case Common::KEYCODE_x:
if (state.flags & Common::KBD_ALT) {
// quit game
_vm->_gameRunning = false;
}
break;
default:
break;
}
}
void GameManager::resetInputState() {
Object::setObjectNull(_inputObject[0]);
Object::setObjectNull(_inputObject[1]);
_inputVerb = ACTION_WALK;
_processInput = false;
_mouseClicked = false;
_keyPressed = false;
_key.reset();
_mouseClickType = Common::EVENT_MOUSEMOVE;
processInput();
}
void GameManager::processInput() {
if (_mouseClickType == Common::EVENT_LBUTTONUP) {
_vm->removeMessage();
if (((_mouseField >= 0) && (_mouseField < 256)) ||
((_mouseField >= 512) && (_mouseField < 768))) {
if (_inputVerb == ACTION_GIVE || _inputVerb == ACTION_USE) {
if (Object::isNullObject(_inputObject[0])) {
_inputObject[0] = _currentInputObject;
if (!_inputObject[0]->hasProperty(COMBINABLE))
_processInput = true;
} else {
_inputObject[1] = _currentInputObject;
_processInput = true;
}
} else {
_inputObject[0] = _currentInputObject;
if (!Object::isNullObject(_currentInputObject))
_processInput = true;
}
} else if (_mouseField >= 256 && _mouseField < 512) {
resetInputState();
_inputVerb = static_cast<Action>(_mouseField - 256);
} else if (_mouseField == 768) {
if (_inventoryScroll >= 2)
_inventoryScroll -= 2;
} else if (_mouseField == 769) {
_inventoryScroll += 2;
}
} else if (_mouseClickType == Common::EVENT_RBUTTONUP) {
_vm->removeMessage();
if (Object::isNullObject(_currentInputObject))
return;
if (((_mouseField >= 0) && (_mouseField < 256)) ||
((_mouseField >= 512) && (_mouseField < 768))) {
_inputObject[0] = _currentInputObject;
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ObjectType type = _inputObject[0]->_type;
if (type & OPENABLE) {
if (type & OPENED)
_inputVerb = ACTION_CLOSE;
else
_inputVerb = ACTION_OPEN;
} else if (type & PRESS) {
_inputVerb = ACTION_PRESS;
} else if (type & TALK) {
_inputVerb = ACTION_TALK;
} else {
_inputVerb = ACTION_LOOK;
}
_processInput = true;
}
} else if (_mouseClickType == Common::EVENT_MOUSEMOVE) {
int field = -1;
int click = -1;
/* command row? */
if ((_mouseY >= _guiCommandButton[0].top) && (_mouseY <= _guiCommandButton[0].bottom)) {
field = 9;
while (_mouseX < _guiCommandButton[field].left - 1)
field--;
field += 256;
}
/* exit box? */
else if ((_mouseX >= 283) && (_mouseX <= 317) && (_mouseY >= 163) && (_mouseY <= 197)) {
field = _exitList[(_mouseX - 283) / 7 + 5 * ((_mouseY - 163) / 7)];
}
/* inventory box */
else if ((_mouseY >= 161) && (_mouseX <= 270)) {
field = (_mouseX + 1) / 136 + ((_mouseY - 161) / 10) * 2;
if (field + _inventoryScroll < _inventory.getSize())
field += 512;
else
field = -1;
}
/* inventory arrows */
else if ((_mouseY >= 161) && (_mouseX >= 271) && (_mouseX < 279)) {
if (_mouseY > 180)
field = 769;
else
field = 768;
}
/* normal item */
else {
for (int i = 0; (_currentRoom->getObject(i)->_name[0] != '\0') && (field == -1) && i < kMaxObject; i++) {
click = _currentRoom->getObject(i)->_click;
if (click != 255) {
MSNImageDecoder::ClickField *clickField = _vm->_currentImage->_clickField;
do {
if ((_mouseX >= clickField[click].x1) && (_mouseX <= clickField[click].x2) &&
(_mouseY >= clickField[click].y1) && (_mouseY <= clickField[click].y2))
field = i;
click = clickField[click].next;
} while ((click != 0) && (field == -1));
}
}
// if ((_objectNumber == 1) && (_currentRoom->getObject(field) == _currentInputObject))
// field = -1;
}
if (_mouseField != field) {
if (_mouseField >= 768) {
inventory_arrow(_mouseField - 768, false);
} else if (_mouseField >= 512) {
_guiInventory[_mouseField - 512].setHighlight(false);
} else if (_mouseField >= 256) {
_guiCommandButton[_mouseField - 256].setHighlight(false);
} else if (_mouseField != -1) {
}
Object::setObjectNull(_currentInputObject);
_mouseField = field;
if (_mouseField >= 768) {
inventory_arrow(_mouseField - 768, true);
} else if (_mouseField >= 512) {
_guiInventory[_mouseField - 512].setHighlight(true);
_currentInputObject = _inventory.get(_mouseField - 512 + _inventoryScroll);
} else if (_mouseField >= 256) {
_guiCommandButton[_mouseField - 256].setHighlight(true);
} else if (_mouseField != -1) {
_currentInputObject = _currentRoom->getObject(_mouseField);
}
}
}
}
void GameManager::drawImage(int section) {
bool sectionVisible = true;
if (section > 128) {
sectionVisible = false;
section -= 128;
}
do {
_currentRoom->setSectionVisible(section, sectionVisible);
if (sectionVisible)
_vm->renderImage(_currentRoom->getFileNumber(), section);
else
_vm->renderImage(_currentRoom->getFileNumber(), section + 128);
section = _vm->_currentImage->_section[section].next;
} while (section != 0);
}
void GameManager::corridorOnEntrance() {
if (_state.corridorSearch)
busted(0);
}
void busted(int i) {
// STUB
}
void GameManager::telomat(int number) {
// STUB
}
void GameManager::startSearch() {
if ((_currentRoom >= _rooms[CORRIDOR1]) && (_currentRoom <= _rooms[BCORRIDOR]))
busted(0);
_state.corridorSearch = true;
}
void GameManager::search(int time) {
_state.eventTime = _vm->getDOSTicks() + time;
// *event = &search_start;
}
void GameManager::guardNoticed() {
// STUB
}
void GameManager::busted(int i) {
if (i > 0)
drawImage(i);
if (i == 0) {
if ((_currentRoom >= _rooms[OFFICE_L1]) && (_currentRoom <= _rooms[OFFICE_R2])) {
if (_currentRoom < _rooms[OFFICE_R1])
i = 10;
else
i = 5;
if (!_currentRoom->getObject(0)->hasProperty(OPENED)) {
drawImage(i - 1);
_vm->playSound(kAudioDoorOpen);
wait2(2);
}
drawImage(i);
wait2(3);
drawImage(i + 3);
_vm->playSound(kAudioVoiceHalt);
drawImage(i);
wait2(5);
if (_currentRoom == _rooms[OFFICE_L2])
i = 13;
drawImage(i + 1);
wait2(3);
drawImage(i + 2);
shot(0, 0);
} else if (_currentRoom == _rooms[BCORRIDOR]) {
drawImage(21);
} else {
if (_currentRoom->isSectionVisible(4))
drawImage(32); // below
else if (_currentRoom->isSectionVisible(2))
drawImage(30); // right
else if (_currentRoom->isSectionVisible(1))
drawImage(31); // left
else
drawImage(33); // above
}
}
_vm->playSound(kAudioVoiceHalt);
wait2(3);
shot(0, 0);
}
void GameManager::guardReturned() {
if (_currentRoom == _rooms[GUARD])
busted(-1);
else if ((_currentRoom == _rooms[CORRIDOR9]) && (_currentRoom->isSectionVisible(27)))
busted(0);
_rooms[GUARD]->setSectionVisible(1, false);
_rooms[GUARD]->getObject(3)->_click = 0;
_rooms[GUARD]->setSectionVisible(6, false);
_rooms[GUARD]->getObject(2)->disableProperty(OPENED);
_rooms[GUARD]->setSectionVisible(7, false);
_rooms[GUARD]->getObject(5)->_click = 255;
_rooms[CORRIDOR9]->setSectionVisible(27, false);
_rooms[CORRIDOR9]->setSectionVisible(28, true);
_rooms[CORRIDOR9]->getObject(1)->disableProperty(OPENED);
}
void GameManager::taxi() {
if (_currentRoom == _rooms[SIGN]) {
changeRoom(STATION);
}
drawImage(1);
drawImage(2);
_vm->playSound(kAudioRocks);
screenShake();
drawImage(9);
_currentRoom->getObject(1)->setProperty(OPENED);
drawImage(1);
_currentRoom->setSectionVisible(2, false);
drawImage(3);
for (int i = 4; i <= 8; i++) {
wait2(2);
drawImage(invertSection(i - 1));
drawImage(i);
}
_rooms[SIGN]->setSectionVisible(2, false);
_rooms[SIGN]->setSectionVisible(3, true);
}
void GameManager::outro() {
_state.benOverlay = 3;
// load_overlay();
// title = 2;
_vm->playSoundMod(49);
// title = 0;
_state.benOverlay = 0;
_vm->paletteFadeOut();
_vm->renderImage(55, 0);
_vm->paletteFadeIn();
getInput();
_vm->paletteFadeOut();
// TODO: render info file
// longjmp(termination,1);
}
void GameManager::great(uint number) {
if (number && (_state.greatFlag & (1 << number)))
return;
_vm->playSound(kAudioUndef7);
_state.greatFlag |= 1 << number;
}
bool GameManager::airless() {
return (
((_currentRoom > _rooms[AIRLOCK]) && (_currentRoom < _rooms[CABIN_R1])) ||
((_currentRoom > _rooms[BATHROOM])&& (_currentRoom < _rooms[ENTRANCE])) ||
((_currentRoom == _rooms[AIRLOCK]) && (_currentRoom->getObject(1)->hasProperty(OPENED))) ||
(_currentRoom >= _rooms[MEETUP2])
);
}
void GameManager::shipStart() {
// STUB
}
void GameManager::removeSentence(int sentence, int number) {
// STUB
}
void GameManager::addSentence(int sentence, int number) {
// STUB
}
void GameManager::say(const char *text) {
// STUB
}
void GameManager::reply(const char *text, int aus1, int aus2) {
// STUB
}
int GameManager::dialog(int num, byte *rowLength[], const char **text[6], int number) {
// STUB
return 0;
}
void GameManager::turnOff() {
if (_state.powerOff)
return;
_state.powerOff = true;
roomBrightness();
}
void GameManager::turnOn() {
// STUB
}
void GameManager::takeObject(Object &obj) {
if (obj.hasProperty(CARRIED))
return;
if (obj._section != 0)
drawImage(obj._section);
obj.setProperty(CARRIED);
obj._click = obj._click2 = 255;
_inventory.add(obj);
}
void GameManager::drawCommandBox() {
for (int i = 0; i < ARRAYSIZE(_guiCommandButton); ++i) {
_vm->renderBox(_guiCommandButton[i].left,
_guiCommandButton[i].top,
_guiCommandButton[i].width(),
_guiCommandButton[i].height(),
_guiCommandButton[i]._bgColor);
_vm->renderText(_guiCommandButton[i]._text,
_guiCommandButton[i]._textPosition.x,
_guiCommandButton[i]._textPosition.y,
_guiCommandButton[i]._textColor);
}
}
void GameManager::inventory_arrow(int num, bool brightness) {
// STUB
}
void GameManager::drawInventory() {
for (int i = 0; i < ARRAYSIZE(_guiInventory); ++i) {
_vm->renderBox(_guiInventory[i].left,
_guiInventory[i].top,
_guiInventory[i].width(),
_guiInventory[i].height(),
_guiInventory[i]._bgColor);
_vm->renderText(_inventory.get(i + _inventoryScroll)->_name,
_guiInventory[i]._textPosition.x,
_guiInventory[i]._textPosition.y,
_guiInventory[i]._textColor);
}
_vm->renderBox(272, 161, 7, 19, HGR_INV);
_vm->renderBox(272, 181, 7, 19, HGR_INV);
}
uint16 GameManager::getKeyInput(bool blockForPrintChar) {
while (true) {
_vm->updateEvents();
// TODO: Check for valid ascii
if (_keyPressed) {
if (blockForPrintChar) {
if (Common::isPrint(_key.keycode) ||
_key.keycode == Common::KEYCODE_BACKSPACE ||
_key.keycode == Common::KEYCODE_DELETE ||
_key.keycode == Common::KEYCODE_RETURN ||
_key.keycode == Common::KEYCODE_SPACE ||
_key.keycode == Common::KEYCODE_ESCAPE ||
_key.keycode == Common::KEYCODE_UP ||
_key.keycode == Common::KEYCODE_DOWN ||
_key.keycode == Common::KEYCODE_LEFT ||
_key.keycode == Common::KEYCODE_RIGHT) {
if (_key.flags & Common::KBD_SHIFT)
return toupper(_key.ascii);
else
return tolower(_key.ascii);
}
} else {
return _key.ascii;
}
}
g_system->updateScreen();
g_system->delayMillis(_vm->_delay);
}
}
Common::EventType GameManager::getMouseInput() {
while (true) {
_vm->updateEvents();
if (_mouseClicked) {
return _mouseClickType;
}
g_system->updateScreen();
g_system->delayMillis(_vm->_delay);
}
}
void GameManager::getInput() {
while (true) {
_vm->updateEvents();
// TODO: handle key input (e.g. alt+x, F-keys?)
if (_mouseClicked || _keyPressed) {
break;
}
g_system->updateScreen();
g_system->delayMillis(_vm->_delay);
}
}
// TODO: Unify mouseInput3 and mouseWait with getMouseInput
void GameManager::mouseInput3() {
// STUB
}
void GameManager::mouseWait(int delay) {
// STUB
}
void GameManager::roomBrightness() {
// STUB
}
void GameManager::loadTime() {
_state.timeStarting += _state.time;
if (_state.eventTime != 1)
_state.eventTime += _state.time;
_state.timeAlarmSystem = _state.timeAlarm + _state.timeStarting;
}
void GameManager::saveTime() {
// STUB
}
bool GameManager::saveGame(int number) {
// STUB
return false;
}
void GameManager::changeRoom(RoomID id) {
_currentRoom = _rooms[id];
}
void GameManager::errorTemp() {
// STUB
}
void GameManager::wait2(int ticks) {
// 1 tick = 1/18.2s
uint end = g_system->getMillis() + (55 * ticks);
while (g_system->getMillis() < end) {
_vm->updateEvents();
g_system->updateScreen();
g_system->delayMillis(_vm->_delay);
}
}
void GameManager::setAnimationTimer(int ticks) {
_animationTimer = g_system->getMillis() + (55 * ticks);
}
void GameManager::handleTime() {
_state.time = g_system->getMillis();
if (_animationTimer <= _state.time)
_animationTimer = 0;
}
void GameManager::screenShake() {
// STUB
}
void GameManager::palette() {
// STUB
// Adjust palette to brightness parameters and make it current
}
void GameManager::shock() {
_vm->playSound(kAudioShock);
death("Du h\204ttest besser vorher|den Stecker rausgezogen.");
}
void GameManager::showMenu() {
_vm->renderBox(0, 138, 320, 62, 0);
_vm->renderBox(0, 140, 320, 9, HGR_BEF_ANZ);
drawCommandBox();
_vm->renderBox(281, 161, 39, 39, HGR_AUSG);
drawInventory();
}
void GameManager::drawMapExits() {
// TODO: Preload _exitList on room entry instead on every call
_vm->renderBox(281, 161, 39, 39, HGR_AUSG);
for (int i = 0; i < 25; i++)
_exitList[i] = -1;
for (int i = 0; i < kMaxObject; i++) {
if (_currentRoom->getObject(i)->hasProperty(EXIT)) {
byte r = _currentRoom->getObject(i)->_direction;
_exitList[r] = i;
int x = 284 + 7 * (r % 5);
int y = 164 + 7 * (r / 5);
_vm->renderBox(x, y, 5, 5, COL_AUSG);
}
}
}
void GameManager::animationOff() {
_animationEnabled = false;
}
void GameManager::animationOn() {
_animationEnabled = true;
}
void GameManager::edit(char *text, int x, int y, uint length) {
// TODO: DOES NOT WORK!!!
#define GET_STRING_CHAR(str, index) (index < str.size() ? str[index] : 0)
bool isEditing = true;
Common::String input(text);
int cursorPos = x + _vm->textWidth(text);
char cursorChar = 0;
uint cursorIndex = input.size();
int cursorCharWidth = 0;
while (isEditing) {
cursorChar = GET_STRING_CHAR(input, cursorIndex);
_vm->_textCursorX = x;
_vm->_textCursorY = y;
_vm->_textColor = COL_EDIT;
for (uint i = 0; i < input.size(); ++i) {
// Draw char highlight depending on cursor position
if (i == cursorIndex && cursorChar) {
cursorCharWidth = _vm->textWidth(cursorChar);
_vm->renderBox(cursorPos, y - 1, cursorCharWidth, 9, COL_EDIT);
// _vm->renderBox(cursorPos + cursorCharWidth, y - 1, _vm->textWidth(cursor + 1) + 6, 9, HGR_EDIT);
_vm->renderText(cursorChar, cursorPos, y, HGR_EDIT);
_vm->_textColor = COL_EDIT;
} else {
_vm->renderText(input[i]);
}
}
if (cursorIndex == input.size()) {
_vm->renderBox(cursorPos, y - 1, 1, 9, COL_EDIT);
_vm->renderBox(cursorPos + 1, y - 1, 6, 9, HGR_EDIT);
}
getKeyInput(true);
switch (_key.keycode) {
case Common::KEYCODE_RETURN:
case Common::KEYCODE_ESCAPE:
case Common::KEYCODE_UP:
case Common::KEYCODE_DOWN:
cursorChar = GET_STRING_CHAR(input, cursorIndex);
if (cursorChar) {
cursorCharWidth = _vm->textWidth(cursorChar);
} else {
cursorCharWidth = 1;
}
_vm->renderBox(cursorPos, y - 1, cursorCharWidth, 9, HGR_EDIT);
_vm->renderText(cursorPos, y, cursorChar, COL_EDIT);
return;
case Common::KEYCODE_LEFT:
if (cursorIndex != 0) {
--cursorIndex;
cursorChar = GET_STRING_CHAR(input, cursorIndex);
cursorPos -= _vm->textWidth(cursorChar);
}
break;
case Common::KEYCODE_RIGHT:
if (cursorIndex != input.size()) {
cursorChar = GET_STRING_CHAR(input, cursorIndex);
cursorCharWidth = _vm->textWidth(cursorChar);
_vm->renderBox(cursorPos, y - 1, cursorCharWidth, 9, HGR_EDIT);
_vm->renderText(cursorChar, cursorPos, y, COL_EDIT);
++cursorIndex;
cursorPos += cursorCharWidth;
}
break;
case Common::KEYCODE_DELETE:
if (cursorIndex != input.size()) {
input.deleteChar(cursorIndex);
}
break;
case Common::KEYCODE_BACKSPACE:
if (cursorIndex != 0) {
--cursorIndex;
input.deleteChar(cursorIndex);
}
break;
default:
if (Common::isPrint(_key.ascii) && input.size() < length) {
int charWidth = _vm->textWidth(_key.ascii);
input.insertChar(_key.ascii, cursorIndex);
++cursorIndex;
cursorPos += charWidth;
}
break;
}
}
_vm->renderBox(x, y - 1, 320 - x, 10, HGR_EDIT);
Common::copy(input.begin(), input.end(), text);
#undef GET_STRING_CHAR
}
void GameManager::loadOverlayStart() {
// STUB
}
void GameManager::shot(int a, int b) {
if (a)
drawImage(a);
_vm->playSound(kAudioGunShot);
wait2(2);
if (b)
drawImage(b);
wait2(2);
if (a)
drawImage(a);
_vm->playSound(kAudioGunShot);
wait2(2);
if (b)
drawImage(b);
death("Der Axacussaner hat dich erwischt.");
}
void GameManager::takeMoney(int amount) {
_state.money += amount;
if (amount > 0)
great(0);
// TODO: kmaxobject - 1?
// _rooms[OFFICE_R1]->getObject(5)->_name = _rooms[OFFICE_R1]->getObject(kMaxObject - 1);
// raumz[OFFICE_R1]->object[5].name = &(raumz[OFFICE_R1]->object[MAX_OBJECT-1]);
// strcpy(raumz[OFFICE_R1]->object[5].name,ltoa((long)_state.money));
// strcat(raumz[OFFICE_R1]->object[5].name," Xa");
if (_state.money) {
if (!_rooms[OFFICE_R1]->getObject(5)->hasProperty(CARRIED))
takeObject(*_rooms[OFFICE_R1]->getObject(5));
} else {
_inventory.remove(*_rooms[OFFICE_R1]->getObject(5));
}
}
void GameManager::drawStatus() {
int index = static_cast<int>(_inputVerb);
_vm->renderBox(0, 140, 320, 9, kColorWhite25);
_vm->renderText(guiStatusCommand_DE[index], 1, 141, kColorDarkGreen);
if (Object::isNullObject(_inputObject[0])) {
_vm->renderText(_currentInputObject->_name);
} else {
_vm->renderText(_inputObject[0]->_name);
if (_inputVerb == ACTION_GIVE) {
_vm->renderText(" an ");
} else if (_inputVerb == ACTION_USE) {
_vm->renderText(" mit ");
}
_vm->renderText(_currentInputObject->_name);
}
}
void GameManager::openLocker(const Room *room, Object *obj, Object *lock, int section) {
drawImage(section);
obj->setProperty(OPENED);
lock->_click = 255;
int i = obj->_click;
obj->_click = obj->_click2;
obj->_click2 = i;
}
void GameManager::closeLocker(const Room *room, Object *obj, Object *lock, int section) {
if (!obj->hasProperty(OPENED)) {
_vm->renderMessage("Das ist schon geschlossen.");
} else {
drawImage(invertSection(section));
obj->disableProperty(OPENED);
lock->_click = lock->_click2;
int i = obj->_click;
obj->_click = obj->_click2;
obj->_click2 = i;
}
}
2017-08-04 11:24:02 +02:00
void GameManager::death(const char *message) {
_vm->paletteFadeOut();
_guiEnabled = false;
_vm->renderImage(11, 0);
_vm->renderMessage(message);
_vm->playSound(kAudioDeath);
_vm->paletteFadeIn();
getInput();
_vm->paletteFadeOut();
_vm->removeMessage();
// TODO: Load screen
destroyRooms();
initRooms();
initState();
initGui();
_inventory.clear();
changeRoom(INTRO);
_vm->renderRoom(*_currentRoom);
2017-08-04 11:24:02 +02:00
_vm->paletteFadeIn();
_guiEnabled = true;
}
int GameManager::invertSection(int section) {
if (section < 128)
section += 128;
else
section -= 128;
return section;
}
bool GameManager::isHelmetOff() {
Object *helmet = _inventory.get(HELMET);
if (helmet && helmet->hasProperty(WORN)) {
_vm->renderMessage("Irgendwie ist ein Raumhelm|beim Essen unpraktisch.");
return false;
}
return true;
}
bool GameManager::genericInteract(Action verb, Object &obj1, Object &obj2) {
Room *r;
char t[150];
if ((verb == ACTION_USE) && (obj1._id == SCHNUCK)) {
if (isHelmetOff()) {
takeObject(obj1);
_vm->renderMessage("Schmeckt ganz gut.");
_inventory.remove(obj1);
}
} else if ((verb == ACTION_USE) && (obj1._id == EGG)) {
if (isHelmetOff()) {
takeObject(obj1);
if (obj1.hasProperty(OPENED))
_vm->renderMessage("Schmeckt ganz gut.");
else
_vm->renderMessage("Da war irgendetwas drin,|aber jetzt hast du es|mit runtergeschluckt.");
_inventory.remove(obj1);
}
} else if ((verb == ACTION_OPEN) && (obj1._id == EGG)) {
takeObject(obj1);
if (obj1.hasProperty(OPENED)) {
_vm->renderMessage("Du hast es doch schon ge”ffnet.");
} else {
takeObject(*_rooms[ENTRANCE]->getObject(8));
_vm->renderMessage("In dem Ei ist eine Tablette|in einer Plastikhlle.");
obj1.setProperty(OPENED);
}
} else if ((verb == ACTION_USE) && (obj1._id == PILL)) {
if (isHelmetOff()) {
_vm->renderMessage("Du iát die Tablette und merkst,|daá sich irgendetwas ver„ndert hat.");
great(0);
_inventory.remove(obj1);
_state.language = 2;
takeObject(*_rooms[ENTRANCE]->getObject(17));
}
} else if ((verb == ACTION_LOOK) && (obj1._id == PILL_HULL) &&
(_state.language == 2)) {
_vm->renderMessage("Komisch! Auf einmal kannst du die Schrift lesen!|Darauf steht:\"Wenn Sie diese Schrift jetzt|lesen k”nnen, hat die Tablette gewirkt.\"");
_state.language = 1;
} else if ((verb == ACTION_OPEN) && (obj1._id == WALLET)) {
if (!_rooms[ROGER]->getObject(3)->hasProperty(CARRIED)) {
_vm->renderMessage("Das muát du erst nehmen.");
} else if (_rooms[ROGER]->getObject(7)->hasProperty(CARRIED)) {
_vm->renderMessage("Sie ist leer.");
} else {
_vm->renderMessage("Du findest 10 Buckazoids und eine Keycard.");
takeObject(*_rooms[ROGER]->getObject(7));
takeObject(*_rooms[ROGER]->getObject(8));
}
} else if ((verb == ACTION_LOOK) && (obj1._id == NEWSPAPER)) {
_vm->renderMessage("Es ist eine Art elektronische Zeitung.");
mouseWait(_timer1);
_vm->removeMessage();
_vm->renderMessage("Halt, hier ist ein interessanter Artikel.");
mouseWait(_timer1);
_vm->removeMessage();
// TODO: Implement a 'newspaper room' to eliminate handling
// those cases seperately
_vm->renderImage(2, 0);
_vm->setColor63(40);
getInput();
_vm->renderRoom(*_currentRoom);
roomBrightness();
palette();
showMenu();
drawMapExits();
_vm->renderMessage("Hmm, irgendwie komme|ich mir verarscht vor.");
} else if ((verb == ACTION_LOOK) && (obj1._id == KEYCARD2)) {
_vm->renderMessage(obj1._description);
obj1._description = "Es ist die Keycard des Commanders.";
} else if ((verb == ACTION_LOOK) && (obj1._id == WATCH)) {
_vm->renderMessage(Common::String::format(
"Es ist eine Uhr mit extra|lautem Wecker. "
"Sie hat einen|Knopf zum Verstellen der Alarmzeit.|"
"Uhrzeit: %s Alarmzeit: %s",
timeToString(_state.time + _state.timeStarting).c_str(),
timeToString(_state.timeAlarm).c_str()).c_str());
} else if ((verb == ACTION_PRESS) && (obj1._id == WATCH)) {
char *min;
int hours, minutes;
bool f;
animationOff();
_vm->saveScreen(88, 87, 144, 24);
_vm->renderBox(88, 87, 144, 24, kColorWhite35);
_vm->renderText("Neue Alarmzeit (hh:mm) :", 91, 90, kColorWhite99);
do {
t[0] = 0;
_vm->renderBox(91, 99, 138, 9, kColorDarkBlue);
do {
edit(t, 91, 100, 5);
} while ((_key.keycode != Common::KEYCODE_RETURN) &&
(_key.keycode != Common::KEYCODE_ESCAPE));
f = false;
if (t[0] == ':') {
t[0] = 0;
min = &(t[1]);
} else if (t[1] == ':') {
t[1] = 0;
min = &(t[2]);
} else if (t[2] == ':') {
t[2] = 0;
min = &(t[3]);
} else {
f = true;
}
for (uint i = 0; i < strlen(t); i++)
if ((t[i] < '0') || (t[i] > '9')) f = true;
for (uint i = 0; i < strlen(min); i++)
if ((min[i] < '0') || (min[i] > '9')) f = true;
hours = atoi(t);
minutes = atoi(min);
if ((hours > 23) || (minutes > 59)) f = true;
animationOn();
} while (f && (_key.keycode != Common::KEYCODE_ESCAPE));
_vm->restoreScreen();
if (_key.keycode != Common::KEYCODE_ESCAPE) {
_state.timeAlarm = (hours * 60 + minutes) * 1092.3888 + 8;
_state.timeAlarmSystem = _state.timeAlarm + _state.timeStarting;
_state.alarmOn = (_state.timeAlarmSystem > _vm->getDOSTicks());
}
} else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, TERMINALSTRIP, WIRE)) {
r = _rooms[CABIN_L3];
if (!r->getObject(8)->hasProperty(CARRIED)) {
if (r->isSectionVisible(26))
_vm->renderMessage(Object::takeMessage);
else
return false;
} else {
r->getObject(8)->_name = "Leitung mit Lsterklemme";
r = _rooms[HOLD];
_inventory.remove(*r->getObject(2));
_state.terminalStripConnected = true;
_state.terminalStripWire = true;
_vm->renderMessage("Ok.");
}
} else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, TERMINALSTRIP, SPOOL)) {
r = _rooms[CABIN_L2];
takeObject(*r->getObject(9));
r->getObject(9)->_name = "Kabelrolle mit Lsterklemme";
r = _rooms[HOLD];
_inventory.remove(*r->getObject(2));
_state.terminalStripConnected = true;
_vm->renderMessage("Ok.");
} else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, WIRE, SPOOL)) {
r = _rooms[CABIN_L3];
if (!_state.terminalStripConnected) {
if (r->isSectionVisible(26))
_vm->renderMessage("Womit denn?");
else
return false;
} else {
if (!r->getObject(8)->hasProperty(CARRIED)) {
_vm->renderMessage(Object::takeMessage);
} else {
r = _rooms[CABIN_L2];
takeObject(*r->getObject(9));
r = _rooms[CABIN_L3];
r->getObject(8)->_name = "langes Kabel mit Stecker";
r = _rooms[CABIN_L2];
_inventory.remove(*r->getObject(9));
_state.cableConnected = true;
_vm->renderMessage("Ok.");
}
}
} else if ((verb == ACTION_USE) && (obj1._id == SUIT)) {
takeObject(obj1);
if ((_currentRoom >= _rooms[ENTRANCE]) && (_currentRoom <= _rooms[ROGER])) {
if (obj1.hasProperty(WORN)) {
_vm->renderMessage("Die Luft hier ist atembar,|du ziehst den Anzug aus.");
_rooms[AIRLOCK]->getObject(4)->disableProperty(WORN);
_rooms[AIRLOCK]->getObject(5)->disableProperty(WORN);
_rooms[AIRLOCK]->getObject(6)->disableProperty(WORN);
} else
_vm->renderMessage("Hier drinnen brauchtst du deinen Anzug nicht.");
} else {
if (obj1.hasProperty(WORN)) {
r = _rooms[AIRLOCK];
if (r->getObject(4)->hasProperty(WORN)) {
_vm->renderMessage("Du muát erst den Helm abnehmen.");
} else if (r->getObject(6)->hasProperty(WORN)) {
_vm->renderMessage("Du muát erst den Versorgungsteil abnehmen.");
} else {
obj1.disableProperty(WORN);
_vm->renderMessage("Du ziehst den Raumanzug aus.");
}
} else {
obj1.setProperty(WORN);
_vm->renderMessage("Du ziehst den Raumanzug an.");
}
}
} else if ((verb == ACTION_USE) && (obj1._id == HELMET)) {
takeObject(obj1);
if ((_currentRoom >= _rooms[ENTRANCE]) && (_currentRoom <= _rooms[ROGER])) {
if (obj1.hasProperty(WORN)) {
_vm->renderMessage("Die Luft hier ist atembar,|du ziehst den Anzug aus.");
_rooms[AIRLOCK]->getObject(4)->disableProperty(WORN);
_rooms[AIRLOCK]->getObject(5)->disableProperty(WORN);
_rooms[AIRLOCK]->getObject(6)->disableProperty(WORN);
} else {
_vm->renderMessage("Hier drinnen brauchtst du deinen Anzug nicht.");
}
} else {
if (obj1.hasProperty(WORN)) {
if (airless()) {
death("Den Helm h\204ttest du|besser angelassen!");
}
obj1.disableProperty(WORN);
_vm->renderMessage("Du ziehst den Helm ab.");
} else {
r = _rooms[AIRLOCK];
if (r->getObject(5)->hasProperty(WORN)) {
obj1.setProperty(WORN);
_vm->renderMessage("Du ziehst den Helm auf.");
} else {
_vm->renderMessage("Du muát erst den Anzug anziehen.");
}
}
}
} else if ((verb == ACTION_USE) && (obj1._id == LIFESUPPORT)) {
takeObject(obj1);
if ((_currentRoom >= _rooms[ENTRANCE]) && (_currentRoom <= _rooms[ROGER])) {
if (obj1.hasProperty(WORN)) {
_vm->renderMessage("Die Luft hier ist atembar,|du ziehst den Anzug aus.");
_rooms[AIRLOCK]->getObject(4)->disableProperty(WORN);
_rooms[AIRLOCK]->getObject(5)->disableProperty(WORN);
_rooms[AIRLOCK]->getObject(6)->disableProperty(WORN);
} else
_vm->renderMessage("Hier drinnen brauchtst du deinen Anzug nicht.");
} else {
if (obj1.hasProperty(WORN)) {
if (airless()) {
death("Den Versorgungsteil h\204ttest du|besser nicht abgenommen!");
}
obj1.disableProperty(WORN);
_vm->renderMessage("Du nimmst den Versorgungsteil ab.");
} else {
r = _rooms[AIRLOCK];
if (r->getObject(5)->hasProperty(WORN)) {
obj1.setProperty(WORN);
_vm->renderMessage("Du ziehst den Versorgungsteil an.");
} else {
_vm->renderMessage("Du muát erst den Anzug anziehen.");
}
}
}
} else if ((verb == ACTION_WALK) && (obj1._id == BATHROOM_DOOR)) {
// *bathroom = current_room;
return false;
} else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, WIRE, SOCKET))
_vm->renderMessage("Die Leitung ist hier unntz.");
else if ((verb == ACTION_LOOK) && (obj1._id == BOOK2)) {
_vm->renderMessage("Stark, das ist ja die Fortsetzung zum \"Anhalter\":|\"Das Restaurant am Ende des Universums\".");
mouseWait(_timer1);
_vm->removeMessage();
_vm->renderMessage("Moment mal, es ist ein Lesezeichen drin,|auf dem \"Zweiundvierzig\" steht.");
} else {
return false;
}
return true;
}
void GameManager::handleInput() {
bool validCommand = genericInteract(_inputVerb, *_inputObject[0], *_inputObject[1]);
if (!validCommand)
validCommand = _currentRoom->interact(_inputVerb, *_inputObject[0], *_inputObject[1]);
if (!validCommand) {
switch (_inputVerb) {
case ACTION_LOOK:
_vm->renderMessage(_inputObject[0]->_description);
break;
case ACTION_WALK:
if (_inputObject[0]->hasProperty(CARRIED)) {
// You already carry this.
_vm->renderMessage("Das tr„gst du doch bei dir.");
} else if (!_inputObject[0]->hasProperty(EXIT)) {
// You're already there.
_vm->renderMessage("Du bist doch schon da.");
} else if (_inputObject[0]->hasProperty(OPENABLE) && !_inputObject[0]->hasProperty(OPENED)) {
// This is closed
_vm->renderMessage("Das ist geschlossen.");
} else {
changeRoom(_inputObject[0]->_exitRoom);
}
break;
case ACTION_TAKE:
if (_inputObject[0]->hasProperty(OPENED)) {
// You already have that
_vm->renderMessage("Das hast du doch schon.");
} else if (_inputObject[0]->hasProperty(UNNECESSARY)) {
// You do not need that.
_vm->renderMessage("Das brauchst du nicht.");
} else if (!_inputObject[0]->hasProperty(TAKE)) {
// You can't take that.
_vm->renderMessage("Das kannst du nicht nehmen.");
} else {
takeObject(*_inputObject[0]);
}
break;
case ACTION_OPEN:
if (!_inputObject[0]->hasProperty(OPENABLE)) {
// This can't be opened
_vm->renderMessage("Das l„át sich nicht ”ffnen.");
} else if (_inputObject[0]->hasProperty(OPENED)) {
// This is already opened.
_vm->renderMessage("Das ist schon offen.");
} else if (_inputObject[0]->hasProperty(CLOSED)) {
// This is locked.
_vm->renderMessage("Das ist verschlossen.");
} else {
drawImage(_inputObject[0]->_section);
_inputObject[0]->setProperty(OPENED);
byte i = _inputObject[0]->_click;
_inputObject[0]->_click = _inputObject[0]->_click2;
_inputObject[0]->_click2 = i;
_vm->playSound(kAudioDoorOpen);
}
break;
case ACTION_CLOSE:
if (!_inputObject[0]->hasProperty(OPENABLE) ||
(_inputObject[0]->hasProperty(CLOSED) &&
_inputObject[0]->hasProperty(OPENED))) {
// This can't be closed.
_vm->renderMessage("Das l„át sich nicht schlieáen.");
} else if (!_inputObject[0]->hasProperty(OPENED)) {
// This is already closed.
_vm->renderMessage("Das ist schon geschlossen.");
} else {
drawImage(invertSection(_inputObject[0]->_section));
_inputObject[0]->disableProperty(OPENED);
byte i = _inputObject[0]->_click;
_inputObject[0]->_click = _inputObject[0]->_click2;
_inputObject[0]->_click2 = i;
_vm->playSound(kAudioDoorClose);
}
break;
case ACTION_GIVE:
if (_inputObject[0]->hasProperty(CARRIED)) {
// Better keep it!
_vm->renderMessage("Behalt es lieber!");
}
break;
default:
// This is not possible.
_vm->renderMessage("Das geht nicht.");
}
}
}
void GameManager::executeRoom() {
if (_processInput && !_vm->_messageDisplayed && _guiEnabled) {
handleInput();
resetInputState();
}
if (_guiEnabled) {
if (!_vm->_messageDisplayed) {
g_system->fillScreen(kColorBlack);
_vm->renderRoom(*_currentRoom);
}
drawMapExits();
drawInventory();
drawStatus();
drawCommandBox();
}
roomBrightness();
if (_vm->_brightness == 0)
_vm->paletteFadeIn();
else
_vm->paletteBrightness();
if (!_currentRoom->hasSeen())
_currentRoom->onEntrance();
}
}