SUPERNOVA: Implements GUI routines and refactors code
Of course the short description does not adequately describe the changes made with this commit and I assume this won't be the last big restructuring unfortunately. Focus of this commit was to implement/fix the code so the main user interface can be rendered. Bugs in the core routines for rendering Messages and Images were fixed as well.
This commit is contained in:
parent
87a0dd970a
commit
30308fbe8d
8 changed files with 1192 additions and 844 deletions
921
engines/supernova/state.cpp
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921
engines/supernova/state.cpp
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#include "supernova/supernova.h"
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#include "supernova/state.h"
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namespace Supernova {
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Inventory::Inventory()
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: _numObjects(0)
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{}
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// TODO: Update Inventory surface for scrolling
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void Inventory::add(Object &obj) {
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if (_numObjects < kMaxCarry)
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_inventory[_numObjects++] = &obj;
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// if (inventory_amount>8) inventory_scroll = ((inventory_amount+1)/2)*2-8;
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// show_inventory();
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}
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// TODO: Update Inventory surface for scrolling
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void Inventory::remove(Object &obj) {
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for (uint i = 0; i < _numObjects; ++i) {
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if (_inventory[i] == &obj) {
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--_numObjects;
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while (i < _numObjects) {
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_inventory[i] = _inventory[i + 1];
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++i;
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}
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obj.disableProperty(CARRIED);
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}
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}
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}
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Object *Inventory::get(uint index) const {
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if (index < _numObjects)
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return _inventory[index];
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return NULL;
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}
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Object *Inventory::get(ObjectID id) const {
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for (uint i = 0; i < _numObjects; ++i) {
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if (_inventory[i]->_id == id)
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return _inventory[i];
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}
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return NULL;
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}
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static const char *timeToString(int t) {
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// TODO: Does ScummVM emulate PIT timings for DOS?
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static char s[9];
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strcpy(s," 0:00:00");
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s[7] = t % 10 + '0';
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t /= 10;
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s[6] = t % 6 + '0';
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t /= 6;
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s[4] = t % 10 + '0';
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t /= 10;
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s[3] = t % 6 + '0';
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t /= 6;
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s[1] = t % 10 + '0';
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t /= 10;
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if (t)
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s[0] = t+48;
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return(s);
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}
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GameManager::GameManager(SupernovaEngine *vm) {
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_rooms[INTRO] = new StartingItems(vm, this);
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_rooms[CORRIDOR] = new ShipCorridor(vm, this);
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_rooms[HALL] = new ShipHall(vm, this);
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_rooms[SLEEP] = new ShipSleepCabin(vm, this);
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_rooms[COCKPIT] = new ShipCockpit(vm, this);
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_rooms[AIRLOCK] = new ShipAirlock(vm, this);
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_rooms[HOLD] = new ShipHold(vm, this);
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_rooms[LANDINGMODULE] = new ShipLandingModule(vm, this);
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_rooms[GENERATOR] = new ShipGenerator(vm, this);
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_rooms[OUTSIDE] = new ShipOuterSpace(vm, this);
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_rooms[CABIN_R1] = new ShipCabinR1(vm, this);
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_rooms[CABIN_R2] = new ShipCabinR2(vm, this);
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_rooms[CABIN_R3] = new ShipCabinR3(vm, this);
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_rooms[CABIN_L1] = new ShipCabinL1(vm, this);
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_rooms[CABIN_L2] = new ShipCabinL2(vm, this);
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_rooms[CABIN_L3] = new ShipCabinL3(vm, this);
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_rooms[BATHROOM] = new ShipCabinBathroom(vm, this);
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// _rooms[ROCKS]
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// _rooms[CAVE]
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// _rooms[MEETUP]
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// _rooms[ENTRANCE]
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// _rooms[REST]
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// _rooms[ROGER]
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// _rooms[GLIDER]
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// _rooms[MEETUP2]
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// _rooms[MEETUP3]
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// _rooms[CELL]
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// _rooms[CORRIDOR1]
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// _rooms[CORRIDOR2]
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// _rooms[CORRIDOR3]
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// _rooms[CORRIDOR4]
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// _rooms[CORRIDOR5]
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// _rooms[CORRIDOR6]
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// _rooms[CORRIDOR7]
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// _rooms[CORRIDOR8]
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// _rooms[CORRIDOR9]
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// _rooms[BCORRIDOR]
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// _rooms[GUARD]
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// _rooms[GUARD3]
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// _rooms[OFFICE_L1]
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// _rooms[OFFICE_L2]
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// _rooms[OFFICE_R1]
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// _rooms[OFFICE_R2]
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// _rooms[OFFICE_L]
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// _rooms[ELEVATOR]
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// _rooms[STATION]
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// _rooms[SIGN]
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_currentRoom = _rooms[INTRO];
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_vm = vm;
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_inputObject[0] = &_nullObjectInstance;
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_inputObject[1] = &_nullObjectInstance;
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_inputVerb = ACTION_WALK;
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_inputVerb2 = false;
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_inventoryScroll = 0;
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initGui();
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}
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void GameManager::initGui() {
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// TODO: Initialize GUI dimensions to eliminate the use of magic numbers
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// especially in the input handling.
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// Wrapping it in state machine would probably make a lot of it easier
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// as the current state i.e. when selecting/combining objects would need
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// to be queried when deciding what to do (flush inputs / render / ... )
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int x = 0;
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for (int i = 0; i < ARRAYSIZE(_guiCommandDimensions); ++i) {
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int width;
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if (i < 9)
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width = _vm->characterWidth(guiCommand_DE[i]) + 2;
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else
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width = 320 - x;
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_guiCommandDimensions[i] = Common::Rect(x, 150, x + width, 159);
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x += width + 2;
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}
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}
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void GameManager::processInput(Common::KeyState &state) {
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switch (state.keycode) {
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case Common::KEYCODE_F1:
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// help
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break;
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case Common::KEYCODE_F2:
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// show game doc
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break;
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case Common::KEYCODE_F3:
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// show game info
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break;
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case Common::KEYCODE_F4:
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// set text speed
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break;
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case Common::KEYCODE_F5:
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// load/save
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break;
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case Common::KEYCODE_x:
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if (state.flags & Common::KBD_ALT) {
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// quit game
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_vm->_gameRunning = false;
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} else {
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_key = state.ascii;
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}
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break;
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default:
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_key = state.ascii;
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}
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}
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void GameManager::processInput(Common::EventType eventType, int x, int y) {
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_mouseClickType = eventType;
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_mouseX = x;
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_mouseY = y;
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_inputObject[0] = &_nullObjectInstance;
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_inputObject[1] = &_nullObjectInstance;
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_inputVerb = ACTION_WALK;
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_inputVerb2 = false;
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_mouseField = -1;
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_objectNumber = 0;
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if (_mouseClickType == Common::EVENT_LBUTTONUP) {
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// STUB
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} else if (_mouseClickType == Common::EVENT_RBUTTONUP) {
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ObjectType type;
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if (((_mouseField >= 0) && (_mouseField < 256)) ||
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((_mouseField >= 512) && (_mouseField < 768))) {
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_inputObject[0] = _inputObject[_objectNumber];
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_objectNumber = 0;
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_inputVerb2 = false;
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type = _inputObject[0]->_type;
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if (type & OPEN) {
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if (type & OPENED)
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_inputVerb = ACTION_CLOSE;
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else
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_inputVerb = ACTION_OPEN;
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} else if (type & PRESS) {
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_inputVerb = ACTION_PRESS;
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} else if (type & TALK) {
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_inputVerb = ACTION_TALK;
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} else {
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_inputVerb = ACTION_LOOK;
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}
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}
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} else if (_mouseClickType == Common::EVENT_MOUSEMOVE) {
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int field;
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int click;
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field = -1;
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/* command row? */
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if ((y >= _guiCommandDimensions[0].top) && (y <= _guiCommandDimensions[0].bottom)) {
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field = 9;
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while (x < _guiCommandDimensions[field].left - 1)
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field--;
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field += 256;
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}
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/* exit box? */
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else if ((x >= 283) && (x <= 317) && (y >= 163) && (y <= 197))
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field = _exitList[(x - 283) / 7 + 5 * ((y - 163) / 7)];
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/* inventory box */
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else if ((y >= 161) && (x <= 270)) {
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field = (x + 1) / 136 + ((y - 161) / 10) * 2;
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if (field + _inventoryScroll < _inventory.getSize())
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field += 512;
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else
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field = -1;
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}
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/* inventory arrows */
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else if ((y >= 161) && (x >= 271) && (x < 279)) {
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if (y > 180) field = 769;
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else field = 768;
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}
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/* message window */
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// else if (_vm->_messageDisplayed && (x >= message_columns) && (x < message_columns + message_width) && (y >= message_rows) && (y < message_rows + message_height))
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else if (_vm->_messageDisplayed)
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field = -1;
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/* normal item */
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else {
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for (int i = 0; (_currentRoom->getObject(i)->_name != NULL) && (field == -1); i++) {
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click = _currentRoom->getObject(i)->_click;
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if (click != 255) {
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MSNImageDecoder::ClickField *clickField = _vm->_currentImage->_clickField;
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do {
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if ((x >= clickField[click].x1) && (x <= clickField[click].x2) &&
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(y >= clickField[click].y1) && (y <= clickField[click].y2))
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field = i;
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click = clickField[click].next;
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} while ((click != 0) && (field == -1));
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}
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}
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if ((_objectNumber == 1) && (_currentRoom->getObject(field) == _inputObject[0]))
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field = -1;
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}
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if (_mouseField != field) {
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if (_mouseField >= 768) {
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inventory_arrow(_mouseField - 768, 0);
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} else if (_mouseField >= 512) {
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inventory_object(_mouseField - 512, 0);
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_inputObject[_objectNumber] = &_nullObjectInstance;
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drawStatus();
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} else if (_mouseField >= 256) {
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drawCommandBox(_mouseField - 256, 0);
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} else if (_mouseField != -1) {
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_inputObject[_objectNumber] = &_nullObjectInstance;
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drawStatus();
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}
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_mouseField = field;
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if (_mouseField >= 768) {
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inventory_arrow(_mouseField - 768, 1);
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} else if (_mouseField >= 512) {
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inventory_object(_mouseField - 512, 1);
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_inputObject[_objectNumber] = _inventory.get(_mouseField - 512 + _inventoryScroll);
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drawStatus();
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} else if (_mouseField >= 256) {
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drawCommandBox(_mouseField - 256, 1);
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} else if (_mouseField != -1) {
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_inputObject[_objectNumber] = _currentRoom->getObject(_mouseField);
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drawStatus();
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}
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}
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}
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}
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bool GameManager::isHelmetOff() {
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Object *helmet = _inventory.get(HELMET);
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if (helmet && helmet->hasProperty(WORN)) {
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_vm->renderMessage("Irgendwie ist ein Raumhelm|beim Essen unpraktisch.");
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return false;
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}
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return true;
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}
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void GameManager::great(uint number) {
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if (number && (_state.greatF & (1 << number)))
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return;
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_vm->playSound(kAudioUndef7);
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_state.greatF |= 1 << number;
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}
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bool GameManager::airless() {
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return (
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((_currentRoom > _rooms[AIRLOCK]) && (_currentRoom < _rooms[CABIN_R1])) ||
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((_currentRoom > _rooms[BATHROOM])&& (_currentRoom < _rooms[ENTRANCE])) ||
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((_currentRoom == _rooms[AIRLOCK]) && (_currentRoom->getObject(1)->hasProperty(OPENED))) ||
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(_currentRoom >= _rooms[MEETUP2])
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);
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}
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void GameManager::turnOff() {
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if (_state.powerOff)
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return;
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_state.powerOff = true;
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roomBrightness();
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}
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void GameManager::turnOn() {
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// STUB
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}
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void GameManager::takeObject(Object &obj) {
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if (obj.hasProperty(CARRIED))
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return;
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if (obj._section != 0)
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_vm->renderImage(_currentRoom->getFileNumber(), obj._section);
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obj.setProperty(CARRIED);
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obj._click = obj._click2 = 255;
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_inventory.add(obj);
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}
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void GameManager::inventory_object(int num, bool brightness) {
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}
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void GameManager::drawCommandBox() {
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for (int i = 0; i < 10; ++i)
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drawCommandBox(i, 0);
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}
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void GameManager::drawCommandBox(int cmd, bool brightness) {
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_vm->renderBox(_guiCommandDimensions[cmd].left,
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_guiCommandDimensions[cmd].top,
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_guiCommandDimensions[cmd].width(),
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_guiCommandDimensions[cmd].height(),
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(brightness) ? HGR_BEF_HELL:HGR_BEF);
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_vm->renderText(guiCommand_DE[cmd],
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_guiCommandDimensions[cmd].left + 1,
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_guiCommandDimensions[cmd].top + 1,
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(brightness) ? COL_BEF_HELL:COL_BEF);
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}
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void GameManager::inventory_arrow(int num, bool brightness) {
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// STUB
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}
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void GameManager::drawInventory() {
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// TODO: implement scrolling and moveover effects
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int brightness = 0;
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for (int i = 0; i < 8; ++i) {
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int x = 136 * (i % 2);
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int y = 161 + 10 * (i / 2);
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_vm->renderBox(x, y, 135, 9, (brightness) ? HGR_INV_HELL : HGR_INV);
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if (i < _inventory.getSize())
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_vm->renderText(_inventory.get(i + _inventoryScroll)->_name, x + 1, y + 1, (brightness) ? COL_INV_HELL : COL_INV);
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}
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_vm->renderBox(272, 161, 7, 19, HGR_INV);
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_vm->renderBox(272, 181, 7, 19, HGR_INV);
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}
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void GameManager::mouseInput() {
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// STUB
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}
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void GameManager::mouseInput2() {
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// STUB
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}
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void GameManager::mouseInput3() {
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// STUB
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}
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void GameManager::mouseWait(int delay) {
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// STUB
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}
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void GameManager::roomBrightness() {
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// STUB
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}
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void GameManager::loadTime() {
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// STUB
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}
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void GameManager::saveTime() {
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// STUB
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}
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bool GameManager::saveGame(int number) {
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// STUB
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return false;
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}
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void GameManager::changeRoom(RoomID id) {
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_currentRoom = _rooms[id];
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}
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void GameManager::errorTemp() {
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// STUB
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}
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void GameManager::wait2(int delay) {
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// STUB
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}
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void GameManager::screenShake() {
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// STUB
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}
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void GameManager::palette() {
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// STUB
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// Adjust palette to brightness parameters and make it current
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}
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void GameManager::shock() {
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// STUB
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_vm->playSound(kAudioShock);
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// die
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}
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void GameManager::showMenu() {
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_vm->renderBox(0, 138, 320, 62, 0);
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_vm->renderBox(0, 140, 320, 9, HGR_BEF_ANZ);
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for (int i = 0; i < 10; i++)
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drawCommandBox(i, 0);
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_vm->renderBox(281, 161, 39, 39, HGR_AUSG);
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drawInventory();
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}
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void GameManager::drawMapExits() {
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// TODO: Preload _exitList on room entry instead on every call
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_vm->renderBox(281, 161, 39, 39, HGR_AUSG);
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for (int i = 0; i < 25; i++)
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_exitList[i] = -1;
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for (int i = 0; i < kMaxObject; i++) {
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if (_currentRoom->getObject(i)->hasProperty(EXIT)) {
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byte r = _currentRoom->getObject(i)->_direction;
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_exitList[r] = i;
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int x = 284 + 7 * (r % 5);
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int y = 164 + 7 * (r / 5);
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_vm->renderBox(x, y, 5, 5, COL_AUSG);
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}
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}
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}
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void GameManager::animationOff() {
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// STUB
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}
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void GameManager::animationOn() {
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// STUB
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}
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void GameManager::edit(char *text, int x, int y, int length) {
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// STUB
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}
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|
||||
void GameManager::loadOverlayStart() {
|
||||
// STUB
|
||||
}
|
||||
|
||||
void GameManager::drawStatus() {
|
||||
_vm->renderBox(0, 140, 320, 9, HGR_BEF_ANZ);
|
||||
int index = static_cast<int>(_inputVerb);
|
||||
_vm->renderText(guiStatusCommand_DE[index], 1, 141, COL_BEF_ANZ);
|
||||
|
||||
if (_inputObject[0]->_id != NULLOBJECT) {
|
||||
_vm->renderText(_inputObject[0]->_name);
|
||||
if (_inputVerb2) {
|
||||
if (_inputVerb == ACTION_GIVE) {
|
||||
// to
|
||||
_vm->renderText(" an ");
|
||||
} else {
|
||||
// with
|
||||
_vm->renderText(" mit ");
|
||||
}
|
||||
if (_inputObject[1] != &_nullObjectInstance)
|
||||
_vm->renderText(_inputObject[1]->_name);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GameManager::openLocker(const Room *room, Object *obj, Object *lock, int section) {
|
||||
_vm->renderImage(room->getFileNumber(), 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) {
|
||||
// STUB
|
||||
}
|
||||
|
||||
int GameManager::invertSection(int section) {
|
||||
if (section < 128)
|
||||
section += 128;
|
||||
else
|
||||
section -= 128;
|
||||
|
||||
return section;
|
||||
}
|
||||
|
||||
|
||||
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 geffnet.");
|
||||
} else {
|
||||
takeObject(*_rooms[ENTRANCE]->getObject(8));
|
||||
_vm->renderMessage("In dem Ei ist eine Tablette|in einer Plastikhlle.");
|
||||
obj1.setProperty(OPENED);
|
||||
}
|
||||
} else if ((verb == ACTION_USE) && (obj1._id == PILL)) {
|
||||
if (isHelmetOff()) {
|
||||
_vm->renderMessage("Du iát die Tablette und merkst,|daá sich irgendetwas verndert 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 knnen, 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();
|
||||
_vm->renderImage(2,0);
|
||||
_vm->setColor63(40);
|
||||
mouseInput2();
|
||||
_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(_vm->getDOSTicks() - _state.timeStarting),
|
||||
timeToString(_state.timeAlarm)).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 != Common::ASCII_RETURN) && (_key != Common::ASCII_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 != Common::ASCII_ESCAPE));
|
||||
_vm->restoreScreen();
|
||||
if (_key != Common::ASCII_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 Lsterklemme";
|
||||
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 Lsterklemme";
|
||||
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()) {
|
||||
//TODO: Death screen
|
||||
// longjmp(dead, "Den Helm httest 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()) {
|
||||
//TODO: Death screen
|
||||
// longjmp(dead, "Den Versorungsteil httest 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 unntz.");
|
||||
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::executeRoom() {
|
||||
// TODO: clean up. minimize.
|
||||
_vm->renderRoom(*_currentRoom);
|
||||
drawMapExits();
|
||||
drawInventory();
|
||||
drawStatus();
|
||||
drawCommandBox();
|
||||
animationOn();
|
||||
roomBrightness();
|
||||
if (_vm->_brightness == 0)
|
||||
_vm->paletteFadeIn();
|
||||
else
|
||||
_vm->paletteBrightness();
|
||||
|
||||
if (!_currentRoom->hasSeen())
|
||||
_currentRoom->onEntrance();
|
||||
|
||||
bool validCommand = genericInteract(_inputVerb, *_inputObject[0], *_inputObject[1]);
|
||||
|
||||
|
||||
#if 0
|
||||
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 trgst 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(OPEN) && !_inputObject[0]->hasProperty(OPENED)) {
|
||||
// This is closed
|
||||
_vm->renderMessage("Das ist geschlossen.");
|
||||
} else {
|
||||
_currentRoom = _rooms[_inputObject[0]->_exitRoom];
|
||||
return;
|
||||
}
|
||||
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(OPEN)) {
|
||||
// This can't be opened
|
||||
_vm->renderMessage("Das lát 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 {
|
||||
_vm->renderImage(_currentRoom->getFileNumber(), _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(OPEN) ||
|
||||
(_inputObject[0]->hasProperty(CLOSED) &&
|
||||
_inputObject[0]->hasProperty(OPENED))) {
|
||||
// This can't be closed.
|
||||
_vm->renderMessage("Das lát sich nicht schlieáen.");
|
||||
} else if (!_inputObject[0]->hasProperty(OPENED)) {
|
||||
// This is already closed.
|
||||
_vm->renderMessage("Das ist schon geschlossen.");
|
||||
} else {
|
||||
_vm->renderImage(_currentRoom->getFileNumber(), 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.");
|
||||
}
|
||||
|
||||
if (_newOverlay) {
|
||||
loadOverlayStart();
|
||||
_newOverlay = false;
|
||||
}
|
||||
if (_newRoom) {
|
||||
_newRoom = false;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue