scummvm/engines/supernova/state.cpp
Thierry Crozat 6fc0659222 SUPERNOVA: Start using strings from the engine data file
This means that now all that remains to be done to play in English
is to move all the strings to the engine data file and to translate
them.
2018-01-23 02:15:33 +00:00

1647 lines
46 KiB
C++

/* 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 "graphics/palette.h"
#include "gui/message.h"
#include "supernova/supernova.h"
#include "supernova/state.h"
namespace Supernova {
bool GameManager::serialize(Common::WriteStream *out) {
if (out->err())
return false;
// GameState
out->writeSint32LE(_state._time);
out->writeSint32LE(_state._timeSleep);
out->writeSint32LE(_state._timeAlarm);
out->writeSint32LE(_state._eventTime);
out->writeSint32LE(_state._arrivalDaysLeft);
out->writeSint32LE(_state._shipEnergyDaysLeft);
out->writeSint32LE(_state._landingModuleEnergyDaysLeft);
out->writeUint16LE(_state._greatFlag);
out->writeSint16LE(_state._timeRobot);
out->writeSint16LE(_state._money);
out->writeByte(_state._coins);
out->writeByte(_state._shoes);
out->writeByte(_state._destination);
out->writeByte(_state._language);
out->writeByte(_state._corridorSearch);
out->writeByte(_state._alarmOn);
out->writeByte(_state._terminalStripConnected);
out->writeByte(_state._terminalStripWire);
out->writeByte(_state._cableConnected);
out->writeByte(_state._powerOff);
out->writeByte(_state._dream);
// Inventory
out->writeSint32LE(_inventory.getSize());
out->writeSint32LE(_inventoryScroll);
for (int i = 0; i < _inventory.getSize(); ++i) {
Object *objectStateBegin = _rooms[_inventory.get(i)->_roomId]->getObject(0);
byte objectIndex = _inventory.get(i) - objectStateBegin;
out->writeSint32LE(_inventory.get(i)->_roomId);
out->writeSint32LE(objectIndex);
}
// Rooms
out->writeByte(_currentRoom->getId());
for (int i = 0; i < NUMROOMS; ++i) {
_rooms[i]->serialize(out);
}
return !out->err();
}
bool GameManager::deserialize(Common::ReadStream *in) {
if (in->err())
return false;
// GameState
_state._time = in->readSint32LE();
_state._timeSleep = in->readSint32LE();
_state._timeAlarm = in->readSint32LE();
_state._eventTime = in->readSint32LE();
_state._arrivalDaysLeft = in->readSint32LE();
_state._shipEnergyDaysLeft = in->readSint32LE();
_state._landingModuleEnergyDaysLeft = in->readSint32LE();
_state._greatFlag = in->readUint16LE();
_state._timeRobot = in->readSint16LE();
_state._money = in->readSint16LE();
_state._coins = in->readByte();
_state._shoes = in->readByte();
_state._destination = in->readByte();
_state._language = in->readByte();
_state._corridorSearch = in->readByte();
_state._alarmOn = in->readByte();
_state._terminalStripConnected = in->readByte();
_state._terminalStripWire = in->readByte();
_state._cableConnected = in->readByte();
_state._powerOff = in->readByte();
_state._dream = in->readByte();
// Inventory
int inventorySize = in->readSint32LE();
_inventoryScroll = in->readSint32LE();
_inventory.clear();
for (int i = 0; i < inventorySize; ++i) {
RoomID objectRoom = static_cast<RoomID>(in->readSint32LE());
int objectIndex = in->readSint32LE();
_inventory.add(*_rooms[objectRoom]->getObject(objectIndex));
}
// Rooms
_currentRoom = _rooms[static_cast<RoomID>(in->readByte())];
for (int i = 0; i < NUMROOMS; ++i) {
_rooms[i]->deserialize(in);
}
return !in->err();
}
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);
}
GuiElement::GuiElement()
: _isHighlighted(false)
, _bgColorNormal(kColorWhite25)
, _bgColorHighlighted(kColorWhite44)
, _bgColor(kColorWhite25)
, _textColorNormal(kColorGreen)
, _textColorHighlighted(kColorLightGreen)
, _textColor(kColorGreen)
{
_text[0] = '\0';
}
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 msec) {
char s[9] = " 0:00:00";
msec /= 1000;
s[7] = msec % 10 + '0';
msec /= 10;
s[6] = msec % 6 + '0';
msec /= 6;
s[4] = msec % 10 + '0';
msec /= 10;
s[3] = msec % 6 + '0';
msec /= 6;
s[1] = msec % 10 + '0';
msec /= 10;
if (msec)
s[0] = msec + '0';
return Common::String(s);
}
GameManager::GameManager(SupernovaEngine *vm) {
_vm = vm;
initRooms();
changeRoom(INTRO);
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];
delete _rooms[OUTRO];
}
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;
_oldTime = 0;
_timer1 = 0;
_animationTimer = 0;
_state._time = ticksToMsec(916364); // 2 pm
_state._timeSleep = 0;
_state._timeAlarm = ticksToMsec(458182); // 7 am
_state._eventTime = 0xffffffff;
_state._arrivalDaysLeft = 2840;
_state._shipEnergyDaysLeft = 2135;
_state._landingModuleEnergyDaysLeft = 923;
_state._greatFlag = 0;
_state._timeRobot = 0;
_state._money = 0;
_state._coins = 0;
_state._shoes = 0;
_state._destination = 255;
_state._language = 0;
_state._corridorSearch = false;
_state._alarmOn = false;
_state._terminalStripConnected = false;
_state._terminalStripWire = false;
_state._cableConnected = false;
_state._powerOff = false;
_state._dream = false;
}
void GameManager::initRooms() {
_rooms[INTRO] = new Intro(_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);
_rooms[OUTRO] = new Outro(_vm, this);
}
void GameManager::initGui() {
int commandButtonX = 0;
for (int i = 0; i < ARRAYSIZE(_guiCommandButton); ++i) {
const Common::String &text = _vm->getGameString(guiCommands[i]);
int width;
if (i < 9)
width = _vm->textWidth(text) + 2;
else
width = 320 - commandButtonX;
_guiCommandButton[i].setSize(commandButtonX, 150, commandButtonX + width, 159);
_guiCommandButton[i].setText(text.c_str());
_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);
}
_guiInventoryArrow[0].setSize(272, 161, 279, 180);
_guiInventoryArrow[0].setColor(kColorWhite25, kColorDarkRed, kColorWhite35, kColorRed);
_guiInventoryArrow[0].setText("\x82");
_guiInventoryArrow[0].setTextPosition(273, 166);
_guiInventoryArrow[1].setSize(272, 181, 279, 200);
_guiInventoryArrow[1].setColor(kColorWhite25, kColorDarkRed, kColorWhite35, kColorRed);
_guiInventoryArrow[1].setText("\x83");
_guiInventoryArrow[1].setTextPosition(273, 186);
}
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
GUI::MessageDialog *dialog = new GUI::MessageDialog("Quit Game?", "Quit", "Cancel");
if (dialog->runModal() == GUI::kMessageOK)
_vm->quitGame();
delete dialog;
// TODO: Add original quit game message prompt
}
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();
}
bool GameManager::keyPressed(Common::KeyCode keycode, bool equal) {
_vm->updateEvents();
bool ret = _key.keycode == keycode;
_key.reset();
return equal ? ret : !ret;
}
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) {
if (_inventoryScroll < _inventory.getSize() - ARRAYSIZE(_guiInventory))
_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;
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)->_id != INVALIDOBJECT) &&
(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 (_mouseField != field) {
if (_mouseField >= 768) {
_guiInventoryArrow[_mouseField - 768].setHighlight(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) {
_guiInventoryArrow[_mouseField - 768].setHighlight(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->getId() >= CORRIDOR1) && (_currentRoom->getId() <= BCORRIDOR))
busted(0);
_state._corridorSearch = true;
}
void GameManager::search(int time) {
_state._eventTime = _state._time + time;
// *event = &search_start;
}
void GameManager::guardNoticed() {
// STUB
}
void GameManager::busted(int i) {
if (i > 0)
drawImage(i);
if (i == 0) {
if ((_currentRoom->getId() >= OFFICE_L1) && (_currentRoom->getId() <= OFFICE_R2)) {
if (_currentRoom->getId() < 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->getId() == OFFICE_L2)
i = 13;
drawImage(i + 1);
wait2(3);
drawImage(i + 2);
shot(0, 0);
} else if (_currentRoom->getId() == 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->getId() == GUARD)
busted(-1);
else if ((_currentRoom->getId() == 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->getId() == 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() {
// title = 2;
_vm->playSoundMod(49);
// title = 0;
_vm->paletteFadeOut();
_vm->renderImage(55, 0);
_vm->paletteFadeIn();
getInput();
_vm->paletteFadeOut();
// TODO: render info file
// Exit
}
void GameManager::great(uint number) {
if (number && (_state._greatFlag & (1 << number)))
return;
_vm->playSound(kAudioUndef7);
_state._greatFlag |= 1 << number;
}
bool GameManager::airless() {
return (_currentRoom->getId() == HOLD ||
_currentRoom->getId() == LANDINGMODULE ||
_currentRoom->getId() == GENERATOR ||
_currentRoom->getId() == OUTSIDE ||
_currentRoom->getId() == ROCKS ||
_currentRoom->getId() == CAVE ||
_currentRoom->getId() == MEETUP ||
_currentRoom->getId() == MEETUP2 ||
_currentRoom->getId() == MEETUP3 ||
(_currentRoom->getId() == AIRLOCK && _rooms[AIRLOCK]->getObject(1)->hasProperty(OPENED)));
}
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() {
_state._powerOff = true;
}
void GameManager::turnOn() {
if (!_state._powerOff)
return;
_state._powerOff = false;
_vm->_brightness = 255;
// _vm->paletteBrightness();
_rooms[SLEEP]->setSectionVisible(1, false);
_rooms[SLEEP]->setSectionVisible(2, false);
_rooms[COCKPIT]->setSectionVisible(22, false);
}
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);
if (_inventory.getSize() > _inventoryScroll + 8) {
_inventoryScroll = _inventory.getSize() - 8;
_inventoryScroll += _inventoryScroll % 2;
}
}
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::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.c_str(),
_guiInventory[i]._textPosition.x,
_guiInventory[i]._textPosition.y,
_guiInventory[i]._textColor);
}
_vm->renderBox(_guiInventoryArrow[0].left,
_guiInventoryArrow[0].top,
_guiInventoryArrow[0].width(),
_guiInventoryArrow[0].height(),
_guiInventoryArrow[0]._bgColor);
_vm->renderBox(_guiInventoryArrow[1].left,
_guiInventoryArrow[1].top,
_guiInventoryArrow[1].width(),
_guiInventoryArrow[1].height(),
_guiInventoryArrow[1]._bgColor);
if (_inventory.getSize() > ARRAYSIZE(_guiInventory)) {
if (_inventoryScroll != 0) {
_vm->renderText(_guiInventoryArrow[0]._text,
_guiInventoryArrow[0]._textPosition.x,
_guiInventoryArrow[0]._textPosition.y,
_guiInventoryArrow[0]._textColor);
}
if (_inventoryScroll + ARRAYSIZE(_guiInventory) < _inventory.getSize()) {
_vm->renderText(_guiInventoryArrow[1]._text,
_guiInventoryArrow[1]._textPosition.x,
_guiInventoryArrow[1]._textPosition.y,
_guiInventoryArrow[1]._textColor);
}
}
}
uint16 GameManager::getKeyInput(bool blockForPrintChar) {
while (true) {
_vm->updateEvents();
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();
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() {
if ((_currentRoom->getId() != OUTSIDE) && (_currentRoom->getId() < ROCKS) ) {
if (_state._powerOff)
_vm->_brightness = 153;
else
_vm->_brightness = 255;
} else if (_currentRoom->getId() == CAVE) {
_vm->_brightness = 0;
} else if (_currentRoom->getId() == MEETUP) {
_vm->_brightness = 255;
} else if (_currentRoom->getId() == GUARD3) {
if (_state._powerOff)
_vm->_brightness = 0;
}
_vm->paletteBrightness();
}
void GameManager::loadTime() {
// STUB
}
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) {
int32 end = _state._time + ticksToMsec(ticks);
do {
_vm->updateEvents();
g_system->updateScreen();
g_system->delayMillis(_vm->_delay);
} while (_state._time < end);
}
void GameManager::setAnimationTimer(int ticks) {
_animationTimer = ticksToMsec(ticks);
}
void GameManager::handleTime() {
int32 delta = g_system->getMillis() - _oldTime;
_state._time += delta;
if (_state._time > 86400000)
_state._time -= 86400000; // 24h wrap around
if (_animationTimer > delta)
_animationTimer -= delta;
else
_animationTimer = 0;
_oldTime = g_system->getMillis();
}
void GameManager::screenShake() {
// STUB
for (int i = 0; i < 12; ++i) {
_vm->_system->setShakePos(4);
wait2(1);
_vm->_system->setShakePos(-4);
wait2(1);
}
_vm->_system->setShakePos(0);
}
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, kColorWhite25);
drawCommandBox();
_vm->renderBox(281, 161, 39, 39, kColorWhite25);
drawInventory();
}
void GameManager::drawMapExits() {
// TODO: Preload _exitList on room entry instead on every call
_vm->renderBox(281, 161, 39, 39, kColorWhite25);
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, kColorDarkRed);
}
}
}
void GameManager::animationOff() {
_animationEnabled = false;
}
void GameManager::animationOn() {
_animationEnabled = true;
}
void GameManager::edit(Common::String &input, int x, int y, uint length) {
bool isEditing = true;
uint cursorIndex = input.size();
// NOTE: Pixels for char needed = kFontWidth + 2px left and right side bearing
int overdrawWidth = ((int)((length + 1) * (kFontWidth + 2)) > (kScreenWidth - x)) ?
kScreenWidth - x : (length + 1) * (kFontWidth + 2);
while (isEditing) {
_vm->_textCursorX = x;
_vm->_textCursorY = y;
_vm->_textColor = kColorWhite99;
_vm->renderBox(x, y - 1, overdrawWidth, 9, kColorDarkBlue);
for (uint i = 0; i < input.size(); ++i) {
// Draw char highlight depending on cursor position
if (i == cursorIndex) {
_vm->renderBox(_vm->_textCursorX, y - 1, _vm->textWidth(input[i]), 9, kColorWhite99);
_vm->_textColor = kColorDarkBlue;
_vm->renderText(input[i]);
_vm->_textColor = kColorWhite99;
} else {
_vm->renderText(input[i]);
}
}
if (cursorIndex == input.size()) {
_vm->renderBox(_vm->_textCursorX + 1, y - 1, 6, 9, kColorDarkBlue);
_vm->renderBox(_vm->_textCursorX , y - 1, 1, 9, kColorWhite99);
}
getKeyInput(true);
switch (_key.keycode) {
case Common::KEYCODE_RETURN:
case Common::KEYCODE_ESCAPE:
isEditing = false;
break;
case Common::KEYCODE_UP:
case Common::KEYCODE_DOWN:
cursorIndex = input.size();
break;
case Common::KEYCODE_LEFT:
if (cursorIndex != 0) {
--cursorIndex;
}
break;
case Common::KEYCODE_RIGHT:
if (cursorIndex != input.size()) {
++cursorIndex;
}
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) {
input.insertChar(_key.ascii, cursorIndex);
++cursorIndex;
}
break;
}
}
}
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(_vm->getGameString(guiStatusCommands[index]), 1, 141, kColorDarkGreen);
if (Object::isNullObject(_inputObject[0])) {
_vm->renderText(_currentInputObject->_name.c_str());
} else {
_vm->renderText(_inputObject[0]->_name.c_str());
if (_inputVerb == ACTION_GIVE) {
_vm->renderText(" an ");
} else if (_inputVerb == ACTION_USE) {
_vm->renderText(" mit ");
}
_vm->renderText(_currentInputObject->_name.c_str());
}
}
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;
}
}
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(CABIN_R3);
g_system->fillScreen(kColorBlack);
_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;
Common::String input;
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\224ffnet.");
} else {
takeObject(*_rooms[ENTRANCE]->getObject(8));
_vm->renderMessage("In dem Ei ist eine Tablette|in einer Plastikh\201lle.");
obj1.setProperty(OPENED);
}
} else if ((verb == ACTION_USE) && (obj1._id == PILL)) {
if (isHelmetOff()) {
_vm->renderMessage("Du iát die Tablette und merkst,|da\341 sich irgendetwas ver\216ndert 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\224nnen, 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 mu\341t 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);
getInput();
_vm->renderRoom(*_currentRoom);
roomBrightness();
_vm->renderMessage("Hmm, irgendwie komme|ich mir verarscht vor.");
} else if ((verb == ACTION_LOOK) && (obj1._id == KEYCARD2)) {
_vm->renderMessage(obj1._description.c_str());
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).c_str(),
timeToString(_state._timeAlarm).c_str()).c_str());
} else if ((verb == ACTION_PRESS) && (obj1._id == WATCH)) {
bool validInput = true;
int hours = 0;
int minutes = 0;
animationOff();
_vm->saveScreen(88, 87, 144, 24);
_vm->renderBox(88, 87, 144, 24, kColorWhite35);
_vm->renderText("Neue Alarmzeit (hh:mm) :", 91, 90, kColorWhite99);
do {
validInput = true;
input.clear();
_vm->renderBox(91, 99, 138, 9, kColorDarkBlue);
edit(input, 91, 100, 5);
int seperator = -1;
for (uint i = 0; i < input.size(); ++i) {
if (input[i] == ':') {
seperator = i;
break;
}
}
if ((seperator == -1) || (seperator > 2)) {
validInput = false;
continue;
}
int decimalPlace = 1;
for (int i = 0; i < seperator; ++i) {
if (Common::isDigit(input[i])) {
hours = hours * decimalPlace + (input[i] - '0');
decimalPlace *= 10;
} else {
validInput = false;
break;
}
}
decimalPlace = 1;
for (uint i = seperator + 1; i < input.size(); ++i) {
if (Common::isDigit(input[i])) {
minutes = minutes * decimalPlace + (input[i] - '0');
decimalPlace *= 10;
} else {
validInput = false;
break;
}
}
if ((hours > 23) || (minutes > 59))
validInput = false;
animationOn();
} while (!validInput && (_key.keycode != Common::KEYCODE_ESCAPE));
_vm->restoreScreen();
if (_key.keycode != Common::KEYCODE_ESCAPE) {
_state._timeAlarm = (hours * 60 + minutes) * 60 * 1000;
_state._alarmOn = (_state._timeAlarm > _state._time);
}
} 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\201sterklemme";
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\201sterklemme";
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->getId() >= ENTRANCE) && (_currentRoom->getId() <= 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 mu\341t erst den Helm abnehmen.");
} else if (r->getObject(6)->hasProperty(WORN)) {
_vm->renderMessage("Du mu\341t 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->getId() >= ENTRANCE) && (_currentRoom->getId() <= 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 mu\341t erst den Anzug anziehen.");
}
}
}
} else if ((verb == ACTION_USE) && (obj1._id == LIFESUPPORT)) {
takeObject(obj1);
if ((_currentRoom->getId() >= ENTRANCE) && (_currentRoom->getId() <= 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 mu\341t 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\201tz.");
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.c_str());
break;
case ACTION_WALK:
if (_inputObject[0]->hasProperty(CARRIED)) {
// You already carry this.
_vm->renderMessage("Das tr\204gst 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\204\341t sich nicht \224ffnen.");
} 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\204\341t sich nicht schlie\341en.");
} 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 (!_currentRoom->hasSeen())
_currentRoom->onEntrance();
}
}