scummvm/engines/supernova/state.cpp
Thierry Crozat ab6ae19ab3 SUPERNOVA: Fix calling onEntrance for new rooms
There was an issue when the onEntrance for one room changes
the current room. It would then fail to call onEntrance for
that new room. This happened at lest once at the start as the
Intro room onEntrance() changes to the first room at the end
if the intro cutscene.
2018-01-23 02:15:43 +00:00

2297 lines
64 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"
#include "graphics/cursorman.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._eventCallback);
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._origin);
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);
for (int i = 0; i < 4; i++)
out->writeByte(_state._nameSeen[i]);
// 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, int version) {
if (in->err())
return false;
// GameState
_state._time = in->readSint32LE();
_state._timeSleep = in->readSint32LE();
_state._timeAlarm = in->readSint32LE();
_state._eventTime = in->readSint32LE();
if (version >= 4)
_state._eventCallback = (EventFunction)in->readSint32LE();
else
_state._eventCallback = kNoFn;
_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();
if (version >= 6)
_state._origin = in->readByte();
else
_state._origin = 0;
_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();
for (int i = 0; i < 4; i++) {
if (version >= 7)
_state._nameSeen[i] = in->readByte();
else
_state._nameSeen[i] = false;
}
_oldTime = g_system->getMillis();
// 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
RoomID curRoomId = static_cast<RoomID>(in->readByte());
for (int i = 0; i < NUMROOMS; ++i) {
_rooms[i]->deserialize(in, version);
}
changeRoom(curRoomId);
// Some additional variables
_guiEnabled = true;
_animationEnabled = true;
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 = Common::Point(x, 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 = Common::Point(x1 + 1, 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;
}
}
// Used by Look Watch (when it's fixed). Do not remove.
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;
_roomBrightness = 255;
_mouseClicked = false;
_keyPressed = false;
_mouseX = -1;
_mouseY = -1;
_mouseField = -1;
_inventoryScroll = 0;
_oldTime = g_system->getMillis();
_timerPaused = 0;
_timePaused = false;
_timer1 = 0;
_animationTimer = 0;
_currentSentence = -1;
for (int i = 0 ; i < 6 ; ++i) {
_sentenceNumber[i] = -1;
_texts[i] = kNoString;
_rows[i] = 0;
_rowsStart[i] = 0;
}
_state._time = ticksToMsec(916364); // 2 pm
_state._timeSleep = 0;
_state._timeAlarm = ticksToMsec(458182); // 7 am
_state._eventTime = 0xffffffff;
_state._eventCallback = kNoFn;
_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._origin = 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;
_prevImgId = 0;
}
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 AxacussCorridor4(_vm, this);
_rooms[CORRIDOR5] = new AxacussCorridor5(_vm, this);
_rooms[CORRIDOR6] = new AxacussCorridor6(_vm, this);
_rooms[CORRIDOR7] = new AxacussCorridor7(_vm, this);
_rooms[CORRIDOR8] = new AxacussCorridor8(_vm, this);
_rooms[CORRIDOR9] = new AxacussCorridor9(_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:
_vm->setTextSpeed();
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();
}
void GameManager::processInput() {
if (_mouseClickType == Common::EVENT_LBUTTONUP) {
if (_vm->_messageDisplayed) {
// Hide the message and consume the event
_vm->removeMessage();
return;
}
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) {
if (_vm->_messageDisplayed) {
// Hide the message and consume the event
_vm->removeMessage();
return;
}
if (Object::isNullObject(_currentInputObject))
return;
if (((_mouseField >= 0) && (_mouseField < 256)) ||
((_mouseField >= 512) && (_mouseField < 768))) {
_inputObject[0] = _currentInputObject;
ObjectTypes type = _inputObject[0]->_type;
if (type & OPENABLE)
_inputVerb = (type & OPENED) ? ACTION_CLOSE : 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;
if ((_mouseY >= _guiCommandButton[0].top) && (_mouseY <= _guiCommandButton[0].bottom)) {
/* command row */
field = 9;
while (_mouseX < _guiCommandButton[field].left - 1)
field--;
field += 256;
} else if ((_mouseX >= 283) && (_mouseX <= 317) && (_mouseY >= 163) && (_mouseY <= 197)) {
/* exit box */
field = _exitList[(_mouseX - 283) / 7 + 5 * ((_mouseY - 163) / 7)];
} else if ((_mouseY >= 161) && (_mouseX <= 270)) {
/* inventory box */
field = (_mouseX + 1) / 136 + ((_mouseY - 161) / 10) * 2;
if (field + _inventoryScroll < _inventory.getSize())
field += 512;
else
field = -1;
} else if ((_mouseY >= 161) && (_mouseX >= 271) && (_mouseX < 279)) {
/* inventory arrows */
field = (_mouseY > 180) ? 769 : 768;
} else {
/* normal item */
for (int i = 0; (_currentRoom->getObject(i)->_id != INVALIDOBJECT) &&
(field == -1) && i < kMaxObject; i++) {
click = _currentRoom->getObject(i)->_click;
if (click != 255 && _vm->_currentImage) {
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::corridorOnEntrance() {
if (_state._corridorSearch)
busted(0);
}
void GameManager::telomat(int nr) {
static Common::String name[8] = {
"DR. ALAB HANSI",
"ALAB HANSI",
"SAVAL LUN",
"x",
"PROF. DR. UGNUL TSCHABB",
"UGNUL TSCHABB",
"ALGA HURZ LI",
"x"
};
static Common::String name2[4] = {
"Alab Hansi",
"Saval Lun",
"Ugnul Tschabb",
"Alga Hurz Li"
};
StringID dial1[4];
dial1[0] = kStringTelomat1;
dial1[1] = kNoString;
dial1[2] = kStringTelomat3;
dial1[3] = kStringDialogSeparator;
static byte rows1[3] = {1, 2, 1};
StringID dial2[4];
dial2[0] = kStringTelomat4;
dial2[1] = kStringTelomat5;
dial2[2] = kStringTelomat6;
dial2[3] = kStringDialogSeparator;
static byte rows2[4] = {1, 1, 1, 1};
_vm->renderBox(0, 0, 320, 200, kColorBlack);
_vm->renderText(kStringTelomat7, 100, 70, kColorGreen);
_vm->renderText(kStringTelomat8, 100, 81, kColorGreen);
_vm->renderText(kStringTelomat9, 100, 92, kColorGreen);
_vm->renderText(kStringTelomat10, 100, 103, kColorGreen);
_vm->renderText(kStringTelomat11, 100, 120, kColorDarkGreen);
Common::String input;
do {
getInput();
switch (_key.keycode) {
case Common::KEYCODE_2: {
_vm->renderBox(0, 0, 320, 200, kColorDarkBlue);
_vm->renderText(kStringTelomat12, 50, 80, kColorGreen);
_vm->renderText(kStringTelomat13, 50, 91, kColorGreen);
do
edit(input, 50, 105, 30);
while ((_key.keycode != Common::KEYCODE_RETURN) && (_key.keycode != Common::KEYCODE_ESCAPE));
if (_key.keycode == Common::KEYCODE_ESCAPE) {
_vm->renderBox(0, 0, 320, 200, kColorBlack);
_vm->renderRoom(*_currentRoom);
_vm->paletteBrightness();
_guiEnabled = true;
drawMapExits();
return;
}
input.toUppercase();
int i = 0;
while ((i < 8) && (input != name[i]))
i++;
i >>= 1;
if (i == 4) {
_vm->renderText(kStringTelomat14, 50, 120, kColorGreen);
wait2(10);
_vm->renderBox(0, 0, 320, 200, kColorBlack);
_vm->renderRoom(*_currentRoom);
_vm->paletteBrightness();
_guiEnabled = true;
drawMapExits();
return;
}
if ((i == nr) || _rooms[BCORRIDOR]->getObject(4 + i)->hasProperty(CAUGHT)) {
_vm->renderText(kStringTelomat15, 50, 120, kColorGreen);
wait2(10);
_vm->renderBox(0, 0, 320, 200, kColorBlack);
_vm->renderRoom(*_currentRoom);
_vm->paletteBrightness();
_guiEnabled = true;
drawMapExits();
return;
}
_vm->renderText(kStringTelomat16, 50, 120, kColorGreen);
wait2(10);
_vm->renderBox(0, 0, 320, 200, kColorBlack);
_vm->renderRoom(*_currentRoom);
_vm->paletteBrightness();
_vm->renderMessage(kStringTelomat17, kMessageTop, name2[i]);
waitOnInput(_timer1);
_vm->removeMessage();
if (_state._nameSeen[nr]) {
Common::String string = _vm->getGameString(kStringTelomat2);
_vm->setGameString(kStringPlaceholder1, Common::String::format(string.c_str(), name2[nr].c_str()));
dial1[1] = kStringPlaceholder1;
_currentRoom->addSentence(1, 1);
} else
_currentRoom->removeSentence(1, 1);
switch (dialog(3, rows1, dial1, 1)) {
case 1: _vm->renderMessage(kStringTelomat18, kMessageTop);
waitOnInput(_timer1);
_vm->removeMessage();
if ((_state._destination == 255) && !_rooms[BCORRIDOR]->isSectionVisible(7)) {
_state._eventTime = _state._time + ticksToMsec(150);
_state._eventCallback = kGuardWalkFn;
_state._origin = i;
_state._destination = nr;
}
break;
case 0: _vm->renderMessage(kStringTelomat19, kMessageTop);
waitOnInput(_timer1);
_vm->removeMessage();
if (dialog(4, rows2, dial2, 0) != 3) {
wait2(10);
say(kStringTelomat20);
}
_rooms[BCORRIDOR]->setSectionVisible(7, true);
_rooms[BCORRIDOR]->setSectionVisible(i + 1, true);
_state._eventTime = 0xffffffff;
_currentRoom->addSentence(0, 1);
}
_guiEnabled = true;
drawMapExits();
return;
}
case Common::KEYCODE_1:
case Common::KEYCODE_3:
case Common::KEYCODE_4:
_vm->renderBox(0, 0, 320, 200, kColorDarkBlue);
_vm->renderText(kStringTelomat21, 100, 90, kColorGreen);
input = "";
do
edit(input, 100, 105, 30);
while ((_key.keycode != Common::KEYCODE_RETURN) && (_key.keycode != Common::KEYCODE_ESCAPE));
if (_key.keycode == Common::KEYCODE_RETURN) {
_vm->renderText(kStringShipSleepCabin9, 100, 120, kColorGreen);
wait2(10);
}
case Common::KEYCODE_ESCAPE:
_vm->renderBox(0, 0, 320, 200, kColorBlack);
_vm->renderRoom(*_currentRoom);
_vm->paletteBrightness();
_guiEnabled = true;
drawMapExits();
return;
default:
break;
}
} while (true);
}
void GameManager::startSearch() {
if ((_currentRoom->getId() >= CORRIDOR1) && (_currentRoom->getId() <= BCORRIDOR))
busted(0);
_state._corridorSearch = true;
}
void GameManager::search(int time) {
_state._eventTime = _state._time + ticksToMsec(time);
_state._eventCallback = kSearchStartFn;
}
void GameManager::guardNoticed() {
_vm->paletteFadeOut();
Room *r = _currentRoom;
_currentRoom = _rooms[GUARD];
_vm->setCurrentImage(40);
_vm->renderBox(0, 0, 320, 200, 0);
_vm->renderImage(0);
_vm->paletteFadeIn();
_vm->renderImage(2);
reply(kStringGuardNoticed1, 2, 5);
wait2(2);
reply(kStringGuardNoticed2, 2, 5);
_vm->paletteFadeOut();
_currentRoom->setSectionVisible(2, false);
_currentRoom->setSectionVisible(5, false);
_currentRoom = r;
_guiEnabled = true;
drawMapExits();
}
void GameManager::busted(int i) {
if (i > 0)
_vm->renderImage(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)) {
_vm->renderImage(i - 1);
_vm->playSound(kAudioDoorOpen);
wait2(2);
}
_vm->renderImage(i);
wait2(3);
_vm->renderImage(i + 3);
_vm->playSound(kAudioVoiceHalt);
_vm->renderImage(i);
wait2(5);
if (_currentRoom->getId() == OFFICE_L2)
i = 13;
_vm->renderImage(i + 1);
wait2(3);
_vm->renderImage(i + 2);
shot(0, 0);
} else if (_currentRoom->getId() == BCORRIDOR)
_vm->renderImage(21);
else if (_currentRoom->isSectionVisible(4))
_vm->renderImage(32); // below
else if (_currentRoom->isSectionVisible(2))
_vm->renderImage(30); // right
else if (_currentRoom->isSectionVisible(1))
_vm->renderImage(31); // left
else
_vm->renderImage(33); // above
}
_vm->playSound(kAudioVoiceHalt);
wait2(3);
shot(0, 0);
}
void GameManager::novaScroll() {
static byte planet_f[6] = {0xeb,0xec,0xf0,0xed,0xf1,0xf2};
static byte nova_f[13] = {0xea,0xe9,0xf5,0xf3,0xf7,0xf4,0xf6,
0xf9,0xfb,0xfc,0xfd,0xfe,0xfa};
static byte rgb[65][3] = {
{ 5, 0, 0},{10, 0, 0},{15, 0, 0},{20, 0, 0},{25, 0, 0},
{30, 0, 0},{35, 0, 0},{40, 0, 0},{45, 0, 0},{50, 0, 0},
{55, 0, 0},{60, 0, 0},{63,10, 5},{63,20,10},{63,30,15},
{63,40,20},{63,50,25},{63,60,30},{63,63,33},{63,63,30},
{63,63,25},{63,63,20},{63,63,15},{63,63,10},{60,60,15},
{57,57,20},{53,53,25},{50,50,30},{47,47,35},{43,43,40},
{40,40,45},{37,37,50},{33,33,53},{30,30,56},{27,27,59},
{23,23,61},{20,20,63},{21,25,63},{22,30,63},{25,35,63},
{30,40,63},{35,45,63},{40,50,63},{45,55,63},{50,60,63},
{55,63,63},{59,63,63},{63,63,63},{63,60,63},{60,50,60},
{55,40,55},{50,30,50},{45,20,45},{40,10,40},{42,15,42},
{45,20,45},{47,25,47},{50,30,50},{52,35,52},{55,40,55},
{57,45,57},{60,50,60},{62,55,62},{63,60,63},{63,63,63}};
byte palette[768];
_vm->_system->getPaletteManager()->grabPalette(palette, 0, 255);
for (int t = 0; t < 65; ++t) {
for (int i = 0; i < 6; ++i) {
int idx = 3 * (planet_f[i] - 1);
for (int c = 0 ; c < 3 ; ++c) {
if (palette[idx+c] < rgb[t][c])
palette[idx+c] = rgb[t][c];
}
}
for (int cycle = 0; cycle < t && cycle < 13; ++cycle) {
int idx = 3 * (nova_f[cycle] - 1);
for (int c = 0 ; c < 3 ; ++c)
palette[idx + c] = rgb[t - cycle - 1][c];
}
_vm->_system->getPaletteManager()->setPalette(palette, 0, 255);
_vm->_system->updateScreen();
_vm->_system->delayMillis(_vm->_delay);
}
}
void GameManager::supernovaEvent() {
_vm->removeMessage();
CursorMan.showMouse(false);
if (_currentRoom->getId() <= CAVE) {
_vm->renderMessage(kStringSupernova1);
waitOnInput(_timer1);
_vm->removeMessage();
_vm->paletteFadeOut();
changeRoom(MEETUP);
_rooms[AIRLOCK]->getObject(0)->disableProperty(OPENED);
_rooms[AIRLOCK]->setSectionVisible(3, true);
_rooms[AIRLOCK]->getObject(1)->setProperty(OPENED);
_rooms[AIRLOCK]->setSectionVisible(17, true);
_rooms[AIRLOCK]->setSectionVisible(6, false);
_vm->renderRoom(*_currentRoom);
_vm->paletteFadeIn();
}
_vm->renderMessage(kStringSupernova2);
waitOnInput(_timer1);
_vm->removeMessage();
_vm->setCurrentImage(26);
_vm->renderImage(0);
_vm->paletteBrightness();
novaScroll();
_vm->paletteFadeOut();
_vm->renderBox(0, 0, 320, 200, kColorBlack);
_vm->_menuBrightness = 255;
_vm->paletteBrightness();
if (_currentRoom->getId() == GLIDER) {
_vm->renderMessage(kStringSupernova3);
waitOnInput(_timer1);
_vm->removeMessage();
_vm->_menuBrightness = 0;
_vm->paletteBrightness();
_vm->renderRoom(*_currentRoom);
_vm->paletteFadeIn();
_vm->renderMessage(kStringSupernova4, kMessageTop);
waitOnInput(_timer1);
_vm->removeMessage();
_vm->renderMessage(kStringSupernova5, kMessageTop);
waitOnInput(_timer1);
_vm->removeMessage();
_vm->renderMessage(kStringSupernova6, kMessageTop);
waitOnInput(_timer1);
_vm->removeMessage();
_vm->renderMessage(kStringSupernova7, kMessageTop);
waitOnInput(_timer1);
_vm->removeMessage();
changeRoom(MEETUP2);
_rooms[MEETUP2]->setSectionVisible(1, true);
_rooms[MEETUP2]->removeSentence(0, 1);
_inventory.remove(*(_rooms[ROGER]->getObject(3)));
_inventory.remove(*(_rooms[ROGER]->getObject(7)));
_inventory.remove(*(_rooms[ROGER]->getObject(8)));
} else {
_vm->renderMessage(kStringSupernova8);
waitOnInput(_timer1);
_vm->removeMessage();
_vm->_menuBrightness = 0;
_vm->paletteBrightness();
changeRoom(MEETUP2);
if (_rooms[ROGER]->getObject(3)->hasProperty(CARRIED) && !_rooms[GLIDER]->isSectionVisible(5)) {
_rooms[MEETUP2]->setSectionVisible(1, true);
_rooms[MEETUP2]->setSectionVisible(12, true);
_rooms[MEETUP2]->getObject(1)->_click = 0;
_rooms[MEETUP2]->getObject(0)->_click = 1;
_rooms[MEETUP2]->removeSentence(0, 1);
}
_rooms[MEETUP2]->removeSentence(1, 1);
}
_rooms[AIRLOCK]->getObject(4)->setProperty(WORN);
_rooms[AIRLOCK]->getObject(5)->setProperty(WORN);
_rooms[AIRLOCK]->getObject(6)->setProperty(WORN);
_rooms[CAVE]->getObject(1)->_exitRoom = MEETUP2;
_guiEnabled = true;
CursorMan.showMouse(true);
}
void GameManager::guardReturnedEvent() {
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::walk(int imgId) {
if (_prevImgId)
_vm->renderImage(_prevImgId + 128);
_vm->renderImage(imgId);
_prevImgId = imgId;
wait2(3);
}
void GameManager::guardWalkEvent() {
_prevImgId = 0;
bool behind = (!_rooms[BCORRIDOR]->getObject(_state._origin + 4)->hasProperty(OCCUPIED) || _rooms[BCORRIDOR]->getObject(_state._origin + 4)->hasProperty(OPENED));
_rooms[BCORRIDOR]->getObject(_state._origin + 4)->resetProperty(OCCUPIED);
if (_currentRoom == _rooms[BCORRIDOR]) {
if (_vm->_messageDisplayed)
_vm->removeMessage();
if (!behind) {
_vm->renderImage(_state._origin + 1);
_prevImgId = _state._origin + 1;
_vm->playSound(kAudioDoorOpen);
wait2(3);
}
int imgId;
switch (_state._origin) {
case 0:
imgId = 11;
break;
case 1:
imgId = 16;
break;
case 2:
imgId = 15;
break;
case 3:
default:
imgId = 20;
break;
}
_vm->renderImage(imgId);
if (!behind) {
wait2(3);
_vm->renderImage(_prevImgId + 128);
_vm->playSound(kAudioDoorClose);
}
_prevImgId = imgId;
wait2(3);
switch (_state._origin) {
case 0:
walk(12);
walk(13);
break;
case 1:
walk(17);
walk(18);
break;
case 2:
walk(14);
walk(13);
break;
case 3:
walk(19);
walk(18);
}
if (!_currentRoom->isSectionVisible(kMaxSection - 1)) {
if (_state._origin & 1)
walk(10);
else
walk(5);
busted(-1);
}
if ((_state._origin & 1) && !(_state._destination & 1)) {
for (int i = 10; i >= 5; i--)
walk(i);
walk(13);
} else if (!(_state._origin & 1) && (_state._destination & 1)) {
for (int i = 5; i <= 10; i++)
walk(i);
walk(18);
}
switch (_state._destination) {
case 0:
for (int i = 13; i >= 11; i--)
walk(i);
break;
case 1:
for (int i = 18; i >= 16; i--)
walk(i);
break;
case 2:
for (int i = 13; i <= 15; i++)
walk(i);
break;
case 3:
for (int i = 18; i <= 20; i++)
walk(i);
}
if (behind) {
_vm->renderImage(_state._destination + 1);
_vm->playSound(kAudioDoorOpen);
wait2(3);
_vm->renderImage(_prevImgId + 128);
wait2(3);
_vm->renderImage(_state._destination + 1 + 128);
_vm->playSound(kAudioDoorClose);
_rooms[BCORRIDOR]->getObject(_state._destination + 4)->setProperty(OCCUPIED);
_state._destination = 255;
} else if (_rooms[BCORRIDOR]->isSectionVisible(_state._destination + 1)) {
_vm->renderImage(_prevImgId + 128);
_rooms[BCORRIDOR]->getObject(_state._destination + 4)->setProperty(OCCUPIED);
SWAP(_state._origin, _state._destination);
_state._eventTime = _state._time + ticksToMsec(60);
_state._eventCallback = kGuardWalkFn;
} else {
wait2(18);
SWAP(_state._origin, _state._destination);
_state._eventCallback = kGuardWalkFn;
}
} else if (behind) {
_rooms[BCORRIDOR]->getObject(_state._destination + 4)->setProperty(OCCUPIED);
if (_currentRoom == _rooms[OFFICE_L1 + _state._destination])
busted(0);
_state._destination = 255;
} else if (_rooms[BCORRIDOR]->isSectionVisible(_state._destination + 1) && _rooms[OFFICE_L1 + _state._destination]->getObject(0)->hasProperty(OPENED)) {
_rooms[BCORRIDOR]->getObject(_state._destination + 4)->setProperty(OCCUPIED);
if (_currentRoom == _rooms[OFFICE_L1 + _state._destination])
busted(0);
SWAP(_state._origin, _state._destination);
_state._eventTime = _state._time + ticksToMsec(60);
_state._eventCallback = kGuardWalkFn;
} else {
SWAP(_state._origin, _state._destination);
_state._eventCallback = kGuardWalkFn;
}
}
void GameManager::taxiEvent() {
if (_currentRoom->getId() == SIGN) {
changeRoom(STATION);
_vm->renderRoom(*_currentRoom);
}
_vm->renderImage(1);
_vm->renderImage(2);
_vm->playSound(kAudioRocks);
screenShake();
_vm->renderImage(9);
_currentRoom->getObject(1)->setProperty(OPENED);
_vm->renderImage(1);
_currentRoom->setSectionVisible(2, false);
_vm->renderImage(3);
for (int i = 4; i <= 8; i++) {
wait2(2);
_vm->renderImage(invertSection(i - 1));
_vm->renderImage(i);
}
_rooms[SIGN]->setSectionVisible(2, false);
_rooms[SIGN]->setSectionVisible(3, true);
}
void GameManager::searchStartEvent() {
if ((_currentRoom >= _rooms[CORRIDOR1]) && (_currentRoom <= _rooms[BCORRIDOR]))
busted(0);
_state._corridorSearch = true;
}
void GameManager::outro() {
// title = 2;
_vm->playSoundMod(49);
// title = 0;
_vm->paletteFadeOut();
_vm->setCurrentImage(55);
_vm->renderImage(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::sentence(int number, bool brightness) {
if (number < 0)
return;
_vm->renderBox(0, 141 + _rowsStart[number] * 10, 320, _rows[number] * 10 - 1, brightness ? kColorWhite44 : kColorWhite25);
if (_texts[_rowsStart[number]] == kStringDialogSeparator)
_vm->renderText(kStringConversationEnd, 1, 142 + _rowsStart[number] * 10, brightness ? kColorRed : kColorDarkRed);
else {
for (int r = _rowsStart[number]; r < _rowsStart[number] + _rows[number]; ++r)
_vm->renderText(_texts[r], 1, 142 + r * 10, brightness ? kColorGreen : kColorDarkGreen);
}
}
void GameManager::say(StringID textId) {
Common::String str = _vm->getGameString(textId);
if (!str.empty())
say(str.c_str());
}
void GameManager::say(const char *text) {
Common::String t(text);
char *row[6];
Common::String::iterator p = t.begin();
uint numRows = 0;
while (*p) {
row[numRows++] = p;
while ((*p != '\0') && (*p != '|')) {
++p;
}
if (*p == '|') {
*p = 0;
++p;
}
}
_vm->renderBox(0, 138, 320, 62, kColorBlack);
_vm->renderBox(0, 141, 320, numRows * 10 - 1, kColorWhite25);
for (uint r = 0; r < numRows; ++r)
_vm->renderText(row[r], 1, 142 + r * 10, kColorDarkGreen);
waitOnInput((t.size() + 20) * _vm->_textSpeed / 10);
_vm->renderBox(0, 138, 320, 62, kColorBlack);
}
void GameManager::reply(StringID textId, int aus1, int aus2) {
Common::String str = _vm->getGameString(textId);
if (!str.empty())
reply(str.c_str(), aus1, aus2);
}
void GameManager::reply(const char *text, int aus1, int aus2) {
if (*text != '|')
_vm->renderMessage(text, kMessageTop);
for (int z = (strlen(text) + 20) * _vm->_textSpeed / 40; z > 0; --z) {
_vm->renderImage(aus1);
waitOnInput(2);
if (_keyPressed || _mouseClicked)
z = 1;
_vm->renderImage(aus2);
waitOnInput(2);
if (_keyPressed || _mouseClicked)
z = 1;
}
if (*text != '|')
_vm->removeMessage();
}
int GameManager::dialog(int num, byte rowLength[6], StringID text[6], int number) {
_vm->_allowLoadGame = false;
_guiEnabled = false;
bool remove[6];
for (int i = 0; i < 5; ++i)
remove[i] = _currentRoom->sentenceRemoved(i, number);
// The original does not initialize remove[5]!!!
// Set it to false/0. But maybe the loop above should use 6 instead of 5?
remove[5] = false;
_vm->renderBox(0, 138, 320, 62, kColorBlack);
for (int i = 0; i < 6 ; ++i)
_sentenceNumber[i] = -1;
int r = 0, rq = 0;
for (int i = 0; i < num; ++i) {
if (!remove[i]) {
_rowsStart[i] = r;
_rows[i] = rowLength[i];
for (int j = 0; j < _rows[i]; ++j, ++r, ++rq) {
_texts[r] = text[rq];
_sentenceNumber[r] = i;
}
sentence(i, false);
} else
rq += rowLength[i];
}
_currentSentence = -1;
do {
mouseInput3();
} while (_currentSentence == -1 && !_vm->shouldQuit());
_vm->renderBox(0, 138, 320, 62, kColorBlack);
if (number && _texts[_rowsStart[_currentSentence]] != kStringDialogSeparator)
_currentRoom->removeSentence(_currentSentence, number);
_guiEnabled = true;
_vm->_allowLoadGame = true;
return _currentSentence;
}
void GameManager::mousePosDialog(int x, int y) {
int a = y < 141 ? -1 : _sentenceNumber[(y - 141) / 10];
if (a != _currentSentence) {
sentence(_currentSentence, false);
_currentSentence = a;
sentence(_currentSentence, true);
}
}
void GameManager::turnOff() {
if (_state._powerOff)
return;
_state._powerOff = true;
roomBrightness();
_vm->paletteBrightness();
}
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)
_vm->renderImage(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,
_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 (!_vm->shouldQuit()) {
_vm->updateEvents();
if (_mouseClicked)
return _mouseClickType;
g_system->updateScreen();
g_system->delayMillis(_vm->_delay);
}
return Common::EVENT_INVALID;
}
void GameManager::getInput() {
while (!_vm->shouldQuit()) {
_vm->updateEvents();
if (_mouseClicked || _keyPressed)
break;
g_system->updateScreen();
g_system->delayMillis(_vm->_delay);
}
}
void GameManager::mouseInput3() {
do {
_vm->updateEvents();
mousePosDialog(_mouseX, _mouseY);
g_system->updateScreen();
g_system->delayMillis(_vm->_delay);
} while (!_mouseClicked && !_vm->shouldQuit());
}
void GameManager::roomBrightness() {
_roomBrightness = 255;
if ((_currentRoom->getId() != OUTSIDE) && (_currentRoom->getId() < ROCKS) && _state._powerOff)
_roomBrightness = 153;
else if (_currentRoom->getId() == CAVE)
_roomBrightness = 0;
else if ((_currentRoom->getId() == GUARD3) && _state._powerOff)
_roomBrightness = 0;
if (_vm->_brightness != 0)
_vm->_brightness = _roomBrightness;
}
void GameManager::changeRoom(RoomID id) {
_currentRoom = _rooms[id];
_newRoom = true;
}
void GameManager::wait2(int ticks) {
int32 end = _state._time + ticksToMsec(ticks);
do {
g_system->delayMillis(_vm->_delay);
_vm->updateEvents();
g_system->updateScreen();
} while (_state._time < end && !_vm->shouldQuit());
}
void GameManager::waitOnInput(int ticks) {
int32 end = _state._time + ticksToMsec(ticks);
do {
g_system->delayMillis(_vm->_delay);
_vm->updateEvents();
g_system->updateScreen();
} while (_state._time < end && !_vm->shouldQuit() && !_keyPressed && !_mouseClicked);
}
bool GameManager::waitOnInput(int ticks, Common::KeyCode &keycode) {
keycode = Common::KEYCODE_INVALID;
int32 end = _state._time + ticksToMsec(ticks);
do {
g_system->delayMillis(_vm->_delay);
_vm->updateEvents();
g_system->updateScreen();
if (_keyPressed) {
keycode = _key.keycode;
_key.reset();
return true;
} else if (_mouseClicked)
return true;
} while (_state._time < end && !_vm->shouldQuit());
return false;
}
void GameManager::setAnimationTimer(int ticks) {
_animationTimer = ticksToMsec(ticks);
}
void GameManager::handleTime() {
if (_timerPaused)
return;
int32 newTime = g_system->getMillis();
int32 delta = newTime - _oldTime;
_state._time += delta;
if (_state._time > 86400000) {
_state._time -= 86400000; // 24h wrap around
_state._alarmOn = (_state._timeAlarm > _state._time);
}
if (_animationTimer > delta)
_animationTimer -= delta;
else
_animationTimer = 0;
_oldTime = newTime;
}
void GameManager::pauseTimer(bool pause) {
if (pause == _timerPaused)
return;
if (pause) {
_timerPaused = true;
int32 delta = g_system->getMillis() - _oldTime;
_timePaused = _state._time + delta;
} else {
_state._time = _timePaused;
_oldTime = g_system->getMillis();
_timerPaused = false;
}
}
void GameManager::loadTime() {
pauseTimer(false);
}
void GameManager::saveTime() {
pauseTimer(true);
}
void GameManager::screenShake() {
for (int i = 0; i < 12; ++i) {
_vm->_system->setShakePos(8);
wait2(1);
_vm->_system->setShakePos(0);
wait2(1);
}
}
void GameManager::shock() {
_vm->playSound(kAudioShock);
dead(kStringShock);
}
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::shot(int a, int b) {
if (a)
_vm->renderImage(a);
_vm->playSound(kAudioGunShot);
wait2(2);
if (b)
_vm->renderImage(b);
wait2(2);
if (a)
_vm->renderImage(a);
_vm->playSound(kAudioGunShot);
wait2(2);
if (b)
_vm->renderImage(b);
dead(kStringShot);
}
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);
// _rooms[OFFICE_R1]->object[5].name = &(_rooms[OFFICE_R1]->object[MAX_OBJECT-1]);
// strcpy(_rooms[OFFICE_R1]->object[5].name,ltoa((long)_state.money));
// strcat(_rooms[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);
else {
_vm->renderText(_inputObject[0]->_name);
if (_inputVerb == ACTION_GIVE)
_vm->renderText(kPhrasalVerbParticleGiveTo);
else if (_inputVerb == ACTION_USE)
_vm->renderText(kPhrasalVerbParticleUseWith);
_vm->renderText(_currentInputObject->_name);
}
}
void GameManager::openLocker(const Room *room, Object *obj, Object *lock, int section) {
_vm->renderImage(section);
obj->setProperty(OPENED);
lock->_click = 255;
SWAP(obj->_click, obj->_click2);
}
void GameManager::closeLocker(const Room *room, Object *obj, Object *lock, int section) {
if (!obj->hasProperty(OPENED))
_vm->renderMessage(kStringCloseLocker_1);
else {
_vm->renderImage(invertSection(section));
obj->disableProperty(OPENED);
lock->_click = lock->_click2;
SWAP(obj->_click, obj->_click2);
}
}
void GameManager::dead(StringID messageId) {
_vm->paletteFadeOut();
_guiEnabled = false;
_vm->setCurrentImage(11);
_vm->renderImage(0);
_vm->renderMessage(messageId);
_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(kStringIsHelmetOff_1);
return false;
}
return true;
}
bool GameManager::genericInteract(Action verb, Object &obj1, Object &obj2) {
if ((verb == ACTION_USE) && (obj1._id == SCHNUCK)) {
if (isHelmetOff()) {
takeObject(obj1);
_vm->renderMessage(kStringGenericInteract_1);
_inventory.remove(obj1);
}
} else if ((verb == ACTION_USE) && (obj1._id == EGG)) {
if (isHelmetOff()) {
takeObject(obj1);
if (obj1.hasProperty(OPENED))
_vm->renderMessage(kStringGenericInteract_1);
else
_vm->renderMessage(kStringGenericInteract_2);
_inventory.remove(obj1);
}
} else if ((verb == ACTION_OPEN) && (obj1._id == EGG)) {
takeObject(obj1);
if (obj1.hasProperty(OPENED))
_vm->renderMessage(kStringGenericInteract_3);
else {
takeObject(*_rooms[ENTRANCE]->getObject(8));
_vm->renderMessage(kStringGenericInteract_4);
obj1.setProperty(OPENED);
}
} else if ((verb == ACTION_USE) && (obj1._id == PILL)) {
if (isHelmetOff()) {
_vm->renderMessage(kStringGenericInteract_5);
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(kStringGenericInteract_6);
_state._language = 1;
} else if ((verb == ACTION_OPEN) && (obj1._id == WALLET)) {
if (!_rooms[ROGER]->getObject(3)->hasProperty(CARRIED))
_vm->renderMessage(kStringGenericInteract_7);
else if (_rooms[ROGER]->getObject(7)->hasProperty(CARRIED))
_vm->renderMessage(kStringGenericInteract_8);
else {
_vm->renderMessage(kStringGenericInteract_9);
takeObject(*_rooms[ROGER]->getObject(7));
takeObject(*_rooms[ROGER]->getObject(8));
}
} else if ((verb == ACTION_LOOK) && (obj1._id == NEWSPAPER)) {
_vm->renderMessage(kStringGenericInteract_10);
waitOnInput(_timer1);
_vm->removeMessage();
_vm->renderMessage(kStringGenericInteract_11);
waitOnInput(_timer1);
_vm->removeMessage();
_vm->setCurrentImage(2);
_vm->renderImage(0);
_vm->setColor63(40);
getInput();
_vm->renderRoom(*_currentRoom);
roomBrightness();
_vm->paletteBrightness();
_vm->renderMessage(kStringGenericInteract_12);
} else if ((verb == ACTION_LOOK) && (obj1._id == KEYCARD2)) {
_vm->renderMessage(obj1._description);
obj1._description = kStringKeycard2Description2;
} else if ((verb == ACTION_LOOK) && (obj1._id == WATCH))
_vm->renderMessage(kStringGenericInteract_13, kMessageNormal, timeToString(_state._time), timeToString(_state._timeAlarm));
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(kStringGenericInteract_14, 91, 90, kColorWhite99);
Common::String input;
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)) {
Room *r = _rooms[CABIN_L3];
if (!r->getObject(8)->hasProperty(CARRIED)) {
if (r->isSectionVisible(26))
_vm->renderMessage(kStringTakeMessage);
else
return false;
} else {
r->getObject(8)->_name = kStringWireAndClip;
r = _rooms[HOLD];
_inventory.remove(*r->getObject(2));
_state._terminalStripConnected = true;
_state._terminalStripWire = true;
_vm->renderMessage(kStringOk);
}
} else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, TERMINALSTRIP, SPOOL)) {
Room *r = _rooms[CABIN_L2];
takeObject(*r->getObject(9));
r->getObject(9)->_name = kSringSpoolAndClip;
r = _rooms[HOLD];
_inventory.remove(*r->getObject(2));
_state._terminalStripConnected = true;
_vm->renderMessage(kStringOk);
} else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, WIRE, SPOOL)) {
Room *r = _rooms[CABIN_L3];
if (!_state._terminalStripConnected) {
if (r->isSectionVisible(26))
_vm->renderMessage(kStringCable3);
else
return false;
} else {
if (!r->getObject(8)->hasProperty(CARRIED))
_vm->renderMessage(kStringTakeMessage);
else {
r = _rooms[CABIN_L2];
takeObject(*r->getObject(9));
r = _rooms[CABIN_L3];
r->getObject(8)->_name = kStringGeneratorWire;
r = _rooms[CABIN_L2];
_inventory.remove(*r->getObject(9));
_state._cableConnected = true;
_vm->renderMessage(kStringOk);
}
}
} else if ((verb == ACTION_USE) && (obj1._id == SUIT)) {
takeObject(obj1);
if ((_currentRoom->getId() >= ENTRANCE) && (_currentRoom->getId() <= ROGER)) {
if (obj1.hasProperty(WORN)) {
_vm->renderMessage(kStringGenericInteract_15);
_rooms[AIRLOCK]->getObject(4)->disableProperty(WORN);
_rooms[AIRLOCK]->getObject(5)->disableProperty(WORN);
_rooms[AIRLOCK]->getObject(6)->disableProperty(WORN);
} else
_vm->renderMessage(kStringGenericInteract_16);
} else {
if (obj1.hasProperty(WORN)) {
Room *r = _rooms[AIRLOCK];
if (r->getObject(4)->hasProperty(WORN))
_vm->renderMessage(kStringGenericInteract_17);
else if (r->getObject(6)->hasProperty(WORN))
_vm->renderMessage(kStringGenericInteract_18);
else {
obj1.disableProperty(WORN);
_vm->renderMessage(kStringGenericInteract_19);
}
} else {
obj1.setProperty(WORN);
_vm->renderMessage(kStringGenericInteract_20);
}
}
} else if ((verb == ACTION_USE) && (obj1._id == HELMET)) {
takeObject(obj1);
if ((_currentRoom->getId() >= ENTRANCE) && (_currentRoom->getId() <= ROGER)) {
if (obj1.hasProperty(WORN)) {
_vm->renderMessage(kStringGenericInteract_21);
_rooms[AIRLOCK]->getObject(4)->disableProperty(WORN);
_rooms[AIRLOCK]->getObject(5)->disableProperty(WORN);
_rooms[AIRLOCK]->getObject(6)->disableProperty(WORN);
} else
_vm->renderMessage(kStringGenericInteract_22);
} else if (obj1.hasProperty(WORN)) {
if (airless())
dead(kStringGenericInteract_23);
obj1.disableProperty(WORN);
_vm->renderMessage(kStringGenericInteract_24);
} else {
Room *r = _rooms[AIRLOCK];
if (r->getObject(5)->hasProperty(WORN)) {
obj1.setProperty(WORN);
_vm->renderMessage(kStringGenericInteract_25);
} else
_vm->renderMessage(kStringGenericInteract_26);
}
} else if ((verb == ACTION_USE) && (obj1._id == LIFESUPPORT)) {
takeObject(obj1);
if ((_currentRoom->getId() >= ENTRANCE) && (_currentRoom->getId() <= ROGER)) {
if (obj1.hasProperty(WORN)) {
_vm->renderMessage(kStringGenericInteract_21);
_rooms[AIRLOCK]->getObject(4)->disableProperty(WORN);
_rooms[AIRLOCK]->getObject(5)->disableProperty(WORN);
_rooms[AIRLOCK]->getObject(6)->disableProperty(WORN);
} else
_vm->renderMessage(kStringGenericInteract_22);
} else if (obj1.hasProperty(WORN)) {
if (airless())
dead(kStringGenericInteract_27);
obj1.disableProperty(WORN);
_vm->renderMessage(kStringGenericInteract_28);
} else {
Room *r = _rooms[AIRLOCK];
if (r->getObject(5)->hasProperty(WORN)) {
obj1.setProperty(WORN);
_vm->renderMessage(kStringGenericInteract_29);
} else
_vm->renderMessage(kStringGenericInteract_26);
}
} else if ((verb == ACTION_WALK) && (obj1._id == BATHROOM_DOOR)) {
_rooms[BATHROOM]->getObject(2)->_exitRoom = _currentRoom->getId();
return false;
} else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, WIRE, SOCKET))
_vm->renderMessage(kStringGenericInteract_30);
else if ((verb == ACTION_LOOK) && (obj1._id == BOOK2)) {
_vm->renderMessage(kStringGenericInteract_31);
waitOnInput(_timer1);
_vm->removeMessage();
_vm->renderMessage(kStringGenericInteract_32);
} else
return false;
return true;
}
void GameManager::handleInput() {
bool validCommand = genericInteract(_inputVerb, *_inputObject[0], *_inputObject[1]);
if (!validCommand)
validCommand = _currentRoom->interact(_inputVerb, *_inputObject[0], *_inputObject[1]);
if (!validCommand) {
switch (_inputVerb) {
case ACTION_LOOK:
_vm->renderMessage(_inputObject[0]->_description);
break;
case ACTION_WALK:
if (_inputObject[0]->hasProperty(CARRIED)) {
// You already carry this.
_vm->renderMessage(kStringGenericInteract_33);
} else if (!_inputObject[0]->hasProperty(EXIT)) {
// You're already there.
_vm->renderMessage(kStringGenericInteract_34);
} else if (_inputObject[0]->hasProperty(OPENABLE) && !_inputObject[0]->hasProperty(OPENED)) {
// This is closed
_vm->renderMessage(kStringShipHold9);
} else
changeRoom(_inputObject[0]->_exitRoom);
break;
case ACTION_TAKE:
if (_inputObject[0]->hasProperty(OPENED)) {
// You already have that
_vm->renderMessage(kStringGenericInteract_35);
} else if (_inputObject[0]->hasProperty(UNNECESSARY)) {
// You do not need that.
_vm->renderMessage(kStringGenericInteract_36);
} else if (!_inputObject[0]->hasProperty(TAKE)) {
// You can't take that.
_vm->renderMessage(kStringGenericInteract_37);
} else
takeObject(*_inputObject[0]);
break;
case ACTION_OPEN:
if (!_inputObject[0]->hasProperty(OPENABLE)) {
// This can't be opened
_vm->renderMessage(kStringGenericInteract_38);
} else if (_inputObject[0]->hasProperty(OPENED)) {
// This is already opened.
_vm->renderMessage(kStringGenericInteract_39);
} else if (_inputObject[0]->hasProperty(CLOSED)) {
// This is locked.
_vm->renderMessage(kStringGenericInteract_40);
} else {
_vm->renderImage(_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(kStringGenericInteract_41);
} else if (!_inputObject[0]->hasProperty(OPENED)) {
// This is already closed.
_vm->renderMessage(kStringCloseLocker_1);
} else {
_vm->renderImage(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(kStringGenericInteract_42);
}
break;
default:
// This is not possible.
_vm->renderMessage(kStringGenericInteract_43);
}
}
}
void GameManager::executeRoom() {
if (_processInput && !_vm->_messageDisplayed && _guiEnabled) {
handleInput();
resetInputState();
}
if (_guiEnabled) {
if (!_vm->_messageDisplayed) {
g_system->fillScreen(kColorBlack);
_vm->renderRoom(*_currentRoom);
}
drawMapExits();
drawInventory();
drawStatus();
drawCommandBox();
}
roomBrightness();
if (_vm->_brightness == 0)
_vm->paletteFadeIn();
else
_vm->paletteBrightness();
if (!_currentRoom->hasSeen() && _newRoom) {
_newRoom = false;
_currentRoom->onEntrance();
}
}
void GameManager::guardShot() {
_vm->renderImage(2);
_vm->renderImage(5);
wait2(3);
_vm->renderImage(2);
_vm->playSound(kAudioVoiceHalt);
while (_vm->_mixer->isSoundHandleActive(_vm->_soundHandle))
wait2(1);
_vm->renderImage(5);
wait2(5);
_vm->renderImage(3);
wait2(3);
shot(4, 3);
}
void GameManager::guard3Shot() {
_vm->renderImage(1);
wait2(3);
_vm->playSound(kAudioVoiceHalt); // 46/0
while (_vm->_mixer->isSoundHandleActive(_vm->_soundHandle))
wait2(1);
wait2(5);
_vm->renderImage(2);
wait2(3);
shot(3,2);
}
void GameManager::alarm() {
if (_rooms[INTRO]->getObject(2)->hasProperty(CARRIED)) {
alarmSound();
if (_currentRoom->getId() == GUARD)
guardShot();
else if (_currentRoom->getId() == CORRIDOR4 || _currentRoom->getId() == CORRIDOR7) {
guardNoticed();
_state._corridorSearch = true;
} else if (_currentRoom->getId() == GUARD3)
guard3Shot();
else if (_currentRoom->getId() == CORRIDOR1)
busted(33);
} else {
if (_currentRoom->getId() == CORRIDOR2 || _currentRoom->getId() == CORRIDOR4 ||
_currentRoom->getId() == GUARD || _currentRoom->getId() == CORRIDOR7 ||
_currentRoom->getId() == CELL)
{
alarmSound();
if (_currentRoom->getId() == GUARD)
guardShot();
guardNoticed();
if (_currentRoom->getId() == CORRIDOR4)
_state._corridorSearch = true;
}
_rooms[GUARD]->setSectionVisible(1, true);
_rooms[GUARD]->getObject(3)->_click = 255;
if (!_rooms[GUARD]->getObject(5)->hasProperty(CARRIED)) {
_rooms[GUARD]->setSectionVisible(7, true);
_rooms[GUARD]->getObject(5)->_click = 4;
}
_state._eventTime = _state._time + ticksToMsec(180);
_state._eventCallback = kGuardReturnedFn;
}
}
void GameManager::alarmSound() {
animationOff();
_vm->removeMessage();
_vm->renderMessage(kStringAlarm);
int32 end = _state._time + ticksToMsec(_timer1);
do {
_vm->playSound(kAudioAlarm);
while (_vm->_mixer->isSoundHandleActive(_vm->_soundHandle)) {
g_system->delayMillis(_vm->_delay);
_vm->updateEvents();
g_system->updateScreen();
}
} while (_state._time < end && !_vm->shouldQuit());
_vm->removeMessage();
animationOn();
}
}