Before edit() cleared the input on screen by overdrawing it from x to the right side of the screen. This works fine for terminals but for example setting the watches alarm time it does not. The text font is 5x8 so overdrawing the max input length + 1 * 5 is sufficient to clear the screen from our input and the cursor. Also if the value ends up being too big it is clamped to the right side of the screen.
1555 lines
43 KiB
C++
1555 lines
43 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/system.h"
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#include "supernova/supernova.h"
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#include "supernova/state.h"
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namespace Supernova {
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Inventory::Inventory()
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: _numObjects(0)
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{}
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// TODO: Update Inventory surface for scrolling
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void Inventory::add(Object &obj) {
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if (_numObjects < kMaxCarry)
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_inventory[_numObjects++] = &obj;
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// if (inventory_amount>8) inventory_scroll = ((inventory_amount+1)/2)*2-8;
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// show_inventory();
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}
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// TODO: Update Inventory surface for scrolling
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void Inventory::remove(Object &obj) {
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for (int i = 0; i < _numObjects; ++i) {
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if (_inventory[i] == &obj) {
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--_numObjects;
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while (i < _numObjects) {
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_inventory[i] = _inventory[i + 1];
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++i;
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}
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obj.disableProperty(CARRIED);
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}
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}
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}
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void Inventory::clear() {
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_numObjects = 0;
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}
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Object *Inventory::get(int index) const {
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if (index < _numObjects)
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return _inventory[index];
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return const_cast<Object *>(&Object::nullObject);
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}
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Object *Inventory::get(ObjectID id) const {
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for (int i = 0; i < _numObjects; ++i) {
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if (_inventory[i]->_id == id)
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return _inventory[i];
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}
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return const_cast<Object *>(&Object::nullObject);
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}
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GuiElement::GuiElement()
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: _text("")
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, _isHighlighted(false)
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, _bgColorNormal(kColorWhite25)
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, _bgColorHighlighted(kColorWhite44)
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, _bgColor(kColorWhite25)
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, _textColorNormal(kColorGreen)
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, _textColorHighlighted(kColorLightGreen)
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, _textColor(kColorGreen)
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{}
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void GuiElement::setText(const char *text) {
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strncpy(_text, text, sizeof(_text));
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}
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void GuiElement::setTextPosition(int x, int y) {
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_textPosition.x = x;
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_textPosition.y = y;
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}
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void GuiElement::setSize(int x1, int y1, int x2, int y2) {
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this->left = x1;
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this->top = y1;
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this->right = x2;
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this->bottom = y2;
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_textPosition.x = x1 + 1;
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_textPosition.y = y1 + 1;
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}
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void GuiElement::setColor(int bgColor, int textColor, int bgColorHighlighted, int textColorHightlighted) {
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_bgColor = bgColor;
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_textColor = textColor;
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_bgColorNormal = bgColor;
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_textColorNormal = textColor;
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_bgColorHighlighted = bgColorHighlighted;
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_textColorHighlighted = textColorHightlighted;
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}
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void GuiElement::setHighlight(bool isHighlighted) {
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if (isHighlighted) {
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_bgColor = _bgColorHighlighted;
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_textColor = _textColorHighlighted;
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} else {
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_bgColor = _bgColorNormal;
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_textColor = _textColorNormal;
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}
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}
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static Common::String timeToString(int t) {
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char s[9] = " 0:00:00";
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t /= 1000;
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s[7] = t % 10 + '0';
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t /= 10;
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s[6] = t % 6 + '0';
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t /= 6;
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s[4] = t % 10 + '0';
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t /= 10;
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s[3] = t % 6 + '0';
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t /= 6;
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s[1] = t % 10 + '0';
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t /= 10;
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if (t)
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s[0] = t + '0';
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return Common::String(s);
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}
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GameManager::GameManager(SupernovaEngine *vm) {
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_vm = vm;
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initRooms();
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_currentRoom = _rooms[SLEEP];
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initState();
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initGui();
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}
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GameManager::~GameManager() {
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destroyRooms();
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}
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void GameManager::destroyRooms() {
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delete _rooms[INTRO];
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delete _rooms[CORRIDOR];
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delete _rooms[HALL];
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delete _rooms[SLEEP];
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delete _rooms[COCKPIT];
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delete _rooms[AIRLOCK];
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delete _rooms[HOLD];
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delete _rooms[LANDINGMODULE];
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delete _rooms[GENERATOR];
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delete _rooms[OUTSIDE];
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delete _rooms[CABIN_R1];
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delete _rooms[CABIN_R2];
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delete _rooms[CABIN_R3];
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delete _rooms[CABIN_L1];
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delete _rooms[CABIN_L2];
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delete _rooms[CABIN_L3];
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delete _rooms[BATHROOM];
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delete _rooms[ROCKS];
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delete _rooms[CAVE];
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delete _rooms[MEETUP];
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delete _rooms[ENTRANCE];
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delete _rooms[REST];
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delete _rooms[ROGER];
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delete _rooms[GLIDER];
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delete _rooms[MEETUP2];
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delete _rooms[MEETUP3];
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delete _rooms[CELL];
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delete _rooms[CORRIDOR1];
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delete _rooms[CORRIDOR2];
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delete _rooms[CORRIDOR3];
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delete _rooms[CORRIDOR4];
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delete _rooms[CORRIDOR5];
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delete _rooms[CORRIDOR6];
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delete _rooms[CORRIDOR7];
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delete _rooms[CORRIDOR8];
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delete _rooms[CORRIDOR9];
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delete _rooms[BCORRIDOR];
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delete _rooms[GUARD];
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delete _rooms[GUARD3];
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delete _rooms[OFFICE_L1];
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delete _rooms[OFFICE_L2];
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delete _rooms[OFFICE_R1];
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delete _rooms[OFFICE_R2];
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delete _rooms[OFFICE_L];
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delete _rooms[ELEVATOR];
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delete _rooms[STATION];
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delete _rooms[SIGN];
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}
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void GameManager::initState() {
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Object::setObjectNull(_currentInputObject);
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Object::setObjectNull(_inputObject[0]);
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Object::setObjectNull(_inputObject[1]);
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_inputVerb = ACTION_WALK;
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_processInput = false;
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_guiEnabled = true;
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_animationEnabled = true;
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_mouseField = -1;
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_inventoryScroll = 0;
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_timer1 = 0;
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_animationTimer = 0;
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_state._time = ticksToMsec(2840);
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_state._timeSleep = 0;
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// NOTE: systime() calls int 1A, means it gets number of ticks since midnight.
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// So, it doesn't matter if we overflow by substraction?
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_state._timeStarting = _vm->_system->getMillis() - ticksToMsec(917650); // 2 pm
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_state._timeAlarm = ticksToMsec(458808); // 7 am
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_state._timeAlarmSystem = _state._timeAlarm + _state._timeStarting;
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_state._eventTime = 0xffffffff;
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_state._shipEnergy = 2135;
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_state._landingModuleEnergy = 923;
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_state._greatFlag = 0;
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_state._timeRobot = 0;
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_state._money = 0;
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_state._coins = 0;
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_state._shoes = 0;
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_state._nameSeen = 0;
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_state._destination = 255;
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_state._benOverlay = 0;
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_state._language = 0;
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_state._corridorSearch = false;
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_state._alarmOn = false;
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_state._terminalStripConnected = false;
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_state._terminalStripWire = false;
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_state._cableConnected = false;
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_state._powerOff = false;
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_state._cockpitSeen = false;
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_state._airlockSeen = false;
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_state._holdSeen = false;
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_state._dream = false;
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}
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void GameManager::initRooms() {
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_rooms[INTRO] = new StartingItems(_vm, this);
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_rooms[CORRIDOR] = new ShipCorridor(_vm, this);
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_rooms[HALL] = new ShipHall(_vm, this);
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_rooms[SLEEP] = new ShipSleepCabin(_vm, this);
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_rooms[COCKPIT] = new ShipCockpit(_vm, this);
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_rooms[AIRLOCK] = new ShipAirlock(_vm, this);
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_rooms[HOLD] = new ShipHold(_vm, this);
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_rooms[LANDINGMODULE] = new ShipLandingModule(_vm, this);
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_rooms[GENERATOR] = new ShipGenerator(_vm, this);
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_rooms[OUTSIDE] = new ShipOuterSpace(_vm, this);
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_rooms[CABIN_R1] = new ShipCabinR1(_vm, this);
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_rooms[CABIN_R2] = new ShipCabinR2(_vm, this);
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_rooms[CABIN_R3] = new ShipCabinR3(_vm, this);
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_rooms[CABIN_L1] = new ShipCabinL1(_vm, this);
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_rooms[CABIN_L2] = new ShipCabinL2(_vm, this);
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_rooms[CABIN_L3] = new ShipCabinL3(_vm, this);
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_rooms[BATHROOM] = new ShipCabinBathroom(_vm, this);
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_rooms[ROCKS] = new ArsanoRocks(_vm, this);
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_rooms[CAVE] = new ArsanoCave(_vm, this);
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_rooms[MEETUP] = new ArsanoMeetup(_vm, this);
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_rooms[ENTRANCE] = new ArsanoEntrance(_vm, this);
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_rooms[REST] = new ArsanoRemaining(_vm, this);
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_rooms[ROGER] = new ArsanoRoger(_vm, this);
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_rooms[GLIDER] = new ArsanoGlider(_vm, this);
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_rooms[MEETUP2] = new ArsanoMeetup2(_vm, this);
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_rooms[MEETUP3] = new ArsanoMeetup3(_vm, this);
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_rooms[CELL] = new AxacussCell(_vm, this);
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_rooms[CORRIDOR1] = new AxacussCorridor1(_vm, this);
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_rooms[CORRIDOR2] = new AxacussCorridor2(_vm, this);
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_rooms[CORRIDOR3] = new AxacussCorridor3(_vm, this);
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_rooms[CORRIDOR4] = new AxacussCorridor3(_vm, this);
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_rooms[CORRIDOR5] = new AxacussCorridor4(_vm, this);
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_rooms[CORRIDOR6] = new AxacussCorridor5(_vm, this);
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_rooms[CORRIDOR7] = new AxacussCorridor6(_vm, this);
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_rooms[CORRIDOR8] = new AxacussCorridor7(_vm, this);
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_rooms[CORRIDOR9] = new AxacussCorridor8(_vm, this);
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_rooms[BCORRIDOR] = new AxacussBcorridor(_vm, this);
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_rooms[GUARD] = new AxacussIntersection(_vm, this);
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_rooms[GUARD3] = new AxacussExit(_vm, this);
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_rooms[OFFICE_L1] = new AxacussOffice1(_vm, this);
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_rooms[OFFICE_L2] = new AxacussOffice2(_vm, this);
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_rooms[OFFICE_R1] = new AxacussOffice3(_vm, this);
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_rooms[OFFICE_R2] = new AxacussOffice4(_vm, this);
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_rooms[OFFICE_L] = new AxacussOffice5(_vm, this);
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_rooms[ELEVATOR] = new AxacussElevator(_vm, this);
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_rooms[STATION] = new AxacussStation(_vm, this);
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_rooms[SIGN] = new AxacussSign(_vm, this);
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}
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void GameManager::initGui() {
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int commandButtonX = 0;
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for (int i = 0; i < ARRAYSIZE(_guiCommandButton); ++i) {
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int width;
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if (i < 9)
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width = _vm->textWidth(guiCommand_DE[i]) + 2;
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else
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width = 320 - commandButtonX;
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_guiCommandButton[i].setSize(commandButtonX, 150, commandButtonX + width, 159);
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_guiCommandButton[i].setText(guiCommand_DE[i]);
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_guiCommandButton[i].setColor(kColorWhite25, kColorDarkGreen, kColorWhite44, kColorGreen);
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commandButtonX += width + 2;
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}
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for (int i = 0; i < ARRAYSIZE(_guiInventory); ++i) {
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int inventoryX = 136 * (i % 2);
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int inventoryY = 161 + 10 * (i / 2);
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_guiInventory[i].setSize(inventoryX, inventoryY, inventoryX + 135, inventoryY + 9);
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_guiInventory[i].setColor(kColorWhite25, kColorDarkRed, kColorWhite35, kColorRed);
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}
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}
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void GameManager::processInput(Common::KeyState &state) {
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_key = state;
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switch (state.keycode) {
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case Common::KEYCODE_F1:
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// help
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break;
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case Common::KEYCODE_F2:
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// show game doc
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break;
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case Common::KEYCODE_F3:
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// show game info
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break;
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case Common::KEYCODE_F4:
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// set text speed
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break;
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case Common::KEYCODE_F5:
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// load/save
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break;
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case Common::KEYCODE_x:
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if (state.flags & Common::KBD_ALT) {
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// quit game
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_vm->_gameRunning = false;
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}
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break;
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default:
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break;
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}
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}
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void GameManager::resetInputState() {
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Object::setObjectNull(_inputObject[0]);
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Object::setObjectNull(_inputObject[1]);
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_inputVerb = ACTION_WALK;
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_processInput = false;
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_mouseClicked = false;
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_keyPressed = false;
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_key.reset();
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_mouseClickType = Common::EVENT_MOUSEMOVE;
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processInput();
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}
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|
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void GameManager::processInput() {
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if (_mouseClickType == Common::EVENT_LBUTTONUP) {
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_vm->removeMessage();
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if (((_mouseField >= 0) && (_mouseField < 256)) ||
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((_mouseField >= 512) && (_mouseField < 768))) {
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if (_inputVerb == ACTION_GIVE || _inputVerb == ACTION_USE) {
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if (Object::isNullObject(_inputObject[0])) {
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_inputObject[0] = _currentInputObject;
|
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if (!_inputObject[0]->hasProperty(COMBINABLE))
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_processInput = true;
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} else {
|
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_inputObject[1] = _currentInputObject;
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_processInput = true;
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}
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} else {
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_inputObject[0] = _currentInputObject;
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if (!Object::isNullObject(_currentInputObject))
|
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_processInput = true;
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}
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} else if (_mouseField >= 256 && _mouseField < 512) {
|
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resetInputState();
|
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_inputVerb = static_cast<Action>(_mouseField - 256);
|
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} else if (_mouseField == 768) {
|
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if (_inventoryScroll >= 2)
|
|
_inventoryScroll -= 2;
|
|
} else if (_mouseField == 769) {
|
|
_inventoryScroll += 2;
|
|
}
|
|
} else if (_mouseClickType == Common::EVENT_RBUTTONUP) {
|
|
_vm->removeMessage();
|
|
if (Object::isNullObject(_currentInputObject))
|
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return;
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|
|
|
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;
|
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else
|
|
field = 768;
|
|
}
|
|
/* normal item */
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|
else {
|
|
for (int i = 0; (_currentRoom->getObject(i)->_name[0] != '\0') && (field == -1) && i < kMaxObject; i++) {
|
|
click = _currentRoom->getObject(i)->_click;
|
|
if (click != 255) {
|
|
MSNImageDecoder::ClickField *clickField = _vm->_currentImage->_clickField;
|
|
do {
|
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if ((_mouseX >= clickField[click].x1) && (_mouseX <= clickField[click].x2) &&
|
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(_mouseY >= clickField[click].y1) && (_mouseY <= clickField[click].y2))
|
|
field = i;
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|
|
click = clickField[click].next;
|
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} while ((click != 0) && (field == -1));
|
|
}
|
|
}
|
|
// if ((_objectNumber == 1) && (_currentRoom->getObject(field) == _currentInputObject))
|
|
// field = -1;
|
|
}
|
|
|
|
if (_mouseField != field) {
|
|
if (_mouseField >= 768) {
|
|
inventory_arrow(_mouseField - 768, false);
|
|
} else if (_mouseField >= 512) {
|
|
_guiInventory[_mouseField - 512].setHighlight(false);
|
|
} else if (_mouseField >= 256) {
|
|
_guiCommandButton[_mouseField - 256].setHighlight(false);
|
|
} else if (_mouseField != -1) {
|
|
}
|
|
Object::setObjectNull(_currentInputObject);
|
|
|
|
_mouseField = field;
|
|
if (_mouseField >= 768) {
|
|
inventory_arrow(_mouseField - 768, true);
|
|
} else if (_mouseField >= 512) {
|
|
_guiInventory[_mouseField - 512].setHighlight(true);
|
|
_currentInputObject = _inventory.get(_mouseField - 512 + _inventoryScroll);
|
|
} else if (_mouseField >= 256) {
|
|
_guiCommandButton[_mouseField - 256].setHighlight(true);
|
|
} else if (_mouseField != -1) {
|
|
_currentInputObject = _currentRoom->getObject(_mouseField);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void GameManager::drawImage(int section) {
|
|
bool sectionVisible = true;
|
|
|
|
if (section > 128) {
|
|
sectionVisible = false;
|
|
section -= 128;
|
|
}
|
|
|
|
do {
|
|
_currentRoom->setSectionVisible(section, sectionVisible);
|
|
if (sectionVisible)
|
|
_vm->renderImage(_currentRoom->getFileNumber(), section);
|
|
else
|
|
_vm->renderImage(_currentRoom->getFileNumber(), section + 128);
|
|
section = _vm->_currentImage->_section[section].next;
|
|
} while (section != 0);
|
|
}
|
|
|
|
void GameManager::corridorOnEntrance() {
|
|
if (_state._corridorSearch)
|
|
busted(0);
|
|
}
|
|
|
|
void busted(int i) {
|
|
// STUB
|
|
}
|
|
|
|
void GameManager::telomat(int number) {
|
|
// STUB
|
|
}
|
|
|
|
void GameManager::startSearch() {
|
|
if ((_currentRoom >= _rooms[CORRIDOR1]) && (_currentRoom <= _rooms[BCORRIDOR]))
|
|
busted(0);
|
|
|
|
_state._corridorSearch = true;
|
|
}
|
|
|
|
void GameManager::search(int time) {
|
|
_state._eventTime = _vm->_system->getMillis() + time;
|
|
// *event = &search_start;
|
|
}
|
|
|
|
void GameManager::guardNoticed() {
|
|
// STUB
|
|
}
|
|
|
|
void GameManager::busted(int i) {
|
|
if (i > 0)
|
|
drawImage(i);
|
|
if (i == 0) {
|
|
if ((_currentRoom >= _rooms[OFFICE_L1]) && (_currentRoom <= _rooms[OFFICE_R2])) {
|
|
if (_currentRoom < _rooms[OFFICE_R1])
|
|
i = 10;
|
|
else
|
|
i = 5;
|
|
if (!_currentRoom->getObject(0)->hasProperty(OPENED)) {
|
|
drawImage(i - 1);
|
|
_vm->playSound(kAudioDoorOpen);
|
|
wait2(2);
|
|
}
|
|
drawImage(i);
|
|
wait2(3);
|
|
drawImage(i + 3);
|
|
_vm->playSound(kAudioVoiceHalt);
|
|
drawImage(i);
|
|
wait2(5);
|
|
if (_currentRoom == _rooms[OFFICE_L2])
|
|
i = 13;
|
|
drawImage(i + 1);
|
|
wait2(3);
|
|
drawImage(i + 2);
|
|
shot(0, 0);
|
|
} else if (_currentRoom == _rooms[BCORRIDOR]) {
|
|
drawImage(21);
|
|
} else {
|
|
if (_currentRoom->isSectionVisible(4))
|
|
drawImage(32); // below
|
|
else if (_currentRoom->isSectionVisible(2))
|
|
drawImage(30); // right
|
|
else if (_currentRoom->isSectionVisible(1))
|
|
drawImage(31); // left
|
|
else
|
|
drawImage(33); // above
|
|
}
|
|
}
|
|
_vm->playSound(kAudioVoiceHalt);
|
|
wait2(3);
|
|
shot(0, 0);
|
|
}
|
|
|
|
void GameManager::guardReturned() {
|
|
if (_currentRoom == _rooms[GUARD])
|
|
busted(-1);
|
|
else if ((_currentRoom == _rooms[CORRIDOR9]) && (_currentRoom->isSectionVisible(27)))
|
|
busted(0);
|
|
|
|
_rooms[GUARD]->setSectionVisible(1, false);
|
|
_rooms[GUARD]->getObject(3)->_click = 0;
|
|
_rooms[GUARD]->setSectionVisible(6, false);
|
|
_rooms[GUARD]->getObject(2)->disableProperty(OPENED);
|
|
_rooms[GUARD]->setSectionVisible(7, false);
|
|
_rooms[GUARD]->getObject(5)->_click = 255;
|
|
_rooms[CORRIDOR9]->setSectionVisible(27, false);
|
|
_rooms[CORRIDOR9]->setSectionVisible(28, true);
|
|
_rooms[CORRIDOR9]->getObject(1)->disableProperty(OPENED);
|
|
}
|
|
|
|
void GameManager::taxi() {
|
|
if (_currentRoom == _rooms[SIGN]) {
|
|
changeRoom(STATION);
|
|
}
|
|
|
|
drawImage(1);
|
|
drawImage(2);
|
|
_vm->playSound(kAudioRocks);
|
|
screenShake();
|
|
drawImage(9);
|
|
_currentRoom->getObject(1)->setProperty(OPENED);
|
|
drawImage(1);
|
|
_currentRoom->setSectionVisible(2, false);
|
|
drawImage(3);
|
|
for (int i = 4; i <= 8; i++) {
|
|
wait2(2);
|
|
drawImage(invertSection(i - 1));
|
|
drawImage(i);
|
|
}
|
|
_rooms[SIGN]->setSectionVisible(2, false);
|
|
_rooms[SIGN]->setSectionVisible(3, true);
|
|
}
|
|
|
|
void GameManager::outro() {
|
|
_state._benOverlay = 3;
|
|
// load_overlay();
|
|
// title = 2;
|
|
_vm->playSoundMod(49);
|
|
// title = 0;
|
|
_state._benOverlay = 0;
|
|
_vm->paletteFadeOut();
|
|
_vm->renderImage(55, 0);
|
|
_vm->paletteFadeIn();
|
|
getInput();
|
|
_vm->paletteFadeOut();
|
|
// TODO: render info file
|
|
// longjmp(termination,1);
|
|
}
|
|
|
|
void GameManager::great(uint number) {
|
|
if (number && (_state._greatFlag & (1 << number)))
|
|
return;
|
|
|
|
_vm->playSound(kAudioUndef7);
|
|
_state._greatFlag |= 1 << number;
|
|
}
|
|
|
|
bool GameManager::airless() {
|
|
return (
|
|
((_currentRoom > _rooms[AIRLOCK]) && (_currentRoom < _rooms[CABIN_R1])) ||
|
|
((_currentRoom > _rooms[BATHROOM])&& (_currentRoom < _rooms[ENTRANCE])) ||
|
|
((_currentRoom == _rooms[AIRLOCK]) && (_currentRoom->getObject(1)->hasProperty(OPENED))) ||
|
|
(_currentRoom >= _rooms[MEETUP2])
|
|
);
|
|
}
|
|
|
|
void GameManager::shipStart() {
|
|
// STUB
|
|
}
|
|
|
|
void GameManager::removeSentence(int sentence, int number) {
|
|
// STUB
|
|
}
|
|
|
|
void GameManager::addSentence(int sentence, int number) {
|
|
// STUB
|
|
}
|
|
|
|
void GameManager::say(const char *text) {
|
|
// STUB
|
|
}
|
|
|
|
void GameManager::reply(const char *text, int aus1, int aus2) {
|
|
// STUB
|
|
}
|
|
|
|
int GameManager::dialog(int num, byte *rowLength[], const char **text[6], int number) {
|
|
// STUB
|
|
return 0;
|
|
}
|
|
|
|
void GameManager::turnOff() {
|
|
if (_state._powerOff)
|
|
return;
|
|
|
|
_state._powerOff = true;
|
|
roomBrightness();
|
|
|
|
}
|
|
void GameManager::turnOn() {
|
|
if (!_state._powerOff)
|
|
return;
|
|
|
|
_state._powerOff = false;
|
|
_vm->paletteBrightness();
|
|
Room *room = _rooms[SLEEP];
|
|
room->setSectionVisible(1, false);
|
|
room->setSectionVisible(2, false);
|
|
room = _rooms[COCKPIT];
|
|
room->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);
|
|
}
|
|
|
|
void GameManager::drawCommandBox() {
|
|
for (int i = 0; i < ARRAYSIZE(_guiCommandButton); ++i) {
|
|
_vm->renderBox(_guiCommandButton[i].left,
|
|
_guiCommandButton[i].top,
|
|
_guiCommandButton[i].width(),
|
|
_guiCommandButton[i].height(),
|
|
_guiCommandButton[i]._bgColor);
|
|
_vm->renderText(_guiCommandButton[i]._text,
|
|
_guiCommandButton[i]._textPosition.x,
|
|
_guiCommandButton[i]._textPosition.y,
|
|
_guiCommandButton[i]._textColor);
|
|
}
|
|
}
|
|
|
|
void GameManager::inventory_arrow(int num, bool brightness) {
|
|
// STUB
|
|
}
|
|
|
|
void GameManager::drawInventory() {
|
|
for (int i = 0; i < ARRAYSIZE(_guiInventory); ++i) {
|
|
_vm->renderBox(_guiInventory[i].left,
|
|
_guiInventory[i].top,
|
|
_guiInventory[i].width(),
|
|
_guiInventory[i].height(),
|
|
_guiInventory[i]._bgColor);
|
|
_vm->renderText(_inventory.get(i + _inventoryScroll)->_name,
|
|
_guiInventory[i]._textPosition.x,
|
|
_guiInventory[i]._textPosition.y,
|
|
_guiInventory[i]._textColor);
|
|
}
|
|
|
|
_vm->renderBox(272, 161, 7, 19, HGR_INV);
|
|
_vm->renderBox(272, 181, 7, 19, HGR_INV);
|
|
}
|
|
|
|
uint16 GameManager::getKeyInput(bool blockForPrintChar) {
|
|
while (true) {
|
|
_vm->updateEvents();
|
|
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
|
|
}
|
|
|
|
static void dimColor(SupernovaEngine *vm, int color) {
|
|
color -= 16;
|
|
color *= 3;
|
|
// TODO: alters palette image data permanently (get system palette instead?)
|
|
vm->_currentImage->_palette[color + 0] = vm->_currentImage->_palette[color + 0] * 3 / 5;
|
|
vm->_currentImage->_palette[color + 1] = vm->_currentImage->_palette[color + 1] * 3 / 5;
|
|
vm->_currentImage->_palette[color + 2] = vm->_currentImage->_palette[color + 2] * 3 / 5;
|
|
}
|
|
|
|
void GameManager::roomBrightness() {
|
|
const byte specialColors[2][18] = {
|
|
{0x42, 0x49, 0x55, 0x68, 0x50, 0x5d, 0x3c, 1},
|
|
{0x85, 0x91, 0x99, 0x92, 0x9b, 0x96, 0x9a, 0xa6,
|
|
0xb0, 0xb4, 0xb5, 0xc2, 0xd1, 0xbe, 0xb6, 0xa8,
|
|
0x6b, 1}
|
|
};
|
|
char sf;
|
|
int i;
|
|
if ((_currentRoom == _rooms[HOLD]) && (_state._benOverlay == 1)) {
|
|
if (_state._powerOff) {
|
|
for (int f = 16; f < 255; f++) {
|
|
i = 0;
|
|
do {
|
|
sf = specialColors[0][i] - 1;
|
|
i++;
|
|
} while (sf && (sf != f));
|
|
if (!sf)
|
|
dimColor(_vm, f);
|
|
}
|
|
}
|
|
if (!(_state._landingModuleEnergy && _rooms[LANDINGMODULE]->isSectionVisible(7))) {
|
|
i = 0;
|
|
while (sf = specialColors[0][i] - 1) {
|
|
dimColor(_vm, sf);
|
|
i++;
|
|
};
|
|
}
|
|
} else if ((_currentRoom == _rooms[LANDINGMODULE]) && (_state._benOverlay == 1)) {
|
|
if (!(_state._landingModuleEnergy && _rooms[LANDINGMODULE]->isSectionVisible(7))) {
|
|
for (int f = 16; f < 255; f++) {
|
|
i=0;
|
|
do {
|
|
sf = specialColors[1][i] - 1;
|
|
i++;
|
|
} while (sf && (sf != f));
|
|
if (!sf)
|
|
dimColor(_vm, f);
|
|
}
|
|
}
|
|
if (_state._powerOff) {
|
|
i=0;
|
|
while (sf = specialColors[1][i] - 1) {
|
|
dimColor(_vm, sf);
|
|
i++;
|
|
};
|
|
}
|
|
} else if ((_currentRoom == _rooms[CAVE]) && (_state._benOverlay == 1)) {
|
|
_vm->_brightness = 0;
|
|
} else if ((_currentRoom != _rooms[OUTSIDE]) &&
|
|
(_currentRoom < _rooms[ROCKS]) && (_state._benOverlay == 1)) {
|
|
if (_state._powerOff)
|
|
for (int f = 16; f < 255; f++)
|
|
dimColor(_vm, f);
|
|
} else if ((_currentRoom == _rooms[GUARD3]) && (_state._benOverlay == 2)) {
|
|
if (_state._powerOff)
|
|
_vm->_brightness = 0;
|
|
}
|
|
|
|
_vm->paletteBrightness();
|
|
}
|
|
|
|
void GameManager::loadTime() {
|
|
_state._timeStarting += _state._time;
|
|
if (_state._eventTime != 1)
|
|
_state._eventTime += _state._time;
|
|
_state._timeAlarmSystem = _state._timeAlarm + _state._timeStarting;
|
|
}
|
|
|
|
void GameManager::saveTime() {
|
|
// STUB
|
|
}
|
|
|
|
bool GameManager::saveGame(int number) {
|
|
// STUB
|
|
return false;
|
|
}
|
|
|
|
void GameManager::changeRoom(RoomID id) {
|
|
_currentRoom = _rooms[id];
|
|
}
|
|
|
|
void GameManager::errorTemp() {
|
|
// STUB
|
|
}
|
|
|
|
void GameManager::wait2(int ticks) {
|
|
uint end = g_system->getMillis() + ticksToMsec(ticks);
|
|
while (g_system->getMillis() < end) {
|
|
_vm->updateEvents();
|
|
g_system->updateScreen();
|
|
g_system->delayMillis(_vm->_delay);
|
|
}
|
|
}
|
|
|
|
void GameManager::setAnimationTimer(int ticks) {
|
|
_animationTimer = g_system->getMillis() + ticksToMsec(ticks);
|
|
}
|
|
|
|
void GameManager::handleTime() {
|
|
_state._time = g_system->getMillis();
|
|
if (_animationTimer <= _state._time)
|
|
_animationTimer = 0;
|
|
}
|
|
|
|
void GameManager::screenShake() {
|
|
// STUB
|
|
}
|
|
|
|
void GameManager::palette() {
|
|
// STUB
|
|
// Adjust palette to brightness parameters and make it current
|
|
}
|
|
|
|
void GameManager::shock() {
|
|
_vm->playSound(kAudioShock);
|
|
death("Du h\204ttest besser vorher|den Stecker rausgezogen.");
|
|
}
|
|
|
|
void GameManager::showMenu() {
|
|
_vm->renderBox(0, 138, 320, 62, 0);
|
|
_vm->renderBox(0, 140, 320, 9, HGR_BEF_ANZ);
|
|
drawCommandBox();
|
|
_vm->renderBox(281, 161, 39, 39, HGR_AUSG);
|
|
drawInventory();
|
|
}
|
|
|
|
void GameManager::drawMapExits() {
|
|
// TODO: Preload _exitList on room entry instead on every call
|
|
_vm->renderBox(281, 161, 39, 39, HGR_AUSG);
|
|
|
|
for (int i = 0; i < 25; i++)
|
|
_exitList[i] = -1;
|
|
for (int i = 0; i < kMaxObject; i++) {
|
|
if (_currentRoom->getObject(i)->hasProperty(EXIT)) {
|
|
byte r = _currentRoom->getObject(i)->_direction;
|
|
_exitList[r] = i;
|
|
int x = 284 + 7 * (r % 5);
|
|
int y = 164 + 7 * (r / 5);
|
|
_vm->renderBox(x, y, 5, 5, COL_AUSG);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GameManager::animationOff() {
|
|
_animationEnabled = false;
|
|
}
|
|
|
|
void GameManager::animationOn() {
|
|
_animationEnabled = true;
|
|
}
|
|
|
|
void GameManager::edit(Common::String &input, int x, int y, uint length) {
|
|
bool isEditing = true;
|
|
uint cursorIndex = input.size();
|
|
int overdrawWidth = ((length + 1) * kFontWidth > kScreenWidth - x) ?
|
|
kScreenWidth - x : (length + 1) * kFontWidth;
|
|
|
|
while (isEditing) {
|
|
_vm->_textCursorX = x;
|
|
_vm->_textCursorY = y;
|
|
_vm->_textColor = COL_EDIT;
|
|
_vm->renderBox(x, y - 1, overdrawWidth, 9, HGR_EDIT);
|
|
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, COL_EDIT);
|
|
_vm->_textColor = HGR_EDIT;
|
|
_vm->renderText(input[i]);
|
|
_vm->_textColor = COL_EDIT;
|
|
} else {
|
|
_vm->renderText(input[i]);
|
|
}
|
|
}
|
|
if (cursorIndex == input.size()) {
|
|
_vm->renderBox(_vm->_textCursorX + 1, y - 1, 6, 9, HGR_EDIT);
|
|
_vm->renderBox(_vm->_textCursorX , y - 1, 1, 9, COL_EDIT);
|
|
}
|
|
|
|
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(guiStatusCommand_DE[index], 1, 141, kColorDarkGreen);
|
|
|
|
if (Object::isNullObject(_inputObject[0])) {
|
|
_vm->renderText(_currentInputObject->_name);
|
|
} else {
|
|
_vm->renderText(_inputObject[0]->_name);
|
|
if (_inputVerb == ACTION_GIVE) {
|
|
_vm->renderText(" an ");
|
|
} else if (_inputVerb == ACTION_USE) {
|
|
_vm->renderText(" mit ");
|
|
}
|
|
|
|
_vm->renderText(_currentInputObject->_name);
|
|
}
|
|
}
|
|
|
|
void GameManager::openLocker(const Room *room, Object *obj, Object *lock, int section) {
|
|
drawImage(section);
|
|
obj->setProperty(OPENED);
|
|
lock->_click = 255;
|
|
int i = obj->_click;
|
|
obj->_click = obj->_click2;
|
|
obj->_click2 = i;
|
|
}
|
|
|
|
void GameManager::closeLocker(const Room *room, Object *obj, Object *lock, int section) {
|
|
if (!obj->hasProperty(OPENED)) {
|
|
_vm->renderMessage("Das ist schon geschlossen.");
|
|
} else {
|
|
drawImage(invertSection(section));
|
|
obj->disableProperty(OPENED);
|
|
lock->_click = lock->_click2;
|
|
int i = obj->_click;
|
|
obj->_click = obj->_click2;
|
|
obj->_click2 = i;
|
|
}
|
|
}
|
|
|
|
void GameManager::death(const char *message) {
|
|
_vm->paletteFadeOut();
|
|
_guiEnabled = false;
|
|
_vm->renderImage(11, 0);
|
|
_vm->renderMessage(message);
|
|
_vm->playSound(kAudioDeath);
|
|
_vm->paletteFadeIn();
|
|
getInput();
|
|
_vm->paletteFadeOut();
|
|
_vm->removeMessage();
|
|
|
|
// TODO: Load screen
|
|
destroyRooms();
|
|
initRooms();
|
|
initState();
|
|
initGui();
|
|
_inventory.clear();
|
|
changeRoom(INTRO);
|
|
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;
|
|
char t[150];
|
|
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();
|
|
palette();
|
|
showMenu();
|
|
drawMapExits();
|
|
_vm->renderMessage("Hmm, irgendwie komme|ich mir verarscht vor.");
|
|
} else if ((verb == ACTION_LOOK) && (obj1._id == KEYCARD2)) {
|
|
_vm->renderMessage(obj1._description);
|
|
obj1._description = "Es ist die Keycard des Commanders.";
|
|
} else if ((verb == ACTION_LOOK) && (obj1._id == WATCH)) {
|
|
_vm->renderMessage(Common::String::format(
|
|
"Es ist eine Uhr mit extra|lautem Wecker. "
|
|
"Sie hat einen|Knopf zum Verstellen der Alarmzeit.|"
|
|
"Uhrzeit: %s Alarmzeit: %s",
|
|
timeToString(_state._time + _state._timeStarting).c_str(),
|
|
timeToString(_state._timeAlarm).c_str()).c_str());
|
|
} else if ((verb == ACTION_PRESS) && (obj1._id == WATCH)) {
|
|
char *min;
|
|
int hours, minutes;
|
|
bool f;
|
|
animationOff();
|
|
_vm->saveScreen(88, 87, 144, 24);
|
|
_vm->renderBox(88, 87, 144, 24, kColorWhite35);
|
|
_vm->renderText("Neue Alarmzeit (hh:mm) :", 91, 90, kColorWhite99);
|
|
// TODO: Adjust for msec time instead of ticks
|
|
do {
|
|
_vm->renderBox(91, 99, 138, 9, kColorDarkBlue);
|
|
edit(input, 91, 100, 5);
|
|
|
|
f = false;
|
|
if (t[0] == ':') {
|
|
t[0] = 0;
|
|
min = &(t[1]);
|
|
} else if (t[1] == ':') {
|
|
t[1] = 0;
|
|
min = &(t[2]);
|
|
} else if (t[2] == ':') {
|
|
t[2] = 0;
|
|
min = &(t[3]);
|
|
} else {
|
|
f = true;
|
|
}
|
|
|
|
for (uint i = 0; i < strlen(t); i++)
|
|
if ((t[i] < '0') || (t[i] > '9'))
|
|
f = true;
|
|
for (uint i = 0; i < strlen(min); i++)
|
|
if ((min[i] < '0') || (min[i] > '9'))
|
|
f = true;
|
|
hours = atoi(t);
|
|
minutes = atoi(min);
|
|
if ((hours > 23) || (minutes > 59))
|
|
f = true;
|
|
animationOn();
|
|
} while (f && (_key.keycode != Common::KEYCODE_ESCAPE));
|
|
_vm->restoreScreen();
|
|
if (_key.keycode != Common::KEYCODE_ESCAPE) {
|
|
_state._timeAlarm = (hours * 60 + minutes) * 60 + 8;
|
|
_state._timeAlarmSystem = _state._timeAlarm + _state._timeStarting;
|
|
_state._alarmOn = (_state._timeAlarmSystem > _vm->_system->getMillis());
|
|
}
|
|
} 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 >= _rooms[ENTRANCE]) && (_currentRoom <= _rooms[ROGER])) {
|
|
if (obj1.hasProperty(WORN)) {
|
|
_vm->renderMessage("Die Luft hier ist atembar,|du ziehst den Anzug aus.");
|
|
_rooms[AIRLOCK]->getObject(4)->disableProperty(WORN);
|
|
_rooms[AIRLOCK]->getObject(5)->disableProperty(WORN);
|
|
_rooms[AIRLOCK]->getObject(6)->disableProperty(WORN);
|
|
} else
|
|
_vm->renderMessage("Hier drinnen brauchtst du deinen Anzug nicht.");
|
|
} else {
|
|
if (obj1.hasProperty(WORN)) {
|
|
r = _rooms[AIRLOCK];
|
|
if (r->getObject(4)->hasProperty(WORN)) {
|
|
_vm->renderMessage("Du 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 >= _rooms[ENTRANCE]) && (_currentRoom <= _rooms[ROGER])) {
|
|
if (obj1.hasProperty(WORN)) {
|
|
_vm->renderMessage("Die Luft hier ist atembar,|du ziehst den Anzug aus.");
|
|
_rooms[AIRLOCK]->getObject(4)->disableProperty(WORN);
|
|
_rooms[AIRLOCK]->getObject(5)->disableProperty(WORN);
|
|
_rooms[AIRLOCK]->getObject(6)->disableProperty(WORN);
|
|
} else {
|
|
_vm->renderMessage("Hier drinnen brauchtst du deinen Anzug nicht.");
|
|
}
|
|
} else {
|
|
if (obj1.hasProperty(WORN)) {
|
|
if (airless()) {
|
|
death("Den Helm h\204ttest du|besser angelassen!");
|
|
}
|
|
obj1.disableProperty(WORN);
|
|
_vm->renderMessage("Du ziehst den Helm ab.");
|
|
} else {
|
|
r = _rooms[AIRLOCK];
|
|
if (r->getObject(5)->hasProperty(WORN)) {
|
|
obj1.setProperty(WORN);
|
|
_vm->renderMessage("Du ziehst den Helm auf.");
|
|
} else {
|
|
_vm->renderMessage("Du mu\341t erst den Anzug anziehen.");
|
|
}
|
|
}
|
|
}
|
|
} else if ((verb == ACTION_USE) && (obj1._id == LIFESUPPORT)) {
|
|
takeObject(obj1);
|
|
if ((_currentRoom >= _rooms[ENTRANCE]) && (_currentRoom <= _rooms[ROGER])) {
|
|
if (obj1.hasProperty(WORN)) {
|
|
_vm->renderMessage("Die Luft hier ist atembar,|du ziehst den Anzug aus.");
|
|
_rooms[AIRLOCK]->getObject(4)->disableProperty(WORN);
|
|
_rooms[AIRLOCK]->getObject(5)->disableProperty(WORN);
|
|
_rooms[AIRLOCK]->getObject(6)->disableProperty(WORN);
|
|
} else
|
|
_vm->renderMessage("Hier drinnen brauchtst du deinen Anzug nicht.");
|
|
} else {
|
|
if (obj1.hasProperty(WORN)) {
|
|
if (airless()) {
|
|
death("Den Versorgungsteil h\204ttest du|besser nicht abgenommen!");
|
|
}
|
|
obj1.disableProperty(WORN);
|
|
_vm->renderMessage("Du nimmst den Versorgungsteil ab.");
|
|
} else {
|
|
r = _rooms[AIRLOCK];
|
|
if (r->getObject(5)->hasProperty(WORN)) {
|
|
obj1.setProperty(WORN);
|
|
_vm->renderMessage("Du ziehst den Versorgungsteil an.");
|
|
} else {
|
|
_vm->renderMessage("Du 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);
|
|
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 (_vm->_brightness == 0)
|
|
_vm->paletteFadeIn();
|
|
else
|
|
_vm->paletteBrightness();
|
|
if (!_currentRoom->hasSeen())
|
|
_currentRoom->onEntrance();
|
|
}
|
|
|
|
}
|