scummvm/engines/supernova/supernova1/state.cpp
Jaromir Wysoglad fc3ae4c9b9 SUPERNOVA: Fix most of Codacy issues
* Fix mismatched delete in create_image.cpp
* Add shebangs to create_ms2_data.***.sh
* Reduce scopes of some variables
* Substitute bitwise and for logical and in
    GamaManager2::passageConstruction
2019-07-28 15:09:14 +01:00

1599 lines
45 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/cursorman.h"
#include "graphics/palette.h"
#include "gui/message.h"
#include "supernova/screen.h"
#include "supernova/supernova.h"
#include "supernova/supernova1/state.h"
#include "supernova/supernova1/stringid.h"
namespace Supernova {
bool GameManager1::serialize(Common::WriteStream *out) {
if (out->err())
return false;
// GameState
out->writeSint32LE(_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]);
out->writeByte(_state._playerHidden);
// 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 < NUMROOMS1; ++i) {
_rooms[i]->serialize(out);
}
return !out->err();
}
bool GameManager1::deserialize(Common::ReadStream *in, int version) {
if (in->err())
return false;
// GameState
_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();
_vm->setGameString(kStringInventoryMoney, Common::String::format("%d Xa", _state._money));
_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;
}
if (version >= 8)
_state._playerHidden = in->readByte();
else
_state._playerHidden = 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 < NUMROOMS1; ++i) {
_rooms[i]->deserialize(in, version);
}
changeRoom(curRoomId);
// Some additional variables
_guiEnabled = true;
_animationEnabled = true;
return !in->err();
}
// 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);
}
GameManager1::GameManager1(SupernovaEngine *vm, Sound *sound)
: GameManager(vm, sound) {
initRooms();
changeRoom(INTRO1);
initState();
}
GameManager1::~GameManager1() {
destroyRooms();
}
void GameManager1::destroyRooms() {
delete _rooms[INTRO1];
delete _rooms[CORRIDOR_ROOM];
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_ROOM];
delete _rooms[OUTRO];
delete _rooms;
}
void GameManager1::initState() {
GameManager::initState();
_time = ticksToMsec(916364); // 2 pm
_state._timeSleep = 0;
_state._timeAlarm = ticksToMsec(458182); // 7 am
_state._eventTime = kMaxTimerValue;
_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;
}
void GameManager1::initRooms() {
_rooms = new Room *[NUMROOMS1];
_rooms[INTRO1] = new Intro(_vm, this);
_rooms[CORRIDOR_ROOM] = 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_ROOM] = new AxacussSign(_vm, this);
_rooms[OUTRO] = new Outro(_vm, this);
}
bool GameManager1::canSaveGameStateCurrently() {
return _animationEnabled && _guiEnabled;
}
void GameManager1::updateEvents() {
handleTime();
if (_animationEnabled && !_vm->_screen->isMessageShown() && _animationTimer == 0)
_currentRoom->animation();
if (_state._eventCallback != kNoFn && _time >= _state._eventTime) {
_vm->_allowLoadGame = false;
_vm->_allowSaveGame = false;
_state._eventTime = kMaxTimerValue;
EventFunction fn = _state._eventCallback;
_state._eventCallback = kNoFn;
switch (fn) {
case kNoFn:
break;
case kSupernovaFn:
supernovaEvent();
break;
case kGuardReturnedFn:
guardReturnedEvent();
break;
case kGuardWalkFn:
guardWalkEvent();
break;
case kTaxiFn:
taxiEvent();
break;
case kSearchStartFn:
searchStartEvent();
break;
default:
break; //shouldn't happen
}
_vm->_allowLoadGame = true;
_vm->_allowSaveGame = true;
return;
}
if (_state._alarmOn && _state._timeAlarm <= _time) {
_state._alarmOn = false;
alarm();
return;
}
_mouseClicked = false;
_keyPressed = false;
Common::Event event;
while (g_system->getEventManager()->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_KEYDOWN:
_keyPressed = true;
processInput(event.kbd);
break;
case Common::EVENT_LBUTTONUP:
// fallthrough
case Common::EVENT_RBUTTONUP:
if (_currentRoom->getId() != INTRO1 && _sound->isPlaying())
return;
_mouseClicked = true;
// fallthrough
case Common::EVENT_MOUSEMOVE:
_mouseClickType = event.type;
_mouseX = event.mouse.x;
_mouseY = event.mouse.y;
if (_guiEnabled)
processInput();
break;
default:
break;
}
}
}
void GameManager1::corridorOnEntrance() {
if (_state._corridorSearch)
busted(0);
}
void GameManager1::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"
};
int dial1[4];
dial1[0] = kStringTelomat1;
dial1[1] = kNoString;
dial1[2] = kStringTelomat3;
dial1[3] = kStringDialogSeparator;
static byte rows1[3] = {1, 2, 1};
int 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);
wait(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);
wait(10);
_vm->renderBox(0, 0, 320, 200, kColorBlack);
_vm->renderRoom(*_currentRoom);
_vm->paletteBrightness();
_guiEnabled = true;
drawMapExits();
return;
}
_vm->renderText(kStringTelomat16, 50, 120, kColorGreen);
wait(10);
_vm->renderBox(0, 0, 320, 200, kColorBlack);
_vm->renderRoom(*_currentRoom);
_vm->paletteBrightness();
_vm->renderMessage(kStringTelomat17, kMessageTop, name2[i]);
wait(_messageDuration, true);
_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);
wait(_messageDuration, true);
_vm->removeMessage();
if ((_state._destination == 255) && !_rooms[BCORRIDOR]->isSectionVisible(7)) {
_state._eventTime = _time + ticksToMsec(150);
_state._eventCallback = kGuardWalkFn;
_state._origin = i;
_state._destination = nr;
}
break;
case 0: _vm->renderMessage(kStringTelomat19, kMessageTop);
wait(_messageDuration, true);
_vm->removeMessage();
if (dialog(4, rows2, dial2, 0) != 3) {
wait(10);
say(kStringTelomat20);
}
_rooms[BCORRIDOR]->setSectionVisible(7, true);
_rooms[BCORRIDOR]->setSectionVisible(i + 1, true);
_state._eventTime = kMaxTimerValue;
_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);
wait(10);
}
// fallthrough
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 GameManager1::startSearch() {
if ((_currentRoom->getId() >= CORRIDOR1) && (_currentRoom->getId() <= BCORRIDOR))
busted(0);
_state._corridorSearch = true;
}
void GameManager1::search(int time) {
_state._eventTime = _time + ticksToMsec(time);
_state._eventCallback = kSearchStartFn;
}
void GameManager1::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);
wait(2);
reply(kStringGuardNoticed2, 2, 5);
_vm->paletteFadeOut();
_currentRoom->setSectionVisible(2, false);
_currentRoom->setSectionVisible(5, false);
_currentRoom = r;
_guiEnabled = true;
drawMapExits();
}
void GameManager1::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);
_sound->play(kAudioDoorOpen);
wait(2);
}
_vm->renderImage(i);
wait(3);
_vm->renderImage(i + 3);
_sound->play(kAudioVoiceHalt);
_vm->renderImage(i);
wait(5);
if (_currentRoom->getId() == OFFICE_L2)
i = 13;
_vm->renderImage(i + 1);
wait(3);
_vm->renderImage(i + 2);
shot(0, 0);
return;
} 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
}
_sound->play(kAudioVoiceHalt);
wait(3);
shot(0, 0);
}
void GameManager1::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 GameManager1::supernovaEvent() {
_vm->removeMessage();
CursorMan.showMouse(false);
if (_currentRoom->getId() <= CAVE) {
_vm->renderMessage(kStringSupernova1);
wait(_messageDuration, true);
_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);
wait(_messageDuration, true);
_vm->removeMessage();
_vm->setCurrentImage(26);
_vm->renderImage(0);
_vm->paletteBrightness();
novaScroll();
_vm->paletteFadeOut();
_vm->renderBox(0, 0, 320, 200, kColorBlack);
_vm->_screen->setGuiBrightness(255);
_vm->paletteBrightness();
if (_currentRoom->getId() == GLIDER) {
_vm->renderMessage(kStringSupernova3);
wait(_messageDuration, true);
_vm->removeMessage();
_vm->_screen->setGuiBrightness(0);
_vm->paletteBrightness();
_vm->renderRoom(*_currentRoom);
_vm->paletteFadeIn();
_vm->renderMessage(kStringSupernova4, kMessageTop);
wait(_messageDuration, true);
_vm->removeMessage();
_vm->renderMessage(kStringSupernova5, kMessageTop);
wait(_messageDuration, true);
_vm->removeMessage();
_vm->renderMessage(kStringSupernova6, kMessageTop);
wait(_messageDuration, true);
_vm->removeMessage();
_vm->renderMessage(kStringSupernova7, kMessageTop);
wait(_messageDuration, true);
_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);
wait(_messageDuration, true);
_vm->removeMessage();
_vm->_screen->setGuiBrightness(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 GameManager1::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 GameManager1::walk(int imgId) {
if (_prevImgId)
_vm->renderImage(_prevImgId + kSectionInvert);
_vm->renderImage(imgId);
_prevImgId = imgId;
wait(3);
}
void GameManager1::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)->disableProperty(OCCUPIED);
if (_currentRoom == _rooms[BCORRIDOR]) {
if (_vm->_screen->isMessageShown())
_vm->removeMessage();
if (!behind) {
_vm->renderImage(_state._origin + 1);
_prevImgId = _state._origin + 1;
_sound->play(kAudioDoorOpen);
wait(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) {
wait(3);
_vm->renderImage(_prevImgId + kSectionInvert);
_sound->play(kAudioDoorClose);
}
_prevImgId = imgId;
wait(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 (!_state._playerHidden) {
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);
_sound->play(kAudioDoorOpen);
wait(3);
_vm->renderImage(_prevImgId + kSectionInvert);
wait(3);
_vm->renderImage(_state._destination + 1 + kSectionInvert);
_sound->play(kAudioDoorClose);
_rooms[BCORRIDOR]->getObject(_state._destination + 4)->setProperty(OCCUPIED);
_state._destination = 255;
} else if (_rooms[BCORRIDOR]->isSectionVisible(_state._destination + 1)) {
_vm->renderImage(_prevImgId + kSectionInvert);
_rooms[BCORRIDOR]->getObject(_state._destination + 4)->setProperty(OCCUPIED);
SWAP(_state._origin, _state._destination);
_state._eventTime = _time + ticksToMsec(60);
_state._eventCallback = kGuardWalkFn;
} else {
wait(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 = _time + ticksToMsec(60);
_state._eventCallback = kGuardWalkFn;
} else {
SWAP(_state._origin, _state._destination);
_state._eventCallback = kGuardWalkFn;
}
}
void GameManager1::taxiEvent() {
if (_currentRoom->getId() == SIGN_ROOM) {
changeRoom(STATION);
_vm->renderRoom(*_currentRoom);
}
_vm->renderImage(1);
_vm->renderImage(2);
_sound->play(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++) {
wait(2);
_vm->renderImage(invertSection(i - 1));
_vm->renderImage(i);
}
_rooms[SIGN_ROOM]->setSectionVisible(2, false);
_rooms[SIGN_ROOM]->setSectionVisible(3, true);
}
void GameManager1::searchStartEvent() {
if ((_currentRoom >= _rooms[CORRIDOR1]) && (_currentRoom <= _rooms[BCORRIDOR]))
busted(0);
_state._corridorSearch = true;
}
void GameManager1::great(uint number) {
if (number && (_state._greatFlag & (1 << number)))
return;
_sound->play(kAudioSuccess);
_state._greatFlag |= 1 << number;
}
bool GameManager1::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 GameManager1::turnOff() {
if (_state._powerOff)
return;
_state._powerOff = true;
roomBrightness();
}
void GameManager1::turnOn() {
if (!_state._powerOff)
return;
_state._powerOff = false;
_vm->_screen->setViewportBrightness(255);
_rooms[SLEEP]->setSectionVisible(1, false);
_rooms[SLEEP]->setSectionVisible(2, false);
_rooms[COCKPIT]->setSectionVisible(22, false);
}
void GameManager1::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->_screen->getViewportBrightness() != 0)
_vm->_screen->setViewportBrightness(_roomBrightness);
_vm->paletteBrightness();
}
void GameManager1::handleTime() {
if (_timerPaused)
return;
int32 newTime = g_system->getMillis();
int32 delta = newTime - _oldTime;
_time += delta;
if (_time > 86400000) {
_time -= 86400000; // 24h wrap around
_state._alarmOn = (_state._timeAlarm > _time);
}
if (_animationTimer > delta)
_animationTimer -= delta;
else
_animationTimer = 0;
_oldTime = newTime;
}
void GameManager1::loadTime() {
pauseTimer(false);
}
void GameManager1::saveTime() {
pauseTimer(true);
}
void GameManager1::shock() {
_sound->play(kAudioShock);
dead(kStringShock);
}
void GameManager1::drawMapExits() {
_vm->renderBox(281, 161, 39, 39, kColorWhite25);
for (int i = 0; i < 25; i++) {
int idx;
if ((idx = _exitList[i]) != -1) {
byte r = _currentRoom->getObject(idx)->_direction;
int x = 284 + 7 * (r % 5);
int y = 164 + 7 * (r / 5);
_vm->renderBox(x, y, 5, 5, kColorDarkRed);
}
}
}
void GameManager1::shot(int a, int b) {
if (a)
_vm->renderImage(a);
_sound->play(kAudioGunShot);
wait(2);
if (b)
_vm->renderImage(b);
wait(2);
if (a)
_vm->renderImage(a);
_sound->play(kAudioGunShot);
wait(2);
if (b)
_vm->renderImage(b);
dead(kStringShot);
}
void GameManager1::takeMoney(int amount) {
Object *moneyObject = _rooms[INTRO1]->getObject(4);
_state._money += amount;
_vm->setGameString(kStringInventoryMoney, Common::String::format("%d Xa", _state._money));
if (_state._money > 0) {
takeObject(*moneyObject);
if (amount > 0)
great(0);
} else {
_inventory.remove(*moneyObject);
}
}
void GameManager1::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 GameManager1::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);
}
}
bool GameManager1::isHelmetOff() {
Object *helmet = _inventory.get(HELMET);
if (helmet && helmet->hasProperty(WORN)) {
_vm->renderMessage(kStringIsHelmetOff_1);
return false;
}
return true;
}
bool GameManager1::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)) {
animationOff();
saveTime();
_vm->renderMessage(kStringGenericInteract_10);
wait(_messageDuration, true);
_vm->removeMessage();
_vm->renderMessage(kStringGenericInteract_11);
wait(_messageDuration, true);
_vm->removeMessage();
_vm->setCurrentImage(2);
_vm->renderImage(0);
_vm->setColor63(40);
getInput();
_vm->renderRoom(*_currentRoom);
roomBrightness();
_vm->renderMessage(kStringGenericInteract_12);
loadTime();
animationOn();
} 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(_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 > _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)) {
obj1.disableProperty(WORN);
_vm->renderMessage(kStringGenericInteract_24);
getInput();
if (airless())
dead(kStringGenericInteract_23);
} 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)) {
obj1.disableProperty(WORN);
_vm->renderMessage(kStringGenericInteract_28);
getInput();
if (airless())
dead(kStringGenericInteract_27);
} 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);
wait(_messageDuration, true);
_vm->removeMessage();
_vm->renderMessage(kStringGenericInteract_32);
} else
return false;
return true;
}
void GameManager1::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;
_sound->play(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;
_sound->play(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 GameManager1::executeRoom() {
if (_processInput && !_vm->_screen->isMessageShown() && _guiEnabled) {
handleInput();
if (_dead) {
_dead = false;
return;
}
if (_mouseClicked) {
Common::Event event;
event.type = Common::EVENT_MOUSEMOVE;
event.mouse = Common::Point(0, 0);
_vm->getEventManager()->pushEvent(event);
event.type = Common::EVENT_MOUSEMOVE;
event.mouse = Common::Point(_mouseX, _mouseY);
_vm->getEventManager()->pushEvent(event);
}
resetInputState();
}
if (_guiEnabled) {
if (!_vm->_screen->isMessageShown()) {
g_system->fillScreen(kColorBlack);
_vm->renderRoom(*_currentRoom);
}
drawMapExits();
drawInventory();
drawStatus();
drawCommandBox();
}
roomBrightness();
if (_vm->_screen->getViewportBrightness() == 0)
_vm->paletteFadeIn();
if (!_currentRoom->hasSeen() && _newRoom) {
_newRoom = false;
_currentRoom->onEntrance();
}
}
void GameManager1::guardShot() {
_vm->renderImage(2);
_vm->renderImage(5);
wait(3);
_vm->renderImage(2);
_sound->play(kAudioVoiceHalt);
while (_sound->isPlaying())
wait(1);
_vm->renderImage(5);
wait(5);
_vm->renderImage(3);
wait(3);
shot(4, 3);
}
void GameManager1::guard3Shot() {
_vm->renderImage(1);
wait(3);
_sound->play(kAudioVoiceHalt); // 46/0
while (_sound->isPlaying())
wait(1);
wait(5);
_vm->renderImage(2);
wait(3);
shot(3,2);
}
void GameManager1::alarm() {
if (_rooms[INTRO1]->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 = _time + ticksToMsec(180);
_state._eventCallback = kGuardReturnedFn;
}
}
void GameManager1::alarmSound() {
animationOff();
_vm->removeMessage();
_vm->renderMessage(kStringAlarm);
int32 end = _time + ticksToMsec(_messageDuration);
do {
_sound->play(kAudioAlarm);
while (_sound->isPlaying()) {
g_system->delayMillis(_vm->_delay);
updateEvents();
g_system->updateScreen();
}
} while (_time < end && !_vm->shouldQuit());
_vm->removeMessage();
animationOn();
}
}