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authorJoseph-Eugene Winzer2017-07-11 05:33:46 +0200
committerThierry Crozat2018-01-22 23:54:26 +0000
commit30308fbe8d45de40331b10bd7ed6e62c6bff0a4c (patch)
tree129e66e105c49cfec87f261a3000198bd135868b /engines/supernova/state.cpp
parent87a0dd970af238e6ec7033288c0a67640a717d6e (diff)
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SUPERNOVA: Implements GUI routines and refactors code
Of course the short description does not adequately describe the changes made with this commit and I assume this won't be the last big restructuring unfortunately. Focus of this commit was to implement/fix the code so the main user interface can be rendered. Bugs in the core routines for rendering Messages and Images were fixed as well.
Diffstat (limited to 'engines/supernova/state.cpp')
-rw-r--r--engines/supernova/state.cpp921
1 files changed, 921 insertions, 0 deletions
diff --git a/engines/supernova/state.cpp b/engines/supernova/state.cpp
new file mode 100644
index 0000000000..1899daffb4
--- /dev/null
+++ b/engines/supernova/state.cpp
@@ -0,0 +1,921 @@
+
+#include "supernova/supernova.h"
+#include "supernova/state.h"
+
+namespace Supernova {
+
+Inventory::Inventory()
+ : _numObjects(0)
+{}
+
+// TODO: Update Inventory surface for scrolling
+void Inventory::add(Object &obj) {
+ if (_numObjects < kMaxCarry)
+ _inventory[_numObjects++] = &obj;
+
+// if (inventory_amount>8) inventory_scroll = ((inventory_amount+1)/2)*2-8;
+// show_inventory();
+}
+
+// TODO: Update Inventory surface for scrolling
+void Inventory::remove(Object &obj) {
+ for (uint i = 0; i < _numObjects; ++i) {
+ if (_inventory[i] == &obj) {
+ --_numObjects;
+ while (i < _numObjects) {
+ _inventory[i] = _inventory[i + 1];
+ ++i;
+ }
+ obj.disableProperty(CARRIED);
+ }
+ }
+}
+
+Object *Inventory::get(uint index) const {
+ if (index < _numObjects)
+ return _inventory[index];
+
+ return NULL;
+}
+
+Object *Inventory::get(ObjectID id) const {
+ for (uint i = 0; i < _numObjects; ++i) {
+ if (_inventory[i]->_id == id)
+ return _inventory[i];
+ }
+
+ return NULL;
+}
+
+
+static const char *timeToString(int t) {
+ // TODO: Does ScummVM emulate PIT timings for DOS?
+
+ static char s[9];
+ strcpy(s," 0:00:00");
+ s[7] = t % 10 + '0';
+ t /= 10;
+ s[6] = t % 6 + '0';
+ t /= 6;
+ s[4] = t % 10 + '0';
+ t /= 10;
+ s[3] = t % 6 + '0';
+ t /= 6;
+ s[1] = t % 10 + '0';
+ t /= 10;
+ if (t)
+ s[0] = t+48;
+
+ return(s);
+}
+
+GameManager::GameManager(SupernovaEngine *vm) {
+ _rooms[INTRO] = new StartingItems(vm, this);
+ _rooms[CORRIDOR] = new ShipCorridor(vm, this);
+ _rooms[HALL] = new ShipHall(vm, this);
+ _rooms[SLEEP] = new ShipSleepCabin(vm, this);
+ _rooms[COCKPIT] = new ShipCockpit(vm, this);
+ _rooms[AIRLOCK] = new ShipAirlock(vm, this);
+ _rooms[HOLD] = new ShipHold(vm, this);
+ _rooms[LANDINGMODULE] = new ShipLandingModule(vm, this);
+ _rooms[GENERATOR] = new ShipGenerator(vm, this);
+ _rooms[OUTSIDE] = new ShipOuterSpace(vm, this);
+ _rooms[CABIN_R1] = new ShipCabinR1(vm, this);
+ _rooms[CABIN_R2] = new ShipCabinR2(vm, this);
+ _rooms[CABIN_R3] = new ShipCabinR3(vm, this);
+ _rooms[CABIN_L1] = new ShipCabinL1(vm, this);
+ _rooms[CABIN_L2] = new ShipCabinL2(vm, this);
+ _rooms[CABIN_L3] = new ShipCabinL3(vm, this);
+ _rooms[BATHROOM] = new ShipCabinBathroom(vm, this);
+
+// _rooms[ROCKS]
+// _rooms[CAVE]
+// _rooms[MEETUP]
+// _rooms[ENTRANCE]
+// _rooms[REST]
+// _rooms[ROGER]
+// _rooms[GLIDER]
+// _rooms[MEETUP2]
+// _rooms[MEETUP3]
+
+// _rooms[CELL]
+// _rooms[CORRIDOR1]
+// _rooms[CORRIDOR2]
+// _rooms[CORRIDOR3]
+// _rooms[CORRIDOR4]
+// _rooms[CORRIDOR5]
+// _rooms[CORRIDOR6]
+// _rooms[CORRIDOR7]
+// _rooms[CORRIDOR8]
+// _rooms[CORRIDOR9]
+// _rooms[BCORRIDOR]
+// _rooms[GUARD]
+// _rooms[GUARD3]
+// _rooms[OFFICE_L1]
+// _rooms[OFFICE_L2]
+// _rooms[OFFICE_R1]
+// _rooms[OFFICE_R2]
+// _rooms[OFFICE_L]
+// _rooms[ELEVATOR]
+// _rooms[STATION]
+// _rooms[SIGN]
+
+ _currentRoom = _rooms[INTRO];
+ _vm = vm;
+ _inputObject[0] = &_nullObjectInstance;
+ _inputObject[1] = &_nullObjectInstance;
+ _inputVerb = ACTION_WALK;
+ _inputVerb2 = false;
+ _inventoryScroll = 0;
+
+ initGui();
+}
+
+void GameManager::initGui() {
+ // TODO: Initialize GUI dimensions to eliminate the use of magic numbers
+ // especially in the input handling.
+ // Wrapping it in state machine would probably make a lot of it easier
+ // as the current state i.e. when selecting/combining objects would need
+ // to be queried when deciding what to do (flush inputs / render / ... )
+
+ int x = 0;
+ for (int i = 0; i < ARRAYSIZE(_guiCommandDimensions); ++i) {
+ int width;
+ if (i < 9)
+ width = _vm->characterWidth(guiCommand_DE[i]) + 2;
+ else
+ width = 320 - x;
+
+ _guiCommandDimensions[i] = Common::Rect(x, 150, x + width, 159);
+ x += width + 2;
+ }
+}
+
+void GameManager::processInput(Common::KeyState &state) {
+ switch (state.keycode) {
+ case Common::KEYCODE_F1:
+ // help
+ break;
+ case Common::KEYCODE_F2:
+ // show game doc
+ break;
+ case Common::KEYCODE_F3:
+ // show game info
+ break;
+ case Common::KEYCODE_F4:
+ // set text speed
+ break;
+ case Common::KEYCODE_F5:
+ // load/save
+ break;
+ case Common::KEYCODE_x:
+ if (state.flags & Common::KBD_ALT) {
+ // quit game
+ _vm->_gameRunning = false;
+ } else {
+ _key = state.ascii;
+ }
+ break;
+ default:
+ _key = state.ascii;
+ }
+}
+
+void GameManager::processInput(Common::EventType eventType, int x, int y) {
+ _mouseClickType = eventType;
+ _mouseX = x;
+ _mouseY = y;
+ _inputObject[0] = &_nullObjectInstance;
+ _inputObject[1] = &_nullObjectInstance;
+ _inputVerb = ACTION_WALK;
+ _inputVerb2 = false;
+ _mouseField = -1;
+ _objectNumber = 0;
+
+ if (_mouseClickType == Common::EVENT_LBUTTONUP) {
+ // STUB
+
+ } else if (_mouseClickType == Common::EVENT_RBUTTONUP) {
+ ObjectType type;
+ if (((_mouseField >= 0) && (_mouseField < 256)) ||
+ ((_mouseField >= 512) && (_mouseField < 768))) {
+ _inputObject[0] = _inputObject[_objectNumber];
+ _objectNumber = 0;
+ _inputVerb2 = false;
+ type = _inputObject[0]->_type;
+ if (type & OPEN) {
+ 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;
+ }
+ }
+ } else if (_mouseClickType == Common::EVENT_MOUSEMOVE) {
+ int field;
+ int click;
+ field = -1;
+ /* command row? */
+ if ((y >= _guiCommandDimensions[0].top) && (y <= _guiCommandDimensions[0].bottom)) {
+ field = 9;
+ while (x < _guiCommandDimensions[field].left - 1)
+ field--;
+ field += 256;
+ }
+ /* exit box? */
+ else if ((x >= 283) && (x <= 317) && (y >= 163) && (y <= 197))
+ field = _exitList[(x - 283) / 7 + 5 * ((y - 163) / 7)];
+ /* inventory box */
+ else if ((y >= 161) && (x <= 270)) {
+ field = (x + 1) / 136 + ((y - 161) / 10) * 2;
+ if (field + _inventoryScroll < _inventory.getSize())
+ field += 512;
+ else
+ field = -1;
+ }
+ /* inventory arrows */
+ else if ((y >= 161) && (x >= 271) && (x < 279)) {
+ if (y > 180) field = 769;
+ else field = 768;
+ }
+ /* message window */
+// else if (_vm->_messageDisplayed && (x >= message_columns) && (x < message_columns + message_width) && (y >= message_rows) && (y < message_rows + message_height))
+ else if (_vm->_messageDisplayed)
+ field = -1;
+ /* normal item */
+ else {
+ for (int i = 0; (_currentRoom->getObject(i)->_name != NULL) && (field == -1); i++) {
+ click = _currentRoom->getObject(i)->_click;
+ if (click != 255) {
+ MSNImageDecoder::ClickField *clickField = _vm->_currentImage->_clickField;
+ do {
+ if ((x >= clickField[click].x1) && (x <= clickField[click].x2) &&
+ (y >= clickField[click].y1) && (y <= clickField[click].y2))
+ field = i;
+
+ click = clickField[click].next;
+ } while ((click != 0) && (field == -1));
+ }
+ }
+
+ if ((_objectNumber == 1) && (_currentRoom->getObject(field) == _inputObject[0]))
+ field = -1;
+ }
+ if (_mouseField != field) {
+ if (_mouseField >= 768) {
+ inventory_arrow(_mouseField - 768, 0);
+ } else if (_mouseField >= 512) {
+ inventory_object(_mouseField - 512, 0);
+ _inputObject[_objectNumber] = &_nullObjectInstance;
+ drawStatus();
+ } else if (_mouseField >= 256) {
+ drawCommandBox(_mouseField - 256, 0);
+ } else if (_mouseField != -1) {
+ _inputObject[_objectNumber] = &_nullObjectInstance;
+ drawStatus();
+ }
+ _mouseField = field;
+ if (_mouseField >= 768) {
+ inventory_arrow(_mouseField - 768, 1);
+ } else if (_mouseField >= 512) {
+ inventory_object(_mouseField - 512, 1);
+ _inputObject[_objectNumber] = _inventory.get(_mouseField - 512 + _inventoryScroll);
+ drawStatus();
+ } else if (_mouseField >= 256) {
+ drawCommandBox(_mouseField - 256, 1);
+ } else if (_mouseField != -1) {
+ _inputObject[_objectNumber] = _currentRoom->getObject(_mouseField);
+ drawStatus();
+ }
+ }
+ }
+}
+
+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;
+}
+
+void GameManager::great(uint number) {
+ if (number && (_state.greatF & (1 << number)))
+ return;
+
+ _vm->playSound(kAudioUndef7);
+ _state.greatF |= 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::turnOff() {
+ if (_state.powerOff)
+ return;
+
+ _state.powerOff = true;
+ roomBrightness();
+
+}
+void GameManager::turnOn() {
+ // STUB
+}
+
+void GameManager::takeObject(Object &obj) {
+ if (obj.hasProperty(CARRIED))
+ return;
+
+ if (obj._section != 0)
+ _vm->renderImage(_currentRoom->getFileNumber(), obj._section);
+ obj.setProperty(CARRIED);
+ obj._click = obj._click2 = 255;
+ _inventory.add(obj);
+}
+
+void GameManager::inventory_object(int num, bool brightness) {
+}
+
+void GameManager::drawCommandBox() {
+ for (int i = 0; i < 10; ++i)
+ drawCommandBox(i, 0);
+}
+
+void GameManager::drawCommandBox(int cmd, bool brightness) {
+ _vm->renderBox(_guiCommandDimensions[cmd].left,
+ _guiCommandDimensions[cmd].top,
+ _guiCommandDimensions[cmd].width(),
+ _guiCommandDimensions[cmd].height(),
+ (brightness) ? HGR_BEF_HELL:HGR_BEF);
+ _vm->renderText(guiCommand_DE[cmd],
+ _guiCommandDimensions[cmd].left + 1,
+ _guiCommandDimensions[cmd].top + 1,
+ (brightness) ? COL_BEF_HELL:COL_BEF);
+}
+
+void GameManager::inventory_arrow(int num, bool brightness) {
+ // STUB
+}
+
+void GameManager::drawInventory() {
+ // TODO: implement scrolling and moveover effects
+ int brightness = 0;
+ for (int i = 0; i < 8; ++i) {
+ int x = 136 * (i % 2);
+ int y = 161 + 10 * (i / 2);
+ _vm->renderBox(x, y, 135, 9, (brightness) ? HGR_INV_HELL : HGR_INV);
+ if (i < _inventory.getSize())
+ _vm->renderText(_inventory.get(i + _inventoryScroll)->_name, x + 1, y + 1, (brightness) ? COL_INV_HELL : COL_INV);
+ }
+ _vm->renderBox(272, 161, 7, 19, HGR_INV);
+ _vm->renderBox(272, 181, 7, 19, HGR_INV);
+}
+
+void GameManager::mouseInput() {
+ // STUB
+}
+
+void GameManager::mouseInput2() {
+ // STUB
+}
+
+void GameManager::mouseInput3() {
+ // STUB
+}
+
+void GameManager::mouseWait(int delay) {
+ // STUB
+}
+
+void GameManager::roomBrightness() {
+ // STUB
+}
+
+void GameManager::loadTime() {
+ // STUB
+}
+
+void GameManager::saveTime() {
+ // STUB
+}
+
+bool GameManager::saveGame(int number) {
+ // STUB
+ return false;
+}
+
+void GameManager::changeRoom(RoomID id) {
+ _currentRoom = _rooms[id];
+}
+
+void GameManager::errorTemp() {
+ // STUB
+}
+
+void GameManager::wait2(int delay) {
+ // STUB
+}
+
+void GameManager::screenShake() {
+ // STUB
+}
+
+void GameManager::palette() {
+ // STUB
+ // Adjust palette to brightness parameters and make it current
+}
+
+void GameManager::shock() {
+ // STUB
+ _vm->playSound(kAudioShock);
+ // die
+}
+
+void GameManager::showMenu() {
+ _vm->renderBox(0, 138, 320, 62, 0);
+ _vm->renderBox(0, 140, 320, 9, HGR_BEF_ANZ);
+ for (int i = 0; i < 10; i++)
+ drawCommandBox(i, 0);
+ _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() {
+ // STUB
+}
+
+void GameManager::animationOn() {
+ // STUB
+}
+
+void GameManager::edit(char *text, int x, int y, int length) {
+ // STUB
+}
+
+void GameManager::loadOverlayStart() {
+ // STUB
+}
+
+void GameManager::drawStatus() {
+ _vm->renderBox(0, 140, 320, 9, HGR_BEF_ANZ);
+ int index = static_cast<int>(_inputVerb);
+ _vm->renderText(guiStatusCommand_DE[index], 1, 141, COL_BEF_ANZ);
+
+ if (_inputObject[0]->_id != NULLOBJECT) {
+ _vm->renderText(_inputObject[0]->_name);
+ if (_inputVerb2) {
+ if (_inputVerb == ACTION_GIVE) {
+ // to
+ _vm->renderText(" an ");
+ } else {
+ // with
+ _vm->renderText(" mit ");
+ }
+ if (_inputObject[1] != &_nullObjectInstance)
+ _vm->renderText(_inputObject[1]->_name);
+ }
+ }
+}
+
+void GameManager::openLocker(const Room *room, Object *obj, Object *lock, int section) {
+ _vm->renderImage(room->getFileNumber(), section);
+ obj->setProperty(OPENED);
+ lock->_click = 255;
+ int i = obj->_click;
+ obj->_click = obj->_click2;
+ obj->_click2 = i;
+}
+
+void GameManager::closeLocker(const Room *room, Object *obj, Object *lock, int section) {
+ // STUB
+}
+
+int GameManager::invertSection(int section) {
+ if (section < 128)
+ section += 128;
+ else
+ section -= 128;
+
+ return section;
+}
+
+
+bool GameManager::genericInteract(Action verb, Object &obj1, Object &obj2) {
+ Room *r;
+ char t[150];
+
+ if ((verb == ACTION_USE) && (obj1._id == SCHNUCK)) {
+ if (isHelmetOff()) {
+ takeObject(obj1);
+ _vm->renderMessage("Schmeckt ganz gut.");
+ _inventory.remove(obj1);
+ }
+ } else if ((verb == ACTION_USE) && (obj1._id == EGG)) {
+ if (isHelmetOff()) {
+ takeObject(obj1);
+ if (obj1.hasProperty(OPENED))
+ _vm->renderMessage("Schmeckt ganz gut.");
+ else
+ _vm->renderMessage("Da war irgendetwas drin,|aber jetzt hast du es|mit runtergeschluckt.");
+
+ _inventory.remove(obj1);
+ }
+ } else if ((verb == ACTION_OPEN) && (obj1._id == EGG)) {
+ takeObject(obj1);
+ if (obj1.hasProperty(OPENED)) {
+ _vm->renderMessage("Du hast es doch schon ge”ffnet.");
+ } else {
+ takeObject(*_rooms[ENTRANCE]->getObject(8));
+ _vm->renderMessage("In dem Ei ist eine Tablette|in einer Plastikhlle.");
+ obj1.setProperty(OPENED);
+ }
+ } else if ((verb == ACTION_USE) && (obj1._id == PILL)) {
+ if (isHelmetOff()) {
+ _vm->renderMessage("Du iát die Tablette und merkst,|daá sich irgendetwas ver„ndert 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”nnen, hat die Tablette gewirkt.\"");
+ _state.language = 1;
+ } else if ((verb == ACTION_OPEN) && (obj1._id == WALLET)) {
+ if (!_rooms[ROGER]->getObject(3)->hasProperty(CARRIED)) {
+ _vm->renderMessage("Das muát du erst nehmen.");
+ } else if (_rooms[ROGER]->getObject(7)->hasProperty(CARRIED)) {
+ _vm->renderMessage("Sie ist leer.");
+ } else {
+ _vm->renderMessage("Du findest 10 Buckazoids und eine Keycard.");
+ takeObject(*_rooms[ROGER]->getObject(7));
+ takeObject(*_rooms[ROGER]->getObject(8));
+ }
+ } else if ((verb == ACTION_LOOK) && (obj1._id == NEWSPAPER)) {
+ _vm->renderMessage("Es ist eine Art elektronische Zeitung.");
+ mouseWait(_timer1);
+ _vm->removeMessage();
+ _vm->renderMessage("Halt, hier ist ein interessanter Artikel.");
+ mouseWait(_timer1);
+ _vm->removeMessage();
+ _vm->renderImage(2,0);
+ _vm->setColor63(40);
+ mouseInput2();
+ _vm->renderRoom(*_currentRoom);
+ roomBrightness();
+ palette();
+ showMenu();
+ drawMapExits();
+ _vm->renderMessage("Hmm, irgendwie komme|ich mir verarscht vor.");
+ } else if ((verb == ACTION_LOOK) && (obj1._id == KEYCARD2)) {
+ _vm->renderMessage(obj1._description);
+ obj1._description = "Es ist die Keycard des Commanders.";
+ } else if ((verb == ACTION_LOOK) && (obj1._id == WATCH)) {
+ _vm->renderMessage(Common::String::format(
+ "Es ist eine Uhr mit extra|lautem Wecker. "
+ "Sie hat einen|Knopf zum Verstellen der Alarmzeit.|"
+ "Uhrzeit: %s Alarmzeit: %s",
+ timeToString(_vm->getDOSTicks() - _state.timeStarting),
+ timeToString(_state.timeAlarm)).c_str());
+ } else if ((verb == ACTION_PRESS) && (obj1._id == WATCH)) {
+ char *min;
+ int hours, minutes;
+ bool f;
+ animationOff();
+ _vm->saveScreen(88, 87, 144, 24);
+ _vm->renderBox(88, 87, 144, 24, kColorWhite35);
+ _vm->renderText("Neue Alarmzeit (hh:mm) :", 91, 90, kColorWhite99);
+ do {
+ t[0] = 0;
+ _vm->renderBox(91, 99, 138, 9, kColorDarkBlue);
+ do {
+ edit(t, 91, 100, 5);
+ } while ((_key != Common::ASCII_RETURN) && (_key != Common::ASCII_ESCAPE));
+ f = false;
+ if (t[0] == ':') {
+ t[0] = 0;
+ min = &(t[1]);
+ } else if (t[1] == ':') {
+ t[1] = 0;
+ min = &(t[2]);
+ } else if (t[2] == ':') {
+ t[2] = 0;
+ min = &(t[3]);
+ } else {
+ f = true;
+ }
+
+ for (uint i = 0; i < strlen(t); i++)
+ if ((t[i] < '0') || (t[i] > '9')) f = true;
+ for (uint i = 0; i < strlen(min); i++)
+ if ((min[i] < '0') || (min[i] > '9')) f = true;
+ hours = atoi(t);
+ minutes = atoi(min);
+ if ((hours > 23) || (minutes > 59)) f = true;
+ animationOn();
+ } while (f && (_key != Common::ASCII_ESCAPE));
+ _vm->restoreScreen();
+ if (_key != Common::ASCII_ESCAPE) {
+ _state.timeAlarm = (hours * 60 + minutes) * 1092.3888 + 8;
+ _state.timeAlarmSystem = _state.timeAlarm + _state.timeStarting;
+ _state.alarmOn = (_state.timeAlarmSystem > _vm->getDOSTicks());
+ }
+ } else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, TERMINALSTRIP, WIRE)) {
+ r = _rooms[CABIN_L3];
+ if (!r->getObject(8)->hasProperty(CARRIED)) {
+ if (r->isSectionVisible(26))
+ _vm->renderMessage(Object::takeMessage);
+ else
+ return false;
+ } else {
+ r->getObject(8)->_name = "Leitung mit Lsterklemme";
+ 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sterklemme";
+ r = _rooms[HOLD];
+ _inventory.remove(*r->getObject(2));
+ _state.terminalStripConnected = true;
+ _vm->renderMessage("Ok.");
+ } else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, WIRE, SPOOL)) {
+ r = _rooms[CABIN_L3];
+ if (!_state.terminalStripConnected) {
+ if (r->isSectionVisible(26))
+ _vm->renderMessage("Womit denn?");
+ else
+ return false;
+ } else {
+ if (!r->getObject(8)->hasProperty(CARRIED)) {
+ _vm->renderMessage(Object::takeMessage);
+ } else {
+ r = _rooms[CABIN_L2];
+ takeObject(*r->getObject(9));
+ r = _rooms[CABIN_L3];
+ r->getObject(8)->_name = "langes Kabel mit Stecker";
+ r = _rooms[CABIN_L2];
+ _inventory.remove(*r->getObject(9));
+ _state.cableConnected = true;
+ _vm->renderMessage("Ok.");
+ }
+ }
+ } else if ((verb == ACTION_USE) && (obj1._id == SUIT)) {
+ takeObject(obj1);
+ if ((_currentRoom >= _rooms[ENTRANCE]) && (_currentRoom <= _rooms[ROGER])) {
+ if (obj1.hasProperty(WORN)) {
+ _vm->renderMessage("Die Luft hier ist atembar,|du ziehst den Anzug aus.");
+ _rooms[AIRLOCK]->getObject(4)->disableProperty(WORN);
+ _rooms[AIRLOCK]->getObject(5)->disableProperty(WORN);
+ _rooms[AIRLOCK]->getObject(6)->disableProperty(WORN);
+ } else
+ _vm->renderMessage("Hier drinnen brauchtst du deinen Anzug nicht.");
+ } else {
+ if (obj1.hasProperty(WORN)) {
+ r = _rooms[AIRLOCK];
+ if (r->getObject(4)->hasProperty(WORN)) {
+ _vm->renderMessage("Du muát erst den Helm abnehmen.");
+ } else if (r->getObject(6)->hasProperty(WORN)) {
+ _vm->renderMessage("Du muát erst den Versorgungsteil abnehmen.");
+ } else {
+ obj1.disableProperty(WORN);
+ _vm->renderMessage("Du ziehst den Raumanzug aus.");
+ }
+ } else {
+ obj1.setProperty(WORN);
+ _vm->renderMessage("Du ziehst den Raumanzug an.");
+ }
+ }
+ } else if ((verb == ACTION_USE) && (obj1._id == HELMET)) {
+ takeObject(obj1);
+ if ((_currentRoom >= _rooms[ENTRANCE]) && (_currentRoom <= _rooms[ROGER])) {
+ if (obj1.hasProperty(WORN)) {
+ _vm->renderMessage("Die Luft hier ist atembar,|du ziehst den Anzug aus.");
+ _rooms[AIRLOCK]->getObject(4)->disableProperty(WORN);
+ _rooms[AIRLOCK]->getObject(5)->disableProperty(WORN);
+ _rooms[AIRLOCK]->getObject(6)->disableProperty(WORN);
+ } else {
+ _vm->renderMessage("Hier drinnen brauchtst du deinen Anzug nicht.");
+ }
+ } else {
+ if (obj1.hasProperty(WORN)) {
+ if (airless()) {
+ //TODO: Death screen
+// longjmp(dead, "Den Helm h„ttest du|besser angelassen!");
+ }
+ obj1.disableProperty(WORN);
+ _vm->renderMessage("Du ziehst den Helm ab.");
+ } else {
+ r = _rooms[AIRLOCK];
+ if (r->getObject(5)->hasProperty(WORN)) {
+ obj1.setProperty(WORN);
+ _vm->renderMessage("Du ziehst den Helm auf.");
+ } else {
+ _vm->renderMessage("Du muát erst den Anzug anziehen.");
+ }
+ }
+ }
+ } else if ((verb == ACTION_USE) && (obj1._id == LIFESUPPORT)) {
+ takeObject(obj1);
+ if ((_currentRoom >= _rooms[ENTRANCE]) && (_currentRoom <= _rooms[ROGER])) {
+ if (obj1.hasProperty(WORN)) {
+ _vm->renderMessage("Die Luft hier ist atembar,|du ziehst den Anzug aus.");
+ _rooms[AIRLOCK]->getObject(4)->disableProperty(WORN);
+ _rooms[AIRLOCK]->getObject(5)->disableProperty(WORN);
+ _rooms[AIRLOCK]->getObject(6)->disableProperty(WORN);
+ } else
+ _vm->renderMessage("Hier drinnen brauchtst du deinen Anzug nicht.");
+ } else {
+ if (obj1.hasProperty(WORN)) {
+ if (airless()) {
+ //TODO: Death screen
+// longjmp(dead, "Den Versorungsteil h„ttest du|besser nicht abgenommen!");
+ }
+ obj1.disableProperty(WORN);
+ _vm->renderMessage("Du nimmst den Versorgungsteil ab.");
+ } else {
+ r = _rooms[AIRLOCK];
+ if (r->getObject(5)->hasProperty(WORN)) {
+ obj1.setProperty(WORN);
+ _vm->renderMessage("Du ziehst den Versorgungsteil an.");
+ } else {
+ _vm->renderMessage("Du muát erst den Anzug anziehen.");
+ }
+ }
+ }
+ } else if ((verb == ACTION_WALK) && (obj1._id == BATHROOM_DOOR)) {
+// *bathroom = current_room;
+ return false;
+ } else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, WIRE, SOCKET))
+ _vm->renderMessage("Die Leitung ist hier unntz.");
+ else if ((verb == ACTION_LOOK) && (obj1._id == BOOK2)) {
+ _vm->renderMessage("Stark, das ist ja die Fortsetzung zum \"Anhalter\":|\"Das Restaurant am Ende des Universums\".");
+ mouseWait(_timer1);
+ _vm->removeMessage();
+ _vm->renderMessage("Moment mal, es ist ein Lesezeichen drin,|auf dem \"Zweiundvierzig\" steht.");
+ } else {
+ return false;
+ }
+
+ return true;
+}
+
+void GameManager::executeRoom() {
+ // TODO: clean up. minimize.
+ _vm->renderRoom(*_currentRoom);
+ drawMapExits();
+ drawInventory();
+ drawStatus();
+ drawCommandBox();
+ animationOn();
+ roomBrightness();
+ if (_vm->_brightness == 0)
+ _vm->paletteFadeIn();
+ else
+ _vm->paletteBrightness();
+
+ if (!_currentRoom->hasSeen())
+ _currentRoom->onEntrance();
+
+ bool validCommand = genericInteract(_inputVerb, *_inputObject[0], *_inputObject[1]);
+
+
+#if 0
+ if (!validCommand) {
+ validCommand = _currentRoom->interact(_inputVerb, *_inputObject[0], *_inputObject[1]);
+ if (!validCommand) {
+ switch (_inputVerb) {
+ case ACTION_LOOK:
+ _vm->renderMessage(_inputObject[0]->_description);
+ break;
+
+ case ACTION_WALK:
+ if (_inputObject[0]->hasProperty(CARRIED)) {
+ // You already carry this.
+ _vm->renderMessage("Das tr„gst du doch bei dir.");
+ } else if (!_inputObject[0]->hasProperty(EXIT)) {
+ // You're already there.
+ _vm->renderMessage("Du bist doch schon da.");
+ } else if (_inputObject[0]->hasProperty(OPEN) && !_inputObject[0]->hasProperty(OPENED)) {
+ // This is closed
+ _vm->renderMessage("Das ist geschlossen.");
+ } else {
+ _currentRoom = _rooms[_inputObject[0]->_exitRoom];
+ return;
+ }
+ break;
+
+ case ACTION_TAKE:
+ if (_inputObject[0]->hasProperty(OPENED)) {
+ // You already have that
+ _vm->renderMessage("Das hast du doch schon.");
+ } else if (_inputObject[0]->hasProperty(UNNECESSARY)) {
+ // You do not need that.
+ _vm->renderMessage("Das brauchst du nicht.");
+ } else if (!_inputObject[0]->hasProperty(TAKE)) {
+ // You can't take that.
+ _vm->renderMessage("Das kannst du nicht nehmen.");
+ } else {
+ takeObject(*_inputObject[0]);
+ }
+ break;
+
+ case ACTION_OPEN:
+ if (!_inputObject[0]->hasProperty(OPEN)) {
+ // This can't be opened
+ _vm->renderMessage("Das l„át sich nicht ”ffnen.");
+ } else if (_inputObject[0]->hasProperty(OPENED)) {
+ // This is already opened.
+ _vm->renderMessage("Das ist schon offen.");
+ } else if (_inputObject[0]->hasProperty(CLOSED)) {
+ // This is locked.
+ _vm->renderMessage("Das ist verschlossen.");
+ } else {
+ _vm->renderImage(_currentRoom->getFileNumber(), _inputObject[0]->_section);
+ _inputObject[0]->setProperty(OPENED);
+ byte i = _inputObject[0]->_click;
+ _inputObject[0]->_click = _inputObject[0]->_click2;
+ _inputObject[0]->_click2 = i;
+ _vm->playSound(kAudioDoorOpen);
+ }
+ break;
+
+ case ACTION_CLOSE:
+ if (!_inputObject[0]->hasProperty(OPEN) ||
+ (_inputObject[0]->hasProperty(CLOSED) &&
+ _inputObject[0]->hasProperty(OPENED))) {
+ // This can't be closed.
+ _vm->renderMessage("Das l„át sich nicht schlieáen.");
+ } else if (!_inputObject[0]->hasProperty(OPENED)) {
+ // This is already closed.
+ _vm->renderMessage("Das ist schon geschlossen.");
+ } else {
+ _vm->renderImage(_currentRoom->getFileNumber(), invertSection(_inputObject[0]->_section));
+ _inputObject[0]->disableProperty(OPENED);
+ byte i = _inputObject[0]->_click;
+ _inputObject[0]->_click = _inputObject[0]->_click2;
+ _inputObject[0]->_click2 = i;
+ _vm->playSound(kAudioDoorClose);
+ }
+ break;
+
+ case ACTION_GIVE:
+ if (_inputObject[0]->hasProperty(CARRIED)) {
+ // Better keep it!
+ _vm->renderMessage("Behalt es lieber!");
+ }
+ break;
+
+ default:
+ // This is not possible.
+ _vm->renderMessage("Das geht nicht.");
+ }
+
+ if (_newOverlay) {
+ loadOverlayStart();
+ _newOverlay = false;
+ }
+ if (_newRoom) {
+ _newRoom = false;
+ return;
+ }
+ }
+ }
+#endif
+}
+
+}