From 3cf9cfbf78433e81ac5dcc39b31f5fa76983bde4 Mon Sep 17 00:00:00 2001 From: Jaromir Wysoglad Date: Fri, 21 Jun 2019 22:30:43 +0200 Subject: SUPERNOVA: Merge in the supernova2 engine. --- engines/supernova/supernova2/state.cpp | 1491 ++++++++++++++++++++++++++++++++ 1 file changed, 1491 insertions(+) create mode 100644 engines/supernova/supernova2/state.cpp (limited to 'engines/supernova/supernova2/state.cpp') diff --git a/engines/supernova/supernova2/state.cpp b/engines/supernova/supernova2/state.cpp new file mode 100644 index 0000000000..1bafec87ae --- /dev/null +++ b/engines/supernova/supernova2/state.cpp @@ -0,0 +1,1491 @@ +/* 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/supernova2/state.h" +#include "supernova/supernova2/stringid.h" + +namespace Supernova { + +bool GameManager2::serialize(Common::WriteStream *out) { + if (out->err()) + return false; + + // GameState + out->writeSint16LE(_state._money); + out->writeSint32LE(_state._startTime - g_system->getMillis()); + out->writeByte(_state._addressKnown); + out->writeByte(_state._poleMagnet); + out->writeByte(_state._admission); + out->writeByte(_state._tipsy); + out->writeByte(_state._dark); + out->writeByte(_state._elevatorE); + out->writeByte(_state._elevatorNumber); + out->writeByte(_state._toMuseum); + out->writeSint16LE(_state._pyraE); + out->writeByte(_state._pyraS); + out->writeByte(_state._pyraZ); + out->writeByte(_state._alarmOn); + out->writeByte(_state._alarmCracked); + out->writeByte(_state._haste); + out->writeByte(_state._pressureCounter); + out->writeByte(_state._sirenOn); + out->writeSint16LE(_state._pyraDirection); + out->writeUint32LE(_state._eventTime - g_system->getMillis()); + out->writeSint32LE(_state._eventCallback); + out->writeByte(_state._taxiPossibility); + for (int i = 0; i < 15; i++) { + out->writeSint16LE(_state._puzzleTab[i]); + } + + // Inventory + out->writeSint32LE(_inventory.getSize()); + out->writeSint32LE(_inventoryScroll); + for (int i = 0; i < _inventory.getSize(); ++i) { + Object *objectStateBegin = _rooms[_inventory.get(i)->_roomId]->getObject(0); + byte objectIndex = _inventory.get(i) - objectStateBegin; + out->writeSint32LE(_inventory.get(i)->_roomId); + out->writeSint32LE(objectIndex); + } + + // Rooms + out->writeByte(_lastRoom->getId()); + out->writeByte(_currentRoom->getId()); + for (int i = 0; i < NUMROOMS2; ++i) { + _rooms[i]->serialize(out); + } + + return !out->err(); +} + + +bool GameManager2::deserialize(Common::ReadStream *in, int version) { + if (in->err()) + return false; + + // GameState + _state._money = in->readSint16LE(); + _state._startTime = in->readSint32LE() + g_system->getMillis(); + _state._addressKnown = in->readByte(); + _state._poleMagnet = in->readByte(); + _state._admission = in->readByte(); + _state._tipsy = in->readByte(); + _state._dark = in->readByte(); + _state._elevatorE = in->readByte(); + _state._elevatorNumber = in->readByte(); + _state._toMuseum = in->readByte(); + _state._pyraE = in->readSint16LE(); + _state._pyraS = in->readByte(); + _state._pyraZ = in->readByte(); + _state._alarmOn = in->readByte(); + _state._alarmCracked = in->readByte(); + _state._haste = in->readByte(); + _state._pressureCounter = in->readByte(); + _state._sirenOn = in->readByte(); + _state._pyraDirection = in->readSint16LE(); + _state._eventTime = in->readUint32LE() + g_system->getMillis(); + _state._eventCallback = (EventFunction)in->readSint32LE(); + _state._taxiPossibility = in->readByte(); + for (int i = 0; i < 15; i++) + _state._puzzleTab[i] = in->readSint16LE(); + _vm->setGameString(kStringMoney, Common::String::format("%d Xa", _state._money)); + + _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(in->readSint32LE()); + int objectIndex = in->readSint32LE(); + _inventory.add(*_rooms[objectRoom]->getObject(objectIndex)); + } + + // Rooms + RoomId lastRoomId = static_cast(in->readByte()); + RoomId curRoomId = static_cast(in->readByte()); + for (int i = 0; i < NUMROOMS2; ++i) { + _rooms[i]->deserialize(in, version); + } + delete _rooms[BST_DOOR]; + _rooms[BST_DOOR] = new BstDoor(_vm, this); + _lastRoom = _rooms[lastRoomId]; + changeRoom(curRoomId); + + // Some additional variables + _state._previousRoom = _rooms[INTRO2]; + _guiEnabled = true; + _animationEnabled = true; + + return !in->err(); +} + +GameManager2::GameManager2(SupernovaEngine *vm, Sound *sound) + : GameManager(vm, sound) { + initRooms(); + changeRoom(INTRO2); + initState(); +} + +GameManager2::~GameManager2() { + destroyRooms(); +} + +void GameManager2::destroyRooms() { + delete _rooms[INTRO2]; + delete _rooms[AIRPORT]; + delete _rooms[TAXISTAND]; + delete _rooms[STREET]; + delete _rooms[GAMES]; + delete _rooms[CABIN2]; + delete _rooms[KIOSK]; + delete _rooms[CULTURE_PALACE]; + delete _rooms[CHECKOUT]; + delete _rooms[CITY1]; + delete _rooms[CITY2]; + delete _rooms[ELEVATOR2]; + delete _rooms[APARTMENT]; + delete _rooms[SHIP]; + delete _rooms[PYRAMID]; + delete _rooms[PYR_ENTRANCE]; + delete _rooms[UPSTAIRS1]; + delete _rooms[DOWNSTAIRS1]; + delete _rooms[BOTTOM_RIGHT_DOOR]; + delete _rooms[BOTTOM_LEFT_DOOR]; + delete _rooms[UPSTAIRS2]; + delete _rooms[DOWNSTAIRS2]; + delete _rooms[UPPER_DOOR]; + delete _rooms[PUZZLE_FRONT]; + delete _rooms[PUZZLE_BEHIND]; + delete _rooms[FORMULA1_F]; + delete _rooms[FORMULA1_N]; + delete _rooms[FORMULA2_F]; + delete _rooms[FORMULA2_N]; + delete _rooms[TOMATO_F]; + delete _rooms[TOMATO_N]; + delete _rooms[MONSTER_F]; + delete _rooms[MONSTER1_N]; + delete _rooms[MONSTER2_N]; + delete _rooms[UPSTAIRS3]; + delete _rooms[DOWNSTAIRS3]; + delete _rooms[LCORRIDOR1]; + delete _rooms[LCORRIDOR2]; + delete _rooms[HOLE_ROOM]; + delete _rooms[IN_HOLE]; + delete _rooms[FLOORDOOR]; + delete _rooms[FLOORDOOR_U]; + delete _rooms[BST_DOOR]; + delete _rooms[HALL2]; + delete _rooms[COFFIN_ROOM]; + delete _rooms[MASK]; + delete _rooms[MUSEUM]; + delete _rooms[MUS_ENTRANCE]; + delete _rooms[MUS1]; + delete _rooms[MUS2]; + delete _rooms[MUS3]; + delete _rooms[MUS4]; + delete _rooms[MUS5]; + delete _rooms[MUS6]; + delete _rooms[MUS7]; + delete _rooms[MUS8]; + delete _rooms[MUS9]; + delete _rooms[MUS10]; + delete _rooms[MUS11]; + delete _rooms[MUS_ROUND]; + delete _rooms[MUS12]; + delete _rooms[MUS13]; + delete _rooms[MUS14]; + delete _rooms[MUS15]; + delete _rooms[MUS16]; + delete _rooms[MUS17]; + delete _rooms[MUS18]; + delete _rooms[MUS19]; + delete _rooms[MUS20]; + delete _rooms[MUS21]; + delete _rooms[MUS22]; +} + +void GameManager2::initState() { + _currentInputObject = &_nullObject; + _inputObject[0] = &_nullObject; + _inputObject[1] = &_nullObject; + _inputVerb = ACTION_WALK; + _processInput = false; + _guiEnabled = true; + _animationEnabled = true; + _roomBrightness = 255; + _mouseClicked = false; + _keyPressed = false; + _mouseX = -1; + _mouseY = -1; + _mouseField = -1; + _inventoryScroll = 0; + _restTime = 0; + _oldTime = g_system->getMillis(); + _timerPaused = 0; + _timePaused = false; + _messageDuration = 0; + _animationTimer = 0; + _mapOn = false; + _steps = false; + _cracking = false; + _alarmBefore = false; + RoomId startSecurityTab[10] = {MUS6, MUS7, MUS11, MUS10, MUS3, MUS2, MUS1, MUS8, MUS9, MUS5}; + for (int i = 0; i < 10; i++) + _securityTab[i] = startSecurityTab[i]; + + _currentSentence = -1; + for (int i = 0 ; i < 6 ; ++i) { + _sentenceNumber[i] = -1; + _texts[i] = kNoString; + _rows[i] = 0; + _rowsStart[i] = 0; + _dials[i] = 1; + } + + _prevImgId = 0; + + _state._money = 20; + _state._startTime = 0; + _state._addressKnown = false; + _state._previousRoom = _currentRoom; + _lastRoom = _rooms[INTRO2]; + _state._poleMagnet = false; + _state._admission = 0; + _state._tipsy = false; + _state._dark = false; + _state._elevatorE = 0; + _state._elevatorNumber = 0; + _state._toMuseum = false; + _state._pyraE = 0; + _state._pyraS = 4; + _state._pyraZ = 10; + _state._alarmOn = false; + _state._alarmCracked = false; + _state._haste = false; + _state._pressureCounter = 0; + _state._sirenOn = false; + _state._pyraDirection = 0; + _state._eventTime = kMaxTimerValue; + _state._eventCallback = kNoFn; + _state._taxiPossibility = 4; + int16 startPuzzleTab[15] = {12, 3, 14, 1, 11, 0, 2, 13, 9, 5, 4, 10, 7, 6, 8}; + for (int i = 0; i < 15; i++) + _state._puzzleTab[i] = startPuzzleTab[i]; +} + +void GameManager2::initRooms() { + _rooms = new Room *[NUMROOMS2]; + _rooms[INTRO2] = new Intro2(_vm, this); + _rooms[AIRPORT] = new Airport(_vm, this); + _rooms[TAXISTAND] = new TaxiStand(_vm, this); + _rooms[STREET] = new Street(_vm, this); + _rooms[GAMES] = new Games(_vm, this); + _rooms[CABIN2] = new Cabin2(_vm, this); + _rooms[KIOSK] = new Kiosk(_vm, this); + _rooms[CULTURE_PALACE] = new CulturePalace(_vm, this); + _rooms[CHECKOUT] = new Checkout(_vm, this); + _rooms[CITY1] = new City1(_vm, this); + _rooms[CITY2] = new City2(_vm, this); + _rooms[ELEVATOR2] = new Elevator2(_vm, this); + _rooms[APARTMENT] = new Apartment(_vm, this); + _rooms[SHIP] = new Ship(_vm, this); + _rooms[PYRAMID] = new Pyramid(_vm, this); + _rooms[PYR_ENTRANCE] = new PyrEntrance(_vm, this); + _rooms[UPSTAIRS1] = new Upstairs1(_vm, this); + _rooms[DOWNSTAIRS1] = new Downstairs1(_vm, this); + _rooms[BOTTOM_RIGHT_DOOR] = new BottomRightDoor(_vm, this); + _rooms[BOTTOM_LEFT_DOOR] = new BottomLeftDoor(_vm, this); + _rooms[UPSTAIRS2] = new Upstairs2(_vm, this); + _rooms[DOWNSTAIRS2] = new Downstairs2(_vm, this); + _rooms[UPPER_DOOR] = new UpperDoor(_vm, this); + _rooms[PUZZLE_FRONT] = new PuzzleFront(_vm, this); + _rooms[PUZZLE_BEHIND] = new PuzzleBehind(_vm, this); + _rooms[FORMULA1_F] = new Formula1F(_vm, this); + _rooms[FORMULA1_N] = new Formula1N(_vm, this); + _rooms[FORMULA2_F] = new Formula2F(_vm, this); + _rooms[FORMULA2_N] = new Formula2N(_vm, this); + _rooms[TOMATO_F] = new TomatoF(_vm, this); + _rooms[TOMATO_N] = new TomatoN(_vm, this); + _rooms[MONSTER_F] = new MonsterF(_vm, this); + _rooms[MONSTER1_N] = new Monster1N(_vm, this); + _rooms[MONSTER2_N] = new Monster2N(_vm, this); + _rooms[UPSTAIRS3] = new Upstairs3(_vm, this); + _rooms[DOWNSTAIRS3] = new Downstairs3(_vm, this); + _rooms[LCORRIDOR1] = new LCorridor1(_vm, this); + _rooms[LCORRIDOR2] = new LCorridor2(_vm, this); + _rooms[HOLE_ROOM] = new HoleRoom(_vm, this); + _rooms[IN_HOLE] = new InHole(_vm, this); + _rooms[FLOORDOOR] = new Floordoor(_vm, this); + _rooms[FLOORDOOR_U] = new FloordoorU(_vm, this); + _rooms[BST_DOOR] = new BstDoor(_vm, this); + _rooms[HALL2] = new Hall2(_vm, this); + _rooms[COFFIN_ROOM] = new CoffinRoom(_vm, this); + _rooms[MASK] = new Mask(_vm, this); + _rooms[MUSEUM] = new Museum(_vm, this); + _rooms[MUS_ENTRANCE] = new MusEntrance(_vm, this); + _rooms[MUS1] = new Mus1(_vm, this); + _rooms[MUS2] = new Mus2(_vm, this); + _rooms[MUS3] = new Mus3(_vm, this); + _rooms[MUS4] = new Mus4(_vm, this); + _rooms[MUS5] = new Mus5(_vm, this); + _rooms[MUS6] = new Mus6(_vm, this); + _rooms[MUS7] = new Mus7(_vm, this); + _rooms[MUS8] = new Mus8(_vm, this); + _rooms[MUS9] = new Mus9(_vm, this); + _rooms[MUS10] = new Mus10(_vm, this); + _rooms[MUS11] = new Mus11(_vm, this); + _rooms[MUS_ROUND] = new MusRound(_vm, this); + _rooms[MUS12] = new Mus12(_vm, this); + _rooms[MUS13] = new Mus13(_vm, this); + _rooms[MUS14] = new Mus14(_vm, this); + _rooms[MUS15] = new Mus15(_vm, this); + _rooms[MUS16] = new Mus16(_vm, this); + _rooms[MUS17] = new Mus17(_vm, this); + _rooms[MUS18] = new Mus18(_vm, this); + _rooms[MUS19] = new Mus19(_vm, this); + _rooms[MUS20] = new Mus20(_vm, this); + _rooms[MUS21] = new Mus21(_vm, this); + _rooms[MUS22] = new Mus22(_vm, this); +} + +bool GameManager2::canSaveGameStateCurrently() { + return _animationEnabled && _guiEnabled && !_state._haste; +} + +void GameManager2::updateEvents() { + handleTime(); + if (_animationEnabled && !_vm->_screen->isMessageShown() && _animationTimer == 0) + _currentRoom->animation(); + + if (_state._eventCallback != kNoFn && g_system->getMillis() >= _state._eventTime) { + _vm->_allowLoadGame = false; + _vm->_allowSaveGame = false; + _state._eventTime = kMaxTimerValue; + EventFunction fn = _state._eventCallback; + _state._eventCallback = kNoFn; + switch (fn) { + case kNoFn: + break; + case kSoberFn: + sober(); + break; + case kPyramidEndFn: + pyramidEnd(); + break; + case kCaughtFn: + caught(); + break; + default: //shouldn't happen + break; + } + _vm->_allowLoadGame = true; + _vm->_allowSaveGame = true; + 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: + _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 GameManager2::handleTime() { + if (_timerPaused) + return; + int32 newTime = g_system->getMillis(); + int32 delta = newTime - _oldTime; + _time += delta; + + if (_animationTimer > delta) + _animationTimer -= delta; + else + _animationTimer = 0; + + _oldTime = newTime; +} + +void GameManager2::drawMapExits() { +// TODO: Preload _exitList on room entry instead on every call + _vm->renderBox(281, 161, 39, 39, kColorWhite25); + + if ((_currentRoom >= _rooms[PYR_ENTRANCE] && _currentRoom <= _rooms[HOLE_ROOM]) || + (_currentRoom >= _rooms[FLOORDOOR] && _currentRoom <= _rooms[BST_DOOR])) + compass(); + else { + for (int i = 0; i < 25; i++) + _exitList[i] = -1; + for (int i = 0; i < kMaxObject; i++) { + if (_currentRoom->getObject(i)->hasProperty(EXIT)) { + byte r = _currentRoom->getObject(i)->_direction; + _exitList[r] = i; + int x = 284 + 7 * (r % 5); + int y = 164 + 7 * (r / 5); + _vm->renderBox(x, y, 5, 5, kColorDarkRed); + } + } + } +} + +void GameManager2::takeMoney(int amount) { + _state._money += amount; + _vm->setGameString(kStringMoney, Common::String::format("%d Xa", _state._money)); +} + +bool GameManager2::genericInteract(Action verb, Object &obj1, Object &obj2) { + if (verb == ACTION_OPEN && obj1._id == WALLET) { + if (_rooms[TAXISTAND]->getObject(4)->_type & CARRIED) + _vm->renderMessage(kStringEmpty); + else { + _vm->renderMessage(kStringWalletOpen); + takeObject(*_rooms[TAXISTAND]->getObject(4)); + takeObject(*_rooms[TAXISTAND]->getObject(5)); + takeMoney(1); + _vm->playSound(kAudioSuccess2); + } + } else if (verb == ACTION_PRESS && obj1._id == TRANSMITTER) { + if (_currentRoom == _rooms[TAXISTAND]) { + if (_currentRoom->getObject(0)->_type != EXIT) { + _vm->renderImage(5); + wait(3); + _vm->renderImage(6); + _vm->playSound(kAudioTaxiOpen); + _currentRoom->getObject(0)->_type = EXIT; + drawMapExits(); + } + } else if (_currentRoom == _rooms[STREET] || + _currentRoom == _rooms[CULTURE_PALACE] || + _currentRoom == _rooms[CITY1] || + _currentRoom == _rooms[CITY2]) { + Common::String t = _vm->getGameString(kStringTaxiArrives); + _vm->renderMessage(t); + waitOnInput((t.size() + 20) * _vm->_textSpeed / 10); + _vm->removeMessage(); + taxi(); + } else + _vm->renderMessage(kStringNothingHappens); + } else if (verb == ACTION_USE && Object::combine(obj1, obj2, ROD, MAGNET)) { + Object *o1, *o2; + if (obj2._id == ROD) { + o1 = &obj2; + o2 = &obj1; + } else { + o1 = &obj1; + o2 = &obj2; + } + if (!(o1->_type & CARRIED)) + return false; + + if (!(o2->_type & CARRIED)) + takeObject(*o2); + + _vm->renderMessage(kStringAttachMagnet); + o1->_name = kStringPoleMagnet; + o1->_description = kStringCunning; + _inventory.remove(*o2); + _rooms[APARTMENT]->setSectionVisible(kMaxSection - 1, kShownTrue); + } else if (verb == ACTION_USE && Object::combine(obj1, obj2, CHIP, PLAYER)) { + Object *o1, *o2; + if (obj2._id == CHIP) { + o1 = &obj2; + o2 = &obj1; + } else { + o1 = &obj1; + o2 = &obj2; + } + if (!(o2->_type & CARRIED)) + _vm->renderMessage(kStringMustBuyFirst); + else { + if (!(o1->_type & CARRIED)) + { + _vm->renderImage(1); + _vm->renderImage(2 + 128); + _currentRoom->getObject(0)->_click = 255; + } else + _inventory.remove(*o1); + + _vm->renderMessage(kStringInsertChip); + if (_state._admission) + _state._admission = 2; + else + _state._admission = 1; + } + } else if (verb == ACTION_USE && Object::combine(obj1, obj2, DISCMAN, PLAYER)) { + switch (_state._admission) { + case 1: + // fall through + case 2: + _vm->renderMessage(kStringTransferCD); + _state._admission = 2; + _vm->playSound(kAudioSuccess2); + break; + default: + _vm->renderMessage(kStringCDNotInserted); + } + } else if (verb == ACTION_OPEN && obj1._id == PLAYER) { + switch (_state._admission) { + case 1: + _state._admission = 0; + playerTakeOut(); + break; + case 2: + _state._admission = 3; + playerTakeOut(); + break; + default: + _vm->renderMessage(kStringChipNotInserted); + } + } else if (verb == ACTION_OPEN && obj1._id == DISCMAN) { + _vm->renderMessage(kStringWhatFor); + } else if (verb == ACTION_PRESS && obj1._id == DISCMAN) { + _vm->renderMessage(kStringMMCD); + playCD(); + } else if (verb == ACTION_PRESS && obj1._id == PLAYER) { + switch (_state._admission) { + case 1: + _vm->renderMessage(kStringChipEmpty); + break; + case 2: + _vm->renderMessage(kStringListeningToCD); + playCD(); + break; + default: + _vm->renderMessage(kStringNoChip); + } + } else if ((verb == ACTION_OPEN || verb == ACTION_USE) && + obj1._id == BOTTLE && (obj1._type & CARRIED)) { + _vm->renderMessage(kStringTipsy); + _state._tipsy = true; + _state._eventTime = g_system->getMillis() + 60000; + _state._eventCallback = kSoberFn; + } else if (verb == ACTION_LOOK && obj1._id == MUSCARD) { + _vm->setCurrentImage(30); + _vm->renderImage(0); + //karte_an = true + waitOnInput(100000); + //karte_an = false + _vm->removeMessage(); + _vm->renderRoom(*_currentRoom); + drawGUI(); + } else + return false; + return true; +} + +void GameManager2::playCD() { + CursorMan.showMouse(false); + _vm->playSound(kMusicMadMonkeys); + Common::KeyCode k = Common::KEYCODE_INVALID; + while(_vm->_sound->isPlaying()) + if (waitOnInput(1, k)) + break; + _vm->_sound->stop(); + _vm->removeMessage(); + CursorMan.showMouse(true); +} + +void GameManager2::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(kStringGenericInteract1); + } else if (!_inputObject[0]->hasProperty(EXIT)) { + // You're already there. + _vm->renderMessage(kStringGenericInteract2); + } else if (_inputObject[0]->hasProperty(OPENABLE) && !_inputObject[0]->hasProperty(OPENED)) { + // This is closed + _vm->renderMessage(kStringGenericInteract3); + } else { + _lastRoom = _currentRoom; + changeRoom(_inputObject[0]->_exitRoom); + } + + break; + + case ACTION_TAKE: + if (_inputObject[0]->hasProperty(OPENED)) { + // You already have that + _vm->renderMessage(kStringGenericInteract4); + } else if (_inputObject[0]->hasProperty(UNNECESSARY)) { + // You do not need that. + _vm->renderMessage(kStringGenericInteract5); + } else if (!_inputObject[0]->hasProperty(TAKE)) { + // You can't take that. + _vm->renderMessage(kStringGenericInteract6); + } else + takeObject(*_inputObject[0]); + + break; + + case ACTION_OPEN: + if (!_inputObject[0]->hasProperty(OPENABLE)) { + // This can't be opened + _vm->renderMessage(kStringGenericInteract7); + } else if (_inputObject[0]->hasProperty(OPENED)) { + // This is already opened. + _vm->renderMessage(kStringGenericInteract8); + } else if (_inputObject[0]->hasProperty(CLOSED)) { + // This is locked. + _vm->renderMessage(kStringGenericInteract9); + } else { + _vm->renderImage(_inputObject[0]->_section); + _inputObject[0]->setProperty(OPENED); + byte i = _inputObject[0]->_click; + _inputObject[0]->_click = _inputObject[0]->_click2; + _inputObject[0]->_click2 = i; + _vm->_sound->play(kAudioTaxiOpen); + } + break; + + case ACTION_CLOSE: + if (!_inputObject[0]->hasProperty(OPENABLE) || + (_inputObject[0]->hasProperty(CLOSED) && + _inputObject[0]->hasProperty(OPENED))) { + // This can't be closed. + _vm->renderMessage(kStringGenericInteract10); + } else if (!_inputObject[0]->hasProperty(OPENED)) { + // This is already closed. + _vm->renderMessage(kStringGenericInteract11); + } else { + _vm->renderImage(invertSection(_inputObject[0]->_section)); + _inputObject[0]->disableProperty(OPENED); + byte i = _inputObject[0]->_click; + _inputObject[0]->_click = _inputObject[0]->_click2; + _inputObject[0]->_click2 = i; + _vm->_sound->play(kAudioElevator1); + } + break; + + case ACTION_GIVE: + if (_inputObject[0]->hasProperty(CARRIED)) { + // Better keep it! + _vm->renderMessage(kStringGenericInteract12); + } + break; + + default: + // This is not possible. + _vm->renderMessage(kStringGenericInteract13); + } + } +} + +void GameManager2::executeRoom() { + if (_currentRoom == _rooms[PUZZLE_FRONT]) + puzzleConstruction(); + if (_state._sirenOn && !_vm->_sound->isPlaying()) + _vm->_sound->playSiren(); + if (_processInput && !_vm->_screen->isMessageShown() && _guiEnabled) { + handleInput(); + 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); + } + if (_currentRoom->getId() < MUSEUM) + drawMapExits(); + else + drawClock(); + drawInventory(); + drawStatus(); + drawCommandBox(); + } + + if (_vm->_screen->getViewportBrightness() == 0) + _vm->paletteFadeIn(); + + if (!_currentRoom->hasSeen() && _newRoom) { + _newRoom = false; + _currentRoom->onEntrance(); + } +} + +void GameManager2::leaveTaxi() { + _currentRoom = _state._previousRoom; + _vm->renderRoom(*_currentRoom); + _guiEnabled = true; +} + +void GameManager2::taxiUnknownDestination() { + _vm->renderImage(invertSection(2)); + _vm->renderImage(0); + _vm->renderImage(1); + _vm->renderImage(4); + waitOnInput(_vm->_textSpeed * 3); + _vm->renderImage(invertSection(4)); + _vm->renderImage(0); + _vm->renderImage(1); + _vm->renderImage(2); +} + +void GameManager2::taxiPayment(int price, int destination) { + static int answers[] = { + kStringPay, + kStringLeaveTaxi + }; + if (dialog(2, _dials, answers, 0)) { + leaveTaxi(); + } else if (_state._money < price) { + Common::String t = _vm->getGameString(kStringNotEnoughMoney); + _vm->renderMessage(t); + waitOnInput((t.size() + 20) * _vm->_textSpeed / 10); + _vm->removeMessage(); + leaveTaxi(); + } else { + takeMoney(-price); + _vm->renderImage(invertSection(5)); + _vm->renderImage(invertSection(6)); + _vm->renderImage(0); + _vm->renderImage(1); + _vm->renderImage(3); + + Common::String t = _vm->getGameString(kStringTaxiAccelerating); + _vm->renderMessage(t); + _vm->playSound(kAudioTaxiLeaving); + while(_vm->_sound->isPlaying()) + wait(1); + waitOnInput((t.size() + 20) * _vm->_textSpeed / 10); + _vm->removeMessage(); + + _vm->paletteFadeOut(); + _vm->_system->fillScreen(kColorBlack); + _vm->_screen->setViewportBrightness(255); + _vm->_screen->setGuiBrightness(255); + _vm->paletteBrightness(); + + Common::String t2 = _vm->getGameString(kString5MinutesLater); + _vm->renderMessage(t2); + _vm->playSound(kAudioTaxiArriving); + while(_vm->_sound->isPlaying()) + wait(1); + waitOnInput((t2.size() + 20) * _vm->_textSpeed / 10); + _vm->removeMessage(); + _vm->paletteFadeOut(); + + switch (destination) { + case 0: + changeRoom(TAXISTAND); + break; + case 1: + changeRoom(STREET); + break; + case 2: + changeRoom(CULTURE_PALACE); + break; + case 10: + changeRoom(CITY1); + break; + case 11: + changeRoom(CITY2); + break; + } + } +} + +void GameManager2::taxi() { + _vm->_allowSaveGame = false; + static int dest[] = { + kStringAirport, + kStringDowntown, + kStringCulturePalace, + kStringEarth, + kStringPrivateApartment, + kStringLeaveTaxi + }; + Common::String input; + int possibility = _state._taxiPossibility; + + _state._previousRoom = _currentRoom; + _currentRoom = _rooms[INTRO2]; + _vm->setCurrentImage(4); + _vm->renderImage(0); + _vm->renderImage(1); + _vm->renderImage(2); + + if (_state._previousRoom == _rooms[TAXISTAND]) possibility += 1; + else if (_state._previousRoom == _rooms[STREET]) possibility += 2; + else if (_state._previousRoom == _rooms[CULTURE_PALACE]) possibility += 4; + int answer; + do { + _currentRoom->removeSentenceByMask(possibility, 1); + switch (answer = dialog(6, _dials, dest, 1)) { + case 3: + _state._taxiPossibility += 8; + possibility += 8; + taxiUnknownDestination(); + break; + case 5: + leaveTaxi(); + break; + case 4: + _vm->renderMessage(kStringAddress); + do { + edit(input, 101, 70, 18); + } while ((_key.keycode != Common::KEYCODE_RETURN) && (_key.keycode != Common::KEYCODE_ESCAPE) && !_vm->shouldQuit()); + + _vm->removeMessage(); + if (_key.keycode == Common::KEYCODE_ESCAPE) { + leaveTaxi(); + break; + } + input.toUppercase(); + if (input == "115AY2,96A" || input == "115AY2,96B") + answer = 10; + else if (input == "341,105A" || input == "341,105B") { + if (_state._addressKnown) + answer = 11; + else { + Common::String t = _vm->getGameString(kStringCheater); + _vm->renderMessage(t); + waitOnInput((t.size() + 20) * _vm->_textSpeed / 10); + _vm->removeMessage(); + + leaveTaxi(); + break; + } + } else { + answer = 3; + input = ""; + taxiUnknownDestination(); + break; + } + _vm->renderImage(invertSection(2)); + _vm->renderImage(0); + _vm->renderImage(1); + _vm->renderImage(6); + _vm->playSound(kAudioSuccess2); + taxiPayment(14, answer); + break; + default: + _vm->renderImage(invertSection(2)); + _vm->renderImage(0); + _vm->renderImage(1); + _vm->renderImage(5); + taxiPayment(8, answer); + break; + } + _rooms[INTRO2]->addAllSentences(1); + } while(answer == 3 && !_vm->shouldQuit()); + _vm->_allowSaveGame = true; + +} + +void GameManager2::playerTakeOut() { + _vm->renderMessage(kStringRemoveChip); + Object *o = _rooms[APARTMENT]->getObject(0); + o->_section = 0; + takeObject(*o); +} + +void GameManager2::sober() { + _state._tipsy = false; +} + +bool GameManager2::talk(int mod1, int mod2, int rest, MessagePosition pos, int id) { + Common::KeyCode key = Common::KEYCODE_INVALID; + const Common::String& text = _vm->getGameString(id); + + _vm->renderMessage(text, pos); + int animation_count = (text.size() + 20) * (10 - rest) * _vm->_textSpeed / 400; + _restTime = (text.size() + 20) * rest * _vm->_textSpeed / 400; + + while (animation_count) { + if (mod1) + _vm->renderImage(mod1); + + if (waitOnInput(2, key)) { + _vm->removeMessage(); + return key != Common::KEYCODE_ESCAPE && !_vm->shouldQuit(); + } + if (mod2) + _vm->renderImage(mod2); + + if (waitOnInput(2, key)) { + _vm->removeMessage(); + return key != Common::KEYCODE_ESCAPE && !_vm->shouldQuit(); + } + animation_count--; + } + if (_restTime == 0) + _vm->removeMessage(); + + return true; +} + +bool GameManager2::talkRest(int mod1, int mod2, int rest) { + Common::KeyCode key = Common::KEYCODE_INVALID; + while (rest) { + _vm->renderImage(mod1); + if (waitOnInput(2, key)) { + _vm->removeMessage(); + return key != Common::KEYCODE_ESCAPE && !_vm->shouldQuit(); + } + _vm->renderImage(mod2); + if (waitOnInput(2, key)) { + _vm->removeMessage(); + return key != Common::KEYCODE_ESCAPE && !_vm->shouldQuit(); + } + rest--; + } + return true; +} + +void GameManager2::pyramidEnd() { + _vm->renderMessage(kStringPyramid0); + waitOnInput(_messageDuration); + _vm->removeMessage(); + _vm->paletteFadeOut(); + _vm->loadGame(kSleepAutosaveSlot); + changeRoom(CABIN2); + drawGUI(); + _rooms[CABIN2]->setSectionVisible(kMaxSection - 1, kShownFalse); + _rooms[CABIN2]->setSectionVisible(kMaxSection - 2, kShownTrue); + _rooms[CABIN2]->setSectionVisible(1, kShownFalse); +} + +void GameManager2::passageConstruction() { + static ConstructionEntry constructionTab[9] = { + {0, 4, 10, 2, 13}, + {0, 4, 9, 2, 14}, + {0, 4, 8, 3, 2}, + {1, 4, 7, 3, 1}, + {1, 5, 7, 3, 3}, + {1, 6, 7, 3, 5}, + {1, 4, 7, 1, 2}, + {1, 2, 5, 1, 1}, + {0, 4, 9, 2, 20} + }; + + changeRoom(PYR_ENTRANCE); + _rooms[PYR_ENTRANCE]->setSectionVisible(1, + !wall(_state._pyraS, _state._pyraZ, _state._pyraDirection, 0, -1)); + _rooms[PYR_ENTRANCE]->setSectionVisible(2, + !wall(_state._pyraS, _state._pyraZ, _state._pyraDirection, 0, 1)); + _rooms[PYR_ENTRANCE]->setSectionVisible(7, + wall(_state._pyraS, _state._pyraZ, _state._pyraDirection, 1, 0)); + + if (!_rooms[PYR_ENTRANCE]->isSectionVisible(7)) { + _rooms[PYR_ENTRANCE]->getObject(3)->_type = EXIT; + _rooms[PYR_ENTRANCE]->getObject(3)->_click = 0; + _rooms[PYR_ENTRANCE]->setSectionVisible(3, + !wall(_state._pyraS, _state._pyraZ, _state._pyraDirection, 1, -1)); + _rooms[PYR_ENTRANCE]->setSectionVisible(4, + !wall(_state._pyraS, _state._pyraZ, _state._pyraDirection, 1, 1)); + _rooms[PYR_ENTRANCE]->setSectionVisible(8, + wall(_state._pyraS, _state._pyraZ, _state._pyraDirection, 2, 0)); + if (!_rooms[PYR_ENTRANCE]->isSectionVisible(8)) { + _rooms[PYR_ENTRANCE]->setSectionVisible(5, + !wall(_state._pyraS, _state._pyraZ, _state._pyraDirection, 2, -1)); + _rooms[PYR_ENTRANCE]->setSectionVisible(6, + !wall(_state._pyraS, _state._pyraZ, _state._pyraDirection, 2, 1)); + } else { + _rooms[PYR_ENTRANCE]->setSectionVisible(5, kShownFalse); + _rooms[PYR_ENTRANCE]->setSectionVisible(6, kShownFalse); + } + } else { + _rooms[PYR_ENTRANCE]->getObject(3)->_type = NULLTYPE; + _rooms[PYR_ENTRANCE]->getObject(3)->_click = 255; + _rooms[PYR_ENTRANCE]->setSectionVisible(3, kShownFalse); + _rooms[PYR_ENTRANCE]->setSectionVisible(4, kShownFalse); + _rooms[PYR_ENTRANCE]->setSectionVisible(8, kShownFalse); + } + for (int i = 0; i < 9; i++) { + bool b = (_state._pyraE == constructionTab[i]._e && + _state._pyraS == constructionTab[i]._s && + _state._pyraZ == constructionTab[i]._z && + _state._pyraDirection == constructionTab[i]._r); + if (constructionTab[i]._a > 12) + _rooms[PYR_ENTRANCE]->setSectionVisible(constructionTab[i]._a, b); + else if (b) + _rooms[PYR_ENTRANCE]->setSectionVisible(constructionTab[i]._a, kShownTrue); + } + + _rooms[PYR_ENTRANCE]->setSectionVisible(18, kShownFalse); + _rooms[PYR_ENTRANCE]->setSectionVisible(19, kShownFalse); + _rooms[PYR_ENTRANCE]->setSectionVisible(21, kShownFalse); + _rooms[PYR_ENTRANCE]->getObject(0)->_click = 255; + + if (_state._pyraE == 0 && _state._pyraS == 4 && _state._pyraZ == 10) { + switch (_state._pyraDirection) { + case 0: + _rooms[PYR_ENTRANCE]->setSectionVisible(19, kShownTrue); + _rooms[PYR_ENTRANCE]->getObject(0)->_click = 8; + break; + case 2: + _rooms[PYR_ENTRANCE]->setSectionVisible(18, kShownTrue); + _rooms[PYR_ENTRANCE]->getObject(0)->_click = 7; + break; + case 1: + _rooms[PYR_ENTRANCE]->setSectionVisible(21, kShownTrue); + _rooms[PYR_ENTRANCE]->getObject(0)->_click = 9; + break; + } + } + _rooms[PYR_ENTRANCE]->setSectionVisible(9, + _rooms[PYR_ENTRANCE]->isSectionVisible(7) & + !_rooms[PYR_ENTRANCE]->isSectionVisible(1)); + _rooms[PYR_ENTRANCE]->setSectionVisible(10, + _rooms[PYR_ENTRANCE]->isSectionVisible(7) & + !_rooms[PYR_ENTRANCE]->isSectionVisible(2)); + _rooms[PYR_ENTRANCE]->setSectionVisible(11, + _rooms[PYR_ENTRANCE]->isSectionVisible(8) & + !_rooms[PYR_ENTRANCE]->isSectionVisible(3)); + _rooms[PYR_ENTRANCE]->setSectionVisible(12, + _rooms[PYR_ENTRANCE]->isSectionVisible(8) & + !_rooms[PYR_ENTRANCE]->isSectionVisible(4)); +} + +byte GameManager2::wall(int s, int z, int direction, int stepsForward, int stepsRight) { + static char vertical[2][12][11] = { + { + {0,0,0,0,0,0,0,0,0,0,0}, + {0,1,0,0,0,0,0,0,0,0,0}, + {1,0,1,0,0,0,0,0,0,0,0}, + {1,0,1,0,1,0,0,0,0,0,0}, + {0,1,0,0,1,0,0,1,0,0,0}, + {0,0,1,0,0,0,1,0,1,0,0}, + {0,0,0,1,1,0,1,0,0,0,0}, + {0,0,0,1,1,0,0,1,0,0,0}, + {0,0,0,0,0,1,0,1,0,0,0}, + {0,0,0,0,0,1,1,0,1,0,0}, + {0,0,0,0,1,0,0,0,1,0,0}, + {0,0,0,0,1,0,0,0,0,0,0} + }, + { + {0,0,0,0,0,0,0,0,0,0,0}, + {0,0,0,0,1,0,0,0,0,0,0}, + {0,0,0,0,1,0,0,0,0,0,0}, + {0,1,0,1,0,0,0,0,0,0,0}, + {0,1,0,1,1,0,0,0,0,0,0}, + {1,0,0,0,1,0,0,0,0,0,0}, + {0,0,0,0,0,1,0,0,1,0,0}, + {0,0,0,0,0,0,1,1,0,0,1}, + {0,0,0,0,0,1,0,1,0,0,1}, + {0,0,0,0,1,0,1,0,1,1,0}, + {0,0,0,0,0,0,0,0,0,0,0}, + {0,0,0,0,0,0,0,0,0,0,0} + } + }; + + static char horizontal[2][11][12] = { + { + {0,1,1,0,0,0,0,0,0,0,0,0}, + {0,0,1,0,0,0,0,0,0,0,0,0}, + {0,1,0,1,1,0,0,0,0,0,0,0}, + {0,1,1,0,0,0,0,0,0,0,0,0}, + {0,0,1,0,0,1,1,0,1,0,0,0}, + {0,0,0,0,0,0,0,0,0,0,0,0}, + {0,0,0,0,0,0,0,1,0,0,0,0}, + {0,0,0,0,1,1,0,0,0,0,0,0}, + {0,0,0,0,0,1,0,1,1,0,0,0}, + {0,0,0,0,0,1,1,0,0,0,0,0}, + {0,0,0,0,0,0,0,0,0,0,0,0} + }, + { + {0,0,0,0,0,0,0,0,0,0,0,0}, + {0,0,0,0,0,0,0,0,0,0,0,0}, + {0,1,0,0,1,0,0,0,0,0,0,0}, + {0,0,0,0,1,0,0,0,0,0,0,0}, + {0,0,1,1,0,0,0,0,0,0,0,0}, + {0,1,1,0,0,1,0,0,0,0,0,0}, + {0,0,0,0,0,0,1,0,1,0,0,0}, + {0,0,0,0,0,1,1,0,0,0,0,0}, + {0,0,0,0,0,1,0,1,1,0,1,0}, + {0,0,0,0,0,1,1,0,0,1,0,0}, + {0,0,0,0,0,0,0,0,0,0,0,0} + } + }; + int newR; + if (stepsRight) { + if (stepsRight > 0) + newR = (direction + 1) & 3; + else { + newR = (direction - 1) & 3; + stepsRight = -stepsRight; + } + switch (direction) { + case 0: + return wall(s, z - stepsForward, newR, stepsRight, 0); + case 2: + return wall(s, z + stepsForward, newR, stepsRight, 0); + case 1: + return wall(s + stepsForward, z, newR, stepsRight, 0); + case 3: + return wall(s - stepsForward, z, newR, stepsRight, 0); + } + } + switch (direction) { + case 0: + return vertical [_state._pyraE][z + 1 - stepsForward][s] == 0; + case 2: + return vertical [_state._pyraE][z + stepsForward][s] == 0; + case 1: + return horizontal[_state._pyraE][z][s + stepsForward] == 0; + case 3: + return horizontal[_state._pyraE][z][s + 1 - stepsForward] == 0; + } + return 0; +} + +bool GameManager2::move(Action verb, Object &obj) { + if (verb == ACTION_WALK && obj._id == CORRIDOR) { + switch (_state._pyraDirection) { + case 0: + _state._pyraZ--; + break; + case 1: + _state._pyraS++; + break; + case 2: + _state._pyraZ++; + break; + case 3: + _state._pyraS--; + break; + } + } else if (verb == ACTION_WALK && obj._id == G_RIGHT) { + _state._pyraDirection++; + _state._pyraDirection &= 3; + } else if (verb == ACTION_WALK && obj._id == G_LEFT) { + _state._pyraDirection--; + _state._pyraDirection &= 3; + } else + return false; + return true; +} + +void GameManager2::compass() { + static int dirs[7] = { + kStringDirection1, + kStringDirection2, + kStringDirection3, + kStringDirection4, + kStringDirection1, + kStringDirection2, + kStringDirection3 + }; + _vm->renderBox(281, 161, 39, 39, kColorWhite63); + _vm->renderBox(295, 180, 13, 3, kColorWhite44); + _vm->renderBox(300, 175, 3, 13, kColorWhite44); + _vm->renderText(dirs[_state._pyraDirection ], 299, 163, kColorBlack); + _vm->renderText(dirs[_state._pyraDirection + 1], 312, 179, kColorBlack); + _vm->renderText(dirs[_state._pyraDirection + 2], 299, 191, kColorBlack); + _vm->renderText(dirs[_state._pyraDirection + 3], 283, 179, kColorBlack); +} + +void GameManager2::puzzleConstruction() { + _vm->setCurrentImage(12); + MSNImage *image = _vm->_screen->getCurrentImage(); + for (int i = 0; i < 16; i ++) { + _puzzleField[i] = 255; + } + for (int i = 0; i < 15; i++) { + image->_section[i + 1].x1 = 95 + (_state._puzzleTab[i] % 4) * 33; + image->_section[i + 1].x2 = image->_section[i + 1].x1 + 31; + image->_section[i + 1].y1 = 24 + (_state._puzzleTab[i] / 4) * 25; + image->_section[i + 1].y2 = image->_section[i + 1].y1 + 23; + + _puzzleField[_state._puzzleTab[i]] = i; + } +} + +void GameManager2::alarm() { + _vm->_sound->playSiren(); + _state._sirenOn = true; + if (_vm->_screen->isMessageShown()) + _vm->removeMessage(); + _vm->renderMessage(kStringMuseum7); + _state._eventTime = g_system->getMillis() + 16200; + _state._eventCallback = kCaughtFn; + _state._alarmOn = true; +} + +void GameManager2::caught() { + if (_vm->_screen->isMessageShown()) + _vm->removeMessage(); + if (_currentRoom < _rooms[MUS1]) { + } else if (_currentRoom <= _rooms[MUS2]) { + _vm->renderImage( 8); + _vm->renderImage(18); + } else if (_currentRoom == _rooms[MUS3]) { + _vm->renderImage(12); + _vm->renderImage(30); + } else if (_currentRoom == _rooms[MUS4]) { + _vm->renderImage( 8); + _vm->renderImage(18); + } else if (_currentRoom == _rooms[MUS5]) { + _vm->renderImage( 9); + _vm->renderImage(29); + } else if (_currentRoom <= _rooms[MUS7]) { + _vm->renderImage( 7); + _vm->renderImage(17); + } else if (_currentRoom <= _rooms[MUS9]) { + _vm->renderImage( 1); + _vm->renderImage( 7); + } else if (_currentRoom <= _rooms[MUS11]) { + _vm->renderImage( 2); + _vm->renderImage( 8); + } + caught2(); +} + +void GameManager2::caught2() { + _vm->renderMessage(kStringMuseum8); + _vm->playSound(kAudioCaught); + waitOnInput(_messageDuration); + _vm->removeMessage(); + _state._sirenOn = false; + _mapOn = false; + _state._haste = false; + dead(kStringMuseum9); +} + +void GameManager2::drawClock() { + int time = (g_system->getMillis() - _state._startTime) / 600; + int second = time % 100; + Room *r; + if (!_mapOn) { + _vm->renderBox(281, 161, 39, 39, kColorWhite25); + char s[9] = "00"; + s[1] = time % 10 + 48; + time /= 10; + s[0] = time % 10 + 48; + time /= 10; + _vm->renderText(s, 293, 180, kColorWhite99); + strcpy(s, " 0:00"); + s[4] = time % 10 + 48; + time /= 10; + s[3] = time % 10 + 48; + time /= 10; + s[1] = time % 10 + 48; + time /= 10; + if (time) + s[0] = time % 10 + 48; + _vm->renderText(s, 285, 170, kColorWhite99); + } + if ((r = _rooms[_securityTab[second / 10]]) == _currentRoom) { + //arrow(); + _state._alarmCracked = false; + caught(); + } + for (int i = 0; i < 3; i++) { + Object *o = r->getObject(i); + if ((o->_id == DOOR || o->_id == ENCRYPTED_DOOR || o->_id == SMALL_DOOR) && + (o->_type & OPENED) && ! _state._alarmOn) + alarm(); + } + if (!_state._alarmOn && _currentRoom == _rooms[MUS4] && + second >= 21 && second <= 40) + alarm(); + if (_currentRoom == _rooms[MUS_ENTRANCE] && second >= 22 && second <= 29) { + if (!_steps && !_state._alarmCracked) { + _steps = true; + _vm->renderMessage(kStringMuseum6); + } + } else _steps = false; +} + +void GameManager2::crack(int time) { + _alarmBefore = _state._alarmOn; + _cracking = true; + _vm->_screen->changeCursor(ResourceManager::kCursorWait); + int t = 0; + int z; + int zv = 0; + do { + do { + wait(1); + } while ((z = (g_system->getMillis() - _state._startTime) / 600) == zv); + zv = z; + drawClock(); + t++; + } while (t < time && _state._alarmOn == _alarmBefore); + _cracking = false; + _vm->_screen->changeCursor(ResourceManager::kCursorNormal); + if (_state._alarmOn == _alarmBefore) + _vm->removeMessage(); +} + +bool GameManager2::crackDoor(int time) { + _vm->renderMessage(kStringMuseum15); + crack(time); + if (_state._alarmOn != _alarmBefore) { + waitOnInput(_messageDuration); + _vm->removeMessage(); + _vm->renderMessage(kStringMuseum16); + } + return !_state._alarmOn; +} + +void GameManager2::museumDoorInteract(Action verb, Object &obj1, Object &obj2) { + static struct { + int _r1; + int _o1; + int _r2; + int _o2; + } doorTab[11] = { + {MUS1, 0, MUS2, 0}, + {MUS2, 1, MUS3, 0}, + {MUS3, 1, MUS10, 0}, + {MUS10, 1, MUS11, 0}, + {MUS11, 1, MUS7, 1}, + {MUS7, 0, MUS6, 1}, + {MUS6, 0, MUS5, 1}, + {MUS5, 0, MUS4, 0}, + {MUS5, 2, MUS9, 1}, + {MUS9, 0, MUS8, 1}, + {MUS8, 0, MUS1, 1} + }; + Room *r; + if (verb == ACTION_OPEN && obj1._id == DOOR) { + for (int i = 0; i < 11; i++) { + if ((_currentRoom == _rooms[doorTab[i]._r1]) && + &obj1 == _currentRoom->getObject(doorTab[i]._o1)) { + r = _rooms[doorTab[i]._r2]; + r->getObject(doorTab[i]._o2)->_type |= OPENED; + r->setSectionVisible(r->getObject(doorTab[i]._o2)->_section, kShownTrue); + } else if ((_currentRoom == _rooms[doorTab[i]._r2]) && + &obj1 == _currentRoom->getObject(doorTab[i]._o2)) { + r = _rooms[doorTab[i]._r1]; + r->getObject(doorTab[i]._o1)->_type |= OPENED; + r->setSectionVisible(r->getObject(doorTab[i]._o1)->_section, kShownTrue); + } + } + } else if (verb == ACTION_CLOSE && obj1._id == DOOR) { + for (int i = 0; i < 11; i++) { + if ((_currentRoom == _rooms[doorTab[i]._r1]) && + &obj1 == _currentRoom->getObject(doorTab[i]._o1)) { + r = _rooms[doorTab[i]._r2]; + r->getObject(doorTab[i]._o2)->_type &= ~OPENED; + r->setSectionVisible(r->getObject(doorTab[i]._o2)->_section, kShownFalse); + } else if ((_currentRoom == _rooms[doorTab[i]._r2]) && + &obj1 == _currentRoom->getObject(doorTab[i]._o2)) { + r = _rooms[doorTab[i]._r1]; + r->getObject(doorTab[i]._o1)->_type &= ~OPENED; + r->setSectionVisible(r->getObject(doorTab[i]._o1)->_section, kShownFalse); + } + } + } +} + +void GameManager2::securityEntrance() { + static struct { + RoomId _r; + int _a1; + int _a2; + } securityList[11] = { + {MUS1 ,11,31}, + {MUS2 , 7,17}, + {MUS3 , 7,17}, + {MUS10, 1, 7}, + {MUS11, 1, 7}, + {MUS7 ,10,32}, + {MUS6 , 8,18}, + {MUS5 , 8,18}, + {MUS9 , 2, 8}, + {MUS8 , 2, 8}, + {MUS1 , 0, 0} + }; + + int time = (g_system->getMillis() - _state._startTime) / 600; + int second = time % 100; + + if (_rooms[_securityTab[second / 10]] == _currentRoom) { + int i; + for (i = 0; _currentRoom != _rooms[securityList[i]._r]; i++) {} + if (_lastRoom == _rooms[securityList[i + 1]._r]) { + _vm->renderImage(securityList[i]._a1); + _vm->renderImage(securityList[i]._a2); + caught2(); + } else + caught(); + } +} + +void GameManager2::pressureAlarmEntrance() { + _state._pressureCounter = 0; + securityEntrance(); +} + +void GameManager2::pressureAlarmCount() { + if (!(_state._alarmOn || + (_currentRoom == _rooms[MUS22] && _currentRoom->isSectionVisible(6)))) { + _state._pressureCounter++; + if ((_currentRoom >= _rooms[MUS12] && _state._pressureCounter > 8) || + _state._pressureCounter > 16) + alarm(); + } + setAnimationTimer(11); +} + +} + -- cgit v1.2.3