/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "common/system.h" #include "graphics/palette.h" #include "gui/message.h" #include "supernova/supernova.h" #include "supernova/state.h" #include "graphics/cursorman.h" namespace Supernova { bool GameManager::serialize(Common::WriteStream *out) { if (out->err()) return false; // GameState out->writeSint32LE(_state._time); out->writeSint32LE(_state._timeSleep); out->writeSint32LE(_state._timeAlarm); out->writeSint32LE(_state._eventTime); out->writeSint32LE(_state._eventCallback); out->writeSint32LE(_state._arrivalDaysLeft); out->writeSint32LE(_state._shipEnergyDaysLeft); out->writeSint32LE(_state._landingModuleEnergyDaysLeft); out->writeUint16LE(_state._greatFlag); out->writeSint16LE(_state._timeRobot); out->writeSint16LE(_state._money); out->writeByte(_state._coins); out->writeByte(_state._shoes); out->writeByte(_state._origin); out->writeByte(_state._destination); out->writeByte(_state._language); out->writeByte(_state._corridorSearch); out->writeByte(_state._alarmOn); out->writeByte(_state._terminalStripConnected); out->writeByte(_state._terminalStripWire); out->writeByte(_state._cableConnected); out->writeByte(_state._powerOff); out->writeByte(_state._dream); for (int i = 0; i < 4; i++) out->writeByte(_state._nameSeen[i]); 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 < NUMROOMS; ++i) { _rooms[i]->serialize(out); } return !out->err(); } bool GameManager::deserialize(Common::ReadStream *in, int version) { if (in->err()) return false; // GameState _state._time = in->readSint32LE(); _state._timeSleep = in->readSint32LE(); _state._timeAlarm = in->readSint32LE(); _state._eventTime = in->readSint32LE(); if (version >= 4) _state._eventCallback = (EventFunction)in->readSint32LE(); else _state._eventCallback = kNoFn; _state._arrivalDaysLeft = in->readSint32LE(); _state._shipEnergyDaysLeft = in->readSint32LE(); _state._landingModuleEnergyDaysLeft = in->readSint32LE(); _state._greatFlag = in->readUint16LE(); _state._timeRobot = in->readSint16LE(); _state._money = in->readSint16LE(); _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(in->readSint32LE()); int objectIndex = in->readSint32LE(); _inventory.add(*_rooms[objectRoom]->getObject(objectIndex)); } // Rooms RoomID curRoomId = static_cast(in->readByte()); for (int i = 0; i < NUMROOMS; ++i) { _rooms[i]->deserialize(in, version); } changeRoom(curRoomId); // Some additional variables _guiEnabled = true; _animationEnabled = true; return !in->err(); } void Inventory::add(Object &obj) { if (_numObjects < kMaxCarry) { _inventory[_numObjects++] = &obj; obj.setProperty(CARRIED); } if (getSize() > _inventoryScroll + 8) { _inventoryScroll = getSize() - 8; _inventoryScroll += _inventoryScroll % 2; } } void Inventory::remove(Object &obj) { for (int i = 0; i < _numObjects; ++i) { if (_inventory[i] == &obj) { if (_inventoryScroll >= 2 && getSize() % 2) _inventoryScroll -= 2; --_numObjects; while (i < _numObjects) { _inventory[i] = _inventory[i + 1]; ++i; } obj.disableProperty(CARRIED); } } } void Inventory::clear() { _numObjects = 0; _inventoryScroll = 0; } Object *Inventory::get(int index) const { if (index < _numObjects) return _inventory[index]; return const_cast(&Object::nullObject); } Object *Inventory::get(ObjectID id) const { for (int i = 0; i < _numObjects; ++i) { if (_inventory[i]->_id == id) return _inventory[i]; } return const_cast(&Object::nullObject); } GuiElement::GuiElement() : _isHighlighted(false) , _bgColorNormal(kColorWhite25) , _bgColorHighlighted(kColorWhite44) , _bgColor(kColorWhite25) , _textColorNormal(kColorGreen) , _textColorHighlighted(kColorLightGreen) , _textColor(kColorGreen) { _text[0] = '\0'; } void GuiElement::setText(const char *text) { strncpy(_text, text, sizeof(_text)); } void GuiElement::setTextPosition(int x, int y) { _textPosition = Common::Point(x, y); } void GuiElement::setSize(int x1, int y1, int x2, int y2) { this->left = x1; this->top = y1; this->right = x2; this->bottom = y2; _textPosition = Common::Point(x1 + 1, y1 + 1); } void GuiElement::setColor(int bgColor, int textColor, int bgColorHighlighted, int textColorHightlighted) { _bgColor = bgColor; _textColor = textColor; _bgColorNormal = bgColor; _textColorNormal = textColor; _bgColorHighlighted = bgColorHighlighted; _textColorHighlighted = textColorHightlighted; } void GuiElement::setHighlight(bool isHighlighted) { if (isHighlighted) { _bgColor = _bgColorHighlighted; _textColor = _textColorHighlighted; } else { _bgColor = _bgColorNormal; _textColor = _textColorNormal; } } // Used by Look Watch (when it's fixed). Do not remove. static Common::String timeToString(int msec) { char s[9] = " 0:00:00"; msec /= 1000; s[7] = msec % 10 + '0'; msec /= 10; s[6] = msec % 6 + '0'; msec /= 6; s[4] = msec % 10 + '0'; msec /= 10; s[3] = msec % 6 + '0'; msec /= 6; s[1] = msec % 10 + '0'; msec /= 10; if (msec) s[0] = msec + '0'; return Common::String(s); } GameManager::GameManager(SupernovaEngine *vm) : _inventory(_inventoryScroll) , _vm(vm) { initRooms(); changeRoom(INTRO); initState(); initGui(); } GameManager::~GameManager() { destroyRooms(); } void GameManager::destroyRooms() { delete _rooms[INTRO]; delete _rooms[CORRIDOR]; delete _rooms[HALL]; delete _rooms[SLEEP]; delete _rooms[COCKPIT]; delete _rooms[AIRLOCK]; delete _rooms[HOLD]; delete _rooms[LANDINGMODULE]; delete _rooms[GENERATOR]; delete _rooms[OUTSIDE]; delete _rooms[CABIN_R1]; delete _rooms[CABIN_R2]; delete _rooms[CABIN_R3]; delete _rooms[CABIN_L1]; delete _rooms[CABIN_L2]; delete _rooms[CABIN_L3]; delete _rooms[BATHROOM]; delete _rooms[ROCKS]; delete _rooms[CAVE]; delete _rooms[MEETUP]; delete _rooms[ENTRANCE]; delete _rooms[REST]; delete _rooms[ROGER]; delete _rooms[GLIDER]; delete _rooms[MEETUP2]; delete _rooms[MEETUP3]; delete _rooms[CELL]; delete _rooms[CORRIDOR1]; delete _rooms[CORRIDOR2]; delete _rooms[CORRIDOR3]; delete _rooms[CORRIDOR4]; delete _rooms[CORRIDOR5]; delete _rooms[CORRIDOR6]; delete _rooms[CORRIDOR7]; delete _rooms[CORRIDOR8]; delete _rooms[CORRIDOR9]; delete _rooms[BCORRIDOR]; delete _rooms[GUARD]; delete _rooms[GUARD3]; delete _rooms[OFFICE_L1]; delete _rooms[OFFICE_L2]; delete _rooms[OFFICE_R1]; delete _rooms[OFFICE_R2]; delete _rooms[OFFICE_L]; delete _rooms[ELEVATOR]; delete _rooms[STATION]; delete _rooms[SIGN]; delete _rooms[OUTRO]; } void GameManager::initState() { Object::setObjectNull(_currentInputObject); Object::setObjectNull(_inputObject[0]); Object::setObjectNull(_inputObject[1]); _inputVerb = ACTION_WALK; _processInput = false; _guiEnabled = true; _animationEnabled = true; _roomBrightness = 255; _mouseClicked = false; _keyPressed = false; _mouseX = -1; _mouseY = -1; _mouseField = -1; _inventoryScroll = 0; _oldTime = g_system->getMillis(); _timerPaused = 0; _timePaused = false; _timer1 = 0; _animationTimer = 0; _currentSentence = -1; for (int i = 0 ; i < 6 ; ++i) { _sentenceNumber[i] = -1; _texts[i] = kNoString; _rows[i] = 0; _rowsStart[i] = 0; } _state._time = ticksToMsec(916364); // 2 pm _state._timeSleep = 0; _state._timeAlarm = ticksToMsec(458182); // 7 am _state._eventTime = INT32_MAX; _state._eventCallback = kNoFn; _state._arrivalDaysLeft = 2840; _state._shipEnergyDaysLeft = 2135; _state._landingModuleEnergyDaysLeft = 923; _state._greatFlag = 0; _state._timeRobot = 0; _state._money = 0; _state._coins = 0; _state._shoes = 0; _state._origin = 0; _state._destination = 255; _state._language = 0; _state._corridorSearch = false; _state._alarmOn = false; _state._terminalStripConnected = false; _state._terminalStripWire = false; _state._cableConnected = false; _state._powerOff = false; _state._dream = false; _prevImgId = 0; } void GameManager::initRooms() { _rooms[INTRO] = new Intro(_vm, this); _rooms[CORRIDOR] = new ShipCorridor(_vm, this); _rooms[HALL] = new ShipHall(_vm, this); _rooms[SLEEP] = new ShipSleepCabin(_vm, this); _rooms[COCKPIT] = new ShipCockpit(_vm, this); _rooms[AIRLOCK] = new ShipAirlock(_vm, this); _rooms[HOLD] = new ShipHold(_vm, this); _rooms[LANDINGMODULE] = new ShipLandingModule(_vm, this); _rooms[GENERATOR] = new ShipGenerator(_vm, this); _rooms[OUTSIDE] = new ShipOuterSpace(_vm, this); _rooms[CABIN_R1] = new ShipCabinR1(_vm, this); _rooms[CABIN_R2] = new ShipCabinR2(_vm, this); _rooms[CABIN_R3] = new ShipCabinR3(_vm, this); _rooms[CABIN_L1] = new ShipCabinL1(_vm, this); _rooms[CABIN_L2] = new ShipCabinL2(_vm, this); _rooms[CABIN_L3] = new ShipCabinL3(_vm, this); _rooms[BATHROOM] = new ShipCabinBathroom(_vm, this); _rooms[ROCKS] = new ArsanoRocks(_vm, this); _rooms[CAVE] = new ArsanoCave(_vm, this); _rooms[MEETUP] = new ArsanoMeetup(_vm, this); _rooms[ENTRANCE] = new ArsanoEntrance(_vm, this); _rooms[REST] = new ArsanoRemaining(_vm, this); _rooms[ROGER] = new ArsanoRoger(_vm, this); _rooms[GLIDER] = new ArsanoGlider(_vm, this); _rooms[MEETUP2] = new ArsanoMeetup2(_vm, this); _rooms[MEETUP3] = new ArsanoMeetup3(_vm, this); _rooms[CELL] = new AxacussCell(_vm, this); _rooms[CORRIDOR1] = new AxacussCorridor1(_vm, this); _rooms[CORRIDOR2] = new AxacussCorridor2(_vm, this); _rooms[CORRIDOR3] = new AxacussCorridor3(_vm, this); _rooms[CORRIDOR4] = new AxacussCorridor4(_vm, this); _rooms[CORRIDOR5] = new AxacussCorridor5(_vm, this); _rooms[CORRIDOR6] = new AxacussCorridor6(_vm, this); _rooms[CORRIDOR7] = new AxacussCorridor7(_vm, this); _rooms[CORRIDOR8] = new AxacussCorridor8(_vm, this); _rooms[CORRIDOR9] = new AxacussCorridor9(_vm, this); _rooms[BCORRIDOR] = new AxacussBcorridor(_vm, this); _rooms[GUARD] = new AxacussIntersection(_vm, this); _rooms[GUARD3] = new AxacussExit(_vm, this); _rooms[OFFICE_L1] = new AxacussOffice1(_vm, this); _rooms[OFFICE_L2] = new AxacussOffice2(_vm, this); _rooms[OFFICE_R1] = new AxacussOffice3(_vm, this); _rooms[OFFICE_R2] = new AxacussOffice4(_vm, this); _rooms[OFFICE_L] = new AxacussOffice5(_vm, this); _rooms[ELEVATOR] = new AxacussElevator(_vm, this); _rooms[STATION] = new AxacussStation(_vm, this); _rooms[SIGN] = new AxacussSign(_vm, this); _rooms[OUTRO] = new Outro(_vm, this); } void GameManager::initGui() { int commandButtonX = 0; for (int i = 0; i < ARRAYSIZE(_guiCommandButton); ++i) { const Common::String &text = _vm->getGameString(guiCommands[i]); int width; if (i < 9) width = _vm->textWidth(text) + 2; else width = 320 - commandButtonX; _guiCommandButton[i].setSize(commandButtonX, 150, commandButtonX + width, 159); _guiCommandButton[i].setText(text.c_str()); _guiCommandButton[i].setColor(kColorWhite25, kColorDarkGreen, kColorWhite44, kColorGreen); commandButtonX += width + 2; } for (int i = 0; i < ARRAYSIZE(_guiInventory); ++i) { int inventoryX = 136 * (i % 2); int inventoryY = 161 + 10 * (i / 2); _guiInventory[i].setSize(inventoryX, inventoryY, inventoryX + 135, inventoryY + 9); _guiInventory[i].setColor(kColorWhite25, kColorDarkRed, kColorWhite35, kColorRed); } _guiInventoryArrow[0].setSize(272, 161, 279, 180); _guiInventoryArrow[0].setColor(kColorWhite25, kColorDarkRed, kColorWhite35, kColorRed); _guiInventoryArrow[0].setText("\x82"); _guiInventoryArrow[0].setTextPosition(273, 166); _guiInventoryArrow[1].setSize(272, 181, 279, 200); _guiInventoryArrow[1].setColor(kColorWhite25, kColorDarkRed, kColorWhite35, kColorRed); _guiInventoryArrow[1].setText("\x83"); _guiInventoryArrow[1].setTextPosition(273, 186); } void GameManager::processInput(Common::KeyState &state) { _key = state; switch (state.keycode) { case Common::KEYCODE_F1: // help break; case Common::KEYCODE_F2: // show game doc break; case Common::KEYCODE_F3: // show game info break; case Common::KEYCODE_F4: _vm->setTextSpeed(); break; case Common::KEYCODE_F5: // load/save break; case Common::KEYCODE_x: if (state.flags & Common::KBD_ALT) { // quit game GUI::MessageDialog *dialog = new GUI::MessageDialog("Quit Game?", "Quit", "Cancel"); if (dialog->runModal() == GUI::kMessageOK) _vm->quitGame(); delete dialog; // TODO: Add original quit game message prompt } break; default: break; } } void GameManager::resetInputState() { Object::setObjectNull(_inputObject[0]); Object::setObjectNull(_inputObject[1]); _inputVerb = ACTION_WALK; _processInput = false; _mouseClicked = false; _keyPressed = false; _key.reset(); _mouseClickType = Common::EVENT_MOUSEMOVE; processInput(); } void GameManager::processInput() { enum { onNone, onObject, onCmdButton, onInventory, onInventoryArrowUp, onInventoryArrowDown } mouseLocation; if (_mouseField >= 0 && _mouseField < 256) mouseLocation = onObject; else if (_mouseField >= 256 && _mouseField < 512) mouseLocation = onCmdButton; else if (_mouseField >= 512 && _mouseField < 768) mouseLocation = onInventory; else if (_mouseField == 768) mouseLocation = onInventoryArrowUp; else if (_mouseField == 769) mouseLocation = onInventoryArrowDown; else mouseLocation = onNone; if (_mouseClickType == Common::EVENT_LBUTTONUP) { if (_vm->_messageDisplayed) { // Hide the message and consume the event _vm->removeMessage(); if (mouseLocation != onCmdButton) return; } switch(mouseLocation) { case onObject: case onInventory: // Fallthrough if (_inputVerb == ACTION_GIVE || _inputVerb == ACTION_USE) { if (Object::isNullObject(_inputObject[0])) { _inputObject[0] = _currentInputObject; if (!_inputObject[0]->hasProperty(COMBINABLE)) _processInput = true; } else { _inputObject[1] = _currentInputObject; _processInput = true; } } else { _inputObject[0] = _currentInputObject; if (!Object::isNullObject(_currentInputObject)) _processInput = true; } break; case onCmdButton: resetInputState(); _inputVerb = static_cast(_mouseField - 256); break; case onInventoryArrowUp: if (_inventoryScroll >= 2) _inventoryScroll -= 2; break; case onInventoryArrowDown: if (_inventoryScroll < _inventory.getSize() - ARRAYSIZE(_guiInventory)) _inventoryScroll += 2; break; case onNone: break; } } else if (_mouseClickType == Common::EVENT_RBUTTONUP) { if (_vm->_messageDisplayed) { // Hide the message and consume the event _vm->removeMessage(); return; } if (Object::isNullObject(_currentInputObject)) return; if (mouseLocation == onObject || mouseLocation == onInventory) { _inputObject[0] = _currentInputObject; ObjectTypes type = _inputObject[0]->_type; if (type & OPENABLE) _inputVerb = (type & OPENED) ? ACTION_CLOSE : ACTION_OPEN; else if (type & PRESS) _inputVerb = ACTION_PRESS; else if (type & TALK) _inputVerb = ACTION_TALK; else _inputVerb = ACTION_LOOK; _processInput = true; } } else if (_mouseClickType == Common::EVENT_MOUSEMOVE) { int field = -1; int click = -1; if ((_mouseY >= _guiCommandButton[0].top) && (_mouseY <= _guiCommandButton[0].bottom)) { /* command row */ field = 9; while (_mouseX < _guiCommandButton[field].left - 1) field--; field += 256; } else if ((_mouseX >= 283) && (_mouseX <= 317) && (_mouseY >= 163) && (_mouseY <= 197)) { /* exit box */ field = _exitList[(_mouseX - 283) / 7 + 5 * ((_mouseY - 163) / 7)]; } else if ((_mouseY >= 161) && (_mouseX <= 270)) { /* inventory box */ field = (_mouseX + 1) / 136 + ((_mouseY - 161) / 10) * 2; if (field + _inventoryScroll < _inventory.getSize()) field += 512; else field = -1; } else if ((_mouseY >= 161) && (_mouseX >= 271) && (_mouseX < 279)) { /* inventory arrows */ field = (_mouseY > 180) ? 769 : 768; } else { /* normal item */ for (int i = 0; (_currentRoom->getObject(i)->_id != INVALIDOBJECT) && (field == -1) && i < kMaxObject; i++) { click = _currentRoom->getObject(i)->_click; if (click != 255 && _vm->_currentImage) { MSNImageDecoder::ClickField *clickField = _vm->_currentImage->_clickField; do { if ((_mouseX >= clickField[click].x1) && (_mouseX <= clickField[click].x2) && (_mouseY >= clickField[click].y1) && (_mouseY <= clickField[click].y2)) field = i; click = clickField[click].next; } while ((click != 0) && (field == -1)); } } } if (_mouseField != field) { switch (mouseLocation) { case onInventoryArrowUp: case onInventoryArrowDown: // Fallthrough _guiInventoryArrow[_mouseField - 768].setHighlight(false); break; case onInventory: _guiInventory[_mouseField - 512].setHighlight(false); break; case onCmdButton: _guiCommandButton[_mouseField - 256].setHighlight(false); break; case onObject: case onNone: // Fallthrough break; } Object::setObjectNull(_currentInputObject); _mouseField = field; if (_mouseField >= 0 && _mouseField < 256) mouseLocation = onObject; else if (_mouseField >= 256 && _mouseField < 512) mouseLocation = onCmdButton; else if (_mouseField >= 512 && _mouseField < 768) mouseLocation = onInventory; else if (_mouseField == 768) mouseLocation = onInventoryArrowUp; else if (_mouseField == 769) mouseLocation = onInventoryArrowDown; else mouseLocation = onNone; switch (mouseLocation) { case onInventoryArrowUp: case onInventoryArrowDown: // Fallthrough _guiInventoryArrow[_mouseField - 768].setHighlight(true); break; case onInventory: _guiInventory[_mouseField - 512].setHighlight(true); _currentInputObject = _inventory.get(_mouseField - 512 + _inventoryScroll); break; case onCmdButton: _guiCommandButton[_mouseField - 256].setHighlight(true); break; case onObject: _currentInputObject = _currentRoom->getObject(_mouseField); break; case onNone: break; } } } } void GameManager::corridorOnEntrance() { if (_state._corridorSearch) busted(0); } void GameManager::telomat(int nr) { static Common::String name[8] = { "DR. ALAB HANSI", "ALAB HANSI", "SAVAL LUN", "x", "PROF. DR. UGNUL TSCHABB", "UGNUL TSCHABB", "ALGA HURZ LI", "x" }; static Common::String name2[4] = { "Alab Hansi", "Saval Lun", "Ugnul Tschabb", "Alga Hurz Li" }; StringID dial1[4]; dial1[0] = kStringTelomat1; dial1[1] = kNoString; dial1[2] = kStringTelomat3; dial1[3] = kStringDialogSeparator; static byte rows1[3] = {1, 2, 1}; StringID dial2[4]; dial2[0] = kStringTelomat4; dial2[1] = kStringTelomat5; dial2[2] = kStringTelomat6; dial2[3] = kStringDialogSeparator; static byte rows2[4] = {1, 1, 1, 1}; _vm->renderBox(0, 0, 320, 200, kColorBlack); _vm->renderText(kStringTelomat7, 100, 70, kColorGreen); _vm->renderText(kStringTelomat8, 100, 81, kColorGreen); _vm->renderText(kStringTelomat9, 100, 92, kColorGreen); _vm->renderText(kStringTelomat10, 100, 103, kColorGreen); _vm->renderText(kStringTelomat11, 100, 120, kColorDarkGreen); Common::String input; do { getInput(); switch (_key.keycode) { case Common::KEYCODE_2: { _vm->renderBox(0, 0, 320, 200, kColorDarkBlue); _vm->renderText(kStringTelomat12, 50, 80, kColorGreen); _vm->renderText(kStringTelomat13, 50, 91, kColorGreen); do edit(input, 50, 105, 30); while ((_key.keycode != Common::KEYCODE_RETURN) && (_key.keycode != Common::KEYCODE_ESCAPE)); if (_key.keycode == Common::KEYCODE_ESCAPE) { _vm->renderBox(0, 0, 320, 200, kColorBlack); _vm->renderRoom(*_currentRoom); _vm->paletteBrightness(); _guiEnabled = true; drawMapExits(); return; } input.toUppercase(); int i = 0; while ((i < 8) && (input != name[i])) i++; i >>= 1; if (i == 4) { _vm->renderText(kStringTelomat14, 50, 120, kColorGreen); wait2(10); _vm->renderBox(0, 0, 320, 200, kColorBlack); _vm->renderRoom(*_currentRoom); _vm->paletteBrightness(); _guiEnabled = true; drawMapExits(); return; } if ((i == nr) || _rooms[BCORRIDOR]->getObject(4 + i)->hasProperty(CAUGHT)) { _vm->renderText(kStringTelomat15, 50, 120, kColorGreen); wait2(10); _vm->renderBox(0, 0, 320, 200, kColorBlack); _vm->renderRoom(*_currentRoom); _vm->paletteBrightness(); _guiEnabled = true; drawMapExits(); return; } _vm->renderText(kStringTelomat16, 50, 120, kColorGreen); wait2(10); _vm->renderBox(0, 0, 320, 200, kColorBlack); _vm->renderRoom(*_currentRoom); _vm->paletteBrightness(); _vm->renderMessage(kStringTelomat17, kMessageTop, name2[i]); waitOnInput(_timer1); _vm->removeMessage(); if (_state._nameSeen[nr]) { Common::String string = _vm->getGameString(kStringTelomat2); _vm->setGameString(kStringPlaceholder1, Common::String::format(string.c_str(), name2[nr].c_str())); dial1[1] = kStringPlaceholder1; _currentRoom->addSentence(1, 1); } else _currentRoom->removeSentence(1, 1); switch (dialog(3, rows1, dial1, 1)) { case 1: _vm->renderMessage(kStringTelomat18, kMessageTop); waitOnInput(_timer1); _vm->removeMessage(); if ((_state._destination == 255) && !_rooms[BCORRIDOR]->isSectionVisible(7)) { _state._eventTime = _state._time + ticksToMsec(150); _state._eventCallback = kGuardWalkFn; _state._origin = i; _state._destination = nr; } break; case 0: _vm->renderMessage(kStringTelomat19, kMessageTop); waitOnInput(_timer1); _vm->removeMessage(); if (dialog(4, rows2, dial2, 0) != 3) { wait2(10); say(kStringTelomat20); } _rooms[BCORRIDOR]->setSectionVisible(7, true); _rooms[BCORRIDOR]->setSectionVisible(i + 1, true); _state._eventTime = INT32_MAX; _currentRoom->addSentence(0, 1); } _guiEnabled = true; drawMapExits(); return; } case Common::KEYCODE_1: case Common::KEYCODE_3: case Common::KEYCODE_4: _vm->renderBox(0, 0, 320, 200, kColorDarkBlue); _vm->renderText(kStringTelomat21, 100, 90, kColorGreen); input = ""; do edit(input, 100, 105, 30); while ((_key.keycode != Common::KEYCODE_RETURN) && (_key.keycode != Common::KEYCODE_ESCAPE)); if (_key.keycode == Common::KEYCODE_RETURN) { _vm->renderText(kStringShipSleepCabin9, 100, 120, kColorGreen); wait2(10); } case Common::KEYCODE_ESCAPE: _vm->renderBox(0, 0, 320, 200, kColorBlack); _vm->renderRoom(*_currentRoom); _vm->paletteBrightness(); _guiEnabled = true; drawMapExits(); return; default: break; } } while (true); } void GameManager::startSearch() { if ((_currentRoom->getId() >= CORRIDOR1) && (_currentRoom->getId() <= BCORRIDOR)) busted(0); _state._corridorSearch = true; } void GameManager::search(int time) { _state._eventTime = _state._time + ticksToMsec(time); _state._eventCallback = kSearchStartFn; } void GameManager::guardNoticed() { _vm->paletteFadeOut(); Room *r = _currentRoom; _currentRoom = _rooms[GUARD]; _vm->setCurrentImage(40); _vm->renderBox(0, 0, 320, 200, 0); _vm->renderImage(0); _vm->paletteFadeIn(); _vm->renderImage(2); reply(kStringGuardNoticed1, 2, 5); wait2(2); reply(kStringGuardNoticed2, 2, 5); _vm->paletteFadeOut(); _currentRoom->setSectionVisible(2, false); _currentRoom->setSectionVisible(5, false); _currentRoom = r; _guiEnabled = true; drawMapExits(); } void GameManager::busted(int i) { if (i > 0) _vm->renderImage(i); if (i == 0) { if ((_currentRoom->getId() >= OFFICE_L1) && (_currentRoom->getId() <= OFFICE_R2)) { if (_currentRoom->getId() < OFFICE_R1) i = 10; else i = 5; if (!_currentRoom->getObject(0)->hasProperty(OPENED)) { _vm->renderImage(i - 1); _vm->playSound(kAudioDoorOpen); wait2(2); } _vm->renderImage(i); wait2(3); _vm->renderImage(i + 3); _vm->playSound(kAudioVoiceHalt); _vm->renderImage(i); wait2(5); if (_currentRoom->getId() == OFFICE_L2) i = 13; _vm->renderImage(i + 1); wait2(3); _vm->renderImage(i + 2); shot(0, 0); } else if (_currentRoom->getId() == BCORRIDOR) _vm->renderImage(21); else if (_currentRoom->isSectionVisible(4)) _vm->renderImage(32); // below else if (_currentRoom->isSectionVisible(2)) _vm->renderImage(30); // right else if (_currentRoom->isSectionVisible(1)) _vm->renderImage(31); // left else _vm->renderImage(33); // above } _vm->playSound(kAudioVoiceHalt); wait2(3); shot(0, 0); } void GameManager::novaScroll() { static byte planet_f[6] = {0xeb,0xec,0xf0,0xed,0xf1,0xf2}; static byte nova_f[13] = {0xea,0xe9,0xf5,0xf3,0xf7,0xf4,0xf6, 0xf9,0xfb,0xfc,0xfd,0xfe,0xfa}; static byte rgb[65][3] = { { 5, 0, 0},{10, 0, 0},{15, 0, 0},{20, 0, 0},{25, 0, 0}, {30, 0, 0},{35, 0, 0},{40, 0, 0},{45, 0, 0},{50, 0, 0}, {55, 0, 0},{60, 0, 0},{63,10, 5},{63,20,10},{63,30,15}, {63,40,20},{63,50,25},{63,60,30},{63,63,33},{63,63,30}, {63,63,25},{63,63,20},{63,63,15},{63,63,10},{60,60,15}, {57,57,20},{53,53,25},{50,50,30},{47,47,35},{43,43,40}, {40,40,45},{37,37,50},{33,33,53},{30,30,56},{27,27,59}, {23,23,61},{20,20,63},{21,25,63},{22,30,63},{25,35,63}, {30,40,63},{35,45,63},{40,50,63},{45,55,63},{50,60,63}, {55,63,63},{59,63,63},{63,63,63},{63,60,63},{60,50,60}, {55,40,55},{50,30,50},{45,20,45},{40,10,40},{42,15,42}, {45,20,45},{47,25,47},{50,30,50},{52,35,52},{55,40,55}, {57,45,57},{60,50,60},{62,55,62},{63,60,63},{63,63,63}}; byte palette[768]; _vm->_system->getPaletteManager()->grabPalette(palette, 0, 255); for (int t = 0; t < 65; ++t) { for (int i = 0; i < 6; ++i) { int idx = 3 * (planet_f[i] - 1); for (int c = 0 ; c < 3 ; ++c) { if (palette[idx+c] < rgb[t][c]) palette[idx+c] = rgb[t][c]; } } for (int cycle = 0; cycle < t && cycle < 13; ++cycle) { int idx = 3 * (nova_f[cycle] - 1); for (int c = 0 ; c < 3 ; ++c) palette[idx + c] = rgb[t - cycle - 1][c]; } _vm->_system->getPaletteManager()->setPalette(palette, 0, 255); _vm->_system->updateScreen(); _vm->_system->delayMillis(_vm->_delay); } } void GameManager::supernovaEvent() { _vm->removeMessage(); CursorMan.showMouse(false); if (_currentRoom->getId() <= CAVE) { _vm->renderMessage(kStringSupernova1); waitOnInput(_timer1); _vm->removeMessage(); _vm->paletteFadeOut(); changeRoom(MEETUP); _rooms[AIRLOCK]->getObject(0)->disableProperty(OPENED); _rooms[AIRLOCK]->setSectionVisible(3, true); _rooms[AIRLOCK]->getObject(1)->setProperty(OPENED); _rooms[AIRLOCK]->setSectionVisible(17, true); _rooms[AIRLOCK]->setSectionVisible(6, false); _vm->renderRoom(*_currentRoom); _vm->paletteFadeIn(); } _vm->renderMessage(kStringSupernova2); waitOnInput(_timer1); _vm->removeMessage(); _vm->setCurrentImage(26); _vm->renderImage(0); _vm->paletteBrightness(); novaScroll(); _vm->paletteFadeOut(); _vm->renderBox(0, 0, 320, 200, kColorBlack); _vm->_menuBrightness = 255; _vm->paletteBrightness(); if (_currentRoom->getId() == GLIDER) { _vm->renderMessage(kStringSupernova3); waitOnInput(_timer1); _vm->removeMessage(); _vm->_menuBrightness = 0; _vm->paletteBrightness(); _vm->renderRoom(*_currentRoom); _vm->paletteFadeIn(); _vm->renderMessage(kStringSupernova4, kMessageTop); waitOnInput(_timer1); _vm->removeMessage(); _vm->renderMessage(kStringSupernova5, kMessageTop); waitOnInput(_timer1); _vm->removeMessage(); _vm->renderMessage(kStringSupernova6, kMessageTop); waitOnInput(_timer1); _vm->removeMessage(); _vm->renderMessage(kStringSupernova7, kMessageTop); waitOnInput(_timer1); _vm->removeMessage(); changeRoom(MEETUP2); _rooms[MEETUP2]->setSectionVisible(1, true); _rooms[MEETUP2]->removeSentence(0, 1); _inventory.remove(*(_rooms[ROGER]->getObject(3))); _inventory.remove(*(_rooms[ROGER]->getObject(7))); _inventory.remove(*(_rooms[ROGER]->getObject(8))); } else { _vm->renderMessage(kStringSupernova8); waitOnInput(_timer1); _vm->removeMessage(); _vm->_menuBrightness = 0; _vm->paletteBrightness(); changeRoom(MEETUP2); if (_rooms[ROGER]->getObject(3)->hasProperty(CARRIED) && !_rooms[GLIDER]->isSectionVisible(5)) { _rooms[MEETUP2]->setSectionVisible(1, true); _rooms[MEETUP2]->setSectionVisible(12, true); _rooms[MEETUP2]->getObject(1)->_click = 0; _rooms[MEETUP2]->getObject(0)->_click = 1; _rooms[MEETUP2]->removeSentence(0, 1); } _rooms[MEETUP2]->removeSentence(1, 1); } _rooms[AIRLOCK]->getObject(4)->setProperty(WORN); _rooms[AIRLOCK]->getObject(5)->setProperty(WORN); _rooms[AIRLOCK]->getObject(6)->setProperty(WORN); _rooms[CAVE]->getObject(1)->_exitRoom = MEETUP2; _guiEnabled = true; CursorMan.showMouse(true); } void GameManager::guardReturnedEvent() { if (_currentRoom->getId() == GUARD) busted(-1); else if ((_currentRoom->getId() == CORRIDOR9) && (_currentRoom->isSectionVisible(27))) busted(0); _rooms[GUARD]->setSectionVisible(1, false); _rooms[GUARD]->getObject(3)->_click = 0; _rooms[GUARD]->setSectionVisible(6, false); _rooms[GUARD]->getObject(2)->disableProperty(OPENED); _rooms[GUARD]->setSectionVisible(7, false); _rooms[GUARD]->getObject(5)->_click = 255; _rooms[CORRIDOR9]->setSectionVisible(27, false); _rooms[CORRIDOR9]->setSectionVisible(28, true); _rooms[CORRIDOR9]->getObject(1)->disableProperty(OPENED); } void GameManager::walk(int imgId) { if (_prevImgId) _vm->renderImage(_prevImgId + 128); _vm->renderImage(imgId); _prevImgId = imgId; wait2(3); } void GameManager::guardWalkEvent() { _prevImgId = 0; bool behind = (!_rooms[BCORRIDOR]->getObject(_state._origin + 4)->hasProperty(OCCUPIED) || _rooms[BCORRIDOR]->getObject(_state._origin + 4)->hasProperty(OPENED)); _rooms[BCORRIDOR]->getObject(_state._origin + 4)->disableProperty(OCCUPIED); if (_currentRoom == _rooms[BCORRIDOR]) { if (_vm->_messageDisplayed) _vm->removeMessage(); if (!behind) { _vm->renderImage(_state._origin + 1); _prevImgId = _state._origin + 1; _vm->playSound(kAudioDoorOpen); wait2(3); } int imgId; switch (_state._origin) { case 0: imgId = 11; break; case 1: imgId = 16; break; case 2: imgId = 15; break; case 3: default: imgId = 20; break; } _vm->renderImage(imgId); if (!behind) { wait2(3); _vm->renderImage(_prevImgId + 128); _vm->playSound(kAudioDoorClose); } _prevImgId = imgId; wait2(3); switch (_state._origin) { case 0: walk(12); walk(13); break; case 1: walk(17); walk(18); break; case 2: walk(14); walk(13); break; case 3: walk(19); walk(18); } if (!_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); _vm->playSound(kAudioDoorOpen); wait2(3); _vm->renderImage(_prevImgId + 128); wait2(3); _vm->renderImage(_state._destination + 1 + 128); _vm->playSound(kAudioDoorClose); _rooms[BCORRIDOR]->getObject(_state._destination + 4)->setProperty(OCCUPIED); _state._destination = 255; } else if (_rooms[BCORRIDOR]->isSectionVisible(_state._destination + 1)) { _vm->renderImage(_prevImgId + 128); _rooms[BCORRIDOR]->getObject(_state._destination + 4)->setProperty(OCCUPIED); SWAP(_state._origin, _state._destination); _state._eventTime = _state._time + ticksToMsec(60); _state._eventCallback = kGuardWalkFn; } else { wait2(18); SWAP(_state._origin, _state._destination); _state._eventCallback = kGuardWalkFn; } } else if (behind) { _rooms[BCORRIDOR]->getObject(_state._destination + 4)->setProperty(OCCUPIED); if (_currentRoom == _rooms[OFFICE_L1 + _state._destination]) busted(0); _state._destination = 255; } else if (_rooms[BCORRIDOR]->isSectionVisible(_state._destination + 1) && _rooms[OFFICE_L1 + _state._destination]->getObject(0)->hasProperty(OPENED)) { _rooms[BCORRIDOR]->getObject(_state._destination + 4)->setProperty(OCCUPIED); if (_currentRoom == _rooms[OFFICE_L1 + _state._destination]) busted(0); SWAP(_state._origin, _state._destination); _state._eventTime = _state._time + ticksToMsec(60); _state._eventCallback = kGuardWalkFn; } else { SWAP(_state._origin, _state._destination); _state._eventCallback = kGuardWalkFn; } } void GameManager::taxiEvent() { if (_currentRoom->getId() == SIGN) { changeRoom(STATION); _vm->renderRoom(*_currentRoom); } _vm->renderImage(1); _vm->renderImage(2); _vm->playSound(kAudioRocks); screenShake(); _vm->renderImage(9); _currentRoom->getObject(1)->setProperty(OPENED); _vm->renderImage(1); _currentRoom->setSectionVisible(2, false); _vm->renderImage(3); for (int i = 4; i <= 8; i++) { wait2(2); _vm->renderImage(invertSection(i - 1)); _vm->renderImage(i); } _rooms[SIGN]->setSectionVisible(2, false); _rooms[SIGN]->setSectionVisible(3, true); } void GameManager::searchStartEvent() { if ((_currentRoom >= _rooms[CORRIDOR1]) && (_currentRoom <= _rooms[BCORRIDOR])) busted(0); _state._corridorSearch = true; } void GameManager::outro() { _vm->playSoundMod(kMusicOutro); _vm->paletteFadeOut(); _vm->setCurrentImage(55); _vm->renderImage(0); _vm->paletteFadeIn(); getInput(); _vm->paletteFadeOut(); Common::Event event; event.type = Common::EVENT_RTL; _vm->getEventManager()->pushEvent(event); } void GameManager::great(uint number) { if (number && (_state._greatFlag & (1 << number))) return; _vm->playSound(kAudioSuccess); _state._greatFlag |= 1 << number; } bool GameManager::airless() { return (_currentRoom->getId() == HOLD || _currentRoom->getId() == LANDINGMODULE || _currentRoom->getId() == GENERATOR || _currentRoom->getId() == OUTSIDE || _currentRoom->getId() == ROCKS || _currentRoom->getId() == CAVE || _currentRoom->getId() == MEETUP || _currentRoom->getId() == MEETUP2 || _currentRoom->getId() == MEETUP3 || (_currentRoom->getId() == AIRLOCK && _rooms[AIRLOCK]->getObject(1)->hasProperty(OPENED))); } void GameManager::sentence(int number, bool brightness) { if (number < 0) return; _vm->renderBox(0, 141 + _rowsStart[number] * 10, 320, _rows[number] * 10 - 1, brightness ? kColorWhite44 : kColorWhite25); if (_texts[_rowsStart[number]] == kStringDialogSeparator) _vm->renderText(kStringConversationEnd, 1, 142 + _rowsStart[number] * 10, brightness ? kColorRed : kColorDarkRed); else { for (int r = _rowsStart[number]; r < _rowsStart[number] + _rows[number]; ++r) _vm->renderText(_texts[r], 1, 142 + r * 10, brightness ? kColorGreen : kColorDarkGreen); } } void GameManager::say(StringID textId) { Common::String str = _vm->getGameString(textId); if (!str.empty()) say(str.c_str()); } void GameManager::say(const char *text) { Common::String t(text); char *row[6]; Common::String::iterator p = t.begin(); uint numRows = 0; while (*p) { row[numRows++] = p; while ((*p != '\0') && (*p != '|')) { ++p; } if (*p == '|') { *p = 0; ++p; } } _vm->renderBox(0, 138, 320, 62, kColorBlack); _vm->renderBox(0, 141, 320, numRows * 10 - 1, kColorWhite25); for (uint r = 0; r < numRows; ++r) _vm->renderText(row[r], 1, 142 + r * 10, kColorDarkGreen); waitOnInput((t.size() + 20) * _vm->_textSpeed / 10); _vm->renderBox(0, 138, 320, 62, kColorBlack); } void GameManager::reply(StringID textId, int aus1, int aus2) { Common::String str = _vm->getGameString(textId); if (!str.empty()) reply(str.c_str(), aus1, aus2); } void GameManager::reply(const char *text, int aus1, int aus2) { if (*text != '|') _vm->renderMessage(text, kMessageTop); for (int z = (strlen(text) + 20) * _vm->_textSpeed / 40; z > 0; --z) { _vm->renderImage(aus1); waitOnInput(2); if (_keyPressed || _mouseClicked) z = 1; _vm->renderImage(aus2); waitOnInput(2); if (_keyPressed || _mouseClicked) z = 1; } if (*text != '|') _vm->removeMessage(); } int GameManager::dialog(int num, byte rowLength[6], StringID text[6], int number) { _vm->_allowLoadGame = false; _guiEnabled = false; bool remove[6]; for (int i = 0; i < 5; ++i) remove[i] = _currentRoom->sentenceRemoved(i, number); // The original does not initialize remove[5]!!! // Set it to false/0. But maybe the loop above should use 6 instead of 5? remove[5] = false; _vm->renderBox(0, 138, 320, 62, kColorBlack); for (int i = 0; i < 6 ; ++i) _sentenceNumber[i] = -1; int r = 0, rq = 0; for (int i = 0; i < num; ++i) { if (!remove[i]) { _rowsStart[i] = r; _rows[i] = rowLength[i]; for (int j = 0; j < _rows[i]; ++j, ++r, ++rq) { _texts[r] = text[rq]; _sentenceNumber[r] = i; } sentence(i, false); } else rq += rowLength[i]; } _currentSentence = -1; do { mouseInput3(); } while (_currentSentence == -1 && !_vm->shouldQuit()); _vm->renderBox(0, 138, 320, 62, kColorBlack); if (number && _texts[_rowsStart[_currentSentence]] != kStringDialogSeparator) _currentRoom->removeSentence(_currentSentence, number); _guiEnabled = true; _vm->_allowLoadGame = true; return _currentSentence; } void GameManager::mousePosDialog(int x, int y) { int a = y < 141 ? -1 : _sentenceNumber[(y - 141) / 10]; if (a != _currentSentence) { sentence(_currentSentence, false); _currentSentence = a; sentence(_currentSentence, true); } } void GameManager::turnOff() { if (_state._powerOff) return; _state._powerOff = true; roomBrightness(); } void GameManager::turnOn() { if (!_state._powerOff) return; _state._powerOff = false; _vm->_brightness = 255; _rooms[SLEEP]->setSectionVisible(1, false); _rooms[SLEEP]->setSectionVisible(2, false); _rooms[COCKPIT]->setSectionVisible(22, false); } void GameManager::takeObject(Object &obj) { if (obj.hasProperty(CARRIED)) return; if (obj._section != 0) _vm->renderImage(obj._section); obj._click = obj._click2 = 255; _inventory.add(obj); } void GameManager::drawCommandBox() { for (int i = 0; i < ARRAYSIZE(_guiCommandButton); ++i) { _vm->renderBox(_guiCommandButton[i].left, _guiCommandButton[i].top, _guiCommandButton[i].width(), _guiCommandButton[i].height(), _guiCommandButton[i]._bgColor); _vm->renderText(_guiCommandButton[i]._text, _guiCommandButton[i]._textPosition.x, _guiCommandButton[i]._textPosition.y, _guiCommandButton[i]._textColor); } } void GameManager::drawInventory() { for (int i = 0; i < ARRAYSIZE(_guiInventory); ++i) { _vm->renderBox(_guiInventory[i].left, _guiInventory[i].top, _guiInventory[i].width(), _guiInventory[i].height(), _guiInventory[i]._bgColor); _vm->renderText(_inventory.get(i + _inventoryScroll)->_name, _guiInventory[i]._textPosition.x, _guiInventory[i]._textPosition.y, _guiInventory[i]._textColor); } _vm->renderBox(_guiInventoryArrow[0].left, _guiInventoryArrow[0].top, _guiInventoryArrow[0].width(), _guiInventoryArrow[0].height(), _guiInventoryArrow[0]._bgColor); _vm->renderBox(_guiInventoryArrow[1].left, _guiInventoryArrow[1].top, _guiInventoryArrow[1].width(), _guiInventoryArrow[1].height(), _guiInventoryArrow[1]._bgColor); if (_inventory.getSize() > ARRAYSIZE(_guiInventory)) { if (_inventoryScroll != 0) { _vm->renderText(_guiInventoryArrow[0]._text, _guiInventoryArrow[0]._textPosition.x, _guiInventoryArrow[0]._textPosition.y, _guiInventoryArrow[0]._textColor); } if (_inventoryScroll + ARRAYSIZE(_guiInventory) < _inventory.getSize()) { _vm->renderText(_guiInventoryArrow[1]._text, _guiInventoryArrow[1]._textPosition.x, _guiInventoryArrow[1]._textPosition.y, _guiInventoryArrow[1]._textColor); } } } uint16 GameManager::getKeyInput(bool blockForPrintChar) { while (true) { _vm->updateEvents(); if (_keyPressed) { if (blockForPrintChar) { if (Common::isPrint(_key.keycode) || _key.keycode == Common::KEYCODE_BACKSPACE || _key.keycode == Common::KEYCODE_DELETE || _key.keycode == Common::KEYCODE_RETURN || _key.keycode == Common::KEYCODE_SPACE || _key.keycode == Common::KEYCODE_ESCAPE || _key.keycode == Common::KEYCODE_UP || _key.keycode == Common::KEYCODE_DOWN || _key.keycode == Common::KEYCODE_LEFT || _key.keycode == Common::KEYCODE_RIGHT) { if (_key.flags & Common::KBD_SHIFT) return toupper(_key.ascii); else return tolower(_key.ascii); } } else { return _key.ascii; } } g_system->updateScreen(); g_system->delayMillis(_vm->_delay); } } Common::EventType GameManager::getMouseInput() { while (!_vm->shouldQuit()) { _vm->updateEvents(); if (_mouseClicked) return _mouseClickType; g_system->updateScreen(); g_system->delayMillis(_vm->_delay); } return Common::EVENT_INVALID; } void GameManager::getInput() { while (!_vm->shouldQuit()) { _vm->updateEvents(); if (_mouseClicked || _keyPressed) break; g_system->updateScreen(); g_system->delayMillis(_vm->_delay); } } void GameManager::mouseInput3() { do { _vm->updateEvents(); mousePosDialog(_mouseX, _mouseY); g_system->updateScreen(); g_system->delayMillis(_vm->_delay); } while (!_mouseClicked && !_vm->shouldQuit()); } void GameManager::roomBrightness() { _roomBrightness = 255; if ((_currentRoom->getId() != OUTSIDE) && (_currentRoom->getId() < ROCKS) && _state._powerOff) _roomBrightness = 153; else if (_currentRoom->getId() == CAVE) _roomBrightness = 0; else if ((_currentRoom->getId() == GUARD3) && _state._powerOff) _roomBrightness = 0; if (_vm->_brightness != 0) _vm->_brightness = _roomBrightness; _vm->paletteBrightness(); } void GameManager::changeRoom(RoomID id) { _currentRoom = _rooms[id]; _newRoom = true; } void GameManager::wait2(int ticks) { int32 end = _state._time + ticksToMsec(ticks); do { g_system->delayMillis(_vm->_delay); _vm->updateEvents(); g_system->updateScreen(); } while (_state._time < end && !_vm->shouldQuit()); } void GameManager::waitOnInput(int ticks) { int32 end = _state._time + ticksToMsec(ticks); do { g_system->delayMillis(_vm->_delay); _vm->updateEvents(); g_system->updateScreen(); } while (_state._time < end && !_vm->shouldQuit() && !_keyPressed && !_mouseClicked); } bool GameManager::waitOnInput(int ticks, Common::KeyCode &keycode) { keycode = Common::KEYCODE_INVALID; int32 end = _state._time + ticksToMsec(ticks); do { g_system->delayMillis(_vm->_delay); _vm->updateEvents(); g_system->updateScreen(); if (_keyPressed) { keycode = _key.keycode; _key.reset(); return true; } else if (_mouseClicked) return true; } while (_state._time < end && !_vm->shouldQuit()); return false; } void GameManager::setAnimationTimer(int ticks) { _animationTimer = ticksToMsec(ticks); } void GameManager::handleTime() { if (_timerPaused) return; int32 newTime = g_system->getMillis(); int32 delta = newTime - _oldTime; _state._time += delta; if (_state._time > 86400000) { _state._time -= 86400000; // 24h wrap around _state._alarmOn = (_state._timeAlarm > _state._time); } if (_animationTimer > delta) _animationTimer -= delta; else _animationTimer = 0; _oldTime = newTime; } void GameManager::pauseTimer(bool pause) { if (pause == _timerPaused) return; if (pause) { _timerPaused = true; int32 delta = g_system->getMillis() - _oldTime; _timePaused = _state._time + delta; } else { _state._time = _timePaused; _oldTime = g_system->getMillis(); _timerPaused = false; } } void GameManager::loadTime() { pauseTimer(false); } void GameManager::saveTime() { pauseTimer(true); } void GameManager::screenShake() { for (int i = 0; i < 12; ++i) { _vm->_system->setShakePos(8); wait2(1); _vm->_system->setShakePos(0); wait2(1); } } void GameManager::shock() { _vm->playSound(kAudioShock); dead(kStringShock); } void GameManager::showMenu() { _vm->renderBox(0, 138, 320, 62, 0); _vm->renderBox(0, 140, 320, 9, kColorWhite25); drawCommandBox(); _vm->renderBox(281, 161, 39, 39, kColorWhite25); drawInventory(); } void GameManager::drawMapExits() { // TODO: Preload _exitList on room entry instead on every call _vm->renderBox(281, 161, 39, 39, kColorWhite25); for (int i = 0; i < 25; i++) _exitList[i] = -1; for (int i = 0; i < kMaxObject; i++) { if (_currentRoom->getObject(i)->hasProperty(EXIT)) { byte r = _currentRoom->getObject(i)->_direction; _exitList[r] = i; int x = 284 + 7 * (r % 5); int y = 164 + 7 * (r / 5); _vm->renderBox(x, y, 5, 5, kColorDarkRed); } } } void GameManager::animationOff() { _animationEnabled = false; } void GameManager::animationOn() { _animationEnabled = true; } void GameManager::edit(Common::String &input, int x, int y, uint length) { bool isEditing = true; uint cursorIndex = input.size(); // NOTE: Pixels for char needed = kFontWidth + 2px left and right side bearing int overdrawWidth = ((int)((length + 1) * (kFontWidth + 2)) > (kScreenWidth - x)) ? kScreenWidth - x : (length + 1) * (kFontWidth + 2); while (isEditing) { _vm->_textCursorX = x; _vm->_textCursorY = y; _vm->_textColor = kColorWhite99; _vm->renderBox(x, y - 1, overdrawWidth, 9, kColorDarkBlue); for (uint i = 0; i < input.size(); ++i) { // Draw char highlight depending on cursor position if (i == cursorIndex) { _vm->renderBox(_vm->_textCursorX, y - 1, _vm->textWidth(input[i]), 9, kColorWhite99); _vm->_textColor = kColorDarkBlue; _vm->renderText(input[i]); _vm->_textColor = kColorWhite99; } else _vm->renderText(input[i]); } if (cursorIndex == input.size()) { _vm->renderBox(_vm->_textCursorX + 1, y - 1, 6, 9, kColorDarkBlue); _vm->renderBox(_vm->_textCursorX , y - 1, 1, 9, kColorWhite99); } getKeyInput(true); switch (_key.keycode) { case Common::KEYCODE_RETURN: case Common::KEYCODE_ESCAPE: isEditing = false; break; case Common::KEYCODE_UP: case Common::KEYCODE_DOWN: cursorIndex = input.size(); break; case Common::KEYCODE_LEFT: if (cursorIndex != 0) --cursorIndex; break; case Common::KEYCODE_RIGHT: if (cursorIndex != input.size()) ++cursorIndex; break; case Common::KEYCODE_DELETE: if (cursorIndex != input.size()) input.deleteChar(cursorIndex); break; case Common::KEYCODE_BACKSPACE: if (cursorIndex != 0) { --cursorIndex; input.deleteChar(cursorIndex); } break; default: if (Common::isPrint(_key.ascii) && input.size() < length) { input.insertChar(_key.ascii, cursorIndex); ++cursorIndex; } break; } } } void GameManager::shot(int a, int b) { if (a) _vm->renderImage(a); _vm->playSound(kAudioGunShot); wait2(2); if (b) _vm->renderImage(b); wait2(2); if (a) _vm->renderImage(a); _vm->playSound(kAudioGunShot); wait2(2); if (b) _vm->renderImage(b); dead(kStringShot); } void GameManager::takeMoney(int amount) { Object *moneyObject = _rooms[INTRO]->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 GameManager::drawStatus() { int index = static_cast(_inputVerb); _vm->renderBox(0, 140, 320, 9, kColorWhite25); _vm->renderText(_vm->getGameString(guiStatusCommands[index]), 1, 141, kColorDarkGreen); if (Object::isNullObject(_inputObject[0])) _vm->renderText(_currentInputObject->_name); else { _vm->renderText(_inputObject[0]->_name); if (_inputVerb == ACTION_GIVE) _vm->renderText(kPhrasalVerbParticleGiveTo); else if (_inputVerb == ACTION_USE) _vm->renderText(kPhrasalVerbParticleUseWith); _vm->renderText(_currentInputObject->_name); } } void GameManager::openLocker(const Room *room, Object *obj, Object *lock, int section) { _vm->renderImage(section); obj->setProperty(OPENED); lock->_click = 255; SWAP(obj->_click, obj->_click2); } void GameManager::closeLocker(const Room *room, Object *obj, Object *lock, int section) { if (!obj->hasProperty(OPENED)) _vm->renderMessage(kStringCloseLocker_1); else { _vm->renderImage(invertSection(section)); obj->disableProperty(OPENED); lock->_click = lock->_click2; SWAP(obj->_click, obj->_click2); } } void GameManager::dead(StringID messageId) { _vm->paletteFadeOut(); _guiEnabled = false; _vm->setCurrentImage(11); _vm->renderImage(0); _vm->renderMessage(messageId); _vm->playSound(kAudioDeath); _vm->paletteFadeIn(); getInput(); _vm->paletteFadeOut(); _vm->removeMessage(); // TODO: Load screen destroyRooms(); initRooms(); initState(); initGui(); _inventory.clear(); changeRoom(CABIN_R3); g_system->fillScreen(kColorBlack); _vm->paletteFadeIn(); _guiEnabled = true; } int GameManager::invertSection(int section) { if (section < 128) section += 128; else section -= 128; return section; } bool GameManager::isHelmetOff() { Object *helmet = _inventory.get(HELMET); if (helmet && helmet->hasProperty(WORN)) { _vm->renderMessage(kStringIsHelmetOff_1); return false; } return true; } bool GameManager::genericInteract(Action verb, Object &obj1, Object &obj2) { if ((verb == ACTION_USE) && (obj1._id == SCHNUCK)) { if (isHelmetOff()) { takeObject(obj1); _vm->renderMessage(kStringGenericInteract_1); _inventory.remove(obj1); } } else if ((verb == ACTION_USE) && (obj1._id == EGG)) { if (isHelmetOff()) { takeObject(obj1); if (obj1.hasProperty(OPENED)) _vm->renderMessage(kStringGenericInteract_1); else _vm->renderMessage(kStringGenericInteract_2); _inventory.remove(obj1); } } else if ((verb == ACTION_OPEN) && (obj1._id == EGG)) { takeObject(obj1); if (obj1.hasProperty(OPENED)) _vm->renderMessage(kStringGenericInteract_3); else { takeObject(*_rooms[ENTRANCE]->getObject(8)); _vm->renderMessage(kStringGenericInteract_4); obj1.setProperty(OPENED); } } else if ((verb == ACTION_USE) && (obj1._id == PILL)) { if (isHelmetOff()) { _vm->renderMessage(kStringGenericInteract_5); great(0); _inventory.remove(obj1); _state._language = 2; takeObject(*_rooms[ENTRANCE]->getObject(17)); } } else if ((verb == ACTION_LOOK) && (obj1._id == PILL_HULL) && (_state._language == 2)) { _vm->renderMessage(kStringGenericInteract_6); _state._language = 1; } else if ((verb == ACTION_OPEN) && (obj1._id == WALLET)) { if (!_rooms[ROGER]->getObject(3)->hasProperty(CARRIED)) _vm->renderMessage(kStringGenericInteract_7); else if (_rooms[ROGER]->getObject(7)->hasProperty(CARRIED)) _vm->renderMessage(kStringGenericInteract_8); else { _vm->renderMessage(kStringGenericInteract_9); takeObject(*_rooms[ROGER]->getObject(7)); takeObject(*_rooms[ROGER]->getObject(8)); } } else if ((verb == ACTION_LOOK) && (obj1._id == NEWSPAPER)) { _vm->renderMessage(kStringGenericInteract_10); waitOnInput(_timer1); _vm->removeMessage(); _vm->renderMessage(kStringGenericInteract_11); waitOnInput(_timer1); _vm->removeMessage(); _vm->setCurrentImage(2); _vm->renderImage(0); _vm->setColor63(40); getInput(); _vm->renderRoom(*_currentRoom); roomBrightness(); _vm->renderMessage(kStringGenericInteract_12); } else if ((verb == ACTION_LOOK) && (obj1._id == KEYCARD2)) { _vm->renderMessage(obj1._description); obj1._description = kStringKeycard2Description2; } else if ((verb == ACTION_LOOK) && (obj1._id == WATCH)) _vm->renderMessage(kStringGenericInteract_13, kMessageNormal, timeToString(_state._time), timeToString(_state._timeAlarm)); else if ((verb == ACTION_PRESS) && (obj1._id == WATCH)) { bool validInput = true; int hours = 0; int minutes = 0; animationOff(); _vm->saveScreen(88, 87, 144, 24); _vm->renderBox(88, 87, 144, 24, kColorWhite35); _vm->renderText(kStringGenericInteract_14, 91, 90, kColorWhite99); Common::String input; do { validInput = true; input.clear(); _vm->renderBox(91, 99, 138, 9, kColorDarkBlue); edit(input, 91, 100, 5); int seperator = -1; for (uint i = 0; i < input.size(); ++i) { if (input[i] == ':') { seperator = i; break; } } if ((seperator == -1) || (seperator > 2)) { validInput = false; continue; } int decimalPlace = 1; for (int i = 0; i < seperator; ++i) { if (Common::isDigit(input[i])) { hours = hours * decimalPlace + (input[i] - '0'); decimalPlace *= 10; } else { validInput = false; break; } } decimalPlace = 1; for (uint i = seperator + 1; i < input.size(); ++i) { if (Common::isDigit(input[i])) { minutes = minutes * decimalPlace + (input[i] - '0'); decimalPlace *= 10; } else { validInput = false; break; } } if ((hours > 23) || (minutes > 59)) validInput = false; animationOn(); } while (!validInput && (_key.keycode != Common::KEYCODE_ESCAPE)); _vm->restoreScreen(); if (_key.keycode != Common::KEYCODE_ESCAPE) { _state._timeAlarm = (hours * 60 + minutes) * 60 * 1000; _state._alarmOn = (_state._timeAlarm > _state._time); } } else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, TERMINALSTRIP, WIRE)) { Room *r = _rooms[CABIN_L3]; if (!r->getObject(8)->hasProperty(CARRIED)) { if (r->isSectionVisible(26)) _vm->renderMessage(kStringTakeMessage); else return false; } else { r->getObject(8)->_name = kStringWireAndClip; r = _rooms[HOLD]; _inventory.remove(*r->getObject(2)); _state._terminalStripConnected = true; _state._terminalStripWire = true; _vm->renderMessage(kStringOk); } } else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, TERMINALSTRIP, SPOOL)) { Room *r = _rooms[CABIN_L2]; takeObject(*r->getObject(9)); r->getObject(9)->_name = kSringSpoolAndClip; r = _rooms[HOLD]; _inventory.remove(*r->getObject(2)); _state._terminalStripConnected = true; _vm->renderMessage(kStringOk); } else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, WIRE, SPOOL)) { Room *r = _rooms[CABIN_L3]; if (!_state._terminalStripConnected) { if (r->isSectionVisible(26)) _vm->renderMessage(kStringCable3); else return false; } else { if (!r->getObject(8)->hasProperty(CARRIED)) _vm->renderMessage(kStringTakeMessage); else { r = _rooms[CABIN_L2]; takeObject(*r->getObject(9)); r = _rooms[CABIN_L3]; r->getObject(8)->_name = kStringGeneratorWire; r = _rooms[CABIN_L2]; _inventory.remove(*r->getObject(9)); _state._cableConnected = true; _vm->renderMessage(kStringOk); } } } else if ((verb == ACTION_USE) && (obj1._id == SUIT)) { takeObject(obj1); if ((_currentRoom->getId() >= ENTRANCE) && (_currentRoom->getId() <= ROGER)) { if (obj1.hasProperty(WORN)) { _vm->renderMessage(kStringGenericInteract_15); _rooms[AIRLOCK]->getObject(4)->disableProperty(WORN); _rooms[AIRLOCK]->getObject(5)->disableProperty(WORN); _rooms[AIRLOCK]->getObject(6)->disableProperty(WORN); } else _vm->renderMessage(kStringGenericInteract_16); } else { if (obj1.hasProperty(WORN)) { Room *r = _rooms[AIRLOCK]; if (r->getObject(4)->hasProperty(WORN)) _vm->renderMessage(kStringGenericInteract_17); else if (r->getObject(6)->hasProperty(WORN)) _vm->renderMessage(kStringGenericInteract_18); else { obj1.disableProperty(WORN); _vm->renderMessage(kStringGenericInteract_19); } } else { obj1.setProperty(WORN); _vm->renderMessage(kStringGenericInteract_20); } } } else if ((verb == ACTION_USE) && (obj1._id == HELMET)) { takeObject(obj1); if ((_currentRoom->getId() >= ENTRANCE) && (_currentRoom->getId() <= ROGER)) { if (obj1.hasProperty(WORN)) { _vm->renderMessage(kStringGenericInteract_21); _rooms[AIRLOCK]->getObject(4)->disableProperty(WORN); _rooms[AIRLOCK]->getObject(5)->disableProperty(WORN); _rooms[AIRLOCK]->getObject(6)->disableProperty(WORN); } else _vm->renderMessage(kStringGenericInteract_22); } else if (obj1.hasProperty(WORN)) { if (airless()) dead(kStringGenericInteract_23); obj1.disableProperty(WORN); _vm->renderMessage(kStringGenericInteract_24); } else { Room *r = _rooms[AIRLOCK]; if (r->getObject(5)->hasProperty(WORN)) { obj1.setProperty(WORN); _vm->renderMessage(kStringGenericInteract_25); } else _vm->renderMessage(kStringGenericInteract_26); } } else if ((verb == ACTION_USE) && (obj1._id == LIFESUPPORT)) { takeObject(obj1); if ((_currentRoom->getId() >= ENTRANCE) && (_currentRoom->getId() <= ROGER)) { if (obj1.hasProperty(WORN)) { _vm->renderMessage(kStringGenericInteract_21); _rooms[AIRLOCK]->getObject(4)->disableProperty(WORN); _rooms[AIRLOCK]->getObject(5)->disableProperty(WORN); _rooms[AIRLOCK]->getObject(6)->disableProperty(WORN); } else _vm->renderMessage(kStringGenericInteract_22); } else if (obj1.hasProperty(WORN)) { if (airless()) dead(kStringGenericInteract_27); obj1.disableProperty(WORN); _vm->renderMessage(kStringGenericInteract_28); } else { Room *r = _rooms[AIRLOCK]; if (r->getObject(5)->hasProperty(WORN)) { obj1.setProperty(WORN); _vm->renderMessage(kStringGenericInteract_29); } else _vm->renderMessage(kStringGenericInteract_26); } } else if ((verb == ACTION_WALK) && (obj1._id == BATHROOM_DOOR)) { _rooms[BATHROOM]->getObject(2)->_exitRoom = _currentRoom->getId(); return false; } else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, WIRE, SOCKET)) _vm->renderMessage(kStringGenericInteract_30); else if ((verb == ACTION_LOOK) && (obj1._id == BOOK2)) { _vm->renderMessage(kStringGenericInteract_31); waitOnInput(_timer1); _vm->removeMessage(); _vm->renderMessage(kStringGenericInteract_32); } else return false; return true; } void GameManager::handleInput() { bool validCommand = genericInteract(_inputVerb, *_inputObject[0], *_inputObject[1]); if (!validCommand) validCommand = _currentRoom->interact(_inputVerb, *_inputObject[0], *_inputObject[1]); if (!validCommand) { switch (_inputVerb) { case ACTION_LOOK: _vm->renderMessage(_inputObject[0]->_description); break; case ACTION_WALK: if (_inputObject[0]->hasProperty(CARRIED)) { // You already carry this. _vm->renderMessage(kStringGenericInteract_33); } else if (!_inputObject[0]->hasProperty(EXIT)) { // You're already there. _vm->renderMessage(kStringGenericInteract_34); } else if (_inputObject[0]->hasProperty(OPENABLE) && !_inputObject[0]->hasProperty(OPENED)) { // This is closed _vm->renderMessage(kStringShipHold9); } else changeRoom(_inputObject[0]->_exitRoom); break; case ACTION_TAKE: if (_inputObject[0]->hasProperty(OPENED)) { // You already have that _vm->renderMessage(kStringGenericInteract_35); } else if (_inputObject[0]->hasProperty(UNNECESSARY)) { // You do not need that. _vm->renderMessage(kStringGenericInteract_36); } else if (!_inputObject[0]->hasProperty(TAKE)) { // You can't take that. _vm->renderMessage(kStringGenericInteract_37); } else takeObject(*_inputObject[0]); break; case ACTION_OPEN: if (!_inputObject[0]->hasProperty(OPENABLE)) { // This can't be opened _vm->renderMessage(kStringGenericInteract_38); } else if (_inputObject[0]->hasProperty(OPENED)) { // This is already opened. _vm->renderMessage(kStringGenericInteract_39); } else if (_inputObject[0]->hasProperty(CLOSED)) { // This is locked. _vm->renderMessage(kStringGenericInteract_40); } else { _vm->renderImage(_inputObject[0]->_section); _inputObject[0]->setProperty(OPENED); byte i = _inputObject[0]->_click; _inputObject[0]->_click = _inputObject[0]->_click2; _inputObject[0]->_click2 = i; _vm->playSound(kAudioDoorOpen); } break; case ACTION_CLOSE: if (!_inputObject[0]->hasProperty(OPENABLE) || (_inputObject[0]->hasProperty(CLOSED) && _inputObject[0]->hasProperty(OPENED))) { // This can't be closed. _vm->renderMessage(kStringGenericInteract_41); } else if (!_inputObject[0]->hasProperty(OPENED)) { // This is already closed. _vm->renderMessage(kStringCloseLocker_1); } else { _vm->renderImage(invertSection(_inputObject[0]->_section)); _inputObject[0]->disableProperty(OPENED); byte i = _inputObject[0]->_click; _inputObject[0]->_click = _inputObject[0]->_click2; _inputObject[0]->_click2 = i; _vm->playSound(kAudioDoorClose); } break; case ACTION_GIVE: if (_inputObject[0]->hasProperty(CARRIED)) { // Better keep it! _vm->renderMessage(kStringGenericInteract_42); } break; default: // This is not possible. _vm->renderMessage(kStringGenericInteract_43); } } } void GameManager::executeRoom() { if (_processInput && !_vm->_messageDisplayed && _guiEnabled) { handleInput(); 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->_messageDisplayed) { g_system->fillScreen(kColorBlack); _vm->renderRoom(*_currentRoom); } drawMapExits(); drawInventory(); drawStatus(); drawCommandBox(); } roomBrightness(); if (!_currentRoom->hasSeen() && _newRoom) { _newRoom = false; _currentRoom->onEntrance(); } } void GameManager::guardShot() { _vm->renderImage(2); _vm->renderImage(5); wait2(3); _vm->renderImage(2); _vm->playSound(kAudioVoiceHalt); while (_vm->_mixer->isSoundHandleActive(_vm->_soundHandle)) wait2(1); _vm->renderImage(5); wait2(5); _vm->renderImage(3); wait2(3); shot(4, 3); } void GameManager::guard3Shot() { _vm->renderImage(1); wait2(3); _vm->playSound(kAudioVoiceHalt); // 46/0 while (_vm->_mixer->isSoundHandleActive(_vm->_soundHandle)) wait2(1); wait2(5); _vm->renderImage(2); wait2(3); shot(3,2); } void GameManager::alarm() { if (_rooms[INTRO]->getObject(2)->hasProperty(CARRIED)) { alarmSound(); if (_currentRoom->getId() == GUARD) guardShot(); else if (_currentRoom->getId() == CORRIDOR4 || _currentRoom->getId() == CORRIDOR7) { guardNoticed(); _state._corridorSearch = true; } else if (_currentRoom->getId() == GUARD3) guard3Shot(); else if (_currentRoom->getId() == CORRIDOR1) busted(33); } else { if (_currentRoom->getId() == CORRIDOR2 || _currentRoom->getId() == CORRIDOR4 || _currentRoom->getId() == GUARD || _currentRoom->getId() == CORRIDOR7 || _currentRoom->getId() == CELL) { alarmSound(); if (_currentRoom->getId() == GUARD) guardShot(); guardNoticed(); if (_currentRoom->getId() == CORRIDOR4) _state._corridorSearch = true; } _rooms[GUARD]->setSectionVisible(1, true); _rooms[GUARD]->getObject(3)->_click = 255; if (!_rooms[GUARD]->getObject(5)->hasProperty(CARRIED)) { _rooms[GUARD]->setSectionVisible(7, true); _rooms[GUARD]->getObject(5)->_click = 4; } _state._eventTime = _state._time + ticksToMsec(180); _state._eventCallback = kGuardReturnedFn; } } void GameManager::alarmSound() { animationOff(); _vm->removeMessage(); _vm->renderMessage(kStringAlarm); int32 end = _state._time + ticksToMsec(_timer1); do { _vm->playSound(kAudioAlarm); while (_vm->_mixer->isSoundHandleActive(_vm->_soundHandle)) { g_system->delayMillis(_vm->_delay); _vm->updateEvents(); g_system->updateScreen(); } } while (_state._time < end && !_vm->shouldQuit()); _vm->removeMessage(); animationOn(); } }