/* 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" 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._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._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); // 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) { if (in->err()) return false; // GameState _state._time = in->readSint32LE(); _state._timeSleep = in->readSint32LE(); _state._timeAlarm = in->readSint32LE(); _state._eventTime = in->readSint32LE(); _state._arrivalDaysLeft = in->readSint32LE(); _state._shipEnergyDaysLeft = in->readSint32LE(); _state._landingModuleEnergyDaysLeft = in->readSint32LE(); _state._greatFlag = in->readUint16LE(); _state._timeRobot = in->readSint16LE(); _state._money = in->readSint16LE(); _state._coins = in->readByte(); _state._shoes = in->readByte(); _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(); // 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 _currentRoom = _rooms[static_cast(in->readByte())]; for (int i = 0; i < NUMROOMS; ++i) { _rooms[i]->deserialize(in); } return !in->err(); } Inventory::Inventory() : _numObjects(0) {} // TODO: Update Inventory surface for scrolling void Inventory::add(Object &obj) { if (_numObjects < kMaxCarry) _inventory[_numObjects++] = &obj; // if (inventory_amount>8) inventory_scroll = ((inventory_amount+1)/2)*2-8; // show_inventory(); } // TODO: Update Inventory surface for scrolling void Inventory::remove(Object &obj) { for (int i = 0; i < _numObjects; ++i) { if (_inventory[i] == &obj) { --_numObjects; while (i < _numObjects) { _inventory[i] = _inventory[i + 1]; ++i; } obj.disableProperty(CARRIED); } } } void Inventory::clear() { _numObjects = 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.x = x; _textPosition.y = 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.x = x1 + 1; _textPosition.y = 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; } } 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) { _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; _mouseField = -1; _inventoryScroll = 0; _oldTime = 0; _timer1 = 0; _animationTimer = 0; _state._time = ticksToMsec(916364); // 2 pm _state._timeSleep = 0; _state._timeAlarm = ticksToMsec(458182); // 7 am _state._eventTime = 0xffffffff; _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._destination = 255; _state._language = 0; _state._corridorSearch = false; _state._alarmOn = false; _state._terminalStripConnected = false; _state._terminalStripWire = false; _state._cableConnected = false; _state._powerOff = false; _state._dream = false; } void 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 AxacussCorridor3(_vm, this); _rooms[CORRIDOR5] = new AxacussCorridor4(_vm, this); _rooms[CORRIDOR6] = new AxacussCorridor5(_vm, this); _rooms[CORRIDOR7] = new AxacussCorridor6(_vm, this); _rooms[CORRIDOR8] = new AxacussCorridor7(_vm, this); _rooms[CORRIDOR9] = new AxacussCorridor8(_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: // set text speed 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(); } bool GameManager::keyPressed(Common::KeyCode keycode, bool equal) { _vm->updateEvents(); bool ret = _key.keycode == keycode; _key.reset(); return equal ? ret : !ret; } void GameManager::processInput() { if (_mouseClickType == Common::EVENT_LBUTTONUP) { _vm->removeMessage(); if (((_mouseField >= 0) && (_mouseField < 256)) || ((_mouseField >= 512) && (_mouseField < 768))) { 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; } } else if (_mouseField >= 256 && _mouseField < 512) { resetInputState(); _inputVerb = static_cast(_mouseField - 256); } else if (_mouseField == 768) { if (_inventoryScroll >= 2) _inventoryScroll -= 2; } else if (_mouseField == 769) { if (_inventoryScroll < _inventory.getSize() - ARRAYSIZE(_guiInventory)) _inventoryScroll += 2; } } else if (_mouseClickType == Common::EVENT_RBUTTONUP) { _vm->removeMessage(); if (Object::isNullObject(_currentInputObject)) return; if (((_mouseField >= 0) && (_mouseField < 256)) || ((_mouseField >= 512) && (_mouseField < 768))) { _inputObject[0] = _currentInputObject; ObjectType type = _inputObject[0]->_type; if (type & OPENABLE) { if (type & OPENED) _inputVerb = ACTION_CLOSE; else _inputVerb = ACTION_OPEN; } else if (type & PRESS) { _inputVerb = ACTION_PRESS; } else if (type & TALK) { _inputVerb = ACTION_TALK; } else { _inputVerb = ACTION_LOOK; } _processInput = true; } } else if (_mouseClickType == Common::EVENT_MOUSEMOVE) { int field = -1; int click = -1; /* command row? */ if ((_mouseY >= _guiCommandButton[0].top) && (_mouseY <= _guiCommandButton[0].bottom)) { field = 9; while (_mouseX < _guiCommandButton[field].left - 1) field--; field += 256; } /* exit box? */ else if ((_mouseX >= 283) && (_mouseX <= 317) && (_mouseY >= 163) && (_mouseY <= 197)) { field = _exitList[(_mouseX - 283) / 7 + 5 * ((_mouseY - 163) / 7)]; } /* inventory box */ else if ((_mouseY >= 161) && (_mouseX <= 270)) { field = (_mouseX + 1) / 136 + ((_mouseY - 161) / 10) * 2; if (field + _inventoryScroll < _inventory.getSize()) field += 512; else field = -1; } /* inventory arrows */ else if ((_mouseY >= 161) && (_mouseX >= 271) && (_mouseX < 279)) { if (_mouseY > 180) field = 769; else field = 768; } /* normal item */ else { for (int i = 0; (_currentRoom->getObject(i)->_id != INVALIDOBJECT) && (field == -1) && i < kMaxObject; i++) { click = _currentRoom->getObject(i)->_click; if (click != 255) { 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) { if (_mouseField >= 768) { _guiInventoryArrow[_mouseField - 768].setHighlight(false); } else if (_mouseField >= 512) { _guiInventory[_mouseField - 512].setHighlight(false); } else if (_mouseField >= 256) { _guiCommandButton[_mouseField - 256].setHighlight(false); } else if (_mouseField != -1) { } Object::setObjectNull(_currentInputObject); _mouseField = field; if (_mouseField >= 768) { _guiInventoryArrow[_mouseField - 768].setHighlight(true); } else if (_mouseField >= 512) { _guiInventory[_mouseField - 512].setHighlight(true); _currentInputObject = _inventory.get(_mouseField - 512 + _inventoryScroll); } else if (_mouseField >= 256) { _guiCommandButton[_mouseField - 256].setHighlight(true); } else if (_mouseField != -1) { _currentInputObject = _currentRoom->getObject(_mouseField); } } } } void GameManager::drawImage(int section) { bool sectionVisible = true; if (section > 128) { sectionVisible = false; section -= 128; } do { _currentRoom->setSectionVisible(section, sectionVisible); if (sectionVisible) _vm->renderImage(_currentRoom->getFileNumber(), section); else _vm->renderImage(_currentRoom->getFileNumber(), section + 128); section = _vm->_currentImage->_section[section].next; } while (section != 0); } void GameManager::corridorOnEntrance() { if (_state._corridorSearch) busted(0); } void busted(int i) { // STUB } void GameManager::telomat(int number) { // STUB } void GameManager::startSearch() { if ((_currentRoom->getId() >= CORRIDOR1) && (_currentRoom->getId() <= BCORRIDOR)) busted(0); _state._corridorSearch = true; } void GameManager::search(int time) { _state._eventTime = _state._time + time; // *event = &search_start; } void GameManager::guardNoticed() { // STUB } void GameManager::busted(int i) { if (i > 0) drawImage(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)) { drawImage(i - 1); _vm->playSound(kAudioDoorOpen); wait2(2); } drawImage(i); wait2(3); drawImage(i + 3); _vm->playSound(kAudioVoiceHalt); drawImage(i); wait2(5); if (_currentRoom->getId() == OFFICE_L2) i = 13; drawImage(i + 1); wait2(3); drawImage(i + 2); shot(0, 0); } else if (_currentRoom->getId() == BCORRIDOR) { drawImage(21); } else { if (_currentRoom->isSectionVisible(4)) drawImage(32); // below else if (_currentRoom->isSectionVisible(2)) drawImage(30); // right else if (_currentRoom->isSectionVisible(1)) drawImage(31); // left else drawImage(33); // above } } _vm->playSound(kAudioVoiceHalt); wait2(3); shot(0, 0); } void GameManager::guardReturned() { if (_currentRoom->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::taxi() { if (_currentRoom->getId() == SIGN) { changeRoom(STATION); } drawImage(1); drawImage(2); _vm->playSound(kAudioRocks); screenShake(); drawImage(9); _currentRoom->getObject(1)->setProperty(OPENED); drawImage(1); _currentRoom->setSectionVisible(2, false); drawImage(3); for (int i = 4; i <= 8; i++) { wait2(2); drawImage(invertSection(i - 1)); drawImage(i); } _rooms[SIGN]->setSectionVisible(2, false); _rooms[SIGN]->setSectionVisible(3, true); } void GameManager::outro() { // title = 2; _vm->playSoundMod(49); // title = 0; _vm->paletteFadeOut(); _vm->renderImage(55, 0); _vm->paletteFadeIn(); getInput(); _vm->paletteFadeOut(); // TODO: render info file // Exit } void GameManager::great(uint number) { if (number && (_state._greatFlag & (1 << number))) return; _vm->playSound(kAudioUndef7); _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::shipStart() { // STUB } void GameManager::removeSentence(int sentence, int number) { // STUB } void GameManager::addSentence(int sentence, int number) { // STUB } void GameManager::say(const char *text) { // STUB } void GameManager::reply(const char *text, int aus1, int aus2) { // STUB } int GameManager::dialog(int num, byte *rowLength[], const char **text[6], int number) { // STUB return 0; } void GameManager::turnOff() { _state._powerOff = true; } void GameManager::turnOn() { if (!_state._powerOff) return; _state._powerOff = false; _vm->_brightness = 255; // _vm->paletteBrightness(); _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) drawImage(obj._section); obj.setProperty(CARRIED); obj._click = obj._click2 = 255; _inventory.add(obj); if (_inventory.getSize() > _inventoryScroll + 8) { _inventoryScroll = _inventory.getSize() - 8; _inventoryScroll += _inventoryScroll % 2; } } 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.c_str(), _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 (true) { _vm->updateEvents(); if (_mouseClicked) { return _mouseClickType; } g_system->updateScreen(); g_system->delayMillis(_vm->_delay); } } void GameManager::getInput() { while (true) { _vm->updateEvents(); if (_mouseClicked || _keyPressed) { break; } g_system->updateScreen(); g_system->delayMillis(_vm->_delay); } } // TODO: Unify mouseInput3 and mouseWait with getMouseInput void GameManager::mouseInput3() { // STUB } void GameManager::mouseWait(int delay) { // STUB } void GameManager::roomBrightness() { if ((_currentRoom->getId() != OUTSIDE) && (_currentRoom->getId() < ROCKS) ) { if (_state._powerOff) _vm->_brightness = 153; else _vm->_brightness = 255; } else if (_currentRoom->getId() == CAVE) { _vm->_brightness = 0; } else if (_currentRoom->getId() == MEETUP) { _vm->_brightness = 255; } else if (_currentRoom->getId() == GUARD3) { if (_state._powerOff) _vm->_brightness = 0; } _vm->paletteBrightness(); } void GameManager::loadTime() { // STUB } void GameManager::saveTime() { // STUB } bool GameManager::saveGame(int number) { // STUB return false; } void GameManager::changeRoom(RoomID id) { _currentRoom = _rooms[id]; } void GameManager::errorTemp() { // STUB } void GameManager::wait2(int ticks) { int32 end = _state._time + ticksToMsec(ticks); do { _vm->updateEvents(); g_system->updateScreen(); g_system->delayMillis(_vm->_delay); } while (_state._time < end); } void GameManager::setAnimationTimer(int ticks) { _animationTimer = ticksToMsec(ticks); } void GameManager::handleTime() { int32 delta = g_system->getMillis() - _oldTime; _state._time += delta; if (_state._time > 86400000) _state._time -= 86400000; // 24h wrap around if (_animationTimer > delta) _animationTimer -= delta; else _animationTimer = 0; _oldTime = g_system->getMillis(); } void GameManager::screenShake() { // STUB for (int i = 0; i < 12; ++i) { _vm->_system->setShakePos(4); wait2(1); _vm->_system->setShakePos(-4); wait2(1); } _vm->_system->setShakePos(0); } void GameManager::shock() { _vm->playSound(kAudioShock); death("Du h\204ttest besser vorher|den Stecker rausgezogen."); } void GameManager::showMenu() { _vm->renderBox(0, 138, 320, 62, 0); _vm->renderBox(0, 140, 320, 9, 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::loadOverlayStart() { // STUB } void GameManager::shot(int a, int b) { if (a) drawImage(a); _vm->playSound(kAudioGunShot); wait2(2); if (b) drawImage(b); wait2(2); if (a) drawImage(a); _vm->playSound(kAudioGunShot); wait2(2); if (b) drawImage(b); death("Der Axacussaner hat dich erwischt."); } void GameManager::takeMoney(int amount) { _state._money += amount; if (amount > 0) great(0); // TODO: kmaxobject - 1? // _rooms[OFFICE_R1]->getObject(5)->_name = _rooms[OFFICE_R1]->getObject(kMaxObject - 1); // raumz[OFFICE_R1]->object[5].name = &(raumz[OFFICE_R1]->object[MAX_OBJECT-1]); // strcpy(raumz[OFFICE_R1]->object[5].name,ltoa((long)_state.money)); // strcat(raumz[OFFICE_R1]->object[5].name," Xa"); if (_state._money) { if (!_rooms[OFFICE_R1]->getObject(5)->hasProperty(CARRIED)) takeObject(*_rooms[OFFICE_R1]->getObject(5)); } else { _inventory.remove(*_rooms[OFFICE_R1]->getObject(5)); } } void GameManager::drawStatus() { int index = static_cast(_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.c_str()); } else { _vm->renderText(_inputObject[0]->_name.c_str()); if (_inputVerb == ACTION_GIVE) { _vm->renderText(" an "); } else if (_inputVerb == ACTION_USE) { _vm->renderText(" mit "); } _vm->renderText(_currentInputObject->_name.c_str()); } } void GameManager::openLocker(const Room *room, Object *obj, Object *lock, int section) { drawImage(section); obj->setProperty(OPENED); lock->_click = 255; int i = obj->_click; obj->_click = obj->_click2; obj->_click2 = i; } void GameManager::closeLocker(const Room *room, Object *obj, Object *lock, int section) { if (!obj->hasProperty(OPENED)) { _vm->renderMessage("Das ist schon geschlossen."); } else { drawImage(invertSection(section)); obj->disableProperty(OPENED); lock->_click = lock->_click2; int i = obj->_click; obj->_click = obj->_click2; obj->_click2 = i; } } void GameManager::death(const char *message) { _vm->paletteFadeOut(); _guiEnabled = false; _vm->renderImage(11, 0); _vm->renderMessage(message); _vm->playSound(kAudioDeath); _vm->paletteFadeIn(); getInput(); _vm->paletteFadeOut(); _vm->removeMessage(); // TODO: Load screen destroyRooms(); initRooms(); initState(); initGui(); _inventory.clear(); changeRoom(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("Irgendwie ist ein Raumhelm|beim Essen unpraktisch."); return false; } return true; } bool GameManager::genericInteract(Action verb, Object &obj1, Object &obj2) { Room *r; Common::String input; if ((verb == ACTION_USE) && (obj1._id == SCHNUCK)) { if (isHelmetOff()) { takeObject(obj1); _vm->renderMessage("Schmeckt ganz gut."); _inventory.remove(obj1); } } else if ((verb == ACTION_USE) && (obj1._id == EGG)) { if (isHelmetOff()) { takeObject(obj1); if (obj1.hasProperty(OPENED)) _vm->renderMessage("Schmeckt ganz gut."); else _vm->renderMessage("Da war irgendetwas drin,|aber jetzt hast du es|mit runtergeschluckt."); _inventory.remove(obj1); } } else if ((verb == ACTION_OPEN) && (obj1._id == EGG)) { takeObject(obj1); if (obj1.hasProperty(OPENED)) { _vm->renderMessage("Du hast es doch schon ge\224ffnet."); } else { takeObject(*_rooms[ENTRANCE]->getObject(8)); _vm->renderMessage("In dem Ei ist eine Tablette|in einer Plastikh\201lle."); obj1.setProperty(OPENED); } } else if ((verb == ACTION_USE) && (obj1._id == PILL)) { if (isHelmetOff()) { _vm->renderMessage("Du iát die Tablette und merkst,|da\341 sich irgendetwas ver\216ndert hat."); great(0); _inventory.remove(obj1); _state._language = 2; takeObject(*_rooms[ENTRANCE]->getObject(17)); } } else if ((verb == ACTION_LOOK) && (obj1._id == PILL_HULL) && (_state._language == 2)) { _vm->renderMessage("Komisch! Auf einmal kannst du die Schrift lesen!|Darauf steht:\"Wenn Sie diese Schrift jetzt|lesen k\224nnen, hat die Tablette gewirkt.\""); _state._language = 1; } else if ((verb == ACTION_OPEN) && (obj1._id == WALLET)) { if (!_rooms[ROGER]->getObject(3)->hasProperty(CARRIED)) { _vm->renderMessage("Das mu\341t du erst nehmen."); } else if (_rooms[ROGER]->getObject(7)->hasProperty(CARRIED)) { _vm->renderMessage("Sie ist leer."); } else { _vm->renderMessage("Du findest 10 Buckazoids und eine Keycard."); takeObject(*_rooms[ROGER]->getObject(7)); takeObject(*_rooms[ROGER]->getObject(8)); } } else if ((verb == ACTION_LOOK) && (obj1._id == NEWSPAPER)) { _vm->renderMessage("Es ist eine Art elektronische Zeitung."); mouseWait(_timer1); _vm->removeMessage(); _vm->renderMessage("Halt, hier ist ein interessanter Artikel."); mouseWait(_timer1); _vm->removeMessage(); _vm->renderImage(2, 0); _vm->setColor63(40); getInput(); _vm->renderRoom(*_currentRoom); roomBrightness(); _vm->renderMessage("Hmm, irgendwie komme|ich mir verarscht vor."); } else if ((verb == ACTION_LOOK) && (obj1._id == KEYCARD2)) { _vm->renderMessage(obj1._description.c_str()); obj1._description = "Es ist die Keycard des Commanders."; } else if ((verb == ACTION_LOOK) && (obj1._id == WATCH)) { _vm->renderMessage(Common::String::format( "Es ist eine Uhr mit extra|lautem Wecker. " "Sie hat einen|Knopf zum Verstellen der Alarmzeit.|" "Uhrzeit: %s Alarmzeit: %s", timeToString(_state._time).c_str(), timeToString(_state._timeAlarm).c_str()).c_str()); } 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("Neue Alarmzeit (hh:mm) :", 91, 90, kColorWhite99); 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)) { r = _rooms[CABIN_L3]; if (!r->getObject(8)->hasProperty(CARRIED)) { if (r->isSectionVisible(26)) _vm->renderMessage(Object::takeMessage); else return false; } else { r->getObject(8)->_name = "Leitung mit L\201sterklemme"; r = _rooms[HOLD]; _inventory.remove(*r->getObject(2)); _state._terminalStripConnected = true; _state._terminalStripWire = true; _vm->renderMessage("Ok."); } } else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, TERMINALSTRIP, SPOOL)) { r = _rooms[CABIN_L2]; takeObject(*r->getObject(9)); r->getObject(9)->_name = "Kabelrolle mit L\201sterklemme"; r = _rooms[HOLD]; _inventory.remove(*r->getObject(2)); _state._terminalStripConnected = true; _vm->renderMessage("Ok."); } else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, WIRE, SPOOL)) { r = _rooms[CABIN_L3]; if (!_state._terminalStripConnected) { if (r->isSectionVisible(26)) _vm->renderMessage("Womit denn?"); else return false; } else { if (!r->getObject(8)->hasProperty(CARRIED)) { _vm->renderMessage(Object::takeMessage); } else { r = _rooms[CABIN_L2]; takeObject(*r->getObject(9)); r = _rooms[CABIN_L3]; r->getObject(8)->_name = "langes Kabel mit Stecker"; r = _rooms[CABIN_L2]; _inventory.remove(*r->getObject(9)); _state._cableConnected = true; _vm->renderMessage("Ok."); } } } else if ((verb == ACTION_USE) && (obj1._id == SUIT)) { takeObject(obj1); if ((_currentRoom->getId() >= ENTRANCE) && (_currentRoom->getId() <= ROGER)) { if (obj1.hasProperty(WORN)) { _vm->renderMessage("Die Luft hier ist atembar,|du ziehst den Anzug aus."); _rooms[AIRLOCK]->getObject(4)->disableProperty(WORN); _rooms[AIRLOCK]->getObject(5)->disableProperty(WORN); _rooms[AIRLOCK]->getObject(6)->disableProperty(WORN); } else _vm->renderMessage("Hier drinnen brauchtst du deinen Anzug nicht."); } else { if (obj1.hasProperty(WORN)) { r = _rooms[AIRLOCK]; if (r->getObject(4)->hasProperty(WORN)) { _vm->renderMessage("Du mu\341t erst den Helm abnehmen."); } else if (r->getObject(6)->hasProperty(WORN)) { _vm->renderMessage("Du mu\341t erst den Versorgungsteil abnehmen."); } else { obj1.disableProperty(WORN); _vm->renderMessage("Du ziehst den Raumanzug aus."); } } else { obj1.setProperty(WORN); _vm->renderMessage("Du ziehst den Raumanzug an."); } } } else if ((verb == ACTION_USE) && (obj1._id == HELMET)) { takeObject(obj1); if ((_currentRoom->getId() >= ENTRANCE) && (_currentRoom->getId() <= ROGER)) { if (obj1.hasProperty(WORN)) { _vm->renderMessage("Die Luft hier ist atembar,|du ziehst den Anzug aus."); _rooms[AIRLOCK]->getObject(4)->disableProperty(WORN); _rooms[AIRLOCK]->getObject(5)->disableProperty(WORN); _rooms[AIRLOCK]->getObject(6)->disableProperty(WORN); } else { _vm->renderMessage("Hier drinnen brauchtst du deinen Anzug nicht."); } } else { if (obj1.hasProperty(WORN)) { if (airless()) { death("Den Helm h\204ttest du|besser angelassen!"); } obj1.disableProperty(WORN); _vm->renderMessage("Du ziehst den Helm ab."); } else { r = _rooms[AIRLOCK]; if (r->getObject(5)->hasProperty(WORN)) { obj1.setProperty(WORN); _vm->renderMessage("Du ziehst den Helm auf."); } else { _vm->renderMessage("Du mu\341t erst den Anzug anziehen."); } } } } else if ((verb == ACTION_USE) && (obj1._id == LIFESUPPORT)) { takeObject(obj1); if ((_currentRoom->getId() >= ENTRANCE) && (_currentRoom->getId() <= ROGER)) { if (obj1.hasProperty(WORN)) { _vm->renderMessage("Die Luft hier ist atembar,|du ziehst den Anzug aus."); _rooms[AIRLOCK]->getObject(4)->disableProperty(WORN); _rooms[AIRLOCK]->getObject(5)->disableProperty(WORN); _rooms[AIRLOCK]->getObject(6)->disableProperty(WORN); } else _vm->renderMessage("Hier drinnen brauchtst du deinen Anzug nicht."); } else { if (obj1.hasProperty(WORN)) { if (airless()) { death("Den Versorgungsteil h\204ttest du|besser nicht abgenommen!"); } obj1.disableProperty(WORN); _vm->renderMessage("Du nimmst den Versorgungsteil ab."); } else { r = _rooms[AIRLOCK]; if (r->getObject(5)->hasProperty(WORN)) { obj1.setProperty(WORN); _vm->renderMessage("Du ziehst den Versorgungsteil an."); } else { _vm->renderMessage("Du mu\341t erst den Anzug anziehen."); } } } } else if ((verb == ACTION_WALK) && (obj1._id == BATHROOM_DOOR)) { // *bathroom = current_room; return false; } else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, WIRE, SOCKET)) _vm->renderMessage("Die Leitung ist hier unn\201tz."); else if ((verb == ACTION_LOOK) && (obj1._id == BOOK2)) { _vm->renderMessage("Stark, das ist ja die Fortsetzung zum \"Anhalter\":|\"Das Restaurant am Ende des Universums\"."); mouseWait(_timer1); _vm->removeMessage(); _vm->renderMessage("Moment mal, es ist ein Lesezeichen drin,|auf dem \"Zweiundvierzig\" steht."); } else { return false; } return true; } void GameManager::handleInput() { bool validCommand = genericInteract(_inputVerb, *_inputObject[0], *_inputObject[1]); if (!validCommand) validCommand = _currentRoom->interact(_inputVerb, *_inputObject[0], *_inputObject[1]); if (!validCommand) { switch (_inputVerb) { case ACTION_LOOK: _vm->renderMessage(_inputObject[0]->_description.c_str()); break; case ACTION_WALK: if (_inputObject[0]->hasProperty(CARRIED)) { // You already carry this. _vm->renderMessage("Das tr\204gst du doch bei dir."); } else if (!_inputObject[0]->hasProperty(EXIT)) { // You're already there. _vm->renderMessage("Du bist doch schon da."); } else if (_inputObject[0]->hasProperty(OPENABLE) && !_inputObject[0]->hasProperty(OPENED)) { // This is closed _vm->renderMessage("Das ist geschlossen."); } else { changeRoom(_inputObject[0]->_exitRoom); } break; case ACTION_TAKE: if (_inputObject[0]->hasProperty(OPENED)) { // You already have that _vm->renderMessage("Das hast du doch schon."); } else if (_inputObject[0]->hasProperty(UNNECESSARY)) { // You do not need that. _vm->renderMessage("Das brauchst du nicht."); } else if (!_inputObject[0]->hasProperty(TAKE)) { // You can't take that. _vm->renderMessage("Das kannst du nicht nehmen."); } else { takeObject(*_inputObject[0]); } break; case ACTION_OPEN: if (!_inputObject[0]->hasProperty(OPENABLE)) { // This can't be opened _vm->renderMessage("Das l\204\341t sich nicht \224ffnen."); } else if (_inputObject[0]->hasProperty(OPENED)) { // This is already opened. _vm->renderMessage("Das ist schon offen."); } else if (_inputObject[0]->hasProperty(CLOSED)) { // This is locked. _vm->renderMessage("Das ist verschlossen."); } else { drawImage(_inputObject[0]->_section); _inputObject[0]->setProperty(OPENED); byte i = _inputObject[0]->_click; _inputObject[0]->_click = _inputObject[0]->_click2; _inputObject[0]->_click2 = i; _vm->playSound(kAudioDoorOpen); } break; case ACTION_CLOSE: if (!_inputObject[0]->hasProperty(OPENABLE) || (_inputObject[0]->hasProperty(CLOSED) && _inputObject[0]->hasProperty(OPENED))) { // This can't be closed. _vm->renderMessage("Das l\204\341t sich nicht schlie\341en."); } else if (!_inputObject[0]->hasProperty(OPENED)) { // This is already closed. _vm->renderMessage("Das ist schon geschlossen."); } else { drawImage(invertSection(_inputObject[0]->_section)); _inputObject[0]->disableProperty(OPENED); byte i = _inputObject[0]->_click; _inputObject[0]->_click = _inputObject[0]->_click2; _inputObject[0]->_click2 = i; _vm->playSound(kAudioDoorClose); } break; case ACTION_GIVE: if (_inputObject[0]->hasProperty(CARRIED)) { // Better keep it! _vm->renderMessage("Behalt es lieber!"); } break; default: // This is not possible. _vm->renderMessage("Das geht nicht."); } } } void GameManager::executeRoom() { if (_processInput && !_vm->_messageDisplayed && _guiEnabled) { handleInput(); resetInputState(); } if (_guiEnabled) { if (!_vm->_messageDisplayed) { g_system->fillScreen(kColorBlack); _vm->renderRoom(*_currentRoom); } drawMapExits(); drawInventory(); drawStatus(); drawCommandBox(); } roomBrightness(); if (!_currentRoom->hasSeen()) _currentRoom->onEntrance(); } }