/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "common/system.h" #include "graphics/cursorman.h" #include "graphics/palette.h" #include "gui/message.h" #include "supernova/screen.h" #include "supernova/supernova.h" #include "supernova/supernova1/state.h" #include "supernova/supernova1/stringid.h" namespace Supernova { bool GameManager1::serialize(Common::WriteStream *out) { if (out->err()) return false; // GameState out->writeSint32LE(_time); out->writeSint32LE(_state._timeSleep); out->writeSint32LE(_state._timeAlarm); out->writeSint32LE(_state._eventTime); out->writeSint32LE(_state._eventCallback); out->writeSint32LE(_state._arrivalDaysLeft); out->writeSint32LE(_state._shipEnergyDaysLeft); out->writeSint32LE(_state._landingModuleEnergyDaysLeft); out->writeUint16LE(_state._greatFlag); out->writeSint16LE(_state._timeRobot); out->writeSint16LE(_state._money); out->writeByte(_state._coins); out->writeByte(_state._shoes); out->writeByte(_state._origin); out->writeByte(_state._destination); out->writeByte(_state._language); out->writeByte(_state._corridorSearch); out->writeByte(_state._alarmOn); out->writeByte(_state._terminalStripConnected); out->writeByte(_state._terminalStripWire); out->writeByte(_state._cableConnected); out->writeByte(_state._powerOff); out->writeByte(_state._dream); for (int i = 0; i < 4; i++) out->writeByte(_state._nameSeen[i]); out->writeByte(_state._playerHidden); // Inventory out->writeSint32LE(_inventory.getSize()); out->writeSint32LE(_inventoryScroll); for (int i = 0; i < _inventory.getSize(); ++i) { Object *objectStateBegin = _rooms[_inventory.get(i)->_roomId]->getObject(0); byte objectIndex = _inventory.get(i) - objectStateBegin; out->writeSint32LE(_inventory.get(i)->_roomId); out->writeSint32LE(objectIndex); } // Rooms out->writeByte(_currentRoom->getId()); for (int i = 0; i < NUMROOMS1; ++i) { _rooms[i]->serialize(out); } return !out->err(); } bool GameManager1::deserialize(Common::ReadStream *in, int version) { if (in->err()) return false; // GameState _time = in->readSint32LE(); _state._timeSleep = in->readSint32LE(); _state._timeAlarm = in->readSint32LE(); _state._eventTime = in->readSint32LE(); if (version >= 4) _state._eventCallback = (EventFunction)in->readSint32LE(); else _state._eventCallback = kNoFn; _state._arrivalDaysLeft = in->readSint32LE(); _state._shipEnergyDaysLeft = in->readSint32LE(); _state._landingModuleEnergyDaysLeft = in->readSint32LE(); _state._greatFlag = in->readUint16LE(); _state._timeRobot = in->readSint16LE(); _state._money = in->readSint16LE(); _vm->setGameString(kStringInventoryMoney, Common::String::format("%d Xa", _state._money)); _state._coins = in->readByte(); _state._shoes = in->readByte(); if (version >= 6) _state._origin = in->readByte(); else _state._origin = 0; _state._destination = in->readByte(); _state._language = in->readByte(); _state._corridorSearch = in->readByte(); _state._alarmOn = in->readByte(); _state._terminalStripConnected = in->readByte(); _state._terminalStripWire = in->readByte(); _state._cableConnected = in->readByte(); _state._powerOff = in->readByte(); _state._dream = in->readByte(); for (int i = 0; i < 4; i++) { if (version >= 7) _state._nameSeen[i] = in->readByte(); else _state._nameSeen[i] = false; } if (version >= 8) _state._playerHidden = in->readByte(); else _state._playerHidden = false; _oldTime = g_system->getMillis(); // Inventory int inventorySize = in->readSint32LE(); _inventoryScroll = in->readSint32LE(); _inventory.clear(); for (int i = 0; i < inventorySize; ++i) { RoomId objectRoom = static_cast(in->readSint32LE()); int objectIndex = in->readSint32LE(); _inventory.add(*_rooms[objectRoom]->getObject(objectIndex)); } // Rooms RoomId curRoomId = static_cast(in->readByte()); for (int i = 0; i < NUMROOMS1; ++i) { _rooms[i]->deserialize(in, version); } changeRoom(curRoomId); // Some additional variables _guiEnabled = true; _animationEnabled = true; return !in->err(); } // Used by Look Watch (when it's fixed). Do not remove. static Common::String timeToString(int msec) { char s[9] = " 0:00:00"; msec /= 1000; s[7] = msec % 10 + '0'; msec /= 10; s[6] = msec % 6 + '0'; msec /= 6; s[4] = msec % 10 + '0'; msec /= 10; s[3] = msec % 6 + '0'; msec /= 6; s[1] = msec % 10 + '0'; msec /= 10; if (msec) s[0] = msec + '0'; return Common::String(s); } GameManager1::GameManager1(SupernovaEngine *vm, Sound *sound) : GameManager(vm, sound) { initRooms(); changeRoom(INTRO1); initState(); } GameManager1::~GameManager1() { destroyRooms(); } void GameManager1::destroyRooms() { delete _rooms[INTRO1]; delete _rooms[CORRIDOR_ROOM]; delete _rooms[HALL]; delete _rooms[SLEEP]; delete _rooms[COCKPIT]; delete _rooms[AIRLOCK]; delete _rooms[HOLD]; delete _rooms[LANDINGMODULE]; delete _rooms[GENERATOR]; delete _rooms[OUTSIDE]; delete _rooms[CABIN_R1]; delete _rooms[CABIN_R2]; delete _rooms[CABIN_R3]; delete _rooms[CABIN_L1]; delete _rooms[CABIN_L2]; delete _rooms[CABIN_L3]; delete _rooms[BATHROOM]; delete _rooms[ROCKS]; delete _rooms[CAVE]; delete _rooms[MEETUP]; delete _rooms[ENTRANCE]; delete _rooms[REST]; delete _rooms[ROGER]; delete _rooms[GLIDER]; delete _rooms[MEETUP2]; delete _rooms[MEETUP3]; delete _rooms[CELL]; delete _rooms[CORRIDOR1]; delete _rooms[CORRIDOR2]; delete _rooms[CORRIDOR3]; delete _rooms[CORRIDOR4]; delete _rooms[CORRIDOR5]; delete _rooms[CORRIDOR6]; delete _rooms[CORRIDOR7]; delete _rooms[CORRIDOR8]; delete _rooms[CORRIDOR9]; delete _rooms[BCORRIDOR]; delete _rooms[GUARD]; delete _rooms[GUARD3]; delete _rooms[OFFICE_L1]; delete _rooms[OFFICE_L2]; delete _rooms[OFFICE_R1]; delete _rooms[OFFICE_R2]; delete _rooms[OFFICE_L]; delete _rooms[ELEVATOR]; delete _rooms[STATION]; delete _rooms[SIGN_ROOM]; delete _rooms[OUTRO]; delete _rooms; } void GameManager1::initState() { GameManager::initState(); _time = ticksToMsec(916364); // 2 pm _state._timeSleep = 0; _state._timeAlarm = ticksToMsec(458182); // 7 am _state._eventTime = kMaxTimerValue; _state._eventCallback = kNoFn; _state._arrivalDaysLeft = 2840; _state._shipEnergyDaysLeft = 2135; _state._landingModuleEnergyDaysLeft = 923; _state._greatFlag = 0; _state._timeRobot = 0; _state._money = 0; _state._coins = 0; _state._shoes = 0; _state._origin = 0; _state._destination = 255; _state._language = 0; _state._corridorSearch = false; _state._alarmOn = false; _state._terminalStripConnected = false; _state._terminalStripWire = false; _state._cableConnected = false; _state._powerOff = false; _state._dream = false; } void GameManager1::initRooms() { _rooms = new Room *[NUMROOMS1]; _rooms[INTRO1] = new Intro(_vm, this); _rooms[CORRIDOR_ROOM] = new ShipCorridor(_vm, this); _rooms[HALL] = new ShipHall(_vm, this); _rooms[SLEEP] = new ShipSleepCabin(_vm, this); _rooms[COCKPIT] = new ShipCockpit(_vm, this); _rooms[AIRLOCK] = new ShipAirlock(_vm, this); _rooms[HOLD] = new ShipHold(_vm, this); _rooms[LANDINGMODULE] = new ShipLandingModule(_vm, this); _rooms[GENERATOR] = new ShipGenerator(_vm, this); _rooms[OUTSIDE] = new ShipOuterSpace(_vm, this); _rooms[CABIN_R1] = new ShipCabinR1(_vm, this); _rooms[CABIN_R2] = new ShipCabinR2(_vm, this); _rooms[CABIN_R3] = new ShipCabinR3(_vm, this); _rooms[CABIN_L1] = new ShipCabinL1(_vm, this); _rooms[CABIN_L2] = new ShipCabinL2(_vm, this); _rooms[CABIN_L3] = new ShipCabinL3(_vm, this); _rooms[BATHROOM] = new ShipCabinBathroom(_vm, this); _rooms[ROCKS] = new ArsanoRocks(_vm, this); _rooms[CAVE] = new ArsanoCave(_vm, this); _rooms[MEETUP] = new ArsanoMeetup(_vm, this); _rooms[ENTRANCE] = new ArsanoEntrance(_vm, this); _rooms[REST] = new ArsanoRemaining(_vm, this); _rooms[ROGER] = new ArsanoRoger(_vm, this); _rooms[GLIDER] = new ArsanoGlider(_vm, this); _rooms[MEETUP2] = new ArsanoMeetup2(_vm, this); _rooms[MEETUP3] = new ArsanoMeetup3(_vm, this); _rooms[CELL] = new AxacussCell(_vm, this); _rooms[CORRIDOR1] = new AxacussCorridor1(_vm, this); _rooms[CORRIDOR2] = new AxacussCorridor2(_vm, this); _rooms[CORRIDOR3] = new AxacussCorridor3(_vm, this); _rooms[CORRIDOR4] = new AxacussCorridor4(_vm, this); _rooms[CORRIDOR5] = new AxacussCorridor5(_vm, this); _rooms[CORRIDOR6] = new AxacussCorridor6(_vm, this); _rooms[CORRIDOR7] = new AxacussCorridor7(_vm, this); _rooms[CORRIDOR8] = new AxacussCorridor8(_vm, this); _rooms[CORRIDOR9] = new AxacussCorridor9(_vm, this); _rooms[BCORRIDOR] = new AxacussBcorridor(_vm, this); _rooms[GUARD] = new AxacussIntersection(_vm, this); _rooms[GUARD3] = new AxacussExit(_vm, this); _rooms[OFFICE_L1] = new AxacussOffice1(_vm, this); _rooms[OFFICE_L2] = new AxacussOffice2(_vm, this); _rooms[OFFICE_R1] = new AxacussOffice3(_vm, this); _rooms[OFFICE_R2] = new AxacussOffice4(_vm, this); _rooms[OFFICE_L] = new AxacussOffice5(_vm, this); _rooms[ELEVATOR] = new AxacussElevator(_vm, this); _rooms[STATION] = new AxacussStation(_vm, this); _rooms[SIGN_ROOM] = new AxacussSign(_vm, this); _rooms[OUTRO] = new Outro(_vm, this); } bool GameManager1::canSaveGameStateCurrently() { return _animationEnabled && _guiEnabled; } void GameManager1::updateEvents() { handleTime(); if (_animationEnabled && !_vm->_screen->isMessageShown() && _animationTimer == 0) _currentRoom->animation(); if (_state._eventCallback != kNoFn && _time >= _state._eventTime) { _vm->_allowLoadGame = false; _vm->_allowSaveGame = false; _state._eventTime = kMaxTimerValue; EventFunction fn = _state._eventCallback; _state._eventCallback = kNoFn; switch (fn) { case kNoFn: break; case kSupernovaFn: supernovaEvent(); break; case kGuardReturnedFn: guardReturnedEvent(); break; case kGuardWalkFn: guardWalkEvent(); break; case kTaxiFn: taxiEvent(); break; case kSearchStartFn: searchStartEvent(); break; default: break; //shouldn't happen } _vm->_allowLoadGame = true; _vm->_allowSaveGame = true; return; } if (_state._alarmOn && _state._timeAlarm <= _time) { _state._alarmOn = false; alarm(); return; } _mouseClicked = false; _keyPressed = false; Common::Event event; while (g_system->getEventManager()->pollEvent(event)) { switch (event.type) { case Common::EVENT_KEYDOWN: _keyPressed = true; processInput(event.kbd); break; case Common::EVENT_LBUTTONUP: // fallthrough case Common::EVENT_RBUTTONUP: if (_currentRoom->getId() != INTRO1 && _sound->isPlaying()) return; _mouseClicked = true; // fallthrough case Common::EVENT_MOUSEMOVE: _mouseClickType = event.type; _mouseX = event.mouse.x; _mouseY = event.mouse.y; if (_guiEnabled) processInput(); break; default: break; } } } void GameManager1::corridorOnEntrance() { if (_state._corridorSearch) busted(0); } void GameManager1::telomat(int nr) { static Common::String name[8] = { "DR. ALAB HANSI", "ALAB HANSI", "SAVAL LUN", "x", "PROF. DR. UGNUL TSCHABB", "UGNUL TSCHABB", "ALGA HURZ LI", "x" }; static Common::String name2[4] = { "Alab Hansi", "Saval Lun", "Ugnul Tschabb", "Alga Hurz Li" }; int dial1[4]; dial1[0] = kStringTelomat1; dial1[1] = kNoString; dial1[2] = kStringTelomat3; dial1[3] = kStringDialogSeparator; static byte rows1[3] = {1, 2, 1}; int dial2[4]; dial2[0] = kStringTelomat4; dial2[1] = kStringTelomat5; dial2[2] = kStringTelomat6; dial2[3] = kStringDialogSeparator; static byte rows2[4] = {1, 1, 1, 1}; _vm->renderBox(0, 0, 320, 200, kColorBlack); _vm->renderText(kStringTelomat7, 100, 70, kColorGreen); _vm->renderText(kStringTelomat8, 100, 81, kColorGreen); _vm->renderText(kStringTelomat9, 100, 92, kColorGreen); _vm->renderText(kStringTelomat10, 100, 103, kColorGreen); _vm->renderText(kStringTelomat11, 100, 120, kColorDarkGreen); Common::String input; do { getInput(); switch (_key.keycode) { case Common::KEYCODE_2: { _vm->renderBox(0, 0, 320, 200, kColorDarkBlue); _vm->renderText(kStringTelomat12, 50, 80, kColorGreen); _vm->renderText(kStringTelomat13, 50, 91, kColorGreen); do { edit(input, 50, 105, 30); } while ((_key.keycode != Common::KEYCODE_RETURN) && (_key.keycode != Common::KEYCODE_ESCAPE)); if (_key.keycode == Common::KEYCODE_ESCAPE) { _vm->renderBox(0, 0, 320, 200, kColorBlack); _vm->renderRoom(*_currentRoom); _vm->paletteBrightness(); _guiEnabled = true; drawMapExits(); return; } input.toUppercase(); int i = 0; while ((i < 8) && (input != name[i])) i++; i >>= 1; if (i == 4) { _vm->renderText(kStringTelomat14, 50, 120, kColorGreen); wait(10); _vm->renderBox(0, 0, 320, 200, kColorBlack); _vm->renderRoom(*_currentRoom); _vm->paletteBrightness(); _guiEnabled = true; drawMapExits(); return; } if ((i == nr) || _rooms[BCORRIDOR]->getObject(4 + i)->hasProperty(CAUGHT)) { _vm->renderText(kStringTelomat15, 50, 120, kColorGreen); wait(10); _vm->renderBox(0, 0, 320, 200, kColorBlack); _vm->renderRoom(*_currentRoom); _vm->paletteBrightness(); _guiEnabled = true; drawMapExits(); return; } _vm->renderText(kStringTelomat16, 50, 120, kColorGreen); wait(10); _vm->renderBox(0, 0, 320, 200, kColorBlack); _vm->renderRoom(*_currentRoom); _vm->paletteBrightness(); _vm->renderMessage(kStringTelomat17, kMessageTop, name2[i]); wait(_messageDuration, true); _vm->removeMessage(); if (_state._nameSeen[nr]) { Common::String string = _vm->getGameString(kStringTelomat2); _vm->setGameString(kStringPlaceholder1, Common::String::format(string.c_str(), name2[nr].c_str())); dial1[1] = kStringPlaceholder1; _currentRoom->addSentence(1, 1); } else _currentRoom->removeSentence(1, 1); switch (dialog(3, rows1, dial1, 1)) { case 1: _vm->renderMessage(kStringTelomat18, kMessageTop); wait(_messageDuration, true); _vm->removeMessage(); if ((_state._destination == 255) && !_rooms[BCORRIDOR]->isSectionVisible(7)) { _state._eventTime = _time + ticksToMsec(150); _state._eventCallback = kGuardWalkFn; _state._origin = i; _state._destination = nr; } break; case 0: _vm->renderMessage(kStringTelomat19, kMessageTop); wait(_messageDuration, true); _vm->removeMessage(); if (dialog(4, rows2, dial2, 0) != 3) { wait(10); say(kStringTelomat20); } _rooms[BCORRIDOR]->setSectionVisible(7, true); _rooms[BCORRIDOR]->setSectionVisible(i + 1, true); _state._eventTime = kMaxTimerValue; _currentRoom->addSentence(0, 1); } _guiEnabled = true; drawMapExits(); return; } case Common::KEYCODE_1: case Common::KEYCODE_3: case Common::KEYCODE_4: _vm->renderBox(0, 0, 320, 200, kColorDarkBlue); _vm->renderText(kStringTelomat21, 100, 90, kColorGreen); input = ""; do { edit(input, 100, 105, 30); } while ((_key.keycode != Common::KEYCODE_RETURN) && (_key.keycode != Common::KEYCODE_ESCAPE)); if (_key.keycode == Common::KEYCODE_RETURN) { _vm->renderText(kStringShipSleepCabin9, 100, 120, kColorGreen); wait(10); } // fallthrough case Common::KEYCODE_ESCAPE: _vm->renderBox(0, 0, 320, 200, kColorBlack); _vm->renderRoom(*_currentRoom); _vm->paletteBrightness(); _guiEnabled = true; drawMapExits(); return; default: break; } } while (true); } void GameManager1::startSearch() { if ((_currentRoom->getId() >= CORRIDOR1) && (_currentRoom->getId() <= BCORRIDOR)) busted(0); _state._corridorSearch = true; } void GameManager1::search(int time) { _state._eventTime = _time + ticksToMsec(time); _state._eventCallback = kSearchStartFn; } void GameManager1::guardNoticed() { _vm->paletteFadeOut(); Room *r = _currentRoom; _currentRoom = _rooms[GUARD]; _vm->setCurrentImage(40); _vm->renderBox(0, 0, 320, 200, 0); _vm->renderImage(0); _vm->paletteFadeIn(); _vm->renderImage(2); reply(kStringGuardNoticed1, 2, 5); wait(2); reply(kStringGuardNoticed2, 2, 5); _vm->paletteFadeOut(); _currentRoom->setSectionVisible(2, false); _currentRoom->setSectionVisible(5, false); _currentRoom = r; _guiEnabled = true; drawMapExits(); } void GameManager1::busted(int i) { if (i > 0) _vm->renderImage(i); if (i == 0) { if ((_currentRoom->getId() >= OFFICE_L1) && (_currentRoom->getId() <= OFFICE_R2)) { if (_currentRoom->getId() < OFFICE_R1) i = 10; else i = 5; if (!_currentRoom->getObject(0)->hasProperty(OPENED)) { _vm->renderImage(i - 1); _sound->play(kAudioDoorOpen); wait(2); } _vm->renderImage(i); wait(3); _vm->renderImage(i + 3); _sound->play(kAudioVoiceHalt); _vm->renderImage(i); wait(5); if (_currentRoom->getId() == OFFICE_L2) i = 13; _vm->renderImage(i + 1); wait(3); _vm->renderImage(i + 2); shot(0, 0); return; } else if (_currentRoom->getId() == BCORRIDOR) _vm->renderImage(21); else if (_currentRoom->isSectionVisible(4)) _vm->renderImage(32); // below else if (_currentRoom->isSectionVisible(2)) _vm->renderImage(30); // right else if (_currentRoom->isSectionVisible(1)) _vm->renderImage(31); // left else _vm->renderImage(33); // above } _sound->play(kAudioVoiceHalt); wait(3); shot(0, 0); } void GameManager1::novaScroll() { static byte planet_f[6] = {0xeb,0xec,0xf0,0xed,0xf1,0xf2}; static byte nova_f[13] = {0xea,0xe9,0xf5,0xf3,0xf7,0xf4,0xf6, 0xf9,0xfb,0xfc,0xfd,0xfe,0xfa}; static byte rgb[65][3] = { { 5, 0, 0},{10, 0, 0},{15, 0, 0},{20, 0, 0},{25, 0, 0}, {30, 0, 0},{35, 0, 0},{40, 0, 0},{45, 0, 0},{50, 0, 0}, {55, 0, 0},{60, 0, 0},{63,10, 5},{63,20,10},{63,30,15}, {63,40,20},{63,50,25},{63,60,30},{63,63,33},{63,63,30}, {63,63,25},{63,63,20},{63,63,15},{63,63,10},{60,60,15}, {57,57,20},{53,53,25},{50,50,30},{47,47,35},{43,43,40}, {40,40,45},{37,37,50},{33,33,53},{30,30,56},{27,27,59}, {23,23,61},{20,20,63},{21,25,63},{22,30,63},{25,35,63}, {30,40,63},{35,45,63},{40,50,63},{45,55,63},{50,60,63}, {55,63,63},{59,63,63},{63,63,63},{63,60,63},{60,50,60}, {55,40,55},{50,30,50},{45,20,45},{40,10,40},{42,15,42}, {45,20,45},{47,25,47},{50,30,50},{52,35,52},{55,40,55}, {57,45,57},{60,50,60},{62,55,62},{63,60,63},{63,63,63}}; byte palette[768]; _vm->_system->getPaletteManager()->grabPalette(palette, 0, 255); for (int t = 0; t < 65; ++t) { for (int i = 0; i < 6; ++i) { int idx = 3 * (planet_f[i] - 1); for (int c = 0 ; c < 3 ; ++c) { if (palette[idx+c] < rgb[t][c]) palette[idx+c] = rgb[t][c]; } } for (int cycle = 0; cycle < t && cycle < 13; ++cycle) { int idx = 3 * (nova_f[cycle] - 1); for (int c = 0 ; c < 3 ; ++c) palette[idx + c] = rgb[t - cycle - 1][c]; } _vm->_system->getPaletteManager()->setPalette(palette, 0, 255); _vm->_system->updateScreen(); _vm->_system->delayMillis(_vm->_delay); } } void GameManager1::supernovaEvent() { _vm->removeMessage(); CursorMan.showMouse(false); if (_currentRoom->getId() <= CAVE) { _vm->renderMessage(kStringSupernova1); wait(_messageDuration, true); _vm->removeMessage(); _vm->paletteFadeOut(); changeRoom(MEETUP); _rooms[AIRLOCK]->getObject(0)->disableProperty(OPENED); _rooms[AIRLOCK]->setSectionVisible(3, true); _rooms[AIRLOCK]->getObject(1)->setProperty(OPENED); _rooms[AIRLOCK]->setSectionVisible(17, true); _rooms[AIRLOCK]->setSectionVisible(6, false); _vm->renderRoom(*_currentRoom); _vm->paletteFadeIn(); } _vm->renderMessage(kStringSupernova2); wait(_messageDuration, true); _vm->removeMessage(); _vm->setCurrentImage(26); _vm->renderImage(0); _vm->paletteBrightness(); novaScroll(); _vm->paletteFadeOut(); _vm->renderBox(0, 0, 320, 200, kColorBlack); _vm->_screen->setGuiBrightness(255); _vm->paletteBrightness(); if (_currentRoom->getId() == GLIDER) { _vm->renderMessage(kStringSupernova3); wait(_messageDuration, true); _vm->removeMessage(); _vm->_screen->setGuiBrightness(0); _vm->paletteBrightness(); _vm->renderRoom(*_currentRoom); _vm->paletteFadeIn(); _vm->renderMessage(kStringSupernova4, kMessageTop); wait(_messageDuration, true); _vm->removeMessage(); _vm->renderMessage(kStringSupernova5, kMessageTop); wait(_messageDuration, true); _vm->removeMessage(); _vm->renderMessage(kStringSupernova6, kMessageTop); wait(_messageDuration, true); _vm->removeMessage(); _vm->renderMessage(kStringSupernova7, kMessageTop); wait(_messageDuration, true); _vm->removeMessage(); changeRoom(MEETUP2); _rooms[MEETUP2]->setSectionVisible(1, true); _rooms[MEETUP2]->removeSentence(0, 1); _inventory.remove(*(_rooms[ROGER]->getObject(3))); _inventory.remove(*(_rooms[ROGER]->getObject(7))); _inventory.remove(*(_rooms[ROGER]->getObject(8))); } else { _vm->renderMessage(kStringSupernova8); wait(_messageDuration, true); _vm->removeMessage(); _vm->_screen->setGuiBrightness(0); _vm->paletteBrightness(); changeRoom(MEETUP2); if (_rooms[ROGER]->getObject(3)->hasProperty(CARRIED) && !_rooms[GLIDER]->isSectionVisible(5)) { _rooms[MEETUP2]->setSectionVisible(1, true); _rooms[MEETUP2]->setSectionVisible(12, true); _rooms[MEETUP2]->getObject(1)->_click = 0; _rooms[MEETUP2]->getObject(0)->_click = 1; _rooms[MEETUP2]->removeSentence(0, 1); } _rooms[MEETUP2]->removeSentence(1, 1); } _rooms[AIRLOCK]->getObject(4)->setProperty(WORN); _rooms[AIRLOCK]->getObject(5)->setProperty(WORN); _rooms[AIRLOCK]->getObject(6)->setProperty(WORN); _rooms[CAVE]->getObject(1)->_exitRoom = MEETUP2; _guiEnabled = true; CursorMan.showMouse(true); } void GameManager1::guardReturnedEvent() { if (_currentRoom->getId() == GUARD) busted(-1); else if ((_currentRoom->getId() == CORRIDOR9) && (_currentRoom->isSectionVisible(27))) busted(0); _rooms[GUARD]->setSectionVisible(1, false); _rooms[GUARD]->getObject(3)->_click = 0; _rooms[GUARD]->setSectionVisible(6, false); _rooms[GUARD]->getObject(2)->disableProperty(OPENED); _rooms[GUARD]->setSectionVisible(7, false); _rooms[GUARD]->getObject(5)->_click = 255; _rooms[CORRIDOR9]->setSectionVisible(27, false); _rooms[CORRIDOR9]->setSectionVisible(28, true); _rooms[CORRIDOR9]->getObject(1)->disableProperty(OPENED); } void GameManager1::walk(int imgId) { if (_prevImgId) _vm->renderImage(_prevImgId + kSectionInvert); _vm->renderImage(imgId); _prevImgId = imgId; wait(3); } void GameManager1::guardWalkEvent() { _prevImgId = 0; bool behind = (!_rooms[BCORRIDOR]->getObject(_state._origin + 4)->hasProperty(OCCUPIED) || _rooms[BCORRIDOR]->getObject(_state._origin + 4)->hasProperty(OPENED)); _rooms[BCORRIDOR]->getObject(_state._origin + 4)->disableProperty(OCCUPIED); if (_currentRoom == _rooms[BCORRIDOR]) { if (_vm->_screen->isMessageShown()) _vm->removeMessage(); if (!behind) { _vm->renderImage(_state._origin + 1); _prevImgId = _state._origin + 1; _sound->play(kAudioDoorOpen); wait(3); } int imgId; switch (_state._origin) { case 0: imgId = 11; break; case 1: imgId = 16; break; case 2: imgId = 15; break; case 3: default: imgId = 20; break; } _vm->renderImage(imgId); if (!behind) { wait(3); _vm->renderImage(_prevImgId + kSectionInvert); _sound->play(kAudioDoorClose); } _prevImgId = imgId; wait(3); switch (_state._origin) { case 0: walk(12); walk(13); break; case 1: walk(17); walk(18); break; case 2: walk(14); walk(13); break; case 3: walk(19); walk(18); } if (!_state._playerHidden) { if (_state._origin & 1) walk(10); else walk(5); busted(-1); } if ((_state._origin & 1) && !(_state._destination & 1)) { for (int i = 10; i >= 5; i--) walk(i); walk(13); } else if (!(_state._origin & 1) && (_state._destination & 1)) { for (int i = 5; i <= 10; i++) walk(i); walk(18); } switch (_state._destination) { case 0: for (int i = 13; i >= 11; i--) walk(i); break; case 1: for (int i = 18; i >= 16; i--) walk(i); break; case 2: for (int i = 13; i <= 15; i++) walk(i); break; case 3: for (int i = 18; i <= 20; i++) walk(i); } if (behind) { _vm->renderImage(_state._destination + 1); _sound->play(kAudioDoorOpen); wait(3); _vm->renderImage(_prevImgId + kSectionInvert); wait(3); _vm->renderImage(_state._destination + 1 + kSectionInvert); _sound->play(kAudioDoorClose); _rooms[BCORRIDOR]->getObject(_state._destination + 4)->setProperty(OCCUPIED); _state._destination = 255; } else if (_rooms[BCORRIDOR]->isSectionVisible(_state._destination + 1)) { _vm->renderImage(_prevImgId + kSectionInvert); _rooms[BCORRIDOR]->getObject(_state._destination + 4)->setProperty(OCCUPIED); SWAP(_state._origin, _state._destination); _state._eventTime = _time + ticksToMsec(60); _state._eventCallback = kGuardWalkFn; } else { wait(18); SWAP(_state._origin, _state._destination); _state._eventCallback = kGuardWalkFn; } } else if (behind) { _rooms[BCORRIDOR]->getObject(_state._destination + 4)->setProperty(OCCUPIED); if (_currentRoom == _rooms[OFFICE_L1 + _state._destination]) busted(0); _state._destination = 255; } else if (_rooms[BCORRIDOR]->isSectionVisible(_state._destination + 1) && _rooms[OFFICE_L1 + _state._destination]->getObject(0)->hasProperty(OPENED)) { _rooms[BCORRIDOR]->getObject(_state._destination + 4)->setProperty(OCCUPIED); if (_currentRoom == _rooms[OFFICE_L1 + _state._destination]) busted(0); SWAP(_state._origin, _state._destination); _state._eventTime = _time + ticksToMsec(60); _state._eventCallback = kGuardWalkFn; } else { SWAP(_state._origin, _state._destination); _state._eventCallback = kGuardWalkFn; } } void GameManager1::taxiEvent() { if (_currentRoom->getId() == SIGN_ROOM) { changeRoom(STATION); _vm->renderRoom(*_currentRoom); } _vm->renderImage(1); _vm->renderImage(2); _sound->play(kAudioRocks); screenShake(); _vm->renderImage(9); _currentRoom->getObject(1)->setProperty(OPENED); _vm->renderImage(1); _currentRoom->setSectionVisible(2, false); _vm->renderImage(3); for (int i = 4; i <= 8; i++) { wait(2); _vm->renderImage(invertSection(i - 1)); _vm->renderImage(i); } _rooms[SIGN_ROOM]->setSectionVisible(2, false); _rooms[SIGN_ROOM]->setSectionVisible(3, true); } void GameManager1::searchStartEvent() { if ((_currentRoom >= _rooms[CORRIDOR1]) && (_currentRoom <= _rooms[BCORRIDOR])) busted(0); _state._corridorSearch = true; } void GameManager1::great(uint number) { if (number && (_state._greatFlag & (1 << number))) return; _sound->play(kAudioSuccess); _state._greatFlag |= 1 << number; } bool GameManager1::airless() { return (_currentRoom->getId() == HOLD || _currentRoom->getId() == LANDINGMODULE || _currentRoom->getId() == GENERATOR || _currentRoom->getId() == OUTSIDE || _currentRoom->getId() == ROCKS || _currentRoom->getId() == CAVE || _currentRoom->getId() == MEETUP || _currentRoom->getId() == MEETUP2 || _currentRoom->getId() == MEETUP3 || (_currentRoom->getId() == AIRLOCK && _rooms[AIRLOCK]->getObject(1)->hasProperty(OPENED))); } void GameManager1::turnOff() { if (_state._powerOff) return; _state._powerOff = true; roomBrightness(); } void GameManager1::turnOn() { if (!_state._powerOff) return; _state._powerOff = false; _vm->_screen->setViewportBrightness(255); _rooms[SLEEP]->setSectionVisible(1, false); _rooms[SLEEP]->setSectionVisible(2, false); _rooms[COCKPIT]->setSectionVisible(22, false); } void GameManager1::roomBrightness() { _roomBrightness = 255; if ((_currentRoom->getId() != OUTSIDE) && (_currentRoom->getId() < ROCKS) && _state._powerOff) _roomBrightness = 153; else if (_currentRoom->getId() == CAVE) _roomBrightness = 0; else if ((_currentRoom->getId() == GUARD3) && _state._powerOff) _roomBrightness = 0; if (_vm->_screen->getViewportBrightness() != 0) _vm->_screen->setViewportBrightness(_roomBrightness); _vm->paletteBrightness(); } void GameManager1::handleTime() { if (_timerPaused) return; int32 newTime = g_system->getMillis(); int32 delta = newTime - _oldTime; _time += delta; if (_time > 86400000) { _time -= 86400000; // 24h wrap around _state._alarmOn = (_state._timeAlarm > _time); } if (_animationTimer > delta) _animationTimer -= delta; else _animationTimer = 0; _oldTime = newTime; } void GameManager1::loadTime() { pauseTimer(false); } void GameManager1::saveTime() { pauseTimer(true); } void GameManager1::shock() { _sound->play(kAudioShock); dead(kStringShock); } void GameManager1::drawMapExits() { _vm->renderBox(281, 161, 39, 39, kColorWhite25); for (int i = 0; i < 25; i++) { int idx; if ((idx = _exitList[i]) != -1) { byte r = _currentRoom->getObject(idx)->_direction; int x = 284 + 7 * (r % 5); int y = 164 + 7 * (r / 5); _vm->renderBox(x, y, 5, 5, kColorDarkRed); } } } void GameManager1::shot(int a, int b) { if (a) _vm->renderImage(a); _sound->play(kAudioGunShot); wait(2); if (b) _vm->renderImage(b); wait(2); if (a) _vm->renderImage(a); _sound->play(kAudioGunShot); wait(2); if (b) _vm->renderImage(b); dead(kStringShot); } void GameManager1::takeMoney(int amount) { Object *moneyObject = _rooms[INTRO1]->getObject(4); _state._money += amount; _vm->setGameString(kStringInventoryMoney, Common::String::format("%d Xa", _state._money)); if (_state._money > 0) { takeObject(*moneyObject); if (amount > 0) great(0); } else { _inventory.remove(*moneyObject); } } void GameManager1::openLocker(const Room *room, Object *obj, Object *lock, int section) { _vm->renderImage(section); obj->setProperty(OPENED); lock->_click = 255; SWAP(obj->_click, obj->_click2); } void GameManager1::closeLocker(const Room *room, Object *obj, Object *lock, int section) { if (!obj->hasProperty(OPENED)) _vm->renderMessage(kStringCloseLocker_1); else { _vm->renderImage(invertSection(section)); obj->disableProperty(OPENED); lock->_click = lock->_click2; SWAP(obj->_click, obj->_click2); } } bool GameManager1::isHelmetOff() { Object *helmet = _inventory.get(HELMET); if (helmet && helmet->hasProperty(WORN)) { _vm->renderMessage(kStringIsHelmetOff_1); return false; } return true; } bool GameManager1::genericInteract(Action verb, Object &obj1, Object &obj2) { if ((verb == ACTION_USE) && (obj1._id == SCHNUCK)) { if (isHelmetOff()) { takeObject(obj1); _vm->renderMessage(kStringGenericInteract_1); _inventory.remove(obj1); } } else if ((verb == ACTION_USE) && (obj1._id == EGG)) { if (isHelmetOff()) { takeObject(obj1); if (obj1.hasProperty(OPENED)) _vm->renderMessage(kStringGenericInteract_1); else _vm->renderMessage(kStringGenericInteract_2); _inventory.remove(obj1); } } else if ((verb == ACTION_OPEN) && (obj1._id == EGG)) { takeObject(obj1); if (obj1.hasProperty(OPENED)) _vm->renderMessage(kStringGenericInteract_3); else { takeObject(*_rooms[ENTRANCE]->getObject(8)); _vm->renderMessage(kStringGenericInteract_4); obj1.setProperty(OPENED); } } else if ((verb == ACTION_USE) && (obj1._id == PILL)) { if (isHelmetOff()) { _vm->renderMessage(kStringGenericInteract_5); great(0); _inventory.remove(obj1); _state._language = 2; takeObject(*_rooms[ENTRANCE]->getObject(17)); } } else if ((verb == ACTION_LOOK) && (obj1._id == PILL_HULL) && (_state._language == 2)) { _vm->renderMessage(kStringGenericInteract_6); _state._language = 1; } else if ((verb == ACTION_OPEN) && (obj1._id == WALLET)) { if (!_rooms[ROGER]->getObject(3)->hasProperty(CARRIED)) _vm->renderMessage(kStringGenericInteract_7); else if (_rooms[ROGER]->getObject(7)->hasProperty(CARRIED)) _vm->renderMessage(kStringGenericInteract_8); else { _vm->renderMessage(kStringGenericInteract_9); takeObject(*_rooms[ROGER]->getObject(7)); takeObject(*_rooms[ROGER]->getObject(8)); } } else if ((verb == ACTION_LOOK) && (obj1._id == NEWSPAPER)) { animationOff(); saveTime(); _vm->renderMessage(kStringGenericInteract_10); wait(_messageDuration, true); _vm->removeMessage(); _vm->renderMessage(kStringGenericInteract_11); wait(_messageDuration, true); _vm->removeMessage(); _vm->setCurrentImage(2); _vm->renderImage(0); _vm->setColor63(40); getInput(); _vm->renderRoom(*_currentRoom); roomBrightness(); _vm->renderMessage(kStringGenericInteract_12); loadTime(); animationOn(); } else if ((verb == ACTION_LOOK) && (obj1._id == KEYCARD2)) { _vm->renderMessage(obj1._description); obj1._description = kStringKeycard2Description2; } else if ((verb == ACTION_LOOK) && (obj1._id == WATCH)) _vm->renderMessage(kStringGenericInteract_13, kMessageNormal, timeToString(_time), timeToString(_state._timeAlarm)); else if ((verb == ACTION_PRESS) && (obj1._id == WATCH)) { bool validInput = true; int hours = 0; int minutes = 0; animationOff(); _vm->saveScreen(88, 87, 144, 24); _vm->renderBox(88, 87, 144, 24, kColorWhite35); _vm->renderText(kStringGenericInteract_14, 91, 90, kColorWhite99); Common::String input; do { validInput = true; input.clear(); _vm->renderBox(91, 99, 138, 9, kColorDarkBlue); edit(input, 91, 100, 5); int seperator = -1; for (uint i = 0; i < input.size(); ++i) { if (input[i] == ':') { seperator = i; break; } } if ((seperator == -1) || (seperator > 2)) { validInput = false; continue; } int decimalPlace = 1; for (int i = 0; i < seperator; ++i) { if (Common::isDigit(input[i])) { hours = hours * decimalPlace + (input[i] - '0'); decimalPlace *= 10; } else { validInput = false; break; } } decimalPlace = 1; for (uint i = seperator + 1; i < input.size(); ++i) { if (Common::isDigit(input[i])) { minutes = minutes * decimalPlace + (input[i] - '0'); decimalPlace *= 10; } else { validInput = false; break; } } if ((hours > 23) || (minutes > 59)) validInput = false; animationOn(); } while (!validInput && (_key.keycode != Common::KEYCODE_ESCAPE)); _vm->restoreScreen(); if (_key.keycode != Common::KEYCODE_ESCAPE) { _state._timeAlarm = (hours * 60 + minutes) * 60 * 1000; _state._alarmOn = (_state._timeAlarm > _time); } } else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, TERMINALSTRIP, WIRE)) { Room *r = _rooms[CABIN_L3]; if (!r->getObject(8)->hasProperty(CARRIED)) { if (r->isSectionVisible(26)) _vm->renderMessage(kStringTakeMessage); else return false; } else { r->getObject(8)->_name = kStringWireAndClip; r = _rooms[HOLD]; _inventory.remove(*r->getObject(2)); _state._terminalStripConnected = true; _state._terminalStripWire = true; _vm->renderMessage(kStringOk); } } else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, TERMINALSTRIP, SPOOL)) { Room *r = _rooms[CABIN_L2]; takeObject(*r->getObject(9)); r->getObject(9)->_name = kSringSpoolAndClip; r = _rooms[HOLD]; _inventory.remove(*r->getObject(2)); _state._terminalStripConnected = true; _vm->renderMessage(kStringOk); } else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, WIRE, SPOOL)) { Room *r = _rooms[CABIN_L3]; if (!_state._terminalStripConnected) { if (r->isSectionVisible(26)) _vm->renderMessage(kStringCable3); else return false; } else { if (!r->getObject(8)->hasProperty(CARRIED)) _vm->renderMessage(kStringTakeMessage); else { r = _rooms[CABIN_L2]; takeObject(*r->getObject(9)); r = _rooms[CABIN_L3]; r->getObject(8)->_name = kStringGeneratorWire; r = _rooms[CABIN_L2]; _inventory.remove(*r->getObject(9)); _state._cableConnected = true; _vm->renderMessage(kStringOk); } } } else if ((verb == ACTION_USE) && (obj1._id == SUIT)) { takeObject(obj1); if ((_currentRoom->getId() >= ENTRANCE) && (_currentRoom->getId() <= ROGER)) { if (obj1.hasProperty(WORN)) { _vm->renderMessage(kStringGenericInteract_15); _rooms[AIRLOCK]->getObject(4)->disableProperty(WORN); _rooms[AIRLOCK]->getObject(5)->disableProperty(WORN); _rooms[AIRLOCK]->getObject(6)->disableProperty(WORN); } else _vm->renderMessage(kStringGenericInteract_16); } else { if (obj1.hasProperty(WORN)) { Room *r = _rooms[AIRLOCK]; if (r->getObject(4)->hasProperty(WORN)) _vm->renderMessage(kStringGenericInteract_17); else if (r->getObject(6)->hasProperty(WORN)) _vm->renderMessage(kStringGenericInteract_18); else { obj1.disableProperty(WORN); _vm->renderMessage(kStringGenericInteract_19); } } else { obj1.setProperty(WORN); _vm->renderMessage(kStringGenericInteract_20); } } } else if ((verb == ACTION_USE) && (obj1._id == HELMET)) { takeObject(obj1); if ((_currentRoom->getId() >= ENTRANCE) && (_currentRoom->getId() <= ROGER)) { if (obj1.hasProperty(WORN)) { _vm->renderMessage(kStringGenericInteract_21); _rooms[AIRLOCK]->getObject(4)->disableProperty(WORN); _rooms[AIRLOCK]->getObject(5)->disableProperty(WORN); _rooms[AIRLOCK]->getObject(6)->disableProperty(WORN); } else _vm->renderMessage(kStringGenericInteract_22); } else if (obj1.hasProperty(WORN)) { obj1.disableProperty(WORN); _vm->renderMessage(kStringGenericInteract_24); getInput(); if (airless()) dead(kStringGenericInteract_23); } else { Room *r = _rooms[AIRLOCK]; if (r->getObject(5)->hasProperty(WORN)) { obj1.setProperty(WORN); _vm->renderMessage(kStringGenericInteract_25); } else _vm->renderMessage(kStringGenericInteract_26); } } else if ((verb == ACTION_USE) && (obj1._id == LIFESUPPORT)) { takeObject(obj1); if ((_currentRoom->getId() >= ENTRANCE) && (_currentRoom->getId() <= ROGER)) { if (obj1.hasProperty(WORN)) { _vm->renderMessage(kStringGenericInteract_21); _rooms[AIRLOCK]->getObject(4)->disableProperty(WORN); _rooms[AIRLOCK]->getObject(5)->disableProperty(WORN); _rooms[AIRLOCK]->getObject(6)->disableProperty(WORN); } else _vm->renderMessage(kStringGenericInteract_22); } else if (obj1.hasProperty(WORN)) { obj1.disableProperty(WORN); _vm->renderMessage(kStringGenericInteract_28); getInput(); if (airless()) dead(kStringGenericInteract_27); } else { Room *r = _rooms[AIRLOCK]; if (r->getObject(5)->hasProperty(WORN)) { obj1.setProperty(WORN); _vm->renderMessage(kStringGenericInteract_29); } else _vm->renderMessage(kStringGenericInteract_26); } } else if ((verb == ACTION_WALK) && (obj1._id == BATHROOM_DOOR)) { _rooms[BATHROOM]->getObject(2)->_exitRoom = _currentRoom->getId(); return false; } else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, WIRE, SOCKET)) _vm->renderMessage(kStringGenericInteract_30); else if ((verb == ACTION_LOOK) && (obj1._id == BOOK2)) { _vm->renderMessage(kStringGenericInteract_31); wait(_messageDuration, true); _vm->removeMessage(); _vm->renderMessage(kStringGenericInteract_32); } else return false; return true; } void GameManager1::handleInput() { bool validCommand = genericInteract(_inputVerb, *_inputObject[0], *_inputObject[1]); if (!validCommand) validCommand = _currentRoom->interact(_inputVerb, *_inputObject[0], *_inputObject[1]); if (!validCommand) { switch (_inputVerb) { case ACTION_LOOK: _vm->renderMessage(_inputObject[0]->_description); break; case ACTION_WALK: if (_inputObject[0]->hasProperty(CARRIED)) { // You already carry this. _vm->renderMessage(kStringGenericInteract_33); } else if (!_inputObject[0]->hasProperty(EXIT)) { // You're already there. _vm->renderMessage(kStringGenericInteract_34); } else if (_inputObject[0]->hasProperty(OPENABLE) && !_inputObject[0]->hasProperty(OPENED)) { // This is closed _vm->renderMessage(kStringShipHold9); } else changeRoom(_inputObject[0]->_exitRoom); break; case ACTION_TAKE: if (_inputObject[0]->hasProperty(OPENED)) { // You already have that _vm->renderMessage(kStringGenericInteract_35); } else if (_inputObject[0]->hasProperty(UNNECESSARY)) { // You do not need that. _vm->renderMessage(kStringGenericInteract_36); } else if (!_inputObject[0]->hasProperty(TAKE)) { // You can't take that. _vm->renderMessage(kStringGenericInteract_37); } else takeObject(*_inputObject[0]); break; case ACTION_OPEN: if (!_inputObject[0]->hasProperty(OPENABLE)) { // This can't be opened _vm->renderMessage(kStringGenericInteract_38); } else if (_inputObject[0]->hasProperty(OPENED)) { // This is already opened. _vm->renderMessage(kStringGenericInteract_39); } else if (_inputObject[0]->hasProperty(CLOSED)) { // This is locked. _vm->renderMessage(kStringGenericInteract_40); } else { _vm->renderImage(_inputObject[0]->_section); _inputObject[0]->setProperty(OPENED); byte i = _inputObject[0]->_click; _inputObject[0]->_click = _inputObject[0]->_click2; _inputObject[0]->_click2 = i; _sound->play(kAudioDoorOpen); } break; case ACTION_CLOSE: if (!_inputObject[0]->hasProperty(OPENABLE) || (_inputObject[0]->hasProperty(CLOSED) && _inputObject[0]->hasProperty(OPENED))) { // This can't be closed. _vm->renderMessage(kStringGenericInteract_41); } else if (!_inputObject[0]->hasProperty(OPENED)) { // This is already closed. _vm->renderMessage(kStringCloseLocker_1); } else { _vm->renderImage(invertSection(_inputObject[0]->_section)); _inputObject[0]->disableProperty(OPENED); byte i = _inputObject[0]->_click; _inputObject[0]->_click = _inputObject[0]->_click2; _inputObject[0]->_click2 = i; _sound->play(kAudioDoorClose); } break; case ACTION_GIVE: if (_inputObject[0]->hasProperty(CARRIED)) { // Better keep it! _vm->renderMessage(kStringGenericInteract_42); } break; default: // This is not possible. _vm->renderMessage(kStringGenericInteract_43); } } } void GameManager1::executeRoom() { if (_processInput && !_vm->_screen->isMessageShown() && _guiEnabled) { handleInput(); if (_dead) { _dead = false; return; } if (_mouseClicked) { Common::Event event; event.type = Common::EVENT_MOUSEMOVE; event.mouse = Common::Point(0, 0); _vm->getEventManager()->pushEvent(event); event.type = Common::EVENT_MOUSEMOVE; event.mouse = Common::Point(_mouseX, _mouseY); _vm->getEventManager()->pushEvent(event); } resetInputState(); } if (_guiEnabled) { if (!_vm->_screen->isMessageShown()) { g_system->fillScreen(kColorBlack); _vm->renderRoom(*_currentRoom); } drawMapExits(); drawInventory(); drawStatus(); drawCommandBox(); } roomBrightness(); if (_vm->_screen->getViewportBrightness() == 0) _vm->paletteFadeIn(); if (!_currentRoom->hasSeen() && _newRoom) { _newRoom = false; _currentRoom->onEntrance(); } } void GameManager1::guardShot() { _vm->renderImage(2); _vm->renderImage(5); wait(3); _vm->renderImage(2); _sound->play(kAudioVoiceHalt); while (_sound->isPlaying()) wait(1); _vm->renderImage(5); wait(5); _vm->renderImage(3); wait(3); shot(4, 3); } void GameManager1::guard3Shot() { _vm->renderImage(1); wait(3); _sound->play(kAudioVoiceHalt); // 46/0 while (_sound->isPlaying()) wait(1); wait(5); _vm->renderImage(2); wait(3); shot(3,2); } void GameManager1::alarm() { if (_rooms[INTRO1]->getObject(2)->hasProperty(CARRIED)) { alarmSound(); if (_currentRoom->getId() == GUARD) guardShot(); else if (_currentRoom->getId() == CORRIDOR4 || _currentRoom->getId() == CORRIDOR7) { guardNoticed(); _state._corridorSearch = true; } else if (_currentRoom->getId() == GUARD3) guard3Shot(); else if (_currentRoom->getId() == CORRIDOR1) busted(33); } else { if (_currentRoom->getId() == CORRIDOR2 || _currentRoom->getId() == CORRIDOR4 || _currentRoom->getId() == GUARD || _currentRoom->getId() == CORRIDOR7 || _currentRoom->getId() == CELL) { alarmSound(); if (_currentRoom->getId() == GUARD) guardShot(); guardNoticed(); if (_currentRoom->getId() == CORRIDOR4) _state._corridorSearch = true; } _rooms[GUARD]->setSectionVisible(1, true); _rooms[GUARD]->getObject(3)->_click = 255; if (!_rooms[GUARD]->getObject(5)->hasProperty(CARRIED)) { _rooms[GUARD]->setSectionVisible(7, true); _rooms[GUARD]->getObject(5)->_click = 4; } _state._eventTime = _time + ticksToMsec(180); _state._eventCallback = kGuardReturnedFn; } } void GameManager1::alarmSound() { animationOff(); _vm->removeMessage(); _vm->renderMessage(kStringAlarm); int32 end = _time + ticksToMsec(_messageDuration); do { _sound->play(kAudioAlarm); while (_sound->isPlaying()) { g_system->delayMillis(_vm->_delay); updateEvents(); g_system->updateScreen(); } } while (_time < end && !_vm->shouldQuit()); _vm->removeMessage(); animationOn(); } }