/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "common/system.h" #include "graphics/cursorman.h" #include "graphics/palette.h" #include "gui/message.h" #include "supernova/screen.h" #include "supernova/supernova.h" #include "supernova/supernova2/state.h" #include "supernova/supernova2/stringid.h" namespace Supernova { bool GameManager2::serialize(Common::WriteStream *out) { if (out->err()) return false; // GameState out->writeSint16LE(_state._money); out->writeSint32LE(_state._startTime - g_system->getMillis()); out->writeByte(_state._addressKnown); out->writeByte(_state._poleMagnet); out->writeByte(_state._admission); out->writeByte(_state._tipsy); out->writeByte(_state._dark); out->writeByte(_state._elevatorE); out->writeByte(_state._elevatorNumber); out->writeByte(_state._toMuseum); out->writeSint16LE(_state._pyraE); out->writeByte(_state._pyraS); out->writeByte(_state._pyraZ); out->writeByte(_state._alarmOn); out->writeByte(_state._alarmCracked); out->writeByte(_state._haste); out->writeByte(_state._pressureCounter); out->writeByte(_state._sirenOn); out->writeSint16LE(_state._pyraDirection); out->writeUint32LE(_state._eventTime - g_system->getMillis()); out->writeSint32LE(_state._eventCallback); out->writeByte(_state._taxiPossibility); for (int i = 0; i < 15; i++) { out->writeSint16LE(_state._puzzleTab[i]); } // Inventory out->writeSint32LE(_inventory.getSize()); out->writeSint32LE(_inventoryScroll); for (int i = 0; i < _inventory.getSize(); ++i) { Object *objectStateBegin = _rooms[_inventory.get(i)->_roomId]->getObject(0); byte objectIndex = _inventory.get(i) - objectStateBegin; out->writeSint32LE(_inventory.get(i)->_roomId); out->writeSint32LE(objectIndex); } // Rooms out->writeByte(_lastRoom->getId()); out->writeByte(_currentRoom->getId()); for (int i = 0; i < NUMROOMS2; ++i) { _rooms[i]->serialize(out); } return !out->err(); } bool GameManager2::deserialize(Common::ReadStream *in, int version) { if (in->err()) return false; // GameState _state._money = in->readSint16LE(); _state._startTime = in->readSint32LE() + g_system->getMillis(); _state._addressKnown = in->readByte(); _state._poleMagnet = in->readByte(); _state._admission = in->readByte(); _state._tipsy = in->readByte(); _state._dark = in->readByte(); _state._elevatorE = in->readByte(); _state._elevatorNumber = in->readByte(); _state._toMuseum = in->readByte(); _state._pyraE = in->readSint16LE(); _state._pyraS = in->readByte(); _state._pyraZ = in->readByte(); _state._alarmOn = in->readByte(); _state._alarmCracked = in->readByte(); _state._haste = in->readByte(); _state._pressureCounter = in->readByte(); _state._sirenOn = in->readByte(); _state._pyraDirection = in->readSint16LE(); _state._eventTime = in->readUint32LE() + g_system->getMillis(); _state._eventCallback = (EventFunction)in->readSint32LE(); _state._taxiPossibility = in->readByte(); for (int i = 0; i < 15; i++) _state._puzzleTab[i] = in->readSint16LE(); _vm->setGameString(kStringMoney, Common::String::format("%d Xa", _state._money)); _oldTime = g_system->getMillis(); // Inventory int inventorySize = in->readSint32LE(); _inventoryScroll = in->readSint32LE(); _inventory.clear(); for (int i = 0; i < inventorySize; ++i) { RoomId objectRoom = static_cast(in->readSint32LE()); int objectIndex = in->readSint32LE(); _inventory.add(*_rooms[objectRoom]->getObject(objectIndex)); } // Rooms RoomId lastRoomId = static_cast(in->readByte()); RoomId curRoomId = static_cast(in->readByte()); for (int i = 0; i < NUMROOMS2; ++i) { _rooms[i]->deserialize(in, version); } delete _rooms[BST_DOOR]; _rooms[BST_DOOR] = new BstDoor(_vm, this); _lastRoom = _rooms[lastRoomId]; changeRoom(curRoomId); // Some additional variables _state._previousRoom = _rooms[INTRO2]; _guiEnabled = true; _animationEnabled = true; return !in->err(); } GameManager2::GameManager2(SupernovaEngine *vm, Sound *sound) : GameManager(vm, sound) { initRooms(); changeRoom(INTRO2); initState(); } GameManager2::~GameManager2() { destroyRooms(); } void GameManager2::destroyRooms() { delete _rooms[INTRO2]; delete _rooms[AIRPORT]; delete _rooms[TAXISTAND]; delete _rooms[STREET]; delete _rooms[GAMES]; delete _rooms[CABIN2]; delete _rooms[KIOSK]; delete _rooms[CULTURE_PALACE]; delete _rooms[CHECKOUT]; delete _rooms[CITY1]; delete _rooms[CITY2]; delete _rooms[ELEVATOR2]; delete _rooms[APARTMENT]; delete _rooms[SHIP]; delete _rooms[PYRAMID]; delete _rooms[PYR_ENTRANCE]; delete _rooms[UPSTAIRS1]; delete _rooms[DOWNSTAIRS1]; delete _rooms[BOTTOM_RIGHT_DOOR]; delete _rooms[BOTTOM_LEFT_DOOR]; delete _rooms[UPSTAIRS2]; delete _rooms[DOWNSTAIRS2]; delete _rooms[UPPER_DOOR]; delete _rooms[PUZZLE_FRONT]; delete _rooms[PUZZLE_BEHIND]; delete _rooms[FORMULA1_F]; delete _rooms[FORMULA1_N]; delete _rooms[FORMULA2_F]; delete _rooms[FORMULA2_N]; delete _rooms[TOMATO_F]; delete _rooms[TOMATO_N]; delete _rooms[MONSTER_F]; delete _rooms[MONSTER1_N]; delete _rooms[MONSTER2_N]; delete _rooms[UPSTAIRS3]; delete _rooms[DOWNSTAIRS3]; delete _rooms[LCORRIDOR1]; delete _rooms[LCORRIDOR2]; delete _rooms[HOLE_ROOM]; delete _rooms[IN_HOLE]; delete _rooms[FLOORDOOR]; delete _rooms[FLOORDOOR_U]; delete _rooms[BST_DOOR]; delete _rooms[HALL2]; delete _rooms[COFFIN_ROOM]; delete _rooms[MASK]; delete _rooms[MUSEUM]; delete _rooms[MUS_ENTRANCE]; delete _rooms[MUS1]; delete _rooms[MUS2]; delete _rooms[MUS3]; delete _rooms[MUS4]; delete _rooms[MUS5]; delete _rooms[MUS6]; delete _rooms[MUS7]; delete _rooms[MUS8]; delete _rooms[MUS9]; delete _rooms[MUS10]; delete _rooms[MUS11]; delete _rooms[MUS_ROUND]; delete _rooms[MUS12]; delete _rooms[MUS13]; delete _rooms[MUS14]; delete _rooms[MUS15]; delete _rooms[MUS16]; delete _rooms[MUS17]; delete _rooms[MUS18]; delete _rooms[MUS19]; delete _rooms[MUS20]; delete _rooms[MUS21]; delete _rooms[MUS22]; } void GameManager2::initState() { _currentInputObject = &_nullObject; _inputObject[0] = &_nullObject; _inputObject[1] = &_nullObject; _inputVerb = ACTION_WALK; _processInput = false; _guiEnabled = true; _animationEnabled = true; _roomBrightness = 255; _mouseClicked = false; _keyPressed = false; _mouseX = -1; _mouseY = -1; _mouseField = -1; _inventoryScroll = 0; _restTime = 0; _oldTime = g_system->getMillis(); _timerPaused = 0; _timePaused = false; _messageDuration = 0; _animationTimer = 0; _mapOn = false; _steps = false; _cracking = false; _alarmBefore = false; RoomId startSecurityTab[10] = {MUS6, MUS7, MUS11, MUS10, MUS3, MUS2, MUS1, MUS8, MUS9, MUS5}; for (int i = 0; i < 10; i++) _securityTab[i] = startSecurityTab[i]; _currentSentence = -1; for (int i = 0 ; i < 6 ; ++i) { _sentenceNumber[i] = -1; _texts[i] = kNoString; _rows[i] = 0; _rowsStart[i] = 0; _dials[i] = 1; } _prevImgId = 0; _state._money = 20; _state._startTime = 0; _state._addressKnown = false; _state._previousRoom = _currentRoom; _lastRoom = _rooms[INTRO2]; _state._poleMagnet = false; _state._admission = 0; _state._tipsy = false; _state._dark = false; _state._elevatorE = 0; _state._elevatorNumber = 0; _state._toMuseum = false; _state._pyraE = 0; _state._pyraS = 4; _state._pyraZ = 10; _state._alarmOn = false; _state._alarmCracked = false; _state._haste = false; _state._pressureCounter = 0; _state._sirenOn = false; _state._pyraDirection = 0; _state._eventTime = kMaxTimerValue; _state._eventCallback = kNoFn; _state._taxiPossibility = 4; int16 startPuzzleTab[15] = {12, 3, 14, 1, 11, 0, 2, 13, 9, 5, 4, 10, 7, 6, 8}; for (int i = 0; i < 15; i++) _state._puzzleTab[i] = startPuzzleTab[i]; } void GameManager2::initRooms() { _rooms = new Room *[NUMROOMS2]; _rooms[INTRO2] = new Intro2(_vm, this); _rooms[AIRPORT] = new Airport(_vm, this); _rooms[TAXISTAND] = new TaxiStand(_vm, this); _rooms[STREET] = new Street(_vm, this); _rooms[GAMES] = new Games(_vm, this); _rooms[CABIN2] = new Cabin2(_vm, this); _rooms[KIOSK] = new Kiosk(_vm, this); _rooms[CULTURE_PALACE] = new CulturePalace(_vm, this); _rooms[CHECKOUT] = new Checkout(_vm, this); _rooms[CITY1] = new City1(_vm, this); _rooms[CITY2] = new City2(_vm, this); _rooms[ELEVATOR2] = new Elevator2(_vm, this); _rooms[APARTMENT] = new Apartment(_vm, this); _rooms[SHIP] = new Ship(_vm, this); _rooms[PYRAMID] = new Pyramid(_vm, this); _rooms[PYR_ENTRANCE] = new PyrEntrance(_vm, this); _rooms[UPSTAIRS1] = new Upstairs1(_vm, this); _rooms[DOWNSTAIRS1] = new Downstairs1(_vm, this); _rooms[BOTTOM_RIGHT_DOOR] = new BottomRightDoor(_vm, this); _rooms[BOTTOM_LEFT_DOOR] = new BottomLeftDoor(_vm, this); _rooms[UPSTAIRS2] = new Upstairs2(_vm, this); _rooms[DOWNSTAIRS2] = new Downstairs2(_vm, this); _rooms[UPPER_DOOR] = new UpperDoor(_vm, this); _rooms[PUZZLE_FRONT] = new PuzzleFront(_vm, this); _rooms[PUZZLE_BEHIND] = new PuzzleBehind(_vm, this); _rooms[FORMULA1_F] = new Formula1F(_vm, this); _rooms[FORMULA1_N] = new Formula1N(_vm, this); _rooms[FORMULA2_F] = new Formula2F(_vm, this); _rooms[FORMULA2_N] = new Formula2N(_vm, this); _rooms[TOMATO_F] = new TomatoF(_vm, this); _rooms[TOMATO_N] = new TomatoN(_vm, this); _rooms[MONSTER_F] = new MonsterF(_vm, this); _rooms[MONSTER1_N] = new Monster1N(_vm, this); _rooms[MONSTER2_N] = new Monster2N(_vm, this); _rooms[UPSTAIRS3] = new Upstairs3(_vm, this); _rooms[DOWNSTAIRS3] = new Downstairs3(_vm, this); _rooms[LCORRIDOR1] = new LCorridor1(_vm, this); _rooms[LCORRIDOR2] = new LCorridor2(_vm, this); _rooms[HOLE_ROOM] = new HoleRoom(_vm, this); _rooms[IN_HOLE] = new InHole(_vm, this); _rooms[FLOORDOOR] = new Floordoor(_vm, this); _rooms[FLOORDOOR_U] = new FloordoorU(_vm, this); _rooms[BST_DOOR] = new BstDoor(_vm, this); _rooms[HALL2] = new Hall2(_vm, this); _rooms[COFFIN_ROOM] = new CoffinRoom(_vm, this); _rooms[MASK] = new Mask(_vm, this); _rooms[MUSEUM] = new Museum(_vm, this); _rooms[MUS_ENTRANCE] = new MusEntrance(_vm, this); _rooms[MUS1] = new Mus1(_vm, this); _rooms[MUS2] = new Mus2(_vm, this); _rooms[MUS3] = new Mus3(_vm, this); _rooms[MUS4] = new Mus4(_vm, this); _rooms[MUS5] = new Mus5(_vm, this); _rooms[MUS6] = new Mus6(_vm, this); _rooms[MUS7] = new Mus7(_vm, this); _rooms[MUS8] = new Mus8(_vm, this); _rooms[MUS9] = new Mus9(_vm, this); _rooms[MUS10] = new Mus10(_vm, this); _rooms[MUS11] = new Mus11(_vm, this); _rooms[MUS_ROUND] = new MusRound(_vm, this); _rooms[MUS12] = new Mus12(_vm, this); _rooms[MUS13] = new Mus13(_vm, this); _rooms[MUS14] = new Mus14(_vm, this); _rooms[MUS15] = new Mus15(_vm, this); _rooms[MUS16] = new Mus16(_vm, this); _rooms[MUS17] = new Mus17(_vm, this); _rooms[MUS18] = new Mus18(_vm, this); _rooms[MUS19] = new Mus19(_vm, this); _rooms[MUS20] = new Mus20(_vm, this); _rooms[MUS21] = new Mus21(_vm, this); _rooms[MUS22] = new Mus22(_vm, this); } bool GameManager2::canSaveGameStateCurrently() { return _animationEnabled && _guiEnabled && !_state._haste; } void GameManager2::updateEvents() { handleTime(); if (_animationEnabled && !_vm->_screen->isMessageShown() && _animationTimer == 0) _currentRoom->animation(); if (_state._eventCallback != kNoFn && g_system->getMillis() >= _state._eventTime) { _vm->_allowLoadGame = false; _vm->_allowSaveGame = false; _state._eventTime = kMaxTimerValue; EventFunction fn = _state._eventCallback; _state._eventCallback = kNoFn; switch (fn) { case kNoFn: break; case kSoberFn: sober(); break; case kPyramidEndFn: pyramidEnd(); break; case kCaughtFn: caught(); break; default: //shouldn't happen break; } _vm->_allowLoadGame = true; _vm->_allowSaveGame = true; return; } _mouseClicked = false; _keyPressed = false; Common::Event event; while (g_system->getEventManager()->pollEvent(event)) { switch (event.type) { case Common::EVENT_KEYDOWN: _keyPressed = true; processInput(event.kbd); break; case Common::EVENT_LBUTTONUP: // fallthrough case Common::EVENT_RBUTTONUP: _mouseClicked = true; // fallthrough case Common::EVENT_MOUSEMOVE: _mouseClickType = event.type; _mouseX = event.mouse.x; _mouseY = event.mouse.y; if (_guiEnabled) processInput(); break; default: break; } } } void GameManager2::handleTime() { if (_timerPaused) return; int32 newTime = g_system->getMillis(); int32 delta = newTime - _oldTime; _time += delta; if (_animationTimer > delta) _animationTimer -= delta; else _animationTimer = 0; _oldTime = newTime; } void GameManager2::drawMapExits() { // TODO: Preload _exitList on room entry instead on every call _vm->renderBox(281, 161, 39, 39, kColorWhite25); if ((_currentRoom >= _rooms[PYR_ENTRANCE] && _currentRoom <= _rooms[HOLE_ROOM]) || (_currentRoom >= _rooms[FLOORDOOR] && _currentRoom <= _rooms[BST_DOOR])) compass(); else { for (int i = 0; i < 25; i++) _exitList[i] = -1; for (int i = 0; i < kMaxObject; i++) { if (_currentRoom->getObject(i)->hasProperty(EXIT)) { byte r = _currentRoom->getObject(i)->_direction; _exitList[r] = i; int x = 284 + 7 * (r % 5); int y = 164 + 7 * (r / 5); _vm->renderBox(x, y, 5, 5, kColorDarkRed); } } } } void GameManager2::takeMoney(int amount) { _state._money += amount; _vm->setGameString(kStringMoney, Common::String::format("%d Xa", _state._money)); } bool GameManager2::genericInteract(Action verb, Object &obj1, Object &obj2) { if (verb == ACTION_OPEN && obj1._id == WALLET) { if (_rooms[TAXISTAND]->getObject(4)->_type & CARRIED) _vm->renderMessage(kStringEmpty); else { _vm->renderMessage(kStringWalletOpen); takeObject(*_rooms[TAXISTAND]->getObject(4)); takeObject(*_rooms[TAXISTAND]->getObject(5)); takeMoney(1); _vm->playSound(kAudioSuccess2); } } else if (verb == ACTION_PRESS && obj1._id == TRANSMITTER) { if (_currentRoom == _rooms[TAXISTAND]) { if (_currentRoom->getObject(0)->_type != EXIT) { _vm->renderImage(5); wait(3); _vm->renderImage(6); _vm->playSound(kAudioTaxiOpen); _currentRoom->getObject(0)->_type = EXIT; drawMapExits(); } } else if (_currentRoom == _rooms[STREET] || _currentRoom == _rooms[CULTURE_PALACE] || _currentRoom == _rooms[CITY1] || _currentRoom == _rooms[CITY2]) { Common::String t = _vm->getGameString(kStringTaxiArrives); _vm->renderMessage(t); waitOnInput((t.size() + 20) * _vm->_textSpeed / 10); _vm->removeMessage(); taxi(); } else _vm->renderMessage(kStringNothingHappens); } else if (verb == ACTION_USE && Object::combine(obj1, obj2, ROD, MAGNET)) { Object *o1, *o2; if (obj2._id == ROD) { o1 = &obj2; o2 = &obj1; } else { o1 = &obj1; o2 = &obj2; } if (!(o1->_type & CARRIED)) return false; if (!(o2->_type & CARRIED)) takeObject(*o2); _vm->renderMessage(kStringAttachMagnet); o1->_name = kStringPoleMagnet; o1->_description = kStringCunning; _inventory.remove(*o2); _rooms[APARTMENT]->setSectionVisible(kMaxSection - 1, kShownTrue); } else if (verb == ACTION_USE && Object::combine(obj1, obj2, CHIP, PLAYER)) { Object *o1, *o2; if (obj2._id == CHIP) { o1 = &obj2; o2 = &obj1; } else { o1 = &obj1; o2 = &obj2; } if (!(o2->_type & CARRIED)) _vm->renderMessage(kStringMustBuyFirst); else { if (!(o1->_type & CARRIED)) { _vm->renderImage(1); _vm->renderImage(2 + 128); _currentRoom->getObject(0)->_click = 255; } else _inventory.remove(*o1); _vm->renderMessage(kStringInsertChip); if (_state._admission) _state._admission = 2; else _state._admission = 1; } } else if (verb == ACTION_USE && Object::combine(obj1, obj2, DISCMAN, PLAYER)) { switch (_state._admission) { case 1: // fall through case 2: _vm->renderMessage(kStringTransferCD); _state._admission = 2; _vm->playSound(kAudioSuccess2); break; default: _vm->renderMessage(kStringCDNotInserted); } } else if (verb == ACTION_OPEN && obj1._id == PLAYER) { switch (_state._admission) { case 1: _state._admission = 0; playerTakeOut(); break; case 2: _state._admission = 3; playerTakeOut(); break; default: _vm->renderMessage(kStringChipNotInserted); } } else if (verb == ACTION_OPEN && obj1._id == DISCMAN) { _vm->renderMessage(kStringWhatFor); } else if (verb == ACTION_PRESS && obj1._id == DISCMAN) { _vm->renderMessage(kStringMMCD); playCD(); } else if (verb == ACTION_PRESS && obj1._id == PLAYER) { switch (_state._admission) { case 1: _vm->renderMessage(kStringChipEmpty); break; case 2: _vm->renderMessage(kStringListeningToCD); playCD(); break; default: _vm->renderMessage(kStringNoChip); } } else if ((verb == ACTION_OPEN || verb == ACTION_USE) && obj1._id == BOTTLE && (obj1._type & CARRIED)) { _vm->renderMessage(kStringTipsy); _state._tipsy = true; _state._eventTime = g_system->getMillis() + 60000; _state._eventCallback = kSoberFn; } else if (verb == ACTION_LOOK && obj1._id == MUSCARD) { _vm->setCurrentImage(30); _vm->renderImage(0); //karte_an = true waitOnInput(100000); //karte_an = false _vm->removeMessage(); _vm->renderRoom(*_currentRoom); drawGUI(); } else return false; return true; } void GameManager2::playCD() { CursorMan.showMouse(false); _vm->playSound(kMusicMadMonkeys); Common::KeyCode k = Common::KEYCODE_INVALID; while(_vm->_sound->isPlaying()) if (waitOnInput(1, k)) break; _vm->_sound->stop(); _vm->removeMessage(); CursorMan.showMouse(true); } void GameManager2::handleInput() { bool validCommand = genericInteract(_inputVerb, *_inputObject[0], *_inputObject[1]); if (!validCommand) validCommand = _currentRoom->interact(_inputVerb, *_inputObject[0], *_inputObject[1]); if (!validCommand) { switch (_inputVerb) { case ACTION_LOOK: _vm->renderMessage(_inputObject[0]->_description); break; case ACTION_WALK: if (_inputObject[0]->hasProperty(CARRIED)) { // You already carry this. _vm->renderMessage(kStringGenericInteract1); } else if (!_inputObject[0]->hasProperty(EXIT)) { // You're already there. _vm->renderMessage(kStringGenericInteract2); } else if (_inputObject[0]->hasProperty(OPENABLE) && !_inputObject[0]->hasProperty(OPENED)) { // This is closed _vm->renderMessage(kStringGenericInteract3); } else { _lastRoom = _currentRoom; changeRoom(_inputObject[0]->_exitRoom); } break; case ACTION_TAKE: if (_inputObject[0]->hasProperty(OPENED)) { // You already have that _vm->renderMessage(kStringGenericInteract4); } else if (_inputObject[0]->hasProperty(UNNECESSARY)) { // You do not need that. _vm->renderMessage(kStringGenericInteract5); } else if (!_inputObject[0]->hasProperty(TAKE)) { // You can't take that. _vm->renderMessage(kStringGenericInteract6); } else takeObject(*_inputObject[0]); break; case ACTION_OPEN: if (!_inputObject[0]->hasProperty(OPENABLE)) { // This can't be opened _vm->renderMessage(kStringGenericInteract7); } else if (_inputObject[0]->hasProperty(OPENED)) { // This is already opened. _vm->renderMessage(kStringGenericInteract8); } else if (_inputObject[0]->hasProperty(CLOSED)) { // This is locked. _vm->renderMessage(kStringGenericInteract9); } else { _vm->renderImage(_inputObject[0]->_section); _inputObject[0]->setProperty(OPENED); byte i = _inputObject[0]->_click; _inputObject[0]->_click = _inputObject[0]->_click2; _inputObject[0]->_click2 = i; _vm->_sound->play(kAudioTaxiOpen); } break; case ACTION_CLOSE: if (!_inputObject[0]->hasProperty(OPENABLE) || (_inputObject[0]->hasProperty(CLOSED) && _inputObject[0]->hasProperty(OPENED))) { // This can't be closed. _vm->renderMessage(kStringGenericInteract10); } else if (!_inputObject[0]->hasProperty(OPENED)) { // This is already closed. _vm->renderMessage(kStringGenericInteract11); } else { _vm->renderImage(invertSection(_inputObject[0]->_section)); _inputObject[0]->disableProperty(OPENED); byte i = _inputObject[0]->_click; _inputObject[0]->_click = _inputObject[0]->_click2; _inputObject[0]->_click2 = i; _vm->_sound->play(kAudioElevator1); } break; case ACTION_GIVE: if (_inputObject[0]->hasProperty(CARRIED)) { // Better keep it! _vm->renderMessage(kStringGenericInteract12); } break; default: // This is not possible. _vm->renderMessage(kStringGenericInteract13); } } } void GameManager2::executeRoom() { if (_currentRoom == _rooms[PUZZLE_FRONT]) puzzleConstruction(); if (_state._sirenOn && !_vm->_sound->isPlaying()) _vm->_sound->playSiren(); if (_processInput && !_vm->_screen->isMessageShown() && _guiEnabled) { handleInput(); if (_mouseClicked) { Common::Event event; event.type = Common::EVENT_MOUSEMOVE; event.mouse = Common::Point(0, 0); _vm->getEventManager()->pushEvent(event); event.type = Common::EVENT_MOUSEMOVE; event.mouse = Common::Point(_mouseX, _mouseY); _vm->getEventManager()->pushEvent(event); } resetInputState(); } if (_guiEnabled) { if (!_vm->_screen->isMessageShown()) { g_system->fillScreen(kColorBlack); _vm->renderRoom(*_currentRoom); } if (_currentRoom->getId() < MUSEUM) drawMapExits(); else drawClock(); drawInventory(); drawStatus(); drawCommandBox(); } if (_vm->_screen->getViewportBrightness() == 0) _vm->paletteFadeIn(); if (!_currentRoom->hasSeen() && _newRoom) { _newRoom = false; _currentRoom->onEntrance(); } } void GameManager2::leaveTaxi() { _currentRoom = _state._previousRoom; _vm->renderRoom(*_currentRoom); _guiEnabled = true; } void GameManager2::taxiUnknownDestination() { _vm->renderImage(invertSection(2)); _vm->renderImage(0); _vm->renderImage(1); _vm->renderImage(4); waitOnInput(_vm->_textSpeed * 3); _vm->renderImage(invertSection(4)); _vm->renderImage(0); _vm->renderImage(1); _vm->renderImage(2); } void GameManager2::taxiPayment(int price, int destination) { static int answers[] = { kStringPay, kStringLeaveTaxi }; if (dialog(2, _dials, answers, 0)) { leaveTaxi(); } else if (_state._money < price) { Common::String t = _vm->getGameString(kStringNotEnoughMoney); _vm->renderMessage(t); waitOnInput((t.size() + 20) * _vm->_textSpeed / 10); _vm->removeMessage(); leaveTaxi(); } else { takeMoney(-price); _vm->renderImage(invertSection(5)); _vm->renderImage(invertSection(6)); _vm->renderImage(0); _vm->renderImage(1); _vm->renderImage(3); Common::String t = _vm->getGameString(kStringTaxiAccelerating); _vm->renderMessage(t); _vm->playSound(kAudioTaxiLeaving); while(_vm->_sound->isPlaying()) wait(1); waitOnInput((t.size() + 20) * _vm->_textSpeed / 10); _vm->removeMessage(); _vm->paletteFadeOut(); _vm->_system->fillScreen(kColorBlack); _vm->_screen->setViewportBrightness(255); _vm->_screen->setGuiBrightness(255); _vm->paletteBrightness(); Common::String t2 = _vm->getGameString(kString5MinutesLater); _vm->renderMessage(t2); _vm->playSound(kAudioTaxiArriving); while(_vm->_sound->isPlaying()) wait(1); waitOnInput((t2.size() + 20) * _vm->_textSpeed / 10); _vm->removeMessage(); _vm->paletteFadeOut(); switch (destination) { case 0: changeRoom(TAXISTAND); break; case 1: changeRoom(STREET); break; case 2: changeRoom(CULTURE_PALACE); break; case 10: changeRoom(CITY1); break; case 11: changeRoom(CITY2); break; } } } void GameManager2::taxi() { _vm->_allowSaveGame = false; static int dest[] = { kStringAirport, kStringDowntown, kStringCulturePalace, kStringEarth, kStringPrivateApartment, kStringLeaveTaxi }; Common::String input; int possibility = _state._taxiPossibility; _state._previousRoom = _currentRoom; _currentRoom = _rooms[INTRO2]; _vm->setCurrentImage(4); _vm->renderImage(0); _vm->renderImage(1); _vm->renderImage(2); if (_state._previousRoom == _rooms[TAXISTAND]) possibility += 1; else if (_state._previousRoom == _rooms[STREET]) possibility += 2; else if (_state._previousRoom == _rooms[CULTURE_PALACE]) possibility += 4; int answer; do { _currentRoom->removeSentenceByMask(possibility, 1); switch (answer = dialog(6, _dials, dest, 1)) { case 3: _state._taxiPossibility += 8; possibility += 8; taxiUnknownDestination(); break; case 5: leaveTaxi(); break; case 4: _vm->renderMessage(kStringAddress); do { edit(input, 101, 70, 18); } while ((_key.keycode != Common::KEYCODE_RETURN) && (_key.keycode != Common::KEYCODE_ESCAPE) && !_vm->shouldQuit()); _vm->removeMessage(); if (_key.keycode == Common::KEYCODE_ESCAPE) { leaveTaxi(); break; } input.toUppercase(); if (input == "115AY2,96A" || input == "115AY2,96B") answer = 10; else if (input == "341,105A" || input == "341,105B") { if (_state._addressKnown) answer = 11; else { Common::String t = _vm->getGameString(kStringCheater); _vm->renderMessage(t); waitOnInput((t.size() + 20) * _vm->_textSpeed / 10); _vm->removeMessage(); leaveTaxi(); break; } } else { answer = 3; input = ""; taxiUnknownDestination(); break; } _vm->renderImage(invertSection(2)); _vm->renderImage(0); _vm->renderImage(1); _vm->renderImage(6); _vm->playSound(kAudioSuccess2); taxiPayment(14, answer); break; default: _vm->renderImage(invertSection(2)); _vm->renderImage(0); _vm->renderImage(1); _vm->renderImage(5); taxiPayment(8, answer); break; } _rooms[INTRO2]->addAllSentences(1); } while(answer == 3 && !_vm->shouldQuit()); _vm->_allowSaveGame = true; } void GameManager2::playerTakeOut() { _vm->renderMessage(kStringRemoveChip); Object *o = _rooms[APARTMENT]->getObject(0); o->_section = 0; takeObject(*o); } void GameManager2::sober() { _state._tipsy = false; } bool GameManager2::talk(int mod1, int mod2, int rest, MessagePosition pos, int id) { Common::KeyCode key = Common::KEYCODE_INVALID; const Common::String& text = _vm->getGameString(id); _vm->renderMessage(text, pos); int animation_count = (text.size() + 20) * (10 - rest) * _vm->_textSpeed / 400; _restTime = (text.size() + 20) * rest * _vm->_textSpeed / 400; while (animation_count) { if (mod1) _vm->renderImage(mod1); if (waitOnInput(2, key)) { _vm->removeMessage(); return key != Common::KEYCODE_ESCAPE && !_vm->shouldQuit(); } if (mod2) _vm->renderImage(mod2); if (waitOnInput(2, key)) { _vm->removeMessage(); return key != Common::KEYCODE_ESCAPE && !_vm->shouldQuit(); } animation_count--; } if (_restTime == 0) _vm->removeMessage(); return true; } bool GameManager2::talkRest(int mod1, int mod2, int rest) { Common::KeyCode key = Common::KEYCODE_INVALID; while (rest) { _vm->renderImage(mod1); if (waitOnInput(2, key)) { _vm->removeMessage(); return key != Common::KEYCODE_ESCAPE && !_vm->shouldQuit(); } _vm->renderImage(mod2); if (waitOnInput(2, key)) { _vm->removeMessage(); return key != Common::KEYCODE_ESCAPE && !_vm->shouldQuit(); } rest--; } return true; } void GameManager2::pyramidEnd() { _vm->renderMessage(kStringPyramid0); waitOnInput(_messageDuration); _vm->removeMessage(); _vm->paletteFadeOut(); _vm->loadGame(kSleepAutosaveSlot); changeRoom(CABIN2); drawGUI(); _rooms[CABIN2]->setSectionVisible(kMaxSection - 1, kShownFalse); _rooms[CABIN2]->setSectionVisible(kMaxSection - 2, kShownTrue); _rooms[CABIN2]->setSectionVisible(1, kShownFalse); } void GameManager2::passageConstruction() { static ConstructionEntry constructionTab[9] = { {0, 4, 10, 2, 13}, {0, 4, 9, 2, 14}, {0, 4, 8, 3, 2}, {1, 4, 7, 3, 1}, {1, 5, 7, 3, 3}, {1, 6, 7, 3, 5}, {1, 4, 7, 1, 2}, {1, 2, 5, 1, 1}, {0, 4, 9, 2, 20} }; changeRoom(PYR_ENTRANCE); _rooms[PYR_ENTRANCE]->setSectionVisible(1, !wall(_state._pyraS, _state._pyraZ, _state._pyraDirection, 0, -1)); _rooms[PYR_ENTRANCE]->setSectionVisible(2, !wall(_state._pyraS, _state._pyraZ, _state._pyraDirection, 0, 1)); _rooms[PYR_ENTRANCE]->setSectionVisible(7, wall(_state._pyraS, _state._pyraZ, _state._pyraDirection, 1, 0)); if (!_rooms[PYR_ENTRANCE]->isSectionVisible(7)) { _rooms[PYR_ENTRANCE]->getObject(3)->_type = EXIT; _rooms[PYR_ENTRANCE]->getObject(3)->_click = 0; _rooms[PYR_ENTRANCE]->setSectionVisible(3, !wall(_state._pyraS, _state._pyraZ, _state._pyraDirection, 1, -1)); _rooms[PYR_ENTRANCE]->setSectionVisible(4, !wall(_state._pyraS, _state._pyraZ, _state._pyraDirection, 1, 1)); _rooms[PYR_ENTRANCE]->setSectionVisible(8, wall(_state._pyraS, _state._pyraZ, _state._pyraDirection, 2, 0)); if (!_rooms[PYR_ENTRANCE]->isSectionVisible(8)) { _rooms[PYR_ENTRANCE]->setSectionVisible(5, !wall(_state._pyraS, _state._pyraZ, _state._pyraDirection, 2, -1)); _rooms[PYR_ENTRANCE]->setSectionVisible(6, !wall(_state._pyraS, _state._pyraZ, _state._pyraDirection, 2, 1)); } else { _rooms[PYR_ENTRANCE]->setSectionVisible(5, kShownFalse); _rooms[PYR_ENTRANCE]->setSectionVisible(6, kShownFalse); } } else { _rooms[PYR_ENTRANCE]->getObject(3)->_type = NULLTYPE; _rooms[PYR_ENTRANCE]->getObject(3)->_click = 255; _rooms[PYR_ENTRANCE]->setSectionVisible(3, kShownFalse); _rooms[PYR_ENTRANCE]->setSectionVisible(4, kShownFalse); _rooms[PYR_ENTRANCE]->setSectionVisible(8, kShownFalse); } for (int i = 0; i < 9; i++) { bool b = (_state._pyraE == constructionTab[i]._e && _state._pyraS == constructionTab[i]._s && _state._pyraZ == constructionTab[i]._z && _state._pyraDirection == constructionTab[i]._r); if (constructionTab[i]._a > 12) _rooms[PYR_ENTRANCE]->setSectionVisible(constructionTab[i]._a, b); else if (b) _rooms[PYR_ENTRANCE]->setSectionVisible(constructionTab[i]._a, kShownTrue); } _rooms[PYR_ENTRANCE]->setSectionVisible(18, kShownFalse); _rooms[PYR_ENTRANCE]->setSectionVisible(19, kShownFalse); _rooms[PYR_ENTRANCE]->setSectionVisible(21, kShownFalse); _rooms[PYR_ENTRANCE]->getObject(0)->_click = 255; if (_state._pyraE == 0 && _state._pyraS == 4 && _state._pyraZ == 10) { switch (_state._pyraDirection) { case 0: _rooms[PYR_ENTRANCE]->setSectionVisible(19, kShownTrue); _rooms[PYR_ENTRANCE]->getObject(0)->_click = 8; break; case 2: _rooms[PYR_ENTRANCE]->setSectionVisible(18, kShownTrue); _rooms[PYR_ENTRANCE]->getObject(0)->_click = 7; break; case 1: _rooms[PYR_ENTRANCE]->setSectionVisible(21, kShownTrue); _rooms[PYR_ENTRANCE]->getObject(0)->_click = 9; break; } } _rooms[PYR_ENTRANCE]->setSectionVisible(9, _rooms[PYR_ENTRANCE]->isSectionVisible(7) & !_rooms[PYR_ENTRANCE]->isSectionVisible(1)); _rooms[PYR_ENTRANCE]->setSectionVisible(10, _rooms[PYR_ENTRANCE]->isSectionVisible(7) & !_rooms[PYR_ENTRANCE]->isSectionVisible(2)); _rooms[PYR_ENTRANCE]->setSectionVisible(11, _rooms[PYR_ENTRANCE]->isSectionVisible(8) & !_rooms[PYR_ENTRANCE]->isSectionVisible(3)); _rooms[PYR_ENTRANCE]->setSectionVisible(12, _rooms[PYR_ENTRANCE]->isSectionVisible(8) & !_rooms[PYR_ENTRANCE]->isSectionVisible(4)); } byte GameManager2::wall(int s, int z, int direction, int stepsForward, int stepsRight) { static char vertical[2][12][11] = { { {0,0,0,0,0,0,0,0,0,0,0}, {0,1,0,0,0,0,0,0,0,0,0}, {1,0,1,0,0,0,0,0,0,0,0}, {1,0,1,0,1,0,0,0,0,0,0}, {0,1,0,0,1,0,0,1,0,0,0}, {0,0,1,0,0,0,1,0,1,0,0}, {0,0,0,1,1,0,1,0,0,0,0}, {0,0,0,1,1,0,0,1,0,0,0}, {0,0,0,0,0,1,0,1,0,0,0}, {0,0,0,0,0,1,1,0,1,0,0}, {0,0,0,0,1,0,0,0,1,0,0}, {0,0,0,0,1,0,0,0,0,0,0} }, { {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,1,0,0,0,0,0,0}, {0,0,0,0,1,0,0,0,0,0,0}, {0,1,0,1,0,0,0,0,0,0,0}, {0,1,0,1,1,0,0,0,0,0,0}, {1,0,0,0,1,0,0,0,0,0,0}, {0,0,0,0,0,1,0,0,1,0,0}, {0,0,0,0,0,0,1,1,0,0,1}, {0,0,0,0,0,1,0,1,0,0,1}, {0,0,0,0,1,0,1,0,1,1,0}, {0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0} } }; static char horizontal[2][11][12] = { { {0,1,1,0,0,0,0,0,0,0,0,0}, {0,0,1,0,0,0,0,0,0,0,0,0}, {0,1,0,1,1,0,0,0,0,0,0,0}, {0,1,1,0,0,0,0,0,0,0,0,0}, {0,0,1,0,0,1,1,0,1,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,1,0,0,0,0}, {0,0,0,0,1,1,0,0,0,0,0,0}, {0,0,0,0,0,1,0,1,1,0,0,0}, {0,0,0,0,0,1,1,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0} }, { {0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0}, {0,1,0,0,1,0,0,0,0,0,0,0}, {0,0,0,0,1,0,0,0,0,0,0,0}, {0,0,1,1,0,0,0,0,0,0,0,0}, {0,1,1,0,0,1,0,0,0,0,0,0}, {0,0,0,0,0,0,1,0,1,0,0,0}, {0,0,0,0,0,1,1,0,0,0,0,0}, {0,0,0,0,0,1,0,1,1,0,1,0}, {0,0,0,0,0,1,1,0,0,1,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0} } }; int newR; if (stepsRight) { if (stepsRight > 0) newR = (direction + 1) & 3; else { newR = (direction - 1) & 3; stepsRight = -stepsRight; } switch (direction) { case 0: return wall(s, z - stepsForward, newR, stepsRight, 0); case 2: return wall(s, z + stepsForward, newR, stepsRight, 0); case 1: return wall(s + stepsForward, z, newR, stepsRight, 0); case 3: return wall(s - stepsForward, z, newR, stepsRight, 0); } } switch (direction) { case 0: return vertical [_state._pyraE][z + 1 - stepsForward][s] == 0; case 2: return vertical [_state._pyraE][z + stepsForward][s] == 0; case 1: return horizontal[_state._pyraE][z][s + stepsForward] == 0; case 3: return horizontal[_state._pyraE][z][s + 1 - stepsForward] == 0; } return 0; } bool GameManager2::move(Action verb, Object &obj) { if (verb == ACTION_WALK && obj._id == CORRIDOR) { switch (_state._pyraDirection) { case 0: _state._pyraZ--; break; case 1: _state._pyraS++; break; case 2: _state._pyraZ++; break; case 3: _state._pyraS--; break; } } else if (verb == ACTION_WALK && obj._id == G_RIGHT) { _state._pyraDirection++; _state._pyraDirection &= 3; } else if (verb == ACTION_WALK && obj._id == G_LEFT) { _state._pyraDirection--; _state._pyraDirection &= 3; } else return false; return true; } void GameManager2::compass() { static int dirs[7] = { kStringDirection1, kStringDirection2, kStringDirection3, kStringDirection4, kStringDirection1, kStringDirection2, kStringDirection3 }; _vm->renderBox(281, 161, 39, 39, kColorWhite63); _vm->renderBox(295, 180, 13, 3, kColorWhite44); _vm->renderBox(300, 175, 3, 13, kColorWhite44); _vm->renderText(dirs[_state._pyraDirection ], 299, 163, kColorBlack); _vm->renderText(dirs[_state._pyraDirection + 1], 312, 179, kColorBlack); _vm->renderText(dirs[_state._pyraDirection + 2], 299, 191, kColorBlack); _vm->renderText(dirs[_state._pyraDirection + 3], 283, 179, kColorBlack); } void GameManager2::puzzleConstruction() { _vm->setCurrentImage(12); MSNImage *image = _vm->_screen->getCurrentImage(); for (int i = 0; i < 16; i ++) { _puzzleField[i] = 255; } for (int i = 0; i < 15; i++) { image->_section[i + 1].x1 = 95 + (_state._puzzleTab[i] % 4) * 33; image->_section[i + 1].x2 = image->_section[i + 1].x1 + 31; image->_section[i + 1].y1 = 24 + (_state._puzzleTab[i] / 4) * 25; image->_section[i + 1].y2 = image->_section[i + 1].y1 + 23; _puzzleField[_state._puzzleTab[i]] = i; } } void GameManager2::alarm() { _vm->_sound->playSiren(); _state._sirenOn = true; if (_vm->_screen->isMessageShown()) _vm->removeMessage(); _vm->renderMessage(kStringMuseum7); _state._eventTime = g_system->getMillis() + 16200; _state._eventCallback = kCaughtFn; _state._alarmOn = true; } void GameManager2::caught() { if (_vm->_screen->isMessageShown()) _vm->removeMessage(); if (_currentRoom < _rooms[MUS1]) { } else if (_currentRoom <= _rooms[MUS2]) { _vm->renderImage( 8); _vm->renderImage(18); } else if (_currentRoom == _rooms[MUS3]) { _vm->renderImage(12); _vm->renderImage(30); } else if (_currentRoom == _rooms[MUS4]) { _vm->renderImage( 8); _vm->renderImage(18); } else if (_currentRoom == _rooms[MUS5]) { _vm->renderImage( 9); _vm->renderImage(29); } else if (_currentRoom <= _rooms[MUS7]) { _vm->renderImage( 7); _vm->renderImage(17); } else if (_currentRoom <= _rooms[MUS9]) { _vm->renderImage( 1); _vm->renderImage( 7); } else if (_currentRoom <= _rooms[MUS11]) { _vm->renderImage( 2); _vm->renderImage( 8); } caught2(); } void GameManager2::caught2() { _vm->renderMessage(kStringMuseum8); _vm->playSound(kAudioCaught); waitOnInput(_messageDuration); _vm->removeMessage(); _state._sirenOn = false; _mapOn = false; _state._haste = false; dead(kStringMuseum9); } void GameManager2::drawClock() { int time = (g_system->getMillis() - _state._startTime) / 600; int second = time % 100; Room *r; if (!_mapOn) { _vm->renderBox(281, 161, 39, 39, kColorWhite25); char s[9] = "00"; s[1] = time % 10 + 48; time /= 10; s[0] = time % 10 + 48; time /= 10; _vm->renderText(s, 293, 180, kColorWhite99); strcpy(s, " 0:00"); s[4] = time % 10 + 48; time /= 10; s[3] = time % 10 + 48; time /= 10; s[1] = time % 10 + 48; time /= 10; if (time) s[0] = time % 10 + 48; _vm->renderText(s, 285, 170, kColorWhite99); } if ((r = _rooms[_securityTab[second / 10]]) == _currentRoom) { //arrow(); _state._alarmCracked = false; caught(); } for (int i = 0; i < 3; i++) { Object *o = r->getObject(i); if ((o->_id == DOOR || o->_id == ENCRYPTED_DOOR || o->_id == SMALL_DOOR) && (o->_type & OPENED) && ! _state._alarmOn) alarm(); } if (!_state._alarmOn && _currentRoom == _rooms[MUS4] && second >= 21 && second <= 40) alarm(); if (_currentRoom == _rooms[MUS_ENTRANCE] && second >= 22 && second <= 29) { if (!_steps && !_state._alarmCracked) { _steps = true; _vm->renderMessage(kStringMuseum6); } } else _steps = false; } void GameManager2::crack(int time) { _alarmBefore = _state._alarmOn; _cracking = true; _vm->_screen->changeCursor(ResourceManager::kCursorWait); int t = 0; int z; int zv = 0; do { do { wait(1); } while ((z = (g_system->getMillis() - _state._startTime) / 600) == zv); zv = z; drawClock(); t++; } while (t < time && _state._alarmOn == _alarmBefore); _cracking = false; _vm->_screen->changeCursor(ResourceManager::kCursorNormal); if (_state._alarmOn == _alarmBefore) _vm->removeMessage(); } bool GameManager2::crackDoor(int time) { _vm->renderMessage(kStringMuseum15); crack(time); if (_state._alarmOn != _alarmBefore) { waitOnInput(_messageDuration); _vm->removeMessage(); _vm->renderMessage(kStringMuseum16); } return !_state._alarmOn; } void GameManager2::museumDoorInteract(Action verb, Object &obj1, Object &obj2) { static struct { int _r1; int _o1; int _r2; int _o2; } doorTab[11] = { {MUS1, 0, MUS2, 0}, {MUS2, 1, MUS3, 0}, {MUS3, 1, MUS10, 0}, {MUS10, 1, MUS11, 0}, {MUS11, 1, MUS7, 1}, {MUS7, 0, MUS6, 1}, {MUS6, 0, MUS5, 1}, {MUS5, 0, MUS4, 0}, {MUS5, 2, MUS9, 1}, {MUS9, 0, MUS8, 1}, {MUS8, 0, MUS1, 1} }; Room *r; if (verb == ACTION_OPEN && obj1._id == DOOR) { for (int i = 0; i < 11; i++) { if ((_currentRoom == _rooms[doorTab[i]._r1]) && &obj1 == _currentRoom->getObject(doorTab[i]._o1)) { r = _rooms[doorTab[i]._r2]; r->getObject(doorTab[i]._o2)->_type |= OPENED; r->setSectionVisible(r->getObject(doorTab[i]._o2)->_section, kShownTrue); } else if ((_currentRoom == _rooms[doorTab[i]._r2]) && &obj1 == _currentRoom->getObject(doorTab[i]._o2)) { r = _rooms[doorTab[i]._r1]; r->getObject(doorTab[i]._o1)->_type |= OPENED; r->setSectionVisible(r->getObject(doorTab[i]._o1)->_section, kShownTrue); } } } else if (verb == ACTION_CLOSE && obj1._id == DOOR) { for (int i = 0; i < 11; i++) { if ((_currentRoom == _rooms[doorTab[i]._r1]) && &obj1 == _currentRoom->getObject(doorTab[i]._o1)) { r = _rooms[doorTab[i]._r2]; r->getObject(doorTab[i]._o2)->_type &= ~OPENED; r->setSectionVisible(r->getObject(doorTab[i]._o2)->_section, kShownFalse); } else if ((_currentRoom == _rooms[doorTab[i]._r2]) && &obj1 == _currentRoom->getObject(doorTab[i]._o2)) { r = _rooms[doorTab[i]._r1]; r->getObject(doorTab[i]._o1)->_type &= ~OPENED; r->setSectionVisible(r->getObject(doorTab[i]._o1)->_section, kShownFalse); } } } } void GameManager2::securityEntrance() { static struct { RoomId _r; int _a1; int _a2; } securityList[11] = { {MUS1 ,11,31}, {MUS2 , 7,17}, {MUS3 , 7,17}, {MUS10, 1, 7}, {MUS11, 1, 7}, {MUS7 ,10,32}, {MUS6 , 8,18}, {MUS5 , 8,18}, {MUS9 , 2, 8}, {MUS8 , 2, 8}, {MUS1 , 0, 0} }; int time = (g_system->getMillis() - _state._startTime) / 600; int second = time % 100; if (_rooms[_securityTab[second / 10]] == _currentRoom) { int i; for (i = 0; _currentRoom != _rooms[securityList[i]._r]; i++) {} if (_lastRoom == _rooms[securityList[i + 1]._r]) { _vm->renderImage(securityList[i]._a1); _vm->renderImage(securityList[i]._a2); caught2(); } else caught(); } } void GameManager2::pressureAlarmEntrance() { _state._pressureCounter = 0; securityEntrance(); } void GameManager2::pressureAlarmCount() { if (!(_state._alarmOn || (_currentRoom == _rooms[MUS22] && _currentRoom->isSectionVisible(6)))) { _state._pressureCounter++; if ((_currentRoom >= _rooms[MUS12] && _state._pressureCounter > 8) || _state._pressureCounter > 16) alarm(); } setAnimationTimer(11); } }