/* 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 "supernova2/screen.h" #include "supernova2/supernova2.h" #include "supernova2/state.h" namespace Supernova2 { bool GameManager::serialize(Common::WriteStream *out) { if (out->err()) return false; // GameState out->writeSint16LE(_state._money); out->writeSint32LE(_state._startTime); 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->writeSint16LE(_state._pyraDirection); out->writeUint32LE(_state._eventTime); out->writeSint32LE(_state._eventCallback); 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(_currentRoom->getId()); for (int i = 0; i < NUMROOMS; ++i) { _rooms[i]->serialize(out); } return !out->err(); } bool GameManager::deserialize(Common::ReadStream *in, int version) { if (in->err()) return false; // GameState _state._money = in->readSint16LE(); _state._startTime = in->readSint32LE(); _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._pyraDirection = in->readSint16LE(); _state._eventTime = in->readUint32LE(); _state._eventCallback = (EventFunction)in->readSint32LE(); 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 curRoomId = static_cast(in->readByte()); for (int i = 0; i < NUMROOMS; ++i) { _rooms[i]->deserialize(in, version); } changeRoom(curRoomId); // Some additional variables _state._previousRoom = _rooms[INTRO]; _guiEnabled = true; _animationEnabled = true; return !in->err(); } StringId GameManager::guiCommands[] = { kStringCommandGo, kStringCommandLook, kStringCommandTake, kStringCommandOpen, kStringCommandClose, kStringCommandPress, kStringCommandPull, kStringCommandUse, kStringCommandTalk, kStringCommandGive }; StringId GameManager::guiStatusCommands[] = { kStringStatusCommandGo, kStringStatusCommandLook, kStringStatusCommandTake, kStringStatusCommandOpen, kStringStatusCommandClose, kStringStatusCommandPress, kStringStatusCommandPull, kStringStatusCommandUse, kStringStatusCommandTalk, kStringStatusCommandGive }; void Inventory::add(Object &obj) { if (_numObjects < kMaxCarry) { _inventory[_numObjects++] = &obj; obj.setProperty(CARRIED); } if (getSize() > _inventoryScroll + 8) { _inventoryScroll = getSize() - 8; _inventoryScroll += _inventoryScroll % 2; } } void Inventory::remove(Object &obj) { for (int i = 0; i < _numObjects; ++i) { if (_inventory[i] == &obj) { if (_inventoryScroll >= 2 && getSize() % 2) _inventoryScroll -= 2; --_numObjects; while (i < _numObjects) { _inventory[i] = _inventory[i + 1]; ++i; } obj.disableProperty(CARRIED); } } } void Inventory::clear() { for (int i = 0; i < _numObjects; ++i) _inventory[i]->disableProperty(CARRIED); _numObjects = 0; _inventoryScroll = 0; } Object *Inventory::get(int index) const { if (index < _numObjects) return _inventory[index]; return _nullObject; } Object *Inventory::get(ObjectId id) const { for (int i = 0; i < _numObjects; ++i) { if (_inventory[i]->_id == id) return _inventory[i]; } return _nullObject; } GuiElement::GuiElement() : _isHighlighted(false) , _bgColorNormal(kColorWhite25) , _bgColorHighlighted(kColorWhite44) , _bgColor(kColorWhite25) , _textColorNormal(kColorGreen) , _textColorHighlighted(kColorLightGreen) , _textColor(kColorGreen) { memset(_text, 0, sizeof(_text)); } void GuiElement::setText(const char *text) { strncpy(_text, text, sizeof(_text) - 1); } void GuiElement::setTextPosition(int x, int y) { _textPosition = Common::Point(x, y); } void GuiElement::setSize(int x1, int y1, int x2, int y2) { this->left = x1; this->top = y1; this->right = x2; this->bottom = y2; _textPosition = Common::Point(x1 + 1, y1 + 1); } void GuiElement::setColor(int bgColor, int textColor, int bgColorHighlighted, int textColorHightlighted) { _bgColor = bgColor; _textColor = textColor; _bgColorNormal = bgColor; _textColorNormal = textColor; _bgColorHighlighted = bgColorHighlighted; _textColorHighlighted = textColorHightlighted; } void GuiElement::setHighlight(bool isHighlighted_) { if (isHighlighted_) { _bgColor = _bgColorHighlighted; _textColor = _textColorHighlighted; } else { _bgColor = _bgColorNormal; _textColor = _textColorNormal; } } GameManager::GameManager(Supernova2Engine *vm) : _inventory(&_nullObject, _inventoryScroll) , _vm(vm) , _mouseClickType(Common::EVENT_INVALID) { initRooms(); changeRoom(INTRO); initState(); initGui(); } GameManager::~GameManager() { destroyRooms(); } void GameManager::destroyRooms() { delete _rooms[INTRO]; delete _rooms[AIRPORT]; delete _rooms[TAXISTAND]; delete _rooms[STREET]; delete _rooms[GAMES]; delete _rooms[CABIN]; delete _rooms[KIOSK]; delete _rooms[CULTURE_PALACE]; delete _rooms[CHECKOUT]; delete _rooms[CITY1]; delete _rooms[CITY2]; delete _rooms[ELEVATOR]; 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[HALL]; delete _rooms[COFFIN_ROOM]; delete _rooms[MASK]; delete _rooms[MUSEUM]; delete _rooms[MUS_EING]; 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_RUND]; 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 GameManager::initState() { _currentInputObject = &_nullObject; _inputObject[0] = &_nullObject; _inputObject[1] = &_nullObject; _inputVerb = ACTION_WALK; _processInput = false; _guiEnabled = true; _animationEnabled = true; _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; _taxi_possibility = 4; _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; _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._pyraDirection = 0; _state._eventTime = kMaxTimerValue; _state._eventCallback = kNoFn; 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 GameManager::initRooms() { _rooms[INTRO] = new Intro(_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[CABIN] = new Cabin(_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[ELEVATOR] = new Elevator(_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[HALL] = new Hall(_vm, this); _rooms[COFFIN_ROOM] = new CoffinRoom(_vm, this); _rooms[MASK] = new Mask(_vm, this); _rooms[MUSEUM] = new Museum(_vm, this); _rooms[MUS_EING] = new MusEing(_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_RUND] = new MusRund(_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); } void GameManager::initGui() { int cmdCount = ARRAYSIZE(_guiCommandButton); int cmdAvailableSpace = 320 - (cmdCount - 1) * 2; for (int i = 0; i < cmdCount; ++i) { const Common::String &text = _vm->getGameString(guiCommands[i]); cmdAvailableSpace -= Screen::textWidth(text); } int commandButtonX = 0; for (int i = 0; i < ARRAYSIZE(_guiCommandButton); ++i) { const Common::String &text = _vm->getGameString(guiCommands[i]); int width; if (i < cmdCount - 1) { int space = cmdAvailableSpace / (cmdCount - i); cmdAvailableSpace -= space; width = Screen::textWidth(text) + space; } 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::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; } _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 GameManager::processInput(Common::KeyState &state) { _key = state; switch (state.keycode) { case Common::KEYCODE_F1: // help break; case Common::KEYCODE_F2: // show game doc break; case Common::KEYCODE_F3: // show game info break; case Common::KEYCODE_F4: //_vm->setTextSpeed(); break; case Common::KEYCODE_F5: // load/save break; case Common::KEYCODE_x: if (state.flags & Common::KBD_ALT) { //if (_vm->quitGameDialog()) _vm->quitGame(); } break; case Common::KEYCODE_d: if (state.flags & Common::KBD_CTRL) _vm->_console->attach(); break; default: break; } } void GameManager::resetInputState() { setObjectNull(_inputObject[0]); setObjectNull(_inputObject[1]); _inputVerb = ACTION_WALK; _processInput = false; _mouseClicked = false; _keyPressed = false; _key.reset(); _mouseClickType = Common::EVENT_MOUSEMOVE; processInput(); } void GameManager::processInput() { enum { onNone, onObject, onCmdButton, onInventory, onInventoryArrowUp, onInventoryArrowDown } mouseLocation; if (_mouseField >= 0 && _mouseField < 256) mouseLocation = onObject; else if (_mouseField >= 256 && _mouseField < 512) mouseLocation = onCmdButton; else if (_mouseField >= 512 && _mouseField < 768) mouseLocation = onInventory; else if (_mouseField == 768) mouseLocation = onInventoryArrowUp; else if (_mouseField == 769) mouseLocation = onInventoryArrowDown; else mouseLocation = onNone; if (_mouseClickType == Common::EVENT_LBUTTONUP) { if (_vm->_screen->isMessageShown()) { // Hide the message and consume the event _vm->removeMessage(); if (mouseLocation != onCmdButton) return; } switch(mouseLocation) { case onObject: case onInventory: // Fallthrough if (_inputVerb == ACTION_GIVE || _inputVerb == ACTION_USE) { if (isNullObject(_inputObject[0])) { _inputObject[0] = _currentInputObject; if (!_inputObject[0]->hasProperty(COMBINABLE)) _processInput = true; } else { _inputObject[1] = _currentInputObject; _processInput = true; } } else { _inputObject[0] = _currentInputObject; if (!isNullObject(_currentInputObject)) _processInput = true; } break; case onCmdButton: resetInputState(); _inputVerb = static_cast(_mouseField - 256); break; case onInventoryArrowUp: if (_inventoryScroll >= 2) _inventoryScroll -= 2; break; case onInventoryArrowDown: if (_inventoryScroll < _inventory.getSize() - ARRAYSIZE(_guiInventory)) _inventoryScroll += 2; break; case onNone: break; } } else if (_mouseClickType == Common::EVENT_RBUTTONUP) { if (_vm->_screen->isMessageShown()) { // Hide the message and consume the event _vm->removeMessage(); return; } if (isNullObject(_currentInputObject)) return; if (mouseLocation == onObject || mouseLocation == onInventory) { _inputObject[0] = _currentInputObject; ObjectTypes type = _inputObject[0]->_type; if (type & OPENABLE) _inputVerb = (type & OPENED) ? ACTION_CLOSE : ACTION_OPEN; else if (type & PRESS) _inputVerb = ACTION_PRESS; else if (type & TALK) _inputVerb = ACTION_TALK; else _inputVerb = ACTION_LOOK; _processInput = true; } } else if (_mouseClickType == Common::EVENT_MOUSEMOVE) { int field = -1; int click = -1; if ((_mouseY >= _guiCommandButton[0].top) && (_mouseY <= _guiCommandButton[0].bottom)) { /* command row */ field = 9; while (_mouseX < _guiCommandButton[field].left - 1) field--; field += 256; } else if ((_mouseX >= 283) && (_mouseX <= 317) && (_mouseY >= 163) && (_mouseY <= 197)) { /* exit box */ field = _exitList[(_mouseX - 283) / 7 + 5 * ((_mouseY - 163) / 7)]; } else if ((_mouseY >= 161) && (_mouseX <= 270)) { /* inventory box */ field = (_mouseX + 1) / 136 + ((_mouseY - 161) / 10) * 2; if (field + _inventoryScroll < _inventory.getSize()) field += 512; else field = -1; } else if ((_mouseY >= 161) && (_mouseX >= 271) && (_mouseX < 279)) { /* inventory arrows */ field = (_mouseY > 180) ? 769 : 768; } else { /* normal item */ for (int i = 0; (_currentRoom->getObject(i)->_id != INVALIDOBJECT) && (field == -1) && i < kMaxObject; i++) { click = _currentRoom->getObject(i)->_click; const MS2Image *image = _vm->_screen->getCurrentImage(); if (click != 255 && image) { const MS2Image::ClickField *clickField = image->_clickField; do { if ((_mouseX >= clickField[click].x1) && (_mouseX <= clickField[click].x2) && (_mouseY >= clickField[click].y1) && (_mouseY <= clickField[click].y2)) field = i; click = clickField[click].next; } while ((click != 0) && (field == -1)); } } } if (_mouseField != field) { switch (mouseLocation) { case onInventoryArrowUp: case onInventoryArrowDown: // Fallthrough _guiInventoryArrow[_mouseField - 768].setHighlight(false); break; case onInventory: _guiInventory[_mouseField - 512].setHighlight(false); break; case onCmdButton: _guiCommandButton[_mouseField - 256].setHighlight(false); break; case onObject: case onNone: // Fallthrough break; } setObjectNull(_currentInputObject); _mouseField = field; if (_mouseField >= 0 && _mouseField < 256) mouseLocation = onObject; else if (_mouseField >= 256 && _mouseField < 512) mouseLocation = onCmdButton; else if (_mouseField >= 512 && _mouseField < 768) mouseLocation = onInventory; else if (_mouseField == 768) mouseLocation = onInventoryArrowUp; else if (_mouseField == 769) mouseLocation = onInventoryArrowDown; else mouseLocation = onNone; switch (mouseLocation) { case onInventoryArrowUp: case onInventoryArrowDown: // Fallthrough _guiInventoryArrow[_mouseField - 768].setHighlight(true); break; case onInventory: _guiInventory[_mouseField - 512].setHighlight(true); _currentInputObject = _inventory.get(_mouseField - 512 + _inventoryScroll); break; case onCmdButton: _guiCommandButton[_mouseField - 256].setHighlight(true); break; case onObject: _currentInputObject = _currentRoom->getObject(_mouseField); break; case onNone: break; } } } } void GameManager::setObjectNull(Object *&obj) { obj = &_nullObject; } bool GameManager::isNullObject(Object *obj) { return obj == &_nullObject; } void GameManager::screenShake() { for (int i = 0; i < 12; ++i) { _vm->_system->setShakePos(8); wait(1); _vm->_system->setShakePos(0); wait(1); } } 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); 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 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->_screen->setTextCursorPos(x, y); _vm->_screen->setTextCursorColor(kColorWhite99); _vm->renderBox(x, y - 1, overdrawWidth, 9, kColorWhite35); for (uint i = 0; i < input.size(); ++i) { // Draw char highlight depending on cursor position if (i == cursorIndex) { _vm->renderBox(_vm->_screen->getTextCursorPos().x, y - 1, Screen::textWidth(input[i]), 9, kColorWhite99); _vm->_screen->setTextCursorColor(kColorWhite35); _vm->renderText(input[i]); _vm->_screen->setTextCursorColor(kColorWhite99); } else _vm->renderText(input[i]); } if (cursorIndex == input.size()) { _vm->renderBox(_vm->_screen->getTextCursorPos().x + 1, y - 1, 6, 9, kColorWhite35); _vm->renderBox(_vm->_screen->getTextCursorPos().x, y - 1, 1, 9, kColorWhite99); } getKeyInput(true); if (_vm->shouldQuit()) break; 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::takeMoney(int amount) { _state._money += amount; _vm->setGameString(kStringMoney, Common::String::format("%d Xa", _state._money)); } 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 (isNullObject(_inputObject[0])) _vm->renderText(_currentInputObject->_name); else { _vm->renderText(_inputObject[0]->_name); if (_inputVerb == ACTION_GIVE) _vm->renderText(kPhrasalVerbParticleGiveTo); else if (_inputVerb == ACTION_USE) _vm->renderText(kPhrasalVerbParticleUseWith); _vm->renderText(_currentInputObject->_name); } } void GameManager::sentence(int number, bool brightness) { if (number < 0) return; _vm->renderBox(0, 141 + _rowsStart[number] * 10, 320, _rows[number] * 10 - 1, brightness ? kColorWhite44 : kColorWhite25); if (_texts[_rowsStart[number]] == kStringDialogSeparator) _vm->renderText(kStringConversationEnd, 1, 142 + _rowsStart[number] * 10, brightness ? kColorRed : kColorDarkRed); else { for (int r = _rowsStart[number]; r < _rowsStart[number] + _rows[number]; ++r) _vm->renderText(_texts[r], 1, 142 + r * 10, brightness ? kColorGreen : kColorDarkGreen); } } void GameManager::say(StringId textId) { Common::String str = _vm->getGameString(textId); if (!str.empty()) say(str.c_str()); } void GameManager::say(const char *text) { Common::String t(text); char *row[6]; Common::String::iterator p = t.begin(); uint numRows = 0; while (*p) { row[numRows++] = p; while ((*p != '\0') && (*p != '|')) { ++p; } if (*p == '|') { *p = 0; ++p; } } _vm->renderBox(0, 138, 320, 62, kColorBlack); _vm->renderBox(0, 141, 320, numRows * 10 - 1, kColorWhite25); for (uint r = 0; r < numRows; ++r) _vm->renderText(row[r], 1, 142 + r * 10, kColorDarkGreen); waitOnInput((t.size() + 20) * _vm->_textSpeed / 10); _vm->renderBox(0, 138, 320, 62, kColorBlack); } void GameManager::reply(StringId textId, int aus1, int aus2) { Common::String str = _vm->getGameString(textId); if (!str.empty()) reply(str.c_str(), aus1, aus2); } void GameManager::reply(const char *text, int aus1, int aus2) { if (*text != '|') _vm->renderMessage(text, kMessageTop); for (int z = (strlen(text) + 20) * _vm->_textSpeed / 40; z > 0; --z) { if (aus1) _vm->renderImage(aus1); waitOnInput(2); if (_keyPressed || _mouseClicked) z = 1; if (aus2) _vm->renderImage(aus2); waitOnInput(2); if (_keyPressed || _mouseClicked) z = 1; } if (*text != '|') _vm->removeMessage(); } int GameManager::dialog(int num, byte rowLength[6], StringId text[6], int number) { _vm->_allowLoadGame = false; _guiEnabled = false; bool remove[6]; for (int i = 0; i < 6; ++i) remove[i] = _currentRoom->sentenceRemoved(i, number); _vm->renderBox(0, 138, 320, 62, kColorBlack); for (int i = 0; i < 6 ; ++i) _sentenceNumber[i] = -1; int r = 0, rq = 0; for (int i = 0; i < num; ++i) { if (!remove[i]) { _rowsStart[i] = r; _rows[i] = rowLength[i]; for (int j = 0; j < _rows[i]; ++j, ++r, ++rq) { _texts[r] = text[rq]; _sentenceNumber[r] = i; } sentence(i, false); } else rq += rowLength[i]; } _currentSentence = -1; do { do { updateEvents(); mousePosDialog(_mouseX, _mouseY); g_system->updateScreen(); g_system->delayMillis(_vm->_delay); } while (!_mouseClicked && !_vm->shouldQuit()); } while (_currentSentence == -1 && !_vm->shouldQuit()); _vm->renderBox(0, 138, 320, 62, kColorBlack); if (number && _currentSentence != -1 && _texts[_rowsStart[_currentSentence]] != kStringDialogSeparator) _currentRoom->removeSentence(_currentSentence, number); _guiEnabled = true; _vm->_allowLoadGame = true; return _currentSentence; } void GameManager::mousePosDialog(int x, int y) { int a = y < 141 ? -1 : _sentenceNumber[(y - 141) / 10]; if (a != _currentSentence) { sentence(_currentSentence, false); _currentSentence = a; sentence(_currentSentence, true); } } void GameManager::takeObject(Object &obj) { if (obj.hasProperty(CARRIED)) return; if (obj._section != 0) _vm->renderImage(obj._section); obj._click = obj._click2 = 255; _inventory.add(obj); } void GameManager::drawCommandBox() { for (int i = 0; i < ARRAYSIZE(_guiCommandButton); ++i) { _vm->renderBox(_guiCommandButton[i]); int space = (_guiCommandButton[i].width() - Screen::textWidth(_guiCommandButton[i].getText())) / 2; _vm->renderText(_guiCommandButton[i].getText(), _guiCommandButton[i].getTextPos().x + space, _guiCommandButton[i].getTextPos().y, _guiCommandButton[i].getTextColor()); } } void GameManager::drawInventory() { for (int i = 0; i < ARRAYSIZE(_guiInventory); ++i) { _vm->renderBox(_guiInventory[i]); _vm->renderText(_inventory.get(i + _inventoryScroll)->_name, _guiInventory[i].getTextPos().x, _guiInventory[i].getTextPos().y, _guiInventory[i].getTextColor()); } _vm->renderBox(_guiInventoryArrow[0]); _vm->renderBox(_guiInventoryArrow[1]); if (_inventory.getSize() > ARRAYSIZE(_guiInventory)) { if (_inventoryScroll != 0) _vm->renderText(_guiInventoryArrow[0]); if (_inventoryScroll + ARRAYSIZE(_guiInventory) < _inventory.getSize()) _vm->renderText(_guiInventoryArrow[1]); } } uint16 GameManager::getKeyInput(bool blockForPrintChar) { while (!_vm->shouldQuit()) { 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); } return 0; } void GameManager::getInput() { while (!_vm->shouldQuit()) { updateEvents(); if (_mouseClicked || _keyPressed) break; g_system->updateScreen(); g_system->delayMillis(_vm->_delay); } } void GameManager::changeRoom(RoomId id) { _currentRoom = _rooms[id]; _newRoom = true; } void GameManager::wait(int ticks) { uint32 end = g_system->getMillis() + ticksToMsec(ticks); do { g_system->delayMillis(_vm->_delay); updateEvents(); g_system->updateScreen(); } while (g_system->getMillis() < end && !_vm->shouldQuit()); } void GameManager::waitOnInput(int ticks) { uint32 end = g_system->getMillis() + ticksToMsec(ticks); do { g_system->delayMillis(_vm->_delay); updateEvents(); g_system->updateScreen(); } while (g_system->getMillis() < end && !_vm->shouldQuit() && !_keyPressed && !_mouseClicked); } bool GameManager::waitOnInput(int ticks, Common::KeyCode &keycode) { keycode = Common::KEYCODE_INVALID; uint32 end = g_system->getMillis() + ticksToMsec(ticks); do { g_system->delayMillis(_vm->_delay); updateEvents(); g_system->updateScreen(); if (_keyPressed) { keycode = _key.keycode; _key.reset(); return true; } else if (_mouseClicked) return true; } while (g_system->getMillis() < end && !_vm->shouldQuit()); return false; } void GameManager::setAnimationTimer(int ticks) { _animationTimer = ticksToMsec(ticks); } void GameManager::handleTime() { if (_timerPaused) return; int32 newTime = g_system->getMillis(); int32 delta = newTime - _oldTime; if (_animationTimer > delta) _animationTimer -= delta; else _animationTimer = 0; _oldTime = newTime; } void GameManager::pauseTimer(bool pause) { if (pause == _timerPaused) return; if (pause) { _timerPaused = true; } else { _oldTime = g_system->getMillis(); _timerPaused = false; } } void GameManager::dead(StringId messageId) { _vm->paletteFadeOut(); _guiEnabled = false; _vm->setCurrentImage(43); _vm->renderImage(0); _vm->renderMessage(messageId); _vm->_sound->play(kAudioDeath); _vm->paletteFadeIn(); getInput(); _vm->paletteFadeOut(); _vm->removeMessage(); destroyRooms(); initRooms(); initState(); initGui(); _inventory.clear(); changeRoom(AIRPORT); 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::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(kAudioSuccess); } } 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._type == 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(kAudioSuccess); 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); drawMapExits(); drawInventory(); drawStatus(); drawCommandBox(); } else return false; return true; } void GameManager::drawGUI() { drawMapExits(); drawInventory(); drawStatus(); drawCommandBox(); } void GameManager::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 GameManager::handleInput() { bool validCommand = genericInteract(_inputVerb, *_inputObject[0], *_inputObject[1]); if (!validCommand) validCommand = _currentRoom->interact(_inputVerb, *_inputObject[0], *_inputObject[1]); if (!validCommand) { switch (_inputVerb) { case ACTION_LOOK: _vm->renderMessage(_inputObject[0]->_description); break; case ACTION_WALK: if (_inputObject[0]->hasProperty(CARRIED)) { // You already carry this. _vm->renderMessage(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 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; //_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(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; //_sound->play(kAudioDoorClose); } 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 GameManager::executeRoom() { if (_currentRoom == _rooms[PUZZLE_FRONT]) puzzleConstruction(); 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); } drawMapExits(); drawInventory(); drawStatus(); drawCommandBox(); } if (_vm->_screen->getViewportBrightness() == 0) _vm->paletteFadeIn(); if (!_currentRoom->hasSeen() && _newRoom) { _newRoom = false; _currentRoom->onEntrance(); } } void GameManager::leaveTaxi() { _currentRoom = _state._previousRoom; _vm->renderRoom(*_currentRoom); _guiEnabled = true; } void GameManager::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 GameManager::taxiPayment(int price, int destination) { static StringId 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->paletteFadeIn(); 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 GameManager::taxi() { _vm->_allowSaveGame = false; static StringId dest[] = { kStringAirport, kStringDowntown, kStringCulturePalace, kStringEarth, kStringPrivateApartment, kStringLeaveTaxi }; Common::String input; int possibility = _taxi_possibility; _state._previousRoom = _currentRoom; _currentRoom = _rooms[INTRO]; _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: _taxi_possibility += 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); taxiPayment(14, answer); break; default: _vm->renderImage(invertSection(2)); _vm->renderImage(0); _vm->renderImage(1); _vm->renderImage(5); taxiPayment(8, answer); break; } _rooms[INTRO]->addAllSentences(1); } while(answer == 3 && !_vm->shouldQuit()); _vm->_allowSaveGame = true; } void GameManager::playerTakeOut() { _vm->renderMessage(kStringRemoveChip); Object *o = _rooms[APARTMENT]->getObject(0); o->_section = 0; takeObject(*o); } void GameManager::sober() { _state._tipsy = false; } bool GameManager::talk(int mod1, int mod2, int rest, MessagePosition pos, StringId 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 GameManager::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 GameManager::pyramidEnd() { _vm->renderMessage(kStringPyramid0); waitOnInput(_messageDuration); _vm->removeMessage(); _vm->paletteFadeOut(); _vm->loadGame(kSleepAutosaveSlot); changeRoom(CABIN); drawGUI(); _rooms[CABIN]->setSectionVisible(kMaxSection - 1, kShownFalse); _rooms[CABIN]->setSectionVisible(kMaxSection - 2, kShownTrue); _rooms[CABIN]->setSectionVisible(1, kShownFalse); } void GameManager::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 GameManager::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 GameManager::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 GameManager::compass() { static StringId dirs[7] = { kStringDirection1, kStringDirection2, kStringDirection3, kStringDirection4, kStringDirection1, kStringDirection2, kStringDirection3 }; _vm->renderBox(281, 161, 39, 39, kColorWhite63); _vm->renderBox(295, 180, 13, 3, kColorDarkBlue); _vm->renderBox(300, 175, 3, 13, kColorDarkBlue); _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 GameManager::puzzleConstruction() { _vm->setCurrentImage(12); MS2Image *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; } } }