Files
scummvm/engines/supernova/state.cpp
T
Joseph-Eugene Winzer 0462bd0184 SUPERNOVA: Implements animation
The original game's time was stored in 55ms ticks but we just run on
milliseconds. setAnimationTimer() sets the ticks the currrent room's
animation() function will not be called.
2018-01-23 00:29:34 +00:00

1097 lines
31 KiB
C++

/* 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 "supernova/supernova.h"
#include "supernova/state.h"
namespace Supernova {
Inventory::Inventory()
: _numObjects(0)
{}
// TODO: Update Inventory surface for scrolling
void Inventory::add(Object &obj) {
if (_numObjects < kMaxCarry)
_inventory[_numObjects++] = &obj;
// if (inventory_amount>8) inventory_scroll = ((inventory_amount+1)/2)*2-8;
// show_inventory();
}
// TODO: Update Inventory surface for scrolling
void Inventory::remove(Object &obj) {
for (int i = 0; i < _numObjects; ++i) {
if (_inventory[i] == &obj) {
--_numObjects;
while (i < _numObjects) {
_inventory[i] = _inventory[i + 1];
++i;
}
obj.disableProperty(CARRIED);
}
}
}
Object *Inventory::get(int index) const {
if (index < _numObjects)
return _inventory[index];
return const_cast<Object *>(&Object::nullObject);
}
Object *Inventory::get(ObjectID id) const {
for (int i = 0; i < _numObjects; ++i) {
if (_inventory[i]->_id == id)
return _inventory[i];
}
return const_cast<Object *>(&Object::nullObject);
}
GuiElement::GuiElement()
: _text("")
, _isHighlighted(false)
, _bgColorNormal(kColorWhite25)
, _bgColorHighlighted(kColorWhite44)
, _bgColor(kColorWhite25)
, _textColorNormal(kColorGreen)
, _textColorHighlighted(kColorLightGreen)
, _textColor(kColorGreen)
{}
void GuiElement::setText(const char *text) {
strncpy(_text, text, sizeof(_text));
}
void GuiElement::setTextPosition(int x, int y) {
_textPosition.x = x;
_textPosition.y = y;
}
void GuiElement::setSize(int x1, int y1, int x2, int y2) {
this->left = x1;
this->top = y1;
this->right = x2;
this->bottom = y2;
_textPosition.x = x1 + 1;
_textPosition.y = y1 + 1;
}
void GuiElement::setColor(int bgColor, int textColor, int bgColorHighlighted, int textColorHightlighted) {
_bgColor = bgColor;
_textColor = textColor;
_bgColorNormal = bgColor;
_textColorNormal = textColor;
_bgColorHighlighted = bgColorHighlighted;
_textColorHighlighted = textColorHightlighted;
}
void GuiElement::setHighlight(bool isHighlighted) {
if (isHighlighted) {
_bgColor = _bgColorHighlighted;
_textColor = _textColorHighlighted;
} else {
_bgColor = _bgColorNormal;
_textColor = _textColorNormal;
}
}
static Common::String timeToString(int t) {
char s[9] = " 0:00:00";
t /= 1000;
s[7] = t % 10 + '0';
t /= 10;
s[6] = t % 6 + '0';
t /= 6;
s[4] = t % 10 + '0';
t /= 10;
s[3] = t % 6 + '0';
t /= 6;
s[1] = t % 10 + '0';
t /= 10;
if (t)
s[0] = t + '0';
return Common::String(s);
}
GameManager::GameManager(SupernovaEngine *vm) {
_rooms[INTRO] = new StartingItems(vm, this);
_rooms[CORRIDOR] = new ShipCorridor(vm, this);
_rooms[HALL] = new ShipHall(vm, this);
_rooms[SLEEP] = new ShipSleepCabin(vm, this);
_rooms[COCKPIT] = new ShipCockpit(vm, this);
_rooms[AIRLOCK] = new ShipAirlock(vm, this);
_rooms[HOLD] = new ShipHold(vm, this);
_rooms[LANDINGMODULE] = new ShipLandingModule(vm, this);
_rooms[GENERATOR] = new ShipGenerator(vm, this);
_rooms[OUTSIDE] = new ShipOuterSpace(vm, this);
_rooms[CABIN_R1] = new ShipCabinR1(vm, this);
_rooms[CABIN_R2] = new ShipCabinR2(vm, this);
_rooms[CABIN_R3] = new ShipCabinR3(vm, this);
_rooms[CABIN_L1] = new ShipCabinL1(vm, this);
_rooms[CABIN_L2] = new ShipCabinL2(vm, this);
_rooms[CABIN_L3] = new ShipCabinL3(vm, this);
_rooms[BATHROOM] = new ShipCabinBathroom(vm, this);
_rooms[ROCKS] = new ArsanoRocks(vm, this);
_rooms[CAVE] = new ArsanoCave(vm, this);
_rooms[MEETUP] = new ArsanoMeetup(vm, this);
_rooms[ENTRANCE] = new ArsanoEntrance(vm, this);
_rooms[REST] = new ArsanoRemaining(vm, this);
_rooms[ROGER] = new ArsanoRoger(vm, this);
_rooms[GLIDER] = new ArsanoGlider(vm, this);
_rooms[MEETUP2] = new ArsanoMeetup2(vm, this);
_rooms[MEETUP3] = new ArsanoMeetup3(vm, this);
_rooms[CELL] = new AxacussCell(vm, this);
_rooms[CORRIDOR1] = new AxacussCorridor1(vm, this);
_rooms[CORRIDOR2] = new AxacussCorridor2(vm, this);
_rooms[CORRIDOR3] = new AxacussCorridor3(vm, this);
_rooms[CORRIDOR4] = new AxacussCorridor3(vm, this);
_rooms[CORRIDOR5] = new AxacussCorridor4(vm, this);
_rooms[CORRIDOR6] = new AxacussCorridor5(vm, this);
_rooms[CORRIDOR7] = new AxacussCorridor6(vm, this);
_rooms[CORRIDOR8] = new AxacussCorridor7(vm, this);
_rooms[CORRIDOR9] = new AxacussCorridor8(vm, this);
_rooms[BCORRIDOR] = new AxacussBcorridor(vm, this);
_rooms[GUARD] = new AxacussIntersection(vm, this);
_rooms[GUARD3] = new AxacussExit(vm, this);
_rooms[OFFICE_L1] = new AxacussOffice1(vm, this);
_rooms[OFFICE_L2] = new AxacussOffice2(vm, this);
_rooms[OFFICE_R1] = new AxacussOffice3(vm, this);
_rooms[OFFICE_R2] = new AxacussOffice4(vm, this);
_rooms[OFFICE_L] = new AxacussOffice5(vm, this);
_rooms[ELEVATOR] = new AxacussElevator(vm, this);
_rooms[STATION] = new AxacussStation(vm, this);
_rooms[SIGN] = new AxacussSign(vm, this);
_currentRoom = _rooms[INTRO];
_vm = vm;
Object::setObjectNull(_currentInputObject);
Object::setObjectNull(_inputObject[0]);
Object::setObjectNull(_inputObject[1]);
_inputVerb = ACTION_WALK;
_processInput = false;
_guiEnabled = true;
_animationEnabled = true;
_mouseField = -1;
_inventoryScroll = 0;
_timer1 = 0;
_animationTimer = 0;
_state.time = 14200;
_state.timeSleep = 0;
_state.timeStarting = 50400000;
_state.timeAlarm = 25200000;
_state.timeAlarmSystem = _state.timeAlarm + _state.timeStarting;
_state.eventTime = 0xffffffff;
_state.shipEnergy = 2135;
_state.landingModuleEnergy = 923;
_state.greatF = 0;
_state.timeRobot = 0;
_state.money = 0;
_state.coins = 0;
_state.shoes = 0;
_state.nameSeen = 0;
_state.destination = 255;
_state.benOverlay = 0;
_state.language = 0;
_state.corridorSearch = false;
_state.alarmOn = false;
_state.terminalStripConnected = false;
_state.terminalStripWire = false;
_state.cableConnected = false;
_state.powerOff = false;
_state.cockpitSeen = false;
_state.airlockSeen = false;
_state.holdSeen = false;
_state.dream = false;
initGui();
}
void GameManager::initGui() {
int x = 0;
for (int i = 0; i < ARRAYSIZE(_guiCommandButton); ++i) {
int width;
if (i < 9)
width = _vm->textWidth(guiCommand_DE[i]) + 2;
else
width = 320 - x;
_guiCommandButton[i].setSize(x, 150, x + width, 159);
_guiCommandButton[i].setText(guiCommand_DE[i]);
_guiCommandButton[i].setColor(kColorWhite25, kColorDarkGreen, kColorWhite44, kColorGreen);
x += width + 2;
}
for (int i = 0; i < ARRAYSIZE(_guiInventory); ++i) {
int x = 136 * (i % 2);
int y = 161 + 10 * (i / 2);
_guiInventory[i].setSize(x, y, x + 135, y + 9);
_guiInventory[i].setColor(kColorWhite25, kColorDarkRed, kColorWhite35, kColorRed);
}
}
void GameManager::processInput(Common::KeyState &state) {
switch (state.keycode) {
case Common::KEYCODE_F1:
// help
break;
case Common::KEYCODE_F2:
// show game doc
break;
case Common::KEYCODE_F3:
// show game info
break;
case Common::KEYCODE_F4:
// set text speed
break;
case Common::KEYCODE_F5:
// load/save
break;
case Common::KEYCODE_x:
if (state.flags & Common::KBD_ALT) {
// quit game
_vm->_gameRunning = false;
} else {
_key = state.ascii;
}
break;
default:
_key = state.ascii;
}
}
void GameManager::resetInputState() {
Object::setObjectNull(_inputObject[0]);
Object::setObjectNull(_inputObject[1]);
_inputVerb = ACTION_WALK;
_processInput = false;
_mouseClicked = false;
_key = 0;
_mouseClickType = Common::EVENT_MOUSEMOVE;
processInput();
}
void GameManager::processInput() {
if (_mouseClickType == Common::EVENT_LBUTTONUP) {
_vm->removeMessage();
if (((_mouseField >= 0) && (_mouseField < 256)) ||
((_mouseField >= 512) && (_mouseField < 768))) {
if (_inputVerb == ACTION_GIVE || _inputVerb == ACTION_USE) {
if (Object::isNullObject(_inputObject[0])) {
_inputObject[0] = _currentInputObject;
if (!_inputObject[0]->hasProperty(COMBINABLE))
_processInput = true;
} else {
_inputObject[1] = _currentInputObject;
_processInput = true;
}
} else {
_inputObject[0] = _currentInputObject;
if (!Object::isNullObject(_currentInputObject))
_processInput = true;
}
} else if (_mouseField >= 256 && _mouseField < 512) {
resetInputState();
_inputVerb = static_cast<Action>(_mouseField - 256);
} else if (_mouseField == 768) {
if (_inventoryScroll >= 2)
_inventoryScroll -= 2;
} else if (_mouseField == 769) {
_inventoryScroll += 2;
}
} else if (_mouseClickType == Common::EVENT_RBUTTONUP) {
_vm->removeMessage();
if (Object::isNullObject(_currentInputObject))
return;
ObjectType type;
if (((_mouseField >= 0) && (_mouseField < 256)) ||
((_mouseField >= 512) && (_mouseField < 768))) {
_inputObject[0] = _currentInputObject;
type = _inputObject[0]->_type;
if (type & OPENABLE) {
if (type & OPENED)
_inputVerb = ACTION_CLOSE;
else
_inputVerb = ACTION_OPEN;
} else if (type & PRESS) {
_inputVerb = ACTION_PRESS;
} else if (type & TALK) {
_inputVerb = ACTION_TALK;
} else {
_inputVerb = ACTION_LOOK;
}
_processInput = true;
}
} else if (_mouseClickType == Common::EVENT_MOUSEMOVE) {
int field = -1;
int click = -1;
/* command row? */
if ((_mouseY >= _guiCommandButton[0].top) && (_mouseY <= _guiCommandButton[0].bottom)) {
field = 9;
while (_mouseX < _guiCommandButton[field].left - 1)
field--;
field += 256;
}
/* exit box? */
else if ((_mouseX >= 283) && (_mouseX <= 317) && (_mouseY >= 163) && (_mouseY <= 197)) {
field = _exitList[(_mouseX - 283) / 7 + 5 * ((_mouseY - 163) / 7)];
}
/* inventory box */
else if ((_mouseY >= 161) && (_mouseX <= 270)) {
field = (_mouseX + 1) / 136 + ((_mouseY - 161) / 10) * 2;
if (field + _inventoryScroll < _inventory.getSize())
field += 512;
else
field = -1;
}
/* inventory arrows */
else if ((_mouseY >= 161) && (_mouseX >= 271) && (_mouseX < 279)) {
if (_mouseY > 180)
field = 769;
else
field = 768;
}
/* normal item */
else {
for (int i = 0; (_currentRoom->getObject(i)->_name[0] != '\0') && (field == -1) && i < kMaxObject; i++) {
click = _currentRoom->getObject(i)->_click;
if (click != 255) {
MSNImageDecoder::ClickField *clickField = _vm->_currentImage->_clickField;
do {
if ((_mouseX >= clickField[click].x1) && (_mouseX <= clickField[click].x2) &&
(_mouseY >= clickField[click].y1) && (_mouseY <= clickField[click].y2))
field = i;
click = clickField[click].next;
} while ((click != 0) && (field == -1));
}
}
// if ((_objectNumber == 1) && (_currentRoom->getObject(field) == _currentInputObject))
// field = -1;
}
if (_mouseField != field) {
if (_mouseField >= 768) {
inventory_arrow(_mouseField - 768, false);
} else if (_mouseField >= 512) {
_guiInventory[_mouseField - 512].setHighlight(false);
} else if (_mouseField >= 256) {
_guiCommandButton[_mouseField - 256].setHighlight(false);
} else if (_mouseField != -1) {
}
Object::setObjectNull(_currentInputObject);
_mouseField = field;
if (_mouseField >= 768) {
inventory_arrow(_mouseField - 768, true);
} else if (_mouseField >= 512) {
_guiInventory[_mouseField - 512].setHighlight(true);
_currentInputObject = _inventory.get(_mouseField - 512 + _inventoryScroll);
} else if (_mouseField >= 256) {
_guiCommandButton[_mouseField - 256].setHighlight(true);
} else if (_mouseField != -1) {
_currentInputObject = _currentRoom->getObject(_mouseField);
}
}
// drawStatus();
}
}
void GameManager::drawImage(int section) {
bool sectionVisible = true;
if (section > 128) {
sectionVisible = false;
section -= 128;
}
do {
_currentRoom->setSectionVisible(section, sectionVisible);
if (sectionVisible)
_vm->renderImage(_currentRoom->getFileNumber(), section);
else
_vm->renderImage(_currentRoom->getFileNumber(), section + 128);
section = _vm->_currentImage->_section[section].next;
} while (section != 0);
}
bool GameManager::isHelmetOff() {
Object *helmet = _inventory.get(HELMET);
if (helmet && helmet->hasProperty(WORN)) {
_vm->renderMessage("Irgendwie ist ein Raumhelm|beim Essen unpraktisch.");
return false;
}
return true;
}
void GameManager::great(uint number) {
if (number && (_state.greatF & (1 << number)))
return;
_vm->playSound(kAudioUndef7);
_state.greatF |= 1 << number;
}
bool GameManager::airless() {
return (
((_currentRoom > _rooms[AIRLOCK]) && (_currentRoom < _rooms[CABIN_R1])) ||
((_currentRoom > _rooms[BATHROOM])&& (_currentRoom < _rooms[ENTRANCE])) ||
((_currentRoom == _rooms[AIRLOCK]) && (_currentRoom->getObject(1)->hasProperty(OPENED))) ||
(_currentRoom >= _rooms[MEETUP2])
);
}
void GameManager::turnOff() {
if (_state.powerOff)
return;
_state.powerOff = true;
roomBrightness();
}
void GameManager::turnOn() {
// STUB
}
void GameManager::takeObject(Object &obj) {
if (obj.hasProperty(CARRIED))
return;
if (obj._section != 0)
drawImage(obj._section);
obj.setProperty(CARRIED);
obj._click = obj._click2 = 255;
_inventory.add(obj);
}
void GameManager::drawCommandBox() {
for (int i = 0; i < ARRAYSIZE(_guiCommandButton); ++i) {
_vm->renderBox(_guiCommandButton[i].left,
_guiCommandButton[i].top,
_guiCommandButton[i].width(),
_guiCommandButton[i].height(),
_guiCommandButton[i]._bgColor);
_vm->renderText(_guiCommandButton[i]._text,
_guiCommandButton[i]._textPosition.x,
_guiCommandButton[i]._textPosition.y,
_guiCommandButton[i]._textColor);
}
}
void GameManager::inventory_arrow(int num, bool brightness) {
// STUB
}
void GameManager::drawInventory() {
for (int i = 0; i < ARRAYSIZE(_guiInventory); ++i) {
_vm->renderBox(_guiInventory[i].left,
_guiInventory[i].top,
_guiInventory[i].width(),
_guiInventory[i].height(),
_guiInventory[i]._bgColor);
_vm->renderText(_inventory.get(i + _inventoryScroll)->_name,
_guiInventory[i]._textPosition.x,
_guiInventory[i]._textPosition.y,
_guiInventory[i]._textColor);
}
_vm->renderBox(272, 161, 7, 19, HGR_INV);
_vm->renderBox(272, 181, 7, 19, HGR_INV);
}
void GameManager::mouseInput() {
// STUB
}
void GameManager::mouseInput2() {
// STUB
// If animation off and timer expired, skip room animation
}
void GameManager::mouseInput3() {
// STUB
}
void GameManager::mouseWait(int delay) {
// STUB
}
void GameManager::roomBrightness() {
// STUB
}
void GameManager::loadTime() {
// STUB
}
void GameManager::saveTime() {
// STUB
}
bool GameManager::saveGame(int number) {
// STUB
return false;
}
void GameManager::changeRoom(RoomID id) {
_currentRoom = _rooms[id];
}
void GameManager::errorTemp() {
// STUB
}
void GameManager::wait2(int ticks) {
// 1 tick = 1/18.2s
uint end = g_system->getMillis() + (55 * ticks);
while (g_system->getMillis() < end) {
_vm->updateEvents();
g_system->updateScreen();
g_system->delayMillis(_vm->_delay);
}
}
void GameManager::setAnimationTimer(int ticks) {
_animationTimer = g_system->getMillis() + (55 * ticks);
}
void GameManager::handleTime() {
_state.time = g_system->getMillis();
if (_animationTimer <= _state.time)
_animationTimer = 0;
}
void GameManager::screenShake() {
// STUB
}
void GameManager::palette() {
// STUB
// Adjust palette to brightness parameters and make it current
}
void GameManager::shock() {
// STUB
_vm->playSound(kAudioShock);
// die
}
void GameManager::showMenu() {
_vm->renderBox(0, 138, 320, 62, 0);
_vm->renderBox(0, 140, 320, 9, HGR_BEF_ANZ);
drawCommandBox();
_vm->renderBox(281, 161, 39, 39, HGR_AUSG);
drawInventory();
}
void GameManager::drawMapExits() {
// TODO: Preload _exitList on room entry instead on every call
_vm->renderBox(281, 161, 39, 39, HGR_AUSG);
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, COL_AUSG);
}
}
}
void GameManager::animationOff() {
_animationEnabled = false;
}
void GameManager::animationOn() {
_animationEnabled = true;
}
void GameManager::edit(char *text, int x, int y, int length) {
// STUB
}
void GameManager::loadOverlayStart() {
// STUB
}
void GameManager::drawStatus() {
int index = static_cast<int>(_inputVerb);
_vm->renderBox(0, 140, 320, 9, kColorWhite25);
_vm->renderText(guiStatusCommand_DE[index], 1, 141, kColorDarkGreen);
if (Object::isNullObject(_inputObject[0])) {
_vm->renderText(_currentInputObject->_name);
} else {
_vm->renderText(_inputObject[0]->_name);
if (_inputVerb == ACTION_GIVE) {
// to
_vm->renderText(" an ");
} else if (_inputVerb == ACTION_USE) {
// with
_vm->renderText(" mit ");
}
_vm->renderText(_currentInputObject->_name);
}
}
void GameManager::openLocker(const Room *room, Object *obj, Object *lock, int section) {
drawImage(section);
obj->setProperty(OPENED);
lock->_click = 255;
int i = obj->_click;
obj->_click = obj->_click2;
obj->_click2 = i;
}
void GameManager::closeLocker(const Room *room, Object *obj, Object *lock, int section) {
if (!obj->hasProperty(OPENED)) {
_vm->renderMessage("Das ist schon geschlossen.");
} else {
drawImage(invertSection(section));
obj->disableProperty(OPENED);
lock->_click = lock->_click2;
int i = obj->_click;
obj->_click = obj->_click2;
obj->_click2 = i;
}
}
int GameManager::invertSection(int section) {
if (section < 128)
section += 128;
else
section -= 128;
return section;
}
bool GameManager::genericInteract(Action verb, Object &obj1, Object &obj2) {
Room *r;
char t[150];
if ((verb == ACTION_USE) && (obj1._id == SCHNUCK)) {
if (isHelmetOff()) {
takeObject(obj1);
_vm->renderMessage("Schmeckt ganz gut.");
_inventory.remove(obj1);
}
} else if ((verb == ACTION_USE) && (obj1._id == EGG)) {
if (isHelmetOff()) {
takeObject(obj1);
if (obj1.hasProperty(OPENED))
_vm->renderMessage("Schmeckt ganz gut.");
else
_vm->renderMessage("Da war irgendetwas drin,|aber jetzt hast du es|mit runtergeschluckt.");
_inventory.remove(obj1);
}
} else if ((verb == ACTION_OPEN) && (obj1._id == EGG)) {
takeObject(obj1);
if (obj1.hasProperty(OPENED)) {
_vm->renderMessage("Du hast es doch schon ge”ffnet.");
} else {
takeObject(*_rooms[ENTRANCE]->getObject(8));
_vm->renderMessage("In dem Ei ist eine Tablette|in einer Plastikhlle.");
obj1.setProperty(OPENED);
}
} else if ((verb == ACTION_USE) && (obj1._id == PILL)) {
if (isHelmetOff()) {
_vm->renderMessage("Du iát die Tablette und merkst,|daá sich irgendetwas ver„ndert hat.");
great(0);
_inventory.remove(obj1);
_state.language = 2;
takeObject(*_rooms[ENTRANCE]->getObject(17));
}
} else if ((verb == ACTION_LOOK) && (obj1._id == PILL_HULL) &&
(_state.language == 2)) {
_vm->renderMessage("Komisch! Auf einmal kannst du die Schrift lesen!|Darauf steht:\"Wenn Sie diese Schrift jetzt|lesen k”nnen, hat die Tablette gewirkt.\"");
_state.language = 1;
} else if ((verb == ACTION_OPEN) && (obj1._id == WALLET)) {
if (!_rooms[ROGER]->getObject(3)->hasProperty(CARRIED)) {
_vm->renderMessage("Das muát du erst nehmen.");
} else if (_rooms[ROGER]->getObject(7)->hasProperty(CARRIED)) {
_vm->renderMessage("Sie ist leer.");
} else {
_vm->renderMessage("Du findest 10 Buckazoids und eine Keycard.");
takeObject(*_rooms[ROGER]->getObject(7));
takeObject(*_rooms[ROGER]->getObject(8));
}
} else if ((verb == ACTION_LOOK) && (obj1._id == NEWSPAPER)) {
_vm->renderMessage("Es ist eine Art elektronische Zeitung.");
mouseWait(_timer1);
_vm->removeMessage();
_vm->renderMessage("Halt, hier ist ein interessanter Artikel.");
mouseWait(_timer1);
_vm->removeMessage();
// TODO: Implement a 'newspaper room' to eliminate handling
// those cases seperately
_vm->renderImage(2, 0);
_vm->setColor63(40);
mouseInput2();
_vm->renderRoom(*_currentRoom);
roomBrightness();
palette();
showMenu();
drawMapExits();
_vm->renderMessage("Hmm, irgendwie komme|ich mir verarscht vor.");
} else if ((verb == ACTION_LOOK) && (obj1._id == KEYCARD2)) {
_vm->renderMessage(obj1._description);
obj1._description = "Es ist die Keycard des Commanders.";
} else if ((verb == ACTION_LOOK) && (obj1._id == WATCH)) {
_vm->renderMessage(Common::String::format(
"Es ist eine Uhr mit extra|lautem Wecker. "
"Sie hat einen|Knopf zum Verstellen der Alarmzeit.|"
"Uhrzeit: %s Alarmzeit: %s",
timeToString(_state.time + _state.timeStarting).c_str(),
timeToString(_state.timeAlarm).c_str()).c_str());
} else if ((verb == ACTION_PRESS) && (obj1._id == WATCH)) {
char *min;
int hours, minutes;
bool f;
animationOff();
_vm->saveScreen(88, 87, 144, 24);
_vm->renderBox(88, 87, 144, 24, kColorWhite35);
_vm->renderText("Neue Alarmzeit (hh:mm) :", 91, 90, kColorWhite99);
do {
t[0] = 0;
_vm->renderBox(91, 99, 138, 9, kColorDarkBlue);
do {
edit(t, 91, 100, 5);
} while ((_key != Common::ASCII_RETURN) && (_key != Common::ASCII_ESCAPE));
f = false;
if (t[0] == ':') {
t[0] = 0;
min = &(t[1]);
} else if (t[1] == ':') {
t[1] = 0;
min = &(t[2]);
} else if (t[2] == ':') {
t[2] = 0;
min = &(t[3]);
} else {
f = true;
}
for (uint i = 0; i < strlen(t); i++)
if ((t[i] < '0') || (t[i] > '9')) f = true;
for (uint i = 0; i < strlen(min); i++)
if ((min[i] < '0') || (min[i] > '9')) f = true;
hours = atoi(t);
minutes = atoi(min);
if ((hours > 23) || (minutes > 59)) f = true;
animationOn();
} while (f && (_key != Common::ASCII_ESCAPE));
_vm->restoreScreen();
if (_key != Common::ASCII_ESCAPE) {
_state.timeAlarm = (hours * 60 + minutes) * 1092.3888 + 8;
_state.timeAlarmSystem = _state.timeAlarm + _state.timeStarting;
_state.alarmOn = (_state.timeAlarmSystem > _vm->getDOSTicks());
}
} else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, TERMINALSTRIP, WIRE)) {
r = _rooms[CABIN_L3];
if (!r->getObject(8)->hasProperty(CARRIED)) {
if (r->isSectionVisible(26))
_vm->renderMessage(Object::takeMessage);
else
return false;
} else {
r->getObject(8)->_name = "Leitung mit Lsterklemme";
r = _rooms[HOLD];
_inventory.remove(*r->getObject(2));
_state.terminalStripConnected = true;
_state.terminalStripWire = true;
_vm->renderMessage("Ok.");
}
} else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, TERMINALSTRIP, SPOOL)) {
r = _rooms[CABIN_L2];
takeObject(*r->getObject(9));
r->getObject(9)->_name = "Kabelrolle mit Lsterklemme";
r = _rooms[HOLD];
_inventory.remove(*r->getObject(2));
_state.terminalStripConnected = true;
_vm->renderMessage("Ok.");
} else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, WIRE, SPOOL)) {
r = _rooms[CABIN_L3];
if (!_state.terminalStripConnected) {
if (r->isSectionVisible(26))
_vm->renderMessage("Womit denn?");
else
return false;
} else {
if (!r->getObject(8)->hasProperty(CARRIED)) {
_vm->renderMessage(Object::takeMessage);
} else {
r = _rooms[CABIN_L2];
takeObject(*r->getObject(9));
r = _rooms[CABIN_L3];
r->getObject(8)->_name = "langes Kabel mit Stecker";
r = _rooms[CABIN_L2];
_inventory.remove(*r->getObject(9));
_state.cableConnected = true;
_vm->renderMessage("Ok.");
}
}
} else if ((verb == ACTION_USE) && (obj1._id == SUIT)) {
takeObject(obj1);
if ((_currentRoom >= _rooms[ENTRANCE]) && (_currentRoom <= _rooms[ROGER])) {
if (obj1.hasProperty(WORN)) {
_vm->renderMessage("Die Luft hier ist atembar,|du ziehst den Anzug aus.");
_rooms[AIRLOCK]->getObject(4)->disableProperty(WORN);
_rooms[AIRLOCK]->getObject(5)->disableProperty(WORN);
_rooms[AIRLOCK]->getObject(6)->disableProperty(WORN);
} else
_vm->renderMessage("Hier drinnen brauchtst du deinen Anzug nicht.");
} else {
if (obj1.hasProperty(WORN)) {
r = _rooms[AIRLOCK];
if (r->getObject(4)->hasProperty(WORN)) {
_vm->renderMessage("Du muát erst den Helm abnehmen.");
} else if (r->getObject(6)->hasProperty(WORN)) {
_vm->renderMessage("Du muát erst den Versorgungsteil abnehmen.");
} else {
obj1.disableProperty(WORN);
_vm->renderMessage("Du ziehst den Raumanzug aus.");
}
} else {
obj1.setProperty(WORN);
_vm->renderMessage("Du ziehst den Raumanzug an.");
}
}
} else if ((verb == ACTION_USE) && (obj1._id == HELMET)) {
takeObject(obj1);
if ((_currentRoom >= _rooms[ENTRANCE]) && (_currentRoom <= _rooms[ROGER])) {
if (obj1.hasProperty(WORN)) {
_vm->renderMessage("Die Luft hier ist atembar,|du ziehst den Anzug aus.");
_rooms[AIRLOCK]->getObject(4)->disableProperty(WORN);
_rooms[AIRLOCK]->getObject(5)->disableProperty(WORN);
_rooms[AIRLOCK]->getObject(6)->disableProperty(WORN);
} else {
_vm->renderMessage("Hier drinnen brauchtst du deinen Anzug nicht.");
}
} else {
if (obj1.hasProperty(WORN)) {
if (airless()) {
//TODO: Death screen
// longjmp(dead, "Den Helm h„ttest du|besser angelassen!");
}
obj1.disableProperty(WORN);
_vm->renderMessage("Du ziehst den Helm ab.");
} else {
r = _rooms[AIRLOCK];
if (r->getObject(5)->hasProperty(WORN)) {
obj1.setProperty(WORN);
_vm->renderMessage("Du ziehst den Helm auf.");
} else {
_vm->renderMessage("Du muát erst den Anzug anziehen.");
}
}
}
} else if ((verb == ACTION_USE) && (obj1._id == LIFESUPPORT)) {
takeObject(obj1);
if ((_currentRoom >= _rooms[ENTRANCE]) && (_currentRoom <= _rooms[ROGER])) {
if (obj1.hasProperty(WORN)) {
_vm->renderMessage("Die Luft hier ist atembar,|du ziehst den Anzug aus.");
_rooms[AIRLOCK]->getObject(4)->disableProperty(WORN);
_rooms[AIRLOCK]->getObject(5)->disableProperty(WORN);
_rooms[AIRLOCK]->getObject(6)->disableProperty(WORN);
} else
_vm->renderMessage("Hier drinnen brauchtst du deinen Anzug nicht.");
} else {
if (obj1.hasProperty(WORN)) {
if (airless()) {
//TODO: Death screen
// longjmp(dead, "Den Versorungsteil h„ttest du|besser nicht abgenommen!");
}
obj1.disableProperty(WORN);
_vm->renderMessage("Du nimmst den Versorgungsteil ab.");
} else {
r = _rooms[AIRLOCK];
if (r->getObject(5)->hasProperty(WORN)) {
obj1.setProperty(WORN);
_vm->renderMessage("Du ziehst den Versorgungsteil an.");
} else {
_vm->renderMessage("Du muát erst den Anzug anziehen.");
}
}
}
} else if ((verb == ACTION_WALK) && (obj1._id == BATHROOM_DOOR)) {
// *bathroom = current_room;
return false;
} else if ((verb == ACTION_USE) && Object::combine(obj1, obj2, WIRE, SOCKET))
_vm->renderMessage("Die Leitung ist hier unntz.");
else if ((verb == ACTION_LOOK) && (obj1._id == BOOK2)) {
_vm->renderMessage("Stark, das ist ja die Fortsetzung zum \"Anhalter\":|\"Das Restaurant am Ende des Universums\".");
mouseWait(_timer1);
_vm->removeMessage();
_vm->renderMessage("Moment mal, es ist ein Lesezeichen drin,|auf dem \"Zweiundvierzig\" steht.");
} else {
return false;
}
return true;
}
void GameManager::handleInput() {
bool validCommand = genericInteract(_inputVerb, *_inputObject[0], *_inputObject[1]);
if (!validCommand)
validCommand = _currentRoom->interact(_inputVerb, *_inputObject[0], *_inputObject[1]);
if (!validCommand) {
switch (_inputVerb) {
case ACTION_LOOK:
_vm->renderMessage(_inputObject[0]->_description);
break;
case ACTION_WALK:
if (_inputObject[0]->hasProperty(CARRIED)) {
// You already carry this.
_vm->renderMessage("Das tr„gst du doch bei dir.");
} else if (!_inputObject[0]->hasProperty(EXIT)) {
// You're already there.
_vm->renderMessage("Du bist doch schon da.");
} else if (_inputObject[0]->hasProperty(OPENABLE) && !_inputObject[0]->hasProperty(OPENED)) {
// This is closed
_vm->renderMessage("Das ist geschlossen.");
} else {
changeRoom(_inputObject[0]->_exitRoom);
}
break;
case ACTION_TAKE:
if (_inputObject[0]->hasProperty(OPENED)) {
// You already have that
_vm->renderMessage("Das hast du doch schon.");
} else if (_inputObject[0]->hasProperty(UNNECESSARY)) {
// You do not need that.
_vm->renderMessage("Das brauchst du nicht.");
} else if (!_inputObject[0]->hasProperty(TAKE)) {
// You can't take that.
_vm->renderMessage("Das kannst du nicht nehmen.");
} else {
takeObject(*_inputObject[0]);
}
break;
case ACTION_OPEN:
if (!_inputObject[0]->hasProperty(OPENABLE)) {
// This can't be opened
_vm->renderMessage("Das l„át sich nicht ”ffnen.");
} else if (_inputObject[0]->hasProperty(OPENED)) {
// This is already opened.
_vm->renderMessage("Das ist schon offen.");
} else if (_inputObject[0]->hasProperty(CLOSED)) {
// This is locked.
_vm->renderMessage("Das ist verschlossen.");
} else {
drawImage(_inputObject[0]->_section);
_inputObject[0]->setProperty(OPENED);
byte i = _inputObject[0]->_click;
_inputObject[0]->_click = _inputObject[0]->_click2;
_inputObject[0]->_click2 = i;
_vm->playSound(kAudioDoorOpen);
}
break;
case ACTION_CLOSE:
if (!_inputObject[0]->hasProperty(OPENABLE) ||
(_inputObject[0]->hasProperty(CLOSED) &&
_inputObject[0]->hasProperty(OPENED))) {
// This can't be closed.
_vm->renderMessage("Das l„át sich nicht schlieáen.");
} else if (!_inputObject[0]->hasProperty(OPENED)) {
// This is already closed.
_vm->renderMessage("Das ist schon geschlossen.");
} else {
drawImage(invertSection(_inputObject[0]->_section));
_inputObject[0]->disableProperty(OPENED);
byte i = _inputObject[0]->_click;
_inputObject[0]->_click = _inputObject[0]->_click2;
_inputObject[0]->_click2 = i;
_vm->playSound(kAudioDoorClose);
}
break;
case ACTION_GIVE:
if (_inputObject[0]->hasProperty(CARRIED)) {
// Better keep it!
_vm->renderMessage("Behalt es lieber!");
}
break;
default:
// This is not possible.
_vm->renderMessage("Das geht nicht.");
}
}
}
void GameManager::executeRoom() {
if (_guiEnabled) {
if (!_vm->_messageDisplayed) {
g_system->fillScreen(kColorBlack);
_vm->renderRoom(*_currentRoom);
}
drawMapExits();
drawInventory();
drawStatus();
drawCommandBox();
}
roomBrightness();
if (_vm->_brightness == 0)
_vm->paletteFadeIn();
else
_vm->paletteBrightness();
if (!_currentRoom->hasSeen())
_currentRoom->onEntrance();
if (!_guiEnabled || !_processInput || _vm->_messageDisplayed) {
} else {
handleInput();
resetInputState();
}
}
}