package com.droidquest.levels; import java.awt.Color; import com.droidquest.Room; import com.droidquest.RoomDisplay; import com.droidquest.avatars.GameCursor; import com.droidquest.avatars.HelpCam; import com.droidquest.avatars.Remote; import com.droidquest.avatars.SolderingPen; import com.droidquest.decorations.Graphix; import com.droidquest.devices.SmallChip; import com.droidquest.items.CamDisk; import com.droidquest.items.Disk; import com.droidquest.items.EnergyButton; import com.droidquest.items.Key; import com.droidquest.items.MasterRobot; import com.droidquest.items.NotAButton; import com.droidquest.items.SpyCam; import com.droidquest.items.Switch4A; import com.droidquest.items.Switch4B; import com.droidquest.items.Switch4C; import com.droidquest.items.Switch4D; import com.droidquest.items.TrashCollector; import com.droidquest.materials.AntiPlayer; import com.droidquest.materials.CrystalRecharger; import com.droidquest.materials.ElevatorDoor; import com.droidquest.materials.ForceField; import com.droidquest.materials.Lock; import com.droidquest.materials.Material; import com.droidquest.materials.MineField; import com.droidquest.materials.Monitor; import com.droidquest.materials.PlayerBlocker; import com.droidquest.materials.Portal; class RO4 extends Level { public RO4 (RoomDisplay rd) { super(rd); materials.addElement(new Material(true, false)); // 0=Empty Space materials.addElement(new Material(new Color(0,204,0),false, true)); // 1=green materials.addElement(new Material(new Color(128,128,128),false, true)); // 2=grey materials.addElement(new Material(new Color(0,0,255),false, true)); // 3=blue materials.addElement(new Material(new Color(255,128,0),false, true)); // 4=orange materials.addElement(new Material(new Color(255,255,255),false, true)); // 5=white materials.addElement(new Material(new Color(0,0,128),false, true)); // 6=dk blue materials.addElement(new Material(new Color(192,192,255),false, true)); // 7=grey-blue materials.addElement(new MineField()); // 8=Minefield materials.addElement(new Material(new Color(255,224,192),false, true)); // 9= materials.addElement(new Material(new Color(63,32,0),false, true)); // 10=dk orange materials.addElement(new Material(new Color(128,128,128),false, true)); // 11=grey materials.addElement(new Monitor()); // 12=monitor materials.addElement(new CrystalRecharger()); // 13=Recharger materials.addElement(new PlayerBlocker(Color.black)); // 14=FF (Energy) materials.addElement(new ElevatorDoor()); // 15=ElevatorDoor materials.addElement(new AntiPlayer()); // 16=AntiPlayer String[] grillwork = {"ventgrill.gif"}; materials.addElement(new PlayerBlocker(grillwork)); // 17=VentGrill int[][] lockProgram1 = { {Lock.WIDE}, {17,9,0, 17,10,0}, {16,9,0, 16,10,0}, {15,9,0, 15,10,0}, {Lock.REMOVE}, {15,9,9, 15,10,9}, {16,9,9, 16,10,9}, {17,9,9, 17,10,9} }; materials.addElement(new Lock(new Color(255,128,0), Color.blue, lockProgram1)); // 18= Lock1 int[][] lockProgram2 = { {Lock.NARROW}, {2,3,0}, {Lock.REMOVE}, {2,3,9} }; materials.addElement(new Lock(new Color(255,128,0), Color.blue, lockProgram2)); // 19= Lock1 materials.addElement(new ForceField("OrangeRobot", new Color(255,128,0))); // 20=OrangeFF materials.addElement(new ForceField("WhiteRobot", Color.white)); // 21=WhiteFF materials.addElement(new ForceField("BlueRobot", Color.blue)); // 22=BlueFF materials.addElement(new Switch4A()); // 23=Switch materials.addElement(new Switch4B()); // 24=Switch materials.addElement(new Switch4C()); // 25=Switch materials.addElement(new Switch4D()); // 26=Switch materials.addElement(new Portal("RO5.lvl",true, true)); // 27=Portal int[][] lockProgram3 = { {Lock.NARROW}, {9,11,0, 10,11,0}, {8,11,0, 11,11,0}, {Lock.NARROW}, {8,11,5, 11,11,5}, {9,11,5, 10,11,5}, }; materials.addElement(new Lock(Color.red,Color.red, lockProgram3)); // 28= Lock1 for(int a = 0; a<62; a++) rooms.addElement(new Room()); String[] camFiles = { "cam0.gif", "cam0.gif", "cam1.gif", "cam1.gif", "cam2.gif", "cam2.gif", "cam1.gif", "cam1.gif" }; Graphix camGraphix = new Graphix(camFiles, 28,32); {// Room 0 : Help Screen Room room = (Room) rooms.elementAt(0); room.SetMaterialOutline(0,0,19,11,1); room.AddTextBox("MASTER COMPUTER CENTER",136,64, 560); room.AddTextBox("HINTS:",2*28,3*32, 560); room.AddTextBox("A central robot can become your friend.",4*28,4*32, 400); room.AddTextBox("The Sweeper 'Bot likes to keep the hallways clean.",4*28,6*32+16, 400); room.AddTextBox("Chips 7 & 8 are blank.",4*28,9*32, 400); room.AddTextBox("(To continue, press RETURN.)",4*28,11*32, 560); } {// Room 1 : Master Computer Help Room room = (Room) rooms.elementAt(1); room.SetMaterialOutline(0,0,19,11,3); room.AddTextBox("THE MASTER COMPUTER",6*28,2*32, 500); room.AddTextBox("The master computer controls many of the features of Robotropolis.", 72,4*32, 480); room.AddTextBox("Use the cameras to monitor robot progress.", 72,6*32, 500); room.AddTextBox("The computer can be turned off and the robot released by pressing the four buttons.", 72,8*32, 450); room.AddTextBox("(To continue, press RETURN.)",4*28,11*32, 560); } {// Room 2 : Minefield Help Room room = (Room) rooms.elementAt(2); room.SetMaterialFromRoom(1); room.AddTextBox("THE MINEFIELD",6*28,2*32,450); room.AddTextBox("The walls in the map room are in the same position as the mines in the minefield.", 2*28,3*32,500); room.AddTextBox("Mines are set off when a robot thrusts against them for more than an instant.", 2*28,6*32,500); room.AddTextBox("Additional mines keep out non-robots.",2*28,8*32,500); room.AddTextBox("Robot communication is helpful.",2*28,9*32,500); room.AddTextBox("(To continue, press RETURN.)",4*28,11*32, 560); } {// Room 3 : Force Field Help Room room = (Room) rooms.elementAt(3); room.SetMaterialFromRoom(1); room.AddTextBox("THE FORCE FIELD TUNNEL",6*28,2*32,500); room.AddTextBox("Robot relays pass key items along.", 2*28,4*32,500); room.AddTextBox("Plan ahead for the return journey.",2*28,6*32,500); room.AddTextBox("(To continue, press RETURN.)",4*28,11*32, 560); } {// Room 4 : Ventilation Shaft Help Room room = (Room) rooms.elementAt(4); room.SetMaterialFromRoom(1); room.AddTextBox("THE VENTILATION SHAFT",6*28,2*32,500); room.AddTextBox("Counting chips can pick out air tubes.", 2*28,4*32,500); room.AddTextBox("Be sure to pick the right tube.",2*28,6*32, 560); room.AddTextBox("(To continue, press RETURN.)",4*28,11*32, 560); } {// Room 5 : Top Left Corridor Room room = (Room) rooms.elementAt(5); room.SetMaterialFill(0,0,19,2,3); room.SetMaterialFill(0,0,4,11,3); room.SetMaterialFill(15,9,19,11,3); room.AddTextBox("{BIG} {000,204,000} HALLWAY",180,708, 560); room.graphix.addElement(camGraphix); } {// Room 6 : Top Corridor Room room = (Room) rooms.elementAt(6); room.SetMaterialFill(0,0,19,2,3); room.SetMaterialFill(0,9,19,11,3); room.AddTextBox("{BIG} {000,204,000} HALLWAY",180,708, 560); room.graphix.addElement(camGraphix); } {// Room 7 : Top Corridor Room room = (Room) rooms.elementAt(7); room.SetMaterialFill(0,0,19,2,3); room.SetMaterialFill(0,9,19,11,3); room.AddTextBox("{BIG} {000,204,000} HALLWAY",180,708, 560); room.graphix.addElement(camGraphix); } {// Room 8 : Top Corridor, Entance to Map Room Room room = (Room) rooms.elementAt(8); room.SetMaterialFill(0,0,19,2,3); room.SetMaterialFill(0,9,7,11,3); room.SetMaterialFill(12,9,19,11,3); room.AddTextBox("{BIG} {000,204,000} HALLWAY",180,708, 560); room.graphix.addElement(camGraphix); } {// Room 9 : Top Corridor Room room = (Room) rooms.elementAt(9); room.SetMaterialFill(0,0,19,2,3); room.SetMaterialFill(0,9,19,11,3); room.AddTextBox("{BIG} {000,204,000} HALLWAY",180,708, 560); room.graphix.addElement(camGraphix); } {// Room 10 : Top Corridor Room room = (Room) rooms.elementAt(10); room.SetMaterialFill(0,0,19,2,3); room.SetMaterialFill(0,9,19,11,3); room.AddTextBox("{BIG} {000,204,000} HALLWAY",180,708, 560); room.graphix.addElement(camGraphix); } {// Room 11 : Top Right Corridor Room room = (Room) rooms.elementAt(11); room.SetMaterialFill(0,0,19,2,3); room.SetMaterialFill(15,0,19,11,3); room.SetMaterialFill(0,9,4,11,3); room.AddTextBox("{BIG} {000,204,000} HALLWAY",180,708, 560); room.graphix.addElement(camGraphix); } {// Room 12 : Right Corridor, Exit from Map Room Room room = (Room) rooms.elementAt(12); int[][] table = { {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} HALLWAY",180,708, 560); room.graphix.addElement(camGraphix); } {// Room 13 : Right Corridor Room room = (Room) rooms.elementAt(13); int[][] table = { {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3} }; room.RoomArray = table; ((Room) rooms.elementAt(15)).RoomArray = table; ((Room) rooms.elementAt(33)).RoomArray = table; ((Room) rooms.elementAt(35)).RoomArray = table; room.AddTextBox("{BIG} {000,204,000} HALLWAY",180,708, 560); room.graphix.addElement(camGraphix); } {// Room 14 : Right Corridor, Key Tunnel Room room = (Room) rooms.elementAt(14); int[][] table = { {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3} }; room.RoomArray = table; ((Room) rooms.elementAt(16)).RoomArray = table; room.AddTextBox("{BIG} {000,204,000} HALLWAY",180,708, 560); room.graphix.addElement(camGraphix); } {// Room 15 : Right Corridor Room room = (Room) rooms.elementAt(15); room.AddTextBox("{BIG} {000,204,000} HALLWAY",180,708, 560); room.graphix.addElement(camGraphix); } {// Room 16 : Right Corridor, Main Office Room room = (Room) rooms.elementAt(16); room.AddTextBox("{BIG} {000,204,000} HALLWAY",180,708, 560); room.graphix.addElement(camGraphix); } {// Room 17 : Bottom Right Corridor Room room = (Room) rooms.elementAt(17); int[][] table = { {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3}, {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3}, {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3}, {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} HALLWAY",180,708, 560); room.graphix.addElement(camGraphix); } {// Room 18 : Bottom Corridor Room room = (Room) rooms.elementAt(18); room.SetMaterialFill(0,0,19,2,3); room.SetMaterialFill(0,9,19,11,3); room.AddTextBox("{BIG} {000,204,000} HALLWAY",180,708, 560); room.graphix.addElement(camGraphix); } {// Room 19 : Bottom Corridor, Entrance Room room = (Room) rooms.elementAt(19); room.SetMaterialFill(0,0,7,2,3); room.SetMaterialFill(12,0,19,2,3); room.SetMaterialFill(0,9,19,11,3); room.AddTextBox("{BIG} {000,204,000} HALLWAY",180,708, 560); room.graphix.addElement(camGraphix); items.addElement(new TrashCollector(266,176,room)); } {// Room 20 : Ventilation Shaft Maze Room room = (Room) rooms.elementAt(20); int[][] table = { {5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5}, {0,0,0,0,0,5,0,0,0,0,0,0,0,5,5,0,0,0,0,5}, {0,0,0,0,0,5,0,0,0,0,0,0,0,5,5,0,0,0,0,5}, {5,5,0,0,0,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5}, {0,0,0,0,0,5,0,0,0,5,5,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,5,0,0,0,5,5,0,0,0,0,0,0,0,0,0}, {5,5,5,5,5,5,0,0,0,5,5,0,0,0,5,5,5,5,5,5}, {5,5,5,5,5,5,0,0,0,5,5,0,0,0,5,5,5,5,5,5}, {5,5,5,5,5,5,0,0,0,5,5,0,0,0,5,5,5,5,5,5}, {5,5,5,5,5,5,0,0,0,5,5,0,0,0,5,5,0,0,0,0}, {5,5,5,5,5,5,0,0,0,5,5,0,0,0,5,5,0,0,0,0}, {5,5,5,5,5,5,0,0,0,5,5,0,0,0,5,5,0,0,0,5} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} VENTILATION SHAFT",126,708, 560); room.graphix.addElement(camGraphix); } {// Room 21 : Ventilation Shaft Exit (Entrance to Master Chamber) Room room = (Room) rooms.elementAt(21); room.SetMaterialFill(0,0,19,1,3); room.SetMaterialFill(0,0,2,11,3); room.SetMaterialFill(17,0,19,4,3); room.SetMaterialFill(17,8,19,11,3); room.SetMaterialFill(7,10,19,11,3); room.SetMaterialFill(19,5,19,8,17); room.AddTextBox("{BIG} {000,204,000} NORTH CHAMBER", 98,708, 560); room.graphix.addElement(camGraphix); } {// Room 22 : Key Tunnel, Bottom Right Room room = (Room) rooms.elementAt(22); room.SetMaterialFill(0,0,14,1,3); room.SetMaterialFill(18,0,19,11,3); room.SetMaterialFill(0,10,19,11,3); room.AddTextBox("{BIG} {000,204,000} TUNNEL BYPASS",104,708, 560); room.graphix.addElement(camGraphix); } {// Room 23 : Key Tunnel, Bottom Left Room room = (Room) rooms.elementAt(23); room.SetMaterialFill(0,0,2,11,3); room.SetMaterialFill(0,10,19,11,3); room.SetMaterialFill(5,0,19,1,3); room.AddTextBox("{BIG} {000,204,000} TUNNEL BYPASS",104,708, 560); room.graphix.addElement(camGraphix); } {// Room 24 : Upper Library Room room = (Room) rooms.elementAt(24); room.SetMaterialFill(0,0,19,0,3); room.SetMaterialFill(0,0,0,3,3); room.SetMaterialFill(0,7,0,11,3); room.SetMaterial(19,11,3); room.AddTextBox("{BIG} {000,204,000} LIBRARY",185,708, 560); room.graphix.addElement(camGraphix); } {// Room 25 : Library, entrance to Ventilation Shaft Room room = (Room) rooms.elementAt(25); room.SetMaterialOutline(0,0,19,11,3); room.SetMaterialFill(0,1,0,10,0); room.SetMaterialFill(19,5,19,6,17); room.AddTextBox("{BIG} {000,204,000} LIBRARY",185,708, 560); room.graphix.addElement(camGraphix); items.addElement(new Disk(17*28,3*32,room,Color.blue,4)); } {// Room 26 : Lower Library Room room = (Room) rooms.elementAt(26); room.SetMaterialOutline(0,0,19,11,3); room.SetMaterialFill(1,0,18,0,0); room.SetMaterialFill(19,7,19,9,0); room.AddTextBox("{BIG} {000,204,000} LIBRARY",185,708, 560); room.graphix.addElement(camGraphix); } {// Room 27 : Computer Room Room room = (Room) rooms.elementAt(27); room.SetMaterialOutline(0,0,19,11,3); room.SetMaterialFill(0,7,0,9,0); room.SetMaterial(10,2,12); room.AddTextBox("{BIG} {000,204,000} COMPUTER ROOM",104,708, 560); room.AddGraphix("monitor.gif",8*28,2*32); room.graphix.addElement(camGraphix); items.addElement(new CamDisk(2*28,9*32,room)); items.addElement(new SpyCam(room)); } {// Room 28 : Bottom Corridor, Entrance Room room = (Room) rooms.elementAt(28); room.SetMaterialFill(0,0,7,2,3); room.SetMaterialFill(12,0,19,2,3); room.SetMaterialFill(0,9,19,11,3); room.AddTextBox("{BIG} {000,204,000} HALLWAY",180,708, 560); room.graphix.addElement(camGraphix); } {// Room 29 : Bottom Corridor Room room = (Room) rooms.elementAt(29); room.SetMaterialFill(0,0,19,2,3); room.SetMaterialFill(0,9,19,11,3); room.AddTextBox("{BIG} {000,204,000} HALLWAY",180,708, 560); room.graphix.addElement(camGraphix); } {// Room 30 : Bottom Corridor Room room = (Room) rooms.elementAt(30); room.SetMaterialFill(0,0,19,2,3); room.SetMaterialFill(0,9,19,11,3); room.AddTextBox("{BIG} {000,204,000} HALLWAY",180,708, 560); room.graphix.addElement(camGraphix); } {// Room 31 : Bottom Left Corridor Room room = (Room) rooms.elementAt(31); room.SetMaterialFill(0,0,4,11,3); room.SetMaterialFill(0,9,19,11,3); room.SetMaterialFill(15,0,19,2,3); room.AddTextBox("{BIG} {000,204,000} HALLWAY",180,708, 560); room.graphix.addElement(camGraphix); } {// Room 32 : Left Corridor, Entrance to Elevator Room room = (Room) rooms.elementAt(32); room.SetMaterialFill(0,0,4,11,3); room.SetMaterialFill(15,0,19,3,3); room.SetMaterialFill(15,7,19,11,3); room.AddTextBox("{BIG} {000,204,000} HALLWAY",180,708, 560); room.graphix.addElement(camGraphix); } {// Room 33 : Left Corridor Room room = (Room) rooms.elementAt(33); room.SetMaterialFill(0,0,4,11,3); room.SetMaterialFill(15,0,19,11,3); room.AddTextBox("{BIG} {000,204,000} HALLWAY",180,708, 560); room.graphix.addElement(camGraphix); } {// Room 34 : Left Corridor, Entrance to Minefield Room room = (Room) rooms.elementAt(34); room.SetMaterialFill(0,0,4,11,3); room.SetMaterialFill(15,0,19,6,3); room.SetMaterialFill(15,10,19,11,3); room.AddTextBox("{BIG} {000,204,000} HALLWAY",180,708, 560); room.graphix.addElement(camGraphix); } {// Room 35 : Left Corridor Room room = (Room) rooms.elementAt(35); room.SetMaterialFill(0,0,4,11,3); room.SetMaterialFill(15,0,19,11,3); room.AddTextBox("{BIG} {000,204,000} HALLWAY",180,708, 560); room.graphix.addElement(camGraphix); } {// Room 36 : Master Chamber Room room = (Room) rooms.elementAt(36); int[][] table = { {4, 4, 4, 0, 0, 0, 0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4}, {4, 0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 4, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 4,26, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 4, 0, 0, 0, 0, 0, 0, 0, 0}, {4, 0, 0, 0,25, 0, 0, 4, 4, 0, 0, 4, 4, 0, 0, 0, 0, 0, 0, 4}, {4, 4, 4, 4, 4, 4, 4, 4, 0, 0, 0, 0, 4, 4, 4, 4, 4, 4, 4, 4}, {4, 4, 4, 4, 4, 4, 4, 4, 0, 0, 0, 0, 4, 4, 4, 4, 4, 4, 4, 4}, {4, 0, 0, 0, 0, 0, 0, 4, 4, 0, 0, 4, 4, 0, 0,23, 0, 0, 0, 4}, {0, 0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 4, 0, 0, 0, 0, 0, 0, 0, 4}, {0, 0, 0, 0, 0, 0, 0,24, 4, 4, 4, 4, 0, 0, 0, 0, 0, 0, 0, 4}, {0, 0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 4, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 0, 4} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} MASTER COMPUTER", 37,708, 560); room.graphix.addElement(camGraphix); items.addElement(new MasterRobot(9*28,5*32+12,room)); } {// Room 37 : Left Corridor, Entrance to Library Room room = (Room) rooms.elementAt(37); room.SetMaterialFill(0,0,4,11,3); room.SetMaterialFill(15,0,19,3,3); room.SetMaterialFill(15,7,19,11,3); room.AddTextBox("{BIG} {000,204,000} HALLWAY",180,708, 560); room.graphix.addElement(camGraphix); } {// Room 38 : Map Antechamber Room room = (Room) rooms.elementAt(38); int[][] table = { {6,6,6,6,6,6,6,6,0,0,0,0,6,6,6,6,6,6,6,6}, {6,6,6,6,6,6,6,6,0,0,0,0,6,6,6,6,6,6,6,6}, {6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6}, {6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6}, {6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6}, {6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6}, {6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6}, {6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {6,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6}, {6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} MAP ANTEROOM",118,708, 560); room.graphix.addElement(camGraphix); items.addElement(new Disk(6*28,8*32,room,Color.yellow,2)); } {// Room 39 : Map Room, Top Left Room room = (Room) rooms.elementAt(39); int[][] table = { {6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6}, {6,0,0,0,6,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0}, {6,0,0,0,6,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0}, {6,0,0,0,6,0,0,0,6,0,0,0,0,6,6,6,6,6,0,0}, {6,0,0,0,0,0,0,0,6,0,0,0,0,6,6,6,6,6,0,0}, {6,0,0,0,0,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0}, {6,0,0,0,0,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,6,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0}, {0,0,0,0,6,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0}, {6,0,0,0,6,0,0,0,6,6,6,6,6,6,0,0,0,0,0,6}, {6,0,0,0,0,0,0,0,6,6,6,6,6,6,0,0,0,0,0,6} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} MINEFIELD MAP",104,708, 560); room.graphix.addElement(camGraphix); } {// Room 40 : Main Office Room room = (Room) rooms.elementAt(40); int[][] table = { {7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7}, {7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7}, {7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7}, {7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7}, {7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7}, {7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7}, {7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7}, {7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7}, {7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} MAIN OFFICE",131,708, 560); items.addElement(new Disk(17*28,2*32,room,Color.red,1)); room.graphix.addElement(camGraphix); } {// Room 41 : Map Room, Top Right Room room = (Room) rooms.elementAt(41); int[][] table = { {6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,0,6}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,0,6}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,0,6}, {0,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6}, {0,0,0,0,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,6}, {0,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6}, {0,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6}, {0,0,0,0,6,0,0,0,0,6,6,6,6,6,0,0,0,0,0,0}, {0,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {6,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {6,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} MINEFIELD MAP",104,708, 560); room.graphix.addElement(camGraphix); } {// Room 42 : Minefield, Bottom Left Room room = (Room) rooms.elementAt(42); int[][] table = { {8,0,0,0,0,0,0,0,8,8,8,8,8,8,0,0,0,0,0,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,8,0,0,0,0,0,0}, {8,0,0,0,0,0,0,0,0,0,0,0,0,8,0,0,0,0,0,0}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {8,0,0,0,8,8,8,8,8,8,0,0,0,0,0,0,0,8,0,0}, {8,0,0,0,8,0,0,0,0,0,0,0,0,0,0,0,0,8,0,0}, {8,0,0,0,8,0,0,0,0,0,0,0,0,0,0,0,0,8,0,0}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,0,0}, {8,0,0,0,0,0,0,0,0,0,8,8,0,0,0,0,0,8,0,0}, {8,0,0,0,0,0,0,0,0,0,8,8,0,0,0,0,0,8,0,0}, {8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8}, {8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} MINEFIELD",159,708, 560); room.graphix.addElement(camGraphix); } {// Room 43 : Minefield, Bottom Right Room room = (Room) rooms.elementAt(43); int[][] table = { {8,0,0,0,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {0,0,0,0,8,0,0,0,0,8,0,0,0,0,0,0,0,0,0,8}, {0,0,0,0,0,0,0,0,0,8,8,8,8,8,0,0,0,0,0,8}, {0,0,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,0,0,8}, {0,0,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,0,0,8}, {0,8,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {0,8,8,8,8,0,0,0,0,0,0,0,0,0,8,0,0,0,0,8}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,0,0,0,0,8}, {0,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,0,0,0,8}, {0,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,0,0,0,8}, {8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8}, {8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} MINEFIELD",159,708, 560); room.graphix.addElement(camGraphix); } {// Room 44 : Minefield, Top Left Room room = (Room) rooms.elementAt(44); int[][] table = { { 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8}, { 8,0,0,0,8,0,0,0,8,0,0,0,0,0,0,0,0,0,0,0}, { 8,0,0,0,8,0,0,0,8,0,0,0,0,0,0,0,0,0,0,0}, { 8,0,0,0,8,0,0,0,8,0,0,0,0,8,8,8,8,8,0,0}, { 8,0,0,0,0,0,0,0,8,0,0,0,0,8,8,8,8,8,0,0}, { 8,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,0,0,0,0}, { 8,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,0,0,0,0}, {16,0,0,0,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {16,0,0,0,8,0,0,0,0,0,0,0,0,8,0,0,0,0,0,0}, {16,0,0,0,8,0,0,0,0,0,0,0,0,8,0,0,0,0,0,0}, { 8,0,0,0,8,0,0,0,8,8,8,8,8,8,0,0,0,0,0,8}, { 8,0,0,0,0,0,0,0,8,8,8,8,8,8,0,0,0,0,0,8} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} MINEFIELD",159,708, 560); room.graphix.addElement(camGraphix); } {// Room 45 : Minefield, Top Right Room room = (Room) rooms.elementAt(45); int[][] table = { {8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,0,0,0,0,8}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,0,0,0,0,8}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,0,0,0,0,8}, {0,0,0,0,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {0,0,0,0,8,8,8,8,8,8,0,0,0,0,0,0,0,0,0,8}, {0,0,0,0,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {0,0,0,0,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {0,0,0,0,8,0,0,0,0,8,8,8,8,8,0,0,0,0,0,0}, {0,0,0,0,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {8,0,0,0,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {8,0,0,0,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} MINEFIELD",159,708, 560); room.graphix.addElement(camGraphix); } {// Room 46 : Key Tunnel, Top Left Room room = (Room) rooms.elementAt(46); int[][] table = { {9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9}, {9, 9, 9, 0, 0, 0, 0, 0,20, 0, 0, 0,21, 0, 0, 0,21, 0, 0, 0}, {9, 9, 9, 0, 0, 0, 0, 0,20, 0, 0, 0,21, 0, 0, 0,21, 0, 0, 0}, {0, 0, 9, 0, 0, 0, 0, 0,20, 0, 0, 0,21, 0, 0, 0,21, 0, 0, 0}, {9, 9, 9, 0, 0, 0, 0, 0,20, 0, 0, 0,21, 0, 0, 0,21, 0, 0, 0}, {9, 9, 9, 0, 0, 0, 0, 0,20, 0, 0, 0,21, 0, 0, 0,21, 0, 0, 0}, {9, 9, 9, 0, 0, 0, 0, 0,20, 0, 0, 0,21, 0, 0, 0,21, 0, 0, 0}, {9, 9, 9, 0, 0, 0, 0, 0,20, 0, 0, 0,21, 0, 0, 0,21, 0, 0, 0}, {9, 9, 9, 0, 0, 0, 0, 0,20, 0, 0, 0,21, 0, 0, 0,21, 0, 0, 0}, {9, 9, 9, 0, 0, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9}, {9, 9, 9, 0, 0,19, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9}, {9, 9, 9, 0, 0, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} FORCE FIELD TUNNEL",132,708, 560); room.graphix.addElement(camGraphix); } {// Room 47 : Key Tunnel, Top Right Room room = (Room) rooms.elementAt(47); int[][] table = { {9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9}, {0, 0, 0,22, 0, 0, 0,22, 0, 0, 0,20, 0, 0, 0, 0, 0, 0, 9, 9}, {0, 0, 0,22, 0, 0, 0,22, 0, 0, 0,20, 0, 0, 0, 0, 0, 0,18, 9}, {0, 0, 0,22, 0, 0, 0,22, 0, 0, 0,20, 0, 0, 0, 0, 0, 0, 9, 9}, {0, 0, 0,22, 0, 0, 0,22, 0, 0, 0,20, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0,22, 0, 0, 0,22, 0, 0, 0,20, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0,22, 0, 0, 0,22, 0, 0, 0,20, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0,22, 0, 0, 0,22, 0, 0, 0,20, 0, 0, 0, 0, 0, 0, 9, 9}, {0, 0, 0,22, 0, 0, 0,22, 0, 0, 0,20, 0, 0, 0, 0, 0, 0, 9, 9}, {9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9}, {9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9}, {9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 0, 0, 0, 9, 9} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} FORCE FIELD TUNNEL",132,708, 560); room.graphix.addElement(camGraphix); items.addElement(new Disk(16*28,2*32,room,Color.green,3)); } {// Room 48 : Ventilation Shaft Left Room room = (Room) rooms.elementAt(48); int[][] table = { {5,5,5,5,5,5,0,0,0,5,5,0,0,0,5,5,0,0,0,5}, {5,5,5,5,5,5,0,0,0,5,5,0,0,0,5,5,0,0,0,5}, {5,5,5,5,5,5,0,0,0,5,5,0,0,0,5,5,0,0,0,5}, {5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {5,5,5,5,5,5,0,0,0,5,5,0,0,0,5,5,0,0,0,5}, {5,5,5,5,5,5,0,0,0,5,5,0,0,0,5,5,0,0,0,5}, {5,5,5,5,5,5,0,0,0,5,5,0,0,0,5,5,0,0,0,5} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} VENTILATION SHAFT",126,708, 560); room.graphix.addElement(camGraphix); } {// Room 49 : Ventilation Shaft Right Room room = (Room) rooms.elementAt(49); int[][] table = { {5,5,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5}, {5,5,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5}, {5,5,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5}, {5,5,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5}, {5,5,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5}, {5,5,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} VENTILATION SHAFT",126,708, 560); room.graphix.addElement(camGraphix); String[] fanlist = { "fan0.gif", "fan1.gif", "fan2.gif", "fan3.gif", "fan2.gif", "fan1.gif"}; room.graphix.addElement(new Graphix(fanlist,17*28,5*32)); } {// Room 50 : Ventilation Shaft Maze Room room = (Room) rooms.elementAt(50); int[][] table = { {5,5,5,5,5,5,0,0,0,5,5,0,0,0,5,5,0,0,0,5}, {5,0,0,0,0,0,0,0,0,5,5,0,0,0,5,5,0,0,0,0}, {5,0,0,0,0,0,0,0,0,5,5,0,0,0,5,5,0,0,0,0}, {5,0,0,0,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5}, {0,0,0,0,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5}, {0,0,0,0,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5}, {5,5,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5}, {5,5,5,5,5,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5}, {5,5,5,5,5,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5}, {0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0}, {5,5,5,5,5,5,5,5,5,5,0,0,0,5,5,5,5,5,5,5} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} VENTILATION SHAFT",126,708, 560); room.graphix.addElement(camGraphix); } {// Room 51 : Ventilation Shaft Maze Room room = (Room) rooms.elementAt(51); int[][] table = { {5,5,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5}, {5,5,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5}, {5,5,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5}, {5,5,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5}, {5,5,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5}, {0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5}, {0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5}, {0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5}, {5,5,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5}, {5,5,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5}, {5,5,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5}, {5,5,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} VENTILATION SHAFT",126,708, 560); room.graphix.addElement(camGraphix); } {// Room 52 : Ventilation Shaft Maze Room room = (Room) rooms.elementAt(52); int[][] table = { {5,5,5,5,5,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5}, {0,0,0,0,0,5,5,5,0,0,0,0,5,5,0,0,0,0,0,0}, {0,0,0,0,0,5,5,5,0,0,0,0,0,5,0,0,0,0,0,0}, {5,5,0,0,0,5,5,5,5,0,0,0,0,5,5,5,5,5,5,5}, {5,5,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0}, {5,5,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0}, {5,5,5,5,5,0,0,0,0,5,5,5,5,5,5,5,5,5,5,5}, {5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5}, {5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,5,5,5}, {0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5}, {0,0,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5}, {5,5,0,0,0,5,5,5,0,0,0,5,5,5,0,0,0,5,5,5} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} VENTILATION SHAFT",126,708, 560); room.graphix.addElement(camGraphix); } {// Room 53 : Map Room, Bottom Left Room room = (Room) rooms.elementAt(53); int[][] table = { {6,0,0,0,0,0,0,0,6,6,6,6,6,6,0,0,0,0,0,6}, {6,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0}, {6,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0}, {6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {6,0,0,0,6,6,6,6,6,6,0,0,0,0,0,0,0,6,0,0}, {6,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0}, {6,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0}, {6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0}, {6,0,0,0,0,0,0,0,0,0,6,6,0,0,0,0,0,6,0,0}, {6,0,0,0,0,0,0,0,0,0,6,6,0,0,0,0,0,6,0,0}, {6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6}, {6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} MINEFIELD MAP",104,708, 560); room.graphix.addElement(camGraphix); } {// Room 54 : Map Room, Bottom Right Room room = (Room) rooms.elementAt(54); int[][] table = { {6,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6}, {0,0,0,0,6,0,0,0,0,6,0,0,0,0,0,0,0,0,0,6}, {0,0,0,0,0,0,0,0,0,6,6,6,6,6,0,0,0,0,0,6}, {0,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0,0,0,0,6}, {0,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0,0,0,0,6}, {0,6,6,6,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6}, {0,6,6,6,6,0,0,0,0,0,0,0,0,0,6,0,0,0,0,6}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,0,6}, {0,0,0,0,0,0,0,0,6,0,0,0,0,0,0,0,0,0,0,6}, {0,0,0,0,0,0,0,0,6,0,0,0,0,0,0,0,0,0,0,6}, {6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6}, {6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} MINEFIELD MAP",104,708, 560); room.graphix.addElement(camGraphix); } {// Room 55 : Energy Chamber, Upper Room room = (Room) rooms.elementAt(55); int[][] table5 = { {10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10, 0,10}, {10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,10}, {10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,10}, {10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,10}, {10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,10}, {10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,10}, {10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,10}, {10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,10}, {10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,10}, {10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,10}, {10,13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,10}, {10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,10} }; room.RoomArray = table5; room.AddTextBox("{BIG} {000,204,000} HIGH VOLTAGE ROOM",118,708, 560); room.graphix.addElement(camGraphix); items.addElement(new NotAButton(10*28, 6*32, room)); items.addElement(new EnergyButton()); } {// Room 56 : Elevator, Left Room room = (Room) rooms.elementAt(56); int[][] table = { {2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2}, {2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} LOBBY",212,708, 560); room.graphix.addElement(camGraphix); } {// Room 57 : Energy Chamber, Lower Room room = (Room) rooms.elementAt(57); int[][] table = { {10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,10}, {10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,10}, {10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,10}, {10,10,10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,10,10,10}, {10,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,14,10}, {10,10,10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,10,10,10}, {10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,10}, {10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,10}, {10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,10}, {10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,10}, {10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,10}, {10,10,10,10,10,10,10,10, 0, 0, 0, 0,10,10,10,10,10,10,10,10} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} SAFETY ROOM",131,708, 560); room.graphix.addElement(camGraphix); room.AddGraphix("FFleft.gif",30,4*32+3); room.AddGraphix("FFright.gif",18*28-2,4*32+3); room.AddTextBox("..........................................",28,4*32+16, 560); } {// Room 58 : Trash Dump Room room = (Room) rooms.elementAt(58); int[][] table = { {11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11,11}, {11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,11}, {11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,11}, {11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,11}, {11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,11}, {11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,11}, {11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,11}, {11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,11}, {11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,11}, {11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,11}, {11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,11}, {11,11,11,11,11,11,11,11, 0, 0, 0, 0,11,11,11,11,11,11,11,11} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} TRASH DUMP",145,708, 560); room.graphix.addElement(camGraphix); items.addElement(new SmallChip(3*28, 9*32, room, "7")); } {// Room 59 : Elevator, Right Room room = (Room) rooms.elementAt(59); int[][] table = { { 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2}, {15,15,15,15,15,15,15,15,15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2}, {15,15,15,15,15,15,15,15,15, 0, 0, 0, 0, 0, 0, 0, 0,27, 0, 2}, {15,15,15,15,15,15,15,15,15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2}, {15,15,15,15,15,15,15,15,15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2}, {15,15,15,15,15,15,15,15,15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2}, {15,15,15,15,15,15,15,15,15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2}, {15,15,15,15,15,15,15,15,15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2}, {15,15,15,15,15,15,15,15,15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2}, {15,15,15,15,15,15,15,15,15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2}, {15,15,15,15,15,15,15,15,15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2}, { 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} ELEVATOR",172,708, 560); room.AddTextBox("\"Hold, please!\"",84,54, 560); room.AddTextBox("HOLD",480,350, 560); room.graphix.addElement(camGraphix); room.AddGraphix("hold.gif",18*28,10*32-4); items.addElement(new SmallChip(3*28, 9*32, room, "8")); } {// Room 60 : Purgatorium Room room = (Room) rooms.elementAt(60); int[][] table = { {5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5}, {5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5}, {5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5}, {5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5}, {5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5}, {5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5}, {5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5}, {5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5}, {5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5}, {5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5}, {5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,28,5}, {5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5}}; room.RoomArray = table; room.AddTextBox("{BIG} {255,000,000} PURGATORIUM",131,64,500); room.AddTextBox("(Please wait for Trash Room)",112,11*32,500); } {// Room 61 : Secret Room Room room = (Room) rooms.elementAt(61); int[][] table = { {5,5,5,5,5,5,5,5,0,0,0,0,5,5,5,5,5,5,5,5}, {5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5}, {5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5}, {5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5}, {5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5}, {5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5}, {5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5}, {5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5}, {5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5}, {5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5}, {5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5}, {5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5}}; room.RoomArray = table; room.AddTextBox("Hello again, organic dude!",2*28,4*32,500); room.AddTextBox("To find secret #5, you must enter a Zen state of mind... To open a door is to close a door, and to close a door is to open a door.", 2*28,6*32,500); String[] helperlist = { "helper0.gif","helper0.gif","helper0.gif","helper0.gif", "helper0.gif","helper0.gif","helper0.gif","helper0.gif", "helper7.gif","helper6.gif","helper7.gif","helper6.gif", "helper7.gif","helper6.gif","helper7.gif","helper6.gif", "helper7.gif","helper6.gif","helper7.gif","helper6.gif", "helper7.gif","helper6.gif","helper7.gif","helper6.gif", "helper0.gif","helper0.gif","helper0.gif","helper0.gif", "helper1.gif","helper4.gif","helper2.gif","helper3.gif", "helper0.gif","helper0.gif","helper0.gif","helper0.gif", "helper5.gif","helper5.gif","helper5.gif","helper5.gif", }; Graphix helper = new Graphix(helperlist,15*28, 8*32); room.graphix.addElement(helper); items.addElement(new Key(16*28,3*32,room,new Color(255,128,0))); } // Main area map int[][] roomgrid = { { 5, 6, 7, 8, 9,10,11}, {37,24,25,38,39,41,12}, {35,26,27,21,53,54,13}, {34,44,45,36,46,47,14}, {33,42,43,55,23,22,15}, {32,56,59,57,58,40,16}, {31,30,29,28,19,18,17} }; LinkRoomsGrid(roomgrid); // Ventilation shaft map // // 20 52 // | | //(25)- 48 ----- 49 -(38) // | | // | (21)- 51 -(53) // | | // 20 - 50 ----- 52 - 20 // | // 20 int[] roomlist1 = {25,48,49,38}; int[] roomlist2 = {21,51,53}; int[] roomlist3 = {20,50,52,20}; int[] roomlist4 = {20,48,50,20}; int[] roomlist5 = {52,49,51,52}; LinkRoomsHorizontally(roomlist1); LinkRoomsHorizontally(roomlist2); LinkRoomsHorizontally(roomlist3); LinkRoomsVertically(roomlist4); LinkRoomsVertically(roomlist5); LinkRoomsUpDown(60,61); gameCursor = new GameCursor(6*28,8*32,(Room) rooms.elementAt(40)); helpCam = new HelpCam( (Room) rooms.elementAt(0)); solderingPen = new SolderingPen(); remote = new Remote(); items.addElement(gameCursor); items.addElement(helpCam); items.addElement(solderingPen); items.addElement(remote); player = gameCursor; currentViewer = player; } }