DroidQuest/src/com/droidquest/levels/RO4.java
2014-02-02 16:39:08 -05:00

1100 lines
45 KiB
Java

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;
}
}