/* 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. * */ #ifndef BLADERUNNER_BLADERUNNER_H #define BLADERUNNER_BLADERUNNER_H #include "bladerunner/archive.h" #include "common/array.h" #include "common/random.h" #include "common/stream.h" #include "engines/engine.h" #include "graphics/surface.h" namespace Common { struct Event; } namespace BladeRunner { enum AnimationModes { kAnimationModeIdle = 0, kAnimationModeWalk = 1, kAnimationModeRun = 2, kAnimationModeCombatIdle = 4, kAnimationModeCombatWalk = 7, kAnimationModeCombatRun = 8 }; class Actor; class ADQ; class AESC; class AIScripts; class AmbientSounds; class AudioMixer; class AudioPlayer; class AudioSpeech; class Chapters; class CrimesDatabase; class Combat; class DialogueMenu; class Elevator; class Font; class GameFlags; class GameInfo; class ItemPickup; class Items; class Lights; class Mouse; class Obstacles; class Overlays; class Scene; class SceneObjects; class SceneScript; class Settings; class Shape; class SliceAnimations; class SliceRenderer; class Spinner; class SuspectsDatabase; class TextResource; class View; class Waypoints; class ZBuffer; #define ACTORS_COUNT 100 #define VOICEOVER_ACTOR (ACTORS_COUNT - 1) class BladeRunnerEngine : public Engine { public: bool _gameIsRunning; bool _windowIsActive; int _playerLosesControlCounter; ADQ *_adq; AESC *_aesc; AIScripts *_aiScripts; AmbientSounds *_ambientSounds; AudioMixer *_audioMixer; AudioPlayer *_audioPlayer; AudioSpeech *_audioSpeech; Chapters *_chapters; CrimesDatabase *_crimesDatabase; Combat *_combat; DialogueMenu *_dialogueMenu; Elevator *_elevator; GameFlags *_gameFlags; GameInfo *_gameInfo; ItemPickup *_itemPickup; Items *_items; Lights *_lights; Font *_mainFont; Mouse *_mouse; Obstacles *_obstacles; Overlays *_overlays; Scene *_scene; SceneObjects *_sceneObjects; SceneScript *_sceneScript; Settings *_settings; SliceAnimations *_sliceAnimations; SliceRenderer *_sliceRenderer; Spinner *_spinner; SuspectsDatabase *_suspectsDatabase; View *_view; Waypoints *_waypoints; int *_gameVars; TextResource *_textActorNames; TextResource *_textCrimes; TextResource *_textCluetype; TextResource *_textKIA; TextResource *_textSpinnerDestinations; TextResource *_textVK; TextResource *_textOptions; Common::Array _shapes; Actor *_actors[ACTORS_COUNT]; Actor *_playerActor; int in_script_counter; Graphics::Surface _surfaceGame; Graphics::Surface _surfaceInterface; Graphics::Surface _surface4; ZBuffer *_zbuffer; Common::RandomSource _rnd; bool _playerActorIdle; bool _playerDead; bool _speechSkipped; bool _gameOver; int _gameAutoSave; bool _gameIsLoading; bool _sceneIsLoading; int _walkSoundId; int _walkSoundVolume; int _walkSoundBalance; int _walkingActorId; private: static const uint kArchiveCount = 10; MIXArchive _archives[kArchiveCount]; public: BladeRunnerEngine(OSystem *syst); ~BladeRunnerEngine(); bool hasFeature(EngineFeature f) const; Common::Error run(); bool startup(bool hasSavegames = false); void initChapterAndScene(); void shutdown(); bool loadSplash(); bool init2(); Common::Point getMousePos(); void gameLoop(); void gameTick(); void actorsUpdate(); void handleEvents(); void handleKeyUp(Common::Event &event); void handleKeyDown(Common::Event &event); void handleMouseAction(int x, int y, bool buttonLeft, bool buttonDown); void handleMouseClickExit(int x, int y, int exitIndex); void handleMouseClickRegion(int x, int y, int regionIndex); void handleMouseClickItem(int x, int y, int itemId); void handleMouseClickActor(int x, int y, int actorId); void handleMouseClick3DObject(int x, int y, int objectId, bool isClickable, bool isTarget); void gameWaitForActive(); void loopActorSpeaking(); void outtakePlay(int id, bool no_localization, int container = -1); bool openArchive(const Common::String &name); bool closeArchive(const Common::String &name); bool isArchiveOpen(const Common::String &name); Common::SeekableReadStream *getResourceStream(const Common::String &name); bool playerHasControl(); void playerLosesControl(); void playerGainsControl(); void ISez(const char *str); void blitToScreen(const Graphics::Surface &src); }; static inline const Graphics::PixelFormat createRGB555() { return Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0); } void blit(const Graphics::Surface &src, Graphics::Surface &dst); } // End of namespace BladeRunner #endif