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|
/* 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 "bladerunner/bladerunner.h"
#include "bladerunner/actor.h"
#include "bladerunner/adq.h"
#include "bladerunner/ambient_sounds.h"
#include "bladerunner/audio_player.h"
#include "bladerunner/audio_speech.h"
#include "bladerunner/chapters.h"
#include "bladerunner/combat.h"
#include "bladerunner/crimes_database.h"
#include "bladerunner/gameflags.h"
#include "bladerunner/gameinfo.h"
#include "bladerunner/image.h"
#include "bladerunner/items.h"
#include "bladerunner/lights.h"
#include "bladerunner/mouse.h"
#include "bladerunner/outtake.h"
#include "bladerunner/obstacles.h"
#include "bladerunner/scene.h"
#include "bladerunner/scene_objects.h"
#include "bladerunner/script/init.h"
#include "bladerunner/script/script.h"
#include "bladerunner/settings.h"
#include "bladerunner/shape.h"
#include "bladerunner/slice_animations.h"
#include "bladerunner/slice_renderer.h"
#include "bladerunner/text_resource.h"
#include "bladerunner/vqa_decoder.h"
#include "bladerunner/waypoints.h"
#include "common/array.h"
#include "common/error.h"
#include "common/events.h"
#include "common/system.h"
#include "engines/util.h"
#include "graphics/pixelformat.h"
#include "suspects_database.h"
namespace BladeRunner {
BladeRunnerEngine::BladeRunnerEngine(OSystem *syst)
: Engine(syst),
_rnd("bladerunner") {
_windowIsActive = true;
_gameIsRunning = true;
_playerLosesControlCounter = 0;
_crimesDatabase = nullptr;
_script = new Script(this);
_settings = new Settings(this);
_lights = new Lights(this);
_combat = new Combat(this);
_adq = new ADQ(this);
_obstacles = new Obstacles(this);
_walkSoundId = -1;
_walkSoundVolume = 0;
_walkSoundBalance = 0;
}
BladeRunnerEngine::~BladeRunnerEngine() {
// delete _sliceRenderer;
// delete _sliceAnimations;
// delete _settings;
// delete _script;
// delete _scene;
// delete[] _gameVars;
// delete _gameFlags;
// delete _gameInfo;
// delete _clues;
// delete _chapters;
// delete _audioSpeech;
// delete _audioPlayer;
// delete _ambientSounds;
// _surface1.free();
// _surface2.free();
// delete[] _zBuffer1;
// delete[] _zBuffer2;
delete _obstacles;
delete _adq;
delete _combat;
delete _lights;
delete _settings;
delete _script;
}
bool BladeRunnerEngine::hasFeature(EngineFeature f) const {
return f == kSupportsRTL;
}
Common::Error BladeRunnerEngine::run() {
Graphics::PixelFormat format = createRGB555();
initGraphics(640, 480, true, &format);
_system->showMouse(true);
if (!startup()) {
shutdown();
return Common::Error(Common::kUnknownError, "Failed to initialize resources");
}
if (warnUserAboutUnsupportedGame()) {
init2();
/* TODO: Check for save games and enter KIA */
gameLoop();
}
shutdown();
return Common::kNoError;
}
bool BladeRunnerEngine::startup(bool hasSavegames) {
bool r;
_surface1.create(640, 480, createRGB555());
r = openArchive("STARTUP.MIX");
if (!r)
return false;
// TODO: Timer
_gameInfo = new GameInfo(this);
if (!_gameInfo)
return false;
r = _gameInfo->open("GAMEINFO.DAT");
if (!r)
return false;
// TODO: Create graphics surfaces 1-4
// TODO: Allocate audio cache
if (hasSavegames) {
if (!loadSplash()) {
return false;
}
}
_waypoints = new Waypoints(this, _gameInfo->getWaypointCount());
// TODO: Cover waypoints
// TODO: Flee waypoints
_gameVars = new int[_gameInfo->getGlobalVarCount()];
// TODO: Actor AI DLL init
// Seed rand
// TODO: Sine and cosine lookup tables for intervals of 1.0, 4.0, and 12.0
_view = new View();
_sceneObjects = new SceneObjects(this, _view);
_gameFlags = new GameFlags();
_gameFlags->setFlagCount(_gameInfo->getFlagCount());
_items = new Items(this);
// Setup sound output
_audioPlayer = new AudioPlayer(this);
// TODO: Audio: Music
_audioSpeech = new AudioSpeech(this);
_ambientSounds = new AmbientSounds(this);
// TODO: Read BLADE.INI
_chapters = new Chapters(this);
if (!_chapters)
return false;
if (!openArchive("MUSIC.MIX"))
return false;
if (!openArchive("SFX.MIX"))
return false;
if (!openArchive("SPCHSFX.TLK"))
return false;
// TODO: Video overlays
// TODO: Proper ZBuf class
_zBuffer1 = new uint16[640 * 480];
_zBuffer2 = new uint16[640 * 480];
int actorCount = (int)_gameInfo->getActorCount();
assert(actorCount < 99);
for (int i = 0; i != actorCount; ++i) {
_actors[i] = new Actor(this, i);
_actors[i]->setup(i);
}
_voiceoverActor = new Actor(this, 99);
_playerActor = _actors[_gameInfo->getPlayerId()];
_playerActor->setFPS(15);
// TODO: set _playerActor countdown timer 6
// TODO: Set actor ids (redundant?)
// TODO: Police Maze
_textActorNames = new TextResource(this);
if (!_textActorNames->open("ACTORS"))
return false;
_textCrimes = new TextResource(this);
if (!_textCrimes->open("CRIMES"))
return false;
_textCluetype = new TextResource(this);
if (!_textCluetype->open("CLUETYPE"))
return false;
_textKIA = new TextResource(this);
if (!_textKIA->open("KIA"))
return false;
_textSpindest = new TextResource(this);
if (!_textSpindest->open("SPINDEST"))
return false;
_textVK = new TextResource(this);
if (!_textVK->open("VK"))
return false;
_textOptions = new TextResource(this);
if (!_textOptions->open("OPTIONS"))
return false;
// TODO: Dialogue Menu (DLGMENU.TRE)
_suspectsDatabase = new SuspectsDatabase(this, _gameInfo->getSuspectsDatabaseSize());
// TODO: KIA
// TODO: Spinner Interface
// TODO: Elevators
// TODO: Scores
// TODO: Font
// TODO: KIA6PT.FON
for (int i = 0; i != 43; ++i) {
Shape *shape = new Shape(this);
shape->readFromContainer("SHAPES.SHP", i);
_shapes.push_back(shape);
}
// TODO: Esper
// TODO: VK
_mouse = new Mouse(this);
// _mouse->setCursorPosition(320, 240);
_mouse->setCursor(0);
_sliceAnimations = new SliceAnimations(this);
r = _sliceAnimations->open("INDEX.DAT");
if (!r)
return false;
// TODO: Support cdframes
r = _sliceAnimations->openHDFrames();
if (!r)
return false;
r = _sliceAnimations->openCoreAnim();
if (!r)
return false;
_sliceRenderer = new SliceRenderer(this);
_crimesDatabase = new CrimesDatabase(this, "CLUES", _gameInfo->getClueCount());
// TODO: Scene
_scene = new Scene(this);
// Load INIT.DLL
ScriptInit initScript(this);
initScript.SCRIPT_Initialize_Game();
// TODO: Load AI-ACT1.DLL
_aiScripts = new AIScripts(this);
initChapterAndScene();
return true;
}
void BladeRunnerEngine::initChapterAndScene() {
// TODO: Init actors...
for (int i = 0, end = _gameInfo->getActorCount(); i != end; ++i)
_aiScripts->Initialize(i);
for (int i = 0, end = _gameInfo->getActorCount(); i != end; ++i)
_actors[i]->changeAnimationMode(i);
_settings->setChapter(1);
_settings->setNewSetAndScene(_gameInfo->getInitialSetId(), _gameInfo->getInitialSceneId());
}
void BladeRunnerEngine::shutdown() {
_mixer->stopAll();
// TODO: Write BLADE.INI
// TODO: Shutdown VK
// TODO: Shutdown Esper
delete _mouse;
_mouse = nullptr;
for (uint i = 0; i != _shapes.size(); ++i) {
delete _shapes[i];
}
_shapes.clear();
// TODO: Shutdown Scene
delete _scene;
if (_chapters) {
if (_chapters->hasOpenResources())
_chapters->closeResources();
delete _chapters;
_chapters = nullptr;
}
delete _crimesDatabase;
_crimesDatabase = nullptr;
delete _sliceRenderer;
_sliceRenderer = nullptr;
delete _sliceAnimations;
_sliceAnimations = nullptr;
delete _textActorNames;
_textActorNames = nullptr;
delete _textCrimes;
_textCrimes = nullptr;
delete _textCluetype;
_textCluetype = nullptr;
delete _textKIA;
_textKIA = nullptr;
delete _textSpindest;
_textSpindest = nullptr;
delete _textVK;
_textVK = nullptr;
delete _textOptions;
_textOptions = nullptr;
// TODO: Delete dialogue menu
delete _ambientSounds;
// TODO: Delete overlays
delete _audioSpeech;
// TODO: Delete Audio: Music
delete _audioPlayer;
// Shutdown sound output
if (isArchiveOpen("MUSIC.MIX"))
closeArchive("MUSIC.MIX");
if (isArchiveOpen("SFX.MIX"))
closeArchive("SFX.MIX");
if (isArchiveOpen("SPCHSFX.TLK"))
closeArchive("SPCHSFX.TLK");
// TODO: Delete KIA6PT.FON
delete _items;
_items = nullptr;
delete _gameFlags;
_gameFlags = nullptr;
delete _view;
_view = nullptr;
delete _sceneObjects;
_sceneObjects = nullptr;
// TODO: Delete sine and cosine lookup tables
// TODO: Unload AI dll
delete[] _gameVars;
_gameVars = nullptr;
delete _waypoints;
_waypoints = nullptr;
// TODO: Delete Cover waypoints
// TODO: Delete Flee waypoints
// TODO: Delete Scores
// TODO: Delete Elevators
// TODO: Delete Spinner Interface
// TODO: Delete KIA
// TODO: Delete SDB
// TODO: Delete unknown stuff
// TODO: Delete actors
// TODO: Delete proper ZBuf class
delete[] _zBuffer1;
_zBuffer1 = nullptr;
delete[] _zBuffer2;
_zBuffer2 = nullptr;
delete _gameInfo;
_gameInfo = nullptr;
// TODO: Delete graphics surfaces here
_surface1.free();
_surface2.free();
if (isArchiveOpen("STARTUP.MIX"))
closeArchive("STARTUP.MIX");
// TODO: Delete MIXArchives here
// TODO: Delete Timer
}
bool BladeRunnerEngine::loadSplash() {
Image img(this);
if (!img.open("SPLASH.IMG"))
return false;
img.copyToSurface(&_surface1);
_system->copyRectToScreen(_surface1.getPixels(), _surface1.pitch, 0, 0, _surface1.w, _surface1.h);
_system->updateScreen();
return false;
}
bool BladeRunnerEngine::init2() {
return true;
}
void BladeRunnerEngine::gameLoop() {
_gameIsRunning = true;
do {
/* TODO: check player death */
gameTick();
} while (_gameIsRunning);
}
#if _DEBUG
void drawBBox(Vector3 start, Vector3 end, View* view, Graphics::Surface *surface, int color) {
Vector3 bfl = view->calculateScreenPosition(Vector3(start.x, start.y, start.z));
Vector3 bfr = view->calculateScreenPosition(Vector3(start.x, end.y, start.z));
Vector3 bbr = view->calculateScreenPosition(Vector3(end.x, end.y, start.z));
Vector3 bbl = view->calculateScreenPosition(Vector3(end.x, start.y, start.z));
Vector3 tfl = view->calculateScreenPosition(Vector3(start.x, start.y, end.z));
Vector3 tfr = view->calculateScreenPosition(Vector3(start.x, end.y, end.z));
Vector3 tbr = view->calculateScreenPosition(Vector3(end.x, end.y, end.z));
Vector3 tbl = view->calculateScreenPosition(Vector3(end.x, start.y, end.z));
surface->drawLine(bfl.x, bfl.y, bfr.x, bfr.y, color);
surface->drawLine(bfr.x, bfr.y, bbr.x, bbr.y, color);
surface->drawLine(bbr.x, bbr.y, bbl.x, bbl.y, color);
surface->drawLine(bbl.x, bbl.y, bfl.x, bfl.y, color);
surface->drawLine(tfl.x, tfl.y, tfr.x, tfr.y, color);
surface->drawLine(tfr.x, tfr.y, tbr.x, tbr.y, color);
surface->drawLine(tbr.x, tbr.y, tbl.x, tbl.y, color);
surface->drawLine(tbl.x, tbl.y, tfl.x, tfl.y, color);
surface->drawLine(bfl.x, bfl.y, tfl.x, tfl.y, color);
surface->drawLine(bfr.x, bfr.y, tfr.x, tfr.y, color);
surface->drawLine(bbr.x, bbr.y, tbr.x, tbr.y, color);
surface->drawLine(bbl.x, bbl.y, tbl.x, tbl.y, color);
}
#endif
void BladeRunnerEngine::gameTick() {
handleEvents();
if (_gameIsRunning && _windowIsActive) {
// TODO: Only run if not in Kia, script, nor AI
_settings->openNewScene();
// TODO: Autosave
// TODO: Kia
// TODO: Spinner
// TODO: Esper
// TODO: VK
// TODO: Elevators
// TODO: Scores
_adq->tick();
if (_scene->didPlayerWalkIn()) {
_script->PlayerWalkedIn();
}
// TODO: Gun range announcements
// TODO: ZBUF repair dirty rects
_ambientSounds->tick();
bool backgroundChanged = false;
int frame = _scene->advanceFrame(_surface1, _zBuffer1);
if (frame >= 0) {
_script->SceneFrameAdvanced(frame);
backgroundChanged = true;
}
(void)backgroundChanged;
_surface2.copyFrom(_surface1);
memcpy(_zBuffer2, _zBuffer1, 640*480*2);
#if 0
{
for (int y = 0; y != 480; ++y) {
for (int x = 0; x != 640; ++x) {
if (_scene->_regions->getRegionAtXY(x, y) >= 0) {
uint16 *p = (uint16*)_surface2.getBasePtr(x, y);
*p = 0x7C00;
}
if (_scene->_exits->getRegionAtXY(x, y) >= 0) {
uint16 *p = (uint16*)_surface2.getBasePtr(x, y);
*p = 0x7C08;
}
}
}
}
#endif
// TODO: Render overlays
// TODO: Tick Actor AI and Timers
if (_settings->getNewScene() == -1 || _script->_inScriptCounter /* || in_ai */) {
_sliceRenderer->setView(*_view);
// Tick and draw all actors in current set
//int setId = _scene->_setId;
for (int i = 0, end = _gameInfo->getActorCount(); i != end; ++i) {
//if (_actors[i]->getSetId() == setId) {
if (i == 0 || i == 23){ // Currently limited to McCoy and Officer Leroy
_actors[i]->tick(backgroundChanged);
}
}
_items->tick();
// TODO: Draw item pickup
// TODO: Draw dialogue menu
Common::Point p = _eventMan->getMousePos();
_mouse->tick(p.x, p.y);
_mouse->draw(_surface2, p.x, p.y);
// TODO: Process AUD
// TODO: Footstep sound
if (_walkSoundId >= 0) {
const char *name = _gameInfo->getSfxTrack(_walkSoundId);
_audioPlayer->playAud(name, _walkSoundVolume, _walkSoundBalance, _walkSoundBalance, 50, 0);
_walkSoundId = -1;
}
#if _DEBUG
//draw scene objects
int count = _sceneObjects->_count;
if (count > 0) {
for (int i = 0; i < count; i++) {
SceneObject *sceneObject = &_sceneObjects->_sceneObjects[_sceneObjects->_sceneObjectsSortedByDistance[i]];
BoundingBox *bbox = &sceneObject->_boundingBox;
Vector3 a, b;
bbox->getXYZ(&a.x, &a.y, &a.z, &b.x, &b.y, &b.z);
int color = 0b111111111111111;
if (sceneObject->_sceneObjectType == SceneObjectTypeActor) {
color = 0b111110000000000;
}
if (sceneObject->_sceneObjectType == SceneObjectTypeObject) {
color = 0b011110111101111;
//if (sceneObject->_isObstacle)
// color += 0b100000000000000;
if (sceneObject->_isClickable)
color = 0b000001111100000;
//if (sceneObject->_isTarget)
// color += 0b000000000010000;
}
sceneObject->_sceneObjectId;
drawBBox(a, b, _view, &_surface2, color);
}
}
//draw regions
for (int i = 0; i < 10; i++) {
Region* region = &_scene->_regions->_regions[i];
if (!region->_present) continue;
_surface2.frameRect(region->_rectangle, 0b000000000011111);
}
for (int i = 0; i < 10; i++) {
Region* region = &_scene->_exits->_regions[i];
if (!region->_present) continue;
_surface2.frameRect(region->_rectangle, 0b111111111111111);
}
for (int i = 0; i < _scene->_set->_walkboxCount; i++) {
Walkbox *walkbox = &_scene->_set->_walkboxes[i];
for (int j = 0; j < walkbox->_vertexCount; j++) {
Vector3 start = _view->calculateScreenPosition(walkbox->_vertices[j]);
Vector3 end = _view->calculateScreenPosition(walkbox->_vertices[(j+1) % walkbox->_vertexCount]);
//debug("walkbox[%i][%i] = x=%f y=%f x=%f y=%f", i, j, start.x, start.y, end.x, end.y);
_surface2.drawLine(start.x, start.y, end.x, end.y, 0b111111111100000);
}
}
for (int i = 0; i < (int)_lights->_lights.size(); i++) {
Light *light = _lights->_lights[i];
Matrix4x3 m = light->_matrix;
Vector3 pos = Vector3(m(0, 3), m(1, 3), m(2, 3));
Vector3 size = Vector3(5.0f, 5.0f, 5.0f);
int colorR = (light->_color.r * 31.0f);
int colorG = (light->_color.g * 31.0f);
int colorB = (light->_color.b * 31.0f);
int color = (colorR << 10) + (colorG << 5) + colorB;
drawBBox(pos-size, pos+size, _view, &_surface2, color);
}
#endif
_system->copyRectToScreen((const byte *)_surface2.getBasePtr(0, 0), _surface2.pitch, 0, 0, 640, 480);
_system->updateScreen();
_system->delayMillis(10);
}
}
}
void BladeRunnerEngine::handleEvents() {
if (shouldQuit()) {
_gameIsRunning = false;
return;
}
Common::Event event;
Common::EventManager *eventMan = _system->getEventManager();
while (eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_LBUTTONDOWN:
case Common::EVENT_RBUTTONDOWN:
handleMouseClick(event.mouse.x, event.mouse.y);
default:
;
}
}
}
void BladeRunnerEngine::handleMouseClick(int x, int y) {
if (!playerHasControl() || _mouse->isDisabled())
return;
Vector3 mousePosition = _mouse->getXYZ(x, y);
int isClickable;
int isObstacle;
int isTarget;
int sceneObjectId = _sceneObjects->findByXYZ(&isClickable, &isObstacle, &isTarget, mousePosition.x, mousePosition.y, mousePosition.z, 1, 0, 1);
int exitIndex = _scene->_exits->getRegionAtXY(x, y);
debug("%d %d", sceneObjectId, exitIndex);
if ((sceneObjectId < 0 || sceneObjectId > 73) && exitIndex >= 0) {
handleMouseClickExit(x, y, exitIndex);
return;
}
int regionIndex = _scene->_regions->getRegionAtXY(x, y);
if (regionIndex >= 0) {
handleMouseClickRegion(x, y, regionIndex);
return;
}
if (sceneObjectId == -1) {
bool isRunning;
_playerActor->loopWalkToXYZ(mousePosition, 0, false, false, false, &isRunning);
debug("Clicked on nothing %f, %f, %f", mousePosition.x, mousePosition.y, mousePosition.z);
return;
} else if (sceneObjectId >= 0 && sceneObjectId <= 73) {
handleMouseClickActor(x, y, sceneObjectId);
return;
} else if (sceneObjectId >= 74 && sceneObjectId <= 197) {
handleMouseClickItem(x, y, sceneObjectId - 74);
return;
} else if (sceneObjectId >= 198 && sceneObjectId <= 293) {
handleMouseClick3DObject(x, y, sceneObjectId - 198, isClickable, isTarget);
return;
}
}
void BladeRunnerEngine::handleMouseClickExit(int x, int y, int exitIndex) {
// clickedOnExit(exitType, x, y);
debug("clicked on exit %d %d %d", exitIndex, x, y);
_script->ClickedOnExit(exitIndex);
}
void BladeRunnerEngine::handleMouseClickRegion(int x, int y, int regionIndex) {
debug("clicked on region %d %d %d", regionIndex, x, y);
_script->ClickedOn2DRegion(regionIndex);
}
void BladeRunnerEngine::handleMouseClick3DObject(int x, int y, int objectId, bool isClickable, bool isTarget) {
const char *objectName = _scene->objectGetName(objectId);
debug("Clicked on object %s", objectName);
_script->ClickedOn3DObject(objectName, false);
}
void BladeRunnerEngine::handleMouseClickItem(int x, int y, int itemId) {
debug("Clicked on item %d", itemId);
_script->ClickedOnItem(itemId, false);
}
void BladeRunnerEngine::handleMouseClickActor(int x, int y, int actorId) {
debug("Clicked on actor %d", actorId);
_script->ClickedOnActor(actorId);
}
void BladeRunnerEngine::gameWaitForActive() {
while(!_windowIsActive) {
handleEvents();
}
}
void BladeRunnerEngine::loopActorSpeaking() {
if (!_audioSpeech->isPlaying())
return;
playerLosesControl();
do {
gameTick();
} while (_gameIsRunning && _audioSpeech->isPlaying());
playerGainsControl();
}
void BladeRunnerEngine::outtakePlay(int id, bool noLocalization, int container) {
Common::String name = _gameInfo->getOuttake(id);
OuttakePlayer player(this);
player.play(name, noLocalization, container);
}
bool BladeRunnerEngine::openArchive(const Common::String &name) {
uint i;
// If archive is already open, return true
for (i = 0; i != kArchiveCount; ++i) {
if (_archives[i].isOpen() && _archives[i].getName() == name)
return true;
}
// Find first available slot
for (i = 0; i != kArchiveCount; ++i) {
if (!_archives[i].isOpen())
break;
}
if (i == kArchiveCount) {
/* TODO: BLADE.EXE retires the least recently used
* archive when it runs out of slots. */
error("openArchive: No more archive slots");
return false;
}
_archives[i].open(name);
return _archives[i].isOpen();
}
bool BladeRunnerEngine::closeArchive(const Common::String &name) {
for (uint i = 0; i != 10; ++i) {
if (_archives[i].isOpen() &&_archives[i].getName() == name) {
_archives[i].close();
return true;
}
}
debug("closeArchive: Archive %s not open.", name.c_str());
return false;
}
bool BladeRunnerEngine::isArchiveOpen(const Common::String &name) {
for (uint i = 0; i != 10; ++i) {
if (_archives[i].isOpen() &&_archives[i].getName() == name)
return true;
}
return false;
}
Common::SeekableReadStream *BladeRunnerEngine::getResourceStream(const Common::String &name) {
for (uint i = 0; i != 10; ++i) {
if (!_archives[i].isOpen())
continue;
if (false)
debug("getResource: Searching archive %s for %s.", _archives[i].getName().c_str(), name.c_str());
Common::SeekableReadStream *stream = _archives[i].createReadStreamForMember(name);
if (stream)
return stream;
}
debug("getResource: Resource %s not found.", name.c_str());
return 0;
}
bool BladeRunnerEngine::playerHasControl() {
return _playerLosesControlCounter == 0;
}
void BladeRunnerEngine::playerLosesControl() {
if (++_playerLosesControlCounter == 1) {
_mouse->disable();
}
// debug("Player Lost Control (%d)", _playerLosesControlCounter);
}
void BladeRunnerEngine::playerGainsControl() {
if (_playerLosesControlCounter == 0) {
warning("Unbalanced call to BladeRunnerEngine::playerGainsControl");
}
if (_playerLosesControlCounter > 0)
--_playerLosesControlCounter;
// debug("Player Gained Control (%d)", _playerLosesControlCounter);
if (_playerLosesControlCounter == 0) {
_mouse->enable();
}
}
void BladeRunnerEngine::ISez(const char *str) {
debug("\t%s", str);
}
} // End of namespace BladeRunner
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