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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_mixer.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/dialogue_menu.h"
#include "bladerunner/elevator.h"
#include "bladerunner/font.h"
#include "bladerunner/gameflags.h"
#include "bladerunner/gameinfo.h"
#include "bladerunner/image.h"
#include "bladerunner/item_pickup.h"
#include "bladerunner/items.h"
#include "bladerunner/lights.h"
#include "bladerunner/mouse.h"
#include "bladerunner/music.h"
#include "bladerunner/outtake.h"
#include "bladerunner/obstacles.h"
#include "bladerunner/overlays.h"
#include "bladerunner/regions.h"
#include "bladerunner/scene.h"
#include "bladerunner/scene_objects.h"
#include "bladerunner/screen_effects.h"
#include "bladerunner/script/init.h"
#include "bladerunner/script/scene.h"
#include "bladerunner/script/ai.h"
#include "bladerunner/settings.h"
#include "bladerunner/shape.h"
#include "bladerunner/slice_animations.h"
#include "bladerunner/slice_renderer.h"
#include "bladerunner/spinner.h"
#include "bladerunner/suspects_database.h"
#include "bladerunner/text_resource.h"
#include "bladerunner/vqa_decoder.h"
#include "bladerunner/waypoints.h"
#include "bladerunner/zbuffer.h"
#include "common/array.h"
#include "common/error.h"
#include "common/events.h"
#include "common/system.h"
#include "engines/util.h"
#include "engines/advancedDetector.h"
#include "graphics/pixelformat.h"
namespace BladeRunner {
BladeRunnerEngine::BladeRunnerEngine(OSystem *syst, const ADGameDescription *desc)
: Engine(syst),
_rnd("bladerunner") {
_windowIsActive = true;
_gameIsRunning = true;
_playerLosesControlCounter = 0;
//TODO(peterkohaut): move these to init
_crimesDatabase = nullptr;
_sceneScript = new SceneScript(this);
_settings = new Settings(this);
_lights = new Lights(this);
_screenEffects = new ScreenEffects(this, 0x8000);
_combat = new Combat(this);
_adq = new ADQ(this);
_obstacles = new Obstacles(this);
_itemPickup = new ItemPickup(this);
_playerActorIdle = false;
_playerDead = false;
_speechSkipped = false;
_gameOver = false;
_gameAutoSave = 0;
_gameIsLoading = false;
_sceneIsLoading = false;
_walkSoundId = -1;
_walkSoundVolume = 0;
_walkSoundBalance = 0;
switch (desc->language) {
case Common::EN_ANY:
this->_languageCode = "E";
break;
case Common::DE_DEU:
this->_languageCode = "G";
break;
case Common::FR_FRA:
this->_languageCode = "F";
break;
case Common::IT_ITA:
this->_languageCode = "I";
break;
case Common::RU_RUS:
this->_languageCode = "R";
break;
case Common::ES_ESP:
this->_languageCode = "S";
break;
default:
this->_languageCode = "E";
}
}
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;
delete _zbuffer;
delete _itemPickup;
delete _obstacles;
delete _adq;
delete _combat;
delete _screenEffects;
delete _lights;
delete _settings;
delete _sceneScript;
}
bool BladeRunnerEngine::hasFeature(EngineFeature f) const {
return f == kSupportsRTL;
}
Common::Error BladeRunnerEngine::run() {
Graphics::PixelFormat format = createRGB555();
initGraphics(640, 480, &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;
_surfaceGame.create(640, 480, createRGB555());
_surfaceInterface.create(640, 480, createRGB555());
_surface4.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 datetime - not used
// 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);
_audioMixer = new AudioMixer(this);
_audioPlayer = new AudioPlayer(this);
_music = new Music(this);
_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;
_overlays = new Overlays(this);
_overlays->init();
_zbuffer = new ZBuffer();
_zbuffer->init(640, 480);
int actorCount = (int)_gameInfo->getActorCount();
assert(actorCount < ACTORS_COUNT);
for (int i = 0; i != actorCount; ++i) {
_actors[i] = new Actor(this, i);
_actors[i]->setup(i);
}
_actors[VOICEOVER_ACTOR] = new Actor(this, VOICEOVER_ACTOR);
_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;
_textSpinnerDestinations = new TextResource(this);
if (!_textSpinnerDestinations->open("SPINDEST"))
return false;
_textVK = new TextResource(this);
if (!_textVK->open("VK"))
return false;
_textOptions = new TextResource(this);
if (!_textOptions->open("OPTIONS"))
return false;
_dialogueMenu = new DialogueMenu(this);
if (!_dialogueMenu->loadText("DLGMENU"))
return false;
_suspectsDatabase = new SuspectsDatabase(this, _gameInfo->getSuspectsDatabaseSize());
// TODO: KIA
_spinner = new Spinner(this);
_elevator = new Elevator(this);
// TODO: Scores
_mainFont = new Font(this);
_mainFont->open("KIA6PT.FON", 640, 480, -1, 0, 0x252D);
_mainFont->setSpacing(1, 0);
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);
_sliceRenderer->setScreenEffects(_screenEffects);
_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, actorCount);
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(kAnimationModeIdle);
}
for (int i = 1, end = _gameInfo->getActorCount(); i != end; ++i) { // skip first actor, probably player
_actors[i]->movementTrackNext(true);
}
_settings->setChapter(1);
_settings->setNewSetAndScene(_gameInfo->getInitialSetId(), _gameInfo->getInitialSceneId());
// _settings->setNewSetAndScene(52, 52);
}
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 _textSpinnerDestinations;
_textSpinnerDestinations = nullptr;
delete _textVK;
_textVK = nullptr;
delete _textOptions;
_textOptions = nullptr;
delete _dialogueMenu;
_dialogueMenu = nullptr;
delete _ambientSounds;
_ambientSounds = nullptr;
delete _overlays;
_overlays = nullptr;
delete _audioSpeech;
_audioSpeech = nullptr;
delete _music;
_music = nullptr;
delete _audioPlayer;
_audioPlayer = nullptr;
delete _audioMixer;
_audioMixer = nullptr;
if (isArchiveOpen("MUSIC.MIX")) {
closeArchive("MUSIC.MIX");
}
if (isArchiveOpen("SFX.MIX")) {
closeArchive("SFX.MIX");
}
if (isArchiveOpen("SPCHSFX.TLK")) {
closeArchive("SPCHSFX.TLK");
}
if (_mainFont) {
_mainFont->close();
delete _mainFont;
_mainFont = nullptr;
}
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 _aiScripts;
_aiScripts = nullptr;
delete[] _gameVars;
_gameVars = nullptr;
delete _waypoints;
_waypoints = nullptr;
// TODO: Delete Cover waypoints
// TODO: Delete Flee waypoints
// TODO: Delete Scores
// TODO: Delete Elevators
delete _spinner;
_spinner = nullptr;
// TODO: Delete KIA
delete _suspectsDatabase;
_suspectsDatabase = nullptr;
// TODO: Delete datetime - not used
int actorCount = (int)_gameInfo->getActorCount();
for (int i = 0; i != actorCount; ++i) {
delete _actors[i];
_actors[i] = nullptr;
}
delete _actors[VOICEOVER_ACTOR];
_actors[VOICEOVER_ACTOR] = nullptr;
_playerActor = nullptr;
delete _zbuffer;
_zbuffer = nullptr;
delete _gameInfo;
_gameInfo = nullptr;
// TODO: Delete graphics surfaces here
_surface4.free();
_surfaceInterface.free();
_surfaceGame.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(&_surfaceGame);
blitToScreen(_surfaceGame);
return true;
}
bool BladeRunnerEngine::init2() {
return true;
}
Common::Point BladeRunnerEngine::getMousePos() {
return _eventMan->getMousePos();
}
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
if (!_sceneScript->IsInsideScript() && !_aiScripts->IsInsideScript()) {
_settings->openNewScene();
}
// TODO: Autosave
//probably not needed, this version of tick is just loading data from buffer
//_audioMixer->tick();
// TODO: Kia
if (_spinner->isOpen()) {
_spinner->tick();
_ambientSounds->tick();
return;
}
// TODO: Esper
// TODO: VK
if (_elevator->isOpen()) {
_elevator->tick();
_ambientSounds->tick();
return;
}
// TODO: Scores
_adq->tick();
if (_scene->didPlayerWalkIn()) {
_sceneScript->PlayerWalkedIn();
}
bool inDialogueMenu = _dialogueMenu->isVisible();
if (!inDialogueMenu) {
// TODO: actors combat-tick
}
// TODO: Gun range announcements
_zbuffer->clean();
_ambientSounds->tick();
bool backgroundChanged = false;
int frame = _scene->advanceFrame();
if (frame >= 0) {
_sceneScript->SceneFrameAdvanced(frame);
backgroundChanged = true;
}
(void)backgroundChanged;
blit(_surfaceInterface, _surfaceGame);
// TODO: remove zbuffer draw
// _surfaceGame.copyRectToSurface(_zbuffer->getData(), 1280, 0, 0, 640, 480);
_overlays->tick();
if (!inDialogueMenu) {
actorsUpdate();
}
if (_settings->getNewScene() == -1 || _sceneScript->IsInsideScript() || _aiScripts->IsInsideScript()) {
_sliceRenderer->setView(*_view);
// Tick and draw all actors in current set
int setId = _scene->getSetId();
for (int i = 0, end = _gameInfo->getActorCount(); i != end; ++i) {
if (_actors[i]->getSetId() == setId) {
// TODO: remove this limitation
if (i == kActorMcCoy
|| i == kActorRunciter
|| i == kActorOfficerLeary
|| i == kActorMaggie) {
Common::Rect screenRect;
if (_actors[i]->tick(backgroundChanged, &screenRect)) {
_zbuffer->mark(screenRect);
}
}
}
}
_items->tick();
_itemPickup->tick();
_itemPickup->draw();
Common::Point p = getMousePos();
if (_dialogueMenu->isVisible()) {
_dialogueMenu->tick(p.x, p.y);
_dialogueMenu->draw(_surfaceGame);
}
_mouse->tick(p.x, p.y);
_mouse->draw(_surfaceGame, p.x, p.y);
// TODO: Process AUD
if (_walkSoundId >= 0) {
const char *name = _gameInfo->getSfxTrack(_walkSoundId);
_audioPlayer->playAud(name, _walkSoundVolume, _walkSoundBalance, _walkSoundBalance, 50, 0);
_walkSoundId = -1;
}
#if 0
//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);
Vector3 pos = _view->calculateScreenPosition(0.5 * (a + b));
int color;
switch (sceneObject->_sceneObjectType) {
case SceneObjectTypeActor:
color = 0b111110000000000;
drawBBox(a, b, _view, &_surfaceGame, color);
_mainFont->drawColor(_textActorNames->getText(sceneObject->_sceneObjectId - SCENE_OBJECTS_ACTORS_OFFSET), _surfaceGame, pos.x, pos.y, color);
break;
case SceneObjectTypeItem:
char itemText[40];
drawBBox(a, b, _view, &_surfaceGame, color);
sprintf(itemText, "item %i", sceneObject->_sceneObjectId - SCENE_OBJECTS_ITEMS_OFFSET);
_mainFont->drawColor(itemText, _surfaceGame, pos.x, pos.y, color);
break;
case SceneObjectTypeObject:
color = 0b011110111101111;
//if (sceneObject->_isObstacle)
// color += 0b100000000000000;
if (sceneObject->_isClickable) {
color = 0b000001111100000;
}
drawBBox(a, b, _view, &_surfaceGame, color);
_mainFont->drawColor(_scene->objectGetName(sceneObject->_sceneObjectId - SCENE_OBJECTS_OBJECTS_OFFSET), _surfaceGame, pos.x, pos.y, color);
break;
}
_surfaceGame.frameRect(sceneObject->_screenRectangle, color);
}
}
//draw regions
for (int i = 0; i < 10; i++) {
Region *region = &_scene->_regions->_regions[i];
if (!region->_present) continue;
_surfaceGame.frameRect(region->_rectangle, 0b000000000011111);
}
for (int i = 0; i < 10; i++) {
Region *region = &_scene->_exits->_regions[i];
if (!region->_present) continue;
_surfaceGame.frameRect(region->_rectangle, 0b111111111111111);
}
//draw walkboxes
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]);
_surfaceGame.drawLine(start.x, start.y, end.x, end.y, 0b111111111100000);
Vector3 pos = _view->calculateScreenPosition(0.5 * (start + end));
_mainFont->drawColor(walkbox->_name, _surfaceGame, pos.x, pos.y, 0b111111111100000);
}
}
// draw lights
for (int i = 0; i < (int)_lights->_lights.size(); i++) {
Light *light = _lights->_lights[i];
Matrix4x3 m = light->_matrix;
m = invertMatrix(m);
//todo do this properly
Vector3 posOrigin = m * Vector3(0.0f, 0.0f, 0.0f);
float t = posOrigin.y;
posOrigin.y = posOrigin.z;
posOrigin.z = -t;
Vector3 posTarget = m * Vector3(0.0f, 0.0f, -100.0f);
t = posTarget.y;
posTarget.y = posTarget.z;
posTarget.z = -t;
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(posOrigin - size, posOrigin + size, _view, &_surfaceGame, color);
Vector3 posOriginT = _view->calculateScreenPosition(posOrigin);
Vector3 posTargetT = _view->calculateScreenPosition(posTarget);
_surfaceGame.drawLine(posOriginT.x, posOriginT.y, posTargetT.x, posTargetT.y, color);
_mainFont->drawColor(light->_name, _surfaceGame, posOriginT.x, posOriginT.y, color);
}
//draw waypoints
for(int i = 0; i < _waypoints->_count; i++) {
Waypoint *waypoint = &_waypoints->_waypoints[i];
if(waypoint->_setId != _scene->getSetId())
continue;
Vector3 pos = waypoint->_position;
Vector3 size = Vector3(5.0f, 5.0f, 5.0f);
int color = 0b111111111111111;
drawBBox(pos - size, pos + size, _view, &_surfaceGame, color);
Vector3 spos = _view->calculateScreenPosition(pos);
char waypointText[40];
sprintf(waypointText, "waypoint %i", i);
_mainFont->drawColor(waypointText, _surfaceGame, spos.x, spos.y, color);
}
#endif
#if 0
//draw aesc
for (uint i = 0; i < _screenEffects->_entries.size(); i++) {
ScreenEffects::Entry &entry = _screenEffects->_entries[i];
int j = 0;
for (int y = 0; y < entry.height; y++) {
for (int x = 0; x < entry.width; x++) {
Common::Rect r((entry.x + x) * 2, (entry.y + y) * 2, (entry.x + x) * 2 + 2, (entry.y + y) * 2 + 2);
int ec = entry.data[j++];
Color256 color = entry.palette[ec];
int bladeToScummVmConstant = 256 / 16;
Graphics::PixelFormat _pixelFormat = createRGB555();
int color555 = _pixelFormat.RGBToColor(
CLIP(color.r * bladeToScummVmConstant, 0, 255),
CLIP(color.g * bladeToScummVmConstant, 0, 255),
CLIP(color.b * bladeToScummVmConstant, 0, 255));
_surfaceGame.fillRect(r, color555);
}
}
}
#endif
blitToScreen(_surfaceGame);
_system->delayMillis(10);
}
}
}
void BladeRunnerEngine::actorsUpdate() {
int actorCount = (int)_gameInfo->getActorCount();
int setId = _scene->getSetId();
//TODO: original game updates every non-visible characters by updating only one character in one frame
if (setId != 89 || _gameVars[1] != 4 || _gameFlags->query(670) != 1 || !_aiScripts->IsInsideScript()) {
for (int i = 0; i < actorCount; i++) {
Actor *actor = _actors[i];
if (actor->getSetId() == setId) {
_aiScripts->Update(i);
actor->countdownTimersUpdate();
}
}
}
}
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_KEYUP:
handleKeyUp(event);
break;
case Common::EVENT_KEYDOWN:
handleKeyDown(event);
break;
case Common::EVENT_LBUTTONUP:
handleMouseAction(event.mouse.x, event.mouse.y, true, false);
break;
case Common::EVENT_RBUTTONUP:
case Common::EVENT_MBUTTONUP:
handleMouseAction(event.mouse.x, event.mouse.y, false, false);
break;
case Common::EVENT_LBUTTONDOWN:
handleMouseAction(event.mouse.x, event.mouse.y, true, true);
break;
case Common::EVENT_RBUTTONDOWN:
case Common::EVENT_MBUTTONDOWN:
handleMouseAction(event.mouse.x, event.mouse.y, false, true);
break;
default:
; // nothing to do
}
}
}
void BladeRunnerEngine::handleKeyUp(Common::Event &event) {
if (event.kbd.keycode == Common::KEYCODE_RETURN) {
_speechSkipped = true;
}
}
void BladeRunnerEngine::handleKeyDown(Common::Event &event) {
}
void BladeRunnerEngine::handleMouseAction(int x, int y, bool buttonLeft, bool buttonDown) {
if (!playerHasControl() || _mouse->isDisabled())
return;
if (_spinner->isOpen()) {
if (buttonDown) {
_spinner->handleMouseDown(x, y);
} else {
_spinner->handleMouseUp(x, y);
}
return;
}
if (_elevator->isOpen()) {
if (buttonDown) {
_elevator->handleMouseDown(x, y);
} else {
_elevator->handleMouseUp(x, y);
}
return;
}
if (_dialogueMenu->waitingForInput()) {
if (buttonLeft && !buttonDown) {
_dialogueMenu->mouseUp();
}
return;
}
if (buttonLeft && !buttonDown) {
Vector3 scenePosition = _mouse->getXYZ(x, y);
int isClickable;
int isObstacle;
int isTarget;
int sceneObjectId = _sceneObjects->findByXYZ(&isClickable, &isObstacle, &isTarget, scenePosition.x, scenePosition.y, scenePosition.z, true, false, true);
int exitIndex = _scene->_exits->getRegionAtXY(x, y);
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) {
handleMouseClickEmpty(x, y, scenePosition);
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;
}
}
if (!buttonLeft && buttonDown) {
// TODO: stop walking && switch combat mode
}
}
void BladeRunnerEngine::handleMouseClickExit(int x, int y, int exitIndex) {
debug("clicked on exit %d %d %d", exitIndex, x, y);
_sceneScript->ClickedOnExit(exitIndex);
}
void BladeRunnerEngine::handleMouseClickRegion(int x, int y, int regionIndex) {
debug("clicked on region %d %d %d", regionIndex, x, y);
_sceneScript->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);
_sceneScript->ClickedOn3DObject(objectName, false);
}
void BladeRunnerEngine::handleMouseClickEmpty(int x, int y, Vector3 &mousePosition) {
bool sceneMouseClick = _sceneScript->MouseClick(x, y);
if (sceneMouseClick) {
return;
}
bool isRunning;
debug("Clicked on nothing %f, %f, %f", mousePosition.x, mousePosition.y, mousePosition.z);
_playerActor->loopWalkToXYZ(mousePosition, 0, false, false, false, &isRunning);
}
void BladeRunnerEngine::handleMouseClickItem(int x, int y, int itemId) {
debug("Clicked on item %d", itemId);
_sceneScript->ClickedOnItem(itemId, false);
}
void BladeRunnerEngine::handleMouseClickActor(int x, int y, int actorId) {
debug("Clicked on actor %d", actorId);
bool t = _sceneScript->ClickedOnActor(actorId);
if (!_combat->isActive() && !t) {
_aiScripts->ClickedByPlayer(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 nullptr;
}
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);
}
void BladeRunnerEngine::blitToScreen(const Graphics::Surface &src) {
_system->copyRectToScreen(src.getPixels(), src.pitch, 0, 0, src.w, src.h);
_system->updateScreen();
}
void blit(const Graphics::Surface &src, Graphics::Surface &dst) {
dst.copyRectToSurface(src.getPixels(), src.pitch, 0, 0, src.w, src.h);
}
} // End of namespace BladeRunner
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