1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
|
/* 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"
//TODO: remove these when game is playable
#define BLADERUNNER_DEBUG_CONSOLE 0
#define BLADERUNNER_DEBUG_GAME 0
namespace Common {
struct Event;
}
namespace GUI {
class Debugger;
}
struct ADGameDescription;
namespace BladeRunner {
class Actor;
class ActorDialogueQueue;
class ScreenEffects;
class AIScripts;
class AmbientSounds;
class AudioMixer;
class AudioPlayer;
class AudioSpeech;
class Chapters;
class CrimesDatabase;
class Combat;
class Debugger;
class DialogueMenu;
class Elevator;
class ESPER;
class Font;
class GameFlags;
class GameInfo;
class ItemPickup;
class Items;
class KIA;
class Lights;
class Mouse;
class Music;
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 KIAShapes;
class Vector3;
class View;
class VK;
class Waypoints;
class ZBuffer;
class BladeRunnerEngine : public Engine {
public:
#if BLADERUNNER_DEBUG_GAME
static const int kArchiveCount = 100;
#else
static const int kArchiveCount = 10;
#endif
static const int kActorCount = 100;
static const int kActorVoiceOver = kActorCount - 1;
bool _gameIsRunning;
bool _windowIsActive;
int _playerLosesControlCounter;
const char *_languageCode;
ActorDialogueQueue *_actorDialogueQueue;
ScreenEffects *_screenEffects;
AIScripts *_aiScripts;
AmbientSounds *_ambientSounds;
AudioMixer *_audioMixer;
AudioPlayer *_audioPlayer;
AudioSpeech *_audioSpeech;
Chapters *_chapters;
CrimesDatabase *_crimesDatabase;
Combat *_combat;
DialogueMenu *_dialogueMenu;
Elevator *_elevator;
ESPER *_esper;
GameFlags *_gameFlags;
GameInfo *_gameInfo;
ItemPickup *_itemPickup;
Items *_items;
KIA *_kia;
Lights *_lights;
Font *_mainFont;
Mouse *_mouse;
Music *_music;
Obstacles *_obstacles;
Overlays *_overlays;
Scene *_scene;
SceneObjects *_sceneObjects;
SceneScript *_sceneScript;
Settings *_settings;
SliceAnimations *_sliceAnimations;
SliceRenderer *_sliceRenderer;
Spinner *_spinner;
SuspectsDatabase *_suspectsDatabase;
View *_view;
VK *_vk;
Waypoints *_waypoints;
int *_gameVars;
TextResource *_textActorNames;
TextResource *_textCrimes;
TextResource *_textClueTypes;
TextResource *_textKIA;
TextResource *_textSpinnerDestinations;
TextResource *_textVK;
TextResource *_textOptions;
Common::Array<Shape*> _shapes;
Actor *_actors[kActorCount];
Actor *_playerActor;
Graphics::Surface _surfaceFront;
Graphics::Surface _surfaceBack;
Graphics::Surface _surface4;
ZBuffer *_zbuffer;
Common::RandomSource _rnd;
Debugger *_debugger;
bool _isWalkingInterruptible;
bool _interruptWalking;
bool _playerActorIdle;
bool _playerDead;
bool _speechSkipped;
bool _gameOver;
int _gameAutoSave;
bool _gameIsLoading;
bool _sceneIsLoading;
int _walkSoundId;
int _walkSoundVolume;
int _walkSoundBalance;
int _runningActorId;
int _mouseClickTimeLast;
int _mouseClickTimeDiff;
int _walkingToExitId;
bool _isInsideScriptExit;
int _walkingToRegionId;
bool _isInsideScriptRegion;
int _walkingToObjectId;
bool _isInsideScriptObject;
int _walkingToItemId;
bool _isInsideScriptItem;
bool _walkingToEmpty;
int _walkingToEmptyX;
int _walkingToEmptyY;
bool _isInsideScriptEmpty;
int _walkingToActorId;
bool _isInsideScriptActor;
int _actorUpdateCounter;
private:
MIXArchive _archives[kArchiveCount];
public:
BladeRunnerEngine(OSystem *syst, const ADGameDescription *desc);
~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() const;
bool isMouseButtonDown() const;
void gameLoop();
void gameTick();
void actorsUpdate();
void walkingReset();
void handleEvents();
void handleKeyUp(Common::Event &event);
void handleKeyDown(Common::Event &event);
void handleMouseAction(int x, int y, bool mainButton, bool buttonDown);
void handleMouseClickExit(int exitId, int x, int y, bool buttonDown);
void handleMouseClickRegion(int regionId, int x, int y, bool buttonDown);
void handleMouseClickItem(int itemId, bool buttonDown);
void handleMouseClickActor(int actorId, bool mainButton, bool buttonDown, Vector3 &scenePosition, int x, int y);
void handleMouseClick3DObject(int objectId, bool buttonDown, bool isClickable, bool isTarget);
void handleMouseClickEmpty(int x, int y, Vector3 &scenePosition, bool buttonDown);
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) const;
Common::SeekableReadStream *getResourceStream(const Common::String &name);
bool playerHasControl();
void playerLosesControl();
void playerGainsControl();
void ISez(const char *str);
void blitToScreen(const Graphics::Surface &src);
GUI::Debugger *getDebugger();
};
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
|