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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.
*
*/
#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 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;
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<Shape*> _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
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