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
|
/* 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/scene.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/chapters.h"
#include "bladerunner/gameinfo.h"
#include "bladerunner/script/script.h"
#include "common/str.h"
#include "common/stream.h"
namespace BladeRunner {
bool Scene::open(int setId, int sceneId, bool isLoadingGame) {
if (!isLoadingGame) {
// flush ADQ
}
_setId = setId;
_sceneId = sceneId;
const Common::String setName = _vm->_gameInfo->getSetName(_sceneId);
if (isLoadingGame) {
// TODO: Set up overlays
} else {
// TODO: Clear regions
// TODO: Destroy all overlays
_defaultLoop = 0;
_frame = -1;
}
Common::String vqaName;
int currentResourceId = _vm->_chapters->currentResourceId();
if (currentResourceId == 1) {
vqaName = Common::String::format("%s.VQA", setName.c_str());
} else {
vqaName = Common::String::format("%s_%d.VQA", setName.c_str(), MIN(currentResourceId, 3));
}
if (!_vqaPlayer.open(vqaName))
return false;
Common::String sceneName = _vm->_gameInfo->getSetName(sceneId);
if (!_vm->_script->open(sceneName))
return false;
if (!isLoadingGame)
_vm->_script->InitializeScene();
Common::String setResourceName = Common::String::format("%s-MIN.SET", sceneName.c_str());
if (!_set->open(setResourceName))
return false;
// TODO: Set view
if (isLoadingGame) {
if (sceneId >= 73 && sceneId <= 76)
_vm->_script->InitializeScene();
return true;
}
// TODO: set VQADecoder parameters
// TODO: Set actor position from scene info
// TODO: Set actor set
// TODO: call SCRIPT_Scene_Loaded
_vm->_script->SceneLoaded();
#if 0
// Init click map
int actorCount = _vm->_gameInfo->getActorCount();
for (int i = 0; i != actorCount; ++i) {
Actor *actor = _vm->_actors[i];
if (actor->getSet() == setId) {
}
}
// TODO: Update click map for set, items
#endif
return true;
}
int Scene::advanceFrame(Graphics::Surface &surface, uint16 *&zBuffer) {
int frame = _vqaPlayer.update();
if (frame >= 0) {
surface.copyFrom(*_vqaPlayer.getSurface());
memcpy(zBuffer, _vqaPlayer.getZBuffer(), 640*480*2);
_view = _vqaPlayer.getView();
}
return frame;
}
void Scene::setActorStart(Vector3 position, int facing) {
_actorStartPosition = position;
_actorStartFacing = facing;
}
} // End of namespace BladeRunner
|