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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/scene.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/actor.h"
#include "bladerunner/adq.h"
#include "bladerunner/chapters.h"
#include "bladerunner/gameinfo.h"
#include "bladerunner/scene_objects.h"
#include "bladerunner/script/script.h"
#include "bladerunner/slice_renderer.h"
#include "common/str.h"
namespace BladeRunner {
bool Scene::open(int setId, int sceneId, bool isLoadingGame) {
if (!isLoadingGame) {
_vm->_adq->flush(1, false);
}
_setId = setId;
_sceneId = sceneId;
const Common::String setName = _vm->_gameInfo->getSceneName(_sceneId);
if (isLoadingGame) {
// TODO: Set up overlays
} else {
_regions->clear();
_exits->clear();
// TODO: Reset aesc
// TODO: Clear regions
// TODO: Destroy all overlays
_defaultLoop = 0;
_defaultLoopSet = 0;
_field_20_loop_stuff = 0;
_specialLoopMode = -1;
_specialLoop = -1;
_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 != nullptr)
delete _vqaPlayer;
_vqaPlayer = new VQAPlayer(_vm);
if (!_vqaPlayer->open(vqaName))
return false;
Common::String sceneName = _vm->_gameInfo->getSceneName(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;
_vm->_sliceRenderer->setView(*_vm->_view);
if (isLoadingGame) {
// TODO: Advance VQA frame
if (sceneId >= 73 && sceneId <= 76)
_vm->_script->SceneLoaded();
return true;
}
// TODO: set VQADecoder parameters
//_vm->_scene->advanceFrame(0, 0);
_vm->_playerActor->setAtXYZ(_actorStartPosition, _actorStartFacing);
//_vm->_playerActor->setSetId(setId);
_vm->_script->SceneLoaded();
_vm->_sceneObjects->clear();
// Init click map
int actorCount = _vm->_gameInfo->getActorCount();
for (int i = 0; i != actorCount; ++i) {
Actor *actor = _vm->_actors[i];
if (actor->getSetId() == setId) {
_vm->_sceneObjects->addActor(
i,
actor->getBoundingBox(),
actor->getScreenRectangle(),
1,
0,
actor->isTargetable(),
actor->isRetired());
}
}
_set->addObjectsToScene(_vm->_sceneObjects);
// TODO: add all items to scene
// TODO: calculate walking obstacles??
if (_specialLoopMode) {
_vm->_script->PlayerWalkedIn();
}
return true;
}
bool Scene::close(bool isLoadingGame) {
bool result = true;
if (getSetId() == -1) {
return true;
}
//_vm->_policeMaze->clear(!isLoadingGame);
if (isLoadingGame) {
_vm->_script->PlayerWalkedOut();
}
// if (SceneScript_isLoaded() && !SceneScript_unload()) {
// result = false;
// }
if (_vqaPlayer != nullptr) {
//_vqaPlayer->stop();
delete _vqaPlayer;
_vqaPlayer = nullptr;
}
_sceneId = -1;
_setId = -1;
return result;
}
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);
_vqaPlayer->updateView(_vm->_view);
_vqaPlayer->updateLights(_vm->_lights);
}
if (frame < 0) {
return frame;
}
_frame = frame;
if (_specialLoopMode == 0 && frame == _vqaPlayer->getLoopEndFrame(_specialLoop)) {
_playerWalkedIn = true;
_specialLoopMode = -1;
}
if (_specialLoopMode == 0 && !_defaultLoopSet) {
_vqaPlayer->setLoop(_defaultLoop + 1);
_defaultLoopSet = true;
}
return frame;
}
void Scene::setActorStart(Vector3 position, int facing) {
_actorStartPosition = position;
_actorStartFacing = facing;
}
void Scene::loopSetDefault(int a) {
// warning("\t\t\tScene::loopSetDefault(%d)", a);
_defaultLoop = a;
}
void Scene::loopStartSpecial(int a, int b, int c) {
// warning("\t\t\tScene::loopStartSpecial(%d, %d, %d)", a, b, c);
_specialLoopMode = a;
_specialLoop = b;
if (_specialLoop == 1) {
// a1->on_loop_end_switch_to_set_id = sub_42BE08_options_get_set_enter_arg_1(&unk_48E910_options);
// a1->on_loop_end_switch_to_scene_id = sub_42BE00_options_get_set_enter_arg_2(&unk_48E910_options);
}
if (c) {
// _field_20_loop_stuff = 1;
// v6 = a1->_field_28_loop_special_loop_number;
// sub_453434_scene_method_loop(a1);
}
}
int Scene::findObject(const char *objectName) {
return _set->findObject(objectName);
}
bool Scene::objectSetHotMouse(int objectId) {
return _set->objectSetHotMouse(objectId);
}
bool Scene::objectGetBoundingBox(int objectId, BoundingBox* boundingBox) {
return _set->objectGetBoundingBox(objectId, boundingBox);
}
void Scene::objectSetIsClickable(int objectId, bool isClickable, bool sceneLoaded) {
_set->objectSetIsClickable(objectId, isClickable);
if (sceneLoaded) {
_vm->_sceneObjects->setIsClickable(objectId + 198, isClickable);
}
}
void Scene::objectSetIsObstacle(int objectId, bool isObstacle, bool sceneLoaded, bool updateWalkpath) {
_set->objectSetIsObstacle(objectId, isObstacle);
if (sceneLoaded) {
_vm->_sceneObjects->setIsObstacle(objectId + 198, isObstacle);
if(updateWalkpath) {
_vm->_sceneObjects->updateObstacles();
}
}
}
void Scene::objectSetIsObstacleAll(bool isObstacle, bool sceneLoaded) {
int i;
for (i = 0; i < (int)_set->getObjectCount(); i++) {
_set->objectSetIsObstacle(i, isObstacle);
if (sceneLoaded) {
_vm->_sceneObjects->setIsObstacle(i + 198, isObstacle);
}
}
}
void Scene::objectSetIsTarget(int objectId, bool isTarget, bool sceneLoaded) {
_set->objectSetIsTarget(objectId, isTarget);
if (sceneLoaded) {
_vm->_sceneObjects->setIsTarget(objectId + 198, isTarget);
}
}
const char *Scene::objectGetName(int objectId) {
return _set->objectGetName(objectId);
}
} // End of namespace BladeRunner
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