2014-05-25 15:01:06 +02:00
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "bladerunner/scene.h"
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#include "bladerunner/bladerunner.h"
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2015-05-02 22:31:07 +02:00
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#include "bladerunner/actor.h"
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2014-05-25 15:01:06 +02:00
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#include "bladerunner/chapters.h"
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#include "bladerunner/gameinfo.h"
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#include "bladerunner/script/script.h"
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#include "common/str.h"
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#include "common/stream.h"
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namespace BladeRunner {
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bool Scene::open(int setId, int sceneId, bool isLoadingGame) {
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if (!isLoadingGame) {
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// flush ADQ
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}
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_setId = setId;
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_sceneId = sceneId;
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const Common::String setName = _vm->_gameInfo->getSetName(_sceneId);
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if (isLoadingGame) {
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// TODO: Set up overlays
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} else {
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// TODO: Clear regions
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// TODO: Destroy all overlays
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_defaultLoop = 0;
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_frame = -1;
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}
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Common::String vqaName;
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int currentResourceId = _vm->_chapters->currentResourceId();
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if (currentResourceId == 1) {
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vqaName = Common::String::format("%s.VQA", setName.c_str());
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} else {
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vqaName = Common::String::format("%s_%d.VQA", setName.c_str(), MIN(currentResourceId, 3));
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}
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if (!_vqaPlayer.open(vqaName))
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return false;
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Common::String sceneName = _vm->_gameInfo->getSetName(sceneId);
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if (!_vm->_script->open(sceneName))
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return false;
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if (!isLoadingGame)
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_vm->_script->InitializeScene();
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Common::String setResourceName = Common::String::format("%s-MIN.SET", sceneName.c_str());
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2015-02-06 17:14:52 +01:00
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if (!_set->open(setResourceName))
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return false;
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2014-05-25 15:01:06 +02:00
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// TODO: Set view
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if (isLoadingGame) {
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if (sceneId >= 73 && sceneId <= 76)
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_vm->_script->InitializeScene();
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return true;
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}
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// TODO: set VQADecoder parameters
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2015-05-02 22:31:07 +02:00
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2014-05-25 15:01:06 +02:00
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// TODO: Set actor position from scene info
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2015-05-02 22:31:07 +02:00
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_vm->_playerActor->set_at_xyz(_actorStartPosition, _actorStartFacing);
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2014-05-25 15:01:06 +02:00
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// TODO: Set actor set
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2015-05-02 22:31:07 +02:00
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2014-05-25 15:01:06 +02:00
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_vm->_script->SceneLoaded();
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#if 0
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// Init click map
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int actorCount = _vm->_gameInfo->getActorCount();
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for (int i = 0; i != actorCount; ++i) {
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Actor *actor = _vm->_actors[i];
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if (actor->getSet() == setId) {
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}
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}
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// TODO: Update click map for set, items
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#endif
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return true;
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}
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2015-02-06 15:31:43 +01:00
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int Scene::advanceFrame(Graphics::Surface &surface, uint16 *&zBuffer) {
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2014-05-25 15:01:06 +02:00
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int frame = _vqaPlayer.update();
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if (frame >= 0) {
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surface.copyFrom(*_vqaPlayer.getSurface());
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2015-02-06 15:31:43 +01:00
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memcpy(zBuffer, _vqaPlayer.getZBuffer(), 640*480*2);
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2014-06-05 23:16:50 +02:00
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_view = _vqaPlayer.getView();
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2014-05-25 15:01:06 +02:00
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}
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return frame;
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}
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2015-02-06 15:31:43 +01:00
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void Scene::setActorStart(Vector3 position, int facing) {
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_actorStartPosition = position;
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_actorStartFacing = facing;
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}
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2014-05-25 15:01:06 +02:00
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} // End of namespace BladeRunner
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