scummvm/engines/bladerunner/bladerunner.cpp

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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/bladerunner.h"
#include "bladerunner/actor.h"
#include "bladerunner/actor_dialogue_queue.h"
#include "bladerunner/ambient_sounds.h"
#include "bladerunner/audio_cache.h"
#include "bladerunner/audio_mixer.h"
#include "bladerunner/audio_player.h"
#include "bladerunner/audio_speech.h"
#include "bladerunner/chapters.h"
#include "bladerunner/combat.h"
#include "bladerunner/crimes_database.h"
#include "bladerunner/debugger.h"
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#include "bladerunner/dialogue_menu.h"
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#include "bladerunner/font.h"
#include "bladerunner/game_flags.h"
#include "bladerunner/game_info.h"
#include "bladerunner/image.h"
#include "bladerunner/item_pickup.h"
#include "bladerunner/items.h"
#include "bladerunner/lights.h"
#include "bladerunner/mouse.h"
#include "bladerunner/music.h"
#include "bladerunner/outtake.h"
#include "bladerunner/obstacles.h"
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#include "bladerunner/overlays.h"
#include "bladerunner/regions.h"
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#include "bladerunner/savefile.h"
#include "bladerunner/scene.h"
#include "bladerunner/scene_objects.h"
#include "bladerunner/screen_effects.h"
#include "bladerunner/set.h"
#include "bladerunner/script/ai_script.h"
#include "bladerunner/script/init_script.h"
#include "bladerunner/script/kia_script.h"
#include "bladerunner/script/police_maze.h"
#include "bladerunner/script/scene_script.h"
#include "bladerunner/settings.h"
#include "bladerunner/shape.h"
#include "bladerunner/slice_animations.h"
#include "bladerunner/slice_renderer.h"
#include "bladerunner/subtitles.h"
#include "bladerunner/suspects_database.h"
#include "bladerunner/text_resource.h"
#include "bladerunner/time.h"
#include "bladerunner/ui/elevator.h"
#include "bladerunner/ui/end_credits.h"
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#include "bladerunner/ui/esper.h"
#include "bladerunner/ui/kia.h"
#include "bladerunner/ui/scores.h"
#include "bladerunner/ui/spinner.h"
#include "bladerunner/ui/vk.h"
#include "bladerunner/vqa_decoder.h"
#include "bladerunner/waypoints.h"
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#include "bladerunner/zbuffer.h"
#include "common/array.h"
#include "common/config-manager.h"
#include "common/error.h"
#include "common/events.h"
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#include "common/savefile.h"
#include "common/system.h"
#include "common/debug-channels.h"
#include "gui/message.h"
#include "engines/util.h"
#include "engines/advancedDetector.h"
#include "graphics/pixelformat.h"
namespace BladeRunner {
BladeRunnerEngine::BladeRunnerEngine(OSystem *syst, const ADGameDescription *desc)
: Engine(syst),
_rnd("bladerunner") {
DebugMan.addDebugChannel(kDebugScript, "Script", "Debug the scripts");
_windowIsActive = true;
_gameIsRunning = true;
_vqaIsPlaying = false;
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_vqaStopIsRequested = false;
_actorIsSpeaking = false;
_actorSpeakStopIsRequested = false;
_subtitlesEnabled = false;
_sitcomMode = false;
_shortyMode = false;
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_playerLosesControlCounter = 0;
_playerActorIdle = false;
_playerDead = false;
_gameOver = false;
_gameAutoSaveTextId = -1;
_gameIsAutoSaving = false;
_gameIsLoading = false;
_sceneIsLoading = false;
_runningActorId = -1;
_isWalkingInterruptible = false;
_interruptWalking = false;
_walkSoundId = -1;
_walkSoundVolume = 0;
_walkSoundPan = 0;
_crimesDatabase = nullptr;
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_language = desc->language;
switch (desc->language) {
case Common::EN_ANY:
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_languageCode = "E";
break;
case Common::DE_DEU:
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_languageCode = "G";
break;
case Common::FR_FRA:
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_languageCode = "F";
break;
case Common::IT_ITA:
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_languageCode = "I";
break;
case Common::RU_RUS:
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_languageCode = "E"; // Russian version is built on top of English one
break;
case Common::ES_ESP:
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_languageCode = "S";
break;
default:
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_languageCode = "E";
}
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_screenEffects = nullptr;
_combat = nullptr;
_actorDialogueQueue = nullptr;
_settings = nullptr;
_itemPickup = nullptr;
_lights = nullptr;
_obstacles = nullptr;
_sceneScript = nullptr;
_time = nullptr;
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_gameInfo = nullptr;
_waypoints = nullptr;
_gameVars = nullptr;
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_cosTable1024 = nullptr;
_sinTable1024 = nullptr;
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_view = nullptr;
_sceneObjects = nullptr;
_gameFlags = nullptr;
_items = nullptr;
_audioCache = nullptr;
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_audioMixer = nullptr;
_audioPlayer = nullptr;
_music = nullptr;
_audioSpeech = nullptr;
_ambientSounds = nullptr;
_chapters = nullptr;
_overlays = nullptr;
_zbuffer = nullptr;
_playerActor = nullptr;
_textActorNames = nullptr;
_textCrimes = nullptr;
_textClueTypes = nullptr;
_textKIA = nullptr;
_textSpinnerDestinations = nullptr;
_textVK = nullptr;
_textOptions = nullptr;
_dialogueMenu = nullptr;
_suspectsDatabase = nullptr;
_kia = nullptr;
_endCredits = nullptr;
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_spinner = nullptr;
_scores = nullptr;
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_elevator = nullptr;
_mainFont = nullptr;
_subtitles = nullptr;
_esper = nullptr;
_vk = nullptr;
_policeMaze = nullptr;
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_mouse = nullptr;
_sliceAnimations = nullptr;
_sliceRenderer = nullptr;
_crimesDatabase = nullptr;
_scene = nullptr;
_aiScripts = nullptr;
for (int i = 0; i != kActorCount; ++i) {
_actors[i] = nullptr;
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}
_debugger = nullptr;
walkingReset();
_actorUpdateCounter = 0;
_actorUpdateTimeLast = 0;
}
BladeRunnerEngine::~BladeRunnerEngine() {
}
bool BladeRunnerEngine::hasFeature(EngineFeature f) const {
return
f == kSupportsRTL ||
f == kSupportsLoadingDuringRuntime ||
f == kSupportsSavingDuringRuntime;
}
bool BladeRunnerEngine::canLoadGameStateCurrently() {
return
playerHasControl() &&
!_sceneScript->isInsideScript() &&
!_aiScripts->isInsideScript() &&
!_kia->isOpen() &&
!_spinner->isOpen() &&
!_vk->isOpen() &&
!_elevator->isOpen();
}
Common::Error BladeRunnerEngine::loadGameState(int slot) {
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Common::InSaveFile *saveFile = BladeRunner::SaveFileManager::openForLoading(_targetName, slot);
if (saveFile == nullptr || saveFile->err()) {
delete saveFile;
return Common::kReadingFailed;
}
BladeRunner::SaveFileHeader header;
if (!BladeRunner::SaveFileManager::readHeader(*saveFile, header)) {
error("Invalid savegame");
}
loadGame(*saveFile);
delete saveFile;
return Common::kNoError;
}
bool BladeRunnerEngine::canSaveGameStateCurrently() {
return
playerHasControl() &&
!_sceneScript->isInsideScript() &&
!_aiScripts->isInsideScript() &&
!_kia->isOpen() &&
!_spinner->isOpen() &&
!_vk->isOpen() &&
!_elevator->isOpen();
}
Common::Error BladeRunnerEngine::saveGameState(int slot, const Common::String &desc) {
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Common::OutSaveFile *saveFile = BladeRunner::SaveFileManager::openForSaving(_targetName, slot);
if (saveFile == nullptr || saveFile->err()) {
delete saveFile;
return Common::kReadingFailed;
}
Graphics::Surface thumbnail = generateThumbnail();
BladeRunner::SaveFileHeader header;
header._name = desc;
BladeRunner::SaveFileManager::writeHeader(*saveFile, header);
_time->pause();
saveGame(*saveFile, thumbnail);
_time->resume();
saveFile->finalize();
thumbnail.free();
delete saveFile;
return Common::kNoError;
}
void BladeRunnerEngine::pauseEngineIntern(bool pause) {
_mixer->pauseAll(pause);
}
Common::Error BladeRunnerEngine::run() {
Graphics::PixelFormat format = createRGB555();
initGraphics(640, 480, &format);
_system->showMouse(true);
bool hasSavegames = !SaveFileManager::list(_targetName).empty();
if (!startup(hasSavegames)) {
shutdown();
return Common::Error(Common::kUnknownError, "Failed to initialize resources");
}
if (warnUserAboutUnsupportedGame()) {
if (ConfMan.hasKey("save_slot")) {
loadGameState(ConfMan.getInt("save_slot"));
} else if (hasSavegames) {
_kia->_forceOpen = true;
_kia->open(kKIASectionLoad);
}
// TODO: why is game starting new game here when everything is done in startup?
// else {
// newGame(1);
// }
gameLoop();
_mouse->disable();
if (_gameOver) {
// In the original game this created a single "END_GAME_STATE.END"
// which had the a valid format of a save game but was never accessed
// from the loading screen. (Due to the .END extension)
// It was also a single file that was overwritten each time the player
// finished the game.
// Maybe its purpose was debugging (?) by renaming it to .SAV and also
// for the game to "know" if the player has already finished the game at least once (?)
// although that latter one seems not to be used for anything.
autoSaveGame(4, true);
_endCredits->show();
}
}
shutdown();
return Common::kNoError;
}
bool BladeRunnerEngine::startup(bool hasSavegames) {
// These are static objects in original game
_screenEffects = new ScreenEffects(this, 0x8000);
_endCredits = new EndCredits(this);
_actorDialogueQueue = new ActorDialogueQueue(this);
_settings = new Settings(this);
_itemPickup = new ItemPickup(this);
_lights = new Lights(this);
// outtake player was initialized here in the original game - but this is done bit differently
_obstacles = new Obstacles(this);
_sceneScript = new SceneScript(this);
_debugger = new Debugger(this);
// This is the original startup in the game
_surfaceFront.create(640, 480, createRGB555());
_surfaceBack.create(640, 480, createRGB555());
_time = new Time(this);
// Try to load the SUBTITLES.MIX first, before Startup.MIX
// allows overriding any identically named resources (such as the original font files and as a bonus also the TRE files for the UI and dialogue menu)
_subtitles = new Subtitles(this);
if (MIXArchive::exists("SUBTITLES.MIX")) {
bool r = openArchive("SUBTITLES.MIX");
if (!r)
return false;
_subtitles->init();
} else {
debug("Download SUBTITLES.MIX from ScummVM's website to enable subtitles");
}
bool r = openArchive("STARTUP.MIX");
if (!r)
return false;
_gameInfo = new GameInfo(this);
if (!_gameInfo)
return false;
r = _gameInfo->open("GAMEINFO.DAT");
if (!r) {
return false;
}
if (hasSavegames) {
if (!loadSplash()) {
return false;
}
}
_waypoints = new Waypoints(this, _gameInfo->getWaypointCount());
_combat = new Combat(this);
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_gameVars = new int[_gameInfo->getGlobalVarCount()]();
// Seed rand
_cosTable1024 = new Common::CosineTable(1024); // 10-bits = 1024 points for 2*PI;
_sinTable1024 = new Common::SineTable(1024);
_view = new View();
_sceneObjects = new SceneObjects(this, _view);
_gameFlags = new GameFlags();
_gameFlags->setFlagCount(_gameInfo->getFlagCount());
// Assign default values to the ScummVM configuration manager, in case settings are missing
ConfMan.registerDefault("subtitles", "true");
// get value from the ScummVM configuration manager
_subtitlesEnabled = ConfMan.getBool("subtitles");
_sitcomMode = ConfMan.getBool("sitcom");
_shortyMode = ConfMan.getBool("shorty");
_items = new Items(this);
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_audioCache = new AudioCache();
_audioMixer = new AudioMixer(this);
_audioPlayer = new AudioPlayer(this);
_music = new Music(this);
_audioSpeech = new AudioSpeech(this);
_ambientSounds = new AmbientSounds(this);
// BLADE.INI was read here, but it was replaced by ScummVM configuration
_chapters = new Chapters(this);
if (!_chapters)
return false;
if (!openArchive("MUSIC.MIX"))
return false;
if (!openArchive("SFX.MIX"))
return false;
if (!openArchive("SPCHSFX.TLK"))
return false;
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_overlays = new Overlays(this);
_overlays->init();
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_zbuffer = new ZBuffer();
_zbuffer->init(640, 480);
int actorCount = (int)_gameInfo->getActorCount();
assert(actorCount < kActorCount);
for (int i = 0; i != actorCount; ++i) {
_actors[i] = new Actor(this, i);
}
_actors[kActorVoiceOver] = new Actor(this, kActorVoiceOver);
_playerActor = _actors[_gameInfo->getPlayerId()];
_playerActor->setFPS(15);
_playerActor->timerStart(6, 200);
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_policeMaze = new PoliceMaze(this);
_textActorNames = new TextResource(this);
if (!_textActorNames->open("ACTORS"))
return false;
_textCrimes = new TextResource(this);
if (!_textCrimes->open("CRIMES"))
return false;
_textClueTypes = new TextResource(this);
if (!_textClueTypes->open("CLUETYPE"))
return false;
_textKIA = new TextResource(this);
if (!_textKIA->open("KIA"))
return false;
_textSpinnerDestinations = new TextResource(this);
if (!_textSpinnerDestinations->open("SPINDEST"))
return false;
_textVK = new TextResource(this);
if (!_textVK->open("VK"))
return false;
_textOptions = new TextResource(this);
if (!_textOptions->open("OPTIONS"))
return false;
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_dialogueMenu = new DialogueMenu(this);
if (!_dialogueMenu->loadText("DLGMENU"))
return false;
_suspectsDatabase = new SuspectsDatabase(this, _gameInfo->getSuspectCount());
_kia = new KIA(this);
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_spinner = new Spinner(this);
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_elevator = new Elevator(this);
_scores = new Scores(this);
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_mainFont = new Font(this);
_mainFont->open("KIA6PT.FON", 640, 480, -1, 0, 0x252D);
_mainFont->setSpacing(1, 0);
for (int i = 0; i != 43; ++i) {
Shape *shape = new Shape(this);
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shape->open("SHAPES.SHP", i);
_shapes.push_back(shape);
}
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_esper = new ESPER(this);
_vk = new VK(this);
_mouse = new Mouse(this);
_mouse->setCursor(0);
_sliceAnimations = new SliceAnimations(this);
r = _sliceAnimations->open("INDEX.DAT");
if (!r)
return false;
r = _sliceAnimations->openCoreAnim();
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if (!r) {
return false;
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}
_sliceRenderer = new SliceRenderer(this);
_sliceRenderer->setScreenEffects(_screenEffects);
_crimesDatabase = new CrimesDatabase(this, "CLUES", _gameInfo->getClueCount());
_scene = new Scene(this);
// Load INIT.DLL
InitScript initScript(this);
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initScript.SCRIPT_Initialize_Game();
// Load AI-ACT1.DLL
_aiScripts = new AIScripts(this, actorCount);
initChapterAndScene();
return true;
}
void BladeRunnerEngine::initChapterAndScene() {
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for (int i = 0, end = _gameInfo->getActorCount(); i != end; ++i) {
_aiScripts->initialize(i);
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}
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for (int i = 0, end = _gameInfo->getActorCount(); i != end; ++i) {
_actors[i]->changeAnimationMode(kAnimationModeIdle);
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}
for (int i = 1, end = _gameInfo->getActorCount(); i != end; ++i) { // skip first actor, probably player
_actors[i]->movementTrackNext(true);
}
if (ConfMan.hasKey("boot_param")) {
int param = ConfMan.getInt("boot_param"); // CTTTSSS
int chapter = param / 1000000;
param -= chapter * 1000000;
int set = param / 1000;
param -= set * 1000;
int scene = param;
_settings->setChapter(chapter);
_settings->setNewSetAndScene(set, scene);
} else {
_settings->setChapter(1);
_settings->setNewSetAndScene(_gameInfo->getInitialSetId(), _gameInfo->getInitialSceneId());
}
}
void BladeRunnerEngine::shutdown() {
_mixer->stopAll();
// BLADE.INI as updated here
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delete _aiScripts;
_aiScripts = nullptr;
delete _scene;
_scene = nullptr;
delete _crimesDatabase;
_crimesDatabase = nullptr;
delete _sliceRenderer;
_sliceRenderer = nullptr;
delete _sliceAnimations;
_sliceAnimations = nullptr;
delete _mouse;
_mouse = nullptr;
delete _vk;
_vk = nullptr;
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delete _esper;
_esper = nullptr;
for (uint i = 0; i != _shapes.size(); ++i) {
delete _shapes[i];
}
_shapes.clear();
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if (_mainFont) {
_mainFont->close();
delete _mainFont;
_mainFont = nullptr;
}
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delete _scores;
_scores = nullptr;
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delete _elevator;
_elevator = nullptr;
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delete _spinner;
_spinner = nullptr;
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delete _kia;
_kia = nullptr;
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delete _suspectsDatabase;
_suspectsDatabase = nullptr;
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delete _dialogueMenu;
_dialogueMenu = nullptr;
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delete _textOptions;
_textOptions = nullptr;
delete _textVK;
_textVK = nullptr;
delete _textSpinnerDestinations;
_textSpinnerDestinations = nullptr;
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delete _textKIA;
_textKIA = nullptr;
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delete _textClueTypes;
_textClueTypes = nullptr;
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delete _textCrimes;
_textCrimes = nullptr;
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delete _textActorNames;
_textActorNames = nullptr;
delete _policeMaze;
_policeMaze = nullptr;
_playerActor = nullptr;
delete _actors[kActorVoiceOver];
_actors[kActorVoiceOver] = nullptr;
int actorCount = (int)_gameInfo->getActorCount();
for (int i = 0; i < actorCount; ++i) {
delete _actors[i];
_actors[i] = nullptr;
}
delete _zbuffer;
_zbuffer = nullptr;
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delete _overlays;
_overlays = nullptr;
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if (isArchiveOpen("SPCHSFX.TLK")) {
closeArchive("SPCHSFX.TLK");
}
if (isArchiveOpen("SFX.MIX")) {
closeArchive("SFX.MIX");
}
if (isArchiveOpen("MUSIC.MIX")) {
closeArchive("MUSIC.MIX");
}
if (_chapters) {
if (_chapters->hasOpenResources())
_chapters->closeResources();
delete _chapters;
_chapters = nullptr;
}
delete _ambientSounds;
_ambientSounds = nullptr;
delete _audioSpeech;
_audioSpeech = nullptr;
delete _music;
_music = nullptr;
delete _audioPlayer;
_audioPlayer = nullptr;
delete _audioMixer;
_audioMixer = nullptr;
delete _audioCache;
_audioCache = nullptr;
delete _items;
_items = nullptr;
delete _gameFlags;
_gameFlags = nullptr;
delete _sceneObjects;
_sceneObjects = nullptr;
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delete _view;
_view = nullptr;
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delete _sinTable1024;
_sinTable1024 = nullptr;
delete _cosTable1024;
_cosTable1024 = nullptr;
delete[] _gameVars;
_gameVars = nullptr;
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delete _combat;
_combat = nullptr;
delete _waypoints;
_waypoints = nullptr;
delete _gameInfo;
_gameInfo = nullptr;
if (isArchiveOpen("STARTUP.MIX")) {
closeArchive("STARTUP.MIX");
}
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if (isArchiveOpen("SUBTITLES.MIX")) {
closeArchive("SUBTITLES.MIX");
}
if (_subtitles) {
delete _subtitles;
_subtitles = nullptr;
}
delete _time;
_time = nullptr;
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_surfaceBack.free();
_surfaceFront.free();
// These are static objects in original game
delete _debugger;
_debugger = nullptr;
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delete _sceneScript;
_sceneScript = nullptr;
delete _obstacles;
_obstacles = nullptr;
delete _lights;
_lights = nullptr;
delete _itemPickup;
_itemPickup = nullptr;
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delete _settings;
_settings = nullptr;
delete _actorDialogueQueue;
_actorDialogueQueue = nullptr;
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delete _endCredits;
_endCredits = nullptr;
delete _screenEffects;
_screenEffects = nullptr;
}
bool BladeRunnerEngine::loadSplash() {
Image img(this);
if (!img.open("SPLASH.IMG")) {
return false;
}
img.copyToSurface(&_surfaceFront);
blitToScreen(_surfaceFront);
return true;
}
Common::Point BladeRunnerEngine::getMousePos() const {
Common::Point p = _eventMan->getMousePos();
p.x = CLIP(p.x, int16(0), int16(639));
p.y = CLIP(p.y, int16(0), int16(479));
return p;
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}
bool BladeRunnerEngine::isMouseButtonDown() const {
return _eventMan->getButtonState() != 0;
}
void BladeRunnerEngine::gameLoop() {
_gameIsRunning = true;
do {
if (_playerDead) {
playerDied();
_playerDead = false;
}
gameTick();
} while (_gameIsRunning);
}
void BladeRunnerEngine::gameTick() {
handleEvents();
if (!_gameIsRunning || !_windowIsActive) {
return;
}
if (!_kia->isOpen() && !_sceneScript->isInsideScript() && !_aiScripts->isInsideScript()) {
if (!_settings->openNewScene()) {
Common::Error runtimeError = Common::Error(Common::kUnknownError, "A required game resource was not found");
GUI::MessageDialog dialog(runtimeError.getDesc());
dialog.runModal();
return;
}
}
if (_gameAutoSaveTextId >= 0) {
autoSaveGame(_gameAutoSaveTextId, false);
_gameAutoSaveTextId = -1;
}
//probably not needed, this version of tick is just loading data from buffer
//_audioMixer->tick();
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if (_kia->isOpen()) {
_kia->tick();
return;
}
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if (_spinner->isOpen()) {
_spinner->tick();
_ambientSounds->tick();
return;
}
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if (_esper->isOpen()) {
_esper->tick();
return;
}
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if (_vk->isOpen()) {
_vk->tick();
_ambientSounds->tick();
return;
}
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if (_elevator->isOpen()) {
_elevator->tick();
_ambientSounds->tick();
return;
}
if (_scores->isOpen()) {
_scores->tick();
_ambientSounds->tick();
return;
}
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_actorDialogueQueue->tick();
if (_scene->didPlayerWalkIn()) {
_sceneScript->playerWalkedIn();
}
bool inDialogueMenu = _dialogueMenu->isVisible();
if (!inDialogueMenu) {
for (int i = 0; i < (int)_gameInfo->getActorCount(); ++i) {
_actors[i]->tickCombat();
}
}
_policeMaze->tick();
_zbuffer->clean();
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_ambientSounds->tick();
bool backgroundChanged = false;
int frame = _scene->advanceFrame();
if (frame >= 0) {
_sceneScript->sceneFrameAdvanced(frame);
backgroundChanged = true;
}
blit(_surfaceBack, _surfaceFront);
_overlays->tick();
if (!inDialogueMenu) {
actorsUpdate();
}
if (_settings->getNewScene() != -1 && !_sceneScript->isInsideScript() && !_aiScripts->isInsideScript()) {
return;
}
_sliceRenderer->setView(_view);
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// Tick and draw all actors in current set
int setId = _scene->getSetId();
for (int i = 0, end = _gameInfo->getActorCount(); i != end; ++i) {
if (_actors[i]->getSetId() == setId) {
Common::Rect screenRect;
if (_actors[i]->tick(backgroundChanged, &screenRect)) {
_zbuffer->mark(screenRect);
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}
}
}
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_items->tick();
_itemPickup->tick();
_itemPickup->draw();
Common::Point p = getMousePos();
if (_dialogueMenu->isVisible()) {
_dialogueMenu->tick(p.x, p.y);
_dialogueMenu->draw(_surfaceFront);
}
if (_debugger->_viewZBuffer) {
_surfaceFront.copyRectToSurface(_zbuffer->getData(), 1280, 0, 0, 640, 480);
}
_mouse->tick(p.x, p.y);
_mouse->draw(_surfaceFront, p.x, p.y);
if (_walkSoundId >= 0) {
_audioPlayer->playAud(_gameInfo->getSfxTrack(_walkSoundId), _walkSoundVolume, _walkSoundPan, _walkSoundPan, 50, 0);
_walkSoundId = -1;
}
if (_debugger->_isDebuggerOverlay) {
_debugger->drawDebuggerOverlay();
}
if (_debugger->_viewObstacles) {
_obstacles->draw();
}
_subtitles->tick(_surfaceFront);
// Without this condition the game may flash back to the game screen
// between and ending outtake and the end credits.
if (!_gameOver) {
blitToScreen(_surfaceFront);
}
_system->delayMillis(10);
}
void BladeRunnerEngine::actorsUpdate() {
#if BLADERUNNER_ORIGINAL_BUGS
#else
int timeNow = _time->current();
// Don't update actors more than 60 times per second
if (timeNow - _actorUpdateTimeLast < 1000 / 60) {
return;
}
_actorUpdateTimeLast = timeNow;
#endif // BLADERUNNER_ORIGINAL_BUGS
int actorCount = (int)_gameInfo->getActorCount();
int setId = _scene->getSetId();
// what a "nice" last minute fix...
if ( setId == kSetUG18
&& _gameVars[kVariableChapter] == 4
&& _gameFlags->query(kFlagCallWithGuzza)
&& _aiScripts->isInsideScript()
) {
return;
}
for (int i = 0; i < actorCount; i++) {
Actor *actor = _actors[i];
if (actor->getSetId() == setId || i == _actorUpdateCounter) {
_aiScripts->update(i);
actor->timersUpdate();
}
}
++_actorUpdateCounter;
if (_actorUpdateCounter >= actorCount) {
_actorUpdateCounter = 0;
}
}
void BladeRunnerEngine::walkingReset() {
_mouseClickTimeLast = 0;
_mouseClickTimeDiff = 0;
_walkingToExitId = -1;
_isInsideScriptExit = false;
_walkingToRegionId = -1;
_isInsideScriptRegion = false;
_walkingToObjectId = -1;
_isInsideScriptObject = false;
_walkingToItemId = -1;
_isInsideScriptItem = false;
_walkingToEmpty = false;
_walkingToEmptyX = 0;
_walkingToEmptyY = 0;
_isInsideScriptEmpty = false;
_walkingToActorId = -1;
_isInsideScriptActor = false;
}
void BladeRunnerEngine::handleEvents() {
if (shouldQuit()) {
_gameIsRunning = false;
return;
}
Common::Event event;
Common::EventManager *eventMan = _system->getEventManager();
while (eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_KEYUP:
handleKeyUp(event);
break;
case Common::EVENT_KEYDOWN:
handleKeyDown(event);
break;
case Common::EVENT_LBUTTONUP:
handleMouseAction(event.mouse.x, event.mouse.y, true, false);
break;
case Common::EVENT_RBUTTONUP:
case Common::EVENT_MBUTTONUP:
handleMouseAction(event.mouse.x, event.mouse.y, false, false);
break;
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case Common::EVENT_LBUTTONDOWN:
handleMouseAction(event.mouse.x, event.mouse.y, true, true);
break;
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case Common::EVENT_RBUTTONDOWN:
case Common::EVENT_MBUTTONDOWN:
handleMouseAction(event.mouse.x, event.mouse.y, false, true);
break;
// Added by ScummVM team
case Common::EVENT_WHEELUP:
handleMouseAction(event.mouse.x, event.mouse.y, false, false, -1);
break;
// Added by ScummVM team
case Common::EVENT_WHEELDOWN:
handleMouseAction(event.mouse.x, event.mouse.y, false, false, 1);
break;
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default:
; // nothing to do
}
}
}
void BladeRunnerEngine::handleKeyUp(Common::Event &event) {
if (_actorIsSpeaking && event.kbd.keycode == Common::KEYCODE_RETURN) {
_actorSpeakStopIsRequested = true;
_actorIsSpeaking = false;
return;
}
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if (_vqaIsPlaying) {
_vqaStopIsRequested = true;
_vqaIsPlaying = false;
return;
}
if (!playerHasControl() || _isWalkingInterruptible) {
return;
}
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if (_kia->isOpen()) {
_kia->handleKeyUp(event.kbd);
return;
}
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if (_spinner->isOpen()) {
return;
}
if (_elevator->isOpen()) {
return;
}
if (_esper->isOpen()) {
return;
}
if (_vk->isOpen()) {
return;
}
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if (_dialogueMenu->isOpen()) {
return;
}
if (_scores->isOpen()) {
return;
}
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switch (event.kbd.keycode) {
case Common::KEYCODE_TAB:
_kia->openLastOpened();
break;
case Common::KEYCODE_ESCAPE:
_kia->open(kKIASectionSettings);
break;
case Common::KEYCODE_SPACE:
_combat->change();
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break;
default:
break;
}
}
void BladeRunnerEngine::handleKeyDown(Common::Event &event) {
if ((event.kbd.keycode == Common::KEYCODE_d) && (event.kbd.flags & Common::KBD_CTRL)) {
getDebugger()->attach();
getDebugger()->onFrame();
return;
}
if (!playerHasControl() || _isWalkingInterruptible || _actorIsSpeaking || _vqaIsPlaying) {
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return;
}
if (_kia->isOpen()) {
_kia->handleKeyDown(event.kbd);
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return;
}
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if (_spinner->isOpen()) {
return;
}
if (_elevator->isOpen()) {
return;
}
if (_esper->isOpen()) {
return;
}
if (_dialogueMenu->isOpen()) {
return;
}
if (_scores->isOpen()) {
_scores->handleKeyDown(event.kbd);
return;
}
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switch (event.kbd.keycode) {
case Common::KEYCODE_F1:
_kia->open(kKIASectionHelp);
break;
case Common::KEYCODE_F2:
_kia->open(kKIASectionSave);
break;
case Common::KEYCODE_F3:
_kia->open(kKIASectionLoad);
break;
case Common::KEYCODE_F4:
_kia->open(kKIASectionCrimes);
break;
case Common::KEYCODE_F5:
_kia->open(kKIASectionSuspects);
break;
case Common::KEYCODE_F6:
_kia->open(kKIASectionClues);
break;
case Common::KEYCODE_F10:
_kia->open(kKIASectionQuit);
break;
default:
break;
}
}
void BladeRunnerEngine::handleMouseAction(int x, int y, bool mainButton, bool buttonDown, int scrollDirection /* = 0 */) {
x = CLIP(x, 0, 639);
y = CLIP(y, 0, 479);
int timeNow = _time->current();
if (buttonDown) {
_mouseClickTimeDiff = timeNow - _mouseClickTimeLast;
_mouseClickTimeLast = timeNow;
}
if (!playerHasControl() || _mouse->isDisabled()) {
return;
}
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if (_kia->isOpen()) {
if (scrollDirection != 0) {
_kia->handleMouseScroll(x, y, scrollDirection);
} else if (buttonDown) {
_kia->handleMouseDown(x, y, mainButton);
} else {
_kia->handleMouseUp(x, y, mainButton);
}
return;
}
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if (_spinner->isOpen()) {
if (buttonDown) {
_spinner->handleMouseDown(x, y);
} else {
_spinner->handleMouseUp(x, y);
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}
return;
}
if (_esper->isOpen()) {
if (buttonDown) {
_esper->handleMouseDown(x, y, mainButton);
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} else {
_esper->handleMouseUp(x, y, mainButton);
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}
return;
}
if (_vk->isOpen()) {
if (buttonDown) {
_vk->handleMouseDown(x, y, mainButton);
} else {
_vk->handleMouseUp(x, y, mainButton);
}
return;
}
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if (_elevator->isOpen()) {
if (buttonDown) {
_elevator->handleMouseDown(x, y);
} else {
_elevator->handleMouseUp(x, y);
}
return;
}
if (_scores->isOpen()) {
if (buttonDown) {
_scores->handleMouseDown(x, y);
} else {
_scores->handleMouseUp(x, y);
}
return;
}
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if (_dialogueMenu->waitingForInput()) {
if (mainButton && !buttonDown) {
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_dialogueMenu->mouseUp();
}
return;
}
if (mainButton) {
Vector3 scenePosition = _mouse->getXYZ(x, y);
bool isClickable;
bool isObstacle;
bool isTarget;
int sceneObjectId = _sceneObjects->findByXYZ(&isClickable, &isObstacle, &isTarget, scenePosition, true, false, true);
int exitIndex = _scene->_exits->getRegionAtXY(x, y);
int regionIndex = _scene->_regions->getRegionAtXY(x, y);
if ((sceneObjectId < kSceneObjectOffsetActors || sceneObjectId >= kSceneObjectOffsetItems) && exitIndex >= 0) {
handleMouseClickExit(exitIndex, x, y, buttonDown);
} else if (regionIndex >= 0) {
handleMouseClickRegion(regionIndex, x, y, buttonDown);
} else if (sceneObjectId == -1) {
handleMouseClickEmpty(x, y, scenePosition, buttonDown);
} else if (sceneObjectId >= kSceneObjectOffsetActors && sceneObjectId < kSceneObjectOffsetItems) {
handleMouseClickActor(sceneObjectId - kSceneObjectOffsetActors, mainButton, buttonDown, scenePosition, x, y);
} else if (sceneObjectId >= kSceneObjectOffsetItems && sceneObjectId < kSceneObjectOffsetObjects) {
handleMouseClickItem(sceneObjectId - kSceneObjectOffsetItems, buttonDown);
} else if (sceneObjectId >= kSceneObjectOffsetObjects && sceneObjectId <= 293) {
handleMouseClick3DObject(sceneObjectId - kSceneObjectOffsetObjects, buttonDown, isClickable, isTarget);
}
} else if (buttonDown) {
if (_playerActor->mustReachWalkDestination()) {
if (!_isWalkingInterruptible) {
return;
}
_playerActor->stopWalking(false);
_interruptWalking = true;
}
_combat->change();
}
}
void BladeRunnerEngine::handleMouseClickExit(int exitId, int x, int y, bool buttonDown) {
if (_isWalkingInterruptible && exitId != _walkingToExitId) {
_isWalkingInterruptible = false;
_interruptWalking = true;
walkingReset();
_walkingToExitId = exitId;
return;
}
if (buttonDown) {
return;
}
if (_isInsideScriptExit && exitId == _walkingToExitId) {
_playerActor->run();
if (_mouseClickTimeDiff <= 10000) {
_playerActor->increaseFPS();
}
} else {
_walkingToExitId = exitId;
_walkingToRegionId = -1;
_walkingToObjectId = -1;
_walkingToItemId = -1;
_walkingToEmpty = false;
_walkingToActorId = -1;
_isInsideScriptExit = true;
_sceneScript->clickedOnExit(exitId);
_isInsideScriptExit = false;
}
}
void BladeRunnerEngine::handleMouseClickRegion(int regionId, int x, int y, bool buttonDown) {
if (_isWalkingInterruptible && regionId != _walkingToRegionId) {
_isWalkingInterruptible = false;
_interruptWalking = true;
walkingReset();
_walkingToRegionId = regionId;
return;
}
if (buttonDown || _mouse->isInactive()) {
return;
}
if (_isInsideScriptRegion && regionId == _walkingToRegionId) {
_playerActor->run();
if (_mouseClickTimeDiff <= 10000) {
_playerActor->increaseFPS();
}
} else {
_walkingToExitId = -1;
_walkingToRegionId = regionId;
_walkingToObjectId = -1;
_walkingToItemId = -1;
_walkingToEmpty = false;
_walkingToActorId = -1;
_isInsideScriptRegion = true;
_sceneScript->clickedOn2DRegion(regionId);
_isInsideScriptRegion = false;
}
}
void BladeRunnerEngine::handleMouseClick3DObject(int objectId, bool buttonDown, bool isClickable, bool isTarget) {
const Common::String &objectName = _scene->objectGetName(objectId);
if (_isWalkingInterruptible && objectId != _walkingToObjectId) {
_isWalkingInterruptible = false;
_interruptWalking = true;
walkingReset();
_walkingToObjectId = objectId;
return;
}
if (_mouse->isInactive()) {
return;
}
if (!_combat->isActive()) {
if (buttonDown || !isClickable) {
return;
}
if (_isInsideScriptObject && objectId == _walkingToObjectId) {
_playerActor->run();
if (_mouseClickTimeDiff <= 10000) {
_playerActor->increaseFPS();
}
} else {
_walkingToExitId = -1;
_walkingToRegionId = -1;
_walkingToObjectId = objectId;
_walkingToItemId = -1;
_walkingToEmpty = false;
_walkingToActorId = -1;
_isInsideScriptObject = true;
_sceneScript->clickedOn3DObject(objectName.c_str(), false);
_isInsideScriptObject = false;
}
} else {
if (!buttonDown || !isTarget) {
return;
}
_playerActor->stopWalking(false);
_playerActor->faceObject(objectName, false);
_playerActor->changeAnimationMode(kAnimationModeCombatAttack, false);
_settings->decreaseAmmo();
_audioPlayer->playAud(_gameInfo->getSfxTrack(_combat->getHitSound()), 100, 0, 0, 90, 0);
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_mouse->setMouseJitterUp();
_isInsideScriptObject = true;
_sceneScript->clickedOn3DObject(objectName.c_str(), true);
_isInsideScriptObject = false;
}
}
void BladeRunnerEngine::handleMouseClickEmpty(int x, int y, Vector3 &scenePosition, bool buttonDown) {
if (_isWalkingInterruptible) {
_isWalkingInterruptible = false;
_interruptWalking = true;
walkingReset();
_walkingToEmpty = false;
return;
}
_isInsideScriptEmpty = true;
bool sceneMouseClick = _sceneScript->mouseClick(x, y);
_isInsideScriptEmpty = false;
if (sceneMouseClick) {
return;
}
int actorId = Actor::findTargetUnderMouse(this, x, y);
int itemId = _items->findTargetUnderMouse(x, y);
if (_combat->isActive() && buttonDown && (actorId > 0 || itemId > 0)) {
_playerActor->stopWalking(false);
if (actorId > 0) {
_playerActor->faceActor(actorId, false);
} else {
_playerActor->faceItem(itemId, false);
}
_playerActor->changeAnimationMode(kAnimationModeCombatAttack, false);
_settings->decreaseAmmo();
_audioPlayer->playAud(_gameInfo->getSfxTrack(_combat->getMissSound()), 100, 0, 0, 90, 0);
2018-03-25 03:02:56 +02:00
_mouse->setMouseJitterUp();
if (actorId > 0) {
_aiScripts->shotAtAndMissed(actorId);
}
} else {
if (buttonDown) {
return;
}
_walkingToExitId = -1;
_walkingToRegionId = -1;
_walkingToObjectId = -1;
_walkingToItemId = -1;
_walkingToEmpty = true;
_walkingToActorId = -1;
if (_combat->isActive() && (actorId > 0 || itemId > 0)) {
return;
}
int xDist = abs(_walkingToEmptyX - x);
int yDist = abs(_walkingToEmptyY - y);
_walkingToEmptyX = x;
_walkingToEmptyY = y;
bool inWalkbox = false;
float altitude = _scene->_set->getAltitudeAtXZ(scenePosition.x, scenePosition.z, &inWalkbox);
if (!inWalkbox || scenePosition.y >= altitude + 6.0f) {
return;
}
bool shouldRun = _playerActor->isRunning();
if (_mouseClickTimeDiff <= 10000 && xDist < 10 && yDist < 10) {
shouldRun = true;
}
_playerActor->walkTo(shouldRun, scenePosition, false);
if (shouldRun && _playerActor->isWalking()) {
_playerActor->increaseFPS();
}
}
}
void BladeRunnerEngine::handleMouseClickItem(int itemId, bool buttonDown) {
if (_isWalkingInterruptible && itemId != _walkingToItemId) {
_isWalkingInterruptible = false;
_interruptWalking = true;
walkingReset();
_walkingToItemId = itemId;
return;
}
if (_mouse->isInactive()) {
return;
}
if (!_combat->isActive()) {
if (buttonDown) {
return;
}
if (_isInsideScriptItem && itemId == _walkingToItemId) {
_playerActor->run();
if (_mouseClickTimeDiff <= 10000) {
_playerActor->increaseFPS();
}
} else {
_walkingToExitId = -1;
_walkingToRegionId = -1;
_walkingToObjectId = -1;
_walkingToItemId = itemId;
_walkingToEmpty = false;
_walkingToActorId = -1;
_isInsideScriptItem = true;
_sceneScript->clickedOnItem(itemId, false);
_isInsideScriptItem = false;
}
} else {
if (!buttonDown || !_items->isTarget(itemId) /* || _mouse->isRandomized() */) {
return;
}
_playerActor->stopWalking(false);
_playerActor->faceItem(itemId, false);
_playerActor->changeAnimationMode(kAnimationModeCombatAttack, false);
_settings->decreaseAmmo();
_audioPlayer->playAud(_gameInfo->getSfxTrack(_combat->getHitSound()), 100, 0, 0, 90, 0);
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_mouse->setMouseJitterUp();
_isInsideScriptItem = true;
_sceneScript->clickedOnItem(itemId, true);
_isInsideScriptItem = false;
}
}
void BladeRunnerEngine::handleMouseClickActor(int actorId, bool mainButton, bool buttonDown, Vector3 &scenePosition, int x, int y) {
if (_isWalkingInterruptible && actorId != _walkingToActorId) {
_isWalkingInterruptible = false;
_interruptWalking = true;
walkingReset();
_walkingToActorId = actorId;
return;
}
if (_mouse->isInactive()) {
return;
}
if (!buttonDown) {
if (actorId == kActorMcCoy) {
if (mainButton) {
if (!_combat->isActive()) {
_kia->openLastOpened();
}
} else if (!_playerActor->mustReachWalkDestination()) {
_combat->change();
}
return;
}
if (_isInsideScriptActor && actorId == _walkingToActorId) {
_playerActor->run();
if (_mouseClickTimeDiff <= 10000) {
_playerActor->increaseFPS();
}
} else {
_walkingToExitId = -1;
_walkingToRegionId = -1;
_walkingToObjectId = -1;
_walkingToItemId = -1;
_walkingToEmpty = false;
_walkingToActorId = actorId;
_isInsideScriptActor = true;
bool processedBySceneScript = _sceneScript->clickedOnActor(actorId);
_isInsideScriptActor = false;
if (!_combat->isActive() && !processedBySceneScript) {
_aiScripts->clickedByPlayer(actorId);
}
}
} else {
Actor *actor = _actors[actorId];
if (!_combat->isActive() || actorId == kActorMcCoy || !actor->isTarget() || actor->isRetired() /*|| _mouse->isRandomized()*/) {
return;
}
_playerActor->stopWalking(false);
_playerActor->faceActor(actorId, false);
_playerActor->changeAnimationMode(kAnimationModeCombatAttack, false);
_settings->decreaseAmmo();
bool missed = _playerActor->isObstacleBetween(actor->getXYZ());
_audioPlayer->playAud(_gameInfo->getSfxTrack(missed ? _combat->getMissSound() : _combat->getHitSound()), 100, 0, 0, 90, 0);
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_mouse->setMouseJitterUp();
if (missed) {
_aiScripts->shotAtAndMissed(actorId);
} else {
_isInsideScriptActor = true;
bool canShoot = _aiScripts->shotAtAndHit(actorId);
_isInsideScriptActor = false;
if (!canShoot) {
_combat->shoot(actorId, scenePosition, x);
}
}
}
}
void BladeRunnerEngine::gameWaitForActive() {
while (!_windowIsActive) {
handleEvents();
}
}
void BladeRunnerEngine::loopActorSpeaking() {
if (!_audioSpeech->isPlaying()) {
return;
}
playerLosesControl();
do {
gameTick();
} while (_gameIsRunning && _audioSpeech->isPlaying());
playerGainsControl();
}
void BladeRunnerEngine::outtakePlay(int id, bool noLocalization, int container) {
Common::String name = _gameInfo->getOuttake(id);
OuttakePlayer player(this);
player.play(name, noLocalization, container);
}
bool BladeRunnerEngine::openArchive(const Common::String &name) {
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int i;
// If archive is already open, return true
for (i = 0; i != kArchiveCount; ++i) {
if (_archives[i].isOpen() && _archives[i].getName() == name) {
return true;
}
}
// Find first available slot
for (i = 0; i != kArchiveCount; ++i) {
if (!_archives[i].isOpen()) {
break;
}
}
if (i == kArchiveCount) {
/* TODO: BLADE.EXE retires the least recently used
* archive when it runs out of slots. */
error("openArchive: No more archive slots");
}
_archives[i].open(name);
return _archives[i].isOpen();
}
bool BladeRunnerEngine::closeArchive(const Common::String &name) {
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for (int i = 0; i != kArchiveCount; ++i) {
if (_archives[i].isOpen() && _archives[i].getName() == name) {
_archives[i].close();
return true;
}
}
warning("closeArchive: Archive %s not open.", name.c_str());
return false;
}
bool BladeRunnerEngine::isArchiveOpen(const Common::String &name) const {
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for (int i = 0; i != kArchiveCount; ++i) {
if (_archives[i].isOpen() && _archives[i].getName() == name)
return true;
}
return false;
}
void BladeRunnerEngine::syncSoundSettings() {
Engine::syncSoundSettings();
_subtitlesEnabled = ConfMan.getBool("subtitles");
}
bool BladeRunnerEngine::isSubtitlesEnabled() {
return _subtitlesEnabled;
}
void BladeRunnerEngine::setSubtitlesEnabled(bool newVal) {
ConfMan.setBool("subtitles", newVal);
syncSoundSettings();
}
Common::SeekableReadStream *BladeRunnerEngine::getResourceStream(const Common::String &name) {
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for (int i = 0; i != kArchiveCount; ++i) {
if (!_archives[i].isOpen()) {
continue;
}
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// debug("getResource: Searching archive %s for %s.", _archives[i].getName().c_str(), name.c_str());
Common::SeekableReadStream *stream = _archives[i].createReadStreamForMember(name);
if (stream) {
return stream;
}
}
warning("getResource: Resource %s not found", name.c_str());
return nullptr;
}
bool BladeRunnerEngine::playerHasControl() {
return _playerLosesControlCounter == 0;
}
void BladeRunnerEngine::playerLosesControl() {
if (++_playerLosesControlCounter == 1) {
_mouse->disable();
}
}
void BladeRunnerEngine::playerGainsControl() {
if (_playerLosesControlCounter == 0) {
warning("Unbalanced call to BladeRunnerEngine::playerGainsControl");
}
if (_playerLosesControlCounter > 0)
--_playerLosesControlCounter;
if (_playerLosesControlCounter == 0) {
_mouse->enable();
}
}
void BladeRunnerEngine::playerDied() {
playerLosesControl();
int timeWaitEnd = _time->current() + 5000;
while (_time->current() < timeWaitEnd) {
gameTick();
}
_actorDialogueQueue->flush(1, false);
while (_playerLosesControlCounter > 0) {
playerGainsControl();
}
_kia->_forceOpen = true;
_kia->open(kKIASectionLoad);
}
bool BladeRunnerEngine::saveGame(Common::WriteStream &stream, const Graphics::Surface &thumbnail) {
if ( !_gameIsAutoSaving
&& ( !playerHasControl() || _sceneScript->isInsideScript() || _aiScripts->isInsideScript())
){
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return false;
}
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Common::MemoryWriteStreamDynamic memoryStream(DisposeAfterUse::YES);
SaveFileWriteStream s(memoryStream);
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s.write(thumbnail.getPixels(), SaveFileManager::kThumbnailSize);
s.writeFloat(1.0f);
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_settings->save(s);
_scene->save(s);
_scene->_exits->save(s);
_scene->_regions->save(s);
_scene->_set->save(s);
for (uint i = 0; i != _gameInfo->getGlobalVarCount(); ++i) {
s.writeInt(_gameVars[i]);
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}
_music->save(s);
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// _audioPlayer->save(s) // zero func
// _audioSpeech->save(s) // zero func
_combat->save(s);
_gameFlags->save(s);
_items->save(s);
_sceneObjects->save(s);
_ambientSounds->save(s);
_overlays->save(s);
_spinner->save(s);
_scores->save(s);
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_dialogueMenu->save(s);
_obstacles->save(s);
_actorDialogueQueue->save(s);
_waypoints->save(s);
for (uint i = 0; i != _gameInfo->getActorCount(); ++i) {
_actors[i]->save(s);
int animationState, animationFrame, animationStateNext, nextAnimation;
_aiScripts->queryAnimationState(i, &animationState, &animationFrame, &animationStateNext, &nextAnimation);
s.writeInt(animationState);
s.writeInt(animationFrame);
s.writeInt(animationStateNext);
s.writeInt(nextAnimation);
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}
_actors[kActorVoiceOver]->save(s);
_policeMaze->save(s);
_crimesDatabase->save(s);
s.finalize();
stream.writeUint32LE(memoryStream.size() + 4);
stream.write(memoryStream.getData(), memoryStream.size());
stream.flush();
return true;
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}
bool BladeRunnerEngine::loadGame(Common::SeekableReadStream &stream) {
if (!playerHasControl() || _sceneScript->isInsideScript() || _aiScripts->isInsideScript()) {
return false;
}
SaveFileReadStream s(stream);
_ambientSounds->removeAllNonLoopingSounds(true);
_ambientSounds->removeAllLoopingSounds(1);
_music->stop(2);
_audioSpeech->stopSpeech();
_actorDialogueQueue->flush(true, false);
_screenEffects->_entries.clear();
int size = s.readInt();
if (size != s.size() - s.pos() + 4) {
_gameIsLoading = false;
return false;
}
_gameIsLoading = true;
_settings->setLoadingGame();
s.skip(SaveFileManager::kThumbnailSize); // skip the thumbnail
s.skip(4);// always float 1.0, but never used
_settings->load(s);
_scene->load(s);
_scene->_exits->load(s);
_scene->_regions->load(s);
_scene->_set->load(s);
for (uint i = 0; i != _gameInfo->getGlobalVarCount(); ++i) {
_gameVars[i] = s.readInt();
}
_music->load(s);
// _audioPlayer->load(s) // zero func
// _audioSpeech->load(s) // zero func
_combat->load(s);
_gameFlags->load(s);
_items->load(s);
_sceneObjects->load(s);
_ambientSounds->load(s);
_overlays->load(s);
_spinner->load(s);
_scores->load(s);
_dialogueMenu->load(s);
_obstacles->load(s);
_actorDialogueQueue->load(s);
_waypoints->load(s);
for (uint i = 0; i != _gameInfo->getActorCount(); ++i) {
_actors[i]->load(s);
int animationState = s.readInt();
int animationFrame = s.readInt();
int animationStateNext = s.readInt();
int nextAnimation = s.readInt();
_aiScripts->setAnimationState(i, animationState, animationFrame, animationStateNext, nextAnimation);
}
_actors[kActorVoiceOver]->load(s);
_policeMaze->load(s);
_crimesDatabase->load(s);
_gameIsLoading = false;
_settings->setNewSetAndScene(_settings->getSet(), _settings->getScene());
_settings->setChapter(_settings->getChapter());
return true;
}
void BladeRunnerEngine::newGame(int difficulty) {
_settings->reset();
_combat->reset();
for (uint i = 0; i < _gameInfo->getActorCount(); ++i) {
_actors[i]->setup(i);
}
_actors[kActorVoiceOver]->setup(99);
for (uint i = 0; i < _gameInfo->getSuspectCount(); ++i) {
_suspectsDatabase->get(i)->reset();
}
_gameFlags->clear();
for (uint i = 0; i < _gameInfo->getGlobalVarCount(); ++i) {
_gameVars[i] = 0;
}
_items->reset();
_scores->reset();
_kia->reset();
_dialogueMenu->clear();
_scene->_exits->enable();
if (difficulty >= 0 && difficulty < 3) {
_settings->setDifficulty(difficulty);
}
InitScript initScript(this);
initScript.SCRIPT_Initialize_Game();
initChapterAndScene();
_settings->setStartingGame();
}
void BladeRunnerEngine::autoSaveGame(int textId, bool endgame) {
TextResource textAutoSave(this);
if (!textAutoSave.open("AUTOSAVE")) {
return;
}
_gameIsAutoSaving = true;
SaveStateList saveList = BladeRunner::SaveFileManager::list(getTargetName());
// Find first available save slot
int slot = -1;
int maxSlot = -1;
for (int i = 0; i < (int)saveList.size(); ++i) {
maxSlot = MAX(maxSlot, saveList[i].getSaveSlot());
if (saveList[i].getSaveSlot() != i) {
slot = i;
break;
}
}
if (slot == -1) {
slot = maxSlot + 1;
}
if (endgame) {
saveGameState(slot, "END_GAME_STATE");
} else {
saveGameState(slot, textAutoSave.getText(textId));
}
_gameIsAutoSaving = false;
}
void BladeRunnerEngine::ISez(const Common::String &str) {
debug("\t%s", str.c_str());
}
void BladeRunnerEngine::blitToScreen(const Graphics::Surface &src) const {
_system->copyRectToScreen(src.getPixels(), src.pitch, 0, 0, src.w, src.h);
_system->updateScreen();
}
Graphics::Surface BladeRunnerEngine::generateThumbnail() const {
Graphics::Surface thumbnail;
thumbnail.create(640 / 8, 480 / 8, createRGB555());
for (int y = 0; y < thumbnail.h; ++y) {
for (int x = 0; x < thumbnail.w; ++x) {
uint16 *dstPixel = (uint16 *)thumbnail.getBasePtr(x, y);
const uint16 *srcPixel = (const uint16 *)_surfaceFront.getBasePtr(x * 8, y * 8);
*dstPixel = *srcPixel;
}
}
return thumbnail;
}
GUI::Debugger *BladeRunnerEngine::getDebugger() {
return _debugger;
}
Common::String BladeRunnerEngine::getTargetName() const {
return _targetName;
}
void blit(const Graphics::Surface &src, Graphics::Surface &dst) {
dst.copyRectToSurface(src.getPixels(), src.pitch, 0, 0, src.w, src.h);
}
} // End of namespace BladeRunner