scummvm/engines/bladerunner/bladerunner.cpp
Peter Kohaut 6854ea3ddd BLADERUNNER: Improved time management
This should fix thi issue with freezing actors after loading save game,
but works on new saves only. Game was not paused before saving
and wrong timer value got saved.
2019-02-11 22:48:55 +01:00

2014 lines
46 KiB
C++

/* 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"
#include "bladerunner/dialogue_menu.h"
#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"
#include "bladerunner/overlays.h"
#include "bladerunner/regions.h"
#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"
#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"
#include "bladerunner/zbuffer.h"
#include "common/array.h"
#include "common/config-manager.h"
#include "common/error.h"
#include "common/events.h"
#include "common/savefile.h"
#include "common/system.h"
#include "common/debug-channels.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;
_vqaStopIsRequested = false;
_subtitlesEnabled = false;
_sitcomMode = true;
_playerLosesControlCounter = 0;
_playerActorIdle = false;
_playerDead = false;
_speechSkipped = false;
_gameOver = false;
_gameAutoSave = -1;
_gameIsLoading = false;
_sceneIsLoading = false;
_runningActorId = -1;
_isWalkingInterruptible = false;
_interruptWalking = false;
_walkSoundId = -1;
_walkSoundVolume = 0;
_walkSoundBalance = 0;
_crimesDatabase = nullptr;
switch (desc->language) {
case Common::EN_ANY:
_languageCode = "E";
break;
case Common::DE_DEU:
_languageCode = "G";
break;
case Common::FR_FRA:
_languageCode = "F";
break;
case Common::IT_ITA:
_languageCode = "I";
break;
case Common::RU_RUS:
_languageCode = "R";
break;
case Common::ES_ESP:
_languageCode = "S";
break;
default:
_languageCode = "E";
}
_screenEffects = nullptr;
_combat = nullptr;
_actorDialogueQueue = nullptr;
_settings = nullptr;
_itemPickup = nullptr;
_lights = nullptr;
_obstacles = nullptr;
_sceneScript = nullptr;
_time = nullptr;
_gameInfo = nullptr;
_waypoints = nullptr;
_gameVars = nullptr;
_view = nullptr;
_sceneObjects = nullptr;
_gameFlags = nullptr;
_items = nullptr;
_audioCache = nullptr;
_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;
_spinner = nullptr;
_scores = nullptr;
_elevator = nullptr;
_mainFont = nullptr;
_subtitles = nullptr;
_esper = nullptr;
_vk = nullptr;
_policeMaze = nullptr;
_mouse = nullptr;
_sliceAnimations = nullptr;
_sliceRenderer = nullptr;
_crimesDatabase = nullptr;
_scene = nullptr;
_aiScripts = nullptr;
for (int i = 0; i != kActorCount; ++i) {
_actors[i] = nullptr;
}
_debugger = nullptr;
walkingReset();
_actorUpdateCounter = 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) {
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) {
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 (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) {
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
_policeMaze = new PoliceMaze(this);
_obstacles = new Obstacles(this);
_sceneScript = new SceneScript(this);
_debugger = new Debugger(this);
// This is the original startup in the game
bool r;
_surfaceFront.create(640, 480, createRGB555());
_surfaceBack.create(640, 480, createRGB555());
_surface4.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);
r = openArchive("SUBTITLES.MIX");
if (!r) {
_subtitles->setSubtitlesSystemInactive(true); // no subtitles support
}
_subtitles->init();
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;
}
_audioCache = new AudioCache(this);
if (hasSavegames) {
if (!loadSplash()) {
return false;
}
}
_waypoints = new Waypoints(this, _gameInfo->getWaypointCount());
_combat = new Combat(this);
_gameVars = new int[_gameInfo->getGlobalVarCount()]();
// TODO: Init Actor AI Update counter
// Seed rand
// TODO: Sine and cosine lookup tables for intervals of 1.0, 4.0, and 12.0
_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);
_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;
_overlays = new Overlays(this);
_overlays->init();
_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[i]->setup(i);
}
_actors[kActorVoiceOver] = new Actor(this, kActorVoiceOver);
_playerActor = _actors[_gameInfo->getPlayerId()];
_playerActor->setFPS(15);
_playerActor->timerStart(6, 200);
// TODO: Set actor ids (redundant?)
_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;
_dialogueMenu = new DialogueMenu(this);
if (!_dialogueMenu->loadText("DLGMENU"))
return false;
_suspectsDatabase = new SuspectsDatabase(this, _gameInfo->getSuspectCount());
_kia = new KIA(this);
_spinner = new Spinner(this);
_elevator = new Elevator(this);
_scores = new Scores(this);
_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);
shape->open("SHAPES.SHP", i);
_shapes.push_back(shape);
}
_esper = new ESPER(this);
_vk = new VK(this);
_mouse = new Mouse(this);
// _mouse->setCursorPosition(320, 240);
_mouse->setCursor(0);
_sliceAnimations = new SliceAnimations(this);
r = _sliceAnimations->open("INDEX.DAT");
if (!r)
return false;
r = _sliceAnimations->openCoreAnim();
if (!r) {
return false;
}
_sliceRenderer = new SliceRenderer(this);
_sliceRenderer->setScreenEffects(_screenEffects);
_crimesDatabase = new CrimesDatabase(this, "CLUES", _gameInfo->getClueCount());
_scene = new Scene(this);
// Load INIT.DLL
InitScript initScript(this);
initScript.SCRIPT_Initialize_Game();
// Load AI-ACT1.DLL
_aiScripts = new AIScripts(this, actorCount);
initChapterAndScene();
return true;
}
void BladeRunnerEngine::initChapterAndScene() {
// TODO: Init actors...
for (int i = 0, end = _gameInfo->getActorCount(); i != end; ++i) {
_aiScripts->initialize(i);
}
for (int i = 0, end = _gameInfo->getActorCount(); i != end; ++i) {
_actors[i]->changeAnimationMode(kAnimationModeIdle);
}
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
delete _vk;
_vk = nullptr;
delete _esper;
_esper = nullptr;
delete _mouse;
_mouse = nullptr;
for (uint i = 0; i != _shapes.size(); ++i) {
delete _shapes[i];
}
_shapes.clear();
// TODO: Shutdown Scene
delete _scene;
if (_chapters) {
if (_chapters->hasOpenResources())
_chapters->closeResources();
delete _chapters;
_chapters = nullptr;
}
delete _crimesDatabase;
_crimesDatabase = nullptr;
delete _sliceRenderer;
_sliceRenderer = nullptr;
delete _sliceAnimations;
_sliceAnimations = nullptr;
delete _textActorNames;
_textActorNames = nullptr;
delete _textCrimes;
_textCrimes = nullptr;
delete _textClueTypes;
_textClueTypes = nullptr;
delete _textKIA;
_textKIA = nullptr;
delete _textSpinnerDestinations;
_textSpinnerDestinations = nullptr;
delete _textVK;
_textVK = nullptr;
delete _textOptions;
_textOptions = nullptr;
delete _dialogueMenu;
_dialogueMenu = nullptr;
delete _ambientSounds;
_ambientSounds = nullptr;
delete _overlays;
_overlays = nullptr;
delete _audioSpeech;
_audioSpeech = nullptr;
delete _music;
_music = nullptr;
delete _audioPlayer;
_audioPlayer = nullptr;
delete _audioMixer;
_audioMixer = nullptr;
delete _audioCache;
_audioCache = nullptr;
if (isArchiveOpen("MUSIC.MIX")) {
closeArchive("MUSIC.MIX");
}
if (isArchiveOpen("SFX.MIX")) {
closeArchive("SFX.MIX");
}
if (isArchiveOpen("SPCHSFX.TLK")) {
closeArchive("SPCHSFX.TLK");
}
if (_mainFont) {
_mainFont->close();
delete _mainFont;
_mainFont = nullptr;
}
if(isArchiveOpen("SUBTITLES.MIX")) {
closeArchive("SUBTITLES.MIX");
}
if (_subtitles) {
delete _subtitles;
_subtitles = nullptr;
}
delete _items;
_items = nullptr;
delete _gameFlags;
_gameFlags = nullptr;
delete _view;
_view = nullptr;
delete _sceneObjects;
_sceneObjects = nullptr;
delete _cosTable1024;
delete _sinTable1024;
delete _aiScripts;
_aiScripts = nullptr;
delete[] _gameVars;
_gameVars = nullptr;
delete _waypoints;
_waypoints = nullptr;
delete _scores;
_scores = nullptr;
delete _endCredits;
_endCredits = nullptr;
delete _elevator;
_elevator = nullptr;
delete _spinner;
_spinner = nullptr;
delete _kia;
_kia = nullptr;
delete _suspectsDatabase;
_suspectsDatabase = nullptr;
int actorCount = (int)_gameInfo->getActorCount();
for (int i = 0; i != actorCount; ++i) {
delete _actors[i];
_actors[i] = nullptr;
}
delete _actors[kActorVoiceOver];
_actors[kActorVoiceOver] = nullptr;
_playerActor = nullptr;
delete _gameInfo;
_gameInfo = nullptr;
// TODO: Delete graphics surfaces here
_surface4.free();
_surfaceBack.free();
_surfaceFront.free();
if (isArchiveOpen("STARTUP.MIX")) {
closeArchive("STARTUP.MIX");
}
// TODO: Delete MIXArchives here
delete _time;
_time = nullptr;
// These are static objects in original game
delete _debugger;
_debugger = nullptr;
delete _zbuffer;
_zbuffer = nullptr;
delete _itemPickup;
_itemPickup = nullptr;
delete _policeMaze;
_policeMaze = nullptr;
delete _obstacles;
_obstacles = nullptr;
delete _actorDialogueQueue;
_actorDialogueQueue = nullptr;
delete _combat;
_combat = nullptr;
delete _screenEffects;
_screenEffects = nullptr;
delete _lights;
_lights = nullptr;
delete _settings;
_settings = nullptr;
delete _sceneScript;
_sceneScript = 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;
}
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()) {
_settings->openNewScene();
}
if (_gameAutoSave >= 0) {
autoSaveGame(_gameAutoSave, false);
_gameAutoSave = -1;
}
//probably not needed, this version of tick is just loading data from buffer
//_audioMixer->tick();
if (_kia->isOpen()) {
_kia->tick();
return;
}
if (_spinner->isOpen()) {
_spinner->tick();
_ambientSounds->tick();
return;
}
if (_esper->isOpen()) {
_esper->tick();
return;
}
if (_vk->isOpen()) {
_vk->tick();
_ambientSounds->tick();
return;
}
if (_elevator->isOpen()) {
_elevator->tick();
_ambientSounds->tick();
return;
}
if (_scores->isOpen()) {
_scores->tick();
_ambientSounds->tick();
return;
}
_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();
// TODO: Gun range announcements
_zbuffer->clean();
_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);
// 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);
}
}
}
_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);
// TODO: Process AUD
if (_walkSoundId >= 0) {
_audioPlayer->playAud(_gameInfo->getSfxTrack(_walkSoundId), _walkSoundVolume, _walkSoundBalance, _walkSoundBalance, 50, 0);
_walkSoundId = -1;
}
if (_debugger->_isDebuggerOverlay) {
_debugger->drawDebuggerOverlay();
}
if (_debugger->_viewObstacles) {
_obstacles->draw();
}
_subtitles->tick(_surfaceFront);
blitToScreen(_surfaceFront);
_system->delayMillis(10);
}
void BladeRunnerEngine::actorsUpdate() {
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;
case Common::EVENT_LBUTTONDOWN:
handleMouseAction(event.mouse.x, event.mouse.y, true, true);
break;
case Common::EVENT_RBUTTONDOWN:
case Common::EVENT_MBUTTONDOWN:
handleMouseAction(event.mouse.x, event.mouse.y, false, true);
break;
default:
; // nothing to do
}
}
}
void BladeRunnerEngine::handleKeyUp(Common::Event &event) {
if (event.kbd.keycode == Common::KEYCODE_RETURN) {
_speechSkipped = true;
}
if (_vqaIsPlaying) {
_vqaStopIsRequested = true;
_vqaIsPlaying = false;
return;
}
// TODO:
if (!playerHasControl() /*|| ActorInWalkingLoop*/) {
return;
}
if (_kia->isOpen()) {
_kia->handleKeyUp(event.kbd);
return;
}
if (_spinner->isOpen()) {
return;
}
if (_elevator->isOpen()) {
return;
}
if (_esper->isOpen()) {
return;
}
if (_vk->isOpen()) {
return;
}
if (_dialogueMenu->isOpen()) {
return;
}
if (_scores->isOpen()) {
return;
}
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();
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;
}
//TODO:
if (!playerHasControl() /* || ActorWalkingLoop || ActorSpeaking || VqaIsPlaying */) {
return;
}
if (_kia->isOpen()) {
_kia->handleKeyDown(event.kbd);
return;
}
if (_spinner->isOpen()) {
return;
}
if (_elevator->isOpen()) {
return;
}
if (_esper->isOpen()) {
return;
}
if (_dialogueMenu->isOpen()) {
return;
}
if (_scores->isOpen()) {
_scores->handleKeyDown(event.kbd);
return;
}
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) {
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;
}
if (_kia->isOpen()) {
if (buttonDown) {
_kia->handleMouseDown(x, y, mainButton);
} else {
_kia->handleMouseUp(x, y, mainButton);
}
return;
}
if (_spinner->isOpen()) {
if (buttonDown) {
_spinner->handleMouseDown(x, y);
} else {
_spinner->handleMouseUp(x, y);
}
return;
}
if (_esper->isOpen()) {
if (buttonDown) {
_esper->handleMouseDown(x, y, mainButton);
} else {
_esper->handleMouseUp(x, y, mainButton);
}
return;
}
if (_vk->isOpen()) {
if (buttonDown) {
_vk->handleMouseDown(x, y, mainButton);
} else {
_vk->handleMouseUp(x, y, mainButton);
}
return;
}
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;
}
if (_dialogueMenu->waitingForInput()) {
if (mainButton && !buttonDown) {
_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);
_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);
_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);
_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);
_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) {
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) {
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 {
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) {
for (int i = 0; i != kArchiveCount; ++i) {
if (!_archives[i].isOpen()) {
continue;
}
// 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 (!playerHasControl() || _sceneScript->isInsideScript() || _aiScripts->isInsideScript()) {
return false;
}
Common::MemoryWriteStreamDynamic memoryStream(DisposeAfterUse::YES);
SaveFileWriteStream s(memoryStream);
s.write(thumbnail.getPixels(), SaveFileManager::kThumbnailSize);
s.writeFloat(1.0f);
_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]);
}
_music->save(s);
// _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);
_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);
}
_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;
}
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();
_gameInfo->getGlobalVarCount();
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;
}
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));
}
}
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