mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-04 16:26:53 +00:00
1b40c5bf55
fixed few memory leaks fixed overflows prepared more logic for looping but its not yet working correctly - still figuring out original code for vqadecoder
958 lines
23 KiB
C++
958 lines
23 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "bladerunner/bladerunner.h"
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#include "bladerunner/actor.h"
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#include "bladerunner/adq.h"
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#include "bladerunner/ambient_sounds.h"
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#include "bladerunner/audio_player.h"
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#include "bladerunner/audio_speech.h"
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#include "bladerunner/chapters.h"
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#include "bladerunner/combat.h"
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#include "bladerunner/crimes_database.h"
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#include "bladerunner/font.h"
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#include "bladerunner/gameflags.h"
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#include "bladerunner/gameinfo.h"
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#include "bladerunner/image.h"
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#include "bladerunner/item_pickup.h"
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#include "bladerunner/items.h"
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#include "bladerunner/lights.h"
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#include "bladerunner/mouse.h"
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#include "bladerunner/outtake.h"
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#include "bladerunner/obstacles.h"
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#include "bladerunner/scene.h"
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#include "bladerunner/scene_objects.h"
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#include "bladerunner/script/init.h"
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#include "bladerunner/script/script.h"
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#include "bladerunner/settings.h"
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#include "bladerunner/shape.h"
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#include "bladerunner/slice_animations.h"
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#include "bladerunner/slice_renderer.h"
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#include "bladerunner/text_resource.h"
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#include "bladerunner/vqa_decoder.h"
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#include "bladerunner/waypoints.h"
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#include "common/array.h"
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#include "common/error.h"
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#include "common/events.h"
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#include "common/system.h"
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#include "engines/util.h"
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#include "graphics/pixelformat.h"
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#include "suspects_database.h"
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namespace BladeRunner {
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BladeRunnerEngine::BladeRunnerEngine(OSystem *syst)
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: Engine(syst),
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_rnd("bladerunner") {
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_windowIsActive = true;
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_gameIsRunning = true;
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_playerLosesControlCounter = 0;
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_crimesDatabase = nullptr;
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_script = new Script(this);
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_settings = new Settings(this);
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_lights = new Lights(this);
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_combat = new Combat(this);
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_adq = new ADQ(this);
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_obstacles = new Obstacles(this);
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_itemPickup = new ItemPickup(this);
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_playerActorIdle = false;
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_playerDead = false;
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_speechSkipped = false;
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_gameOver = false;
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_gameAutoSave = 0;
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_gameIsLoading = false;
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_sceneIsLoading = false;
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_walkSoundId = -1;
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_walkSoundVolume = 0;
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_walkSoundBalance = 0;
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}
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BladeRunnerEngine::~BladeRunnerEngine() {
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// delete _sliceRenderer;
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// delete _sliceAnimations;
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// delete _settings;
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// delete _script;
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// delete _scene;
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// delete[] _gameVars;
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// delete _gameFlags;
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// delete _gameInfo;
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// delete _clues;
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// delete _chapters;
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// delete _audioSpeech;
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// delete _audioPlayer;
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// delete _ambientSounds;
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// _surface1.free();
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// _surface2.free();
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// delete[] _zBuffer1;
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// delete[] _zBuffer2;
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delete _itemPickup;
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delete _obstacles;
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delete _adq;
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delete _combat;
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delete _lights;
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delete _settings;
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delete _script;
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}
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bool BladeRunnerEngine::hasFeature(EngineFeature f) const {
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return f == kSupportsRTL;
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}
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Common::Error BladeRunnerEngine::run() {
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Graphics::PixelFormat format = createRGB555();
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initGraphics(640, 480, true, &format);
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_system->showMouse(true);
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if (!startup()) {
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shutdown();
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return Common::Error(Common::kUnknownError, "Failed to initialize resources");
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}
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if (warnUserAboutUnsupportedGame()) {
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init2();
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/* TODO: Check for save games and enter KIA */
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gameLoop();
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}
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shutdown();
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return Common::kNoError;
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}
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bool BladeRunnerEngine::startup(bool hasSavegames) {
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bool r;
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_surface1.create(640, 480, createRGB555());
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r = openArchive("STARTUP.MIX");
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if (!r)
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return false;
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// TODO: Timer
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_gameInfo = new GameInfo(this);
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if (!_gameInfo)
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return false;
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r = _gameInfo->open("GAMEINFO.DAT");
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if (!r)
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return false;
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// TODO: Create datetime - not used
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// TODO: Create graphics surfaces 1-4
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// TODO: Allocate audio cache
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if (hasSavegames) {
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if (!loadSplash()) {
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return false;
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}
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}
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_waypoints = new Waypoints(this, _gameInfo->getWaypointCount());
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// TODO: Cover waypoints
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// TODO: Flee waypoints
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_gameVars = new int[_gameInfo->getGlobalVarCount()];
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// TODO: Actor AI DLL init
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// Seed rand
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// TODO: Sine and cosine lookup tables for intervals of 1.0, 4.0, and 12.0
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_view = new View();
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_sceneObjects = new SceneObjects(this, _view);
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_gameFlags = new GameFlags();
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_gameFlags->setFlagCount(_gameInfo->getFlagCount());
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_items = new Items(this);
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// Setup sound output
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_audioPlayer = new AudioPlayer(this);
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// TODO: Audio: Music
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_audioSpeech = new AudioSpeech(this);
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_ambientSounds = new AmbientSounds(this);
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// TODO: Read BLADE.INI
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_chapters = new Chapters(this);
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if (!_chapters)
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return false;
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if (!openArchive("MUSIC.MIX"))
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return false;
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if (!openArchive("SFX.MIX"))
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return false;
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if (!openArchive("SPCHSFX.TLK"))
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return false;
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// TODO: Video overlays
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// TODO: Proper ZBuf class
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_zBuffer1 = new uint16[640 * 480];
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_zBuffer2 = new uint16[640 * 480];
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int actorCount = (int)_gameInfo->getActorCount();
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assert(actorCount < ACTORS_COUNT);
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for (int i = 0; i != actorCount; ++i) {
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_actors[i] = new Actor(this, i);
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_actors[i]->setup(i);
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}
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_actors[VOICEOVER_ACTOR] = new Actor(this, VOICEOVER_ACTOR);
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_playerActor = _actors[_gameInfo->getPlayerId()];
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_playerActor->setFPS(15);
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// TODO: set _playerActor countdown timer 6
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// TODO: Set actor ids (redundant?)
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// TODO: Police Maze
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_textActorNames = new TextResource(this);
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if (!_textActorNames->open("ACTORS"))
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return false;
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_textCrimes = new TextResource(this);
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if (!_textCrimes->open("CRIMES"))
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return false;
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_textCluetype = new TextResource(this);
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if (!_textCluetype->open("CLUETYPE"))
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return false;
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_textKIA = new TextResource(this);
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if (!_textKIA->open("KIA"))
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return false;
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_textSpindest = new TextResource(this);
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if (!_textSpindest->open("SPINDEST"))
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return false;
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_textVK = new TextResource(this);
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if (!_textVK->open("VK"))
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return false;
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_textOptions = new TextResource(this);
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if (!_textOptions->open("OPTIONS"))
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return false;
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// TODO: Dialogue Menu (DLGMENU.TRE)
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_suspectsDatabase = new SuspectsDatabase(this, _gameInfo->getSuspectsDatabaseSize());
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// TODO: KIA
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// TODO: Spinner Interface
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// TODO: Elevators
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// TODO: Scores
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_mainFont = new Font(this);
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_mainFont->open("KIA6PT.FON", 640, 480, -1, 0, 0x252D);
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_mainFont->setSpacing(1, 0);
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for (int i = 0; i != 43; ++i) {
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Shape *shape = new Shape(this);
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shape->readFromContainer("SHAPES.SHP", i);
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_shapes.push_back(shape);
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}
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// TODO: Esper
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// TODO: VK
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_mouse = new Mouse(this);
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// _mouse->setCursorPosition(320, 240);
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_mouse->setCursor(0);
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_sliceAnimations = new SliceAnimations(this);
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r = _sliceAnimations->open("INDEX.DAT");
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if (!r)
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return false;
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// TODO: Support cdframes
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r = _sliceAnimations->openHDFrames();
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if (!r)
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return false;
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r = _sliceAnimations->openCoreAnim();
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if (!r)
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return false;
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_sliceRenderer = new SliceRenderer(this);
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_crimesDatabase = new CrimesDatabase(this, "CLUES", _gameInfo->getClueCount());
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// TODO: Scene
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_scene = new Scene(this);
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// Load INIT.DLL
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ScriptInit initScript(this);
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initScript.SCRIPT_Initialize_Game();
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// TODO: Load AI-ACT1.DLL
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_aiScripts = new AIScripts(this);
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initChapterAndScene();
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return true;
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}
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void BladeRunnerEngine::initChapterAndScene() {
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// TODO: Init actors...
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for (int i = 0, end = _gameInfo->getActorCount(); i != end; ++i)
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_aiScripts->Initialize(i);
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for (int i = 0, end = _gameInfo->getActorCount(); i != end; ++i)
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_actors[i]->changeAnimationMode(0);
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_settings->setChapter(1);
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_settings->setNewSetAndScene(_gameInfo->getInitialSetId(), _gameInfo->getInitialSceneId());
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}
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void BladeRunnerEngine::shutdown() {
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_mixer->stopAll();
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// TODO: Write BLADE.INI
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// TODO: Shutdown VK
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// TODO: Shutdown Esper
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delete _mouse;
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_mouse = nullptr;
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for (uint i = 0; i != _shapes.size(); ++i) {
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delete _shapes[i];
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}
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_shapes.clear();
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// TODO: Shutdown Scene
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delete _scene;
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if (_chapters) {
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if (_chapters->hasOpenResources())
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_chapters->closeResources();
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delete _chapters;
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_chapters = nullptr;
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}
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delete _crimesDatabase;
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_crimesDatabase = nullptr;
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delete _sliceRenderer;
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_sliceRenderer = nullptr;
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delete _sliceAnimations;
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_sliceAnimations = nullptr;
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delete _textActorNames;
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_textActorNames = nullptr;
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delete _textCrimes;
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_textCrimes = nullptr;
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delete _textCluetype;
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_textCluetype = nullptr;
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delete _textKIA;
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_textKIA = nullptr;
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delete _textSpindest;
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_textSpindest = nullptr;
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delete _textVK;
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_textVK = nullptr;
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delete _textOptions;
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_textOptions = nullptr;
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// TODO: Delete dialogue menu
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delete _ambientSounds;
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// TODO: Delete overlays
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delete _audioSpeech;
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// TODO: Delete Audio: Music
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delete _audioPlayer;
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// Shutdown sound output
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if (isArchiveOpen("MUSIC.MIX"))
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closeArchive("MUSIC.MIX");
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if (isArchiveOpen("SFX.MIX"))
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closeArchive("SFX.MIX");
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if (isArchiveOpen("SPCHSFX.TLK"))
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closeArchive("SPCHSFX.TLK");
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if (_mainFont) {
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_mainFont->close();
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delete _mainFont;
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_mainFont = nullptr;
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}
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delete _items;
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_items = nullptr;
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delete _gameFlags;
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_gameFlags = nullptr;
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delete _view;
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_view = nullptr;
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delete _sceneObjects;
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_sceneObjects = nullptr;
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// TODO: Delete sine and cosine lookup tables
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// TODO: Unload AI dll
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delete _aiScripts;
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_aiScripts = nullptr;
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delete[] _gameVars;
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_gameVars = nullptr;
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delete _waypoints;
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_waypoints = nullptr;
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// TODO: Delete Cover waypoints
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// TODO: Delete Flee waypoints
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// TODO: Delete Scores
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// TODO: Delete Elevators
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// TODO: Delete Spinner Interface
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// TODO: Delete KIA
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delete _suspectsDatabase;
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_suspectsDatabase = nullptr;
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// TODO: Delete datetime - not used
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int actorCount = (int)_gameInfo->getActorCount();
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for (int i = 0; i != actorCount; ++i) {
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delete _actors[i];
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_actors[i] = nullptr;
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}
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_playerActor = nullptr;
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// TODO: Delete proper ZBuf class
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delete[] _zBuffer1;
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_zBuffer1 = nullptr;
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delete[] _zBuffer2;
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_zBuffer2 = nullptr;
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delete _gameInfo;
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_gameInfo = nullptr;
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// TODO: Delete graphics surfaces here
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_surface1.free();
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_surface2.free();
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if (isArchiveOpen("STARTUP.MIX"))
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closeArchive("STARTUP.MIX");
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// TODO: Delete MIXArchives here
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// TODO: Delete Timer
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}
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bool BladeRunnerEngine::loadSplash() {
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Image img(this);
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if (!img.open("SPLASH.IMG"))
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return false;
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img.copyToSurface(&_surface1);
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_system->copyRectToScreen(_surface1.getPixels(), _surface1.pitch, 0, 0, _surface1.w, _surface1.h);
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_system->updateScreen();
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return true;
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}
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bool BladeRunnerEngine::init2() {
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return true;
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}
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void BladeRunnerEngine::gameLoop() {
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_gameIsRunning = true;
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do {
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/* TODO: check player death */
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gameTick();
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} while (_gameIsRunning);
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}
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#if _DEBUG
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void drawBBox(Vector3 start, Vector3 end, View *view, Graphics::Surface *surface, int color) {
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Vector3 bfl = view->calculateScreenPosition(Vector3(start.x, start.y, start.z));
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Vector3 bfr = view->calculateScreenPosition(Vector3(start.x, end.y, start.z));
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Vector3 bbr = view->calculateScreenPosition(Vector3(end.x, end.y, start.z));
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Vector3 bbl = view->calculateScreenPosition(Vector3(end.x, start.y, start.z));
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Vector3 tfl = view->calculateScreenPosition(Vector3(start.x, start.y, end.z));
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Vector3 tfr = view->calculateScreenPosition(Vector3(start.x, end.y, end.z));
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Vector3 tbr = view->calculateScreenPosition(Vector3(end.x, end.y, end.z));
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Vector3 tbl = view->calculateScreenPosition(Vector3(end.x, start.y, end.z));
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surface->drawLine(bfl.x, bfl.y, bfr.x, bfr.y, color);
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surface->drawLine(bfr.x, bfr.y, bbr.x, bbr.y, color);
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surface->drawLine(bbr.x, bbr.y, bbl.x, bbl.y, color);
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surface->drawLine(bbl.x, bbl.y, bfl.x, bfl.y, color);
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surface->drawLine(tfl.x, tfl.y, tfr.x, tfr.y, color);
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surface->drawLine(tfr.x, tfr.y, tbr.x, tbr.y, color);
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surface->drawLine(tbr.x, tbr.y, tbl.x, tbl.y, color);
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surface->drawLine(tbl.x, tbl.y, tfl.x, tfl.y, color);
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surface->drawLine(bfl.x, bfl.y, tfl.x, tfl.y, color);
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surface->drawLine(bfr.x, bfr.y, tfr.x, tfr.y, color);
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surface->drawLine(bbr.x, bbr.y, tbr.x, tbr.y, color);
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surface->drawLine(bbl.x, bbl.y, tbl.x, tbl.y, color);
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}
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#endif
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void BladeRunnerEngine::gameTick() {
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|
handleEvents();
|
|
|
|
if (_gameIsRunning && _windowIsActive) {
|
|
// TODO: Only run if not in Kia, script, nor AI
|
|
_settings->openNewScene();
|
|
|
|
// TODO: Autosave
|
|
// TODO: Kia
|
|
// TODO: Spinner
|
|
// TODO: Esper
|
|
// TODO: VK
|
|
// TODO: Elevators
|
|
// TODO: Scores
|
|
|
|
_adq->tick();
|
|
if (_scene->didPlayerWalkIn()) {
|
|
_script->PlayerWalkedIn();
|
|
}
|
|
// TODO: Gun range announcements
|
|
// TODO: ZBUF repair dirty rects
|
|
|
|
_ambientSounds->tick();
|
|
|
|
bool backgroundChanged = false;
|
|
int frame = _scene->advanceFrame(_surface1, _zBuffer1);
|
|
if (frame >= 0) {
|
|
_script->SceneFrameAdvanced(frame);
|
|
backgroundChanged = true;
|
|
}
|
|
(void)backgroundChanged;
|
|
_surface2.copyFrom(_surface1);
|
|
memcpy(_zBuffer2, _zBuffer1, 640 * 480 * 2);
|
|
|
|
#if 0
|
|
{
|
|
for (int y = 0; y != 480; ++y) {
|
|
for (int x = 0; x != 640; ++x) {
|
|
if (_scene->_regions->getRegionAtXY(x, y) >= 0) {
|
|
uint16 *p = (uint16*)_surface2.getBasePtr(x, y);
|
|
*p = 0x7C00;
|
|
}
|
|
if (_scene->_exits->getRegionAtXY(x, y) >= 0) {
|
|
uint16 *p = (uint16*)_surface2.getBasePtr(x, y);
|
|
*p = 0x7C08;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// TODO: Render overlays
|
|
// TODO: Tick Actor AI and Timers
|
|
|
|
if (_settings->getNewScene() == -1 || _script->_inScriptCounter /* || in_ai */) {
|
|
_sliceRenderer->setView(*_view);
|
|
|
|
// Tick and draw all actors in current set
|
|
//int setId = _scene->_setId;
|
|
for (int i = 0, end = _gameInfo->getActorCount(); i != end; ++i) {
|
|
//if (_actors[i]->getSetId() == setId) {
|
|
if (i == 0 || i == 23) { // Currently limited to McCoy and Officer Leroy
|
|
_actors[i]->tick(backgroundChanged);
|
|
}
|
|
}
|
|
|
|
_items->tick();
|
|
|
|
_itemPickup->tick();
|
|
_itemPickup->draw();
|
|
|
|
// TODO: Draw dialogue menu
|
|
|
|
Common::Point p = _eventMan->getMousePos();
|
|
_mouse->tick(p.x, p.y);
|
|
_mouse->draw(_surface2, p.x, p.y);
|
|
|
|
// TODO: Process AUD
|
|
// TODO: Footstep sound
|
|
|
|
if (_walkSoundId >= 0) {
|
|
const char *name = _gameInfo->getSfxTrack(_walkSoundId);
|
|
_audioPlayer->playAud(name, _walkSoundVolume, _walkSoundBalance, _walkSoundBalance, 50, 0);
|
|
_walkSoundId = -1;
|
|
}
|
|
|
|
#if 0
|
|
//draw scene objects
|
|
int count = _sceneObjects->_count;
|
|
if (count > 0) {
|
|
for (int i = 0; i < count; i++) {
|
|
SceneObject *sceneObject = &_sceneObjects->_sceneObjects[_sceneObjects->_sceneObjectsSortedByDistance[i]];
|
|
|
|
BoundingBox *bbox = &sceneObject->_boundingBox;
|
|
Vector3 a, b;
|
|
bbox->getXYZ(&a.x, &a.y, &a.z, &b.x, &b.y, &b.z);
|
|
|
|
int color = 0b111111111111111;
|
|
if (sceneObject->_sceneObjectType == SceneObjectTypeActor) {
|
|
color = 0b111110000000000;
|
|
}
|
|
if (sceneObject->_sceneObjectType == SceneObjectTypeObject) {
|
|
color = 0b011110111101111;
|
|
//if (sceneObject->_isObstacle)
|
|
// color += 0b100000000000000;
|
|
if (sceneObject->_isClickable)
|
|
color = 0b000001111100000;
|
|
//if (sceneObject->_isTarget)
|
|
// color += 0b000000000010000;
|
|
}
|
|
|
|
drawBBox(a, b, _view, &_surface2, color);
|
|
|
|
//_surface2.frameRect(sceneObject->_screenRectangle, color);
|
|
|
|
Vector3 pos = _view->calculateScreenPosition(0.5 * (a + b));
|
|
switch (sceneObject->_sceneObjectType) {
|
|
case SceneObjectTypeActor:
|
|
_mainFont->drawColor(_textActorNames->getText(sceneObject->_sceneObjectId - SCENE_OBJECTS_ACTORS_OFFSET), _surface2, pos.x, pos.y, color);
|
|
break;
|
|
case SceneObjectTypeItem:
|
|
_mainFont->drawColor("item", _surface2, pos.x, pos.y, color);
|
|
break;
|
|
case SceneObjectTypeObject:
|
|
_mainFont->drawColor(_scene->objectGetName(sceneObject->_sceneObjectId - SCENE_OBJECTS_OBJECTS_OFFSET), _surface2, pos.x, pos.y, color);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//draw regions
|
|
for (int i = 0; i < 10; i++) {
|
|
Region *region = &_scene->_regions->_regions[i];
|
|
if (!region->_present) continue;
|
|
_surface2.frameRect(region->_rectangle, 0b000000000011111);
|
|
}
|
|
|
|
for (int i = 0; i < 10; i++) {
|
|
Region *region = &_scene->_exits->_regions[i];
|
|
if (!region->_present) continue;
|
|
_surface2.frameRect(region->_rectangle, 0b111111111111111);
|
|
}
|
|
|
|
for (int i = 0; i < _scene->_set->_walkboxCount; i++) {
|
|
Walkbox *walkbox = &_scene->_set->_walkboxes[i];
|
|
|
|
for (int j = 0; j < walkbox->_vertexCount; j++) {
|
|
Vector3 start = _view->calculateScreenPosition(walkbox->_vertices[j]);
|
|
Vector3 end = _view->calculateScreenPosition(walkbox->_vertices[(j + 1) % walkbox->_vertexCount]);
|
|
//debug("walkbox[%i][%i] = x=%f y=%f x=%f y=%f", i, j, start.x, start.y, end.x, end.y);
|
|
_surface2.drawLine(start.x, start.y, end.x, end.y, 0b111111111100000);
|
|
Vector3 pos = _view->calculateScreenPosition(0.5 * (start + end));
|
|
_mainFont->drawColor(walkbox->_name, _surface2, pos.x, pos.y, 0b111111111100000);
|
|
}
|
|
|
|
}
|
|
|
|
for (int i = 0; i < (int)_lights->_lights.size(); i++) {
|
|
Light *light = _lights->_lights[i];
|
|
Matrix4x3 m = light->_matrix;
|
|
Vector3 pos = Vector3(m(0, 3), m(1, 3), m(2, 3));
|
|
Vector3 size = Vector3(5.0f, 5.0f, 5.0f);
|
|
int colorR = (light->_color.r * 31.0f);
|
|
int colorG = (light->_color.g * 31.0f);
|
|
int colorB = (light->_color.b * 31.0f);
|
|
int color = (colorR << 10) + (colorG << 5) + colorB;
|
|
drawBBox(pos - size, pos + size, _view, &_surface2, color);
|
|
|
|
}
|
|
#endif
|
|
|
|
_system->copyRectToScreen((const byte *)_surface2.getBasePtr(0, 0), _surface2.pitch, 0, 0, 640, 480);
|
|
_system->updateScreen();
|
|
_system->delayMillis(10);
|
|
}
|
|
}
|
|
}
|
|
|
|
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_LBUTTONDOWN:
|
|
case Common::EVENT_RBUTTONDOWN:
|
|
handleMouseClick(event.mouse.x, event.mouse.y);
|
|
default:
|
|
;
|
|
}
|
|
}
|
|
}
|
|
|
|
void BladeRunnerEngine::handleMouseClick(int x, int y) {
|
|
if (!playerHasControl() || _mouse->isDisabled())
|
|
return;
|
|
|
|
Vector3 mousePosition = _mouse->getXYZ(x, y);
|
|
|
|
int isClickable;
|
|
int isObstacle;
|
|
int isTarget;
|
|
|
|
int sceneObjectId = _sceneObjects->findByXYZ(&isClickable, &isObstacle, &isTarget, mousePosition.x, mousePosition.y, mousePosition.z, 1, 0, 1);
|
|
int exitIndex = _scene->_exits->getRegionAtXY(x, y);
|
|
|
|
debug("%d %d", sceneObjectId, exitIndex);
|
|
|
|
if ((sceneObjectId < 0 || sceneObjectId > 73) && exitIndex >= 0) {
|
|
handleMouseClickExit(x, y, exitIndex);
|
|
return;
|
|
}
|
|
|
|
int regionIndex = _scene->_regions->getRegionAtXY(x, y);
|
|
if (regionIndex >= 0) {
|
|
handleMouseClickRegion(x, y, regionIndex);
|
|
return;
|
|
}
|
|
|
|
if (sceneObjectId == -1) {
|
|
bool isRunning;
|
|
_playerActor->loopWalkToXYZ(mousePosition, 0, false, false, false, &isRunning);
|
|
debug("Clicked on nothing %f, %f, %f", mousePosition.x, mousePosition.y, mousePosition.z);
|
|
return;
|
|
} else if (sceneObjectId >= 0 && sceneObjectId <= 73) {
|
|
handleMouseClickActor(x, y, sceneObjectId);
|
|
return;
|
|
} else if (sceneObjectId >= 74 && sceneObjectId <= 197) {
|
|
handleMouseClickItem(x, y, sceneObjectId - 74);
|
|
return;
|
|
} else if (sceneObjectId >= 198 && sceneObjectId <= 293) {
|
|
handleMouseClick3DObject(x, y, sceneObjectId - 198, isClickable, isTarget);
|
|
return;
|
|
}
|
|
}
|
|
|
|
void BladeRunnerEngine::handleMouseClickExit(int x, int y, int exitIndex) {
|
|
// clickedOnExit(exitType, x, y);
|
|
debug("clicked on exit %d %d %d", exitIndex, x, y);
|
|
_script->ClickedOnExit(exitIndex);
|
|
}
|
|
|
|
void BladeRunnerEngine::handleMouseClickRegion(int x, int y, int regionIndex) {
|
|
debug("clicked on region %d %d %d", regionIndex, x, y);
|
|
_script->ClickedOn2DRegion(regionIndex);
|
|
}
|
|
|
|
void BladeRunnerEngine::handleMouseClick3DObject(int x, int y, int objectId, bool isClickable, bool isTarget) {
|
|
const char *objectName = _scene->objectGetName(objectId);
|
|
debug("Clicked on object %s", objectName);
|
|
_script->ClickedOn3DObject(objectName, false);
|
|
}
|
|
|
|
void BladeRunnerEngine::handleMouseClickItem(int x, int y, int itemId) {
|
|
debug("Clicked on item %d", itemId);
|
|
_script->ClickedOnItem(itemId, false);
|
|
}
|
|
|
|
void BladeRunnerEngine::handleMouseClickActor(int x, int y, int actorId) {
|
|
debug("Clicked on actor %d", actorId);
|
|
_script->ClickedOnActor(actorId);
|
|
}
|
|
|
|
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) {
|
|
uint 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");
|
|
return false;
|
|
}
|
|
|
|
_archives[i].open(name);
|
|
return _archives[i].isOpen();
|
|
}
|
|
|
|
bool BladeRunnerEngine::closeArchive(const Common::String &name) {
|
|
for (uint i = 0; i != 10; ++i) {
|
|
if (_archives[i].isOpen() && _archives[i].getName() == name) {
|
|
_archives[i].close();
|
|
return true;
|
|
}
|
|
}
|
|
|
|
debug("closeArchive: Archive %s not open.", name.c_str());
|
|
return false;
|
|
}
|
|
|
|
bool BladeRunnerEngine::isArchiveOpen(const Common::String &name) {
|
|
for (uint i = 0; i != 10; ++i) {
|
|
if (_archives[i].isOpen() && _archives[i].getName() == name)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
Common::SeekableReadStream *BladeRunnerEngine::getResourceStream(const Common::String &name) {
|
|
for (uint i = 0; i != 10; ++i) {
|
|
if (!_archives[i].isOpen())
|
|
continue;
|
|
|
|
if (false)
|
|
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;
|
|
}
|
|
|
|
debug("getResource: Resource %s not found.", name.c_str());
|
|
return 0;
|
|
}
|
|
|
|
bool BladeRunnerEngine::playerHasControl() {
|
|
return _playerLosesControlCounter == 0;
|
|
}
|
|
|
|
void BladeRunnerEngine::playerLosesControl() {
|
|
if (++_playerLosesControlCounter == 1) {
|
|
_mouse->disable();
|
|
}
|
|
// debug("Player Lost Control (%d)", _playerLosesControlCounter);
|
|
}
|
|
|
|
void BladeRunnerEngine::playerGainsControl() {
|
|
if (_playerLosesControlCounter == 0) {
|
|
warning("Unbalanced call to BladeRunnerEngine::playerGainsControl");
|
|
}
|
|
|
|
if (_playerLosesControlCounter > 0)
|
|
--_playerLosesControlCounter;
|
|
|
|
// debug("Player Gained Control (%d)", _playerLosesControlCounter);
|
|
|
|
if (_playerLosesControlCounter == 0) {
|
|
_mouse->enable();
|
|
}
|
|
}
|
|
|
|
void BladeRunnerEngine::ISez(const char *str) {
|
|
debug("\t%s", str);
|
|
}
|
|
|
|
} // End of namespace BladeRunner
|