1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236
|
/* 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.
*
*/
#ifndef BLADERUNNER_BLADERUNNER_H
#define BLADERUNNER_BLADERUNNER_H
#include "bladerunner/archive.h"
#include "common/array.h"
#include "common/random.h"
#include "common/stream.h"
#include "engines/engine.h"
#include "graphics/surface.h"
namespace Common {
struct Event;
}
namespace BladeRunner {
enum AnimationModes {
kAnimationModeIdle = 0,
kAnimationModeWalk = 1,
kAnimationModeRun = 2,
kAnimationModeCombatIdle = 4,
kAnimationModeCombatWalk = 7,
kAnimationModeCombatRun = 8
};
enum SceneLoopMode {
kSceneLoopModeLoseControl = 0,
kSceneLoopModeChangeSet = 1,
kSceneLoopMode2 = 2,
kSceneLoopModeSpinner = 3
};
class Actor;
class ADQ;
class ScreenEffects;
class AIScripts;
class AmbientSounds;
class AudioMixer;
class AudioPlayer;
class AudioSpeech;
class Chapters;
class CrimesDatabase;
class Combat;
class DialogueMenu;
class Elevator;
class Font;
class GameFlags;
class GameInfo;
class ItemPickup;
class Items;
class Lights;
class Mouse;
class Music;
class Obstacles;
class Overlays;
class Scene;
class SceneObjects;
class SceneScript;
class Settings;
class Shape;
class SliceAnimations;
class SliceRenderer;
class Spinner;
class SuspectsDatabase;
class TextResource;
class Vector3;
class View;
class Waypoints;
class ZBuffer;
#define ACTORS_COUNT 100
#define VOICEOVER_ACTOR (ACTORS_COUNT - 1)
class BladeRunnerEngine : public Engine {
public:
bool _gameIsRunning;
bool _windowIsActive;
int _playerLosesControlCounter;
ADQ *_adq;
ScreenEffects *_screenEffects;
AIScripts *_aiScripts;
AmbientSounds *_ambientSounds;
AudioMixer *_audioMixer;
AudioPlayer *_audioPlayer;
AudioSpeech *_audioSpeech;
Chapters *_chapters;
CrimesDatabase *_crimesDatabase;
Combat *_combat;
DialogueMenu *_dialogueMenu;
Elevator *_elevator;
GameFlags *_gameFlags;
GameInfo *_gameInfo;
ItemPickup *_itemPickup;
Items *_items;
Lights *_lights;
Font *_mainFont;
Mouse *_mouse;
Music *_music;
Obstacles *_obstacles;
Overlays *_overlays;
Scene *_scene;
SceneObjects *_sceneObjects;
SceneScript *_sceneScript;
Settings *_settings;
SliceAnimations *_sliceAnimations;
SliceRenderer *_sliceRenderer;
Spinner *_spinner;
SuspectsDatabase *_suspectsDatabase;
View *_view;
Waypoints *_waypoints;
int *_gameVars;
TextResource *_textActorNames;
TextResource *_textCrimes;
TextResource *_textCluetype;
TextResource *_textKIA;
TextResource *_textSpinnerDestinations;
TextResource *_textVK;
TextResource *_textOptions;
Common::Array<Shape*> _shapes;
Actor *_actors[ACTORS_COUNT];
Actor *_playerActor;
int in_script_counter;
Graphics::Surface _surfaceGame;
Graphics::Surface _surfaceInterface;
Graphics::Surface _surface4;
ZBuffer *_zbuffer;
Common::RandomSource _rnd;
bool _playerActorIdle;
bool _playerDead;
bool _speechSkipped;
bool _gameOver;
int _gameAutoSave;
bool _gameIsLoading;
bool _sceneIsLoading;
int _walkSoundId;
int _walkSoundVolume;
int _walkSoundBalance;
int _walkingActorId;
private:
static const uint kArchiveCount = 10;
MIXArchive _archives[kArchiveCount];
public:
BladeRunnerEngine(OSystem *syst);
~BladeRunnerEngine();
bool hasFeature(EngineFeature f) const;
Common::Error run();
bool startup(bool hasSavegames = false);
void initChapterAndScene();
void shutdown();
bool loadSplash();
bool init2();
Common::Point getMousePos();
void gameLoop();
void gameTick();
void actorsUpdate();
void handleEvents();
void handleKeyUp(Common::Event &event);
void handleKeyDown(Common::Event &event);
void handleMouseAction(int x, int y, bool buttonLeft, bool buttonDown);
void handleMouseClickExit(int x, int y, int exitIndex);
void handleMouseClickRegion(int x, int y, int regionIndex);
void handleMouseClickItem(int x, int y, int itemId);
void handleMouseClickActor(int x, int y, int actorId);
void handleMouseClick3DObject(int x, int y, int objectId, bool isClickable, bool isTarget);
void handleMouseClickEmpty(int x, int y, Vector3 &mousePosition);
void gameWaitForActive();
void loopActorSpeaking();
void outtakePlay(int id, bool no_localization, int container = -1);
bool openArchive(const Common::String &name);
bool closeArchive(const Common::String &name);
bool isArchiveOpen(const Common::String &name);
Common::SeekableReadStream *getResourceStream(const Common::String &name);
bool playerHasControl();
void playerLosesControl();
void playerGainsControl();
void ISez(const char *str);
void blitToScreen(const Graphics::Surface &src);
};
static inline const Graphics::PixelFormat createRGB555() {
return Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0);
}
void blit(const Graphics::Surface &src, Graphics::Surface &dst);
} // End of namespace BladeRunner
#endif
|