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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#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 "common/keyboard.h"
#include "common/events.h"
#include "engines/engine.h"
#include "graphics/surface.h"
#include "math/cosinetables.h"
#include "math/sinetables.h"
//TODO: change this to debugflag
#define BLADERUNNER_DEBUG_CONSOLE 0
#define BLADERUNNER_ORIGINAL_SETTINGS 0
#define BLADERUNNER_ORIGINAL_BUGS 0
namespace Common {
class Archive;
struct Event;
}
namespace GUI {
class Debugger;
}
struct ADGameDescription;
namespace BladeRunner {
enum DebugLevels {
kDebugScript = 1 << 0,
kDebugSound = 1 << 1,
kDebugAnimation = 1 << 2
};
class Actor;
class ActorDialogueQueue;
class ScreenEffects;
class AIScripts;
class AmbientSounds;
class AudioCache;
class AudioMixer;
class AudioPlayer;
class AudioSpeech;
class Chapters;
class CrimesDatabase;
class Combat;
class Debugger;
class DialogueMenu;
class Elevator;
class EndCredits;
class ESPER;
class Framelimiter;
class Font;
class GameFlags;
class GameInfo;
class ItemPickup;
class Items;
class KIA;
class Lights;
class Mouse;
class Music;
class Obstacles;
class Overlays;
class PoliceMaze;
class Scene;
class SceneObjects;
class SceneScript;
class Scores;
class Settings;
class Shapes;
class SliceAnimations;
class SliceRenderer;
class Spinner;
class Subtitles;
class SuspectsDatabase;
class TextResource;
class Time;
class Vector3;
class View;
class VK;
class Waypoints;
class ZBuffer;
class BladeRunnerEngine : public Engine {
public:
static const int kArchiveCount = 12; // +2 to original value (10) to accommodate for SUBTITLES.MIX and one extra resource file, to allow for capability of loading all VQAx.MIX and the MODE.MIX file (debug purposes)
static const int kActorCount = 100;
static const int kActorVoiceOver = kActorCount - 1;
static const int kMaxCustomConcurrentRepeatableEvents = 20;
static const int16 kOriginalGameWidth = 640;
static const int16 kOriginalGameHeight = 480;
static const int16 kDemoGameWidth = 320;
static const int16 kDemoGameHeight = 200;
// Incremental number to keep track of significant revisions of the ScummVM bladerunner engine
// that could potentially introduce incompatibilities with old save files or require special actions to restore compatibility
// This is stored in game global variable "kVariableGameVersion"
// Original (classic) save game files will have version number of 0
// Values:
// 1: alpha testing (from May 15, 2019 to July 17, 2019)
// 2: all time code uses uint32 (since July 17 2019),
static const int kBladeRunnerScummVMVersion = 2;
static const char *kGameplayKeymapId;
static const char *kKiaKeymapId;
static const char *kCommonKeymapId;
bool _gameIsRunning;
bool _windowIsActive;
int _playerLosesControlCounter;
int _extraCPos;
uint8 _extraCNotify;
Common::String _languageCode;
Common::Language _language;
bool _russianCP1251;
bool _noMusicDriver; // If "Music Device" is set to "No Music" from Audio tab
ActorDialogueQueue *_actorDialogueQueue;
ScreenEffects *_screenEffects;
AIScripts *_aiScripts;
AmbientSounds *_ambientSounds;
AudioCache *_audioCache;
AudioMixer *_audioMixer;
AudioPlayer *_audioPlayer;
AudioSpeech *_audioSpeech;
Chapters *_chapters;
CrimesDatabase *_crimesDatabase;
Combat *_combat;
DialogueMenu *_dialogueMenu;
Elevator *_elevator;
EndCredits *_endCredits;
ESPER *_esper;
GameFlags *_gameFlags;
GameInfo *_gameInfo;
ItemPickup *_itemPickup;
Items *_items;
KIA *_kia;
Lights *_lights;
Font *_mainFont;
Subtitles *_subtitles;
Mouse *_mouse;
Music *_music;
Obstacles *_obstacles;
Overlays *_overlays;
PoliceMaze *_policeMaze;
Scene *_scene;
SceneObjects *_sceneObjects;
SceneScript *_sceneScript;
Scores *_scores;
Settings *_settings;
SliceAnimations *_sliceAnimations;
SliceRenderer *_sliceRenderer;
Spinner *_spinner;
SuspectsDatabase *_suspectsDatabase;
Time *_time;
View *_view;
Framelimiter *_framelimiter;
VK *_vk;
Waypoints *_waypoints;
int *_gameVars;
TextResource *_textActorNames;
TextResource *_textCrimes;
TextResource *_textClueTypes;
TextResource *_textKIA;
TextResource *_textSpinnerDestinations;
TextResource *_textVK;
TextResource *_textOptions;
Shapes *_shapes;
Actor *_actors[kActorCount];
Actor *_playerActor;
Graphics::PixelFormat _screenPixelFormat;
Graphics::Surface _surfaceFront;
Graphics::Surface _surfaceBack;
bool _surfaceFrontCreated;
bool _surfaceBackCreated;
ZBuffer *_zbuffer;
Common::RandomSource _rnd;
uint32 _newGameRandomSeed;
Debugger *_debugger;
Math::CosineTable *_cosTable1024;
Math::SineTable *_sinTable1024;
bool _isWalkingInterruptible;
bool _interruptWalking;
bool _playerActorIdle;
bool _playerDead;
bool _actorIsSpeaking;
bool _actorSpeakStopIsRequested;
bool _gameOver;
bool _gameJustLaunched;
int _gameAutoSaveTextId;
bool _gameIsAutoSaving;
bool _gameIsLoading;
bool _sceneIsLoading;
bool _vqaIsPlaying;
bool _vqaStopIsRequested;
bool _subtitlesEnabled; // tracks the state of whether subtitles are enabled or disabled from ScummVM GUI option or KIA checkbox (the states are synched)
bool _showSubtitlesForTextCrawl;
bool _sitcomMode;
bool _shortyMode;
bool _noDelayMillisFramelimiter;
bool _framesPerSecondMax;
bool _disableStaminaDrain;
bool _spanishCreditsCorrection;
bool _cutContent;
bool _enhancedEdition;
bool _validBootParam;
int _walkSoundId;
int _walkSoundVolume;
int _walkSoundPan;
int _runningActorId;
uint32 _mouseClickTimeLast;
uint32 _mouseClickTimeDiff;
int _walkingToExitId;
bool _isInsideScriptExit;
int _walkingToRegionId;
bool _isInsideScriptRegion;
int _walkingToObjectId;
bool _isInsideScriptObject;
int _walkingToItemId;
bool _isInsideScriptItem;
bool _walkingToEmpty;
int _walkingToEmptyX;
int _walkingToEmptyY;
bool _isInsideScriptEmpty;
int _walkingToActorId;
bool _isInsideScriptActor;
int _actorUpdateCounter;
uint32 _actorUpdateTimeLast;
uint32 _timeOfMainGameLoopTickPrevious;
bool _isNonInteractiveDemo;
// This addon is to emulate keeping a keyboard key pressed (continuous / repeated firing of the event)
// -- code is pretty much identical from our common\events.cpp (KeyboardRepeatEventSourceWrapper)
// for continuous events (keyDown)
enum {
kKeyRepeatInitialDelay = 400,
kKeyRepeatSustainDelay = 100
};
Common::KeyState _currentKeyDown;
uint32 _keyRepeatTimeLast;
uint32 _keyRepeatTimeDelay;
uint32 _customEventRepeatTimeLast;
uint32 _customEventRepeatTimeDelay;
typedef Common::Array<Common::Event> ActiveCustomEventsArray;
// We do allow keys mapped to the same event,
// so eg. a key (Enter) could cause 2 or more events to fire,
// However, we should probably restrict the active events
// (that can be repeated while holding the mapped keys down)
// to a maximum of kMaxCustomConcurrentRepeatableEvents
ActiveCustomEventsArray _activeCustomEvents;
// NOTE We still need keyboard functionality for naming saved games and also for the KIA Easter eggs.
// In KIA keyboard events should be accounted where possible - however some keymaps are still needed
// which is why we have the three separate common, gameplay-only and kia-only keymaps.
// If a valid keyboard key character eg. ("A") for text input (or Easter egg input)
// is also mapped to a common or KIA only custom event, then the custom event will be effected and not the key input.
// NOTE We don't use a custom action for left click -- we just use the standard left click action event (kStandardActionLeftClick)
// NOTE Dialogue Skip does not work for dialogue replayed when clicking on KIA clues (this is the original's behavior too)
// NOTE Toggle KIA options does not work when McCoy is walking towards a character when the player clicks on McCoy
// (this is the original's behavior too).
// "Esc" (by default) or the mapped key to this action still works though.
// NOTE A drawback of using customized keymapper for the game is that we can no longer replicate the original's behavior
// whereby holding down <SPACEBAR> would cause McCoy to keep switching quickly between combat mode and normal mode.
// This is because the original, when holding down right mouse button, would just toggle McCoy's mode once.
// We keep the behavior for "right mouse button".
// The continuous fast toggle behavior when holding down <SPACEBAR> feels more like a bug anyway.
// NOTE In the original, the KP_PERIOD key with NUMLOCK on, would work as a normal '.' character
// in the KIA Save Game screen. With NUMLOCK off, it would work as a delete request for the selected entry.
// However, NUMLOCK is currently not working as a modifier key for keymaps,
// so maybe we can implement the original behavior more accurately,
// when that is fixed in the keymapper or hardware-input code.
// For now, KP_PERIOD will work (by default) as a delete request.
enum BladeRunnerEngineMappableAction {
// kMpActionLeftClick, // default <left click> (select, walk-to, run-to, look-at, talk-to, use, shoot (combat mode), KIA (click on McCoy))
kMpActionToggleCombat, // default <right click> or <Spacebar>
kMpActionCutsceneSkip, // default <Return> or <KP_Enter> or <Esc> or <Spacebar>
kMpActionDialogueSkip, // default <Return> or <KP_Enter>
kMpActionToggleKiaOptions, // default <Esc> opens/closes KIA, in Options tab
kMpActionOpenKiaDatabase, // default <Tab> - only opens KIA (if closed), in one of the database tabs (the last active one, or else the first)
kMpActionOpenKIATabHelp, // default <F1>
kMpActionOpenKIATabSaveGame, // default <F2>
kMpActionOpenKIATabLoadGame, // default <F3>
kMpActionOpenKIATabCrimeSceneDatabase, // default <F4>
kMpActionOpenKIATabSuspectDatabase, // default <F5>
kMpActionOpenKIATabClueDatabase, // default <F6>
kMpActionOpenKIATabQuitGame, // default <F10>
kMpActionScrollUp, // ScummVM addition (scroll list up)
kMpActionScrollDown, // ScummVM addition (scroll list down)
kMpConfirmDlg, // default <Return> or <KP_Enter>
kMpDeleteSelectedSvdGame, // default <Delete> or <KP_Period>
kMpActionToggleCluePrivacy // default <right click>
};
private:
MIXArchive _archives[kArchiveCount];
Common::Archive *_archive;
public:
BladeRunnerEngine(OSystem *syst, const ADGameDescription *desc);
~BladeRunnerEngine() override;
bool hasFeature(EngineFeature f) const override;
bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
Common::Error loadGameState(int slot) override;
bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
/**
* NOTE: Disable support for external autosave (ScummVM's feature).
* Main reason is that it's not easy to properly label this autosave,
* since currently it would translate "Autosave" to the ScummVM GUI language
* which ends up showing as "?????? ??????" on non-latin languages (eg. Greek),
* and in addition is inconsistent with the game's own GUI language.
* Secondary reason is that the game already has an autosaving mechanism,
* albeit only at the start of a new Act.
* And final reason would be to prevent an autosave at an unforeseen moment,
* if we've failed to account for all cases that the game should not save by itself;
* currently those are listed in BladeRunnerEngine::canSaveGameStateCurrently().
*/
int getAutosaveSlot() const override { return -1; }
void pauseEngineIntern(bool pause) override;
Common::Error run() override;
bool checkFiles(Common::Array<Common::String> &missingFiles);
bool startup(bool hasSavegames = false);
void initChapterAndScene();
void shutdown();
bool loadSplash();
Common::Point getMousePos() const;
bool isMouseButtonDown() const;
void gameLoop();
void gameTick();
void actorsUpdate();
void walkingReset();
void handleEvents();
void handleKeyUp(Common::Event &event);
void handleKeyDown(Common::Event &event);
void handleMouseAction(int x, int y, bool mainButton, bool buttonDown, int scrollDirection = 0);
void handleMouseClickExit(int exitId, int x, int y, bool buttonDown);
void handleMouseClickRegion(int regionId, int x, int y, bool buttonDown);
void handleMouseClickItem(int itemId, bool buttonDown);
void handleMouseClickActor(int actorId, bool mainButton, bool buttonDown, Vector3 &scenePosition, int x, int y);
void handleMouseClick3DObject(int objectId, bool buttonDown, bool isClickable, bool isTarget);
void handleMouseClickEmpty(int x, int y, Vector3 &scenePosition, bool buttonDown);
bool isAllowedRepeatedKey(const Common::KeyState &currKeyState);
void handleCustomEventStart(Common::Event &event);
void handleCustomEventStop(Common::Event &event);
bool isAllowedRepeatedCustomEvent(const Common::Event &currEvent);
bool shouldDropRogueCustomEvent(const Common::Event &evt);
void cleanupPendingRepeatingEvents(const Common::String &keymapperId);
void gameWaitForActive();
void loopActorSpeaking();
void loopQueuedDialogueStillPlaying();
void outtakePlay(int id, bool no_localization, int container = -1);
void outtakePlay(const Common::String &basenameNoExt, bool no_localization, int container = -3);
bool openArchive(const Common::String &name);
bool closeArchive(const Common::String &name);
bool isArchiveOpen(const Common::String &name) const;
bool openArchiveEnhancedEdition();
void syncSoundSettings() override;
bool isSubtitlesEnabled();
void setSubtitlesEnabled(bool newVal);
Common::SeekableReadStream *getResourceStream(const Common::String &name);
bool playerHasControl();
void playerLosesControl();
void playerGainsControl(bool force = false);
void playerDied();
bool saveGame(Common::WriteStream &stream, Graphics::Surface *thumb = NULL, bool origformat = false);
bool loadGame(Common::SeekableReadStream &stream, int version);
void newGame(int difficulty);
void autoSaveGame(int textId, bool endgame);
void ISez(const Common::String &str);
void blitToScreen(const Graphics::Surface &src) const;
Graphics::Surface generateThumbnail() const;
Common::String getTargetName() const;
uint8 getExtraCNotify();
void setExtraCNotify(uint8 val);
};
static inline const Graphics::PixelFormat gameDataPixelFormat() {
return Graphics::PixelFormat(2, 5, 5, 5, 1, 10, 5, 0, 15);
}
static inline void getGameDataColor(uint16 color, uint8 &a, uint8 &r, uint8 &g, uint8 &b) {
// gameDataPixelFormat().colorToARGB(vqaColor, a, r, g, b);
// using pixel format functions is too slow on some ports because of runtime checks
uint8 r5 = (color >> 10) & 0x1F;
uint8 g5 = (color >> 5) & 0x1F;
uint8 b5 = (color ) & 0x1F;
a = color >> 15;
r = (r5 << 3) | (r5 >> 2);
g = (g5 << 3) | (g5 >> 2);
b = (b5 << 3) | (b5 >> 2);
}
static inline const Graphics::PixelFormat screenPixelFormat() {
return ((BladeRunnerEngine*)g_engine)->_screenPixelFormat;
}
static inline void drawPixel(Graphics::Surface &surface, void* dst, uint32 value) {
switch (surface.format.bytesPerPixel) {
case 1:
*(uint8*)dst = (uint8)value;
break;
case 2:
*(uint16*)dst = (uint16)value;
break;
case 4:
*(uint32*)dst = (uint32)value;
break;
default:
break;
}
}
static inline void getPixel(Graphics::Surface &surface, void* dst, uint32 &value) {
switch (surface.format.bytesPerPixel) {
case 1:
value = (uint8)(*(uint8*)dst);
break;
case 2:
value = (uint16)(*(uint16*)dst);
break;
case 4:
value = (uint32)(*(uint32*)dst);
break;
default:
break;
}
}
void blit(const Graphics::Surface &src, Graphics::Surface &dst);
} // End of namespace BladeRunner
#endif
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