/* 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/framelimiter.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.h" #include "common/debug-channels.h" #include "common/translation.h" #include "gui/message.h" #include "engines/util.h" #include "engines/advancedDetector.h" #include "graphics/thumbnail.h" #include "audio/mididrv.h" namespace BladeRunner { BladeRunnerEngine::BladeRunnerEngine(OSystem *syst, const ADGameDescription *desc) : Engine(syst), _rnd("bladerunner") { _windowIsActive = true; _gameIsRunning = true; _gameJustLaunched = true; _vqaIsPlaying = false; _vqaStopIsRequested = false; _actorIsSpeaking = false; _actorSpeakStopIsRequested = false; _subtitlesEnabled = false; _surfaceFrontCreated = false; _surfaceBackCreated = false; _sitcomMode = false; _shortyMode = false; _noDelayMillisFramelimiter = false; _framesPerSecondMax = false; _disableStaminaDrain = false; _cutContent = Common::String(desc->gameId).contains("bladerunner-final"); _validBootParam = false; _playerLosesControlCounter = 0; _playerActorIdle = false; _playerDead = false; _gameOver = false; _gameAutoSaveTextId = -1; _gameIsAutoSaving = false; _gameIsLoading = false; _sceneIsLoading = false; _runningActorId = -1; _isWalkingInterruptible = false; _interruptWalking = false; _walkSoundId = -1; _walkSoundVolume = 0; _walkSoundPan = 0; _language = desc->language; 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 = "E"; // Russian version is built on top of English one 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; _framelimiter = nullptr; _gameInfo = nullptr; _waypoints = nullptr; _gameVars = nullptr; _cosTable1024 = nullptr; _sinTable1024 = 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; _shapes = nullptr; for (int i = 0; i != kActorCount; ++i) { _actors[i] = nullptr; } _debugger = nullptr; walkingReset(); _actorUpdateCounter = 0; _actorUpdateTimeLast = 0; _currentKeyDown.keycode = Common::KEYCODE_INVALID; _keyRepeatTimeLast = 0; _keyRepeatTimeDelay = 0; } BladeRunnerEngine::~BladeRunnerEngine() { shutdown(); } bool BladeRunnerEngine::hasFeature(EngineFeature f) const { return f == kSupportsReturnToLauncher || 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"); } setTotalPlayTime(header._playTime); // this essentially does something similar with setTotalPlayTime // reseting and updating Blade Runner's _pauseStart and offset before starting a loaded game _time->resetPauseStart(); loadGame(*saveFile, header._version); 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, bool isAutosave) { Common::OutSaveFile *saveFile = BladeRunner::SaveFileManager::openForSaving(_targetName, slot); if (saveFile == nullptr || saveFile->err()) { delete saveFile; return Common::kReadingFailed; } BladeRunner::SaveFileHeader header; header._name = desc; header._playTime = getTotalPlayTime(); BladeRunner::SaveFileManager::writeHeader(*saveFile, header); _time->pause(); saveGame(*saveFile); _time->resume(); saveFile->finalize(); delete saveFile; return Common::kNoError; } void BladeRunnerEngine::pauseEngineIntern(bool pause) { _mixer->pauseAll(pause); } Common::Error BladeRunnerEngine::run() { Common::Array missingFiles; if (!checkFiles(missingFiles)) { Common::String missingFileStr = ""; for (uint i = 0; i < missingFiles.size(); ++i) { if (i > 0) { missingFileStr += ", "; } missingFileStr += missingFiles[i]; } // shutting down return Common::Error(Common::kNoGameDataFoundError, missingFileStr); } Common::List tmpSupportedFormatsList = g_system->getSupportedFormats(); if (!tmpSupportedFormatsList.empty()) { _screenPixelFormat = tmpSupportedFormatsList.front(); } else { // Workaround for reported issue whereby in the AndroidSDL port // some devices would crash with a segmentation fault due to an empty supported formats list. // TODO: A better fix for getSupportedFormats() - maybe figure why in only some device it might return an empty list // // Use this as a fallback format - Should be a format supported by Android port _screenPixelFormat = Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0); } debug("Using pixel format: %s", _screenPixelFormat.toString().c_str()); initGraphics(640, 480, &_screenPixelFormat); _system->showMouse(true); bool hasSavegames = !SaveFileManager::list(getMetaEngine(), _targetName).empty(); if (!startup(hasSavegames)) { // shutting down return Common::Error(Common::kUnknownError, _("Failed to initialize resources")); } // improvement: Use a do-while() loop to handle the normal end-game state // so that the game won't exit abruptly after end credits do { // additional code for gracefully handling end-game after _endCredits->show() _gameOver = false; _gameIsRunning = true; _gameJustLaunched = true; // reset ammo amounts _settings->reset(); // need to clear kFlagKIAPrivacyAddon to remove Bob's Privacy Addon for KIA // so it won't appear here after end credits _gameFlags->reset(kFlagKIAPrivacyAddon); if (!playerHasControl()) { // force a player gains control playerGainsControl(true); } if (_mouse->isDisabled()) { // force a mouse enable here since otherwise, after end-game, // we need extra call(s) to mouse->enable to get the _disabledCounter to 0 _mouse->enable(true); } // end of additional code for gracefully handling end-game if (_validBootParam) { // clear the flag, so that after a possible game gameOver / end-game // it won't be true again; just to be safe and avoid potential side-effects _validBootParam = false; } else { if (ConfMan.hasKey("save_slot") && ConfMan.getInt("save_slot") != -1) { // when loading from ScummVM main menu, we should emulate // the Kia pause/resume in order to get a valid "current" time when the game // is actually loaded (assuming delays can be introduced by a popup warning dialogue) if (!_time->isLocked()) { _time->pause(); } loadGameState(ConfMan.getInt("save_slot")); ConfMan.set("save_slot", "-1"); if (_time->isLocked()) { _time->resume(); } } else if (hasSavegames) { _kia->_forceOpen = true; _kia->open(kKIASectionLoad); } } // TODO: why is the game starting a new game here when everything is done in startup? // else { // newGame(kGameDifficultyMedium); // } gameLoop(); _mouse->disable(); if (_gameOver) { // In the original game this created a single "END_GAME_STATE.END" // which had the a valid format of a save game but was never accessed // from the loading screen. (Due to the .END extension) // It was also a single file that was overwritten each time the player // finished the game. // Maybe its purpose was debugging (?) by renaming it to .SAV and also // for the game to "know" if the player has already finished the game at least once (?) // although that latter one seems not to be used for anything, or maybe it was planned // to be used for a sequel (?). We will never know. // Disabling as in current state it will only fill-up save slots // autoSaveGame(4, true); _endCredits->show(); } } while (_gameOver); // if main game loop ended and _gameOver == false, then shutdown // shutting down return Common::kNoError; } bool BladeRunnerEngine::checkFiles(Common::Array &missingFiles) { missingFiles.clear(); Common::Array requiredFiles; requiredFiles.push_back("1.TLK"); requiredFiles.push_back("2.TLK"); requiredFiles.push_back("3.TLK"); requiredFiles.push_back("A.TLK"); requiredFiles.push_back("COREANIM.DAT"); requiredFiles.push_back("MODE.MIX"); requiredFiles.push_back("MUSIC.MIX"); requiredFiles.push_back("OUTTAKE1.MIX"); requiredFiles.push_back("OUTTAKE2.MIX"); requiredFiles.push_back("OUTTAKE3.MIX"); requiredFiles.push_back("OUTTAKE4.MIX"); requiredFiles.push_back("SFX.MIX"); requiredFiles.push_back("SPCHSFX.TLK"); requiredFiles.push_back("STARTUP.MIX"); requiredFiles.push_back("VQA1.MIX"); requiredFiles.push_back("VQA2.MIX"); requiredFiles.push_back("VQA3.MIX"); for (uint i = 0; i < requiredFiles.size(); ++i) { if (!Common::File::exists(requiredFiles[i])) { missingFiles.push_back(requiredFiles[i]); } } bool hasHdFrames = Common::File::exists("HDFRAMES.DAT"); if (!hasHdFrames) { requiredFiles.clear(); requiredFiles.push_back("CDFRAMES1.DAT"); requiredFiles.push_back("CDFRAMES2.DAT"); requiredFiles.push_back("CDFRAMES3.DAT"); requiredFiles.push_back("CDFRAMES4.DAT"); for (uint i = 0; i < requiredFiles.size(); ++i) { if (!Common::File::exists(requiredFiles[i])) { missingFiles.push_back(requiredFiles[i]); } } } return missingFiles.empty(); } bool BladeRunnerEngine::startup(bool hasSavegames) { // Assign default values to the ScummVM configuration manager, in case settings are missing ConfMan.registerDefault("subtitles", "true"); ConfMan.registerDefault("sfx_volume", 192); ConfMan.registerDefault("music_volume", 192); ConfMan.registerDefault("speech_volume", 192); ConfMan.registerDefault("mute", "false"); ConfMan.registerDefault("speech_mute", "false"); ConfMan.registerDefault("sitcom", "false"); ConfMan.registerDefault("shorty", "false"); ConfMan.registerDefault("nodelaymillisfl", "false"); ConfMan.registerDefault("frames_per_secondfl", "false"); ConfMan.registerDefault("disable_stamina_drain", "false"); _sitcomMode = ConfMan.getBool("sitcom"); _shortyMode = ConfMan.getBool("shorty"); _noDelayMillisFramelimiter = ConfMan.getBool("nodelaymillisfl"); _framesPerSecondMax = ConfMan.getBool("frames_per_secondfl"); _disableStaminaDrain = ConfMan.getBool("disable_stamina_drain"); // These are static objects in original game _screenEffects = new ScreenEffects(this, 0x8000); _endCredits = new EndCredits(this); _actorDialogueQueue = new ActorDialogueQueue(this); _settings = new Settings(this); _itemPickup = new ItemPickup(this); _lights = new Lights(this); // outtake player was initialized here in the original game - but this is done bit differently _obstacles = new Obstacles(this); _sceneScript = new SceneScript(this); _debugger = new Debugger(this); setDebugger(_debugger); // This is the original startup in the game _surfaceFront.create(640, 480, screenPixelFormat()); _surfaceFrontCreated = true; _surfaceBack.create(640, 480, screenPixelFormat()); _surfaceBackCreated = true; _time = new Time(this); // debug("_framesPerSecondMax:: %s", _framesPerSecondMax? "true" : "false"); _framelimiter = new Framelimiter(this, _framesPerSecondMax? 120 : 60); // Try to load the SUBTITLES.MIX first, before Startup.MIX // allows overriding any identically named resources (such as the original font files and as a bonus also the TRE files for the UI and dialogue menu) _subtitles = new Subtitles(this); if (MIXArchive::exists("SUBTITLES.MIX")) { bool r = openArchive("SUBTITLES.MIX"); if (!r) return false; _subtitles->init(); } else { debug("Download SUBTITLES.MIX from ScummVM's website to enable subtitles"); } bool r = openArchive("STARTUP.MIX"); if (!r) return false; _gameInfo = new GameInfo(this); if (!_gameInfo) return false; r = _gameInfo->open("GAMEINFO.DAT"); if (!r) { return false; } if (hasSavegames) { if (!loadSplash()) { return false; } } _waypoints = new Waypoints(this, _gameInfo->getWaypointCount()); _combat = new Combat(this); _gameVars = new int[_gameInfo->getGlobalVarCount()](); // Seed rand _cosTable1024 = new Common::CosineTable(1024); // 10-bits = 1024 points for 2*PI; _sinTable1024 = new Common::SineTable(1024); _view = new View(); _sceneObjects = new SceneObjects(this, _view); _gameFlags = new GameFlags(); _gameFlags->setFlagCount(_gameInfo->getFlagCount()); _items = new Items(this); _audioCache = new AudioCache(); _audioMixer = new AudioMixer(this); _audioPlayer = new AudioPlayer(this); _music = new Music(this); _audioSpeech = new AudioSpeech(this); _ambientSounds = new AmbientSounds(this); // Query the selected music device (defaults to MT_AUTO device). Common::String selDevStr = ConfMan.hasKey("music_driver") ? ConfMan.get("music_driver") : Common::String("auto"); MidiDriver::DeviceHandle dev = MidiDriver::getDeviceHandle(selDevStr.empty() ? Common::String("auto") : selDevStr); // // We just respect the "No Music" choice (or an invalid choice) // // We're lenient with all the invalid/ irrelevant choices in the Audio Driver dropdown // TODO Ideally these controls (OptionsDialog::addAudioControls()) ie. "Music Device" and "Adlib Emulator" // should not appear in games like Blade Runner, since they are largely irrelevant // and may cause confusion when combined/ conflicting with the global settings // which are by default applied, if the user does not explicitly override them. _noMusicDriver = (MidiDriver::getMusicType(dev) == MT_NULL || MidiDriver::getMusicType(dev) == MT_INVALID); // BLADE.INI was read here, but it was replaced by ScummVM configuration // syncSoundSettings(); _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[kActorVoiceOver] = new Actor(this, kActorVoiceOver); _playerActor = _actors[_gameInfo->getPlayerId()]; _playerActor->setFPS(15); // this seems redundant #if BLADERUNNER_ORIGINAL_BUGS _playerActor->timerStart(kActorTimerRunningStaminaFPS, 200); #else // Make code here similar to the bugfix in newGame in that // we only start the timer in vanilla game mode (not Restored Content mode) if (!_cutContent) { _playerActor->timerStart(kActorTimerRunningStaminaFPS, 200); } #endif // BLADERUNNER_ORIGINAL_BUGS _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; _russianCP1251 = ((uint8)_textOptions->getText(0)[0]) == 209; _dialogueMenu = new DialogueMenu(this); if (!_dialogueMenu->loadResources()) 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 = Font::load(this, "KIA6PT.FON", 1, false); _shapes = new Shapes(this); _shapes->load("SHAPES.SHP"); _esper = new ESPER(this); _vk = new VK(this); _mouse = new Mouse(this); _mouse->setCursor(0); _sliceAnimations = new SliceAnimations(this); r = _sliceAnimations->open("INDEX.DAT"); if (!r) return false; r = _sliceAnimations->openCoreAnim(); 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() { 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 if (param < 1000000 || param >= 6000000) { debug("Invalid boot parameter. Valid format is: CTTTSSS"); } else { int chapter = param / 1000000; param -= chapter * 1000000; int set = param / 1000; param -= set * 1000; int scene = param; // init chapter to default first chapter (required by dbgAttemptToLoadChapterSetScene()) _settings->setChapter(1); _validBootParam = _debugger->dbgAttemptToLoadChapterSetScene(chapter, set, scene); if (_validBootParam) { debug("Explicitly loading Chapter: %d Set: %d Scene: %d", chapter, set, scene); } else { debug("Invalid combination of Chapter Set and Scene ids"); } } } if (!_validBootParam) { _settings->setChapter(1); _settings->setNewSetAndScene(_gameInfo->getInitialSetId(), _gameInfo->getInitialSceneId()); } } void BladeRunnerEngine::shutdown() { _mixer->stopAll(); // BLADE.INI as updated here delete _aiScripts; _aiScripts = nullptr; delete _scene; _scene = nullptr; delete _crimesDatabase; _crimesDatabase = nullptr; delete _sliceRenderer; _sliceRenderer = nullptr; delete _sliceAnimations; _sliceAnimations = nullptr; delete _mouse; _mouse = nullptr; delete _vk; _vk = nullptr; delete _esper; _esper = nullptr; delete _shapes; _shapes = nullptr; delete _mainFont; _mainFont = nullptr; delete _scores; _scores = nullptr; delete _elevator; _elevator = nullptr; delete _spinner; _spinner = nullptr; delete _kia; _kia = nullptr; delete _suspectsDatabase; _suspectsDatabase = nullptr; delete _dialogueMenu; _dialogueMenu = nullptr; delete _textOptions; _textOptions = nullptr; delete _textVK; _textVK = nullptr; delete _textSpinnerDestinations; _textSpinnerDestinations = nullptr; delete _textKIA; _textKIA = nullptr; delete _textClueTypes; _textClueTypes = nullptr; delete _textCrimes; _textCrimes = nullptr; delete _textActorNames; _textActorNames = nullptr; delete _policeMaze; _policeMaze = nullptr; // don't delete _playerActor since that is handled // in the loop over _actors below _playerActor = nullptr; delete _actors[kActorVoiceOver]; _actors[kActorVoiceOver] = nullptr; int actorCount = kActorCount; if (_gameInfo) { actorCount = (int)_gameInfo->getActorCount(); } for (int i = 0; i < actorCount; ++i) { delete _actors[i]; _actors[i] = nullptr; } delete _zbuffer; _zbuffer = nullptr; delete _overlays; _overlays = nullptr; if (isArchiveOpen("SPCHSFX.TLK")) { closeArchive("SPCHSFX.TLK"); } #if BLADERUNNER_ORIGINAL_BUGS #else if (isArchiveOpen("A.TLK")) { closeArchive("A.TLK"); } #endif // BLADERUNNER_ORIGINAL_BUGS if (isArchiveOpen("SFX.MIX")) { closeArchive("SFX.MIX"); } if (isArchiveOpen("MUSIC.MIX")) { closeArchive("MUSIC.MIX"); } // in case player closes the ScummVM window when in ESPER mode or similar if (isArchiveOpen("MODE.MIX")) { closeArchive("MODE.MIX"); } if (_chapters && _chapters->hasOpenResources()) { _chapters->closeResources(); } delete _chapters; _chapters = nullptr; delete _ambientSounds; _ambientSounds = nullptr; delete _audioSpeech; _audioSpeech = nullptr; delete _music; _music = nullptr; delete _audioPlayer; _audioPlayer = nullptr; delete _audioMixer; _audioMixer = nullptr; delete _audioCache; _audioCache = nullptr; delete _items; _items = nullptr; delete _gameFlags; _gameFlags = nullptr; delete _sceneObjects; _sceneObjects = nullptr; delete _view; _view = nullptr; delete _sinTable1024; _sinTable1024 = nullptr; delete _cosTable1024; _cosTable1024 = nullptr; delete[] _gameVars; _gameVars = nullptr; delete _combat; _combat = nullptr; delete _waypoints; _waypoints = nullptr; delete _gameInfo; _gameInfo = nullptr; if (isArchiveOpen("STARTUP.MIX")) { closeArchive("STARTUP.MIX"); } if (isArchiveOpen("SUBTITLES.MIX")) { closeArchive("SUBTITLES.MIX"); } delete _subtitles; _subtitles = nullptr; delete _framelimiter; _framelimiter = nullptr; delete _time; _time = nullptr; // guard the free() call to Surface::free() will boolean flags // since according to free() documentation: // it should only be used, when "the Surface data was created via // create! Otherwise this function has undefined behavior." if (_surfaceBackCreated) _surfaceBack.free(); if (_surfaceFrontCreated) _surfaceFront.free(); // These are static objects in original game //delete _debugger; Debugger deletion is handled by Engine _debugger = nullptr; delete _sceneScript; _sceneScript = nullptr; delete _obstacles; _obstacles = nullptr; delete _lights; _lights = nullptr; delete _itemPickup; _itemPickup = nullptr; delete _settings; _settings = nullptr; delete _actorDialogueQueue; _actorDialogueQueue = nullptr; delete _endCredits; _endCredits = nullptr; delete _screenEffects; _screenEffects = nullptr; } bool BladeRunnerEngine::loadSplash() { Image img(this); if (!img.open("SPLASH.IMG")) { return false; } img.copyToSurface(&_surfaceFront); blitToScreen(_surfaceFront); return true; } Common::Point BladeRunnerEngine::getMousePos() const { Common::Point p = _eventMan->getMousePos(); p.x = CLIP(p.x, int16(0), int16(639)); p.y = CLIP(p.y, int16(0), int16(479)); return p; } bool BladeRunnerEngine::isMouseButtonDown() const { return _eventMan->getButtonState() != 0; } void BladeRunnerEngine::gameLoop() { _gameIsRunning = true; do { if (_playerDead) { playerDied(); _playerDead = false; } gameTick(); } while (_gameIsRunning); } void BladeRunnerEngine::gameTick() { handleEvents(); if (!_gameIsRunning || !_windowIsActive) { return; } if (!_kia->isOpen() && !_sceneScript->isInsideScript() && !_aiScripts->isInsideScript()) { if (!_settings->openNewScene()) { Common::Error runtimeError = Common::Error(Common::kUnknownError, _("A required game resource was not found")); GUI::MessageDialog dialog(runtimeError.getDesc()); dialog.runModal(); return; } } if (_gameAutoSaveTextId >= 0) { autoSaveGame(_gameAutoSaveTextId, false); _gameAutoSaveTextId = -1; } //probably not needed, this version of tick is just loading data from buffer //_audioMixer->tick(); 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(); _zbuffer->clean(); _ambientSounds->tick(); bool backgroundChanged = false; int frame = _scene->advanceFrame(); if (frame >= 0) { // debug("_sceneScript->sceneFrameAdvanced(%d)", frame); _sceneScript->sceneFrameAdvanced(frame); backgroundChanged = true; } blit(_surfaceBack, _surfaceFront); _overlays->tick(); if (!inDialogueMenu) { // TODO This is probably responsible for actors getting stuck in place // after reaching a waypoint when dialoge menu is open 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) { // The surface front pixel format is 32 bit now, // but the _zbuffer->getData() still returns 16bit pixels // We need to copy pixel by pixel, converting each pixel from 16 to 32bit for (int y = 0; y < 480; ++y) { for (int x = 0; x < 640; ++x) { uint8 a, r, g, b; getGameDataColor(_zbuffer->getData()[y*640 + x], a, r, g, b); void *dstPixel = _surfaceFront.getBasePtr(x, y); drawPixel(_surfaceFront, dstPixel, _surfaceFront.format.ARGBToColor(a, r, g, b)); } } } _mouse->tick(p.x, p.y); _mouse->draw(_surfaceFront, p.x, p.y); if (_walkSoundId >= 0) { _audioPlayer->playAud(_gameInfo->getSfxTrack(_walkSoundId), _walkSoundVolume, _walkSoundPan, _walkSoundPan, 50, 0); _walkSoundId = -1; } if (_debugger->_isDebuggerOverlay) { _debugger->drawDebuggerOverlay(); } if (_debugger->_viewObstacles) { _obstacles->draw(); } _subtitles->tick(_surfaceFront); // Without this condition the game may flash back to the game screen // between and ending outtake and the end credits. if (!_gameOver) { blitToScreen(_surfaceFront); } } void BladeRunnerEngine::actorsUpdate() { #if BLADERUNNER_ORIGINAL_BUGS #else uint32 timeNow = _time->current(); // Don't update actors more than 60 or 120 times per second if (timeNow - _actorUpdateTimeLast < 1000u / ( _framesPerSecondMax? 120u : 60u)) { return; } _actorUpdateTimeLast = timeNow; #endif // BLADERUNNER_ORIGINAL_BUGS int actorCount = (int)_gameInfo->getActorCount(); int setId = _scene->getSetId(); // what a "nice" last minute fix... if ( setId == kSetUG18 && _gameVars[kVariableChapter] == 4 && _gameFlags->query(kFlagCallWithGuzza) && _aiScripts->isInsideScript() ) { return; } for (int i = 0; i < actorCount; ++i) { Actor *actor = _actors[i]; if (actor->getSetId() == setId || i == _actorUpdateCounter) { _aiScripts->update(i); actor->timersUpdate(); } } ++_actorUpdateCounter; if (_actorUpdateCounter >= actorCount) { _actorUpdateCounter = 0; } } void BladeRunnerEngine::walkingReset() { _mouseClickTimeLast = 0; _mouseClickTimeDiff = 0; _walkingToExitId = -1; _isInsideScriptExit = false; _walkingToRegionId = -1; _isInsideScriptRegion = false; _walkingToObjectId = -1; _isInsideScriptObject = false; _walkingToItemId = -1; _isInsideScriptItem = false; _walkingToEmpty = false; _walkingToEmptyX = 0; _walkingToEmptyY = 0; _isInsideScriptEmpty = false; _walkingToActorId = -1; _isInsideScriptActor = false; } void BladeRunnerEngine::handleEvents() { if (shouldQuit()) { _gameIsRunning = false; return; } // This flag check is to skip the first call of handleEvents() in gameTick(). // This prevents a "hack" whereby the player could press Esc quickly and enter the KIA screen, // even in the case when no save games for the game exist. In such case the game is supposed // to immediately play the intro video and subsequently start a new game of medium difficulty. // It does not expect the player to enter KIA beforehand, which causes side-effects and unforeseen behavior. // Note: eventually we will support the option to launch into KIA in any case, // but not via the "hack" way that is fixed here. if (_gameJustLaunched) { _gameJustLaunched = 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: // Process the actual key press only and filter out repeats if (!event.kbdRepeat) { // Only for Esc and Return keys, allow repeated firing emulation // First hit (fire) has a bigger delay (kKeyRepeatInitialDelay) before repeated events are fired from the same key if (event.kbd.keycode == Common::KEYCODE_ESCAPE || event.kbd.keycode == Common::KEYCODE_RETURN) { _currentKeyDown = event.kbd.keycode; _keyRepeatTimeLast = _time->currentSystem(); _keyRepeatTimeDelay = kKeyRepeatInitialDelay; } 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; // Added by ScummVM team case Common::EVENT_WHEELUP: handleMouseAction(event.mouse.x, event.mouse.y, false, false, -1); break; // Added by ScummVM team case Common::EVENT_WHEELDOWN: handleMouseAction(event.mouse.x, event.mouse.y, false, false, 1); break; default: ; // nothing to do } } // The switch clause above handles multiple events. // Some of those may lead to their own internal gameTick() loops (which will call handleEvents()). // Thus, we need to get a new timeNow value here to ensure we're not comparing with a stale version. uint32 timeNow = _time->currentSystem(); if ((_currentKeyDown == Common::KEYCODE_ESCAPE || _currentKeyDown == Common::KEYCODE_RETURN) && (timeNow - _keyRepeatTimeLast >= _keyRepeatTimeDelay)) { // create a "new" keydown event event.type = Common::EVENT_KEYDOWN; // kbdRepeat field will be unused here since we emulate the kbd repeat behavior anyway, but it's good to set it for consistency event.kbdRepeat = true; event.kbd = _currentKeyDown; _keyRepeatTimeLast = timeNow; _keyRepeatTimeDelay = kKeyRepeatSustainDelay; handleKeyDown(event); } } void BladeRunnerEngine::handleKeyUp(Common::Event &event) { if (event.kbd.keycode == _currentKeyDown.keycode) { // Only stop firing events if it's the current key _currentKeyDown.keycode = Common::KEYCODE_INVALID; } if (!playerHasControl() || _isWalkingInterruptible) { return; } if (_kia->isOpen()) { _kia->handleKeyUp(event.kbd); return; } } void BladeRunnerEngine::handleKeyDown(Common::Event &event) { if (_vqaIsPlaying && (event.kbd.keycode == Common::KEYCODE_RETURN || event.kbd.keycode == Common::KEYCODE_ESCAPE)) { // Note: Original only uses the Esc key here _vqaStopIsRequested = true; _vqaIsPlaying = false; return; } if (_vqaStopIsRequested && (event.kbd.keycode == Common::KEYCODE_RETURN || event.kbd.keycode == Common::KEYCODE_ESCAPE)) { return; } if (_actorIsSpeaking && (event.kbd.keycode == Common::KEYCODE_RETURN || event.kbd.keycode == Common::KEYCODE_ESCAPE)) { // Note: Original only uses the Return key here _actorSpeakStopIsRequested = true; _actorIsSpeaking = false; return; } if (_actorSpeakStopIsRequested && (event.kbd.keycode == Common::KEYCODE_RETURN || event.kbd.keycode == Common::KEYCODE_ESCAPE)) { return; } if (!playerHasControl() || _isWalkingInterruptible || _actorIsSpeaking || _vqaIsPlaying) { return; } if (_kia->isOpen()) { _kia->handleKeyDown(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()) { _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; 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::handleMouseAction(int x, int y, bool mainButton, bool buttonDown, int scrollDirection /* = 0 */) { x = CLIP(x, 0, 639); y = CLIP(y, 0, 479); uint32 timeNow = _time->current(); if (buttonDown) { // unsigned difference is intentional _mouseClickTimeDiff = timeNow - _mouseClickTimeLast; _mouseClickTimeLast = timeNow; } if (!playerHasControl() || _mouse->isDisabled()) { return; } if (_kia->isOpen()) { if (scrollDirection != 0) { _kia->handleMouseScroll(x, y, scrollDirection); } else if (buttonDown) { _kia->handleMouseDown(x, y, mainButton); } else { _kia->handleMouseUp(x, y, mainButton); } return; } 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 (_debugger->_showMouseClickInfo) { // Region has highest priority when overlapping debug("Mouse: %02.2f, %02.2f, %02.2f at ScreenX: %d ScreenY: %d", scenePosition.x, scenePosition.y, scenePosition.z, x, y); if ((sceneObjectId < kSceneObjectOffsetActors || sceneObjectId >= kSceneObjectOffsetItems) && exitIndex >= 0) { debug("Clicked on Region-Exit=%d", exitIndex); } else if (regionIndex >= 0) { debug("Clicked on Region-Regular=%d", regionIndex); } // In debug mode we're interested in *all* object/actors/items under mouse click if (sceneObjectId >= kSceneObjectOffsetActors && sceneObjectId < kSceneObjectOffsetItems) { debug("Clicked on Actor: %d", sceneObjectId - kSceneObjectOffsetActors); } if (sceneObjectId >= kSceneObjectOffsetItems && sceneObjectId < kSceneObjectOffsetObjects) { debug("Clicked on Item: %d", sceneObjectId - kSceneObjectOffsetItems); } if (sceneObjectId >= kSceneObjectOffsetObjects && sceneObjectId <= (95 + kSceneObjectOffsetObjects) ) { debug("Clicked on Object: %d", sceneObjectId - kSceneObjectOffsetObjects); } } 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 <= (95 + kSceneObjectOffsetObjects)) { 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(); } /** * To be used only for when there is a chance an ongoing dialogue in a dialogue queue * might be interrupted AND that is unwanted behavior (sometimes, it's intended that the dialogue * can be interrupted without necessarily being finished). */ void BladeRunnerEngine::loopQueuedDialogueStillPlaying() { if (_actorDialogueQueue->isEmpty()) { return; } do { gameTick(); } while (_gameIsRunning && !_actorDialogueQueue->isEmpty()); } 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"); _mixer->setVolumeForSoundType(_mixer->kMusicSoundType, ConfMan.getInt("music_volume")); _mixer->setVolumeForSoundType(_mixer->kSFXSoundType, ConfMan.getInt("sfx_volume")); _mixer->setVolumeForSoundType(_mixer->kSpeechSoundType, ConfMan.getInt("speech_volume")); // By default, if no ambient_volume is found in configuration manager, set ambient volume from sfx volume int configAmbientVolume = _mixer->getVolumeForSoundType(_mixer->kSFXSoundType); if (ConfMan.hasKey("ambient_volume")) { configAmbientVolume = ConfMan.getInt("ambient_volume"); } else { ConfMan.setInt("ambient_volume", configAmbientVolume); } _mixer->setVolumeForSoundType(_mixer->kPlainSoundType, configAmbientVolume); // debug("syncSoundSettings: Volumes synced as Music: %d, Sfx: %d, Speech: %d", ConfMan.getInt("music_volume"), ConfMan.getInt("sfx_volume"), ConfMan.getInt("speech_volume")); if (_noMusicDriver) { // This affects *only* the music muting. _mixer->muteSoundType(_mixer->kMusicSoundType, true); } bool allSoundIsMuted = false; if (ConfMan.hasKey("mute")) { allSoundIsMuted = ConfMan.getBool("mute"); if (!_noMusicDriver) { _mixer->muteSoundType(_mixer->kMusicSoundType, allSoundIsMuted); } _mixer->muteSoundType(_mixer->kSFXSoundType, allSoundIsMuted); _mixer->muteSoundType(_mixer->kSpeechSoundType, allSoundIsMuted); _mixer->muteSoundType(_mixer->kPlainSoundType, allSoundIsMuted); } if (ConfMan.hasKey("speech_mute") && !allSoundIsMuted) { // if true it means show only subtitles // "subtitles" key will already be set appropriately by Engine::syncSoundSettings(); // but we need to mute the speech _mixer->muteSoundType(_mixer->kSpeechSoundType, ConfMan.getBool("speech_mute")); } // write-back to ini file for persistence ConfMan.flushToDisk(); // TODO Or maybe call this only when game is shut down? } bool BladeRunnerEngine::isSubtitlesEnabled() { return _subtitlesEnabled; } void BladeRunnerEngine::setSubtitlesEnabled(bool newVal) { ConfMan.setBool("subtitles", newVal); syncSoundSettings(); } Common::SeekableReadStream *BladeRunnerEngine::getResourceStream(const Common::String &name) { // If the file is extracted from MIX files use it directly, it is used by Russian translation patched by Siberian Studio if (Common::File::exists(name)) { Common::File directFile; if (directFile.open(name)) { Common::SeekableReadStream *stream = directFile.readStream(directFile.size()); directFile.close(); return stream; } } 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(bool force) { if (!force && _playerLosesControlCounter == 0) { warning("Unbalanced call to BladeRunnerEngine::playerGainsControl"); } if (force) { _playerLosesControlCounter = 0; _mouse->enable(force); } else { if (_playerLosesControlCounter > 0) { --_playerLosesControlCounter; } if (_playerLosesControlCounter == 0) { _mouse->enable(); } } } void BladeRunnerEngine::playerDied() { playerLosesControl(); #if BLADERUNNER_ORIGINAL_BUGS #else // reset ammo amounts _settings->reset(); // need to clear kFlagKIAPrivacyAddon to remove Bob's Privacy Addon for KIA // so it won't appear here after end credits _gameFlags->reset(kFlagKIAPrivacyAddon); _ambientSounds->removeAllNonLoopingSounds(true); _ambientSounds->removeAllLoopingSounds(4u); _music->stop(4u); _audioSpeech->stopSpeech(); #endif // BLADERUNNER_ORIGINAL_BUGS uint32 timeWaitStart = _time->current(); // unsigned difference is intentional while (_time->current() - timeWaitStart < 5000u) { gameTick(); } _actorDialogueQueue->flush(1, false); while (_playerLosesControlCounter > 0) { playerGainsControl(); } _kia->_forceOpen = true; _kia->open(kKIASectionLoad); } bool BladeRunnerEngine::saveGame(Common::WriteStream &stream, Graphics::Surface *thumb, bool origformat) { if ( !_gameIsAutoSaving && ( !playerHasControl() || _sceneScript->isInsideScript() || _aiScripts->isInsideScript()) ) { return false; } Common::MemoryWriteStreamDynamic memoryStream(DisposeAfterUse::YES); SaveFileWriteStream s(memoryStream); if (!origformat) { if (thumb) Graphics::saveThumbnail(s, *thumb); else Graphics::saveThumbnail(s); } else { thumb->convertToInPlace(gameDataPixelFormat()); uint16 *thumbnailData = (uint16*)thumb->getPixels(); for (uint i = 0; i < SaveFileManager::kThumbnailSize / 2; ++i) { s.writeUint16LE(thumbnailData[i]); } } 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, int version) { if (!playerHasControl() || _sceneScript->isInsideScript() || _aiScripts->isInsideScript()) { return false; } SaveFileReadStream s(stream); _ambientSounds->removeAllNonLoopingSounds(true); #if BLADERUNNER_ORIGINAL_BUGS _ambientSounds->removeAllLoopingSounds(1); _music->stop(2); #else // loading into another game that also has music would // cause two music tracks to overlap and none was stopped _ambientSounds->removeAllLoopingSounds(0u); _music->stop(0u); #endif // BLADERUNNER_ORIGINAL_BUGS _audioSpeech->stopSpeech(); _actorDialogueQueue->flush(true, false); #if BLADERUNNER_ORIGINAL_BUGS #else _screenEffects->toggleEntry(-1, false); // clear the skip list #endif _screenEffects->_entries.clear(); int size = s.readInt(); if (size != s.size() - s.pos() + 4) { _gameIsLoading = false; return false; } _gameIsLoading = true; _settings->setLoadingGame(); if (version >= 4) Graphics::skipThumbnail(s); else s.skip(SaveFileManager::kThumbnailSize); // skip the thumbnail s.skip(4);// always float 1.0, but never used, assuming it's the game version _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(); if (i == 3 && _gameVars[i] != kBladeRunnerScummVMVersion) { warning("This game was saved using an older version of the engine (v%d), currently the engine is at v%d", _gameVars[i], kBladeRunnerScummVMVersion); } } _music->load(s); // _audioPlayer->load(s) // zero func // _audioSpeech->load(s) // zero func _combat->load(s); _gameFlags->load(s); if ((_gameFlags->query(kFlagGamePlayedInRestoredContentMode) && !_cutContent) || (!_gameFlags->query(kFlagGamePlayedInRestoredContentMode) && _cutContent) ) { Common::U32String warningMsg; if (!_cutContent) { warningMsg = _("WARNING: This game was saved in Restored Cut Content mode, but you are playing in Original Content mode. The mode will be adjusted to Restored Cut Content for this session until you completely Quit the game."); } else { warningMsg = _("WARNING: This game was saved in Original Content mode, but you are playing in Restored Cut Content mode. The mode will be adjusted to Original Content mode for this session until you completely Quit the game."); } GUI::MessageDialog dialog(warningMsg, _("Continue")); dialog.runModal(); _cutContent = !_cutContent; // force a Key Down event, since we need it to remove the KIA // but it's lost due to the modal dialogue Common::EventManager *eventMan = _system->getEventManager(); Common::Event event; event.type = Common::EVENT_KEYDOWN; eventMan->pushEvent(event); } _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); _actorUpdateCounter = 0; _actorUpdateTimeLast = 0; _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(kActorVoiceOver); #if BLADERUNNER_ORIGINAL_BUGS #else // Special settings for McCoy that are in BladeRunnerEngine::startup() // but are overridden here, resulting to the stamina counter // never being initialized in the original game _playerActor->setFPS(15); // this seems redundant if (!_cutContent) { _playerActor->timerStart(kActorTimerRunningStaminaFPS, 200); } #endif // BLADERUNNER_ORIGINAL_BUGS for (uint i = 0; i < _gameInfo->getSuspectCount(); ++i) { _suspectsDatabase->get(i)->reset(); } _gameFlags->clear(); for (uint i = 0; i < _gameInfo->getGlobalVarCount(); ++i) { _gameVars[i] = 0; } _items->reset(); _scores->reset(); _kia->reset(); _dialogueMenu->clear(); _scene->_exits->enable(); if (difficulty >= 0 && difficulty < 3) { _settings->setDifficulty(difficulty); } InitScript initScript(this); initScript.SCRIPT_Initialize_Game(); _actorUpdateCounter = 0; _actorUpdateTimeLast = 0; initChapterAndScene(); _settings->setStartingGame(); } void BladeRunnerEngine::autoSaveGame(int textId, bool endgame) { TextResource textAutoSave(this); if (!textAutoSave.open("AUTOSAVE")) { return; } _gameIsAutoSaving = true; SaveStateList saveList = BladeRunner::SaveFileManager::list(getMetaEngine(), getTargetName()); // Find first available save slot int slot = -1; int maxSlot = -1; for (int i = 0; i < (int)saveList.size(); ++i) { maxSlot = MAX(maxSlot, saveList[i].getSaveSlot()); if (saveList[i].getSaveSlot() != i) { slot = i; break; } } if (slot == -1) { slot = maxSlot + 1; } if (endgame) { saveGameState(slot, "END_GAME_STATE"); } else { saveGameState(slot, textAutoSave.getText(textId)); } _gameIsAutoSaving = false; } void BladeRunnerEngine::ISez(const Common::String &str) { debug("\t%s", str.c_str()); } void BladeRunnerEngine::blitToScreen(const Graphics::Surface &src) const { _framelimiter->wait(); _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, gameDataPixelFormat()); for (int y = 0; y < thumbnail.h; ++y) { for (int x = 0; x < thumbnail.w; ++x) { uint8 r, g, b; uint32 srcPixel = READ_UINT32(_surfaceFront.getBasePtr(CLIP(x * 8, 0, _surfaceFront.w - 1), CLIP(y * 8, 0, _surfaceFront.h - 1))); void *dstPixel = thumbnail.getBasePtr(CLIP(x, 0, thumbnail.w - 1), CLIP(y, 0, thumbnail.h - 1)); // Throw away alpha channel as it is not needed _surfaceFront.format.colorToRGB(srcPixel, r, g, b); drawPixel(thumbnail, dstPixel, thumbnail.format.RGBToColor(r, g, b)); } } return thumbnail; } 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