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BLADERUNNER: Add basic Scene, Set, and Script support.
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madmoose authored and sev- committed Sep 29, 2016
1 parent d260f99 commit 5cb4ba9
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Showing 18 changed files with 527 additions and 50 deletions.
24 changes: 16 additions & 8 deletions engines/bladerunner/bladerunner.cpp
Expand Up @@ -26,6 +26,8 @@
#include "bladerunner/gameinfo.h"
#include "bladerunner/image.h"
#include "bladerunner/outtake.h"
#include "bladerunner/scene.h"
#include "bladerunner/script/script.h"
#include "bladerunner/settings.h"
#include "bladerunner/vqa_decoder.h"

Expand All @@ -46,6 +48,8 @@ BladeRunnerEngine::BladeRunnerEngine(OSystem *syst) : Engine(syst) {
_gameIsRunning = true;

_chapters = nullptr;
_scene = new Scene(this);
_script = new Script(this);
_settings = new Settings(this);
}

Expand Down Expand Up @@ -105,12 +109,12 @@ bool BladeRunnerEngine::startup() {
if (!r)
return false;

initActors();
initChapterAndScene();

return true;
}

void BladeRunnerEngine::initActors() {
void BladeRunnerEngine::initChapterAndScene() {
// TODO: Init actors...

_settings->setChapter(1);
Expand Down Expand Up @@ -168,10 +172,6 @@ void BladeRunnerEngine::gameTick() {
// TODO: Only run if not in Kia, script, nor AI
_settings->openNewScene();

outtakePlay(28, true);
outtakePlay(41, true);
outtakePlay( 0, false);

// TODO: Autosave
// TODO: Kia
// TODO: Spinner
Expand All @@ -184,11 +184,17 @@ void BladeRunnerEngine::gameTick() {
// TODO: ZBUF repair dirty rects
// TODO: Tick Ambient Audio (in Replicant)

// TODO: Advance frame (in Replicant)
bool backgroundChanged = false;
int frame = _scene->advanceFrame(_surface1);
if (frame >= 0) {
_script->SceneFrameAdvanced(frame);
backgroundChanged = true;
}

// TODO: Render overlays (mostly in Replicant)
// TODO: Tick Actor AI and Timers (timers in Replicant)

if (_settings->getNewScene() == -1 /* || in_script_counter || in_ai */) {
if (_settings->getNewScene() == -1 || _script->_inScriptCounter /* || in_ai */) {

// TODO: Tick and draw all actors in current set (drawing works in Replicant)
// TODO: Draw items (drawing works in Replicant)
Expand All @@ -198,7 +204,9 @@ void BladeRunnerEngine::gameTick() {
// TODO: Process AUD (audio in Replicant)
// TODO: Footstep sound

_system->copyRectToScreen((const byte *) _surface1.getBasePtr(0, 0), _surface1.pitch, 0, 0, 640, 480);
_system->updateScreen();
_system->delayMillis(10);
}
}
}
Expand Down
9 changes: 6 additions & 3 deletions engines/bladerunner/bladerunner.h
Expand Up @@ -38,17 +38,20 @@ namespace BladeRunner {
const Graphics::PixelFormat RGB555(2, 5, 5, 5, 0, 10, 5, 0, 0);

class Chapters;
class Scene;
class Script;
class Settings;
class GameInfo;

class BladeRunnerEngine : public Engine {
GameInfo *_gameInfo;

public:
bool _gameIsRunning;
bool _windowIsActive;

Chapters *_chapters;
GameInfo *_gameInfo;
Scene *_scene;
Script *_script;
Settings *_settings;

int in_script_counter;
Expand All @@ -67,7 +70,7 @@ class BladeRunnerEngine : public Engine {
Common::Error BladeRunnerEngine::run();

bool startup();
void initActors();
void initChapterAndScene();
void shutdown();

void loadSplash();
Expand Down
8 changes: 4 additions & 4 deletions engines/bladerunner/chapters.cpp
Expand Up @@ -32,10 +32,10 @@ bool Chapters::enterChapter(int chapter) {
if (!_vm->openArchive("A.TLK"))
return false;

if (!_vm->openArchive(Common::String::format("VQA%d.MIX", MAX(id, 3))))
if (!_vm->openArchive(Common::String::format("VQA%d.MIX", MIN(id, 3))))
return false;

if (!_vm->openArchive(Common::String::format("%d.TLK", MAX(id, 3))))
if (!_vm->openArchive(Common::String::format("%d.TLK", MIN(id, 3))))
return false;

if (!_vm->openArchive(Common::String::format("OUTTAKE%d.MIX", id)))
Expand All @@ -50,8 +50,8 @@ void Chapters::closeResources() {
int id = _resourceIds[_chapter];

_vm->closeArchive("A.TLK");
_vm->closeArchive(Common::String::format("VQA%d.MIX", MAX(id, 3)));
_vm->closeArchive(Common::String::format("%d.TLK", MAX(id, 3)));
_vm->closeArchive(Common::String::format("VQA%d.MIX", MIN(id, 3)));
_vm->closeArchive(Common::String::format("%d.TLK", MIN(id, 3)));
_vm->closeArchive(Common::String::format("OUTTAKE%d.MIX", id));
_hasOpenResources = false;
}
Expand Down
2 changes: 1 addition & 1 deletion engines/bladerunner/chapters.h
Expand Up @@ -54,7 +54,7 @@ class Chapters {
void closeResources();

bool hasOpenResources() { return _hasOpenResources; }
int currentResouceId() { return _chapter ? _resourceIds[_chapter] : -1; }
int currentResourceId() { return _chapter ? _resourceIds[_chapter] : -1; }
};

} // End of namespace BladeRunner
Expand Down
4 changes: 4 additions & 0 deletions engines/bladerunner/module.mk
Expand Up @@ -11,6 +11,10 @@ MODULE_OBJS = \
gameinfo.o \
image.o \
outtake.o \
scene.o \
script/rc01.o \
script/script.o \
set.o \
settings.o \
vqa_decoder.o \
vqa_player.o
Expand Down
2 changes: 1 addition & 1 deletion engines/bladerunner/outtake.cpp
Expand Up @@ -53,7 +53,7 @@ void OuttakePlayer::play(const Common::String &name, bool noLocalization, int co
while (!_vm->shouldQuit()) {
Common::Event event;
while (_vm->_system->getEventManager()->pollEvent(event))
if ((event.type == Common::EVENT_KEYDOWN && event.kbd.keycode == Common::KEYCODE_ESCAPE) || event.type == Common::EVENT_LBUTTONUP)
if (event.type == Common::EVENT_KEYDOWN && event.kbd.keycode == Common::KEYCODE_ESCAPE)
return;

int frame = vqa_player.update();
Expand Down
112 changes: 112 additions & 0 deletions engines/bladerunner/scene.cpp
@@ -0,0 +1,112 @@
/* 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/scene.h"

#include "bladerunner/bladerunner.h"
#include "bladerunner/chapters.h"
#include "bladerunner/gameinfo.h"
#include "bladerunner/script/script.h"

#include "common/str.h"
#include "common/stream.h"

namespace BladeRunner {

bool Scene::open(int setId, int sceneId, bool isLoadingGame) {
if (!isLoadingGame) {
// flush ADQ
}

_setId = setId;
_sceneId = sceneId;

const Common::String setName = _vm->_gameInfo->getSetName(_sceneId);

if (isLoadingGame) {
// TODO: Set up overlays
} else {
// TODO: Clear regions
// TODO: Destroy all overlays
_defaultLoop = 0;
_frame = -1;
}

Common::String vqaName;
int currentResourceId = _vm->_chapters->currentResourceId();
if (currentResourceId == 1) {
vqaName = Common::String::format("%s.VQA", setName.c_str());
} else {
vqaName = Common::String::format("%s_%d.VQA", setName.c_str(), MIN(currentResourceId, 3));
}

if (!_vqaPlayer.open(vqaName))
return false;

Common::String sceneName = _vm->_gameInfo->getSetName(sceneId);
if (!_vm->_script->open(sceneName))
return false;

if (!isLoadingGame)
_vm->_script->InitializeScene();

Common::String setResourceName = Common::String::format("%s-MIN.SET", sceneName.c_str());
// if (!_set->open(setResourceName))
// return false;

// TODO: Set view
if (isLoadingGame) {
if (sceneId >= 73 && sceneId <= 76)
_vm->_script->InitializeScene();
return true;
}

// TODO: set VQADecoder parameters
// TODO: Set actor position from scene info
// TODO: Set actor set
// TODO: call SCRIPT_Scene_Loaded
_vm->_script->SceneLoaded();

#if 0
// Init click map
int actorCount = _vm->_gameInfo->getActorCount();
for (int i = 0; i != actorCount; ++i) {
Actor *actor = _vm->_actors[i];
if (actor->getSet() == setId) {

}
}
// TODO: Update click map for set, items
#endif

return true;
}

int Scene::advanceFrame(Graphics::Surface &surface) {
int frame = _vqaPlayer.update();
if (frame >= 0) {
surface.copyFrom(*_vqaPlayer.getSurface());
}
return frame;
}

} // End of namespace BladeRunner
64 changes: 64 additions & 0 deletions engines/bladerunner/scene.h
@@ -0,0 +1,64 @@
/* 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_SCENE_H
#define BLADERUNNER_SCENE_H

#include "bladerunner/vqa_player.h"

namespace BladeRunner {

class BladeRunnerEngine;

class Scene {
BladeRunnerEngine *_vm;

public:
int _setId;
int _sceneId;
VQAPlayer _vqaPlayer;
int _defaultLoop;
int _nextSetId;
int _nextSceneId;
int _frame;
bool _playerWalkedIn;

public:
Scene(BladeRunnerEngine *vm)
: _vm(vm),
_setId(-1),
_sceneId(-1),
_vqaPlayer(vm),
_defaultLoop(0),
_nextSetId(-1),
_nextSceneId(-1),
_playerWalkedIn(false)
{
}

bool open(int setId, int sceneId, bool isLoadingGame);
int advanceFrame(Graphics::Surface &surface);
};

} // End of namespace BladeRunner

#endif
43 changes: 43 additions & 0 deletions engines/bladerunner/script/rc01.cpp
@@ -0,0 +1,43 @@
/* 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/script/script.h"

#include "bladerunner/bladerunner.h"

namespace BladeRunner {

void ScriptRC01::InitializeScene() {
_vm->outtakePlay(28, true);
_vm->outtakePlay(41, true);
_vm->outtakePlay( 0, false);
}

void ScriptRC01::SceneLoaded() {

}

void ScriptRC01::SceneFrameAdvanced(int frame) {

}

} // End of namespace BladeRunner

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