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scummvm/engines/bladerunner/bladerunner.h
T
David Fioramonti 3922370275 BLADERUNNER: Add cos/sine table
This uses the one in Common.

The engine now contains a 10-bit cosine and sine table.
It used mostly for vector math.

This also allows two vector functions to be removed from vector.h.
2018-08-03 14:50:45 +02:00

295 lines
7.3 KiB
C++

/* 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/cosinetables.h"
#include "common/random.h"
#include "common/sinetables.h"
#include "common/stream.h"
#include "engines/engine.h"
#include "graphics/surface.h"
//TODO: remove these when game is playable
#define BLADERUNNER_DEBUG_CONSOLE 0
#define BLADERUNNER_DEBUG_GAME 0
namespace Common {
struct Event;
}
namespace GUI {
class Debugger;
}
struct ADGameDescription;
namespace BladeRunner {
class Actor;
class ActorDialogueQueue;
class ScreenEffects;
class AIScripts;
class AmbientSounds;
class AudioMixer;
class AudioPlayer;
class AudioSpeech;
class Chapters;
class CrimesDatabase;
class Combat;
class Debugger;
class DialogueMenu;
class Elevator;
class EndCredits;
class ESPER;
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 Shape;
class SliceAnimations;
class SliceRenderer;
class Spinner;
class SuspectsDatabase;
class TextResource;
class Time;
class KIAShapes;
class Vector3;
class View;
class VK;
class Waypoints;
class ZBuffer;
class BladeRunnerEngine : public Engine {
public:
#if BLADERUNNER_DEBUG_GAME
static const int kArchiveCount = 100;
#else
static const int kArchiveCount = 10;
#endif
static const int kActorCount = 100;
static const int kActorVoiceOver = kActorCount - 1;
bool _gameIsRunning;
bool _windowIsActive;
int _playerLosesControlCounter;
Common::String _languageCode;
ActorDialogueQueue *_actorDialogueQueue;
ScreenEffects *_screenEffects;
AIScripts *_aiScripts;
AmbientSounds *_ambientSounds;
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;
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 *_gameTime;
View *_view;
VK *_vk;
Waypoints *_waypoints;
int *_gameVars;
TextResource *_textActorNames;
TextResource *_textCrimes;
TextResource *_textClueTypes;
TextResource *_textKIA;
TextResource *_textSpinnerDestinations;
TextResource *_textVK;
TextResource *_textOptions;
Common::Array<Shape*> _shapes;
Actor *_actors[kActorCount];
Actor *_playerActor;
Graphics::Surface _surfaceFront;
Graphics::Surface _surfaceBack;
Graphics::Surface _surface4;
ZBuffer *_zbuffer;
Common::RandomSource _rnd;
Debugger *_debugger;
Common::CosineTable *_cosTable1024;
Common::SineTable *_sinTable1024;
bool _isWalkingInterruptible;
bool _interruptWalking;
bool _playerActorIdle;
bool _playerDead;
bool _speechSkipped;
bool _gameOver;
int _gameAutoSave;
bool _gameIsLoading;
bool _sceneIsLoading;
bool _vqaIsPlaying;
bool _vqaStopIsRequested;
int _walkSoundId;
int _walkSoundVolume;
int _walkSoundBalance;
int _runningActorId;
int _mouseClickTimeLast;
int _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;
private:
MIXArchive _archives[kArchiveCount];
public:
BladeRunnerEngine(OSystem *syst, const ADGameDescription *desc);
~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() 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);
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);
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) const;
Common::SeekableReadStream *getResourceStream(const Common::String &name);
bool playerHasControl();
void playerLosesControl();
void playerGainsControl();
bool saveGame(const Common::String &filename, byte *thumbnail);
void loadGame(const Common::String &filename, byte *thumbnail);
void newGame();
void autoSaveGame();
void ISez(const Common::String &str);
void blitToScreen(const Graphics::Surface &src);
GUI::Debugger *getDebugger();
};
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