scummvm/engines/lastexpress/fight/fighter_salko.cpp

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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 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 "lastexpress/fight/fighter_salko.h"
#include "lastexpress/data/cursor.h"
#include "lastexpress/data/sequence.h"
#include "lastexpress/sound/queue.h"
#include "lastexpress/sound/sound.h"
#include "lastexpress/helpers.h"
#include "lastexpress/lastexpress.h"
#include "lastexpress/resource.h"
namespace LastExpress {
//////////////////////////////////////////////////////////////////////////
// Player
//////////////////////////////////////////////////////////////////////////
FighterPlayerSalko::FighterPlayerSalko(LastExpressEngine *engine) : Fighter(engine) {
_sequences.push_back(loadSequence("2004cr.seq"));
_sequences.push_back(loadSequence("2004cdr.seq"));
_sequences.push_back(loadSequence("2004chj.seq"));
_sequences.push_back(loadSequence("2004bk.seq"));
_countdown = 2;
}
void FighterPlayerSalko::handleAction(FightAction action) {
switch (action) {
default:
Fighter::handleAction(action);
return;
case kFightAction1:
case kFightAction2:
if (_sequenceIndex != 1 && checkFrame(4)) {
_field_34 = 0;
setSequenceAndDraw(3, kFightSequenceType1);
_opponent->setSequenceAndDraw((action == kFightAction1 ? 3 : 4), kFightSequenceType1);
_opponent->handleAction(kFightAction103);
if (action == kFightAction2)
_countdown= 0;
update();
} else {
_field_34++;
}
break;
case kFightAction5:
if (_sequenceIndex != 3) {
_opponent->handleAction(kFightAction103);
update();
}
break;
case kFightAction128:
setSequenceAndDraw(1, kFightSequenceType0);
_field_34 = 0;
break;
case kFightAction131:
setSequenceAndDraw(2, (_sequenceIndex ? kFightSequenceType2 : kFightSequenceType0));
break;
}
}
void FighterPlayerSalko::update() {
Fighter::update();
// The original doesn't check for currentSequence2 != NULL (might not happen when everything is working properly, but crashes with our current implementation)
if (_frame && checkFrame(2)) {
if (_opponent->getCountdown() <= 0) {
getSoundQueue()->stop(kEntityTables0);
_fight->bailout(Fight::kFightEndWin);
return;
}
if (_sequenceIndex == 2)
_opponent->handleAction(kFightAction2);
}
}
bool FighterPlayerSalko::canInteract(FightAction action) {
if (action == kFightAction131) {
if (_sequenceIndex == 1) {
if (_opponent->getCountdown() <= 0)
_engine->getCursor()->setStyle(kCursorHand);
return true;
}
return false;
}
return Fighter::canInteract();
}
//////////////////////////////////////////////////////////////////////////
// Opponent
//////////////////////////////////////////////////////////////////////////
FighterOpponentSalko::FighterOpponentSalko(LastExpressEngine *engine) : Opponent(engine) {
_sequences.push_back(loadSequence("2004or.seq"));
_sequences.push_back(loadSequence("2004oam.seq"));
_sequences.push_back(loadSequence("2004oar.seq"));
_sequences.push_back(loadSequence("2004okr.seq"));
_sequences.push_back(loadSequence("2004ohm.seq"));
_sequences.push_back(loadSequence("blank.seq"));
getSound()->playSound(kEntityTables0, "MUS035", kVolumeFull);
_countdown = 3;
_field_38 = 30;
}
void FighterOpponentSalko::handleAction(FightAction action) {
if (action == kFightAction2) {
setSequenceAndDraw(5, kFightSequenceType1);
_opponent->handleAction(kFightAction103);
} else {
Fighter::handleAction(action);
}
}
void FighterOpponentSalko::update() {
if (!_field_38 && canInteract(kFightAction1) && !_sequenceIndex2) {
switch (rnd(5)) {
default:
break;
case 0:
setSequenceAndDraw(1, kFightSequenceType0);
break;
case 1:
setSequenceAndDraw(2, kFightSequenceType0);
break;
case 2:
setSequenceAndDraw(1, kFightSequenceType0);
setSequenceAndDraw(2, kFightSequenceType2);
break;
case 3:
setSequenceAndDraw(2, kFightSequenceType0);
setSequenceAndDraw(1, kFightSequenceType2);
break;
case 4:
setSequenceAndDraw(1, kFightSequenceType0);
setSequenceAndDraw(1, kFightSequenceType2);
break;
}
// Update field_38
_field_38 = 4 * _countdown;
}
if (_frame && checkFrame(2)) {
if (_opponent->getCountdown() <= 0) {
getSoundQueue()->stop(kEntityTables0);
_fight->bailout(Fight::kFightEndLost);
// Stop processing
return;
}
if (_sequenceIndex == 1 || _sequenceIndex == 2)
_opponent->handleAction((FightAction)_sequenceIndex);
}
Fighter::update();
}
} // End of namespace LastExpress