mirror of
https://github.com/libretro/scummvm.git
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203 lines
5.2 KiB
C++
203 lines
5.2 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "lastexpress/fight/fighter_salko.h"
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#include "lastexpress/data/cursor.h"
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#include "lastexpress/data/sequence.h"
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#include "lastexpress/sound/queue.h"
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#include "lastexpress/sound/sound.h"
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#include "lastexpress/helpers.h"
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#include "lastexpress/lastexpress.h"
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#include "lastexpress/resource.h"
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namespace LastExpress {
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//////////////////////////////////////////////////////////////////////////
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// Player
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//////////////////////////////////////////////////////////////////////////
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FighterPlayerSalko::FighterPlayerSalko(LastExpressEngine *engine) : Fighter(engine) {
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_sequences.push_back(loadSequence("2004cr.seq"));
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_sequences.push_back(loadSequence("2004cdr.seq"));
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_sequences.push_back(loadSequence("2004chj.seq"));
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_sequences.push_back(loadSequence("2004bk.seq"));
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_countdown = 2;
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}
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void FighterPlayerSalko::handleAction(FightAction action) {
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switch (action) {
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default:
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Fighter::handleAction(action);
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return;
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case kFightAction1:
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case kFightAction2:
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if (_sequenceIndex != 1 && checkFrame(4)) {
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_field_34 = 0;
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setSequenceAndDraw(3, kFightSequenceType1);
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_opponent->setSequenceAndDraw((action == kFightAction1 ? 3 : 4), kFightSequenceType1);
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_opponent->handleAction(kFightAction103);
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if (action == kFightAction2)
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_countdown= 0;
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update();
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} else {
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_field_34++;
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}
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break;
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case kFightAction5:
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if (_sequenceIndex != 3) {
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_opponent->handleAction(kFightAction103);
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update();
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}
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break;
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case kFightAction128:
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setSequenceAndDraw(1, kFightSequenceType0);
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_field_34 = 0;
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break;
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case kFightAction131:
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setSequenceAndDraw(2, (_sequenceIndex ? kFightSequenceType2 : kFightSequenceType0));
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break;
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}
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}
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void FighterPlayerSalko::update() {
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Fighter::update();
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// The original doesn't check for currentSequence2 != NULL (might not happen when everything is working properly, but crashes with our current implementation)
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if (_frame && checkFrame(2)) {
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if (_opponent->getCountdown() <= 0) {
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getSoundQueue()->removeFromQueue(kEntityTables0);
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_fight->bailout(Fight::kFightEndWin);
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return;
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}
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if (_sequenceIndex == 2)
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_opponent->handleAction(kFightAction2);
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}
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}
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bool FighterPlayerSalko::canInteract(FightAction action) {
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if (action == kFightAction131) {
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if (_sequenceIndex == 1) {
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if (_opponent->getCountdown() <= 0)
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_engine->getCursor()->setStyle(kCursorHand);
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return true;
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}
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return false;
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}
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return Fighter::canInteract();
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}
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//////////////////////////////////////////////////////////////////////////
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// Opponent
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//////////////////////////////////////////////////////////////////////////
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FighterOpponentSalko::FighterOpponentSalko(LastExpressEngine *engine) : Opponent(engine) {
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_sequences.push_back(loadSequence("2004or.seq"));
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_sequences.push_back(loadSequence("2004oam.seq"));
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_sequences.push_back(loadSequence("2004oar.seq"));
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_sequences.push_back(loadSequence("2004okr.seq"));
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_sequences.push_back(loadSequence("2004ohm.seq"));
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_sequences.push_back(loadSequence("blank.seq"));
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getSound()->playSound(kEntityTables0, "MUS035", kFlagDefault);
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_countdown = 3;
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_field_38 = 30;
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}
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void FighterOpponentSalko::handleAction(FightAction action) {
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if (action == kFightAction2) {
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setSequenceAndDraw(5, kFightSequenceType1);
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_opponent->handleAction(kFightAction103);
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} else {
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Fighter::handleAction(action);
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}
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}
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void FighterOpponentSalko::update() {
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if (!_field_38 && canInteract(kFightAction1) && !_sequenceIndex2) {
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switch (rnd(5)) {
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default:
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break;
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case 0:
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setSequenceAndDraw(1, kFightSequenceType0);
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break;
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case 1:
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setSequenceAndDraw(2, kFightSequenceType0);
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break;
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case 2:
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setSequenceAndDraw(1, kFightSequenceType0);
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setSequenceAndDraw(2, kFightSequenceType2);
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break;
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case 3:
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setSequenceAndDraw(2, kFightSequenceType0);
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setSequenceAndDraw(1, kFightSequenceType2);
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break;
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case 4:
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setSequenceAndDraw(1, kFightSequenceType0);
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setSequenceAndDraw(1, kFightSequenceType2);
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break;
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}
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// Update field_38
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_field_38 = 4 * _countdown;
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}
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if (_frame && checkFrame(2)) {
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if (_opponent->getCountdown() <= 0) {
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getSoundQueue()->removeFromQueue(kEntityTables0);
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_fight->bailout(Fight::kFightEndLost);
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// Stop processing
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return;
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}
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if (_sequenceIndex == 1 || _sequenceIndex == 2)
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_opponent->handleAction((FightAction)_sequenceIndex);
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}
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Fighter::update();
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}
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} // End of namespace LastExpress
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