mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-26 19:55:44 +00:00
417 lines
10 KiB
C++
417 lines
10 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/fight.h"
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#include "lastexpress/fight/fighter_anna.h"
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#include "lastexpress/fight/fighter_ivo.h"
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#include "lastexpress/fight/fighter_milos.h"
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#include "lastexpress/fight/fighter_salko.h"
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#include "lastexpress/fight/fighter_vesna.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/game/entities.h"
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#include "lastexpress/game/inventory.h"
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#include "lastexpress/game/logic.h"
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#include "lastexpress/game/object.h"
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#include "lastexpress/game/scenes.h"
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#include "lastexpress/game/state.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/graphics.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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Fight::FightData::FightData() {
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player = NULL;
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opponent = NULL;
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index = 0;
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isFightRunning = false;
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memset(&sequences, 0, sizeof(sequences));
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}
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Fight::FightData::~FightData() {
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SAFE_DELETE(player);
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SAFE_DELETE(opponent);
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}
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Fight::Fight(LastExpressEngine *engine) : _engine(engine), _data(NULL), _endType(kFightEndLost), _state(0), _handleTimer(false) {
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}
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Fight::~Fight() {
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clearData();
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_data = NULL;
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// Zero passed pointers
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_engine = NULL;
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}
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//////////////////////////////////////////////////////////////////////////
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// Events
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//////////////////////////////////////////////////////////////////////////
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void Fight::eventMouse(const Common::Event &ev) {
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if (!_data || _data->index)
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return;
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// TODO move all the egg handling to inventory functions
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getFlags()->mouseLeftClick = false;
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getFlags()->shouldRedraw = false;
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getFlags()->mouseRightClick = false;
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if (ev.mouse.x < 608 || ev.mouse.y < 448 || ev.mouse.x >= 640 || ev.mouse.x >= 480) {
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// Handle right button click
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if (ev.type == Common::EVENT_RBUTTONUP) {
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getSoundQueue()->removeFromQueue(kEntityTables0);
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setStopped();
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getGlobalTimer() ? _state = 0 : ++_state;
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getFlags()->mouseRightClick = true;
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}
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if (_handleTimer) {
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// Timer expired => show with full brightness
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if (!getGlobalTimer())
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getInventory()->drawBlinkingEgg();
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_handleTimer = false;
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}
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// Check hotspots
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Scene *scene = getScenes()->get(getState()->scene);
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SceneHotspot *hotspot = NULL;
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if (!scene->checkHotSpot(ev.mouse, &hotspot)) {
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_engine->getCursor()->setStyle(kCursorNormal);
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} else {
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_engine->getCursor()->setStyle((CursorStyle)hotspot->cursor);
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// Call player function
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if (_data->player->canInteract((Fighter::FightAction)hotspot->action)) {
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if (ev.type == Common::EVENT_LBUTTONUP)
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_data->player->handleAction((Fighter::FightAction)hotspot->action);
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} else {
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_engine->getCursor()->setStyle(kCursorNormal);
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}
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}
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} else {
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// Handle clicks on menu icon
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if (!_handleTimer) {
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// Timer expired => show with full brightness
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if (!getGlobalTimer())
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getInventory()->drawBlinkingEgg();
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_handleTimer = true;
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}
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// Stop fight if clicked
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if (ev.type == Common::EVENT_LBUTTONUP) {
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_handleTimer = false;
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getSoundQueue()->removeFromQueue(kEntityTables0);
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bailout(kFightEndExit);
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}
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// Reset timer on right click
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if (ev.type == Common::EVENT_RBUTTONUP) {
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if (getGlobalTimer()) {
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if (getSoundQueue()->isBuffered("TIMER"))
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getSoundQueue()->removeFromQueue("TIMER");
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setGlobalTimer(900);
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}
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}
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}
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getFlags()->shouldRedraw = true;
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}
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void Fight::eventTick(const Common::Event &ev) {
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handleTick(ev, true);
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}
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void Fight::handleTick(const Common::Event &ev, bool isProcessing) {
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// TODO move all the egg handling to inventory functions
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// Blink egg
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if (getGlobalTimer()) {
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warning("[Fight::handleTick] Egg blinking not implemented");
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}
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if (!_data || _data->index)
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return;
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SceneHotspot *hotspot = NULL;
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if (!getScenes()->get(getState()->scene)->checkHotSpot(ev.mouse, &hotspot) || !_data->player->canInteract((Fighter::FightAction)hotspot->action)) {
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_engine->getCursor()->setStyle(kCursorNormal);
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} else {
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_engine->getCursor()->setStyle((CursorStyle)hotspot->cursor);
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}
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_data->player->update();
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_data->opponent->update();
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// Draw sequences
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if (!_data->isFightRunning)
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return;
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if (isProcessing)
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getScenes()->drawFrames(true);
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if (_data->index) {
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// Set next sequence name index
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_data->index--;
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_data->sequences[_data->index] = loadSequence(_data->names[_data->index]);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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// Setup
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//////////////////////////////////////////////////////////////////////////
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Fight::FightEndType Fight::setup(FightType type) {
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if (_data)
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error("[Fight::setup] Calling fight setup again while a fight is already in progress");
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//////////////////////////////////////////////////////////////////////////
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// Prepare UI & state
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if (_state >= 5 && (type == kFightSalko || type == kFightVesna)) {
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_state = 0;
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return kFightEndWin;
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}
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getInventory()->showHourGlass();
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// TODO events function
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getFlags()->flag_0 = false;
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getFlags()->mouseRightClick = false;
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getEntities()->reset();
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// Compute scene to use
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SceneIndex sceneIndex;
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switch(type) {
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default:
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sceneIndex = kSceneFightDefault;
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break;
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case kFightMilos:
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sceneIndex = (getObjects()->get(kObjectCompartment1).location2 < kObjectLocation3) ? kSceneFightMilos : kSceneFightMilosBedOpened;
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break;
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case kFightAnna:
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sceneIndex = kSceneFightAnna;
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break;
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case kFightIvo:
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sceneIndex = kSceneFightIvo;
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break;
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case kFightSalko:
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sceneIndex = kSceneFightSalko;
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break;
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case kFightVesna:
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sceneIndex = kSceneFightVesna;
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break;
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}
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if (getFlags()->shouldRedraw) {
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getFlags()->shouldRedraw = false;
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askForRedraw();
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//redrawScreen();
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}
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// Load the scene object
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Scene *scene = getScenes()->get(sceneIndex);
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// Update game entities and state
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getEntityData(kEntityPlayer)->entityPosition = scene->entityPosition;
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getEntityData(kEntityPlayer)->location = scene->location;
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getState()->scene = sceneIndex;
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getFlags()->flag_3 = true;
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// Draw the scene
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_engine->getGraphicsManager()->draw(scene, GraphicsManager::kBackgroundC);
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// FIXME move to start of fight?
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askForRedraw();
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redrawScreen();
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//////////////////////////////////////////////////////////////////////////
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// Setup the fight
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_data = new FightData;
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loadData(type);
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// Show opponents & egg button
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Common::Event emptyEvent;
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handleTick(emptyEvent, false);
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getInventory()->drawEgg();
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// Start fight
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_endType = kFightEndLost;
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while (_data->isFightRunning) {
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if (_engine->handleEvents())
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continue;
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getSoundQueue()->updateQueue();
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}
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// Cleanup after fight is over
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clearData();
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return _endType;
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}
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//////////////////////////////////////////////////////////////////////////
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// Status
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//////////////////////////////////////////////////////////////////////////
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void Fight::setStopped() {
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if (_data)
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_data->isFightRunning = false;
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}
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void Fight::bailout(FightEndType type) {
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_state = 0;
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_endType = type;
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setStopped();
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}
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//////////////////////////////////////////////////////////////////////////
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// Cleanup
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//////////////////////////////////////////////////////////////////////////
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void Fight::clearData() {
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if (!_data)
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return;
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// Clear data
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SAFE_DELETE(_data);
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_engine->restoreEventHandlers();
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}
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//////////////////////////////////////////////////////////////////////////
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// Loading
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//////////////////////////////////////////////////////////////////////////
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void Fight::loadData(FightType type) {
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if (!_data)
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error("[Fight::loadData] Data not initialized");
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switch (type) {
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default:
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break;
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case kFightMilos:
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_data->player = new FighterPlayerMilos(_engine);
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_data->opponent = new FighterOpponentMilos(_engine);
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break;
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case kFightAnna:
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_data->player = new FighterPlayerAnna(_engine);
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_data->opponent = new FighterOpponentAnna(_engine);
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break;
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case kFightIvo:
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_data->player = new FighterPlayerIvo(_engine);
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_data->opponent = new FighterOpponentIvo(_engine);
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break;
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case kFightSalko:
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_data->player = new FighterPlayerSalko(_engine);
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_data->opponent = new FighterOpponentSalko(_engine);
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break;
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case kFightVesna:
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_data->player = new FighterPlayerVesna(_engine);
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_data->opponent = new FighterOpponentVesna(_engine);
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break;
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}
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if (!_data->player || !_data->opponent)
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error("[Fight::loadData] Error loading fight data (type=%d)", type);
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// Setup opponent pointers
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setOpponents();
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//////////////////////////////////////////////////////////////////////////
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// Start running the fight
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_data->isFightRunning = true;
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if (_state < 5) {
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_data->player->setSequenceAndDraw(0, Fighter::kFightSequenceType0);
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_data->opponent->setSequenceAndDraw(0, Fighter::kFightSequenceType0);
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goto end_load;
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}
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switch(type) {
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default:
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break;
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case kFightMilos:
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_data->opponent->setCountdown(1);
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_data->player->setSequenceAndDraw(4, Fighter::kFightSequenceType0);
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_data->opponent->setSequenceAndDraw(0, Fighter::kFightSequenceType0);
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break;
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case kFightIvo:
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_data->opponent->setCountdown(1);
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_data->player->setSequenceAndDraw(3, Fighter::kFightSequenceType0);
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_data->opponent->setSequenceAndDraw(6, Fighter::kFightSequenceType0);
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break;
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case kFightVesna:
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_data->opponent->setCountdown(1);
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_data->player->setSequenceAndDraw(0, Fighter::kFightSequenceType0);
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_data->player->setSequenceAndDraw(3, Fighter::kFightSequenceType2);
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_data->opponent->setSequenceAndDraw(5, Fighter::kFightSequenceType0);
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break;
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}
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end_load:
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// Setup event handlers
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_engine->backupEventHandlers();
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SET_EVENT_HANDLERS(Fight, this);
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}
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void Fight::setOpponents() {
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if (!_data)
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error("[Fight::setOpponents] Data not initialized");
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_data->player->setOpponent(_data->opponent);
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_data->opponent->setOpponent(_data->player);
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_data->player->setFight(this);
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_data->opponent->setFight(this);
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}
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} // End of namespace LastExpress
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