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https://github.com/libretro/scummvm.git
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100 lines
2.3 KiB
C++
100 lines
2.3 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef BLADERUNNER_COMBAT_H
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#define BLADERUNNER_COMBAT_H
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#include "bladerunner/vector.h"
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#include "common/array.h"
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namespace BladeRunner {
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class BladeRunnerEngine;
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class SaveFileReadStream;
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class SaveFileWriteStream;
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class Vector3;
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class Combat {
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static const int kSoundCount = 9;
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BladeRunnerEngine *_vm;
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bool _active;
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bool _enabled;
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int _hitSoundId[kSoundCount];
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int _missSoundId[kSoundCount];
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// int _random1;
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// int _random2;
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public:
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int _ammoDamage[3];
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struct CoverWaypoint {
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int type;
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int setId;
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int sceneId;
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Vector3 position;
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};
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struct FleeWaypoint {
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int type;
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int setId;
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int sceneId;
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Vector3 position;
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int field7;
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};
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Common::Array<CoverWaypoint> _coverWaypoints;
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Common::Array<FleeWaypoint> _fleeWaypoints;
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public:
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Combat(BladeRunnerEngine *vm);
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~Combat();
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void reset();
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void activate();
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void deactivate();
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void change();
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bool isActive() const;
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void enable();
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void disable();
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void setHitSound(int ammoType, int column, int soundId);
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void setMissSound(int ammoType, int column, int soundId);
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int getHitSound() const;
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int getMissSound() const;
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void shoot(int actorId, Vector3 &to, int screenX);
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int findFleeWaypoint(int setId, int enemyId, const Vector3& position) const;
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int findCoverWaypoint(int waypointType, int actorId, int enemyId) const;
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void save(SaveFileWriteStream &f);
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void load(SaveFileReadStream &f);
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};
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} // End of namespace BladeRunner
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#endif
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