scummvm/engines/bladerunner/combat.h
2021-12-26 18:48:43 +01:00

100 lines
2.3 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef BLADERUNNER_COMBAT_H
#define BLADERUNNER_COMBAT_H
#include "bladerunner/vector.h"
#include "common/array.h"
namespace BladeRunner {
class BladeRunnerEngine;
class SaveFileReadStream;
class SaveFileWriteStream;
class Vector3;
class Combat {
static const int kSoundCount = 9;
BladeRunnerEngine *_vm;
bool _active;
bool _enabled;
int _hitSoundId[kSoundCount];
int _missSoundId[kSoundCount];
// int _random1;
// int _random2;
public:
int _ammoDamage[3];
struct CoverWaypoint {
int type;
int setId;
int sceneId;
Vector3 position;
};
struct FleeWaypoint {
int type;
int setId;
int sceneId;
Vector3 position;
int field7;
};
Common::Array<CoverWaypoint> _coverWaypoints;
Common::Array<FleeWaypoint> _fleeWaypoints;
public:
Combat(BladeRunnerEngine *vm);
~Combat();
void reset();
void activate();
void deactivate();
void change();
bool isActive() const;
void enable();
void disable();
void setHitSound(int ammoType, int column, int soundId);
void setMissSound(int ammoType, int column, int soundId);
int getHitSound() const;
int getMissSound() const;
void shoot(int actorId, Vector3 &to, int screenX);
int findFleeWaypoint(int setId, int enemyId, const Vector3& position) const;
int findCoverWaypoint(int waypointType, int actorId, int enemyId) const;
void save(SaveFileWriteStream &f);
void load(SaveFileReadStream &f);
};
} // End of namespace BladeRunner
#endif