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authorPeter Kohaut2015-09-19 01:43:38 +0200
committerEugene Sandulenko2016-09-29 22:33:40 +0200
commitde7f961f484bc29c33240a29376bbd24dc4d6139 (patch)
tree6632ae781aecf5553c8f0309503b42da90feb47b /engines/bladerunner/combat.cpp
parent479d2f5b6293af2ae84fbdc718348a6e1126efb0 (diff)
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BLADERUNNER: added implementation of more script methods added combat structure (maybe it combat mode??)
Diffstat (limited to 'engines/bladerunner/combat.cpp')
-rw-r--r--engines/bladerunner/combat.cpp59
1 files changed, 59 insertions, 0 deletions
diff --git a/engines/bladerunner/combat.cpp b/engines/bladerunner/combat.cpp
new file mode 100644
index 0000000000..5fe2e3f36e
--- /dev/null
+++ b/engines/bladerunner/combat.cpp
@@ -0,0 +1,59 @@
+#include "bladerunner/combat.h"
+#include "bladerunner/bladerunner.h"
+#include "bladerunner/actor.h"
+#include "bladerunner/settings.h"
+
+namespace BladeRunner {
+
+
+Combat::Combat(BladeRunnerEngine* vm) {
+ _vm = vm;
+
+ _active = false;
+ _enabled = true;
+
+ int i;
+ for (i = 0; i < 9; i++) {
+ _hitSoundId[i] = -1;
+ _missSoundId[i] = -1;
+ }
+}
+
+Combat::~Combat() {
+}
+
+void Combat::activate() {
+ if(_enabled) {
+ _vm->_playerActor->combatModeOn(-1, -1, -1, -1, 4, 7, 8, -1, -1, -1, _vm->_combat->_ammoDamage[_vm->_settings->getAmmoType()], 0, 0);
+ _active = true;
+ }
+}
+
+void Combat::deactivate() {
+ if (_enabled) {
+ _vm->_playerActor->combatModeOff();
+ _active = false;
+ }
+}
+
+bool Combat::isActive() {
+ return _active;
+}
+
+void Combat::enable() {
+ _enabled = true;
+}
+
+void Combat::disable() {
+ _enabled = false;
+}
+
+
+void Combat::setHitSoundId(int row, int column, int soundId) {
+ _hitSoundId[row * 3 + column] = soundId;
+}
+
+void Combat::setMissSoundId(int row, int column, int soundId) {
+ _missSoundId[row * 3 + column] = soundId;
+}
+} \ No newline at end of file