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diff --git a/engines/lastexpress/game/fight.h b/engines/lastexpress/game/fight.h
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-/* 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 2
- * 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, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- */
-
-#ifndef LASTEXPRESS_FIGHT_H
-#define LASTEXPRESS_FIGHT_H
-
-/*
- Fight structure
- ---------------
- uint32 {4} - player struct
- uint32 {4} - opponent struct
- uint32 {4} - hasLost flag
-
- byte {1} - isRunning
-
- Fight participant structure
- ---------------------------
- uint32 {4} - function pointer
- uint32 {4} - pointer to fight structure
- uint32 {4} - pointer to opponent (fight participant structure)
- uint32 {4} - array of sequences
- uint32 {4} - number of sequences
- uint32 {4} - ??
- uint32 {4} - ??
- uint32 {4} - ??
- uint32 {4} - ??
- uint32 {4} - ??
- uint32 {4} - ??
- uint32 {4} - ??
- uint32 {4} - ??
- uint16 {2} - ??
- uint16 {2} - ?? - only for opponent structure
- uint32 {4} - ?? - only for opponent structure
-
-*/
-
-#include "lastexpress/shared.h"
-
-#include "lastexpress/eventhandler.h"
-
-#include "common/array.h"
-
-namespace LastExpress {
-
-class LastExpressEngine;
-class Sequence;
-class SequenceFrame;
-
-//////////////////////////////////////////////////////////////////////////
-// TODO : objectify!
-class Fight : public EventHandler {
-public:
- enum FightEndType {
- kFightEndWin = 0,
- kFightEndLost = 1,
- kFightEndExit = 2
- };
-
- Fight(LastExpressEngine *engine);
- ~Fight();
-
- FightEndType setup(FightType type);
-
- void eventMouse(const Common::Event &ev);
- void eventTick(const Common::Event &ev);
-
- void setStopped();
- void resetState() { _state = 0; }
-
-private:
- enum FightSequenceType {
- kFightSequenceType0 = 0,
- kFightSequenceType1 = 1,
- kFightSequenceType2 = 2
- };
-
- enum FightAction {
- kFightAction1 = 1,
- kFightAction2 = 2,
- kFightAction3 = 3,
- kFightAction4 = 4,
- kFightAction5 = 5,
- kFightAction101 = 101,
- kFightActionResetFrame = 102,
- kFightAction103 = 103,
- kFightActionWin = 104,
- kFightActionLost = 105,
- kFightAction128 = 128,
- kFightAction129 = 129,
- kFightAction130 = 130,
- kFightAction131 = 131,
- kFightAction132 = 132
- };
-
- struct Fighter {
- Common::Functor2<Fighter *, FightAction, void> *handleAction;
- Common::Functor1<Fighter *, void> *update;
- Common::Functor2<Fighter const *, FightAction, bool> *canInteract;
- Fighter *opponent;
- Common::Array<Sequence *> sequences;
- uint32 sequenceIndex;
- Sequence *sequence;
- SequenceFrame *frame;
- uint32 frameIndex;
- uint32 field_24;
- FightAction action;
- uint32 sequenceIndex2;
- int32 countdown; // countdown before loosing ?
- uint32 field_34;
-
- Fighter() {
- handleAction = NULL;
- update = NULL;
- canInteract = NULL;
-
- opponent = NULL;
-
- sequenceIndex = 0;
- sequence = NULL;
- frame = NULL;
- frameIndex = 0;
-
- field_24 = 0;
-
- action = kFightAction101;
- sequenceIndex2 = 0;
-
- countdown = 1;
-
- field_34 = 0;
- }
- };
-
- // Opponent struct
- struct Opponent : Fighter {
- int32 field_38;
-
- Opponent() : Fighter() {
- field_38 = 0;
- }
- };
-
- struct FightData {
- Fighter *player;
- Opponent *opponent;
- int32 index;
-
- Sequence *sequences[20];
- Common::String names[20];
-
- bool isRunning;
-
- FightData() {
- player = new Fighter();
- opponent = new Opponent();
-
- // Set opponents
- player->opponent = opponent;
- opponent->opponent = player;
-
- index = 0;
-
- isRunning = false;
- }
- };
-
- LastExpressEngine *_engine;
- FightData *_data;
- FightEndType _endType;
- int _state;
-
- bool _handleTimer;
-
- // Events
- void handleTick(const Common::Event &ev, bool unknown);
-
- // State
- void bailout(FightEndType type);
-
-
- // Drawing
- void setSequenceAndDraw(Fighter *fighter, uint32 sequenceIndex, FightSequenceType type) const;
- void draw(Fighter *fighter) const;
-
- // Cleanup
- void clearData();
- void clearSequences(Fighter *fighter) const;
-
- //////////////////////////////////////////////////////////////////////////
- // Loading
- void loadData(FightType type);
-
- // Shared
- void processFighter(Fighter *fighter);
-
- // Default functions
- void handleAction(Fighter *fighter, FightAction action);
- void update(Fighter *fighter);
- bool canInteract(Fighter const *fighter, FightAction = (FightAction)0);
- void updateOpponent(Fighter *fighter);
-
- // Milos
- void loadMilosPlayer();
- void loadMilosOpponent();
- void handleActionMilos(Fighter *fighter, FightAction action);
- void updateMilos(Fighter *fighter);
- bool canInteractMilos(Fighter const *fighter, FightAction action);
- void handleOpponentActionMilos(Fighter *fighter, FightAction action);
- void updateOpponentMilos(Fighter *fighter);
-
- // Anna
- void loadAnnaPlayer();
- void loadAnnaOpponent();
- void handleActionAnna(Fighter *fighter, FightAction action);
- void updateOpponentAnna(Fighter *fighter);
-
- // Ivo
- void loadIvoPlayer();
- void loadIvoOpponent();
- void handleActionIvo(Fighter *fighter, FightAction action);
- void updateIvo(Fighter *fighter);
- bool canInteractIvo(Fighter const *fighter, FightAction action);
- void handleOpponentActionIvo(Fighter *fighter, FightAction action);
- void updateOpponentIvo(Fighter *fighter);
-
- // Salko
- void loadSalkoPlayer();
- void loadSalkoOpponent();
- void handleActionSalko(Fighter *fighter, FightAction action);
- void updateSalko(Fighter *fighter);
- bool canInteractSalko(Fighter const *fighter, FightAction action);
- void handleOpponentActionSalko(Fighter *fighter, FightAction action);
- void updateOpponentSalko(Fighter *fighter);
-
- // Vesna
- void loadVesnaPlayer();
- void loadVesnaOpponent();
- void handleActionVesna(Fighter *fighter, FightAction action);
- void updateVesna(Fighter *fighter);
- bool canInteractVesna(Fighter const *fighter, FightAction action);
- void handleOpponentActionVesna(Fighter *fighter, FightAction action);
- void updateOpponentVesna(Fighter *fighter);
-};
-
-} // End of namespace LastExpress
-
-#endif // LASTEXPRESS_FIGHT_H