/* 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. * */ #include "bladerunner/combat.h" #include "bladerunner/actor.h" #include "bladerunner/bladerunner.h" #include "bladerunner/game_constants.h" #include "bladerunner/settings.h" namespace BladeRunner { Combat::Combat(BladeRunnerEngine *vm) { _vm = vm; reset(); } Combat::~Combat() { } void Combat::reset() { _active = false; _enabled = true; _ammoDamage[0] = 10; _ammoDamage[1] = 20; _ammoDamage[2] = 30; for (int i = 0; i < kSoundCount; i++) { _hitSoundId[i] = -1; _missSoundId[i] = -1; } } void Combat::activate() { if(_enabled) { _vm->_playerActor->combatModeOn(-1, -1, -1, -1, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, _vm->_combat->_ammoDamage[_vm->_settings->getAmmoType()], 0, 0); _active = true; } } void Combat::deactivate() { if (_enabled) { _vm->_playerActor->combatModeOff(); _active = false; } } void Combat::change() { if (!_vm->_playerActor->inWalkLoop() && _enabled) { if (_active) { deactivate(); } else { activate(); } } } bool Combat::isActive() const{ return _active; } void Combat::enable() { _enabled = true; } void Combat::disable() { _enabled = false; } void Combat::setHitSound(int ammoType, int column, int soundId) { _hitSoundId[ammoType * 3 + column] = soundId; } void Combat::setMissSound(int ammoType, int column, int soundId) { _missSoundId[ammoType * 3 + column] = soundId; } int Combat::getHitSound() { return _hitSoundId[3 * _vm->_settings->getAmmoType() + _vm->_rnd.getRandomNumber(2)]; } int Combat::getMissSound() { return _hitSoundId[3 * _vm->_settings->getAmmoType() + _vm->_rnd.getRandomNumber(2)]; } void Combat::shoot(int actorId, Vector3 &to, int screenX) { } } // End of namespace BladeRunner