/* 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/audio_speech.h" #include "bladerunner/bladerunner.h" #include "bladerunner/game_constants.h" #include "bladerunner/game_info.h" #include "bladerunner/movement_track.h" #include "bladerunner/scene_objects.h" #include "bladerunner/settings.h" namespace BladeRunner { Combat::Combat(BladeRunnerEngine *vm) { _vm = vm; _coverWaypoints.resize(_vm->_gameInfo->getCoverWaypointCount()); _fleeWaypoints.resize(_vm->_gameInfo->getFleeWaypointCount()); 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, true, -1, -1, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, _vm->_combat->_ammoDamage[_vm->_settings->getAmmoType()], 0, false); _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() const { return _hitSoundId[3 * _vm->_settings->getAmmoType() + _vm->_rnd.getRandomNumber(2)]; } int Combat::getMissSound() const { return _hitSoundId[3 * _vm->_settings->getAmmoType() + _vm->_rnd.getRandomNumber(2)]; } void Combat::shoot(int actorId, Vector3 &to, int screenX) { Actor *actor = _vm->_actors[actorId]; if (actor->isRetired()) { return; } int sentenceId = -1; /* Distance from center as a percentage: screenX - abs(right + left) / 2 distanceFromCenter = 100 * ------------------------------- abs(right - left) / 2 */ Common::Rect *rect = actor->getScreenRectangle(); int distanceFromCenter = CLIP(100 * (screenX - abs((rect->right + rect->left) / 2)) / abs((rect->right - rect->left) / 2), 0, 100); int damage = (100 - distanceFromCenter) * _ammoDamage[_vm->_settings->getAmmoType()] / 100; int hp = MAX(actor->getCurrentHP() - damage, 0); actor->setCurrentHP(hp); bool setDamageAnimation = true; if (actor->isWalking() == 1 && !actor->getFlagDamageAnimIfMoving()) { setDamageAnimation = false; } if (actor->_movementTrack->hasNext() && !actor->_movementTrack->isPaused()) { setDamageAnimation = false; } if (setDamageAnimation) { if (actor->isWalking()) { actor->stopWalking(false); } if (actor->getAnimationMode() != kAnimationModeHit && actor->getAnimationMode() != kAnimationModeCombatHit) { actor->changeAnimationMode(kAnimationModeHit, false); sentenceId = _vm->_rnd.getRandomNumberRng(0, 1) ? 9000 : 9005; } } if (hp <= 0) { actor->setTarget(false); if (actor->inCombat()) { actor->combatModeOff(); } actor->stopWalking(false); actor->changeAnimationMode(48, false); actor->retire(true, 72, 36, kActorMcCoy); actor->setAtXYZ(actor->getXYZ(), actor->getFacing(), true, false, true); _vm->_sceneObjects->setRetired(actorId + kSceneObjectOffsetActors, true); sentenceId = 9020; } if (sentenceId >= 0 && actor->inCombat()) { _vm->_audioSpeech->playSpeechLine(actorId, sentenceId, 75, 0, 99); } } int Combat::findFleeWaypoint(int setId, int enemyId, const Vector3& position) const { float min = -1.0f; int result = -1; for (int i = 0; i < (int)_fleeWaypoints.size(); ++i) { if (setId == _fleeWaypoints[i].setId) { float dist = distance(position, _fleeWaypoints[i].position); if (result == -1 || dist < min) { result = i; min = dist; } } } return result; } int Combat::findCoverWaypoint(int waypointType, int actorId, int enemyId) const { Actor *actor = _vm->_actors[actorId]; Actor *enemy = _vm->_actors[enemyId]; int result = -1; float min = -1.0f; for (int i = 0; i < (int)_coverWaypoints.size(); ++i) { if (waypointType == _coverWaypoints[i].type && actor->getSetId() == _coverWaypoints[i].setId) { if (_vm->_sceneObjects->isObstacleBetween(_coverWaypoints[i].position, enemy->getXYZ(), enemyId)) { float dist = distance(_coverWaypoints[i].position, actor->getXYZ()); if (result == -1 || dist < min) { result = i; min = dist; } } } } return result; } } // End of namespace BladeRunner