/* 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 "lastexpress/fight/fight.h" #include "lastexpress/fight/fighter_anna.h" #include "lastexpress/fight/fighter_ivo.h" #include "lastexpress/fight/fighter_milos.h" #include "lastexpress/fight/fighter_salko.h" #include "lastexpress/fight/fighter_vesna.h" #include "lastexpress/data/cursor.h" #include "lastexpress/data/sequence.h" #include "lastexpress/game/inventory.h" #include "lastexpress/game/logic.h" #include "lastexpress/game/object.h" #include "lastexpress/game/scenes.h" #include "lastexpress/game/state.h" #include "lastexpress/sound/queue.h" #include "lastexpress/graphics.h" #include "lastexpress/lastexpress.h" #include "lastexpress/resource.h" namespace LastExpress { Fight::FightData::FightData() { player = NULL; opponent = NULL; index = 0; isFightRunning = false; memset(&sequences, 0, sizeof(sequences)); } Fight::FightData::~FightData() { SAFE_DELETE(player); SAFE_DELETE(opponent); } Fight::Fight(LastExpressEngine *engine) : _engine(engine), _data(NULL), _endType(kFightEndLost), _state(0), _handleTimer(false) { } Fight::~Fight() { clearData(); _data = NULL; // Zero passed pointers _engine = NULL; } ////////////////////////////////////////////////////////////////////////// // Events ////////////////////////////////////////////////////////////////////////// void Fight::eventMouse(const Common::Event &ev) { if (!_data || _data->index) return; // TODO move all the egg handling to inventory functions getFlags()->mouseLeftClick = false; getFlags()->shouldRedraw = false; getFlags()->mouseRightClick = false; if (ev.mouse.x < 608 || ev.mouse.y < 448 || ev.mouse.x >= 640 || ev.mouse.x >= 480) { // Handle right button click if (ev.type == Common::EVENT_RBUTTONUP) { getSoundQueue()->removeFromQueue(kEntityTables0); setStopped(); getGlobalTimer() ? _state = 0 : ++_state; getFlags()->mouseRightClick = true; } if (_handleTimer) { // Timer expired => show with full brightness if (!getGlobalTimer()) getInventory()->drawBlinkingEgg(); _handleTimer = false; } // Check hotspots Scene *scene = getScenes()->get(getState()->scene); SceneHotspot *hotspot = NULL; if (!scene->checkHotSpot(ev.mouse, &hotspot)) { _engine->getCursor()->setStyle(kCursorNormal); } else { _engine->getCursor()->setStyle((CursorStyle)hotspot->cursor); // Call player function if (_data->player->canInteract((Fighter::FightAction)hotspot->action)) { if (ev.type == Common::EVENT_LBUTTONUP) _data->player->handleAction((Fighter::FightAction)hotspot->action); } else { _engine->getCursor()->setStyle(kCursorNormal); } } } else { // Handle clicks on menu icon if (!_handleTimer) { // Timer expired => show with full brightness if (!getGlobalTimer()) getInventory()->drawBlinkingEgg(); _handleTimer = true; } // Stop fight if clicked if (ev.type == Common::EVENT_LBUTTONUP) { _handleTimer = false; getSoundQueue()->removeFromQueue(kEntityTables0); bailout(kFightEndExit); } // Reset timer on right click if (ev.type == Common::EVENT_RBUTTONUP) { if (getGlobalTimer()) { if (getSoundQueue()->isBuffered("TIMER")) getSoundQueue()->removeFromQueue("TIMER"); setGlobalTimer(900); } } } getFlags()->shouldRedraw = true; } void Fight::eventTick(const Common::Event &ev) { handleTick(ev, true); } void Fight::handleTick(const Common::Event &ev, bool isProcessing) { // TODO move all the egg handling to inventory functions // Blink egg if (getGlobalTimer()) { warning("[Fight::handleTick] Egg blinking not implemented"); } if (!_data || _data->index) return; SceneHotspot *hotspot = NULL; if (!getScenes()->get(getState()->scene)->checkHotSpot(ev.mouse, &hotspot) || !_data->player->canInteract((Fighter::FightAction)hotspot->action)) { _engine->getCursor()->setStyle(kCursorNormal); } else { _engine->getCursor()->setStyle((CursorStyle)hotspot->cursor); } _data->player->update(); _data->opponent->update(); // Draw sequences if (!_data->isFightRunning) return; if (isProcessing) getScenes()->drawFrames(true); if (_data->index) { // Set next sequence name index _data->index--; _data->sequences[_data->index] = loadSequence(_data->names[_data->index]); } } ////////////////////////////////////////////////////////////////////////// // Setup ////////////////////////////////////////////////////////////////////////// Fight::FightEndType Fight::setup(FightType type) { if (_data) error("[Fight::setup] Calling fight setup again while a fight is already in progress"); ////////////////////////////////////////////////////////////////////////// // Prepare UI & state if (_state >= 5 && (type == kFightSalko || type == kFightVesna)) { _state = 0; return kFightEndWin; } getInventory()->showHourGlass(); // TODO events function getFlags()->flag_0 = false; getFlags()->mouseRightClick = false; getEntities()->reset(); // Compute scene to use SceneIndex sceneIndex; switch(type) { default: sceneIndex = kSceneFightDefault; break; case kFightMilos: sceneIndex = (getObjects()->get(kObjectCompartment1).location2 < kObjectLocation3) ? kSceneFightMilos : kSceneFightMilosBedOpened; break; case kFightAnna: sceneIndex = kSceneFightAnna; break; case kFightIvo: sceneIndex = kSceneFightIvo; break; case kFightSalko: sceneIndex = kSceneFightSalko; break; case kFightVesna: sceneIndex = kSceneFightVesna; break; } if (getFlags()->shouldRedraw) { getFlags()->shouldRedraw = false; askForRedraw(); //redrawScreen(); } // Load the scene object Scene *scene = getScenes()->get(sceneIndex); // Update game entities and state getEntityData(kEntityPlayer)->entityPosition = scene->entityPosition; getEntityData(kEntityPlayer)->location = scene->location; getState()->scene = sceneIndex; getFlags()->flag_3 = true; // Draw the scene _engine->getGraphicsManager()->draw(scene, GraphicsManager::kBackgroundC); // FIXME move to start of fight? askForRedraw(); redrawScreen(); ////////////////////////////////////////////////////////////////////////// // Setup the fight _data = new FightData; loadData(type); // Show opponents & egg button Common::Event emptyEvent; handleTick(emptyEvent, false); getInventory()->drawEgg(); // Start fight _endType = kFightEndLost; while (_data->isFightRunning) { if (_engine->handleEvents()) continue; getSoundQueue()->updateQueue(); } // Cleanup after fight is over clearData(); return _endType; } ////////////////////////////////////////////////////////////////////////// // Status ////////////////////////////////////////////////////////////////////////// void Fight::setStopped() { if (_data) _data->isFightRunning = false; } void Fight::bailout(FightEndType type) { _state = 0; _endType = type; setStopped(); } ////////////////////////////////////////////////////////////////////////// // Cleanup ////////////////////////////////////////////////////////////////////////// void Fight::clearData() { if (!_data) return; // Clear data SAFE_DELETE(_data); _engine->restoreEventHandlers(); } ////////////////////////////////////////////////////////////////////////// // Loading ////////////////////////////////////////////////////////////////////////// void Fight::loadData(FightType type) { if (!_data) error("[Fight::loadData] Data not initialized"); switch (type) { default: break; case kFightMilos: _data->player = new FighterPlayerMilos(_engine); _data->opponent = new FighterOpponentMilos(_engine); break; case kFightAnna: _data->player = new FighterPlayerAnna(_engine); _data->opponent = new FighterOpponentAnna(_engine); break; case kFightIvo: _data->player = new FighterPlayerIvo(_engine); _data->opponent = new FighterOpponentIvo(_engine); break; case kFightSalko: _data->player = new FighterPlayerSalko(_engine); _data->opponent = new FighterOpponentSalko(_engine); break; case kFightVesna: _data->player = new FighterPlayerVesna(_engine); _data->opponent = new FighterOpponentVesna(_engine); break; } if (!_data->player || !_data->opponent) error("[Fight::loadData] Error loading fight data (type=%d)", type); // Setup opponent pointers setOpponents(); ////////////////////////////////////////////////////////////////////////// // Start running the fight _data->isFightRunning = true; if (_state < 5) { _data->player->setSequenceAndDraw(0, Fighter::kFightSequenceType0); _data->opponent->setSequenceAndDraw(0, Fighter::kFightSequenceType0); goto end_load; } switch(type) { default: break; case kFightMilos: _data->opponent->setCountdown(1); _data->player->setSequenceAndDraw(4, Fighter::kFightSequenceType0); _data->opponent->setSequenceAndDraw(0, Fighter::kFightSequenceType0); break; case kFightIvo: _data->opponent->setCountdown(1); _data->player->setSequenceAndDraw(3, Fighter::kFightSequenceType0); _data->opponent->setSequenceAndDraw(6, Fighter::kFightSequenceType0); break; case kFightVesna: _data->opponent->setCountdown(1); _data->player->setSequenceAndDraw(0, Fighter::kFightSequenceType0); _data->player->setSequenceAndDraw(3, Fighter::kFightSequenceType2); _data->opponent->setSequenceAndDraw(5, Fighter::kFightSequenceType0); break; } end_load: // Setup event handlers _engine->backupEventHandlers(); SET_EVENT_HANDLERS(Fight, this); } void Fight::setOpponents() { if (!_data) error("[Fight::setOpponents] Data not initialized"); _data->player->setOpponent(_data->opponent); _data->opponent->setOpponent(_data->player); _data->player->setFight(this); _data->opponent->setFight(this); } } // End of namespace LastExpress