/* 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/fighter_salko.h" #include "lastexpress/data/cursor.h" #include "lastexpress/data/sequence.h" #include "lastexpress/sound/queue.h" #include "lastexpress/sound/sound.h" #include "lastexpress/helpers.h" #include "lastexpress/lastexpress.h" #include "lastexpress/resource.h" namespace LastExpress { ////////////////////////////////////////////////////////////////////////// // Player ////////////////////////////////////////////////////////////////////////// FighterPlayerSalko::FighterPlayerSalko(LastExpressEngine *engine) : Fighter(engine) { _sequences.push_back(loadSequence("2004cr.seq")); _sequences.push_back(loadSequence("2004cdr.seq")); _sequences.push_back(loadSequence("2004chj.seq")); _sequences.push_back(loadSequence("2004bk.seq")); _countdown = 2; } void FighterPlayerSalko::handleAction(FightAction action) { switch (action) { default: Fighter::handleAction(action); return; case kFightAction1: case kFightAction2: if (_sequenceIndex != 1 && checkFrame(4)) { _field_34 = 0; setSequenceAndDraw(3, kFightSequenceType1); _opponent->setSequenceAndDraw((action == kFightAction1 ? 3 : 4), kFightSequenceType1); _opponent->handleAction(kFightAction103); if (action == kFightAction2) _countdown= 0; update(); } else { _field_34++; } break; case kFightAction5: if (_sequenceIndex != 3) { _opponent->handleAction(kFightAction103); update(); } break; case kFightAction128: setSequenceAndDraw(1, kFightSequenceType0); _field_34 = 0; break; case kFightAction131: setSequenceAndDraw(2, (_sequenceIndex ? kFightSequenceType2 : kFightSequenceType0)); break; } } void FighterPlayerSalko::update() { Fighter::update(); // The original doesn't check for currentSequence2 != NULL (might not happen when everything is working properly, but crashes with our current implementation) if (_frame && checkFrame(2)) { if (_opponent->getCountdown() <= 0) { getSoundQueue()->stop(kEntityTables0); _fight->bailout(Fight::kFightEndWin); return; } if (_sequenceIndex == 2) _opponent->handleAction(kFightAction2); } } bool FighterPlayerSalko::canInteract(FightAction action) { if (action == kFightAction131) { if (_sequenceIndex == 1) { if (_opponent->getCountdown() <= 0) _engine->getCursor()->setStyle(kCursorHand); return true; } return false; } return Fighter::canInteract(); } ////////////////////////////////////////////////////////////////////////// // Opponent ////////////////////////////////////////////////////////////////////////// FighterOpponentSalko::FighterOpponentSalko(LastExpressEngine *engine) : Opponent(engine) { _sequences.push_back(loadSequence("2004or.seq")); _sequences.push_back(loadSequence("2004oam.seq")); _sequences.push_back(loadSequence("2004oar.seq")); _sequences.push_back(loadSequence("2004okr.seq")); _sequences.push_back(loadSequence("2004ohm.seq")); _sequences.push_back(loadSequence("blank.seq")); getSound()->playSound(kEntityTables0, "MUS035", kVolumeFull); _countdown = 3; _field_38 = 30; } void FighterOpponentSalko::handleAction(FightAction action) { if (action == kFightAction2) { setSequenceAndDraw(5, kFightSequenceType1); _opponent->handleAction(kFightAction103); } else { Fighter::handleAction(action); } } void FighterOpponentSalko::update() { if (!_field_38 && canInteract(kFightAction1) && !_sequenceIndex2) { switch (rnd(5)) { default: break; case 0: setSequenceAndDraw(1, kFightSequenceType0); break; case 1: setSequenceAndDraw(2, kFightSequenceType0); break; case 2: setSequenceAndDraw(1, kFightSequenceType0); setSequenceAndDraw(2, kFightSequenceType2); break; case 3: setSequenceAndDraw(2, kFightSequenceType0); setSequenceAndDraw(1, kFightSequenceType2); break; case 4: setSequenceAndDraw(1, kFightSequenceType0); setSequenceAndDraw(1, kFightSequenceType2); break; } // Update field_38 _field_38 = 4 * _countdown; } if (_frame && checkFrame(2)) { if (_opponent->getCountdown() <= 0) { getSoundQueue()->stop(kEntityTables0); _fight->bailout(Fight::kFightEndLost); // Stop processing return; } if (_sequenceIndex == 1 || _sequenceIndex == 2) _opponent->handleAction((FightAction)_sequenceIndex); } Fighter::update(); } } // End of namespace LastExpress