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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.
*
*/
#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
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