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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/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
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