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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 "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/entities.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()->stop(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()->stop(kEntityTables0);
bailout(kFightEndExit);
}
// Reset timer on right click
if (ev.type == Common::EVENT_RBUTTONUP) {
if (getGlobalTimer()) {
if (getSoundQueue()->isBuffered("TIMER"))
getSoundQueue()->stop("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).model < kObjectModel3) ? 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
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