scummvm/engines/bbvs/minigames/bbant.h

174 lines
4.4 KiB
C++

/* 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.
*
*/
#ifndef BBVS_MINIGAMES_BBANT_H
#define BBVS_MINIGAMES_BBANT_H
#include "bbvs/minigames/minigame.h"
namespace Bbvs {
class MinigameBbAnt : public Minigame {
public:
MinigameBbAnt(BbvsEngine *vm) : Minigame(vm) {};
bool run(bool fromMainGame);
public:
struct Obj {
int kind;
int x, y, priority;
int xIncr, yIncr;
const ObjAnimation *anim;
int frameIndex;
int ticks;
int otherObjIndex;
int animIndex;
int animIndexIncr;
int status;
int field30;
int damageCtr;
int smokeCtr;
int counter;
int hasSmoke;
const ObjAnimation *anim2;
int frameIndex2;
int ticks2;
int status2;
int flag;
};
enum {
kMaxObjectsCount = 256,
kScaleDim = 28
};
struct ObjInit {
const ObjAnimation *anim1;
const ObjAnimation *anim2;
const ObjAnimation *anim3;
int x, y;
};
Obj _objects[kMaxObjectsCount];
int _score, _hiScore;
int _totalBugsCount;
int _bugsChanceByKind[6], _bugsCountByKind[6];
int _skullBugCtr;
int _stompX, _stompY;
int _stompDelay1;
int _stompCounter1;
int _stompCounter2;
int _stompCount;
int _hasLastStompObj;
Obj *_lastStompObj;
int _counter1;
int _countdown10;
int _counter4;
int _levelTimeDelay;
int _levelTimeLeft;
int _countdown4;
int _countdown3;
int _countdown6;
int _countdown5;
int _countdown7;
byte _scaleBuf[kScaleDim * kScaleDim];
const ObjAnimation *getAnimation(int animIndex);
const ObjInit *getObjInit(int index);
const ObjAnimation * const *getObjKindAnimTable(int kind);
const ObjAnimation *getObjAnim(int index);
void buildDrawList0(DrawList &drawList);
void buildDrawList1(DrawList &drawList);
void buildDrawList2(DrawList &drawList);
void buildDrawList3(DrawList &drawList);
void drawMagnifyingGlass(DrawList &drawList);
void drawSprites();
void drawSprites0();
void drawSprites1();
void drawSprites2();
void drawSprites3();
Obj *getFreeObject();
void initObjects();
void initObjects0();
void initObjects1();
void initVars();
void initVars1();
void initVars2();
void initVars3();
bool updateStatus(int mouseX, int mouseY, uint mouseButtons);
bool updateStatus0(int mouseX, int mouseY, uint mouseButtons);
bool updateStatus1(int mouseX, int mouseY, uint mouseButtons);
bool updateStatus2(int mouseX, int mouseY, uint mouseButtons);
bool updateStatus3(int mouseX, int mouseY, uint mouseButtons);
void getRandomBugObjValues(int &x, int &y, int &animIndexIncr, int &field30);
void insertBugSmokeObj(int x, int y, int bugObjIndex);
void insertSmokeObj(int x, int y);
void resetObj(int objIndex);
void insertStompObj(int x, int y);
void removeStompObj(Obj *obj);
void insertBugObj(int kind, int animIndexIncr, int always0, int x, int y, int field30, int always1);
void removeBugObj(int objIndex);
void updateBugObjAnim(int objIndex);
void updateObjAnim2(int objIndex);
void insertRandomBugObj(int kind);
bool isBugOutOfScreen(int objIndex);
void updateObjAnim3(int objIndex);
void updateBugObj1(int objIndex);
void updateObjKind2(int objIndex);
void updateObjKind3(int objIndex);
void updateObjKind4(int objIndex);
void updateObjKind5(int objIndex);
void updateStompObj(int objIndex);
void updateSmokeObj(int objIndex);
void updateFootObj(int objIndex);
bool isBugAtCandy(int objIndex, int &candyObjIndex);
bool isMagGlassAtBug(int objIndex);
bool isMagGlassAtBeavisLeg(int objIndex);
bool testObj5(int objIndex);
void updateObjs(uint mouseButtons);
void update();
void scale2x(int x, int y);
void loadSounds();
};
} // End of namespace Bbvs
#endif // BBVS_MINIGAMES_BBANT_H