mirror of
https://github.com/libretro/scummvm.git
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142 lines
3.8 KiB
C++
142 lines
3.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef BBVS_MINIGAMES_BBLOOGIE_H
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#define BBVS_MINIGAMES_BBLOOGIE_H
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#include "bbvs/minigames/minigame.h"
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namespace Bbvs {
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class MinigameBbLoogie : public Minigame {
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public:
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MinigameBbLoogie(BbvsEngine *vm) : Minigame(vm) {};
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bool run(bool fromMainGame);
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public:
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struct Obj {
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int kind;
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int x, y;
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int xIncr, yIncr;
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const ObjAnimation *anim;
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int frameIndex;
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int ticks;
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int status;
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int16 frameIndexAdd;
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int16 unk2;
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};
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enum {
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kMaxObjectsCount = 256
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};
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enum {
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kGSTitleScreen = 0, // Title screen
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kGSMainGame = 1, // Game when called as part of the main game
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kGSStandaloneGame = 2, // Game when called as standalone game
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kGSScoreCountUp = 3 // Score countup and next level text
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};
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Obj _objects[kMaxObjectsCount];
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int _playerKind;
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const ObjAnimation *_playerAnim;
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const uint *_playerSounds1, *_playerSounds2;
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uint _playerSounds1Count, _playerSounds2Count;
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int _level, _levelTimeLeft, _levelTimeDelay;
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int _numberOfHits, _currScore, _hiScore;
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int _doubleScore, _megaLoogieCount;
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int _dispLevelScore, _nextLevelScore;
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int _timeBonusCtr, _bonusDisplayDelay1, _bonusDisplayDelay2, _bonusDisplayDelay3;
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int _carDelay;
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int _bikeDelay;
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int _squirrelDelay;
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bool _squirrelDirection;
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int _paperPlaneDelay;
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int _principalDelay;
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int _prevPrincipalStatus;
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int _principalCtr, _principalFirstFrameIndex, _principalLastFrameIndex;
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bool _principalAngry;
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const ObjAnimation *getAnimation(int animIndex);
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void buildDrawList(DrawList &drawList);
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void buildDrawList0(DrawList &drawList);
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void buildDrawList1(DrawList &drawList);
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void buildDrawList2(DrawList &drawList);
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void buildDrawList3(DrawList &drawList);
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void drawSprites();
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void initObjs();
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Obj *getFreeObject();
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Obj *findLoogieObj(int startObjIndex);
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bool isHit(Obj *obj1, Obj *obj2);
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bool isCursorAtObj(int objIndex);
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void initObjects();
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void initObjects0();
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void initObjects1();
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void initObjects3();
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void initVars();
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void initVars0();
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void initVars1();
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void initVars2();
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void initVars3();
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bool updateStatus(int mouseX, int mouseY, uint mouseButtons);
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bool updateStatus0(int mouseX, int mouseY, uint mouseButtons);
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bool updateStatus1(int mouseX, int mouseY, uint mouseButtons);
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bool updateStatus2(int mouseX, int mouseY, uint mouseButtons);
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bool updateStatus3(int mouseX, int mouseY, uint mouseButtons);
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void updateObjs(uint mouseButtons);
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void updatePlayer(int objIndex, uint mouseButtons);
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void updateObjKind2(int objIndex);
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void updateLoogie(int objIndex);
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void updateCar(int objIndex);
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void updateBike(int objIndex);
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void updateSquirrel(int objIndex);
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void updatePaperPlane(int objIndex);
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void updateIndicator(int objIndex);
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void updatePrincipal(int objIndex);
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void incNumberOfHits();
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void incScore(int incrAmount);
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void playRndSound();
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void update();
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void loadSounds();
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};
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} // End of namespace Bbvs
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#endif // BBVS_MINIGAMES_BBLOOGIE_H
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