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131 lines
3.3 KiB
C++
131 lines
3.3 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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*
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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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*
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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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/*
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* This code is based on the original source code of Lord Avalot d'Argent version 1.3.
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* Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman.
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*/
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#ifndef AVALANCHE_SHOOTEMUP_H
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#define AVALANCHE_SHOOTEMUP_H
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namespace Avalanche {
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class AvalancheEngine;
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class ShootEmUp {
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public:
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ShootEmUp(AvalancheEngine *vm);
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void run();
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private:
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struct Sprite {
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int8 _ix, _iy;
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int16 _x, _y;
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byte _p;
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int16 _timeout;
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bool _cameo;
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byte _cameoFrame;
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bool _missile;
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bool _wipe;
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};
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struct Runner {
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int16 _x, _y;
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byte _frame;
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byte _tooHigh;
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byte _lowest;
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int8 _ix, _iy;
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byte _frameDelay;
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};
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static const byte kStocks;
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static const byte kAvvyShoots;
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static const byte kFacingRight;
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static const byte kFacingLeft;
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static const long int kFlag;
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static const byte kFrameDelayMax;
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static const byte kAvvyY;
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static const byte kShooting[7];
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AvalancheEngine *_vm;
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uint16 _score;
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byte _time;
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byte _stockStatus[7];
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Sprite _sprites[99];
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byte _rectNum; // Original: 'rsize'
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Common::Rect _rectangles[99];
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uint16 _avvyWas;
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uint16 _avvyPos;
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byte _avvyAnim;
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byte _avvyFacing;
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bool _altWasPressedBefore;
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byte _throwNext;
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bool _firing;
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Runner _running[4];
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bool _hasEscaped[7];
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byte _count321;
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byte _howManyHaveEscaped;
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uint16 _escapeCount;
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bool _escaping;
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byte _timeThisSecond;
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bool _cp;
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byte _wasFacing;
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byte _escapeStock;
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bool _gotOut;
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bool overlap(uint16 a1x, uint16 a1y, uint16 a2x, uint16 a2y, uint16 b1x, uint16 b1y, uint16 b2x, uint16 b2y);
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byte getStockNumber(byte index);
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void blankIt();
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void moveThem();
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void blank(Common::Rect rect);
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void plotThem();
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void define(int16 x, int16 y, byte p, int8 ix, int8 iy, int16 time, bool isAMissile, bool doWeWipe);
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void defineCameo(int16 xx, int16 yy, byte pp, int16 time);
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void showStock(byte index);
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void drawNumber(int number, int size, int x);
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void showScore();
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void showTime();
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void gain(int8 howMuch);
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void newEscape();
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void nextPage(); // Internal function of 'instructions' in the original.
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void instructions();
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void setup();
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void initRunner(int16 xx, int16 yy, byte f1, byte f2, int8 ixx, int8 iyy);
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void moveAvvy();
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void readKbd();
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void animate();
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void collisionCheck();
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void turnAround(byte who, bool randomX);
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void bumpFolk();
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void peopleRunning();
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void updateTime();
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void hitPeople();
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void escapeCheck();
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void check321();
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};
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} // End of namespace Avalanche
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#endif // AVALANCHE_SHOOTEMUP_H
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