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-rw-r--r--engines/avalanche/shootemup.cpp338
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diff --git a/engines/avalanche/shootemup.cpp b/engines/avalanche/shootemup.cpp
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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.
+*
+*/
+
+/*
+* This code is based on the original source code of Lord Avalot d'Argent version 1.3.
+* Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman.
+*/
+
+#include "avalanche/avalanche.h"
+#include "avalanche/shootemup.h"
+
+#include "common/random.h"
+
+namespace Avalanche {
+
+const byte ShootEmUp::kStocks = 27;
+const byte ShootEmUp::kFacingRight = 87;
+const byte ShootEmUp::kFacingLeft = 93;
+const long int ShootEmUp::kFlag = -20047;
+
+ShootEmUp::ShootEmUp(AvalancheEngine *vm) {
+ _vm = vm;
+
+ _time = 0;
+ for (int i = 0; i < 7; i++)
+ _stockStatus[i] = 0;
+ for (int i = 0; i < 99; i++) {
+ _sprites[i]._ix = 0;
+ _sprites[i]._iy = 0;
+ _sprites[i]._x = 0;
+ _sprites[i]._y = 0;
+ _sprites[i]._p = 0;
+ _sprites[i]._timeout = 0;
+ _sprites[i]._cameo = false;
+ _sprites[i]._cameoFrame = 0;
+ _sprites[i]._missile = false;
+ _sprites[i]._wipe = false;
+ }
+ _rectNum = 0;
+ _avvyWas = 0;
+ _avvyPos = 0;
+ _avvyAnim = 0;
+ _avvyFacing = 0;
+ _altWasPressedBefore = false;
+ _throwNext = 0;
+ _firing = false;
+ for (int i = 0; i < 4; i++) {
+ _running[i]._x = 0;
+ _running[i]._y = 0;
+ _running[i]._frame = 0;
+ _running[i]._tooHigh = 0;
+ _running[i]._lowest = 0;
+ _running[i]._ix = 0;
+ _running[i]._iy = 0;
+ _running[i]._frameDelay = 0;
+ }
+ for (int i = 0; i < 7; i++)
+ _hasEscaped[i] = false;
+ _count321 = 0;
+ _howManyHaveEscaped = 0;
+ _escapeCount = 0;
+ _escaping = false;
+ _timeThisSecond = 0;
+}
+
+void ShootEmUp::run() {
+ CursorMan.showMouse(false);
+ _vm->_graphics->saveScreen();
+ _vm->fadeOut();
+ _vm->_graphics->seuDrawTitle();
+ _vm->fadeIn();
+
+ _vm->_graphics->seuLoad();
+
+ // Should we show the instructions?
+ while (!_vm->shouldQuit()) {
+ Common::Event event;
+ _vm->getEvent(event);
+ if (event.type == Common::EVENT_KEYDOWN) {
+ if ((event.kbd.keycode == Common::KEYCODE_i) || (event.kbd.keycode == Common::KEYCODE_F1))
+ instructions();
+ break; // We don't show the instructions and simply go on with the minigame if not I or F1 was pressed.
+ }
+ }
+
+ setup();
+
+ do {
+ blankIt();
+ hitPeople();
+ plotThem();
+ moveThem();
+ moveAvvy();
+ bumpFolk();
+ peopleRunning();
+ animate();
+ escapeCheck();
+ collisionCheck();
+ updateTime();
+ check321();
+ readKbd();
+ } while (_time != 0);
+
+ _vm->fadeOut();
+ _vm->_graphics->restoreScreen();
+ _vm->_graphics->removeBackup();
+ _vm->fadeIn();
+ CursorMan.showMouse(true);
+}
+
+bool ShootEmUp::overlap(uint16 a1x, uint16 a1y, uint16 a2x, uint16 a2y, uint16 b1x, uint16 b1y, uint16 b2x, uint16 b2y) {
+ warning("STUB: ShootEmUp::overlap()");
+ return false;
+}
+
+byte ShootEmUp::getStockNumber(byte x) {
+ warning("STUB: ShootEmUp::getStockNumber()");
+ return 0;
+}
+
+void ShootEmUp::blankIt() {
+ warning("STUB: ShootEmUp::blankIt()");
+}
+
+void ShootEmUp::moveThem() {
+ warning("STUB: ShootEmUp::moveThem()");
+}
+
+void ShootEmUp::plotThem() {
+ warning("STUB: ShootEmUp::plotThem()");
+}
+
+void ShootEmUp::define(int16 xx, int16 yy, byte pp, int8 ixx, int8 iyy, int16 time, bool isAMissile, bool doWeWipe) {
+ warning("STUB: ShootEmUp::define()");
+}
+
+void ShootEmUp::defineCameo(int16 xx, int16 yy, byte pp, int16 time) {
+ warning("STUB: ShootEmUp::defineCameo()");
+}
+
+void ShootEmUp::showStock(byte x) {
+ warning("STUB: ShootEmUp::showStock()");
+}
+
+void ShootEmUp::drawNumber(int number, int size, int x) {
+ for (int i = 0; i < size - 1; i++) {
+ int divisor = 10;
+ for (int j = 0; j < size - 2 - i; j++)
+ divisor *= 10;
+ char value = number / divisor;
+ _vm->_graphics->seuDrawPicture(x + i * 10, 0, value);
+ number -= value * divisor;
+ }
+ _vm->_graphics->seuDrawPicture(x + (size - 1) * 10, 0, number % 10);
+}
+
+void ShootEmUp::showScore() {
+ drawNumber(_score, 5, 40);
+}
+
+void ShootEmUp::showTime() {
+ drawNumber(_time, 3, 140);
+}
+
+void ShootEmUp::gain(int8 howMuch) {
+ warning("STUB: ShootEmUp::gain()");
+}
+
+void ShootEmUp::newEscape() {
+ _escapeCount = _vm->_rnd->getRandomNumber(17) * 20;
+ _escaping = false;
+}
+
+void ShootEmUp::nextPage() {
+ _vm->_graphics->drawNormalText("Press a key for next page >", _vm->_font, 8, 400, 190, kColorWhite);
+ _vm->_graphics->refreshScreen();
+
+ while (!_vm->shouldQuit()) {
+ Common::Event event;
+ _vm->getEvent(event);
+ if (event.type == Common::EVENT_KEYDOWN) {
+ break;
+ }
+ }
+
+ _vm->_graphics->drawFilledRectangle(Common::Rect(0, 0, 640, 200), kColorBlack);
+}
+
+void ShootEmUp::instructions() {
+ _vm->_graphics->drawFilledRectangle(Common::Rect(0, 0, 640, 200), kColorBlack); // Black out the whole screen.
+ _vm->_graphics->seuDrawPicture(25, 25, kFacingRight);
+ _vm->_graphics->drawNormalText("< Avvy, our hero, needs your help - you must move him around.", _vm->_font, 8, 60, 35, kColorWhite);
+ _vm->_graphics->drawNormalText("(He''s too terrified to move himself!)", _vm->_font, 8, 80, 45, kColorWhite);
+ _vm->_graphics->drawNormalText("Your task is to prevent the people in the stocks from escaping", _vm->_font, 8, 0, 75, kColorWhite);
+ _vm->_graphics->drawNormalText("by pelting them with rotten fruit, eggs and bread. The keys are:", _vm->_font, 8, 0, 85, kColorWhite);
+ _vm->_graphics->drawNormalText("LEFT SHIFT", _vm->_font, 8, 80, 115, kColorWhite);
+ _vm->_graphics->drawNormalText("Move left.", _vm->_font, 8, 200, 115, kColorWhite);
+ _vm->_graphics->drawNormalText("RIGHT SHIFT", _vm->_font, 8, 72, 135, kColorWhite);
+ _vm->_graphics->drawNormalText("Move right.", _vm->_font, 8, 200, 135, kColorWhite);
+ _vm->_graphics->drawNormalText("ALT", _vm->_font, 8, 136, 155, kColorWhite);
+ _vm->_graphics->drawNormalText("Throw something.", _vm->_font, 8, 200, 155, kColorWhite);
+
+ nextPage();
+
+ _vm->_graphics->seuDrawPicture(25, 35, kStocks);
+ _vm->_graphics->drawNormalText("This man is in the stocks. Your job is to stop him getting out.", _vm->_font, 8, 80, 35, kColorWhite);
+ _vm->_graphics->drawNormalText("UNFORTUNATELY... the locks on the stocks are loose, and every", _vm->_font, 8, 88, 45, kColorWhite);
+ _vm->_graphics->drawNormalText("so often, someone will discover this and try to get out.", _vm->_font, 8, 88, 55, kColorWhite);
+ _vm->_graphics->seuDrawPicture(25, 85, kStocks + 2);
+ _vm->_graphics->drawNormalText("< Someone who has found a way out!", _vm->_font, 8, 80, 85, kColorWhite);
+ _vm->_graphics->drawNormalText("You MUST IMMEDIATELY hit people smiling like this, or they", _vm->_font, 8, 88, 95, kColorWhite);
+ _vm->_graphics->drawNormalText("will disappear and lose you points.", _vm->_font, 8, 88, 105, kColorWhite);
+ _vm->_graphics->seuDrawPicture(25, 125, kStocks + 5);
+ _vm->_graphics->seuDrawPicture(25, 155, kStocks + 4);
+ _vm->_graphics->drawNormalText("< Oh dear!", _vm->_font, 8, 80, 125, kColorWhite);
+
+ nextPage();
+
+ _vm->_graphics->drawNormalText("Your task is made harder by:", _vm->_font, 8, 0, 35, kColorWhite);
+ _vm->_graphics->seuDrawPicture(25, 55, 48);
+ _vm->_graphics->drawNormalText("< Yokels. These people will run in front of you. If you hit", _vm->_font, 8, 60, 55, kColorWhite);
+ _vm->_graphics->drawNormalText("them, you will lose MORE points than you get hitting people", _vm->_font, 8, 68, 65, kColorWhite);
+ _vm->_graphics->drawNormalText("in the stocks. So BEWARE!", _vm->_font, 8, 68, 75, kColorWhite);
+ _vm->_graphics->drawNormalText("Good luck with the game!", _vm->_font, 8, 80, 125, kColorWhite);
+
+ nextPage();
+}
+
+void ShootEmUp::setup() {
+ _score = 0;
+ _time = 120;
+
+ for (int i = 0; i < 7; i++) {
+ _stockStatus[i] = _vm->_rnd->getRandomNumber(1);
+ showStock(i);
+ }
+
+ _avvyWas = 320;
+ _avvyPos = 320;
+ _avvyAnim = 1;
+ _avvyFacing = kFacingLeft;
+
+ _altWasPressedBefore = false;
+ _throwNext = 74;
+ _firing = false;
+
+ for (int i = 0; i < 4; i++)
+ _running[i]._x = kFlag;
+
+ newEscape();
+
+ _count321 = 255; // Counting down.
+
+ _vm->_graphics->drawFilledRectangle(Common::Rect(0, 0, 640, 200), kColorBlack); // Black out the whole screen.
+
+ // Set up status line:
+ _vm->_graphics->seuDrawPicture(0, 0, 16); // Score:
+ showScore(); // Value of score (00000 here).
+ _vm->_graphics->seuDrawPicture(110, 0, 19); // Time:
+ showTime(); // Value of time.
+
+ _vm->_graphics->refreshScreen();
+
+ // From the original core cycle:
+ initRunner(20, 70, 48, 54, _vm->_rnd->getRandomNumber(4) + 1, _vm->_rnd->getRandomNumber(3) - 2);
+ initRunner(600, 70, 48, 54, _vm->_rnd->getRandomNumber(4) + 1, _vm->_rnd->getRandomNumber(3) - 2);
+ initRunner(600, 100, 61, 67, (-(int8)_vm->_rnd->getRandomNumber(4)) + 1, _vm->_rnd->getRandomNumber(3) - 2);
+ initRunner(20, 100, 61, 67, (-(int8)_vm->_rnd->getRandomNumber(4)) + 1, _vm->_rnd->getRandomNumber(3) - 2);
+}
+
+void ShootEmUp::initRunner(int16 xx, int16 yy, byte f1, byte f2, int8 ixx, int8 iyy) {
+ warning("STUB: ShootEmUp::initRunner()");
+}
+
+void ShootEmUp::moveAvvy() {
+ warning("STUB: ShootEmUp::moveAvvy()");
+}
+
+void ShootEmUp::readKbd() {
+ warning("STUB: ShootEmUp::readKbd()");
+}
+
+void ShootEmUp::animate() {
+ warning("STUB: ShootEmUp::animate()");
+}
+
+void ShootEmUp::collisionCheck() {
+ warning("STUB: ShootEmUp::collisionCheck()");
+}
+
+void ShootEmUp::turnAround(byte who, bool randomX) {
+ warning("STUB: ShootEmUp::turnAround()");
+}
+
+void ShootEmUp::bumpFolk() {
+ warning("STUB: ShootEmUp::bumpFolk()");
+}
+
+void ShootEmUp::peopleRunning() {
+ warning("STUB: ShootEmUp::peopleRunning()");
+}
+
+void ShootEmUp::updateTime() {
+ warning("STUB: ShootEmUp::updateTime()");
+}
+
+void ShootEmUp::hitPeople() {
+ warning("STUB: ShootEmUp::hitPeople()");
+}
+
+void ShootEmUp::escapeCheck() {
+ warning("STUB: ShootEmUp::escapeCheck()");
+}
+
+void ShootEmUp::check321() {
+ warning("STUB: ShootEmUp::check321()");
+}
+
+} // End of namespace Avalanche