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