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Diffstat (limited to 'engines/bbvs/minigames/bbant.h')
-rw-r--r-- | engines/bbvs/minigames/bbant.h | 173 |
1 files changed, 173 insertions, 0 deletions
diff --git a/engines/bbvs/minigames/bbant.h b/engines/bbvs/minigames/bbant.h new file mode 100644 index 0000000000..be2afe688d --- /dev/null +++ b/engines/bbvs/minigames/bbant.h @@ -0,0 +1,173 @@ +/* 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 |