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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.
+ *
+ */
+
+#ifndef BBVS_MINIGAMES_BBLOOGIE_H
+#define BBVS_MINIGAMES_BBLOOGIE_H
+
+#include "bbvs/minigames/minigame.h"
+
+namespace Bbvs {
+
+class MinigameBbLoogie : public Minigame {
+public:
+ MinigameBbLoogie(BbvsEngine *vm) : Minigame(vm) {};
+ int run(bool fromMainGame);
+public:
+
+ struct Obj {
+ int kind;
+ int x, y;
+ int xIncr, yIncr;
+ const ObjAnimation *anim;
+ int frameIndex;
+ int ticks;
+ int status;
+ int16 frameIndexAdd;
+ int16 unk2;
+ };
+
+ enum {
+ kMaxObjectsCount = 256
+ };
+
+ enum {
+ kGSTitleScreen = 0, // Title screen
+ kGSMainGame = 1, // Game when called as part of the main game
+ kGSStandaloneGame = 2, // Game when called as standalone game
+ kGSScoreCountUp = 3 // Score countup and next level text
+ };
+
+ Obj _objects[kMaxObjectsCount];
+
+ int _playerKind;
+ const ObjAnimation *_playerAnim;
+ const uint *_playerSounds1, *_playerSounds2;
+ uint _playerSounds1Count, _playerSounds2Count;
+
+ int _level, _levelTimeLeft, _levelTimeDelay;
+ int _numberOfHits, _currScore, _hiScore;
+ int _doubleScore, _megaLoogieCount;
+
+ int _dispLevelScore, _nextLevelScore;
+
+ int _timeBonusCtr, _bonusDisplayDelay1, _bonusDisplayDelay2, _bonusDisplayDelay3;
+
+ int _carDelay;
+ int _bikeDelay;
+ int _squirrelDelay;
+ bool _squirrelDirection;
+ int _paperPlaneDelay;
+ int _principalDelay;
+
+ int _prevPrincipalStatus;
+ int _principalCtr, _principalFirstFrameIndex, _principalLastFrameIndex;
+ bool _principalAngry;
+
+ const ObjAnimation *getAnimation(int animIndex);
+
+ void buildDrawList(DrawList &drawList);
+ void buildDrawList0(DrawList &drawList);
+ void buildDrawList1(DrawList &drawList);
+ void buildDrawList2(DrawList &drawList);
+ void buildDrawList3(DrawList &drawList);
+
+ void drawSprites();
+
+ void initObjs();
+ Obj *getFreeObject();
+ Obj *findLoogieObj(int startObjIndex);
+ bool isHit(Obj *obj1, Obj *obj2);
+ bool isCursorAtObj(int objIndex);
+
+ void initObjects();
+ void initObjects0();
+ void initObjects1();
+ void initObjects3();
+
+ void initVars();
+ void initVars0();
+ 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 updateObjs(uint mouseButtons);
+ void updatePlayer(int objIndex, uint mouseButtons);
+ void updateObjKind2(int objIndex);
+ void updateLoogie(int objIndex);
+ void updateCar(int objIndex);
+ void updateBike(int objIndex);
+ void updateSquirrel(int objIndex);
+ void updatePaperPlane(int objIndex);
+ void updateIndicator(int objIndex);
+ void updatePrincipal(int objIndex);
+
+ void incNumberOfHits();
+ void incScore(int incrAmount);
+ void playRndSound();
+
+ void update();
+
+ void loadSounds();
+
+};
+
+} // End of namespace Bbvs
+
+#endif // BBVS_MINIGAMES_BBLOOGIE_H