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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_BBTENNIS_H
+#define BBVS_MINIGAMES_BBTENNIS_H
+
+#include "bbvs/minigames/minigame.h"
+
+namespace Bbvs {
+
+class MinigameBbTennis : public Minigame {
+public:
+ MinigameBbTennis(BbvsEngine *vm) : Minigame(vm) {};
+ int run(bool fromMainGame);
+public:
+
+ struct Obj {
+ int kind;
+ int x, y;
+ const ObjAnimation *anim;
+ int frameIndex;
+ int ticks;
+ int status;
+ int blinkCtr;
+ float fltStepX;
+ float fltStepY;
+ float fltX;
+ float fltY;
+ int targetX;
+ int targetY;
+ int ballStep;
+ int ballStepCtr;
+ int netPlayDirection;
+ };
+
+ 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 _numHearts;
+ int _squirrelDelay;
+ int _tennisPlayerDelay;
+ int _throwerDelay;
+ int _netPlayerDelay;
+ int _playerDecrease;
+ int _delayDecreaseTimer;
+ int _numBalls;
+ int _newBallTimer;
+ int _initBallTimer;
+ int _maxBalls;
+ int _rapidFireBallsCount;
+ int _score, _hiScore;
+ int _hitMissRatio;
+ bool _allHeartsGone;
+ bool _playedThisIsTheCoolest;
+ bool _startSoundPlayed;
+ bool _endSoundPlaying;
+
+ const ObjAnimation *getAnimation(int animIndex);
+
+ void buildDrawList(DrawList &drawList);
+ void buildDrawList0(DrawList &drawList);
+ void buildDrawList1(DrawList &drawList);
+ void buildDrawList2(DrawList &drawList);
+
+ void drawSprites();
+
+ void initObjs();
+ Obj *getFreeObject();
+ Obj *findTennisBall(int startObjIndex);
+ bool isHit(Obj *obj1, Obj *obj2);
+
+ void initObjects();
+ void initObjects0();
+ void initObjects1();
+ void initObjects2();
+
+ void initVars();
+ void initVars0();
+ void initVars1();
+ void initVars2();
+
+ 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);
+
+ void updateObjs();
+ void updateTennisBall(int objIndex);
+ void updateSquirrel(int objIndex);
+ void updateTennisPlayer(int objIndex);
+ void updateThrower(int objIndex);
+ void updateNetPlayer(int objIndex);
+ void updateEnemyTennisBall(int objIndex);
+ void makeEnemyBall(int x, int y, int frameIndex);
+ void hitSomething();
+
+ void update();
+
+ void loadSounds();
+
+};
+
+} // End of namespace Bbvs
+
+#endif // BBVS_MINIGAMES_BBTENNIS_H