/* 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