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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);
void run();
private:
struct Sprite {
int8 _ix, _iy;
int16 _x, _y;
byte _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;
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, byte p, int8 ix, int8 iy, int16 time, bool isAMissile, bool doWeWipe);
void defineCameo(int16 xx, int16 yy, byte pp, 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
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