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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) {};
bool 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
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