1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
|
/* 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
|