scummvm/engines/bbvs/minigames/bbtennis.h
2021-12-26 18:48:43 +01:00

133 lines
3.3 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#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) {};
bool run(bool fromMainGame) override;
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