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https://github.com/scummvm/scummvm.git
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133 lines
3.3 KiB
C++
133 lines
3.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef BBVS_MINIGAMES_BBTENNIS_H
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#define BBVS_MINIGAMES_BBTENNIS_H
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#include "bbvs/minigames/minigame.h"
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namespace Bbvs {
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class MinigameBbTennis : public Minigame {
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public:
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MinigameBbTennis(BbvsEngine *vm) : Minigame(vm) {};
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bool run(bool fromMainGame) override;
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public:
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struct Obj {
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int kind;
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int x, y;
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const ObjAnimation *anim;
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int frameIndex;
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int ticks;
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int status;
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int blinkCtr;
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float fltStepX;
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float fltStepY;
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float fltX;
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float fltY;
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int targetX;
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int targetY;
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int ballStep;
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int ballStepCtr;
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int netPlayDirection;
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};
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enum {
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kMaxObjectsCount = 256
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};
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enum {
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kGSTitleScreen = 0, // Title screen
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kGSMainGame = 1, // Game when called as part of the main game
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kGSStandaloneGame = 2, // Game when called as standalone game
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kGSScoreCountUp = 3 // Score countup and next level text
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};
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Obj _objects[kMaxObjectsCount];
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int _numHearts;
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int _squirrelDelay;
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int _tennisPlayerDelay;
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int _throwerDelay;
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int _netPlayerDelay;
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int _playerDecrease;
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int _delayDecreaseTimer;
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int _numBalls;
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int _newBallTimer;
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int _initBallTimer;
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int _maxBalls;
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int _rapidFireBallsCount;
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int _score, _hiScore;
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int _hitMissRatio;
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bool _allHeartsGone;
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bool _playedThisIsTheCoolest;
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bool _startSoundPlayed;
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bool _endSoundPlaying;
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const ObjAnimation *getAnimation(int animIndex);
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void buildDrawList(DrawList &drawList);
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void buildDrawList0(DrawList &drawList);
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void buildDrawList1(DrawList &drawList);
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void buildDrawList2(DrawList &drawList);
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void drawSprites();
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void initObjs();
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Obj *getFreeObject();
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Obj *findTennisBall(int startObjIndex);
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bool isHit(Obj *obj1, Obj *obj2);
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void initObjects();
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void initObjects0();
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void initObjects1();
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void initObjects2();
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void initVars();
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void initVars0();
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void initVars1();
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void initVars2();
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bool updateStatus(int mouseX, int mouseY, uint mouseButtons);
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bool updateStatus0(int mouseX, int mouseY, uint mouseButtons);
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bool updateStatus1(int mouseX, int mouseY, uint mouseButtons);
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bool updateStatus2(int mouseX, int mouseY, uint mouseButtons);
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void updateObjs();
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void updateTennisBall(int objIndex);
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void updateSquirrel(int objIndex);
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void updateTennisPlayer(int objIndex);
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void updateThrower(int objIndex);
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void updateNetPlayer(int objIndex);
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void updateEnemyTennisBall(int objIndex);
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void makeEnemyBall(int x, int y, int frameIndex);
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void hitSomething();
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void update();
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void loadSounds();
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};
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} // End of namespace Bbvs
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#endif // BBVS_MINIGAMES_BBTENNIS_H
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