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engines/bbvs/minigames/bbant.h
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172
engines/bbvs/minigames/bbant.h
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/* 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_BBANT_H
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#define BBVS_MINIGAMES_BBANT_H
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#include "bbvs/minigames/minigame.h"
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namespace Bbvs {
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class MinigameBbAnt : public Minigame {
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public:
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MinigameBbAnt(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, priority;
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int xIncr, yIncr;
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const ObjAnimation *anim;
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int frameIndex;
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int ticks;
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int otherObjIndex;
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int animIndex;
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int animIndexIncr;
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int status;
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int field30;
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int damageCtr;
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int smokeCtr;
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int counter;
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int hasSmoke;
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const ObjAnimation *anim2;
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int frameIndex2;
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int ticks2;
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int status2;
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int flag;
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};
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enum {
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kMaxObjectsCount = 256,
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kScaleDim = 28
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};
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struct ObjInit {
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const ObjAnimation *anim1;
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const ObjAnimation *anim2;
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const ObjAnimation *anim3;
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int x, y;
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};
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Obj _objects[kMaxObjectsCount];
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int _score, _hiScore;
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int _totalBugsCount;
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int _bugsChanceByKind[6], _bugsCountByKind[6];
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int _skullBugCtr;
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int _stompX, _stompY;
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int _stompDelay1;
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int _stompCounter1;
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int _stompCounter2;
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int _stompCount;
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int _hasLastStompObj;
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Obj *_lastStompObj;
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int _counter1;
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int _countdown10;
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int _counter4;
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int _levelTimeDelay;
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int _levelTimeLeft;
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int _countdown4;
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int _countdown3;
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int _countdown6;
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int _countdown5;
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int _countdown7;
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byte _scaleBuf[kScaleDim * kScaleDim];
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const ObjAnimation *getAnimation(int animIndex);
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const ObjInit *getObjInit(int index);
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const ObjAnimation * const *getObjKindAnimTable(int kind);
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const ObjAnimation *getObjAnim(int index);
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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 buildDrawList3(DrawList &drawList);
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void drawMagnifyingGlass(DrawList &drawList);
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void drawSprites();
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void drawSprites0();
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void drawSprites1();
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void drawSprites2();
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void drawSprites3();
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Obj *getFreeObject();
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void initObjects();
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void initObjects0();
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void initObjects1();
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void initVars();
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void initVars1();
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void initVars2();
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void initVars3();
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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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bool updateStatus3(int mouseX, int mouseY, uint mouseButtons);
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void getRandomBugObjValues(int &x, int &y, int &animIndexIncr, int &field30);
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void insertBugSmokeObj(int x, int y, int bugObjIndex);
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void insertSmokeObj(int x, int y);
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void resetObj(int objIndex);
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void insertStompObj(int x, int y);
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void removeStompObj(Obj *obj);
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void insertBugObj(int kind, int animIndexIncr, int always0, int x, int y, int field30, int always1);
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void removeBugObj(int objIndex);
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void updateBugObjAnim(int objIndex);
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void updateObjAnim2(int objIndex);
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void insertRandomBugObj(int kind);
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bool isBugOutOfScreen(int objIndex);
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void updateObjAnim3(int objIndex);
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void updateBugObj1(int objIndex);
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void updateObjKind2(int objIndex);
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void updateObjKind3(int objIndex);
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void updateObjKind4(int objIndex);
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void updateObjKind5(int objIndex);
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void updateStompObj(int objIndex);
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void updateSmokeObj(int objIndex);
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void updateFootObj(int objIndex);
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bool isBugAtCandy(int objIndex, int &candyObjIndex);
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bool isMagGlassAtBug(int objIndex);
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bool isMagGlassAtBeavisLeg(int objIndex);
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bool testObj5(int objIndex);
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void updateObjs(uint mouseButtons);
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void update();
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void scale2x(int x, int y);
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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_BBANT_H
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