/* 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 GOB_MINIGAMES_GEISHA_DIVING_H #define GOB_MINIGAMES_GEISHA_DIVING_H #include "common/system.h" #include "gob/util.h" #include "gob/sound/sounddesc.h" namespace Gob { class GobEngine; class Surface; class DECFile; class ANIFile; class ANIObject; namespace Geisha { class EvilFish; /** Geisha's "Diving" minigame. */ class Diving { public: Diving(GobEngine *vm); ~Diving(); bool play(uint16 playerCount, bool hasPearlLocation); private: static const uint kEvilFishCount = 3; static const uint kDecorFishCount = 3; static const uint kMaxShotCount = 10; struct ManagedEvilFish { EvilFish *evilFish; uint32 enterAt; uint32 leaveAt; }; struct ManagedDecorFish { ANIObject *decorFish; uint32 enterAt; int8 deltaX; }; GobEngine *_vm; DECFile *_background; ANIFile *_objects; ANIFile *_gui; ANIFile *_oko; ANIObject *_water; ANIObject *_lungs; ANIObject *_heart; ManagedEvilFish _evilFish[kEvilFishCount]; ManagedDecorFish _decorFish[kDecorFishCount]; ANIObject *_shot[kMaxShotCount]; Common::List _activeShots; Common::List _anims; Surface *_blackPearl; uint8 _whitePearlCount; uint8 _blackPearlCount; uint8 _currentShot; SoundDesc _soundShoot; SoundDesc _soundBreathe; SoundDesc _soundWhitePearl; SoundDesc _soundBlackPearl; void init(); void deinit(); void initScreen(); void initCursor(); void foundBlackPearl(); void foundWhitePearl(); void updateEvilFish(); void updateDecorFish(); void updateAnims(); int16 checkInput(int16 &mouseX, int16 &mouseY, MouseButtons &mouseButtons); void shoot(int16 mouseX, int16 mouseY); void checkShots(); }; } // End of namespace Geisha } // End of namespace Gob #endif // GOB_MINIGAMES_GEISHA_DIVING_H