/* 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. * */ #include "common/events.h" #include "gob/global.h" #include "gob/util.h" #include "gob/palanim.h" #include "gob/draw.h" #include "gob/video.h" #include "gob/decfile.h" #include "gob/cmpfile.h" #include "gob/anifile.h" #include "gob/aniobject.h" #include "gob/sound/sound.h" #include "gob/minigames/geisha/penetration.h" #include "gob/minigames/geisha/meter.h" #include "gob/minigames/geisha/mouth.h" namespace Gob { namespace Geisha { static const int kColorShield = 11; static const int kColorHealth = 15; static const int kColorBlack = 10; static const int kColorFloor = 13; static const int kColorFloorText = 14; static const int kColorExitText = 15; enum Sprite { kSpriteFloorShield = 25, kSpriteExit = 29, kSpriteFloor = 30, kSpriteWall = 31, kSpriteMouthBite = 32, kSpriteMouthKiss = 33, kSpriteBulletN = 65, kSpriteBulletS = 66, kSpriteBulletW = 67, kSpriteBulletE = 68, kSpriteBulletSW = 85, kSpriteBulletSE = 86, kSpriteBulletNW = 87, kSpriteBulletNE = 88 }; enum Animation { kAnimationEnemyRound = 0, kAnimationEnemyRoundExplode = 1, kAnimationEnemySquare = 2, kAnimationEnemySquareExplode = 3, kAnimationMouthKiss = 33, kAnimationMouthBite = 34 }; static const int kMapTileWidth = 24; static const int kMapTileHeight = 24; static const int kPlayAreaX = 120; static const int kPlayAreaY = 7; static const int kPlayAreaWidth = 192; static const int kPlayAreaHeight = 113; static const int kPlayAreaBorderWidth = kPlayAreaWidth / 2; static const int kPlayAreaBorderHeight = kPlayAreaHeight / 2; static const int kTextAreaLeft = 9; static const int kTextAreaTop = 7; static const int kTextAreaRight = 104; static const int kTextAreaBottom = 107; static const int kTextAreaBigBottom = 142; const byte Penetration::kPalettes[kFloorCount][3 * kPaletteSize] = { { 0x16, 0x16, 0x16, 0x12, 0x14, 0x16, 0x34, 0x00, 0x25, 0x1D, 0x1F, 0x22, 0x24, 0x27, 0x2A, 0x2C, 0x0D, 0x22, 0x2B, 0x2E, 0x32, 0x12, 0x09, 0x20, 0x3D, 0x3F, 0x00, 0x3F, 0x3F, 0x3F, 0x00, 0x00, 0x00, 0x15, 0x15, 0x3F, 0x25, 0x22, 0x2F, 0x1A, 0x14, 0x28, 0x3F, 0x00, 0x00, 0x15, 0x3F, 0x15 }, { 0x16, 0x16, 0x16, 0x12, 0x14, 0x16, 0x37, 0x00, 0x24, 0x1D, 0x1F, 0x22, 0x24, 0x27, 0x2A, 0x30, 0x0E, 0x16, 0x2B, 0x2E, 0x32, 0x22, 0x0E, 0x26, 0x3D, 0x3F, 0x00, 0x3F, 0x3F, 0x3F, 0x00, 0x00, 0x00, 0x15, 0x15, 0x3F, 0x36, 0x28, 0x36, 0x30, 0x1E, 0x2A, 0x3F, 0x00, 0x00, 0x15, 0x3F, 0x15 }, { 0x16, 0x16, 0x16, 0x12, 0x14, 0x16, 0x3F, 0x14, 0x22, 0x1D, 0x1F, 0x22, 0x24, 0x27, 0x2A, 0x30, 0x10, 0x10, 0x2B, 0x2E, 0x32, 0x2A, 0x12, 0x12, 0x3D, 0x3F, 0x00, 0x3F, 0x3F, 0x3F, 0x00, 0x00, 0x00, 0x15, 0x15, 0x3F, 0x3F, 0x23, 0x31, 0x39, 0x20, 0x2A, 0x3F, 0x00, 0x00, 0x15, 0x3F, 0x15 } }; const byte Penetration::kMaps[kModeCount][kFloorCount][kMapWidth * kMapHeight] = { { { // Real mode, floor 0 0, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 0, 50, 50, 0, 0, 52, 53, 0, 0, 0, 0, 0, 0, 0, 0, 0, 50, 50, 50, 0, 0, 0, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 0, 0, 50, 50, 0, 0, 50, 0, 0, 52, 53, 0, 0, 0, 0, 0, 0, 50, 0, 50, 50, 0, 50, 0, 0, 50, 50, 50, 50, 0, 54, 55, 0, 0, 50, 0, 50, 50, 0, 50, 49, 0, 50, 0, 52, 53, 0, 50, 50, 50, 0, 0, 0, 50, 50, 57, 0, 50, 0, 0, 0, 50, 50, 50, 0, 0, 56, 50, 54, 55, 50, 50, 50, 0, 0, 50, 50, 50, 0, 0, 0, 0, 50, 0, 0, 50, 0, 50, 50, 51, 50, 0, 54, 55, 0, 0, 50, 50, 50, 50, 52, 53, 50, 0, 50, 50, 0, 50, 0, 0, 0, 0, 0, 54, 55, 0, 0, 0, 50, 0, 0, 50, 50, 0, 0, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 0, 0, 0, 50, 50, 50, 0, 52, 53, 0, 0, 0, 0, 0, 0, 52, 53, 0, 0, 50, 50, 0, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 0 }, { // Real mode, floor 1 0, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 0, 50, 0, 52, 53, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 50, 50, 0, 0, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 0, 0, 50, 50, 0, 50, 51, 52, 53, 0, 0, 52, 53, 0, 0, 0, 0, 50, 0, 50, 50, 0, 50, 0, 50, 50, 0, 50, 0, 50, 0, 50, 50, 0, 50, 0, 50, 50, 0, 50, 0, 52, 53, 0, 0, 0, 0, 0, 52, 53, 0, 52, 53, 50, 50, 57, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 0, 0, 50, 50, 0, 50, 52, 53, 0, 0, 52, 53, 0, 0, 0, 0, 0, 54, 55, 50, 50, 0, 50, 0, 50, 0, 50, 50, 0, 50, 50, 0, 50, 0, 50, 50, 50, 50, 0, 50, 49, 0, 0, 52, 53, 0, 52, 53, 0, 0, 0, 50, 56, 50, 50, 0, 0, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 0, 0, 50, 50, 0, 0, 0, 0, 0, 0, 0, 54, 55, 0, 0, 0, 0, 0, 0, 50, 0, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 0 }, { // Real mode, floor 2 0, 50, 50, 50, 50, 50, 50, 50, 0, 50, 50, 50, 50, 50, 50, 50, 0, 50, 52, 53, 0, 0, 0, 0, 50, 50, 50, 0, 0, 0, 0, 52, 53, 50, 50, 0, 50, 50, 50, 0, 0, 0, 50, 0, 0, 0, 50, 50, 50, 0, 50, 50, 0, 50, 52, 53, 50, 50, 52, 53, 0, 50, 50, 54, 55, 50, 0, 50, 50, 0, 50, 0, 0, 0, 0, 50, 0, 50, 0, 0, 0, 0, 50, 0, 50, 50, 0, 0, 0, 50, 0, 0, 0, 50, 0, 0, 0, 50, 0, 52, 53, 50, 0, 50, 0, 50, 50, 50, 0, 57, 50, 51, 0, 50, 50, 50, 0, 50, 0, 50, 0, 0, 0, 50, 0, 0, 0, 50, 0, 52, 53, 50, 0, 0, 0, 50, 50, 0, 50, 0, 0, 0, 0, 50, 56, 50, 0, 0, 0, 0, 50, 0, 50, 50, 0, 50, 54, 55, 50, 50, 0, 0, 0, 50, 50, 54, 55, 50, 0, 50, 50, 0, 50, 50, 50, 0, 0, 0, 50, 0, 0, 0, 50, 50, 50, 0, 50, 50, 52, 53, 0, 0, 0, 0, 50, 50, 50, 0, 0, 0, 0, 52, 53, 50, 0, 50, 50, 50, 50, 50, 50, 50, 0, 50, 50, 50, 50, 50, 50, 50, 0 } }, { { // Test mode, floor 0 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 56, 0, 50, 0, 0, 52, 53, 0, 0, 0, 0, 52, 53, 0, 51, 50, 50, 0, 0, 50, 0, 0, 0, 50, 0, 54, 55, 50, 0, 50, 50, 50, 50, 50, 52, 53, 50, 50, 0, 0, 50, 50, 50, 50, 50, 0, 50, 0, 0, 50, 50, 0, 0, 0, 0, 56, 0, 0, 0, 0, 0, 50, 49, 50, 0, 0, 50, 50, 0, 54, 55, 0, 50, 50, 54, 55, 0, 50, 50, 50, 0, 0, 0, 50, 50, 0, 0, 0, 0, 0, 0, 0, 0, 0, 52, 53, 0, 0, 54, 55, 50, 50, 0, 50, 0, 50, 0, 0, 50, 0, 0, 0, 50, 0, 0, 0, 0, 50, 50, 0, 50, 0, 50, 54, 55, 50, 0, 50, 50, 50, 0, 50, 0, 0, 50, 50, 50, 50, 50, 50, 0, 0, 50, 0, 0, 0, 0, 0, 50, 54, 55, 50, 50, 0, 0, 0, 0, 0, 0, 0, 50, 50, 50, 50, 50, 0, 0, 0, 50, 50, 57, 0, 52, 53, 0, 0, 0, 0, 54, 55, 0, 0, 0, 0, 56, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50 }, { // Test mode, floor 1 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 52, 53, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 50, 50, 0, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 54, 55, 0, 50, 50, 0, 50, 52, 53, 0, 0, 50, 0, 0, 54, 55, 50, 0, 50, 0, 50, 50, 0, 50, 0, 50, 0, 0, 52, 53, 0, 50, 0, 50, 0, 50, 0, 50, 50, 0, 50, 0, 50, 50, 50, 50, 50, 49, 50, 0, 50, 0, 50, 0, 50, 50, 0, 50, 0, 50, 0, 50, 0, 0, 50, 50, 0, 50, 0, 50, 0, 50, 50, 0, 50, 0, 50, 0, 50, 51, 0, 0, 52, 53, 50, 0, 50, 0, 50, 50, 57, 50, 0, 50, 0, 50, 50, 50, 50, 50, 50, 50, 0, 50, 0, 50, 50, 50, 50, 0, 50, 56, 0, 0, 0, 54, 55, 0, 0, 0, 50, 0, 50, 50, 56, 0, 0, 0, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 0, 50, 50, 50, 50, 50, 0, 0, 0, 0, 52, 53, 0, 0, 0, 0, 0, 0, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50 }, { // Test mode, floor 2 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 57, 50, 54, 55, 0, 50, 54, 55, 0, 50, 0, 52, 53, 50, 51, 50, 50, 0, 50, 0, 50, 0, 50, 0, 0, 0, 50, 0, 50, 0, 50, 0, 50, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 50, 0, 50, 52, 53, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 50, 0, 0, 0, 50, 0, 50, 0, 50, 0, 0, 0, 50, 0, 50, 0, 50, 50, 0, 0, 0, 50, 52, 53, 0, 50, 52, 53, 56, 50, 0, 54, 55, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50 } } }; static const int kLanguageCount = 5; static const int kFallbackLanguage = 2; // English enum String { kString3rdBasement = 0, kString2ndBasement, kString1stBasement, kStringNoExit, kStringYouHave, kString2Exits, kString1Exit, kStringToReach, kStringUpperLevel1, kStringUpperLevel2, kStringLevel0, kStringPenetration, kStringSuccessful, kStringDanger, kStringGynoides, kStringActivated, kStringCount }; static const char *kStrings[kLanguageCount][kStringCount] = { { // French "3EME SOUS-SOL", "2EME SOUS-SOL", "1ER SOUS-SOL", "SORTIE REFUSEE", "Vous disposez", "de deux sorties", "d\'une sortie", "pour l\'acc\212s au", "niveau", "sup\202rieur", "- NIVEAU 0 -", "PENETRATION", "REUSSIE", "DANGER", "GYNOIDES", "ACTIVEES" }, { // German // NOTE: The original had very broken German there. We provide proper(ish) German instead. // B0rken text in the comments after each line "3. UNTERGESCHOSS", // "3. U.-GESCHOSS"" "2. UNTERGESCHOSS", // "2. U.-GESCHOSS" "1. UNTERGESCHOSS", // "1. U.-GESCHOSS" "AUSGANG GESPERRT", "Sie haben", "zwei Ausg\204nge", // "zwei Ausgang" "einen Ausgang", // "Fortsetztung" "um das obere", // "" "Stockwerk zu", // "" "erreichen", // "" "- STOCKWERK 0 -", // "0 - HOHE" "PENETRATION", // "DURCHDRIGEN" "ERFOLGREICH", // "ERFOLG" "GEFAHR", "GYNOIDE", "AKTIVIERT", }, { // English "3RD BASEMENT", "2ND BASEMENT", "1ST BASEMENT", "NO EXIT", "You have", "2 exits", "1 exit", "to reach upper", "level", "", "- 0 LEVEL -", "PENETRATION", "SUCCESSFUL", "DANGER", "GYNOIDES", "ACTIVATED", }, { // Spanish "3ER. SUBSUELO", "2D. SUBSUELO", "1ER. SUBSUELO", "SALIDA RECHAZADA", "Dispones", "de dos salidas", "de una salida", "para acceso al", "nivel", "superior", "- NIVEL 0 -", "PENETRACION", "CONSEGUIDA", "PELIGRO", "GYNOIDAS", "ACTIVADAS", }, { // Italian "SOTTOSUOLO 3", "SOTTOSUOLO 2", "SOTTOSUOLO 1", "NON USCITA", "avete", "due uscite", "un\' uscita", "per accedere al", "livello", "superiore", "- LIVELLO 0 -", "PENETRAZIONE", "RIUSCITA", "PERICOLO", "GYNOIDI", "ATTIVATE", } }; Penetration::MapObject::MapObject(uint16 tX, uint16 tY, uint16 mX, uint16 mY, uint16 w, uint16 h) : tileX(tX), tileY(tY), mapX(mX), mapY(mY), width(w), height(h) { isBlocking = true; } Penetration::MapObject::MapObject(uint16 tX, uint16 tY, uint16 w, uint16 h) : tileX(tX), tileY(tY), width(w), height(h) { isBlocking = true; setMapFromTilePosition(); } void Penetration::MapObject::setTileFromMapPosition() { tileX = (mapX + (width / 2)) / kMapTileWidth; tileY = (mapY + (height / 2)) / kMapTileHeight; } void Penetration::MapObject::setMapFromTilePosition() { mapX = tileX * kMapTileWidth; mapY = tileY * kMapTileHeight; } bool Penetration::MapObject::isIn(uint16 mX, uint16 mY) const { if ((mX < mapX) || (mY < mapY)) return false; if ((mX > (mapX + width - 1)) || (mY > (mapY + height - 1))) return false; return true; } bool Penetration::MapObject::isIn(uint16 mX, uint16 mY, uint16 w, uint16 h) const { return isIn(mX , mY ) || isIn(mX + w - 1, mY ) || isIn(mX , mY + h - 1) || isIn(mX + w - 1, mY + h - 1); } bool Penetration::MapObject::isIn(const MapObject &obj) const { return isIn(obj.mapX, obj.mapY, obj.width, obj.height); } Penetration::ManagedMouth::ManagedMouth(uint16 tX, uint16 tY, MouthType t) : MapObject(tX, tY, 0, 0), mouth(0), type(t) { } Penetration::ManagedMouth::~ManagedMouth() { delete mouth; } Penetration::ManagedSub::ManagedSub(uint16 tX, uint16 tY) : MapObject(tX, tY, kMapTileWidth, kMapTileHeight), sub(0) { } Penetration::ManagedSub::~ManagedSub() { delete sub; } Penetration::ManagedEnemy::ManagedEnemy() : MapObject(0, 0, 0, 0), enemy(0), dead(false) { } Penetration::ManagedEnemy::~ManagedEnemy() { delete enemy; } void Penetration::ManagedEnemy::clear() { delete enemy; enemy = 0; } Penetration::ManagedBullet::ManagedBullet() : MapObject(0, 0, 0, 0), bullet(0) { } Penetration::ManagedBullet::~ManagedBullet() { delete bullet; } void Penetration::ManagedBullet::clear() { delete bullet; bullet = 0; } Penetration::Penetration(GobEngine *vm) : _vm(vm), _background(0), _sprites(0), _objects(0), _sub(0), _shieldMeter(0), _healthMeter(0), _floor(0), _isPlaying(false) { _background = new Surface(320, 200, 1); _shieldMeter = new Meter(11, 119, 92, 3, kColorShield, kColorBlack, 920, Meter::kFillToRight); _healthMeter = new Meter(11, 137, 92, 3, kColorHealth, kColorBlack, 920, Meter::kFillToRight); _map = new Surface(kMapWidth * kMapTileWidth + kPlayAreaWidth , kMapHeight * kMapTileHeight + kPlayAreaHeight, 1); } Penetration::~Penetration() { deinit(); delete _map; delete _shieldMeter; delete _healthMeter; delete _background; } bool Penetration::play(bool hasAccessPass, bool hasMaxEnergy, bool testMode) { _hasAccessPass = hasAccessPass; _hasMaxEnergy = hasMaxEnergy; _testMode = testMode; _isPlaying = true; init(); initScreen(); drawFloorText(); _vm->_draw->blitInvalidated(); _vm->_video->retrace(); while (!_vm->shouldQuit() && !_quit && !isDead() && !hasWon()) { enemiesCreate(); bulletsMove(); updateAnims(); // Draw, fade in if necessary and wait for the end of the frame _vm->_draw->blitInvalidated(); fadeIn(); _vm->_util->waitEndFrame(false); // Handle the input checkInput(); // Handle the sub movement handleSub(); // Handle the enemies movement enemiesMove(); checkExited(); if (_shotCoolDown > 0) _shotCoolDown--; } deinit(); drawEndText(); _isPlaying = false; return hasWon(); } bool Penetration::isPlaying() const { return _isPlaying; } void Penetration::cheatWin() { _floor = 3; } void Penetration::init() { // Load sounds _vm->_sound->sampleLoad(&_soundShield , SOUND_SND, "boucl.snd"); _vm->_sound->sampleLoad(&_soundBite , SOUND_SND, "pervet.snd"); _vm->_sound->sampleLoad(&_soundKiss , SOUND_SND, "baise.snd"); _vm->_sound->sampleLoad(&_soundShoot , SOUND_SND, "tirgim.snd"); _vm->_sound->sampleLoad(&_soundExit , SOUND_SND, "trouve.snd"); _vm->_sound->sampleLoad(&_soundExplode, SOUND_SND, "virmor.snd"); _quit = false; for (int i = 0; i < kKeyCount; i++) _keys[i] = false; _background->clear(); _vm->_video->drawPackedSprite("hyprmef2.cmp", *_background); _sprites = new CMPFile(_vm, "tcifplai.cmp", 320, 200); _objects = new ANIFile(_vm, "tcite.ani", 320); // The shield starts down _shieldMeter->setValue(0); // If we don't have the max energy tokens, the health starts at 1/3 strength if (_hasMaxEnergy) _healthMeter->setMaxValue(); else _healthMeter->setValue(_healthMeter->getMaxValue() / 3); _floor = 0; _shotCoolDown = 0; createMap(); } void Penetration::deinit() { _soundShield.free(); _soundBite.free(); _soundKiss.free(); _soundShoot.free(); _soundExit.free(); _soundExplode.free(); clearMap(); delete _objects; delete _sprites; _objects = 0; _sprites = 0; } void Penetration::clearMap() { _mapAnims.clear(); _anims.clear(); _blockingObjects.clear(); _walls.clear(); _exits.clear(); _shields.clear(); _mouths.clear(); for (int i = 0; i < kEnemyCount; i++) _enemies[i].clear(); for (int i = 0; i < kMaxBulletCount; i++) _bullets[i].clear(); delete _sub; _sub = 0; _map->fill(kColorBlack); } void Penetration::createMap() { if (_floor >= kFloorCount) error("Geisha: Invalid floor %d in minigame penetration", _floor); clearMap(); const byte *mapTiles = kMaps[_testMode ? 1 : 0][_floor]; bool exitWorks; // Draw the map tiles for (int y = 0; y < kMapHeight; y++) { for (int x = 0; x < kMapWidth; x++) { const byte mapTile = mapTiles[y * kMapWidth + x]; const int posX = kPlayAreaBorderWidth + x * kMapTileWidth; const int posY = kPlayAreaBorderHeight + y * kMapTileHeight; switch (mapTile) { case 0: // Floor _sprites->draw(*_map, kSpriteFloor, posX, posY); break; case 49: // Emergency exit (needs access pass) exitWorks = _hasAccessPass; if (exitWorks) { _sprites->draw(*_map, kSpriteExit, posX, posY); _exits.push_back(MapObject(x, y, 0, 0)); } else { _sprites->draw(*_map, kSpriteWall, posX, posY); _walls.push_back(MapObject(x, y, kMapTileWidth, kMapTileHeight)); } break; case 50: // Wall _sprites->draw(*_map, kSpriteWall, posX, posY); _walls.push_back(MapObject(x, y, kMapTileWidth, kMapTileHeight)); break; case 51: // Regular exit // A regular exit works always in test mode. // But if we're in real mode, and on the last floor, it needs an access pass exitWorks = _testMode || (_floor < 2) || _hasAccessPass; if (exitWorks) { _sprites->draw(*_map, kSpriteExit, posX, posY); _exits.push_back(MapObject(x, y, 0, 0)); } else { _sprites->draw(*_map, kSpriteWall, posX, posY); _walls.push_back(MapObject(x, y, kMapTileWidth, kMapTileHeight)); } break; case 52: // Left side of biting mouth _mouths.push_back(ManagedMouth(x, y, kMouthTypeBite)); _mouths.back().mouth = new Mouth(*_objects, *_sprites, kAnimationMouthBite, kSpriteMouthBite, kSpriteFloor); _mouths.back().mouth->setPosition(posX, posY); break; case 53: // Right side of biting mouth break; case 54: // Left side of kissing mouth _mouths.push_back(ManagedMouth(x, y, kMouthTypeKiss)); _mouths.back().mouth = new Mouth(*_objects, *_sprites, kAnimationMouthKiss, kSpriteMouthKiss, kSpriteFloor); _mouths.back().mouth->setPosition(posX, posY); break; case 55: // Right side of kissing mouth break; case 56: // Shield lying on the floor _sprites->draw(*_map, kSpriteFloor , posX , posY ); // Floor _sprites->draw(*_map, kSpriteFloorShield, posX + 4, posY + 8); // Shield _map->fillRect(posX + 4, posY + 8, posX + 7, posY + 18, kColorFloor); // Area left to shield _map->fillRect(posX + 17, posY + 8, posX + 20, posY + 18, kColorFloor); // Area right to shield _shields.push_back(MapObject(x, y, 0, 0)); break; case 57: // Start position _sprites->draw(*_map, kSpriteFloor, posX, posY); delete _sub; _sub = new ManagedSub(x, y); _sub->sub = new Submarine(*_objects); _sub->sub->setPosition(kPlayAreaX + kPlayAreaBorderWidth, kPlayAreaY + kPlayAreaBorderHeight); break; default: break; } } } if (!_sub) error("Geisha: No starting position in floor %d (testmode: %d)", _floor, _testMode); // Walls for (Common::List::iterator w = _walls.begin(); w != _walls.end(); ++w) _blockingObjects.push_back(&*w); // Mouths for (Common::List::iterator m = _mouths.begin(); m != _mouths.end(); ++m) _mapAnims.push_back(m->mouth); // Sub _blockingObjects.push_back(_sub); _anims.push_back(_sub->sub); // Moving enemies for (int i = 0; i < kEnemyCount; i++) { _enemies[i].enemy = new ANIObject(*_objects); _enemies[i].enemy->setPause(true); _enemies[i].enemy->setVisible(false); _enemies[i].isBlocking = false; _blockingObjects.push_back(&_enemies[i]); _mapAnims.push_back(_enemies[i].enemy); } // Bullets for (int i = 0; i < kMaxBulletCount; i++) { _bullets[i].bullet = new ANIObject(*_sprites); _bullets[i].bullet->setPause(true); _bullets[i].bullet->setVisible(false); _bullets[i].isBlocking = false; _mapAnims.push_back(_bullets[i].bullet); } } void Penetration::drawFloorText() { _vm->_draw->_backSurface->fillRect(kTextAreaLeft, kTextAreaTop, kTextAreaRight, kTextAreaBottom, kColorBlack); _vm->_draw->dirtiedRect(_vm->_draw->_backSurface, kTextAreaLeft, kTextAreaTop, kTextAreaRight, kTextAreaBottom); const Font *font = _vm->_draw->_fonts[2]; if (!font) return; const char **strings = kStrings[getLanguage()]; const char *floorString = 0; if (_floor == 0) floorString = strings[kString3rdBasement]; else if (_floor == 1) floorString = strings[kString2ndBasement]; else if (_floor == 2) floorString = strings[kString1stBasement]; Surface &surface = *_vm->_draw->_backSurface; if (floorString) font->drawString(floorString, 10, 15, kColorFloorText, kColorBlack, 1, surface); if (_exits.size() > 0) { int exitCount = kString2Exits; if (_exits.size() == 1) exitCount = kString1Exit; font->drawString(strings[kStringYouHave] , 10, 38, kColorExitText, kColorBlack, 1, surface); font->drawString(strings[exitCount] , 10, 53, kColorExitText, kColorBlack, 1, surface); font->drawString(strings[kStringToReach] , 10, 68, kColorExitText, kColorBlack, 1, surface); font->drawString(strings[kStringUpperLevel1], 10, 84, kColorExitText, kColorBlack, 1, surface); font->drawString(strings[kStringUpperLevel2], 10, 98, kColorExitText, kColorBlack, 1, surface); } else font->drawString(strings[kStringNoExit], 10, 53, kColorExitText, kColorBlack, 1, surface); } void Penetration::drawEndText() { // Only draw the end text when we've won and this isn't a test run if (!hasWon() || _testMode) return; _vm->_draw->_backSurface->fillRect(kTextAreaLeft, kTextAreaTop, kTextAreaRight, kTextAreaBigBottom, kColorBlack); const Font *font = _vm->_draw->_fonts[2]; if (!font) return; Surface &surface = *_vm->_draw->_backSurface; const char **strings = kStrings[getLanguage()]; font->drawString(strings[kStringLevel0] , 11, 21, kColorExitText, kColorBlack, 1, surface); font->drawString(strings[kStringPenetration], 11, 42, kColorExitText, kColorBlack, 1, surface); font->drawString(strings[kStringSuccessful] , 11, 58, kColorExitText, kColorBlack, 1, surface); font->drawString(strings[kStringDanger] , 11, 82, kColorFloorText, kColorBlack, 1, surface); font->drawString(strings[kStringGynoides] , 11, 98, kColorFloorText, kColorBlack, 1, surface); font->drawString(strings[kStringActivated], 11, 113, kColorFloorText, kColorBlack, 1, surface); _vm->_draw->dirtiedRect(_vm->_draw->_backSurface, kTextAreaLeft, kTextAreaTop, kTextAreaRight, kTextAreaBigBottom); _vm->_draw->blitInvalidated(); _vm->_video->retrace(); } void Penetration::fadeIn() { if (!_needFadeIn) return; // Fade to palette _vm->_palAnim->fade(_vm->_global->_pPaletteDesc, 0, 0); _needFadeIn = false; } void Penetration::setPalette() { // Fade to black _vm->_palAnim->fade(0, 0, 0); // Set palette memcpy(_vm->_draw->_vgaPalette, kPalettes[_floor], 3 * kPaletteSize); _needFadeIn = true; } void Penetration::initScreen() { _vm->_util->setFrameRate(15); setPalette(); // Draw the shield meter _sprites->draw(*_background, 0, 0, 95, 6, 9, 117, 0); // Meter frame _sprites->draw(*_background, 271, 176, 282, 183, 9, 108, 0); // Shield // Draw the health meter _sprites->draw(*_background, 0, 0, 95, 6, 9, 135, 0); // Meter frame _sprites->draw(*_background, 283, 176, 292, 184, 9, 126, 0); // Heart _vm->_draw->_backSurface->blit(*_background); _vm->_draw->dirtiedRect(_vm->_draw->_backSurface, 0, 0, 319, 199); } void Penetration::enemiesCreate() { for (int i = 0; i < kEnemyCount; i++) { ManagedEnemy &enemy = _enemies[i]; if (enemy.enemy->isVisible()) continue; enemy.enemy->setAnimation((i & 1) ? kAnimationEnemySquare : kAnimationEnemyRound); enemy.enemy->setMode(ANIObject::kModeContinuous); enemy.enemy->setPause(false); enemy.enemy->setVisible(true); int16 width, height; enemy.enemy->getFrameSize(width, height); enemy.width = width; enemy.height = height; do { enemy.mapX = _vm->_util->getRandom(kMapWidth) * kMapTileWidth + 2; enemy.mapY = _vm->_util->getRandom(kMapHeight) * kMapTileHeight + 4; enemy.setTileFromMapPosition(); } while (isBlocked(enemy, enemy.mapX, enemy.mapY)); const int posX = kPlayAreaBorderWidth + enemy.mapX; const int posY = kPlayAreaBorderHeight + enemy.mapY; enemy.enemy->setPosition(posX, posY); enemy.isBlocking = true; enemy.dead = false; } } void Penetration::enemyMove(ManagedEnemy &enemy, int x, int y) { if ((x == 0) && (y == 0)) return; MapObject *blockedBy; findPath(enemy, x, y, &blockedBy); enemy.setTileFromMapPosition(); const int posX = kPlayAreaBorderWidth + enemy.mapX; const int posY = kPlayAreaBorderHeight + enemy.mapY; enemy.enemy->setPosition(posX, posY); if (blockedBy == _sub) enemyAttack(enemy); } void Penetration::enemiesMove() { for (int i = 0; i < kEnemyCount; i++) { ManagedEnemy &enemy = _enemies[i]; if (!enemy.enemy->isVisible() || enemy.dead) continue; int x = 0, y = 0; if (enemy.mapX > _sub->mapX) x = -8; else if (enemy.mapX < _sub->mapX) x = 8; if (enemy.mapY > _sub->mapY) y = -8; else if (enemy.mapY < _sub->mapY) y = 8; enemyMove(enemy, x, y); } } void Penetration::enemyAttack(ManagedEnemy &enemy) { // If we have shields, the enemy explodes at them, taking a huge chunk of energy with it. // Otherwise, the enemy nibbles a small amount of health away. if (_shieldMeter->getValue() > 0) { enemyExplode(enemy); healthLose(80); } else healthLose(5); } void Penetration::enemyExplode(ManagedEnemy &enemy) { enemy.dead = true; enemy.isBlocking = false; bool isSquare = enemy.enemy->getAnimation() == kAnimationEnemySquare; enemy.enemy->setAnimation(isSquare ? kAnimationEnemySquareExplode : kAnimationEnemyRoundExplode); enemy.enemy->setMode(ANIObject::kModeOnce); _vm->_sound->blasterPlay(&_soundExplode, 1, 0); } void Penetration::checkInput() { Common::Event event; Common::EventManager *eventMan = g_system->getEventManager(); while (eventMan->pollEvent(event)) { switch (event.type) { case Common::EVENT_KEYDOWN: if (event.kbd.keycode == Common::KEYCODE_ESCAPE) _quit = true; else if (event.kbd.keycode == Common::KEYCODE_UP) _keys[kKeyUp ] = true; else if (event.kbd.keycode == Common::KEYCODE_DOWN) _keys[kKeyDown ] = true; else if (event.kbd.keycode == Common::KEYCODE_LEFT) _keys[kKeyLeft ] = true; else if (event.kbd.keycode == Common::KEYCODE_RIGHT) _keys[kKeyRight] = true; else if (event.kbd.keycode == Common::KEYCODE_SPACE) _keys[kKeySpace] = true; else if (event.kbd.keycode == Common::KEYCODE_d) { _vm->getDebugger()->attach(); _vm->getDebugger()->onFrame(); } break; case Common::EVENT_KEYUP: if (event.kbd.keycode == Common::KEYCODE_UP) _keys[kKeyUp ] = false; else if (event.kbd.keycode == Common::KEYCODE_DOWN) _keys[kKeyDown ] = false; else if (event.kbd.keycode == Common::KEYCODE_LEFT) _keys[kKeyLeft ] = false; else if (event.kbd.keycode == Common::KEYCODE_RIGHT) _keys[kKeyRight] = false; else if (event.kbd.keycode == Common::KEYCODE_SPACE) _keys[kKeySpace] = false; break; default: break; } } } void Penetration::handleSub() { int x, y; Submarine::Direction direction = getDirection(x, y); subMove(x, y, direction); if (_keys[kKeySpace]) subShoot(); } bool Penetration::isBlocked(const MapObject &self, int16 x, int16 y, MapObject **blockedBy) { if ((x < 0) || (y < 0)) return true; if (((x + self.width - 1) >= (kMapWidth * kMapTileWidth)) || ((y + self.height - 1) >= (kMapHeight * kMapTileHeight))) return true; MapObject checkSelf(0, 0, self.width, self.height); checkSelf.mapX = x; checkSelf.mapY = y; for (Common::List::iterator o = _blockingObjects.begin(); o != _blockingObjects.end(); ++o) { MapObject &obj = **o; if (&obj == &self) continue; if (!obj.isBlocking) continue; if (obj.isIn(checkSelf) || checkSelf.isIn(obj)) { if (blockedBy && !*blockedBy) *blockedBy = &obj; return true; } } return false; } void Penetration::findPath(MapObject &obj, int x, int y, MapObject **blockedBy) { if (blockedBy) *blockedBy = 0; while ((x != 0) || (y != 0)) { uint16 oldX = obj.mapX; uint16 oldY = obj.mapY; uint16 newX = obj.mapX; if (x > 0) { newX++; x--; } else if (x < 0) { newX--; x++; } if (!isBlocked(obj, newX, obj.mapY, blockedBy)) obj.mapX = newX; uint16 newY = obj.mapY; if (y > 0) { newY++; y--; } else if (y < 0) { newY--; y++; } if (!isBlocked(obj, obj.mapX, newY, blockedBy)) obj.mapY = newY; if ((obj.mapX == oldX) && (obj.mapY == oldY)) break; } } void Penetration::subMove(int x, int y, Submarine::Direction direction) { if (!_sub->sub->canMove()) return; if ((x == 0) && (y == 0)) return; findPath(*_sub, x, y); _sub->setTileFromMapPosition(); _sub->sub->turn(direction); checkShields(); checkMouths(); checkExits(); } void Penetration::subShoot() { if (!_sub->sub->canMove() || _sub->sub->isShooting()) return; if (_shotCoolDown > 0) return; // Creating a bullet int slot = findEmptyBulletSlot(); if (slot < 0) return; ManagedBullet &bullet = _bullets[slot]; bullet.bullet->setAnimation(directionToBullet(_sub->sub->getDirection())); setBulletPosition(*_sub, bullet); const int posX = kPlayAreaBorderWidth + bullet.mapX; const int posY = kPlayAreaBorderHeight + bullet.mapY; bullet.bullet->setPosition(posX, posY); bullet.bullet->setVisible(true); // Shooting _sub->sub->shoot(); _vm->_sound->blasterPlay(&_soundShoot, 1, 0); _shotCoolDown = 3; } void Penetration::setBulletPosition(const ManagedSub &sub, ManagedBullet &bullet) const { bullet.mapX = sub.mapX; bullet.mapY= sub.mapY; int16 sWidth, sHeight; sub.sub->getFrameSize(sWidth, sHeight); int16 bWidth, bHeight; bullet.bullet->getFrameSize(bWidth, bHeight); switch (sub.sub->getDirection()) { case Submarine::kDirectionN: bullet.mapX += sWidth / 2; bullet.mapY -= bHeight; bullet.deltaX = 0; bullet.deltaY = -8; break; case Submarine::kDirectionNE: bullet.mapX += sWidth; bullet.mapY -= bHeight * 2; bullet.deltaX = 8; bullet.deltaY = -8; break; case Submarine::kDirectionE: bullet.mapX += sWidth; bullet.mapY += sHeight / 2 - bHeight; bullet.deltaX = 8; bullet.deltaY = 0; break; case Submarine::kDirectionSE: bullet.mapX += sWidth; bullet.mapY += sHeight; bullet.deltaX = 8; bullet.deltaY = 8; break; case Submarine::kDirectionS: bullet.mapX += sWidth / 2; bullet.mapY += sHeight; bullet.deltaX = 0; bullet.deltaY = 8; break; case Submarine::kDirectionSW: bullet.mapX -= bWidth; bullet.mapY += sHeight; bullet.deltaX = -8; bullet.deltaY = 8; break; case Submarine::kDirectionW: bullet.mapX -= bWidth; bullet.mapY += sHeight / 2 - bHeight; bullet.deltaX = -8; bullet.deltaY = 0; break; case Submarine::kDirectionNW: bullet.mapX -= bWidth; bullet.mapY -= bHeight; bullet.deltaX = -8; bullet.deltaY = -8; break; default: break; } } uint16 Penetration::directionToBullet(Submarine::Direction direction) const { switch (direction) { case Submarine::kDirectionN: return kSpriteBulletN; case Submarine::kDirectionNE: return kSpriteBulletNE; case Submarine::kDirectionE: return kSpriteBulletE; case Submarine::kDirectionSE: return kSpriteBulletSE; case Submarine::kDirectionS: return kSpriteBulletS; case Submarine::kDirectionSW: return kSpriteBulletSW; case Submarine::kDirectionW: return kSpriteBulletW; case Submarine::kDirectionNW: return kSpriteBulletNW; default: break; } return 0; } int Penetration::findEmptyBulletSlot() const { for (int i = 0; i < kMaxBulletCount; i++) if (!_bullets[i].bullet->isVisible()) return i; return -1; } void Penetration::bulletsMove() { for (int i = 0; i < kMaxBulletCount; i++) if (_bullets[i].bullet->isVisible()) bulletMove(_bullets[i]); } void Penetration::bulletMove(ManagedBullet &bullet) { MapObject *blockedBy; findPath(bullet, bullet.deltaX, bullet.deltaY, &blockedBy); if (blockedBy) { checkShotEnemy(*blockedBy); bullet.bullet->setVisible(false); return; } const int posX = kPlayAreaBorderWidth + bullet.mapX; const int posY = kPlayAreaBorderHeight + bullet.mapY; bullet.bullet->setPosition(posX, posY); } void Penetration::checkShotEnemy(MapObject &shotObject) { for (int i = 0; i < kEnemyCount; i++) { ManagedEnemy &enemy = _enemies[i]; if ((&enemy == &shotObject) && !enemy.dead && enemy.enemy->isVisible()) { enemyExplode(enemy); return; } } } Submarine::Direction Penetration::getDirection(int &x, int &y) const { x = _keys[kKeyRight] ? 3 : (_keys[kKeyLeft] ? -3 : 0); y = _keys[kKeyDown ] ? 3 : (_keys[kKeyUp ] ? -3 : 0); if ((x > 0) && (y > 0)) return Submarine::kDirectionSE; if ((x > 0) && (y < 0)) return Submarine::kDirectionNE; if ((x < 0) && (y > 0)) return Submarine::kDirectionSW; if ((x < 0) && (y < 0)) return Submarine::kDirectionNW; if (x > 0) return Submarine::kDirectionE; if (x < 0) return Submarine::kDirectionW; if (y > 0) return Submarine::kDirectionS; if (y < 0) return Submarine::kDirectionN; return Submarine::kDirectionNone; } void Penetration::checkShields() { for (Common::List::iterator s = _shields.begin(); s != _shields.end(); ++s) { if ((s->tileX == _sub->tileX) && (s->tileY == _sub->tileY)) { // Charge shields _shieldMeter->setMaxValue(); // Play the shield sound _vm->_sound->blasterPlay(&_soundShield, 1, 0); // Erase the shield from the map _sprites->draw(*_map, 30, s->mapX + kPlayAreaBorderWidth, s->mapY + kPlayAreaBorderHeight); _shields.erase(s); break; } } } void Penetration::checkMouths() { for (Common::List::iterator m = _mouths.begin(); m != _mouths.end(); ++m) { if (!m->mouth->isDeactivated()) continue; if ((( m->tileX == _sub->tileX) && (m->tileY == _sub->tileY)) || (((m->tileX + 1) == _sub->tileX) && (m->tileY == _sub->tileY))) { m->mouth->activate(); // Play the mouth sound and do health gain/loss if (m->type == kMouthTypeBite) { _vm->_sound->blasterPlay(&_soundBite, 1, 0); healthLose(230); } else if (m->type == kMouthTypeKiss) { _vm->_sound->blasterPlay(&_soundKiss, 1, 0); healthGain(120); } } } } void Penetration::checkExits() { if (!_sub->sub->canMove()) return; for (Common::List::iterator e = _exits.begin(); e != _exits.end(); ++e) { if ((e->tileX == _sub->tileX) && (e->tileY == _sub->tileY)) { _sub->setMapFromTilePosition(); _sub->sub->leave(); _vm->_sound->blasterPlay(&_soundExit, 1, 0); break; } } } void Penetration::healthGain(int amount) { if (_shieldMeter->getValue() > 0) _healthMeter->increase(_shieldMeter->increase(amount)); else _healthMeter->increase(amount); } void Penetration::healthLose(int amount) { _healthMeter->decrease(_shieldMeter->decrease(amount)); if (_healthMeter->getValue() == 0) _sub->sub->die(); } void Penetration::checkExited() { if (_sub->sub->hasExited()) { _floor++; if (_floor >= kFloorCount) return; setPalette(); createMap(); drawFloorText(); } } bool Penetration::isDead() const { return _sub && _sub->sub->isDead(); } bool Penetration::hasWon() const { return _floor >= kFloorCount; } int Penetration::getLanguage() const { if (_vm->_global->_language < kLanguageCount) return _vm->_global->_language; return kFallbackLanguage; } void Penetration::updateAnims() { int16 left = 0, top = 0, right = 0, bottom = 0; // Clear the previous map animation frames for (Common::List::iterator a = _mapAnims.reverse_begin(); a != _mapAnims.end(); --a) { (*a)->clear(*_map, left, top, right, bottom); } // Draw the current map animation frames for (Common::List::iterator a = _mapAnims.begin(); a != _mapAnims.end(); ++a) { (*a)->draw(*_map, left, top, right, bottom); (*a)->advance(); } // Clear the previous animation frames for (Common::List::iterator a = _anims.reverse_begin(); a != _anims.end(); --a) { if ((*a)->clear(*_vm->_draw->_backSurface, left, top, right, bottom)) _vm->_draw->dirtiedRect(_vm->_draw->_backSurface, left, top, right, bottom); } if (_sub) { // Draw the map _vm->_draw->_backSurface->blit(*_map, _sub->mapX, _sub->mapY, _sub->mapX + kPlayAreaWidth - 1, _sub->mapY + kPlayAreaHeight - 1, kPlayAreaX, kPlayAreaY); _vm->_draw->dirtiedRect(_vm->_draw->_backSurface, kPlayAreaX, kPlayAreaY, kPlayAreaX + kPlayAreaWidth - 1, kPlayAreaY + kPlayAreaHeight - 1); } // Draw the current animation frames for (Common::List::iterator a = _anims.begin(); a != _anims.end(); ++a) { if ((*a)->draw(*_vm->_draw->_backSurface, left, top, right, bottom)) _vm->_draw->dirtiedRect(_vm->_draw->_backSurface, left, top, right, bottom); (*a)->advance(); } // Draw the meters _shieldMeter->draw(*_vm->_draw->_backSurface, left, top, right, bottom); _vm->_draw->dirtiedRect(_vm->_draw->_backSurface, left, top, right, bottom); _healthMeter->draw(*_vm->_draw->_backSurface, left, top, right, bottom); _vm->_draw->dirtiedRect(_vm->_draw->_backSurface, left, top, right, bottom); } } // End of namespace Geisha } // End of namespace Gob