/* 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_PENETRATION_H #define GOB_MINIGAMES_GEISHA_PENETRATION_H #include "common/system.h" #include "common/list.h" #include "gob/sound/sounddesc.h" #include "gob/minigames/geisha/submarine.h" namespace Gob { class GobEngine; class Surface; class CMPFile; class ANIFile; namespace Geisha { class Meter; class Mouth; /** Geisha's "Penetration" minigame. */ class Penetration { public: Penetration(GobEngine *vm); ~Penetration(); bool play(bool hasAccessPass, bool hasMaxEnergy, bool testMode); bool isPlaying() const; void cheatWin(); private: static const int kModeCount = 2; static const int kFloorCount = 3; static const int kMapWidth = 17; static const int kMapHeight = 13; static const int kPaletteSize = 16; static const byte kPalettes[kFloorCount][3 * kPaletteSize]; static const byte kMaps[kModeCount][kFloorCount][kMapWidth * kMapHeight]; static const int kEnemyCount = 9; static const int kMaxBulletCount = 10; struct MapObject { uint16 tileX; uint16 tileY; uint16 mapX; uint16 mapY; uint16 width; uint16 height; bool isBlocking; MapObject(uint16 tX, uint16 tY, uint16 mX, uint16 mY, uint16 w, uint16 h); MapObject(uint16 tX, uint16 tY, uint16 w, uint16 h); void setTileFromMapPosition(); void setMapFromTilePosition(); bool isIn(uint16 mX, uint16 mY) const; bool isIn(uint16 mX, uint16 mY, uint16 w, uint16 h) const; bool isIn(const MapObject &obj) const; }; enum MouthType { kMouthTypeBite, kMouthTypeKiss }; struct ManagedMouth : public MapObject { Mouth *mouth; MouthType type; ManagedMouth(uint16 tX, uint16 tY, MouthType t); ~ManagedMouth(); }; struct ManagedSub : public MapObject { Submarine *sub; ManagedSub(uint16 tX, uint16 tY); ~ManagedSub(); }; struct ManagedEnemy : public MapObject { ANIObject *enemy; bool dead; ManagedEnemy(); ~ManagedEnemy(); void clear(); }; struct ManagedBullet : public MapObject { ANIObject *bullet; int16 deltaX; int16 deltaY; ManagedBullet(); ~ManagedBullet(); void clear(); }; enum Keys { kKeyUp = 0, kKeyDown, kKeyLeft, kKeyRight, kKeySpace, kKeyCount }; GobEngine *_vm; bool _hasAccessPass; bool _hasMaxEnergy; bool _testMode; bool _needFadeIn; bool _quit; bool _keys[kKeyCount]; Surface *_background; CMPFile *_sprites; ANIFile *_objects; Common::List _anims; Common::List _mapAnims; Meter *_shieldMeter; Meter *_healthMeter; uint8 _floor; Surface *_map; ManagedSub *_sub; Common::List _walls; Common::List _exits; Common::List _shields; Common::List _mouths; ManagedEnemy _enemies[kEnemyCount]; ManagedBullet _bullets[kMaxBulletCount]; Common::List _blockingObjects; uint8 _shotCoolDown; SoundDesc _soundShield; SoundDesc _soundBite; SoundDesc _soundKiss; SoundDesc _soundShoot; SoundDesc _soundExit; SoundDesc _soundExplode; bool _isPlaying; void init(); void deinit(); void clearMap(); void createMap(); void initScreen(); void setPalette(); void fadeIn(); void drawFloorText(); void drawEndText(); bool isBlocked(const MapObject &self, int16 x, int16 y, MapObject **blockedBy = 0); void findPath(MapObject &obj, int x, int y, MapObject **blockedBy = 0); void updateAnims(); void checkInput(); Submarine::Direction getDirection(int &x, int &y) const; void handleSub(); void subMove(int x, int y, Submarine::Direction direction); void subShoot(); int findEmptyBulletSlot() const; uint16 directionToBullet(Submarine::Direction direction) const; void setBulletPosition(const ManagedSub &sub, ManagedBullet &bullet) const; void bulletsMove(); void bulletMove(ManagedBullet &bullet); void checkShotEnemy(MapObject &shotObject); void checkExits(); void checkShields(); void checkMouths(); void healthGain(int amount); void healthLose(int amount); void checkExited(); void enemiesCreate(); void enemiesMove(); void enemyMove(ManagedEnemy &enemy, int x, int y); void enemyAttack(ManagedEnemy &enemy); void enemyExplode(ManagedEnemy &enemy); bool isDead() const; bool hasWon() const; int getLanguage() const; }; } // End of namespace Geisha } // End of namespace Gob #endif // GOB_MINIGAMES_GEISHA_PENETRATION_H