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/* 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<int> _activeShots;
Common::List<ANIObject *> _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
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