aboutsummaryrefslogtreecommitdiff
path: root/engines/gob/minigames/geisha/penetration.h
blob: 50004eba8eff5a9c03d3412d8c6dfde1b4ecf251 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
/* 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<ANIObject *> _anims;
	Common::List<ANIObject *> _mapAnims;

	Meter *_shieldMeter;
	Meter *_healthMeter;

	uint8 _floor;

	Surface *_map;

	ManagedSub *_sub;

	Common::List<MapObject>    _walls;
	Common::List<MapObject>    _exits;
	Common::List<MapObject>    _shields;
	Common::List<ManagedMouth> _mouths;

	ManagedEnemy  _enemies[kEnemyCount];
	ManagedBullet _bullets[kMaxBulletCount];

	Common::List<MapObject *> _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