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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_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
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