ScummVM API documentation
penetration.h
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27 
28 #ifndef GOB_MINIGAMES_GEISHA_PENETRATION_H
29 #define GOB_MINIGAMES_GEISHA_PENETRATION_H
30 
31 #include "common/system.h"
32 #include "common/list.h"
33 
34 #include "gob/sound/sounddesc.h"
35 
36 #include "gob/minigames/geisha/submarine.h"
37 
38 namespace Gob {
39 
40 class GobEngine;
41 class Surface;
42 class CMPFile;
43 class ANIFile;
44 
45 namespace Geisha {
46 
47 class Meter;
48 class Mouth;
49 
51 class Penetration {
52 public:
54  ~Penetration();
55 
56  bool play(bool hasAccessPass, bool hasMaxEnergy, bool testMode);
57 
58  bool isPlaying() const;
59  void cheatWin();
60 
61 private:
62  static const int kModeCount = 2;
63  static const int kFloorCount = 3;
64 
65  static const int kMapWidth = 17;
66  static const int kMapHeight = 13;
67 
68  static const int kPaletteSize = 16;
69 
70  static const byte kPalettes[kFloorCount][3 * kPaletteSize];
71  static const byte kMaps[kModeCount][kFloorCount][kMapWidth * kMapHeight];
72 
73  static const int kEnemyCount = 9;
74  static const int kMaxBulletCount = 10;
75 
76  struct MapObject {
77  uint16 tileX;
78  uint16 tileY;
79 
80  uint16 mapX;
81  uint16 mapY;
82 
83  uint16 width;
84  uint16 height;
85 
86  bool isBlocking;
87 
88  MapObject(uint16 tX, uint16 tY, uint16 mX, uint16 mY, uint16 w, uint16 h);
89  MapObject(uint16 tX, uint16 tY, uint16 w, uint16 h);
90 
91  void setTileFromMapPosition();
92  void setMapFromTilePosition();
93 
94  bool isIn(uint16 mX, uint16 mY) const;
95  bool isIn(uint16 mX, uint16 mY, uint16 w, uint16 h) const;
96  bool isIn(const MapObject &obj) const;
97  };
98 
99  enum MouthType {
100  kMouthTypeBite,
101  kMouthTypeKiss
102  };
103 
104  struct ManagedMouth : public MapObject {
105  Mouth *mouth;
106 
107  MouthType type;
108 
109  ManagedMouth(uint16 tX, uint16 tY, MouthType t);
110  ~ManagedMouth();
111  };
112 
113  struct ManagedSub : public MapObject {
114  Submarine *sub;
115 
116  ManagedSub(uint16 tX, uint16 tY);
117  ~ManagedSub();
118  };
119 
120  struct ManagedEnemy : public MapObject {
121  ANIObject *enemy;
122 
123  bool dead;
124 
125  ManagedEnemy();
126  ~ManagedEnemy();
127 
128  void clear();
129  };
130 
131  struct ManagedBullet : public MapObject {
132  ANIObject *bullet;
133 
134  int16 deltaX;
135  int16 deltaY;
136 
137  ManagedBullet();
138  ~ManagedBullet();
139 
140  void clear();
141  };
142 
143  enum Keys {
144  kKeyUp = 0,
145  kKeyDown,
146  kKeyLeft,
147  kKeyRight,
148  kKeySpace,
149  kKeyCount
150  };
151 
152  GobEngine *_vm;
153 
154  bool _hasAccessPass;
155  bool _hasMaxEnergy;
156  bool _testMode;
157 
158  bool _needFadeIn;
159 
160  bool _quit;
161  bool _keys[kKeyCount];
162 
163  Surface *_background;
164  CMPFile *_sprites;
165  ANIFile *_objects;
166 
168  Common::List<ANIObject *> _mapAnims;
169 
170  Meter *_shieldMeter;
171  Meter *_healthMeter;
172 
173  uint8 _floor;
174 
175  Surface *_map;
176 
177  ManagedSub *_sub;
178 
181  Common::List<MapObject> _shields;
183 
184  ManagedEnemy _enemies[kEnemyCount];
185  ManagedBullet _bullets[kMaxBulletCount];
186 
187  Common::List<MapObject *> _blockingObjects;
188 
189  uint8 _shotCoolDown;
190 
191  SoundDesc _soundShield;
192  SoundDesc _soundBite;
193  SoundDesc _soundKiss;
194  SoundDesc _soundShoot;
195  SoundDesc _soundExit;
196  SoundDesc _soundExplode;
197 
198  bool _isPlaying;
199 
200 
201  void init();
202  void deinit();
203 
204  void clearMap();
205  void createMap();
206 
207  void initScreen();
208 
209  void setPalette();
210  void fadeIn();
211 
212  void drawFloorText();
213  void drawEndText();
214 
215  bool isBlocked(const MapObject &self, int16 x, int16 y, MapObject **blockedBy = 0);
216  void findPath(MapObject &obj, int x, int y, MapObject **blockedBy = 0);
217 
218  void updateAnims();
219 
220  void checkInput();
221 
222  Submarine::Direction getDirection(int &x, int &y) const;
223 
224  void handleSub();
225  void subMove(int x, int y, Submarine::Direction direction);
226  void subShoot();
227 
228  int findEmptyBulletSlot() const;
229  uint16 directionToBullet(Submarine::Direction direction) const;
230  void setBulletPosition(const ManagedSub &sub, ManagedBullet &bullet) const;
231 
232  void bulletsMove();
233  void bulletMove(ManagedBullet &bullet);
234  void checkShotEnemy(MapObject &shotObject);
235 
236  void checkExits();
237  void checkShields();
238  void checkMouths();
239 
240  void healthGain(int amount);
241  void healthLose(int amount);
242 
243  void checkExited();
244 
245  void enemiesCreate();
246  void enemiesMove();
247  void enemyMove(ManagedEnemy &enemy, int x, int y);
248  void enemyAttack(ManagedEnemy &enemy);
249  void enemyExplode(ManagedEnemy &enemy);
250 
251  bool isDead() const;
252  bool hasWon() const;
253 
254  int getLanguage() const;
255 };
256 
257 } // End of namespace Geisha
258 
259 } // End of namespace Gob
260 
261 #endif // GOB_MINIGAMES_GEISHA_PENETRATION_H
Definition: meter.h:40
Definition: gob.h:162
Definition: aniobject.h:42
Definition: list.h:44
Definition: submarine.h:38
Definition: anifile.h:40
Definition: cmpfile.h:49
Definition: mouth.h:38
Definition: surface.h:100
Definition: sounddesc.h:43
Definition: anifile.h:53
Definition: penetration.h:51