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engines/gob/minigames/geisha/penetration.h
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261
engines/gob/minigames/geisha/penetration.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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* This file is dual-licensed.
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* In addition to the GPLv3 license mentioned above, this code is also
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* licensed under LGPL 2.1. See LICENSES/COPYING.LGPL file for the
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* full text of the license.
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*
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*/
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#ifndef GOB_MINIGAMES_GEISHA_PENETRATION_H
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#define GOB_MINIGAMES_GEISHA_PENETRATION_H
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#include "common/system.h"
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#include "common/list.h"
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#include "gob/sound/sounddesc.h"
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#include "gob/minigames/geisha/submarine.h"
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namespace Gob {
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class GobEngine;
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class Surface;
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class CMPFile;
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class ANIFile;
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namespace Geisha {
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class Meter;
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class Mouth;
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/** Geisha's "Penetration" minigame. */
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class Penetration {
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public:
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Penetration(GobEngine *vm);
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~Penetration();
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bool play(bool hasAccessPass, bool hasMaxEnergy, bool testMode);
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bool isPlaying() const;
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void cheatWin();
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private:
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static const int kModeCount = 2;
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static const int kFloorCount = 3;
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static const int kMapWidth = 17;
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static const int kMapHeight = 13;
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static const int kPaletteSize = 16;
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static const byte kPalettes[kFloorCount][3 * kPaletteSize];
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static const byte kMaps[kModeCount][kFloorCount][kMapWidth * kMapHeight];
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static const int kEnemyCount = 9;
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static const int kMaxBulletCount = 10;
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struct MapObject {
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uint16 tileX;
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uint16 tileY;
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uint16 mapX;
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uint16 mapY;
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uint16 width;
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uint16 height;
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bool isBlocking;
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MapObject(uint16 tX, uint16 tY, uint16 mX, uint16 mY, uint16 w, uint16 h);
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MapObject(uint16 tX, uint16 tY, uint16 w, uint16 h);
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void setTileFromMapPosition();
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void setMapFromTilePosition();
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bool isIn(uint16 mX, uint16 mY) const;
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bool isIn(uint16 mX, uint16 mY, uint16 w, uint16 h) const;
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bool isIn(const MapObject &obj) const;
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};
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enum MouthType {
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kMouthTypeBite,
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kMouthTypeKiss
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};
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struct ManagedMouth : public MapObject {
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Mouth *mouth;
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MouthType type;
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ManagedMouth(uint16 tX, uint16 tY, MouthType t);
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~ManagedMouth();
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};
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struct ManagedSub : public MapObject {
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Submarine *sub;
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ManagedSub(uint16 tX, uint16 tY);
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~ManagedSub();
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};
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struct ManagedEnemy : public MapObject {
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ANIObject *enemy;
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bool dead;
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ManagedEnemy();
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~ManagedEnemy();
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void clear();
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};
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struct ManagedBullet : public MapObject {
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ANIObject *bullet;
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int16 deltaX;
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int16 deltaY;
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ManagedBullet();
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~ManagedBullet();
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void clear();
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};
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enum Keys {
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kKeyUp = 0,
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kKeyDown,
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kKeyLeft,
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kKeyRight,
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kKeySpace,
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kKeyCount
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};
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GobEngine *_vm;
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bool _hasAccessPass;
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bool _hasMaxEnergy;
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bool _testMode;
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bool _needFadeIn;
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bool _quit;
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bool _keys[kKeyCount];
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Surface *_background;
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CMPFile *_sprites;
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ANIFile *_objects;
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Common::List<ANIObject *> _anims;
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Common::List<ANIObject *> _mapAnims;
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Meter *_shieldMeter;
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Meter *_healthMeter;
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uint8 _floor;
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Surface *_map;
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ManagedSub *_sub;
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Common::List<MapObject> _walls;
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Common::List<MapObject> _exits;
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Common::List<MapObject> _shields;
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Common::List<ManagedMouth> _mouths;
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ManagedEnemy _enemies[kEnemyCount];
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ManagedBullet _bullets[kMaxBulletCount];
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Common::List<MapObject *> _blockingObjects;
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uint8 _shotCoolDown;
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SoundDesc _soundShield;
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SoundDesc _soundBite;
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SoundDesc _soundKiss;
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SoundDesc _soundShoot;
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SoundDesc _soundExit;
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SoundDesc _soundExplode;
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bool _isPlaying;
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void init();
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void deinit();
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void clearMap();
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void createMap();
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void initScreen();
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void setPalette();
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void fadeIn();
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void drawFloorText();
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void drawEndText();
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bool isBlocked(const MapObject &self, int16 x, int16 y, MapObject **blockedBy = 0);
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void findPath(MapObject &obj, int x, int y, MapObject **blockedBy = 0);
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void updateAnims();
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void checkInput();
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Submarine::Direction getDirection(int &x, int &y) const;
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void handleSub();
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void subMove(int x, int y, Submarine::Direction direction);
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void subShoot();
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int findEmptyBulletSlot() const;
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uint16 directionToBullet(Submarine::Direction direction) const;
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void setBulletPosition(const ManagedSub &sub, ManagedBullet &bullet) const;
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void bulletsMove();
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void bulletMove(ManagedBullet &bullet);
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void checkShotEnemy(MapObject &shotObject);
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void checkExits();
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void checkShields();
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void checkMouths();
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void healthGain(int amount);
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void healthLose(int amount);
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void checkExited();
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void enemiesCreate();
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void enemiesMove();
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void enemyMove(ManagedEnemy &enemy, int x, int y);
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void enemyAttack(ManagedEnemy &enemy);
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void enemyExplode(ManagedEnemy &enemy);
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bool isDead() const;
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bool hasWon() const;
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int getLanguage() const;
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};
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} // End of namespace Geisha
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} // End of namespace Gob
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#endif // GOB_MINIGAMES_GEISHA_PENETRATION_H
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