GOB: Add a controlable Oko to Geisha's Diving minigame

Still missing:
  - Air, constantly decreasing, fill up with breathing
  - Health, decreases by collision with evil fish
  - Death, when health == 0
  - Picking up pearls
This commit is contained in:
Sven Hesse 2012-01-27 14:27:16 +01:00
parent e0209358b7
commit 9d348f46ad
5 changed files with 226 additions and 5 deletions

View File

@ -31,6 +31,7 @@
#include "gob/sound/sound.h"
#include "gob/minigames/geisha/evilfish.h"
#include "gob/minigames/geisha/oko.h"
#include "gob/minigames/geisha/diving.h"
namespace Gob {
@ -55,10 +56,26 @@ const Diving::PlantLevel Diving::kPlantLevels[] = {
Diving::Diving(GobEngine *vm) : _vm(vm), _background(0),
_objects(0), _gui(0), _oko(0), _lungs(0), _heart(0),
_objects(0), _gui(0), _okoAnim(0), _lungs(0), _heart(0),
_blackPearl(0), _whitePearlCount(0), _blackPearlCount(0) {
_blackPearl = new Surface(11, 8, 1);
for (uint i = 0; i < kEvilFishCount; i++)
_evilFish[i].evilFish = 0;
for (uint i = 0; i < kDecorFishCount; i++)
_decorFish[i].decorFish = 0;
for (uint i = 0; i < kPlantCount; i++)
_plant[i].plant = 0;
for (uint i = 0; i < kMaxShotCount; i++)
_shot[i] = 0;
_pearl.pearl = 0;
_oko = 0;
}
Diving::~Diving() {
@ -103,6 +120,11 @@ bool Diving::play(uint16 playerCount, bool hasPearlLocation) {
if (mouseButtons == kMouseButtonsLeft)
shoot(mouseX, mouseY);
if (key == kKeyDown)
_oko->sink();
else if (key == kKeyUp)
_oko->raise();
if ((_whitePearlCount >= 20) || (_blackPearlCount >= 2))
break;
}
@ -115,7 +137,7 @@ void Diving::init() {
_background = new DECFile(_vm, "tperle.dec" , 320, 200);
_objects = new ANIFile(_vm, "tperle.ani" , 320);
_gui = new ANIFile(_vm, "tperlcpt.ani", 320);
_oko = new ANIFile(_vm, "tplonge.ani" , 320);
_okoAnim = new ANIFile(_vm, "tplonge.ani" , 320);
_water = new ANIObject(*_objects);
_lungs = new ANIObject(*_gui);
@ -179,6 +201,8 @@ void Diving::init() {
_shot[i]->setMode(ANIObject::kModeOnce);
}
_oko = new Oko(*_okoAnim);
Surface tmp(320, 103, 1);
_vm->_video->drawPackedSprite("tperlobj.cmp", tmp);
@ -199,6 +223,7 @@ void Diving::init() {
_anims.push_back(_evilFish[i].evilFish);
for (int i = kPlantCount - 1; i >= 0; i--)
_anims.push_back(_plant[i].plant);
_anims.push_back(_oko);
_anims.push_back(_lungs);
_anims.push_back(_heart);
@ -248,11 +273,14 @@ void Diving::deinit() {
delete _pearl.pearl;
_pearl.pearl = 0;
delete _oko;
_oko = 0;
delete _heart;
delete _lungs;
delete _water;
delete _oko;
delete _okoAnim;
delete _gui;
delete _objects;
delete _background;
@ -261,7 +289,7 @@ void Diving::deinit() {
_heart = 0;
_lungs = 0;
_oko = 0;
_okoAnim = 0;
_gui = 0;
_objects = 0;
_background = 0;
@ -426,6 +454,9 @@ void Diving::updateDecorFish() {
}
void Diving::updatePlants() {
if (_oko->getState() == Oko::kStateBreathe)
return;
for (uint i = 0; i < kPlantCount; i++) {
ManagedPlant &plant = _plant[i];
@ -461,6 +492,9 @@ void Diving::updatePearl() {
if (!_pearl.pearl->isVisible())
return;
if (_oko->getState() == Oko::kStateBreathe)
return;
// Move the pearl
int16 x, y, width, height;
_pearl.pearl->getPosition(x, y);

View File

@ -40,6 +40,7 @@ class ANIObject;
namespace Geisha {
class EvilFish;
class Oko;
/** Geisha's "Diving" minigame. */
class Diving {
@ -107,7 +108,7 @@ private:
DECFile *_background;
ANIFile *_objects;
ANIFile *_gui;
ANIFile *_oko;
ANIFile *_okoAnim;
ANIObject *_water;
ANIObject *_lungs;
@ -118,6 +119,8 @@ private:
ManagedPlant _plant[kPlantCount];
ManagedPearl _pearl;
Oko *_oko;
ANIObject *_shot[kMaxShotCount];
Common::List<int> _activeShots;

View File

@ -0,0 +1,117 @@
/* 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.
*
*/
#include "gob/minigames/geisha/oko.h"
namespace Gob {
namespace Geisha {
enum kOkoAnimation {
kOkoAnimationEnter = 0,
kOkoAnimationSwim = 1,
kOkoAnimationSink = 8,
kOkoAnimationRaise = 7,
kOkoAnimationBreathe = 2
};
static const int16 kOkoPositionX = 110;
static const uint kLevelCount = 3;
static const int16 kLevelPositionX[kLevelCount] = { 44, 84, 124 };
Oko::Oko(const ANIFile &ani) : ANIObject(ani), _state(kStateEnter), _level(0) {
setAnimation(kOkoAnimationEnter);
setVisible(true);
}
Oko::~Oko() {
}
void Oko::advance() {
bool wasLastFrame = lastFrame();
ANIObject::advance();
switch (_state) {
case kStateEnter:
if (wasLastFrame) {
setAnimation(kOkoAnimationSwim);
setPosition(kOkoPositionX, kLevelPositionX[_level]);
_state = kStateSwim;
}
break;
case kStateSink:
case kStateRaise:
case kStateBreathe:
if (wasLastFrame) {
setAnimation(kOkoAnimationSwim);
setPosition(kOkoPositionX, kLevelPositionX[_level]);
_state = kStateSwim;
}
break;
default:
break;
}
}
void Oko::sink() {
if (_state != kStateSwim)
return;
if (_level >= (kLevelCount - 1))
return;
setAnimation(kOkoAnimationSink);
setPosition(kOkoPositionX, kLevelPositionX[_level]);
_state = kStateSink;
_level++;
}
void Oko::raise() {
if (_state != kStateSwim)
return;
if (_level == 0) {
setAnimation(kOkoAnimationBreathe);
_state = kStateBreathe;
return;
}
setAnimation(kOkoAnimationRaise);
setPosition(kOkoPositionX, kLevelPositionX[_level]);
_state = kStateSink;
_level--;
}
Oko::State Oko::getState() const {
return _state;
}
} // End of namespace Geisha
} // End of namespace Gob

View File

@ -0,0 +1,66 @@
/* 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_OKO_H
#define GOB_MINIGAMES_GEISHA_OKO_H
#include "gob/aniobject.h"
namespace Gob {
namespace Geisha {
/** Oko, the person you control, in Geisha's "Diving" minigame. */
class Oko : public ANIObject {
public:
enum State {
kStateEnter,
kStateSwim,
kStateSink,
kStateRaise,
kStateBreathe
};
Oko(const ANIFile &ani);
~Oko();
/** Advance the animation to the next frame. */
void advance();
/** Oko should sink a level. */
void sink();
/** Oko should raise a level. */
void raise();
State getState() const;
private:
State _state;
uint8 _level;
};
} // End of namespace Geisha
} // End of namespace Gob
#endif // GOB_MINIGAMES_GEISHA_OKO_H

View File

@ -74,6 +74,7 @@ MODULE_OBJS := \
demos/scnplayer.o \
demos/batplayer.o \
minigames/geisha/evilfish.o \
minigames/geisha/oko.o \
minigames/geisha/diving.o \
minigames/geisha/penetration.o \
save/savefile.o \