scummvm/engines/gob/minigames/geisha/penetration.cpp
2021-12-26 18:48:43 +01:00

1465 lines
38 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/events.h"
#include "gob/global.h"
#include "gob/util.h"
#include "gob/palanim.h"
#include "gob/draw.h"
#include "gob/video.h"
#include "gob/decfile.h"
#include "gob/cmpfile.h"
#include "gob/anifile.h"
#include "gob/aniobject.h"
#include "gob/sound/sound.h"
#include "gob/minigames/geisha/penetration.h"
#include "gob/minigames/geisha/meter.h"
#include "gob/minigames/geisha/mouth.h"
namespace Gob {
namespace Geisha {
static const int kColorShield = 11;
static const int kColorHealth = 15;
static const int kColorBlack = 10;
static const int kColorFloor = 13;
static const int kColorFloorText = 14;
static const int kColorExitText = 15;
enum Sprite {
kSpriteFloorShield = 25,
kSpriteExit = 29,
kSpriteFloor = 30,
kSpriteWall = 31,
kSpriteMouthBite = 32,
kSpriteMouthKiss = 33,
kSpriteBulletN = 65,
kSpriteBulletS = 66,
kSpriteBulletW = 67,
kSpriteBulletE = 68,
kSpriteBulletSW = 85,
kSpriteBulletSE = 86,
kSpriteBulletNW = 87,
kSpriteBulletNE = 88
};
enum Animation {
kAnimationEnemyRound = 0,
kAnimationEnemyRoundExplode = 1,
kAnimationEnemySquare = 2,
kAnimationEnemySquareExplode = 3,
kAnimationMouthKiss = 33,
kAnimationMouthBite = 34
};
static const int kMapTileWidth = 24;
static const int kMapTileHeight = 24;
static const int kPlayAreaX = 120;
static const int kPlayAreaY = 7;
static const int kPlayAreaWidth = 192;
static const int kPlayAreaHeight = 113;
static const int kPlayAreaBorderWidth = kPlayAreaWidth / 2;
static const int kPlayAreaBorderHeight = kPlayAreaHeight / 2;
static const int kTextAreaLeft = 9;
static const int kTextAreaTop = 7;
static const int kTextAreaRight = 104;
static const int kTextAreaBottom = 107;
static const int kTextAreaBigBottom = 142;
const byte Penetration::kPalettes[kFloorCount][3 * kPaletteSize] = {
{
0x16, 0x16, 0x16,
0x12, 0x14, 0x16,
0x34, 0x00, 0x25,
0x1D, 0x1F, 0x22,
0x24, 0x27, 0x2A,
0x2C, 0x0D, 0x22,
0x2B, 0x2E, 0x32,
0x12, 0x09, 0x20,
0x3D, 0x3F, 0x00,
0x3F, 0x3F, 0x3F,
0x00, 0x00, 0x00,
0x15, 0x15, 0x3F,
0x25, 0x22, 0x2F,
0x1A, 0x14, 0x28,
0x3F, 0x00, 0x00,
0x15, 0x3F, 0x15
},
{
0x16, 0x16, 0x16,
0x12, 0x14, 0x16,
0x37, 0x00, 0x24,
0x1D, 0x1F, 0x22,
0x24, 0x27, 0x2A,
0x30, 0x0E, 0x16,
0x2B, 0x2E, 0x32,
0x22, 0x0E, 0x26,
0x3D, 0x3F, 0x00,
0x3F, 0x3F, 0x3F,
0x00, 0x00, 0x00,
0x15, 0x15, 0x3F,
0x36, 0x28, 0x36,
0x30, 0x1E, 0x2A,
0x3F, 0x00, 0x00,
0x15, 0x3F, 0x15
},
{
0x16, 0x16, 0x16,
0x12, 0x14, 0x16,
0x3F, 0x14, 0x22,
0x1D, 0x1F, 0x22,
0x24, 0x27, 0x2A,
0x30, 0x10, 0x10,
0x2B, 0x2E, 0x32,
0x2A, 0x12, 0x12,
0x3D, 0x3F, 0x00,
0x3F, 0x3F, 0x3F,
0x00, 0x00, 0x00,
0x15, 0x15, 0x3F,
0x3F, 0x23, 0x31,
0x39, 0x20, 0x2A,
0x3F, 0x00, 0x00,
0x15, 0x3F, 0x15
}
};
const byte Penetration::kMaps[kModeCount][kFloorCount][kMapWidth * kMapHeight] = {
{
{ // Real mode, floor 0
0, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 0,
50, 50, 0, 0, 52, 53, 0, 0, 0, 0, 0, 0, 0, 0, 0, 50, 50,
50, 0, 0, 0, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 0, 0, 50,
50, 0, 0, 50, 0, 0, 52, 53, 0, 0, 0, 0, 0, 0, 50, 0, 50,
50, 0, 50, 0, 0, 50, 50, 50, 50, 0, 54, 55, 0, 0, 50, 0, 50,
50, 0, 50, 49, 0, 50, 0, 52, 53, 0, 50, 50, 50, 0, 0, 0, 50,
50, 57, 0, 50, 0, 0, 0, 50, 50, 50, 0, 0, 56, 50, 54, 55, 50,
50, 50, 0, 0, 50, 50, 50, 0, 0, 0, 0, 50, 0, 0, 50, 0, 50,
50, 51, 50, 0, 54, 55, 0, 0, 50, 50, 50, 50, 52, 53, 50, 0, 50,
50, 0, 50, 0, 0, 0, 0, 0, 54, 55, 0, 0, 0, 50, 0, 0, 50,
50, 0, 0, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 0, 0, 0, 50,
50, 50, 0, 52, 53, 0, 0, 0, 0, 0, 0, 52, 53, 0, 0, 50, 50,
0, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 0
},
{ // Real mode, floor 1
0, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 0,
50, 0, 52, 53, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 50,
50, 0, 0, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 0, 0, 50,
50, 0, 50, 51, 52, 53, 0, 0, 52, 53, 0, 0, 0, 0, 50, 0, 50,
50, 0, 50, 0, 50, 50, 0, 50, 0, 50, 0, 50, 50, 0, 50, 0, 50,
50, 0, 50, 0, 52, 53, 0, 0, 0, 0, 0, 52, 53, 0, 52, 53, 50,
50, 57, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 0, 0, 50,
50, 0, 50, 52, 53, 0, 0, 52, 53, 0, 0, 0, 0, 0, 54, 55, 50,
50, 0, 50, 0, 50, 0, 50, 50, 0, 50, 50, 0, 50, 0, 50, 50, 50,
50, 0, 50, 49, 0, 0, 52, 53, 0, 52, 53, 0, 0, 0, 50, 56, 50,
50, 0, 0, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 0, 0, 50,
50, 0, 0, 0, 0, 0, 0, 0, 54, 55, 0, 0, 0, 0, 0, 0, 50,
0, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 0
},
{ // Real mode, floor 2
0, 50, 50, 50, 50, 50, 50, 50, 0, 50, 50, 50, 50, 50, 50, 50, 0,
50, 52, 53, 0, 0, 0, 0, 50, 50, 50, 0, 0, 0, 0, 52, 53, 50,
50, 0, 50, 50, 50, 0, 0, 0, 50, 0, 0, 0, 50, 50, 50, 0, 50,
50, 0, 50, 52, 53, 50, 50, 52, 53, 0, 50, 50, 54, 55, 50, 0, 50,
50, 0, 50, 0, 0, 0, 0, 50, 0, 50, 0, 0, 0, 0, 50, 0, 50,
50, 0, 0, 0, 50, 0, 0, 0, 50, 0, 0, 0, 50, 0, 52, 53, 50,
0, 50, 0, 50, 50, 50, 0, 57, 50, 51, 0, 50, 50, 50, 0, 50, 0,
50, 0, 0, 0, 50, 0, 0, 0, 50, 0, 52, 53, 50, 0, 0, 0, 50,
50, 0, 50, 0, 0, 0, 0, 50, 56, 50, 0, 0, 0, 0, 50, 0, 50,
50, 0, 50, 54, 55, 50, 50, 0, 0, 0, 50, 50, 54, 55, 50, 0, 50,
50, 0, 50, 50, 50, 0, 0, 0, 50, 0, 0, 0, 50, 50, 50, 0, 50,
50, 52, 53, 0, 0, 0, 0, 50, 50, 50, 0, 0, 0, 0, 52, 53, 50,
0, 50, 50, 50, 50, 50, 50, 50, 0, 50, 50, 50, 50, 50, 50, 50, 0
}
},
{
{ // Test mode, floor 0
50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50,
50, 56, 0, 50, 0, 0, 52, 53, 0, 0, 0, 0, 52, 53, 0, 51, 50,
50, 0, 0, 50, 0, 0, 0, 50, 0, 54, 55, 50, 0, 50, 50, 50, 50,
50, 52, 53, 50, 50, 0, 0, 50, 50, 50, 50, 50, 0, 50, 0, 0, 50,
50, 0, 0, 0, 0, 56, 0, 0, 0, 0, 0, 50, 49, 50, 0, 0, 50,
50, 0, 54, 55, 0, 50, 50, 54, 55, 0, 50, 50, 50, 0, 0, 0, 50,
50, 0, 0, 0, 0, 0, 0, 0, 0, 0, 52, 53, 0, 0, 54, 55, 50,
50, 0, 50, 0, 50, 0, 0, 50, 0, 0, 0, 50, 0, 0, 0, 0, 50,
50, 0, 50, 0, 50, 54, 55, 50, 0, 50, 50, 50, 0, 50, 0, 0, 50,
50, 50, 50, 50, 50, 0, 0, 50, 0, 0, 0, 0, 0, 50, 54, 55, 50,
50, 0, 0, 0, 0, 0, 0, 0, 50, 50, 50, 50, 50, 0, 0, 0, 50,
50, 57, 0, 52, 53, 0, 0, 0, 0, 54, 55, 0, 0, 0, 0, 56, 50,
50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50
},
{ // Test mode, floor 1
50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50,
50, 52, 53, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 50,
50, 0, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 54, 55, 0, 50,
50, 0, 50, 52, 53, 0, 0, 50, 0, 0, 54, 55, 50, 0, 50, 0, 50,
50, 0, 50, 0, 50, 0, 0, 52, 53, 0, 50, 0, 50, 0, 50, 0, 50,
50, 0, 50, 0, 50, 50, 50, 50, 50, 49, 50, 0, 50, 0, 50, 0, 50,
50, 0, 50, 0, 50, 0, 50, 0, 0, 50, 50, 0, 50, 0, 50, 0, 50,
50, 0, 50, 0, 50, 0, 50, 51, 0, 0, 52, 53, 50, 0, 50, 0, 50,
50, 57, 50, 0, 50, 0, 50, 50, 50, 50, 50, 50, 50, 0, 50, 0, 50,
50, 50, 50, 0, 50, 56, 0, 0, 0, 54, 55, 0, 0, 0, 50, 0, 50,
50, 56, 0, 0, 0, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 0, 50,
50, 50, 50, 50, 0, 0, 0, 0, 52, 53, 0, 0, 0, 0, 0, 0, 50,
50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50
},
{ // Test mode, floor 2
50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50,
50, 57, 50, 54, 55, 0, 50, 54, 55, 0, 50, 0, 52, 53, 50, 51, 50,
50, 0, 50, 0, 50, 0, 50, 0, 0, 0, 50, 0, 50, 0, 50, 0, 50,
50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50,
50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50,
50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50,
50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50,
50, 0, 50, 52, 53, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50,
50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50,
50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50,
50, 0, 0, 0, 50, 0, 50, 0, 50, 0, 0, 0, 50, 0, 50, 0, 50,
50, 0, 0, 0, 50, 52, 53, 0, 50, 52, 53, 56, 50, 0, 54, 55, 50,
50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50
}
}
};
static const int kLanguageCount = 5;
static const int kFallbackLanguage = 2; // English
enum String {
kString3rdBasement = 0,
kString2ndBasement,
kString1stBasement,
kStringNoExit,
kStringYouHave,
kString2Exits,
kString1Exit,
kStringToReach,
kStringUpperLevel1,
kStringUpperLevel2,
kStringLevel0,
kStringPenetration,
kStringSuccessful,
kStringDanger,
kStringGynoides,
kStringActivated,
kStringCount
};
static const char *kStrings[kLanguageCount][kStringCount] = {
{ // French
"3EME SOUS-SOL",
"2EME SOUS-SOL",
"1ER SOUS-SOL",
"SORTIE REFUSEE",
"Vous disposez",
"de deux sorties",
"d\'une sortie",
"pour l\'acc\212s au",
"niveau",
"sup\202rieur",
"- NIVEAU 0 -",
"PENETRATION",
"REUSSIE",
"DANGER",
"GYNOIDES",
"ACTIVEES"
},
{ // German
// NOTE: The original had very broken German there. We provide proper(ish) German instead.
// B0rken text in the comments after each line
"3. UNTERGESCHOSS", // "3. U.-GESCHOSS""
"2. UNTERGESCHOSS", // "2. U.-GESCHOSS"
"1. UNTERGESCHOSS", // "1. U.-GESCHOSS"
"AUSGANG GESPERRT",
"Sie haben",
"zwei Ausg\204nge", // "zwei Ausgang"
"einen Ausgang", // "Fortsetztung"
"um das obere", // ""
"Stockwerk zu", // ""
"erreichen", // ""
"- STOCKWERK 0 -", // "0 - HOHE"
"PENETRATION", // "DURCHDRIGEN"
"ERFOLGREICH", // "ERFOLG"
"GEFAHR",
"GYNOIDE",
"AKTIVIERT",
},
{ // English
"3RD BASEMENT",
"2ND BASEMENT",
"1ST BASEMENT",
"NO EXIT",
"You have",
"2 exits",
"1 exit",
"to reach upper",
"level",
"",
"- 0 LEVEL -",
"PENETRATION",
"SUCCESSFUL",
"DANGER",
"GYNOIDES",
"ACTIVATED",
},
{ // Spanish
"3ER. SUBSUELO",
"2D. SUBSUELO",
"1ER. SUBSUELO",
"SALIDA RECHAZADA",
"Dispones",
"de dos salidas",
"de una salida",
"para acceso al",
"nivel",
"superior",
"- NIVEL 0 -",
"PENETRACION",
"CONSEGUIDA",
"PELIGRO",
"GYNOIDAS",
"ACTIVADAS",
},
{ // Italian
"SOTTOSUOLO 3",
"SOTTOSUOLO 2",
"SOTTOSUOLO 1",
"NON USCITA",
"avete",
"due uscite",
"un\' uscita",
"per accedere al",
"livello",
"superiore",
"- LIVELLO 0 -",
"PENETRAZIONE",
"RIUSCITA",
"PERICOLO",
"GYNOIDI",
"ATTIVATE",
}
};
Penetration::MapObject::MapObject(uint16 tX, uint16 tY, uint16 mX, uint16 mY, uint16 w, uint16 h) :
tileX(tX), tileY(tY), mapX(mX), mapY(mY), width(w), height(h) {
isBlocking = true;
}
Penetration::MapObject::MapObject(uint16 tX, uint16 tY, uint16 w, uint16 h) :
tileX(tX), tileY(tY), width(w), height(h) {
isBlocking = true;
setMapFromTilePosition();
}
void Penetration::MapObject::setTileFromMapPosition() {
tileX = (mapX + (width / 2)) / kMapTileWidth;
tileY = (mapY + (height / 2)) / kMapTileHeight;
}
void Penetration::MapObject::setMapFromTilePosition() {
mapX = tileX * kMapTileWidth;
mapY = tileY * kMapTileHeight;
}
bool Penetration::MapObject::isIn(uint16 mX, uint16 mY) const {
if ((mX < mapX) || (mY < mapY))
return false;
if ((mX > (mapX + width - 1)) || (mY > (mapY + height - 1)))
return false;
return true;
}
bool Penetration::MapObject::isIn(uint16 mX, uint16 mY, uint16 w, uint16 h) const {
return isIn(mX , mY ) ||
isIn(mX + w - 1, mY ) ||
isIn(mX , mY + h - 1) ||
isIn(mX + w - 1, mY + h - 1);
}
bool Penetration::MapObject::isIn(const MapObject &obj) const {
return isIn(obj.mapX, obj.mapY, obj.width, obj.height);
}
Penetration::ManagedMouth::ManagedMouth(uint16 tX, uint16 tY, MouthType t) :
MapObject(tX, tY, 0, 0), mouth(nullptr), type(t) {
}
Penetration::ManagedMouth::~ManagedMouth() {
delete mouth;
}
Penetration::ManagedSub::ManagedSub(uint16 tX, uint16 tY) :
MapObject(tX, tY, kMapTileWidth, kMapTileHeight), sub(nullptr) {
}
Penetration::ManagedSub::~ManagedSub() {
delete sub;
}
Penetration::ManagedEnemy::ManagedEnemy() : MapObject(0, 0, 0, 0), enemy(nullptr), dead(false) {
}
Penetration::ManagedEnemy::~ManagedEnemy() {
delete enemy;
}
void Penetration::ManagedEnemy::clear() {
delete enemy;
enemy = nullptr;
}
Penetration::ManagedBullet::ManagedBullet() : MapObject(0, 0, 0, 0), bullet(nullptr) {
}
Penetration::ManagedBullet::~ManagedBullet() {
delete bullet;
}
void Penetration::ManagedBullet::clear() {
delete bullet;
bullet = nullptr;
}
Penetration::Penetration(GobEngine *vm) : _vm(vm), _background(nullptr), _sprites(nullptr), _objects(nullptr), _sub(nullptr),
_shieldMeter(nullptr), _healthMeter(nullptr), _floor(0), _isPlaying(false) {
_background = new Surface(320, 200, 1);
_shieldMeter = new Meter(11, 119, 92, 3, kColorShield, kColorBlack, 920, Meter::kFillToRight);
_healthMeter = new Meter(11, 137, 92, 3, kColorHealth, kColorBlack, 920, Meter::kFillToRight);
_map = new Surface(kMapWidth * kMapTileWidth + kPlayAreaWidth ,
kMapHeight * kMapTileHeight + kPlayAreaHeight, 1);
}
Penetration::~Penetration() {
deinit();
delete _map;
delete _shieldMeter;
delete _healthMeter;
delete _background;
}
bool Penetration::play(bool hasAccessPass, bool hasMaxEnergy, bool testMode) {
_hasAccessPass = hasAccessPass;
_hasMaxEnergy = hasMaxEnergy;
_testMode = testMode;
_isPlaying = true;
init();
initScreen();
drawFloorText();
_vm->_draw->blitInvalidated();
_vm->_video->retrace();
while (!_vm->shouldQuit() && !_quit && !isDead() && !hasWon()) {
enemiesCreate();
bulletsMove();
updateAnims();
// Draw, fade in if necessary and wait for the end of the frame
_vm->_draw->blitInvalidated();
fadeIn();
_vm->_util->waitEndFrame(false);
// Handle the input
checkInput();
// Handle the sub movement
handleSub();
// Handle the enemies movement
enemiesMove();
checkExited();
if (_shotCoolDown > 0)
_shotCoolDown--;
}
deinit();
drawEndText();
_isPlaying = false;
return hasWon();
}
bool Penetration::isPlaying() const {
return _isPlaying;
}
void Penetration::cheatWin() {
_floor = 3;
}
void Penetration::init() {
// Load sounds
_vm->_sound->sampleLoad(&_soundShield , SOUND_SND, "boucl.snd");
_vm->_sound->sampleLoad(&_soundBite , SOUND_SND, "pervet.snd");
_vm->_sound->sampleLoad(&_soundKiss , SOUND_SND, "baise.snd");
_vm->_sound->sampleLoad(&_soundShoot , SOUND_SND, "tirgim.snd");
_vm->_sound->sampleLoad(&_soundExit , SOUND_SND, "trouve.snd");
_vm->_sound->sampleLoad(&_soundExplode, SOUND_SND, "virmor.snd");
_quit = false;
for (int i = 0; i < kKeyCount; i++)
_keys[i] = false;
_background->clear();
_vm->_video->drawPackedSprite("hyprmef2.cmp", *_background);
_sprites = new CMPFile(_vm, "tcifplai.cmp", 320, 200);
_objects = new ANIFile(_vm, "tcite.ani", 320);
// The shield starts down
_shieldMeter->setValue(0);
// If we don't have the max energy tokens, the health starts at 1/3 strength
if (_hasMaxEnergy)
_healthMeter->setMaxValue();
else
_healthMeter->setValue(_healthMeter->getMaxValue() / 3);
_floor = 0;
_shotCoolDown = 0;
createMap();
}
void Penetration::deinit() {
_soundShield.free();
_soundBite.free();
_soundKiss.free();
_soundShoot.free();
_soundExit.free();
_soundExplode.free();
clearMap();
delete _objects;
delete _sprites;
_objects = nullptr;
_sprites = nullptr;
}
void Penetration::clearMap() {
_mapAnims.clear();
_anims.clear();
_blockingObjects.clear();
_walls.clear();
_exits.clear();
_shields.clear();
_mouths.clear();
for (int i = 0; i < kEnemyCount; i++)
_enemies[i].clear();
for (int i = 0; i < kMaxBulletCount; i++)
_bullets[i].clear();
delete _sub;
_sub = nullptr;
_map->fill(kColorBlack);
}
void Penetration::createMap() {
if (_floor >= kFloorCount)
error("Geisha: Invalid floor %d in minigame penetration", _floor);
clearMap();
const byte *mapTiles = kMaps[_testMode ? 1 : 0][_floor];
bool exitWorks;
// Draw the map tiles
for (int y = 0; y < kMapHeight; y++) {
for (int x = 0; x < kMapWidth; x++) {
const byte mapTile = mapTiles[y * kMapWidth + x];
const int posX = kPlayAreaBorderWidth + x * kMapTileWidth;
const int posY = kPlayAreaBorderHeight + y * kMapTileHeight;
switch (mapTile) {
case 0: // Floor
_sprites->draw(*_map, kSpriteFloor, posX, posY);
break;
case 49: // Emergency exit (needs access pass)
exitWorks = _hasAccessPass;
if (exitWorks) {
_sprites->draw(*_map, kSpriteExit, posX, posY);
_exits.push_back(MapObject(x, y, 0, 0));
} else {
_sprites->draw(*_map, kSpriteWall, posX, posY);
_walls.push_back(MapObject(x, y, kMapTileWidth, kMapTileHeight));
}
break;
case 50: // Wall
_sprites->draw(*_map, kSpriteWall, posX, posY);
_walls.push_back(MapObject(x, y, kMapTileWidth, kMapTileHeight));
break;
case 51: // Regular exit
// A regular exit works always in test mode.
// But if we're in real mode, and on the last floor, it needs an access pass
exitWorks = _testMode || (_floor < 2) || _hasAccessPass;
if (exitWorks) {
_sprites->draw(*_map, kSpriteExit, posX, posY);
_exits.push_back(MapObject(x, y, 0, 0));
} else {
_sprites->draw(*_map, kSpriteWall, posX, posY);
_walls.push_back(MapObject(x, y, kMapTileWidth, kMapTileHeight));
}
break;
case 52: // Left side of biting mouth
_mouths.push_back(ManagedMouth(x, y, kMouthTypeBite));
_mouths.back().mouth =
new Mouth(*_objects, *_sprites, kAnimationMouthBite, kSpriteMouthBite, kSpriteFloor);
_mouths.back().mouth->setPosition(posX, posY);
break;
case 53: // Right side of biting mouth
break;
case 54: // Left side of kissing mouth
_mouths.push_back(ManagedMouth(x, y, kMouthTypeKiss));
_mouths.back().mouth =
new Mouth(*_objects, *_sprites, kAnimationMouthKiss, kSpriteMouthKiss, kSpriteFloor);
_mouths.back().mouth->setPosition(posX, posY);
break;
case 55: // Right side of kissing mouth
break;
case 56: // Shield lying on the floor
_sprites->draw(*_map, kSpriteFloor , posX , posY ); // Floor
_sprites->draw(*_map, kSpriteFloorShield, posX + 4, posY + 8); // Shield
_map->fillRect(posX + 4, posY + 8, posX + 7, posY + 18, kColorFloor); // Area left to shield
_map->fillRect(posX + 17, posY + 8, posX + 20, posY + 18, kColorFloor); // Area right to shield
_shields.push_back(MapObject(x, y, 0, 0));
break;
case 57: // Start position
_sprites->draw(*_map, kSpriteFloor, posX, posY);
delete _sub;
_sub = new ManagedSub(x, y);
_sub->sub = new Submarine(*_objects);
_sub->sub->setPosition(kPlayAreaX + kPlayAreaBorderWidth, kPlayAreaY + kPlayAreaBorderHeight);
break;
default:
break;
}
}
}
if (!_sub)
error("Geisha: No starting position in floor %d (testmode: %d)", _floor, _testMode);
// Walls
for (Common::List<MapObject>::iterator w = _walls.begin(); w != _walls.end(); ++w)
_blockingObjects.push_back(&*w);
// Mouths
for (Common::List<ManagedMouth>::iterator m = _mouths.begin(); m != _mouths.end(); ++m)
_mapAnims.push_back(m->mouth);
// Sub
_blockingObjects.push_back(_sub);
_anims.push_back(_sub->sub);
// Moving enemies
for (int i = 0; i < kEnemyCount; i++) {
_enemies[i].enemy = new ANIObject(*_objects);
_enemies[i].enemy->setPause(true);
_enemies[i].enemy->setVisible(false);
_enemies[i].isBlocking = false;
_blockingObjects.push_back(&_enemies[i]);
_mapAnims.push_back(_enemies[i].enemy);
}
// Bullets
for (int i = 0; i < kMaxBulletCount; i++) {
_bullets[i].bullet = new ANIObject(*_sprites);
_bullets[i].bullet->setPause(true);
_bullets[i].bullet->setVisible(false);
_bullets[i].isBlocking = false;
_mapAnims.push_back(_bullets[i].bullet);
}
}
void Penetration::drawFloorText() {
_vm->_draw->_backSurface->fillRect(kTextAreaLeft, kTextAreaTop, kTextAreaRight, kTextAreaBottom, kColorBlack);
_vm->_draw->dirtiedRect(_vm->_draw->_backSurface, kTextAreaLeft, kTextAreaTop, kTextAreaRight, kTextAreaBottom);
const Font *font = _vm->_draw->_fonts[2];
if (!font)
return;
const char **strings = kStrings[getLanguage()];
const char *floorString = nullptr;
if (_floor == 0)
floorString = strings[kString3rdBasement];
else if (_floor == 1)
floorString = strings[kString2ndBasement];
else if (_floor == 2)
floorString = strings[kString1stBasement];
Surface &surface = *_vm->_draw->_backSurface;
if (floorString)
font->drawString(floorString, 10, 15, kColorFloorText, kColorBlack, 1, surface);
if (_exits.size() > 0) {
int exitCount = kString2Exits;
if (_exits.size() == 1)
exitCount = kString1Exit;
font->drawString(strings[kStringYouHave] , 10, 38, kColorExitText, kColorBlack, 1, surface);
font->drawString(strings[exitCount] , 10, 53, kColorExitText, kColorBlack, 1, surface);
font->drawString(strings[kStringToReach] , 10, 68, kColorExitText, kColorBlack, 1, surface);
font->drawString(strings[kStringUpperLevel1], 10, 84, kColorExitText, kColorBlack, 1, surface);
font->drawString(strings[kStringUpperLevel2], 10, 98, kColorExitText, kColorBlack, 1, surface);
} else
font->drawString(strings[kStringNoExit], 10, 53, kColorExitText, kColorBlack, 1, surface);
}
void Penetration::drawEndText() {
// Only draw the end text when we've won and this isn't a test run
if (!hasWon() || _testMode)
return;
_vm->_draw->_backSurface->fillRect(kTextAreaLeft, kTextAreaTop, kTextAreaRight, kTextAreaBigBottom, kColorBlack);
const Font *font = _vm->_draw->_fonts[2];
if (!font)
return;
Surface &surface = *_vm->_draw->_backSurface;
const char **strings = kStrings[getLanguage()];
font->drawString(strings[kStringLevel0] , 11, 21, kColorExitText, kColorBlack, 1, surface);
font->drawString(strings[kStringPenetration], 11, 42, kColorExitText, kColorBlack, 1, surface);
font->drawString(strings[kStringSuccessful] , 11, 58, kColorExitText, kColorBlack, 1, surface);
font->drawString(strings[kStringDanger] , 11, 82, kColorFloorText, kColorBlack, 1, surface);
font->drawString(strings[kStringGynoides] , 11, 98, kColorFloorText, kColorBlack, 1, surface);
font->drawString(strings[kStringActivated], 11, 113, kColorFloorText, kColorBlack, 1, surface);
_vm->_draw->dirtiedRect(_vm->_draw->_backSurface, kTextAreaLeft, kTextAreaTop, kTextAreaRight, kTextAreaBigBottom);
_vm->_draw->blitInvalidated();
_vm->_video->retrace();
}
void Penetration::fadeIn() {
if (!_needFadeIn)
return;
// Fade to palette
_vm->_palAnim->fade(_vm->_global->_pPaletteDesc, 0, 0);
_needFadeIn = false;
}
void Penetration::setPalette() {
// Fade to black
_vm->_palAnim->fade(nullptr, 0, 0);
// Set palette
memcpy(_vm->_draw->_vgaPalette, kPalettes[_floor], 3 * kPaletteSize);
_needFadeIn = true;
}
void Penetration::initScreen() {
_vm->_util->setFrameRate(15);
setPalette();
// Draw the shield meter
_sprites->draw(*_background, 0, 0, 95, 6, 9, 117, 0); // Meter frame
_sprites->draw(*_background, 271, 176, 282, 183, 9, 108, 0); // Shield
// Draw the health meter
_sprites->draw(*_background, 0, 0, 95, 6, 9, 135, 0); // Meter frame
_sprites->draw(*_background, 283, 176, 292, 184, 9, 126, 0); // Heart
_vm->_draw->_backSurface->blit(*_background);
_vm->_draw->dirtiedRect(_vm->_draw->_backSurface, 0, 0, 319, 199);
}
void Penetration::enemiesCreate() {
for (int i = 0; i < kEnemyCount; i++) {
ManagedEnemy &enemy = _enemies[i];
if (enemy.enemy->isVisible())
continue;
enemy.enemy->setAnimation((i & 1) ? kAnimationEnemySquare : kAnimationEnemyRound);
enemy.enemy->setMode(ANIObject::kModeContinuous);
enemy.enemy->setPause(false);
enemy.enemy->setVisible(true);
int16 width, height;
enemy.enemy->getFrameSize(width, height);
enemy.width = width;
enemy.height = height;
do {
enemy.mapX = _vm->_util->getRandom(kMapWidth) * kMapTileWidth + 2;
enemy.mapY = _vm->_util->getRandom(kMapHeight) * kMapTileHeight + 4;
enemy.setTileFromMapPosition();
} while (isBlocked(enemy, enemy.mapX, enemy.mapY));
const int posX = kPlayAreaBorderWidth + enemy.mapX;
const int posY = kPlayAreaBorderHeight + enemy.mapY;
enemy.enemy->setPosition(posX, posY);
enemy.isBlocking = true;
enemy.dead = false;
}
}
void Penetration::enemyMove(ManagedEnemy &enemy, int x, int y) {
if ((x == 0) && (y == 0))
return;
MapObject *blockedBy;
findPath(enemy, x, y, &blockedBy);
enemy.setTileFromMapPosition();
const int posX = kPlayAreaBorderWidth + enemy.mapX;
const int posY = kPlayAreaBorderHeight + enemy.mapY;
enemy.enemy->setPosition(posX, posY);
if (blockedBy == _sub)
enemyAttack(enemy);
}
void Penetration::enemiesMove() {
for (int i = 0; i < kEnemyCount; i++) {
ManagedEnemy &enemy = _enemies[i];
if (!enemy.enemy->isVisible() || enemy.dead)
continue;
int x = 0, y = 0;
if (enemy.mapX > _sub->mapX)
x = -8;
else if (enemy.mapX < _sub->mapX)
x = 8;
if (enemy.mapY > _sub->mapY)
y = -8;
else if (enemy.mapY < _sub->mapY)
y = 8;
enemyMove(enemy, x, y);
}
}
void Penetration::enemyAttack(ManagedEnemy &enemy) {
// If we have shields, the enemy explodes at them, taking a huge chunk of energy with it.
// Otherwise, the enemy nibbles a small amount of health away.
if (_shieldMeter->getValue() > 0) {
enemyExplode(enemy);
healthLose(80);
} else
healthLose(5);
}
void Penetration::enemyExplode(ManagedEnemy &enemy) {
enemy.dead = true;
enemy.isBlocking = false;
bool isSquare = enemy.enemy->getAnimation() == kAnimationEnemySquare;
enemy.enemy->setAnimation(isSquare ? kAnimationEnemySquareExplode : kAnimationEnemyRoundExplode);
enemy.enemy->setMode(ANIObject::kModeOnce);
_vm->_sound->blasterPlay(&_soundExplode, 1, 0);
}
void Penetration::checkInput() {
Common::Event event;
Common::EventManager *eventMan = g_system->getEventManager();
while (eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_KEYDOWN:
if (event.kbd.keycode == Common::KEYCODE_ESCAPE)
_quit = true;
else if (event.kbd.keycode == Common::KEYCODE_UP)
_keys[kKeyUp ] = true;
else if (event.kbd.keycode == Common::KEYCODE_DOWN)
_keys[kKeyDown ] = true;
else if (event.kbd.keycode == Common::KEYCODE_LEFT)
_keys[kKeyLeft ] = true;
else if (event.kbd.keycode == Common::KEYCODE_RIGHT)
_keys[kKeyRight] = true;
else if (event.kbd.keycode == Common::KEYCODE_SPACE)
_keys[kKeySpace] = true;
break;
case Common::EVENT_KEYUP:
if (event.kbd.keycode == Common::KEYCODE_UP)
_keys[kKeyUp ] = false;
else if (event.kbd.keycode == Common::KEYCODE_DOWN)
_keys[kKeyDown ] = false;
else if (event.kbd.keycode == Common::KEYCODE_LEFT)
_keys[kKeyLeft ] = false;
else if (event.kbd.keycode == Common::KEYCODE_RIGHT)
_keys[kKeyRight] = false;
else if (event.kbd.keycode == Common::KEYCODE_SPACE)
_keys[kKeySpace] = false;
break;
default:
break;
}
}
}
void Penetration::handleSub() {
int x, y;
Submarine::Direction direction = getDirection(x, y);
subMove(x, y, direction);
if (_keys[kKeySpace])
subShoot();
}
bool Penetration::isBlocked(const MapObject &self, int16 x, int16 y, MapObject **blockedBy) {
if ((x < 0) || (y < 0))
return true;
if (((x + self.width - 1) >= (kMapWidth * kMapTileWidth)) ||
((y + self.height - 1) >= (kMapHeight * kMapTileHeight)))
return true;
MapObject checkSelf(0, 0, self.width, self.height);
checkSelf.mapX = x;
checkSelf.mapY = y;
for (Common::List<MapObject *>::iterator o = _blockingObjects.begin(); o != _blockingObjects.end(); ++o) {
MapObject &obj = **o;
if (&obj == &self)
continue;
if (!obj.isBlocking)
continue;
if (obj.isIn(checkSelf) || checkSelf.isIn(obj)) {
if (blockedBy && !*blockedBy)
*blockedBy = &obj;
return true;
}
}
return false;
}
void Penetration::findPath(MapObject &obj, int x, int y, MapObject **blockedBy) {
if (blockedBy)
*blockedBy = nullptr;
while ((x != 0) || (y != 0)) {
uint16 oldX = obj.mapX;
uint16 oldY = obj.mapY;
uint16 newX = obj.mapX;
if (x > 0) {
newX++;
x--;
} else if (x < 0) {
newX--;
x++;
}
if (!isBlocked(obj, newX, obj.mapY, blockedBy))
obj.mapX = newX;
uint16 newY = obj.mapY;
if (y > 0) {
newY++;
y--;
} else if (y < 0) {
newY--;
y++;
}
if (!isBlocked(obj, obj.mapX, newY, blockedBy))
obj.mapY = newY;
if ((obj.mapX == oldX) && (obj.mapY == oldY))
break;
}
}
void Penetration::subMove(int x, int y, Submarine::Direction direction) {
if (!_sub->sub->canMove())
return;
if ((x == 0) && (y == 0))
return;
findPath(*_sub, x, y);
_sub->setTileFromMapPosition();
_sub->sub->turn(direction);
checkShields();
checkMouths();
checkExits();
}
void Penetration::subShoot() {
if (!_sub->sub->canMove() || _sub->sub->isShooting())
return;
if (_shotCoolDown > 0)
return;
// Creating a bullet
int slot = findEmptyBulletSlot();
if (slot < 0)
return;
ManagedBullet &bullet = _bullets[slot];
bullet.bullet->setAnimation(directionToBullet(_sub->sub->getDirection()));
setBulletPosition(*_sub, bullet);
const int posX = kPlayAreaBorderWidth + bullet.mapX;
const int posY = kPlayAreaBorderHeight + bullet.mapY;
bullet.bullet->setPosition(posX, posY);
bullet.bullet->setVisible(true);
// Shooting
_sub->sub->shoot();
_vm->_sound->blasterPlay(&_soundShoot, 1, 0);
_shotCoolDown = 3;
}
void Penetration::setBulletPosition(const ManagedSub &sub, ManagedBullet &bullet) const {
bullet.mapX = sub.mapX;
bullet.mapY= sub.mapY;
int16 sWidth, sHeight;
sub.sub->getFrameSize(sWidth, sHeight);
int16 bWidth, bHeight;
bullet.bullet->getFrameSize(bWidth, bHeight);
switch (sub.sub->getDirection()) {
case Submarine::kDirectionN:
bullet.mapX += sWidth / 2;
bullet.mapY -= bHeight;
bullet.deltaX = 0;
bullet.deltaY = -8;
break;
case Submarine::kDirectionNE:
bullet.mapX += sWidth;
bullet.mapY -= bHeight * 2;
bullet.deltaX = 8;
bullet.deltaY = -8;
break;
case Submarine::kDirectionE:
bullet.mapX += sWidth;
bullet.mapY += sHeight / 2 - bHeight;
bullet.deltaX = 8;
bullet.deltaY = 0;
break;
case Submarine::kDirectionSE:
bullet.mapX += sWidth;
bullet.mapY += sHeight;
bullet.deltaX = 8;
bullet.deltaY = 8;
break;
case Submarine::kDirectionS:
bullet.mapX += sWidth / 2;
bullet.mapY += sHeight;
bullet.deltaX = 0;
bullet.deltaY = 8;
break;
case Submarine::kDirectionSW:
bullet.mapX -= bWidth;
bullet.mapY += sHeight;
bullet.deltaX = -8;
bullet.deltaY = 8;
break;
case Submarine::kDirectionW:
bullet.mapX -= bWidth;
bullet.mapY += sHeight / 2 - bHeight;
bullet.deltaX = -8;
bullet.deltaY = 0;
break;
case Submarine::kDirectionNW:
bullet.mapX -= bWidth;
bullet.mapY -= bHeight;
bullet.deltaX = -8;
bullet.deltaY = -8;
break;
default:
break;
}
}
uint16 Penetration::directionToBullet(Submarine::Direction direction) const {
switch (direction) {
case Submarine::kDirectionN:
return kSpriteBulletN;
case Submarine::kDirectionNE:
return kSpriteBulletNE;
case Submarine::kDirectionE:
return kSpriteBulletE;
case Submarine::kDirectionSE:
return kSpriteBulletSE;
case Submarine::kDirectionS:
return kSpriteBulletS;
case Submarine::kDirectionSW:
return kSpriteBulletSW;
case Submarine::kDirectionW:
return kSpriteBulletW;
case Submarine::kDirectionNW:
return kSpriteBulletNW;
default:
break;
}
return 0;
}
int Penetration::findEmptyBulletSlot() const {
for (int i = 0; i < kMaxBulletCount; i++)
if (!_bullets[i].bullet->isVisible())
return i;
return -1;
}
void Penetration::bulletsMove() {
for (int i = 0; i < kMaxBulletCount; i++)
if (_bullets[i].bullet->isVisible())
bulletMove(_bullets[i]);
}
void Penetration::bulletMove(ManagedBullet &bullet) {
MapObject *blockedBy;
findPath(bullet, bullet.deltaX, bullet.deltaY, &blockedBy);
if (blockedBy) {
checkShotEnemy(*blockedBy);
bullet.bullet->setVisible(false);
return;
}
const int posX = kPlayAreaBorderWidth + bullet.mapX;
const int posY = kPlayAreaBorderHeight + bullet.mapY;
bullet.bullet->setPosition(posX, posY);
}
void Penetration::checkShotEnemy(MapObject &shotObject) {
for (int i = 0; i < kEnemyCount; i++) {
ManagedEnemy &enemy = _enemies[i];
if ((&enemy == &shotObject) && !enemy.dead && enemy.enemy->isVisible()) {
enemyExplode(enemy);
return;
}
}
}
Submarine::Direction Penetration::getDirection(int &x, int &y) const {
x = _keys[kKeyRight] ? 3 : (_keys[kKeyLeft] ? -3 : 0);
y = _keys[kKeyDown ] ? 3 : (_keys[kKeyUp ] ? -3 : 0);
if ((x > 0) && (y > 0))
return Submarine::kDirectionSE;
if ((x > 0) && (y < 0))
return Submarine::kDirectionNE;
if ((x < 0) && (y > 0))
return Submarine::kDirectionSW;
if ((x < 0) && (y < 0))
return Submarine::kDirectionNW;
if (x > 0)
return Submarine::kDirectionE;
if (x < 0)
return Submarine::kDirectionW;
if (y > 0)
return Submarine::kDirectionS;
if (y < 0)
return Submarine::kDirectionN;
return Submarine::kDirectionNone;
}
void Penetration::checkShields() {
for (Common::List<MapObject>::iterator s = _shields.begin(); s != _shields.end(); ++s) {
if ((s->tileX == _sub->tileX) && (s->tileY == _sub->tileY)) {
// Charge shields
_shieldMeter->setMaxValue();
// Play the shield sound
_vm->_sound->blasterPlay(&_soundShield, 1, 0);
// Erase the shield from the map
_sprites->draw(*_map, 30, s->mapX + kPlayAreaBorderWidth, s->mapY + kPlayAreaBorderHeight);
_shields.erase(s);
break;
}
}
}
void Penetration::checkMouths() {
for (Common::List<ManagedMouth>::iterator m = _mouths.begin(); m != _mouths.end(); ++m) {
if (!m->mouth->isDeactivated())
continue;
if ((( m->tileX == _sub->tileX) && (m->tileY == _sub->tileY)) ||
(((m->tileX + 1) == _sub->tileX) && (m->tileY == _sub->tileY))) {
m->mouth->activate();
// Play the mouth sound and do health gain/loss
if (m->type == kMouthTypeBite) {
_vm->_sound->blasterPlay(&_soundBite, 1, 0);
healthLose(230);
} else if (m->type == kMouthTypeKiss) {
_vm->_sound->blasterPlay(&_soundKiss, 1, 0);
healthGain(120);
}
}
}
}
void Penetration::checkExits() {
if (!_sub->sub->canMove())
return;
for (Common::List<MapObject>::iterator e = _exits.begin(); e != _exits.end(); ++e) {
if ((e->tileX == _sub->tileX) && (e->tileY == _sub->tileY)) {
_sub->setMapFromTilePosition();
_sub->sub->leave();
_vm->_sound->blasterPlay(&_soundExit, 1, 0);
break;
}
}
}
void Penetration::healthGain(int amount) {
if (_shieldMeter->getValue() > 0)
_healthMeter->increase(_shieldMeter->increase(amount));
else
_healthMeter->increase(amount);
}
void Penetration::healthLose(int amount) {
_healthMeter->decrease(_shieldMeter->decrease(amount));
if (_healthMeter->getValue() == 0)
_sub->sub->die();
}
void Penetration::checkExited() {
if (_sub->sub->hasExited()) {
_floor++;
if (_floor >= kFloorCount)
return;
setPalette();
createMap();
drawFloorText();
}
}
bool Penetration::isDead() const {
return _sub && _sub->sub->isDead();
}
bool Penetration::hasWon() const {
return _floor >= kFloorCount;
}
int Penetration::getLanguage() const {
if (_vm->_global->_language < kLanguageCount)
return _vm->_global->_language;
return kFallbackLanguage;
}
void Penetration::updateAnims() {
int16 left = 0, top = 0, right = 0, bottom = 0;
// Clear the previous map animation frames
for (Common::List<ANIObject *>::iterator a = _mapAnims.reverse_begin();
a != _mapAnims.end(); --a) {
(*a)->clear(*_map, left, top, right, bottom);
}
// Draw the current map animation frames
for (Common::List<ANIObject *>::iterator a = _mapAnims.begin();
a != _mapAnims.end(); ++a) {
(*a)->draw(*_map, left, top, right, bottom);
(*a)->advance();
}
// Clear the previous animation frames
for (Common::List<ANIObject *>::iterator a = _anims.reverse_begin();
a != _anims.end(); --a) {
if ((*a)->clear(*_vm->_draw->_backSurface, left, top, right, bottom))
_vm->_draw->dirtiedRect(_vm->_draw->_backSurface, left, top, right, bottom);
}
if (_sub) {
// Draw the map
_vm->_draw->_backSurface->blit(*_map, _sub->mapX, _sub->mapY,
_sub->mapX + kPlayAreaWidth - 1, _sub->mapY + kPlayAreaHeight - 1, kPlayAreaX, kPlayAreaY);
_vm->_draw->dirtiedRect(_vm->_draw->_backSurface, kPlayAreaX, kPlayAreaY,
kPlayAreaX + kPlayAreaWidth - 1, kPlayAreaY + kPlayAreaHeight - 1);
}
// Draw the current animation frames
for (Common::List<ANIObject *>::iterator a = _anims.begin();
a != _anims.end(); ++a) {
if ((*a)->draw(*_vm->_draw->_backSurface, left, top, right, bottom))
_vm->_draw->dirtiedRect(_vm->_draw->_backSurface, left, top, right, bottom);
(*a)->advance();
}
// Draw the meters
_shieldMeter->draw(*_vm->_draw->_backSurface, left, top, right, bottom);
_vm->_draw->dirtiedRect(_vm->_draw->_backSurface, left, top, right, bottom);
_healthMeter->draw(*_vm->_draw->_backSurface, left, top, right, bottom);
_vm->_draw->dirtiedRect(_vm->_draw->_backSurface, left, top, right, bottom);
}
} // End of namespace Geisha
} // End of namespace Gob