/* 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 "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(0), type(t) {

}

Penetration::ManagedMouth::~ManagedMouth() {
	delete mouth;
}


Penetration::ManagedSub::ManagedSub(uint16 tX, uint16 tY) :
	MapObject(tX, tY, kMapTileWidth, kMapTileHeight), sub(0) {

}

Penetration::ManagedSub::~ManagedSub() {
	delete sub;
}


Penetration::ManagedEnemy::ManagedEnemy() : MapObject(0, 0, 0, 0), enemy(0), dead(false) {
}

Penetration::ManagedEnemy::~ManagedEnemy() {
	delete enemy;
}

void Penetration::ManagedEnemy::clear() {
	delete enemy;

	enemy = 0;
}


Penetration::ManagedBullet::ManagedBullet() : MapObject(0, 0, 0, 0), bullet(0) {
}

Penetration::ManagedBullet::~ManagedBullet() {
	delete bullet;
}

void Penetration::ManagedBullet::clear() {
	delete bullet;

	bullet = 0;
}


Penetration::Penetration(GobEngine *vm) : _vm(vm), _background(0), _sprites(0), _objects(0), _sub(0),
	_shieldMeter(0), _healthMeter(0), _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 = 0;
	_sprites = 0;
}

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 = 0;

	_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;
			}
		}
	}

	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 = 0;
	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(0, 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;
			else if (event.kbd.keycode == Common::KEYCODE_d) {
				_vm->getDebugger()->attach();
				_vm->getDebugger()->onFrame();
			}
			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 = 0;

	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
