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The major contributors provided their consent: DrMcCoy, Strangerke, sdelamarre, sev. The goal is to allow the re-release of this code under Switch, which is incompatible with pure GPL
90 lines
2.0 KiB
C++
90 lines
2.0 KiB
C++
/* 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_OKO_H
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#define GOB_MINIGAMES_GEISHA_OKO_H
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#include "gob/aniobject.h"
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namespace Gob {
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class Sound;
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class SoundDesc;
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namespace Geisha {
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/** Oko, the person you control, in Geisha's "Diving" minigame. */
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class Oko : public ANIObject {
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public:
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enum State {
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kStateEnter,
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kStateSwim,
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kStateSink,
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kStateRaise,
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kStateBreathe,
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kStatePick,
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kStateHurt,
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kStateDead
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};
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Oko(const ANIFile &ani, Sound &sound, SoundDesc &breathe);
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~Oko() override;
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/** Advance the animation to the next frame. */
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void advance() override;
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/** Oko should sink a level. */
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void sink();
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/** Oko should raise a level. */
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void raise();
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/** Oko should get hurt. */
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void hurt();
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/** Oko should die. */
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void die();
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State getState() const;
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bool isBreathing() const;
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bool isMoving() const;
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private:
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Sound *_sound;
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SoundDesc *_breathe;
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State _state;
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uint8 _level;
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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_OKO_H
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