Eugene Sandulenko 5dcdfd2600
GOB: Dual-license the gob engine under LGPL
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
2024-01-08 01:44:04 +01:00

90 lines
2.0 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/>.
*
*
* This file is dual-licensed.
* In addition to the GPLv3 license mentioned above, this code is also
* licensed under LGPL 2.1. See LICENSES/COPYING.LGPL file for the
* full text of the license.
*
*/
#ifndef GOB_MINIGAMES_GEISHA_OKO_H
#define GOB_MINIGAMES_GEISHA_OKO_H
#include "gob/aniobject.h"
namespace Gob {
class Sound;
class SoundDesc;
namespace Geisha {
/** Oko, the person you control, in Geisha's "Diving" minigame. */
class Oko : public ANIObject {
public:
enum State {
kStateEnter,
kStateSwim,
kStateSink,
kStateRaise,
kStateBreathe,
kStatePick,
kStateHurt,
kStateDead
};
Oko(const ANIFile &ani, Sound &sound, SoundDesc &breathe);
~Oko() override;
/** Advance the animation to the next frame. */
void advance() override;
/** Oko should sink a level. */
void sink();
/** Oko should raise a level. */
void raise();
/** Oko should get hurt. */
void hurt();
/** Oko should die. */
void die();
State getState() const;
bool isBreathing() const;
bool isMoving() const;
private:
Sound *_sound;
SoundDesc *_breathe;
State _state;
uint8 _level;
};
} // End of namespace Geisha
} // End of namespace Gob
#endif // GOB_MINIGAMES_GEISHA_OKO_H