scummvm/engines/gob/minigames/geisha/oko.cpp
2012-01-28 22:55:12 +01:00

171 lines
3.7 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 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/sound/sound.h"
#include "gob/minigames/geisha/oko.h"
namespace Gob {
namespace Geisha {
enum kOkoAnimation {
kOkoAnimationEnter = 0,
kOkoAnimationSwim = 1,
kOkoAnimationSink = 8,
kOkoAnimationRaise = 7,
kOkoAnimationBreathe = 2,
kOkoAnimationPick = 3,
kOkoAnimationHurt = 4,
kOkoAnimationDie0 = 17,
kOkoAnimationDie1 = 18,
kOkoAnimationDie2 = 19
};
static const int16 kOkoPositionX = 110;
static const uint kLevelCount = 3;
static const int16 kLevelPositionX[kLevelCount] = { 44, 84, 124 };
Oko::Oko(const ANIFile &ani, Sound &sound, SoundDesc &breathe) :
ANIObject(ani), _sound(&sound), _breathe(&breathe), _state(kStateEnter), _level(0) {
setAnimation(kOkoAnimationEnter);
setVisible(true);
}
Oko::~Oko() {
}
void Oko::advance() {
bool wasLastFrame = lastFrame();
if ((_state == kStateDead) && wasLastFrame) {
setPause(true);
return;
}
ANIObject::advance();
switch (_state) {
case kStateEnter:
if (wasLastFrame) {
setAnimation(kOkoAnimationSwim);
setPosition(kOkoPositionX, kLevelPositionX[_level]);
_state = kStateSwim;
}
break;
case kStateBreathe:
if ((getFrame() == 6) || (getFrame() == 23))
_sound->blasterPlay(_breathe, 1, 0);
case kStateSink:
case kStateRaise:
case kStateHurt:
if (wasLastFrame) {
setAnimation(kOkoAnimationSwim);
setPosition(kOkoPositionX, kLevelPositionX[_level]);
_state = kStateSwim;
}
break;
case kStatePick:
if (wasLastFrame) {
_level = 1;
setAnimation(kOkoAnimationSwim);
setPosition(kOkoPositionX, kLevelPositionX[_level]);
_state = kStateSwim;
}
break;
default:
break;
}
}
void Oko::sink() {
if (_state != kStateSwim)
return;
if (_level >= (kLevelCount - 1)) {
setAnimation(kOkoAnimationPick);
_state = kStatePick;
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--;
}
void Oko::hurt() {
if (_state != kStateSwim)
return;
setAnimation(kOkoAnimationHurt);
_state = kStateHurt;
}
void Oko::die() {
if (_state != kStateSwim)
return;
setAnimation(kOkoAnimationDie0 + _level);
_state = kStateDead;
}
Oko::State Oko::getState() const {
return _state;
}
bool Oko::isBreathing() const {
return (_state == kStateBreathe) && ((getFrame() >= 9) && (getFrame() <= 30));
}
bool Oko::isMoving() const {
return (_state != kStateBreathe) && (_state != kStateHurt) && (_state != kStateDead);
}
} // End of namespace Geisha
} // End of namespace Gob