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/* 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.
*
*/
#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();
/** Advance the animation to the next frame. */
void advance();
/** 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
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