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176
engines/gob/minigames/geisha/oko.cpp
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176
engines/gob/minigames/geisha/oko.cpp
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/* 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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#include "gob/sound/sound.h"
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#include "gob/minigames/geisha/oko.h"
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namespace Gob {
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namespace Geisha {
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enum kOkoAnimation {
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kOkoAnimationEnter = 0,
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kOkoAnimationSwim = 1,
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kOkoAnimationSink = 8,
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kOkoAnimationRaise = 7,
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kOkoAnimationBreathe = 2,
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kOkoAnimationPick = 3,
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kOkoAnimationHurt = 4,
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kOkoAnimationDie0 = 17,
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kOkoAnimationDie1 = 18,
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kOkoAnimationDie2 = 19
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};
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static const int16 kOkoPositionX = 110;
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static const uint kLevelCount = 3;
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static const int16 kLevelPositionX[kLevelCount] = { 44, 84, 124 };
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Oko::Oko(const ANIFile &ani, Sound &sound, SoundDesc &breathe) :
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ANIObject(ani), _sound(&sound), _breathe(&breathe), _state(kStateEnter), _level(0) {
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setAnimation(kOkoAnimationEnter);
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setVisible(true);
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}
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Oko::~Oko() {
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}
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void Oko::advance() {
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bool wasLastFrame = lastFrame();
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if ((_state == kStateDead) && wasLastFrame) {
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setPause(true);
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return;
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}
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ANIObject::advance();
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switch (_state) {
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case kStateEnter:
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if (wasLastFrame) {
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setAnimation(kOkoAnimationSwim);
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setPosition(kOkoPositionX, kLevelPositionX[_level]);
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_state = kStateSwim;
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}
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break;
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case kStateBreathe:
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if ((getFrame() == 6) || (getFrame() == 23))
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_sound->blasterPlay(_breathe, 1, 0);
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// fall through
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case kStateSink:
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case kStateRaise:
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case kStateHurt:
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if (wasLastFrame) {
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setAnimation(kOkoAnimationSwim);
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setPosition(kOkoPositionX, kLevelPositionX[_level]);
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_state = kStateSwim;
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}
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break;
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case kStatePick:
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if (wasLastFrame) {
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_level = 1;
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setAnimation(kOkoAnimationSwim);
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setPosition(kOkoPositionX, kLevelPositionX[_level]);
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_state = kStateSwim;
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}
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break;
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default:
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break;
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}
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}
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void Oko::sink() {
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if (_state != kStateSwim)
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return;
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if (_level >= (kLevelCount - 1)) {
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setAnimation(kOkoAnimationPick);
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_state = kStatePick;
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return;
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}
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setAnimation(kOkoAnimationSink);
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setPosition(kOkoPositionX, kLevelPositionX[_level]);
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_state = kStateSink;
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_level++;
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}
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void Oko::raise() {
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if (_state != kStateSwim)
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return;
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if (_level == 0) {
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setAnimation(kOkoAnimationBreathe);
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_state = kStateBreathe;
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return;
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}
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setAnimation(kOkoAnimationRaise);
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setPosition(kOkoPositionX, kLevelPositionX[_level]);
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_state = kStateSink;
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_level--;
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}
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void Oko::hurt() {
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if (_state != kStateSwim)
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return;
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setAnimation(kOkoAnimationHurt);
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_state = kStateHurt;
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}
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void Oko::die() {
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if (_state != kStateSwim)
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return;
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setAnimation(kOkoAnimationDie0 + _level);
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_state = kStateDead;
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}
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Oko::State Oko::getState() const {
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return _state;
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}
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bool Oko::isBreathing() const {
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return (_state == kStateBreathe) && ((getFrame() >= 9) && (getFrame() <= 30));
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}
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bool Oko::isMoving() const {
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return (_state != kStateBreathe) && (_state != kStateHurt) && (_state != kStateDead);
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}
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} // End of namespace Geisha
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} // End of namespace Gob
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