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2026-02-02 04:50:13 +01:00

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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 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_SUBMARINE_H
#define GOB_MINIGAMES_GEISHA_SUBMARINE_H
#include "gob/aniobject.h"
namespace Gob {
namespace Geisha {
/** The submarine Geisha's "Penetration" minigame. */
class Submarine : public ANIObject {
public:
enum Direction {
kDirectionNone,
kDirectionN,
kDirectionNE,
kDirectionE,
kDirectionSE,
kDirectionS,
kDirectionSW,
kDirectionW,
kDirectionNW
};
Submarine(const ANIFile &ani);
~Submarine() override;
Direction getDirection() const;
/** Turn to the specified direction. */
void turn(Direction to);
/** Play the shoot animation. */
void shoot();
/** Play the exploding animation. */
void die();
/** Play the exiting animation. */
void leave();
/** Advance the animation to the next frame. */
void advance() override;
/** Can the submarine move at the moment? */
bool canMove() const;
/** Is the submarine dead? */
bool isDead() const;
/** Is the submarine shooting? */
bool isShooting() const;
/** Has the submarine finished exiting the level? */
bool hasExited() const;
private:
enum State {
kStateNone = 0,
kStateMove,
kStateShoot,
kStateExit,
kStateExited,
kStateDie,
kStateDead
};
State _state;
Direction _direction;
/** Map the directions to move animation indices. */
uint16 directionToMove(Direction direction) const;
/** Map the directions to shoot animation indices. */
uint16 directionToShoot(Direction direction) const;
/** Map the directions to explode animation indices. */
uint16 directionToExplode(Direction direction) const;
void move();
};
} // End of namespace Geisha
} // End of namespace Gob
#endif // GOB_MINIGAMES_GEISHA_SUBMARINE_H