/* 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_EVILFISH_H #define GOB_MINIGAMES_GEISHA_EVILFISH_H #include "gob/aniobject.h" namespace Gob { namespace Geisha { /** An "evil" fish in Geisha's "Diving" minigame. */ class EvilFish : public ANIObject { public: enum Direction { kDirectionLeft = 0, kDirectionRight = 1 }; EvilFish(const ANIFile &ani, uint16 screenWidth, uint16 animSwimLeft, uint16 animSwimRight, uint16 animTurnLeft, uint16 animTurnRight, uint16 animDie); ~EvilFish(); /** Enter from this direction / screen edge. */ void enter(Direction from, int16 y); /** Leave the screen in the current direction. */ void leave(); /** Kill the fish. */ void die(); /** Advance the animation to the next frame. */ void advance(); /** Change the fish's animations, effectively making it a different fish type. */ void mutate(uint16 animSwimLeft, uint16 animSwimRight, uint16 animTurnLeft, uint16 animTurnRight, uint16 animDie); /** Is the fish dead? */ bool isDead() const; private: enum State { kStateNone, kStateSwimLeft, kStateSwimRight, kStateTurnLeft, kStateTurnRight, kStateDie }; uint16 _screenWidth; uint16 _animSwimLeft; uint16 _animSwimRight; uint16 _animTurnLeft; uint16 _animTurnRight; uint16 _animDie; bool _shouldLeave; State _state; }; } // End of namespace Geisha } // End of namespace Gob #endif // GOB_MINIGAMES_GEISHA_EVILFISH_H