/* 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_PREGOB_ONCEUPON_STORK_H #define GOB_PREGOB_ONCEUPON_STORK_H #include "common/system.h" #include "gob/aniobject.h" namespace Common { class String; } namespace Gob { class GobEngine; class Surface; class ANIFile; namespace OnceUpon { /** The stork in Baba Yaga / dragon in Abracadabra. */ class Stork : public ANIObject { public: /** Information on how to drop the bundle. */ struct BundleDrop { int16 anim; ///< Animation of the bundle floating down int16 dropX; ///< X position the stork drops the bundle int16 landY; ///< Y position the bundle lands bool dropWhileFar; ///< Does the stork drop the bundle while far instead of near? }; Stork(GobEngine *vm, const ANIFile &ani); ~Stork(); /** Has the bundle landed? */ bool hasBundleLanded() const; /** Drop the bundle. */ void dropBundle(const BundleDrop &drop); /** Draw the current frame onto the surface and return the affected rectangle. */ bool draw(Surface &dest, int16 &left, int16 &top, int16 &right, int16 &bottom); /** Draw the current frame from the surface and return the affected rectangle. */ bool clear(Surface &dest, int16 &left, int16 &top, int16 &right, int16 &bottom); /** Advance the animation to the next frame. */ void advance(); private: enum State { kStateFlyNearWithBundle = 0, kStateFlyFarWithBundle , kStateFlyNearWithoutBundle , kStateFlyFarWithoutBundle }; Surface *_frame; ANIObject *_bundle; State _state; bool _shouldDrop; BundleDrop _bundleDrop; void setState(State state, uint16 anim); void setState(State state, uint16 anim, int16 x); void dropBundle(State state, uint16 anim); }; } // End of namespace OnceUpon } // End of namespace Gob #endif // GOB_PREGOB_ONCEUPON_STORK_H