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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_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
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