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