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