/* 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 3 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, see . * * * This file is dual-licensed. * In addition to the GPLv3 license mentioned above, this code is also * licensed under LGPL 2.1. See LICENSES/COPYING.LGPL file for the * full text of the license. * */ #ifndef GOB_MINIGAMES_GEISHA_MOUTH_H #define GOB_MINIGAMES_GEISHA_MOUTH_H #include "gob/aniobject.h" namespace Gob { namespace Geisha { /** A kissing/biting mouth in Geisha's "Penetration" minigame. */ class Mouth : public ANIObject { public: Mouth(const ANIFile &ani, const CMPFile &cmp, uint16 mouthAnim, uint16 mouthSprite, uint16 floorSprite); ~Mouth() override; /** Advance the animation to the next frame. */ void advance() override; /** Active the mouth's animation. */ void activate(); /** Is the mouth deactivated? */ bool isDeactivated() const; /** Set the current position. */ void setPosition(int16 x, int16 y) override; /** Draw the current frame onto the surface and return the affected rectangle. */ bool draw(Surface &dest, int16 &left, int16 &top, int16 &right, int16 &bottom) override; /** Draw the current frame from the surface and return the affected rectangle. */ bool clear(Surface &dest, int16 &left, int16 &top, int16 &right, int16 &bottom) override; private: static const int kFloorCount = 2; enum State { kStateDeactivated, kStateActivated, kStateDead }; ANIObject *_sprite; ANIObject *_floor[kFloorCount]; State _state; }; } // End of namespace Geisha } // End of namespace Gob #endif // GOB_MINIGAMES_GEISHA_MOUTH_H