scummvm/engines/avalanche/background.h
uruk 5b9cb372cd AVALANCHE: Implement Parser::bossKey().
Revise some other parts of the engine during the process.
2014-03-07 18:24:58 +01:00

80 lines
2.4 KiB
C++

/* 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.
*
*/
/*
* This code is based on the original source code of Lord Avalot d'Argent version 1.3.
* Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman.
*/
/* Original name: CELER The unit for updating the screen pics. */
#ifndef AVALANCHE_BACKGROUND_H
#define AVALANCHE_BACKGROUND_H
#include "common/str.h"
namespace Avalanche {
class AvalancheEngine;
enum PictureType {kEga, kBgi, kNaturalImage};
struct SpriteType {
PictureType _type;
int16 _x, _y;
int16 _width, _height;
int32 _size;
Graphics::Surface _picture;
};
class Background {
public:
Background(AvalancheEngine *vm);
~Background();
void update();
void loadSprites(byte number);
void release();
// Setting the destination to negative coordinates means the picture should be drawn to it's original position.
// If you give it positive values, the picture will be plotted to the desired coordinates on the screen.
// By that we get rid of show_one_at(), which would be almost identical and cause a lot of code duplication.
void draw(int16 destX, int16 destY, byte sprId);
void resetVariables();
void synchronize(Common::Serializer &sz);
private:
AvalancheEngine *_vm;
byte _nextBell; // For the ringing.
int32 _offsets[40];
byte _spriteNum;
SpriteType _sprites[40];
Common::String _filename;
static const int16 kOnDisk; // Value of _sprites[fv]._x when it's not in memory.
void drawSprite(int16 x, int16 y, SpriteType &sprite);
};
} // End of namespace Avalanche.
#endif // AVALANCHE_BACKGROUND_H