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https://github.com/libretro/scummvm.git
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5b9cb372cd
Revise some other parts of the engine during the process.
80 lines
2.4 KiB
C++
80 lines
2.4 KiB
C++
/* 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This code is based on the original source code of Lord Avalot d'Argent version 1.3.
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* Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman.
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*/
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/* Original name: CELER The unit for updating the screen pics. */
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#ifndef AVALANCHE_BACKGROUND_H
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#define AVALANCHE_BACKGROUND_H
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#include "common/str.h"
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namespace Avalanche {
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class AvalancheEngine;
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enum PictureType {kEga, kBgi, kNaturalImage};
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struct SpriteType {
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PictureType _type;
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int16 _x, _y;
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int16 _width, _height;
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int32 _size;
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Graphics::Surface _picture;
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};
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class Background {
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public:
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Background(AvalancheEngine *vm);
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~Background();
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void update();
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void loadSprites(byte number);
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void release();
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// Setting the destination to negative coordinates means the picture should be drawn to it's original position.
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// If you give it positive values, the picture will be plotted to the desired coordinates on the screen.
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// By that we get rid of show_one_at(), which would be almost identical and cause a lot of code duplication.
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void draw(int16 destX, int16 destY, byte sprId);
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void resetVariables();
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void synchronize(Common::Serializer &sz);
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private:
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AvalancheEngine *_vm;
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byte _nextBell; // For the ringing.
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int32 _offsets[40];
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byte _spriteNum;
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SpriteType _sprites[40];
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Common::String _filename;
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static const int16 kOnDisk; // Value of _sprites[fv]._x when it's not in memory.
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void drawSprite(int16 x, int16 y, SpriteType &sprite);
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};
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} // End of namespace Avalanche.
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#endif // AVALANCHE_BACKGROUND_H
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