scummvm/engines/tinsel/play.h
Peter Kohaut e59a470db3 TINSEL: Updated addional drawing routines for v3
Implemented playing of films of objects (not movies).
Fixed rendering of the main menu.
Increased the size of parameters of coroutines.
2021-03-04 20:45:32 +01:00

62 lines
2.1 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.
*
* Plays films within a scene, takes into account the actor in each 'column'.
*/
#ifndef TINSEL_PLAY_H // prevent multiple includes
#define TINSEL_PLAY_H
#include "common/coroutines.h"
#include "tinsel/dw.h"
#include "tinsel/multiobj.h"
namespace Tinsel {
#define MAX_SOUNDREELS 5
struct SOUNDREELS {
SCNHANDLE hFilm; // The 'film'
int column; // Column number
int actorCol;
};
typedef SOUNDREELS *PSOUNDREELS;
void PlayFilm(CORO_PARAM, SCNHANDLE film, int x, int y, int actorid, bool splay, bool sfact, bool escOn, int myescEvent, bool bTop, OBJECT** playfield);
void PlayFilm(CORO_PARAM, SCNHANDLE hFilm, int x, int y, int myescEvent, bool bTop, OBJECT** playfield);
void PlayFilmc(CORO_PARAM, SCNHANDLE hFilm, int x, int y, int actorid, bool splay, bool sfact, bool escOn, int myescEvent, bool bTop, OBJECT** playfield);
void RestoreActorReels(SCNHANDLE hFilm, short reelnum, short z, int x, int y);
void RestoreActorReels(SCNHANDLE hFilm, int actor, int x, int y);
void PokeInPalette(const MULTI_INIT *pmi);
void NoSoundReels();
void SaveSoundReels(PSOUNDREELS psr);
void RestoreSoundReels(PSOUNDREELS psr);
int ExtractActor(SCNHANDLE hFilm);
} // End of namespace Tinsel
#endif