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53 lines
1.6 KiB
C++
53 lines
1.6 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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#include "common/system.h"
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#include "sherlock/map.h"
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#include "sherlock/sherlock.h"
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#include "sherlock/scalpel/scalpel_map.h"
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#include "sherlock/tattoo/tattoo_map.h"
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namespace Sherlock {
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Map *Map::init(SherlockEngine *vm) {
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if (vm->getGameID() == GType_SerratedScalpel)
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return new Scalpel::ScalpelMap(vm);
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else
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return new Tattoo::TattooMap(vm);
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}
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Map::Map(SherlockEngine *vm) : _vm(vm) {
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_charPoint = _oldCharPoint = 0;
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_active = _frameChangeFlag = false;
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}
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void Map::synchronize(Serializer &s) {
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s.syncAsSint32LE(_bigPos.x);
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s.syncAsSint32LE(_bigPos.y);
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s.syncAsSint32LE(_overPos.x);
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s.syncAsSint16LE(_overPos.y);
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s.syncAsSint16LE(_oldCharPoint);
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}
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} // End of namespace Sherlock
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