scummvm/engines/dragons/cutscene.h
Eric Fry b5f14e5809 DRAGONS: General fixups
- Fixed lockup bugs when walking in cutscenes
- Alow the cursor to move during Flicker's idle animation
- General code cleanup
2020-02-29 12:39:40 +11:00

84 lines
2.3 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.
*
*/
#ifndef DRAGONS_CUTSCENE_H
#define DRAGONS_CUTSCENE_H
#include "common/system.h"
namespace Dragons {
class Actor;
class DragonsEngine;
class CutScene {
private:
DragonsEngine *_vm;
Actor *_actor_80072de8;
Actor *_actor_80072dec;
Actor *_actor_800830c0;
Actor *_actor_80072df0;
Actor *_actor_80072e08;
Actor *_actor_80072df4;
Actor *_actor_80072df8;
Actor *_actor_80072dfc;
Actor *_actor_800830bc;
Actor *_actor_800830b8;
Actor *_actor_80072e0c;
Actor *_actor_800830a0;
Actor *_actor_800830d4;
Actor *_actor_800830dc;
Actor *_flameActor;
uint16 _actor_80063514; //flags
byte *_palettes;
public:
CutScene(DragonsEngine *vm);
virtual ~CutScene();
void scene1();
void diamondScene();
void knightsSavedBackAtCastle();
void flameReturnsCutScene();
void knightsSavedAgain();
void tournamentCutScene();
private:
//Scene 1 related functions
void fadeScreenAndResetActor(Actor *actor);
void closeUpShotOnActor(uint16 resourceId, uint16 sequenceId, int16 x, uint32 param_4);
void fun_8003d8e8(uint16 resourceId, uint16 sequenceId, int16 x, uint32 param_4);
void wideAngleEveryoneAtTable();
void fun_8003d388();
void closeUpKnightsAtTable();
uint16 fun_8003dab8(uint32 textId, uint16 x, uint16 y, uint16 param_4, int16 param_5);
void cursorInventoryClearFlag400();
void changeBackgroundPosition(uint16 newPosition, int16 sParm2);
void loadPalettes();
};
} // End of namespace Dragons
#endif //DRAGONS_CUTSCENE_H