mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-25 19:25:20 +00:00
b5f14e5809
- Fixed lockup bugs when walking in cutscenes - Alow the cursor to move during Flicker's idle animation - General code cleanup
84 lines
2.3 KiB
C++
84 lines
2.3 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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* 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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* 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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#ifndef DRAGONS_CUTSCENE_H
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#define DRAGONS_CUTSCENE_H
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#include "common/system.h"
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namespace Dragons {
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class Actor;
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class DragonsEngine;
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class CutScene {
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private:
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DragonsEngine *_vm;
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Actor *_actor_80072de8;
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Actor *_actor_80072dec;
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Actor *_actor_800830c0;
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Actor *_actor_80072df0;
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Actor *_actor_80072e08;
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Actor *_actor_80072df4;
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Actor *_actor_80072df8;
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Actor *_actor_80072dfc;
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Actor *_actor_800830bc;
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Actor *_actor_800830b8;
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Actor *_actor_80072e0c;
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Actor *_actor_800830a0;
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Actor *_actor_800830d4;
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Actor *_actor_800830dc;
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Actor *_flameActor;
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uint16 _actor_80063514; //flags
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byte *_palettes;
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public:
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CutScene(DragonsEngine *vm);
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virtual ~CutScene();
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void scene1();
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void diamondScene();
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void knightsSavedBackAtCastle();
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void flameReturnsCutScene();
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void knightsSavedAgain();
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void tournamentCutScene();
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private:
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//Scene 1 related functions
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void fadeScreenAndResetActor(Actor *actor);
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void closeUpShotOnActor(uint16 resourceId, uint16 sequenceId, int16 x, uint32 param_4);
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void fun_8003d8e8(uint16 resourceId, uint16 sequenceId, int16 x, uint32 param_4);
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void wideAngleEveryoneAtTable();
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void fun_8003d388();
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void closeUpKnightsAtTable();
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uint16 fun_8003dab8(uint32 textId, uint16 x, uint16 y, uint16 param_4, int16 param_5);
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void cursorInventoryClearFlag400();
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void changeBackgroundPosition(uint16 newPosition, int16 sParm2);
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void loadPalettes();
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};
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} // End of namespace Dragons
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#endif //DRAGONS_CUTSCENE_H
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