/* 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. * */ /* * This code is based on the original source code of Lord Avalot d'Argent version 1.3. * Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman. */ /* Original name: CELER The unit for updating the screen pics. */ #ifndef AVALANCHE_BACKGROUND_H #define AVALANCHE_BACKGROUND_H #include "common/str.h" namespace Avalanche { class AvalancheEngine; enum PictureType {kEga, kBgi, kNaturalImage}; struct SpriteType { PictureType _type; int16 _x, _y; int16 _width, _height; int32 _size; Graphics::Surface _picture; }; class Background { public: Background(AvalancheEngine *vm); ~Background(); void update(); void loadSprites(byte number); void release(); // Setting the destination to negative coordinates means the picture should be drawn to it's original position. // If you give it positive values, the picture will be plotted to the desired coordinates on the screen. // By that we get rid of show_one_at(), which would be almost identical and cause a lot of code duplication. void draw(int16 destX, int16 destY, byte sprId); void resetVariables(); void synchronize(Common::Serializer &sz); private: AvalancheEngine *_vm; byte _nextBell; // For the ringing. int32 _offsets[40]; byte _spriteNum; SpriteType _sprites[40]; Common::String _filename; static const int16 kOnDisk; // Value of _sprites[fv]._x when it's not in memory. void drawSprite(int16 x, int16 y, SpriteType &sprite); }; } // End of namespace Avalanche. #endif // AVALANCHE_BACKGROUND_H