/* 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. */ /* PINGO Full-screen sub-parts of the game. */ #ifndef AVALANCHE_PINGO_H #define AVALANCHE_PINGO_H #include "common/str.h" namespace Avalanche { class AvalancheEngine; class Pingo { public: Pingo(AvalancheEngine *vm); void bossKey(); void copy02(); void copy03(); void copyPage(byte frp, byte top); void wobble(); void zonk(); void winningPic(); private: AvalancheEngine *_vm; void dPlot(int16 x, int16 y, Common::String z); void zl(int16 x1, int16 y1, int16 x2, int16 y2); }; } // End of namespace Avalanche. #endif // AVALANCHE_PINGO_H