/* 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 original Soltys source code * Copyright (c) 1994-1995 Janus B. Wisniewski and L.K. Avalon */ #ifndef __GAME__ #define __GAME__ #include "cge/vga13h.h" #include "cge/bitmaps.h" namespace CGE { #define PAN_HIG 40 #define LBound(s) (s->X <= 0) #define RBound(s) (s->X+s->W >= SCR_WID) #define TBound(s) (s->Y <= 0) #define BBound(s) (s->Y+s->H >= SCR_HIG - PAN_HIG) extern SPRITE *Sys; int Sinus(long x); uint8 *Glass(DAC *pal, uint8 r, uint8 g, uint8 b); uint8 *Mark(DAC *pal); class FLY : public SPRITE { static int L, T, R, B; public: int Tx, Ty; FLY(BITMAP **shpl); void Tick(void); }; } // End of namespace CGE #endif