/* 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 MUTATIONOFJB_ROOM_H #define MUTATIONOFJB_ROOM_H #include "common/scummsys.h" #include "common/array.h" #include "graphics/surface.h" #include "graphics/managed_surface.h" namespace Graphics { class Screen; } namespace MutationOfJB { class EncryptedFile; class Game; class Static; class Room { public: friend class RoomAnimationDecoderCallback; friend class GuiAnimationDecoderCallback; Room(Game *game, Graphics::Screen *screen); bool load(uint8 roomNumber, bool roomB); void drawObjectAnimation(uint8 objectId, int animOffset); /** * Draws an object. * By default, object's current frame is used, but that can be overridden. * * @param objectId ID of object to draw. * @param overrideFrame Optional frame override. */ void drawObject(uint8 objectId, uint8 overrideFrame = 0); void drawBitmap(uint8 bitmapId); /** * Draws a static. * Only statics that allow implicit pickup are drawable. * * @param stat Static. */ void drawStatic(Static *stat); void drawFrames(uint8 fromFrame, uint8 toFrame, const Common::Rect &area = Common::Rect(), uint8 threshold = 0xFF); void initialDraw(); void redraw(bool useBackgroundBuffer = true); private: Game *_game; Graphics::Screen *_screen; Graphics::ManagedSurface _background; Common::Array _surfaces; Common::Array _objectsStart; }; } #endif