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engines/mutationofjb/room.h
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79
engines/mutationofjb/room.h
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef MUTATIONOFJB_ROOM_H
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#define MUTATIONOFJB_ROOM_H
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#include "common/scummsys.h"
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#include "common/array.h"
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#include "graphics/surface.h"
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#include "graphics/managed_surface.h"
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namespace Graphics {
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class Screen;
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}
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namespace MutationOfJB {
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class EncryptedFile;
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class Game;
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struct Static;
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class Room {
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public:
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friend class RoomAnimationDecoderCallback;
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friend class GuiAnimationDecoderCallback;
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Room(Game *game, Graphics::Screen *screen);
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bool load(uint8 roomNumber, bool roomB);
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void drawObjectAnimation(uint8 objectId, int animOffset);
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/**
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* Draws an object.
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* By default, object's current frame is used, but that can be overridden.
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*
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* @param objectId ID of object to draw.
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* @param overrideFrame Optional frame override.
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*/
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void drawObject(uint8 objectId, uint8 overrideFrame = 0);
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void drawBitmap(uint8 bitmapId);
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/**
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* Draws a static.
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* Only statics that allow implicit pickup are drawable.
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*
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* @param stat Static.
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*/
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void drawStatic(Static *stat);
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void drawFrames(int fromFrame, int toFrame, const Common::Rect &area = Common::Rect(), uint8 threshold = 0xFF);
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void initialDraw();
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void redraw(bool useBackgroundBuffer = true);
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private:
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Game *_game;
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Graphics::Screen *_screen;
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Graphics::ManagedSurface _background;
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Common::Array<Graphics::Surface> _surfaces;
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Common::Array<int> _objectsStart;
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};
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}
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#endif
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