scummvm/engines/neverhood/navigationscene.h
2016-05-21 13:44:27 +03:00

64 lines
2.2 KiB
C++

/* 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 NEVERHOOD_NAVIGATIONSCENE_H
#define NEVERHOOD_NAVIGATIONSCENE_H
#include "neverhood/neverhood.h"
#include "neverhood/resourceman.h"
#include "neverhood/scene.h"
#include "neverhood/smackerplayer.h"
namespace Neverhood {
class NavigationScene : public Scene {
public:
NavigationScene(NeverhoodEngine *vm, Module *parentModule, uint32 navigationListId, int navigationIndex, const byte *itemsTypes);
virtual ~NavigationScene();
int getNavigationAreaType();
int getNavigationIndex() const { return _navigationIndex; }
bool isWalkingForward() const { return _isWalkingForward; }
bool isTurning() const { return _isTurning; }
int getFrameNumber() const { return _smackerPlayer->getFrameNumber(); }
uint32 getNavigationListId() const { return _navigationListId; }
protected:
SmackerPlayer *_smackerPlayer;
bool _smackerDone;
NavigationList *_navigationList;
uint32 _navigationListId; // used for debugging
int _navigationIndex;
uint32 _smackerFileHash;
bool _interactive;
bool _isWalkingForward;
bool _isTurning;
bool _leaveSceneAfter;
const byte *_itemsTypes;
void update();
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
void createMouseCursor();
void handleNavigation(const NPoint &mousePos);
};
} // End of namespace Neverhood
#endif /* NEVERHOOD_NAVIGATIONSCENE_H */