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eb8c44b54c
- Implement DataResource::getHitRectList, DataResource::getMessageListAtPos and related stuff in scene.cpp
80 lines
2.4 KiB
C++
80 lines
2.4 KiB
C++
/* 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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// TODO: I couldn't come up with a better name than 'Module' so far
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#ifndef NEVERHOOD_GAMEMODULE_H
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#define NEVERHOOD_GAMEMODULE_H
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#include "neverhood/neverhood.h"
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#include "neverhood/module.h"
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namespace Neverhood {
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class GameModule : public Module {
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public:
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GameModule(NeverhoodEngine *vm);
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virtual ~GameModule();
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void startup();
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void handleMouseMove(int16 x, int16 y);
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void handleMouseDown(int16 x, int16 y);
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void initScene1405Vars();
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void initScene3009Vars();
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protected:
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Entity *_prevChildObject;
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bool _someFlag1;
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bool _field2C;
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uint32 _counter;
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/* TODO
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ResourceTable _resourceTable1;
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ResourceTable _resourceTable2;
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ResourceTable _resourceTable3;
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ResourceTable _resourceTable4;
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*/
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uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
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void createModule1000(int which);
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void updateModule1000();
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void createModule1200(int which);
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void updateModule1200();
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void createModule1400(int which);
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void updateModule1400();
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void createModule1500(int which);
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void updateModule1500();
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void createModule1700(int which);
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void updateModule1700();
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void createModule1800(int which);
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void updateModule1800();
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void createModule2000(int which);
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void updateModule2000();
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void createModule2200(int which);
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void updateModule2200();
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void createModule2300(int which);
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void updateModule2300();
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void createModule2400(int which);
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void createModule3000(int which);
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void updateModule3000();
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};
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} // End of namespace Neverhood
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#endif /* NEVERHOOD_MODULE_H */
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