scummvm/engines/neverhood/module1100.h
johndoe123 7adc1d312e NEVERHOOD: Change sound stuff in Module1100
- Implement Entity::isSoundPlaying
2013-05-08 20:43:44 +02:00

130 lines
3.6 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_MODULE1100_H
#define NEVERHOOD_MODULE1100_H
#include "neverhood/neverhood.h"
#include "neverhood/module.h"
#include "neverhood/scene.h"
namespace Neverhood {
// Module1100
class Module1100 : public Module {
public:
Module1100(NeverhoodEngine *vm, Module *parentModule, int which);
virtual ~Module1100();
protected:
int _countdown;
void createScene(int sceneNum, int which);
void updateScene();
};
class SsScene1105Button : public StaticSprite {
public:
SsScene1105Button(NeverhoodEngine *vm, Scene *parentScene, uint32 fileHash, NRect &rect);
protected:
Scene *_parentScene;
int _countdown;
void update();
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
};
class SsScene1105Symbol : public StaticSprite {
public:
SsScene1105Symbol(NeverhoodEngine *vm, uint32 fileHash, int16 x, int16 y);
void hide();
};
class SsScene1105SymbolDie : public StaticSprite {
public:
SsScene1105SymbolDie(NeverhoodEngine *vm, uint index, int16 x, int16 y);
void hide();
protected:
uint _index;
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
void loadSymbolSprite();
};
class AsScene1105TeddyBear : public AnimatedSprite {
public:
AsScene1105TeddyBear(NeverhoodEngine *vm, Scene *parentScene);
void show();
void hide();
protected:
Scene *_parentScene;
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
};
class SsScene1105OpenButton : public StaticSprite {
public:
SsScene1105OpenButton(NeverhoodEngine *vm, Scene *parentScene);
protected:
Scene *_parentScene;
int _countdown;
bool _flag1;
void update();
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
};
class Scene1105 : public Scene {
public:
Scene1105(NeverhoodEngine *vm, Module *parentModule, int which);
protected:
int _countdown;
int _backgroundIndex;
bool _flag1;
bool _flag2;
bool _flag3;
bool _flag4;
bool _flag5;
AsScene1105TeddyBear *_asTeddyBear;
SsScene1105Symbol *_ssSymbols[3];
SsScene1105SymbolDie *_ssSymbolDice[3];
Sprite *_ssSymbol1UpButton;
Sprite *_ssSymbol1DownButton;
Sprite *_ssSymbol2UpButton;
Sprite *_ssSymbol2DownButton;
Sprite *_ssSymbol3UpButton;
Sprite *_ssSymbol3DownButton;
Sprite *_ssActionButton;
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
void createObjects();
void upOpenPanel();
void upClosePanel();
void update();
};
class Scene1109 : public Scene {
public:
Scene1109(NeverhoodEngine *vm, Module *parentModule, int which);
protected:
Sprite *_sprite1;
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
};
} // End of namespace Neverhood
#endif /* NEVERHOOD_MODULE1100_H */