mirror of
https://github.com/libretro/scummvm.git
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197 lines
5.6 KiB
C++
197 lines
5.6 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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#ifndef NEVERHOOD_MODULE1000_H
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#define NEVERHOOD_MODULE1000_H
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#include "neverhood/neverhood.h"
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#include "neverhood/module.h"
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#include "neverhood/scene.h"
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namespace Neverhood {
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// Module1000
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class Module1000 : public Module {
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public:
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Module1000(NeverhoodEngine *vm, Module *parentModule, int which);
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virtual ~Module1000();
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protected:
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uint32 _musicFileHash;
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// TODO ResourceTable _resourceTable1;
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// TODO ResourceTable _resourceTable2;
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// TODO ResourceTable _resourceTable3;
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// TODO ResourceTable _resourceTable4;
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void createScene1001(int which);
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void createScene1002(int which);
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void createScene1003(int which);
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void createScene1004(int which);
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void createScene1005(int which);
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void updateScene1001();
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void updateScene1002();
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void updateScene1003();
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void updateScene1004();
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void updateScene1005();
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};
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// Scene1001
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class AsScene1001Door : public AnimatedSprite {
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public:
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AsScene1001Door(NeverhoodEngine *vm);
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protected:
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SoundResource _soundResource1;
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SoundResource _soundResource2;
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uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
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void handleMessage2000h();
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void callback1();
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void callback2();
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void callback3();
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};
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class AsScene1001Hammer : public AnimatedSprite {
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public:
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AsScene1001Hammer(NeverhoodEngine *vm, Sprite *asDoor);
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protected:
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Sprite *_asDoor;
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SoundResource _soundResource;
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uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
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};
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class AsScene1001Window : public AnimatedSprite {
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public:
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AsScene1001Window(NeverhoodEngine *vm);
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protected:
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SoundResource _soundResource;
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uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
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};
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class AsScene1001Lever : public AnimatedSprite {
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public:
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AsScene1001Lever(NeverhoodEngine *vm, Scene *parentScene, int16 x, int16 y, int deltaXType);
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protected:
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Scene *_parentScene;
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SoundResource _soundResource;
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uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
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};
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class SsCommonButtonSprite : public StaticSprite {
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public:
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SsCommonButtonSprite(NeverhoodEngine *vm, Scene *parentScene, uint32 fileHash, int surfacePriority, uint32 soundFileHash);
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protected:
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Scene *_parentScene;
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SoundResource _soundResource;
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uint32 _soundFileHash;
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int16 _countdown;
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void update();
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uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
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};
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class Scene1001 : public Scene {
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public:
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Scene1001(NeverhoodEngine *vm, Module *parentModule, int which);
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virtual ~Scene1001();
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protected:
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Sprite *_asHammer;
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Sprite *_asDoor;
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Sprite *_asWindow;
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Sprite *_asLever;
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Sprite *_ssButton;
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int16 _fieldE4;
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int16 _fieldE6;
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uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
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};
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// TODO: Move this to some common file since it's used several times
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class Class152 : public Scene {
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public:
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Class152(NeverhoodEngine *vm, Module *parentModule, uint32 backgroundFileHash, uint32 cursorFileHash);
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protected:
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// TODO: Are these used?
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int16 _fieldD0;
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int16 _fieldD2;
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uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
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};
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// Scene1002
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class SsScene1002LadderArch : public StaticSprite {
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public:
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SsScene1002LadderArch(NeverhoodEngine *vm, Scene *parentScene);
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protected:
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Scene *_parentScene;
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uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
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};
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class Class599 : public StaticSprite {
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public:
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Class599(NeverhoodEngine *vm, Scene *parentScene);
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protected:
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Scene *_parentScene;
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uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
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};
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class Scene1002 : public Scene {
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public:
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Scene1002(NeverhoodEngine *vm, Module *parentModule, int which);
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virtual ~Scene1002();
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protected:
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// TODO ResourceTable _resourceTable1;
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// TODO ResourceTable _resourceTable2;
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// TODO ResourceTable _resourceTable3;
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// TODO ResourceTable _resourceTable4;
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// TODO ResourceTable _resourceTable5;
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// TODO ResourceTable _resourceTable6;
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// TODO ResourceTable _resourceTable7;
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// TODO ResourceTable _resourceTable8;
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Sprite *_class502_1;
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Sprite *_class502_2;
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Sprite *_class502_3;
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Sprite *_class502_4;
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Sprite *_class502_5;
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Sprite *_class431;
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Sprite *_class504;
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Sprite *_class503;
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Sprite *_ssLadderArch;
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Sprite *_ssLadderArchPart1;
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Sprite *_ssLadderArchPart2;
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Sprite *_ssLadderArchPart3;
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Sprite *_class599;
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Sprite *_class478;
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Sprite *_class479;
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Sprite *_class506;
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Sprite *_class426;
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SoundResource _soundResource1;
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SoundResource _soundResource2;
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SoundResource _soundResource3;
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bool _flag1B4;
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bool _flag1BE;
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bool _flag;
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void update();
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uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
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};
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} // End of namespace Neverhood
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#endif /* NEVERHOOD_MODULE1000_H */
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