scummvm/engines/neverhood/module1000.h

197 lines
5.6 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_MODULE1000_H
#define NEVERHOOD_MODULE1000_H
#include "neverhood/neverhood.h"
#include "neverhood/module.h"
#include "neverhood/scene.h"
namespace Neverhood {
// Module1000
class Module1000 : public Module {
public:
Module1000(NeverhoodEngine *vm, Module *parentModule, int which);
virtual ~Module1000();
protected:
uint32 _musicFileHash;
// TODO ResourceTable _resourceTable1;
// TODO ResourceTable _resourceTable2;
// TODO ResourceTable _resourceTable3;
// TODO ResourceTable _resourceTable4;
void createScene1001(int which);
void createScene1002(int which);
void createScene1003(int which);
void createScene1004(int which);
void createScene1005(int which);
void updateScene1001();
void updateScene1002();
void updateScene1003();
void updateScene1004();
void updateScene1005();
};
// Scene1001
class AsScene1001Door : public AnimatedSprite {
public:
AsScene1001Door(NeverhoodEngine *vm);
protected:
SoundResource _soundResource1;
SoundResource _soundResource2;
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
void handleMessage2000h();
void callback1();
void callback2();
void callback3();
};
class AsScene1001Hammer : public AnimatedSprite {
public:
AsScene1001Hammer(NeverhoodEngine *vm, Sprite *asDoor);
protected:
Sprite *_asDoor;
SoundResource _soundResource;
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
};
class AsScene1001Window : public AnimatedSprite {
public:
AsScene1001Window(NeverhoodEngine *vm);
protected:
SoundResource _soundResource;
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
};
class AsScene1001Lever : public AnimatedSprite {
public:
AsScene1001Lever(NeverhoodEngine *vm, Scene *parentScene, int16 x, int16 y, int deltaXType);
protected:
Scene *_parentScene;
SoundResource _soundResource;
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
};
class SsCommonButtonSprite : public StaticSprite {
public:
SsCommonButtonSprite(NeverhoodEngine *vm, Scene *parentScene, uint32 fileHash, int surfacePriority, uint32 soundFileHash);
protected:
Scene *_parentScene;
SoundResource _soundResource;
uint32 _soundFileHash;
int16 _countdown;
void update();
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
};
class Scene1001 : public Scene {
public:
Scene1001(NeverhoodEngine *vm, Module *parentModule, int which);
virtual ~Scene1001();
protected:
Sprite *_asHammer;
Sprite *_asDoor;
Sprite *_asWindow;
Sprite *_asLever;
Sprite *_ssButton;
int16 _fieldE4;
int16 _fieldE6;
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
};
// TODO: Move this to some common file since it's used several times
class Class152 : public Scene {
public:
Class152(NeverhoodEngine *vm, Module *parentModule, uint32 backgroundFileHash, uint32 cursorFileHash);
protected:
// TODO: Are these used?
int16 _fieldD0;
int16 _fieldD2;
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
};
// Scene1002
class SsScene1002LadderArch : public StaticSprite {
public:
SsScene1002LadderArch(NeverhoodEngine *vm, Scene *parentScene);
protected:
Scene *_parentScene;
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
};
class Class599 : public StaticSprite {
public:
Class599(NeverhoodEngine *vm, Scene *parentScene);
protected:
Scene *_parentScene;
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
};
class Scene1002 : public Scene {
public:
Scene1002(NeverhoodEngine *vm, Module *parentModule, int which);
virtual ~Scene1002();
protected:
// TODO ResourceTable _resourceTable1;
// TODO ResourceTable _resourceTable2;
// TODO ResourceTable _resourceTable3;
// TODO ResourceTable _resourceTable4;
// TODO ResourceTable _resourceTable5;
// TODO ResourceTable _resourceTable6;
// TODO ResourceTable _resourceTable7;
// TODO ResourceTable _resourceTable8;
Sprite *_class502_1;
Sprite *_class502_2;
Sprite *_class502_3;
Sprite *_class502_4;
Sprite *_class502_5;
Sprite *_class431;
Sprite *_class504;
Sprite *_class503;
Sprite *_ssLadderArch;
Sprite *_ssLadderArchPart1;
Sprite *_ssLadderArchPart2;
Sprite *_ssLadderArchPart3;
Sprite *_class599;
Sprite *_class478;
Sprite *_class479;
Sprite *_class506;
Sprite *_class426;
SoundResource _soundResource1;
SoundResource _soundResource2;
SoundResource _soundResource3;
bool _flag1B4;
bool _flag1BE;
bool _flag;
void update();
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
};
} // End of namespace Neverhood
#endif /* NEVERHOOD_MODULE1000_H */