Filippos Karapetis 9715318932 NEVERHOOD: Split sprites from their scenes in modules 2100 and 2200
This also reduces inter-header dependencies
2013-10-05 14:21:53 +03:00

113 lines
3.1 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_MODULES_MODULE2400_H
#define NEVERHOOD_MODULES_MODULE2400_H
#include "neverhood/neverhood.h"
#include "neverhood/module.h"
#include "neverhood/scene.h"
#include "neverhood/gamemodule.h"
#include "neverhood/diskplayerscene.h"
namespace Neverhood {
// Module2400
class Module2400 : public Module {
public:
Module2400(NeverhoodEngine *vm, Module *parentModule, int which);
virtual ~Module2400();
protected:
int _sceneNum;
void createScene(int sceneNum, int which);
void updateScene();
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
};
class Scene2401 : public Scene {
public:
Scene2401(NeverhoodEngine *vm, Module *parentModule, int which);
protected:
Sprite *_sprite1;
Sprite *_asFlowingWater;
Sprite *_ssButton;
Sprite *_ssFloorButton;
Sprite *_asWaterSpit[2];
Sprite *_ssWaterPipes[10];
Sprite *_asWaterFlushing[5];
Sprite *_asDoor;
bool _soundToggle;
bool _unkFlag;
int _countdown1;
int _countdown2;
int _pipeStatus;
int _asWaterSpitIndex;
void update();
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
void playPipeSound(uint32 fileHash);
};
class Scene2402 : public Scene {
public:
Scene2402(NeverhoodEngine *vm, Module *parentModule, int which);
virtual ~Scene2402();
protected:
Sprite *_asDoor;
Sprite *_ssButton;
Sprite *_asTape;
StaticSprite *_ssDoorFrame;
int _pipeStatus;
int _countdown;
bool _soundToggle;
void update();
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
void playPipeSound(uint32 fileHash);
};
class Scene2403 : public Scene {
public:
Scene2403(NeverhoodEngine *vm, Module *parentModule, int which);
protected:
Sprite *_ssButton;
Sprite *_asTape;
Sprite *_asKey;
Sprite *_asLightCord;
bool _isClimbingLadder;
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
};
class Scene2406 : public Scene {
public:
Scene2406(NeverhoodEngine *vm, Module *parentModule, int which);
protected:
Sprite *_asTape;
Sprite *_asKey;
NRect _clipRects[2];
bool _isClimbingLadder;
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
};
} // End of namespace Neverhood
#endif /* NEVERHOOD_MODULES_MODULE2400_H */