/* 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_NAVIGATIONSCENE_H #define NEVERHOOD_NAVIGATIONSCENE_H #include "neverhood/neverhood.h" #include "neverhood/resourceman.h" #include "neverhood/scene.h" #include "neverhood/smackerplayer.h" namespace Neverhood { class NavigationScene : public Scene { public: NavigationScene(NeverhoodEngine *vm, Module *parentModule, uint32 navigationListId, int navigationIndex, const byte *itemsTypes); virtual ~NavigationScene(); int getNavigationAreaType(); int getNavigationIndex() const { return _navigationIndex; } bool isWalkingForward() const { return _isWalkingForward; } bool isTurning() const { return _isTurning; } int getFrameNumber() const { return _smackerPlayer->getFrameNumber(); } uint32 getNavigationListId() const { return _navigationListId; } protected: SmackerPlayer *_smackerPlayer; bool _smackerDone; NavigationList *_navigationList; uint32 _navigationListId; // used for debugging int _navigationIndex; uint32 _smackerFileHash; bool _interactive; bool _isWalkingForward; bool _isTurning; bool _leaveSceneAfter; const byte *_itemsTypes; void update(); uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender); void createMouseCursor(); void handleNavigation(const NPoint &mousePos); }; } // End of namespace Neverhood #endif /* NEVERHOOD_NAVIGATIONSCENE_H */