/* 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_MODULE3000_H #define NEVERHOOD_MODULES_MODULE3000_H #include "neverhood/neverhood.h" #include "neverhood/module.h" #include "neverhood/scene.h" namespace Neverhood { class Module3000 : public Module { public: Module3000(NeverhoodEngine *vm, Module *parentModule, int which); virtual ~Module3000(); protected: int _waterfallSoundVolume; bool _isWaterfallRunning; void createScene(int sceneNum, int which); void updateScene(); }; class SsScene3009SymbolEdges; class SsScene3009TargetLine; class AsScene3009VerticalIndicator; class AsScene3009HorizontalIndicator; class AsScene3009Symbol; class Scene3009 : public Scene { public: Scene3009(NeverhoodEngine *vm, Module *parentModule, int which); virtual ~Scene3009(); bool isTurning(); protected: int _lockSymbolsPart1Countdown; int _lockSymbolsPart2Countdown; SmackerPlayer *_cannonSmackerPlayer; Sprite *_ssFireCannonButton; SsScene3009SymbolEdges *_ssSymbolEdges[2]; SsScene3009TargetLine *_ssTargetLines[2]; AsScene3009VerticalIndicator *_asVerticalIndicator; AsScene3009HorizontalIndicator *_asHorizontalIndicator; AsScene3009Symbol *_asSymbols[6]; uint32 _cannonTargetStatus; uint32 _correctSymbols[6]; bool _keepVideo; bool _moveCannonLeftFirst; bool _isTurning; void update(); uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender); void playActionVideo(); bool isSymbolsPart1Solved(); bool isSymbolsPart2Solved(); void openSmacker(uint32 fileHash, bool keepLastFrame); }; class SsScene3010DeadBoltButton; class AsScene3010DeadBolt; class Scene3010 : public Scene { public: Scene3010(NeverhoodEngine *vm, Module *parentModule, int which); protected: int _countdown; bool _doorUnlocked; bool _checkUnlocked; SsScene3010DeadBoltButton *_ssDeadBoltButtons[3]; AsScene3010DeadBolt *_asDeadBolts[3]; bool _boltUnlocked[3]; bool _boltUnlocking[3]; void update(); uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender); }; class AsScene3011Symbol; class Scene3011 : public Scene { public: Scene3011(NeverhoodEngine *vm, Module *parentModule, int which); protected: Sprite *_ssButton; AsScene3011Symbol *_asSymbols[12]; int _updateStatus; bool _buttonClicked; int _countdown; int _noisySymbolIndex; int _currentSymbolIndex; int _noisyRandomSymbolIndex; void update(); uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender); void fadeIn(); void fadeOut(); }; } // End of namespace Neverhood #endif /* NEVERHOOD_MODULES_MODULE3000_H */