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/* 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_MODULE1000_H
#define NEVERHOOD_MODULES_MODULE1000_H
#include "neverhood/neverhood.h"
#include "neverhood/module.h"
#include "neverhood/scene.h"
namespace Neverhood {
class Module1000 : public Module {
public:
Module1000(NeverhoodEngine *vm, Module *parentModule, int which);
virtual ~Module1000();
protected:
int _sceneNum;
uint32 _musicFileHash;
void createScene(int sceneNum, int which);
void updateScene();
};
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;
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
};
class Scene1002 : public Scene {
public:
Scene1002(NeverhoodEngine *vm, Module *parentModule, int which);
virtual ~Scene1002();
protected:
Sprite *_asRing1;
Sprite *_asRing2;
Sprite *_asRing3;
Sprite *_asRing4;
Sprite *_asRing5;
Sprite *_asDoor;
Sprite *_asDoorSpy;
Sprite *_asVenusFlyTrap;
Sprite *_ssLadderArch;
Sprite *_ssLadderArchPart1;
Sprite *_ssLadderArchPart2;
Sprite *_ssLadderArchPart3;
Sprite *_ssCeiling;
Sprite *_asKlaymenLadderHands;
Sprite *_asKlaymenPeekHand;
Sprite *_asOutsideDoorBackground;
Sprite *_ssPressButton;
bool _isKlaymenFloor;
bool _isClimbingLadder;
void update();
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
};
class Scene1004 : public Scene {
public:
Scene1004(NeverhoodEngine *vm, Module *parentModule, int which);
protected:
Sprite *_asKlaymenLadderHands;
Sprite *_asTrashCan;
int _paletteAreaStatus;
void update();
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
void updatePaletteArea();
};
class Scene1005 : public Scene {
public:
Scene1005(NeverhoodEngine *vm, Module *parentModule, int which);
protected:
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
void drawTextToBackground();
uint32 getTextIndex();
uint32 getTextIndex1();
uint32 getTextIndex2();
uint32 getTextIndex3();
};
} // End of namespace Neverhood
#endif /* NEVERHOOD_MODULES_MODULE1000_H */
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