1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
|
/* 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"
#include "neverhood/modules/module1200.h"
namespace Neverhood {
class Module3000 : public Module {
public:
Module3000(NeverhoodEngine *vm, Module *parentModule, int which);
virtual ~Module3000();
protected:
int _soundVolume;
bool _isWallBroken;
void createScene(int sceneNum, int which);
void updateScene();
};
// Scene3009
class Scene3009;
class SsScene3009FireCannonButton : public StaticSprite {
public:
SsScene3009FireCannonButton(NeverhoodEngine *vm, Scene3009 *parentScene);
protected:
Scene3009 *_parentScene;
bool _isClicked;
void update();
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
};
class SsScene3009SymbolEdges : public StaticSprite {
public:
SsScene3009SymbolEdges(NeverhoodEngine *vm, int index);
void show();
void hide();
void startBlinking();
protected:
int _blinkCountdown;
bool _blinkToggle;
void update();
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
};
class SsScene3009TargetLine : public StaticSprite {
public:
SsScene3009TargetLine(NeverhoodEngine *vm, int index);
void show();
};
class SsScene3009SymbolArrow : public StaticSprite {
public:
SsScene3009SymbolArrow(NeverhoodEngine *vm, Sprite *asSymbol, int index);
void hide();
protected:
Sprite *_asSymbol;
int _index;
int _incrDecr;
bool _enabled;
int _countdown;
void update();
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
};
class AsScene3009VerticalIndicator : public AnimatedSprite {
public:
AsScene3009VerticalIndicator(NeverhoodEngine *vm, Scene3009 *parentScene, int index);
void show();
protected:
Scene3009 *_parentScene;
bool _enabled;
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
};
class AsScene3009HorizontalIndicator : public AnimatedSprite {
public:
AsScene3009HorizontalIndicator(NeverhoodEngine *vm, Scene3009 *parentScene, uint32 cannonTargetStatus);
void show();
void stMoveLeft();
void stMoveRight();
protected:
Scene3009 *_parentScene;
bool _enabled;
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
void suMoveLeft();
void suMoveRight();
};
class AsScene3009Symbol : public AnimatedSprite {
public:
AsScene3009Symbol(NeverhoodEngine *vm, Scene3009 *parentScene, int symbolPosition);
void hide();
protected:
Scene3009 *_parentScene;
int _symbolPosition;
uint32 _symbolIndex;
SsScene3009SymbolArrow *_ssArrowPrev;
SsScene3009SymbolArrow *_ssArrowNext;
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
};
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);
};
// Scene3010
class SsScene3010DeadBoltButton : public StaticSprite {
public:
SsScene3010DeadBoltButton(NeverhoodEngine *vm, Scene *parentScene, int buttonIndex, int initCountdown, bool initDisabled);
void setCountdown(int count);
protected:
Scene *_parentScene;
int _buttonIndex;
bool _buttonEnabled;
bool _buttonLocked;
int _countdown1;
int _countdown2;
void update();
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
void disableButton();
void setSprite(uint32 fileHash);
};
class AsScene3010DeadBolt : public AnimatedSprite {
public:
AsScene3010DeadBolt(NeverhoodEngine *vm, Scene *parentScene, int boltIndex, bool initUnlocked);
void setCountdown(int count);
void lock();
void unlock(bool skipAnim);
protected:
Scene *_parentScene;
int _boltIndex;
int _countdown;
bool _soundToggle;
bool _unlocked;
bool _locked;
void update();
uint32 hmAnimation(int messageNum, const MessageParam ¶m, Entity *sender);
void stIdle();
void stIdleMessage();
void stDisabled();
void stDisabledMessage();
};
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);
};
// Scene3011
class SsScene3011Button : public StaticSprite {
public:
SsScene3011Button(NeverhoodEngine *vm, Scene *parentScene, bool flag);
protected:
Scene *_parentScene;
int _countdown;
void update();
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
};
class AsScene3011Symbol : public AnimatedSprite {
public:
AsScene3011Symbol(NeverhoodEngine *vm, int symbolIndex, bool largeSymbol);
void show(bool isNoisy);
void hide();
void stopSymbolSound();
void change(int symbolIndex, bool isNoisy);
int getSymbolIndex() { return _largeSymbol ? _symbolIndex : _symbolIndex - 12; }
protected:
bool _largeSymbol;
bool _isNoisy;
int _symbolIndex;
};
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 */
|