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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_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 _soundVolume;
bool _isWallBroken;
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 */
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