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engines/neverhood/modules/module3000.h
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116
engines/neverhood/modules/module3000.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef NEVERHOOD_MODULES_MODULE3000_H
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#define NEVERHOOD_MODULES_MODULE3000_H
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#include "neverhood/neverhood.h"
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#include "neverhood/module.h"
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#include "neverhood/scene.h"
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namespace Neverhood {
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class Module3000 : public Module {
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public:
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Module3000(NeverhoodEngine *vm, Module *parentModule, int which);
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~Module3000() override;
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protected:
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int _waterfallSoundVolume;
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bool _isWaterfallRunning;
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void createScene(int sceneNum, int which);
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void updateScene();
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};
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class SsScene3009SymbolEdges;
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class SsScene3009TargetLine;
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class AsScene3009VerticalIndicator;
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class AsScene3009HorizontalIndicator;
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class AsScene3009Symbol;
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class Scene3009 : public Scene {
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public:
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Scene3009(NeverhoodEngine *vm, Module *parentModule, int which);
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~Scene3009() override;
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bool isTurning();
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protected:
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int _lockSymbolsPart1Countdown;
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int _lockSymbolsPart2Countdown;
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SmackerPlayer *_cannonSmackerPlayer;
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Sprite *_ssFireCannonButton;
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SsScene3009SymbolEdges *_ssSymbolEdges[2];
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SsScene3009TargetLine *_ssTargetLines[2];
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AsScene3009VerticalIndicator *_asVerticalIndicator;
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AsScene3009HorizontalIndicator *_asHorizontalIndicator;
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AsScene3009Symbol *_asSymbols[6];
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uint32 _cannonTargetStatus;
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uint32 _correctSymbols[6];
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bool _keepVideo;
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bool _moveCannonLeftFirst;
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bool _isTurning;
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void update();
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uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
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void playActionVideo();
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bool isSymbolsPart1Solved();
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bool isSymbolsPart2Solved();
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void openSmacker(uint32 fileHash, bool keepLastFrame);
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};
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class SsScene3010DeadBoltButton;
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class AsScene3010DeadBolt;
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class Scene3010 : public Scene {
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public:
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Scene3010(NeverhoodEngine *vm, Module *parentModule, int which);
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protected:
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int _countdown;
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bool _doorUnlocked;
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bool _checkUnlocked;
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SsScene3010DeadBoltButton *_ssDeadBoltButtons[3];
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AsScene3010DeadBolt *_asDeadBolts[3];
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bool _boltUnlocked[3];
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bool _boltUnlocking[3];
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void update();
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uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
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};
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class AsScene3011Symbol;
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class Scene3011 : public Scene {
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public:
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Scene3011(NeverhoodEngine *vm, Module *parentModule, int which);
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protected:
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Sprite *_ssButton;
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AsScene3011Symbol *_asSymbols[12];
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int _updateStatus;
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bool _buttonClicked;
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int _countdown;
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int _noisySymbolIndex;
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int _currentSymbolIndex;
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int _noisyRandomSymbolIndex;
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void update();
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uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
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void fadeIn();
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void fadeOut();
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};
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} // End of namespace Neverhood
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#endif /* NEVERHOOD_MODULES_MODULE3000_H */
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