scummvm/engines/neverhood/modules/module1500.h
2021-12-26 18:48:43 +01:00

57 lines
1.8 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
// TODO: I couldn't come up with a better name than 'Module' so far
#ifndef NEVERHOOD_MODULES_MODULE1500_H
#define NEVERHOOD_MODULES_MODULE1500_H
#include "neverhood/neverhood.h"
#include "neverhood/module.h"
#include "neverhood/scene.h"
#include "neverhood/smackerscene.h"
namespace Neverhood {
class Module1500 : public Module {
public:
Module1500(NeverhoodEngine *vm, Module *parentModule, int which);
protected:
int _sceneNum;
void createScene(int sceneNum, int which);
void updateScene();
};
class Scene1501 : public Scene {
public:
Scene1501(NeverhoodEngine *vm, Module *parentModule, uint32 backgroundFileHash, uint32 soundFileHash, int countdown2, int countdown3);
protected:
int _countdown1;
int _countdown2;
int _countdown3;
bool _skip;
void update();
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
};
} // End of namespace Neverhood
#endif /* NEVERHOOD_MODULES_MODULE1500_H */