/* 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. * */ /* * This code is based on the original source code of Lord Avalot d'Argent version 1.3. * Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman. */ /* SEQUENCE The sequencer. */ #ifndef AVALANCHE_SEQUENCE2_H #define AVALANCHE_SEQUENCE2_H #include "common/scummsys.h" namespace Avalanche { class AvalancheEngine; class Sequence { public: static const int16 kNowFlip = 177; static const int16 kSeqLength = 10; byte _seq[kSeqLength]; Sequence(AvalancheEngine *vm); void firstShow(byte what); void thenShow(byte what); void thenFlip(byte where, byte ped); void startToClose(); void startToOpen(); void callSequencer(); private: AvalancheEngine *_vm; void shoveLeft(); // This PROC is called by Timer when it's time to do another frame. }; } // End of namespace Avalanche. #endif // AVALANCHE_SEQUENCE2_H