/* 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_MODULE2500_SPRITES_H #define NEVERHOOD_MODULES_MODULE2500_SPRITES_H #include "neverhood/neverhood.h" #include "neverhood/module.h" #include "neverhood/scene.h" namespace Neverhood { class SsScene2504Button : public StaticSprite { public: SsScene2504Button(NeverhoodEngine *vm); protected: int _countdown; bool _isSoundPlaying; void update(); uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender); }; class KmScene2501 : public Klaymen { public: KmScene2501(NeverhoodEngine *vm, Scene *parentScene, int16 x, int16 y); protected: uint32 xHandleMessage(int messageNum, const MessageParam ¶m); }; } // End of namespace Neverhood #endif /* NEVERHOOD_MODULES_MODULE2500_SPRITES_H */