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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.
*
*/
/*
* 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
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