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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.
*
*/
#ifndef NEVERHOOD_MODULE2000_H
#define NEVERHOOD_MODULE2000_H
#include "neverhood/neverhood.h"
#include "neverhood/module.h"
#include "neverhood/scene.h"
#include "neverhood/module1200.h"
namespace Neverhood {
class Module2000 : public Module {
public:
Module2000(NeverhoodEngine *vm, Module *parentModule, int which);
virtual ~Module2000();
protected:
int _sceneNum;
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
void createScene(int sceneNum, int which);
void updateScene();
};
// Scene2001
class Scene2001 : public Scene {
public:
Scene2001(NeverhoodEngine *vm, Module *parentModule, int which);
protected:
uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
};
} // End of namespace Neverhood
#endif /* NEVERHOOD_MODULE2000_H */
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