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authorPaul Gilbert2011-10-22 20:44:26 +1100
committerPaul Gilbert2011-10-22 20:44:26 +1100
commitd3193687a73b92213095db6b8bbf6b6b4614af12 (patch)
tree4390c932f05c3005705a83138dce22f5e522eeeb /engines/tsage/ringworld2
parent583b8278950a56be3b061ecf9cb2b57125d30dbe (diff)
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TSAGE: Beginnings of support for Return to Ringworld
Diffstat (limited to 'engines/tsage/ringworld2')
-rw-r--r--engines/tsage/ringworld2/ringworld2_logic.cpp757
-rw-r--r--engines/tsage/ringworld2/ringworld2_logic.h249
-rw-r--r--engines/tsage/ringworld2/ringworld2_scenes0.cpp331
-rw-r--r--engines/tsage/ringworld2/ringworld2_scenes0.h84
4 files changed, 1421 insertions, 0 deletions
diff --git a/engines/tsage/ringworld2/ringworld2_logic.cpp b/engines/tsage/ringworld2/ringworld2_logic.cpp
new file mode 100644
index 0000000000..e2583a5f1f
--- /dev/null
+++ b/engines/tsage/ringworld2/ringworld2_logic.cpp
@@ -0,0 +1,757 @@
+/* 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.
+ *
+ */
+
+#include "common/config-manager.h"
+#include "tsage/scenes.h"
+#include "tsage/tsage.h"
+#include "tsage/staticres.h"
+#include "tsage/ringworld2/ringworld2_logic.h"
+#include "tsage/ringworld2/ringworld2_scenes0.h"
+
+namespace TsAGE {
+
+namespace Ringworld2 {
+
+Scene *Ringworld2Game::createScene(int sceneNumber) {
+ switch (sceneNumber) {
+ /* Scene group #0 */
+ // Quinn's room
+ case 100: return new Scene100();
+
+ default:
+ error("Unknown scene number - %d", sceneNumber);
+ break;
+ }
+}
+
+/**
+ * Returns true if it is currently okay to restore a game
+ */
+bool Ringworld2Game::canLoadGameStateCurrently() {
+ return true;
+}
+
+/**
+ * Returns true if it is currently okay to save the game
+ */
+bool Ringworld2Game::canSaveGameStateCurrently() {
+ return true;
+}
+
+/*--------------------------------------------------------------------------*/
+
+SceneExt::SceneExt(): Scene() {
+ _stripManager._onBegin = SceneExt::startStrip;
+ _stripManager._onEnd = SceneExt::endStrip;
+
+ _field372 = _field37A = 0;
+ _savedPlayerEnabled = false;
+ _savedUiEnabled = false;
+ _savedCanWalk = false;
+ _focusObject = NULL;
+}
+
+void SceneExt::postInit(SceneObjectList *OwnerList) {
+ Scene::postInit(OwnerList);
+}
+
+void SceneExt::remove() {
+/*
+ R2_GLOBALS._uiElements.hide();
+ R2_GLOBALS._uiElements.resetClear();
+
+ if (_action) {
+ if (_action->_endHandler)
+ _action->_endHandler = NULL;
+ _action->remove();
+ }
+
+ _focusObject = NULL;
+*/
+}
+
+void SceneExt::process(Event &event) {
+ if (!event.handled)
+ Scene::process(event);
+}
+
+void SceneExt::dispatch() {
+/*
+ _timerList.dispatch();
+
+ if (_field37A) {
+ if ((--_field37A == 0) && R2_GLOBALS._dayNumber) {
+ if (R2_GLOBALS._uiElements._active && R2_GLOBALS._player._enabled) {
+ R2_GLOBALS._uiElements.show();
+ }
+
+ _field37A = 0;
+ }
+ }
+*/
+ Scene::dispatch();
+}
+
+void SceneExt::loadScene(int sceneNum) {
+ Scene::loadScene(sceneNum);
+
+ _v51C34.top = 0;
+ _v51C34.bottom = 300;
+}
+
+bool SceneExt::display(CursorType action) {
+ switch (action) {
+ case CURSOR_LOOK:
+ SceneItem::display2(9000, R2_GLOBALS._randomSource.getRandomNumber(2));
+ break;
+ case CURSOR_USE:
+ SceneItem::display2(9000, R2_GLOBALS._randomSource.getRandomNumber(2) + 6);
+ break;
+ case CURSOR_TALK:
+ SceneItem::display2(9000, R2_GLOBALS._randomSource.getRandomNumber(2) + 3);
+ break;
+ default:
+ return false;
+ }
+
+ return true;
+}
+
+void SceneExt::fadeOut() {
+ uint32 black = 0;
+ R2_GLOBALS._scenePalette.fade((const byte *)&black, false, 100);
+}
+
+void SceneExt::startStrip() {
+ SceneExt *scene = (SceneExt *)R2_GLOBALS._sceneManager._scene;
+ scene->_field372 = 1;
+ scene->_savedPlayerEnabled = R2_GLOBALS._player._enabled;
+
+ if (scene->_savedPlayerEnabled) {
+ scene->_savedUiEnabled = R2_GLOBALS._player._uiEnabled;
+ scene->_savedCanWalk = R2_GLOBALS._player._canWalk;
+ R2_GLOBALS._player.disableControl();
+/*
+ if (!R2_GLOBALS._v50696 && R2_GLOBALS._uiElements._active)
+ R2_GLOBALS._uiElements.hide();
+*/
+ }
+}
+
+void SceneExt::endStrip() {
+ SceneExt *scene = (SceneExt *)R2_GLOBALS._sceneManager._scene;
+ scene->_field372 = 0;
+
+ if (scene->_savedPlayerEnabled) {
+ R2_GLOBALS._player.enableControl();
+ R2_GLOBALS._player._uiEnabled = scene->_savedUiEnabled;
+ R2_GLOBALS._player._canWalk = scene->_savedCanWalk;
+/*
+ if (!R2_GLOBALS._v50696 && R2_GLOBALS._uiElements._active)
+ R2_GLOBALS._uiElements.show();
+*/
+ }
+}
+
+void SceneExt::clearScreen() {
+ R2_GLOBALS._screenSurface.fillRect(R2_GLOBALS._screenSurface.getBounds(), 0);
+}
+
+void SceneExt::refreshBackground(int xAmount, int yAmount) {
+ switch (_activeScreenNumber) {
+ case 700:
+ case 1020:
+ case 1100:
+ case 1700:
+ case 2600:
+ case 2950:
+ case 3100:
+ case 3101:
+ case 3275:
+ case 3600:
+ // Use traditional style sectioned screen loading
+ Scene::refreshBackground(xAmount, yAmount);
+ return;
+ default:
+ // Break out to new style screen loading
+ break;
+ }
+
+ /* New style background loading */
+
+ // Get the screen data
+ byte *dataP = g_resourceManager->getResource(RT18, _activeScreenNumber, 0);
+ int screenSize = g_vm->_memoryManager.getSize(dataP);
+
+ // Lock the background for update
+ Graphics::Surface s = _backSurface.lockSurface();
+ assert(screenSize == (s.w * s.h));
+
+ // Copy the data
+ byte *destP = (byte *)s.getBasePtr(0, 0);
+ Common::copy(dataP, dataP + (s.w * s.h), destP);
+ _backSurface.unlockSurface();
+
+ // Free the resource data
+ DEALLOCATE(dataP);
+}
+
+/*--------------------------------------------------------------------------*/
+
+DisplayHotspot::DisplayHotspot(int regionId, ...) {
+ _sceneRegionId = regionId;
+
+ // Load up the actions
+ va_list va;
+ va_start(va, regionId);
+
+ int param = va_arg(va, int);
+ while (param != LIST_END) {
+ _actions.push_back(param);
+ param = va_arg(va, int);
+ }
+
+ va_end(va);
+}
+
+bool DisplayHotspot::performAction(int action) {
+ for (uint i = 0; i < _actions.size(); i += 3) {
+ if (_actions[i] == action) {
+ display(_actions[i + 1], _actions[i + 2], SET_WIDTH, 200, SET_EXT_BGCOLOR, 7, LIST_END);
+ return true;
+ }
+ }
+
+ return false;
+}
+
+/*--------------------------------------------------------------------------*/
+
+DisplayObject::DisplayObject(int firstAction, ...) {
+ // Load up the actions
+ va_list va;
+ va_start(va, firstAction);
+
+ int param = firstAction;
+ while (param != LIST_END) {
+ _actions.push_back(param);
+ param = va_arg(va, int);
+ }
+
+ va_end(va);
+}
+
+bool DisplayObject::performAction(int action) {
+ for (uint i = 0; i < _actions.size(); i += 3) {
+ if (_actions[i] == action) {
+ display(_actions[i + 1], _actions[i + 2], SET_WIDTH, 200, SET_EXT_BGCOLOR, 7, LIST_END);
+ return true;
+ }
+ }
+
+ return false;
+}
+
+/*--------------------------------------------------------------------------*/
+
+Ringworld2InvObjectList::Ringworld2InvObjectList():
+ _inv1(1, 2),
+ _inv2(1, 3),
+ _inv3(1, 4),
+ _steppingDisks(1, 5),
+ _inv5(1, 6),
+ _inv6(1, 7),
+ _inv7(1, 8),
+ _inv8(1, 9),
+ _inv9(1, 10),
+ _inv10(1, 11),
+ _inv11(1, 12),
+ _inv12(1, 13),
+ _inv13(1, 14),
+ _inv14(1, 15),
+ _inv15(1, 16),
+ _inv16(1, 17),
+ _inv17(2, 2),
+ _inv18(2, 3),
+ _inv19(2, 4),
+ _inv20(2, 5),
+ _inv21(2, 5),
+ _inv22(2, 6),
+ _inv23(2, 7),
+ _inv24(2, 8),
+ _inv25(2, 9),
+ _inv26(2, 10),
+ _inv27(2, 11),
+ _inv28(2, 12),
+ _inv29(2, 13),
+ _inv30(2, 14),
+ _inv31(2, 15),
+ _inv32(2, 16),
+ _inv33(3, 2),
+ _inv34(3, 3),
+ _inv35(3, 4),
+ _inv36(3, 5),
+ _inv37(3, 6),
+ _inv38(3, 7),
+ _inv39(1, 10),
+ _inv40(3, 8),
+ _inv41(3, 9),
+ _inv42(3, 10),
+ _inv43(3, 11),
+ _inv44(3, 12),
+ _inv45(3, 13),
+ _inv46(3, 17),
+ _inv47(3, 14),
+ _inv48(3, 14),
+ _inv49(3, 15),
+ _inv50(3, 15),
+ _inv51(3, 17),
+ _inv52(4, 2) {
+
+ // Add the items to the list
+ _itemList.push_back(&_inv1);
+ _itemList.push_back(&_inv2);
+ _itemList.push_back(&_inv3);
+ _itemList.push_back(&_steppingDisks);
+ _itemList.push_back(&_inv5);
+ _itemList.push_back(&_inv6);
+ _itemList.push_back(&_inv7);
+ _itemList.push_back(&_inv8);
+ _itemList.push_back(&_inv9);
+ _itemList.push_back(&_inv10);
+ _itemList.push_back(&_inv11);
+ _itemList.push_back(&_inv12);
+ _itemList.push_back(&_inv13);
+ _itemList.push_back(&_inv14);
+ _itemList.push_back(&_inv15);
+ _itemList.push_back(&_inv16);
+ _itemList.push_back(&_inv17);
+ _itemList.push_back(&_inv18);
+ _itemList.push_back(&_inv19);
+ _itemList.push_back(&_inv20);
+ _itemList.push_back(&_inv21);
+ _itemList.push_back(&_inv22);
+ _itemList.push_back(&_inv23);
+ _itemList.push_back(&_inv24);
+ _itemList.push_back(&_inv25);
+ _itemList.push_back(&_inv26);
+ _itemList.push_back(&_inv27);
+ _itemList.push_back(&_inv28);
+ _itemList.push_back(&_inv29);
+ _itemList.push_back(&_inv30);
+ _itemList.push_back(&_inv31);
+ _itemList.push_back(&_inv32);
+ _itemList.push_back(&_inv33);
+ _itemList.push_back(&_inv34);
+ _itemList.push_back(&_inv35);
+ _itemList.push_back(&_inv36);
+ _itemList.push_back(&_inv37);
+ _itemList.push_back(&_inv38);
+ _itemList.push_back(&_inv39);
+ _itemList.push_back(&_inv40);
+ _itemList.push_back(&_inv41);
+ _itemList.push_back(&_inv42);
+ _itemList.push_back(&_inv43);
+ _itemList.push_back(&_inv44);
+ _itemList.push_back(&_inv45);
+ _itemList.push_back(&_inv46);
+ _itemList.push_back(&_inv47);
+ _itemList.push_back(&_inv48);
+ _itemList.push_back(&_inv49);
+ _itemList.push_back(&_inv50);
+ _itemList.push_back(&_inv51);
+ _itemList.push_back(&_inv52);
+
+ _selectedItem = NULL;
+}
+
+void Ringworld2InvObjectList::reset() {
+ // Reset all object scene numbers
+ SynchronizedList<InvObject *>::iterator i;
+ for (i = _itemList.begin(); i != _itemList.end(); ++i) {
+ (*i)->_sceneNumber = 0;
+ }
+
+ // Set up default inventory
+ setObjectScene(R2_1, 800);
+ setObjectScene(R2_2, 400);
+ setObjectScene(R2_3, 100);
+ setObjectScene(R2_STEPPING_DISKS, 100);
+ setObjectScene(R2_5, 400);
+ setObjectScene(R2_6, 400);
+ setObjectScene(R2_7, 500);
+ setObjectScene(R2_8, 700);
+ setObjectScene(R2_9, 800);
+ setObjectScene(R2_10, 100);
+ setObjectScene(R2_11, 400);
+ setObjectScene(R2_12, 500);
+ setObjectScene(R2_13, 1550);
+ setObjectScene(R2_14, 850);
+ setObjectScene(R2_15, 850);
+ setObjectScene(R2_16, 0);
+ setObjectScene(R2_17, 1550);
+ setObjectScene(R2_18, 1550);
+ setObjectScene(R2_19, 1550);
+ setObjectScene(R2_20, 500);
+ setObjectScene(R2_21, 500);
+ setObjectScene(R2_22, 1550);
+ setObjectScene(R2_23, 1580);
+ setObjectScene(R2_24, 9999);
+ setObjectScene(R2_25, 1550);
+ setObjectScene(R2_26, 1550);
+ setObjectScene(R2_27, 1580);
+ setObjectScene(R2_28, 1550);
+ setObjectScene(R2_29, 2525);
+ setObjectScene(R2_30, 2440);
+ setObjectScene(R2_31, 2455);
+ setObjectScene(R2_32, 2535);
+ setObjectScene(R2_33, 2530);
+ setObjectScene(R2_34, 1950);
+ setObjectScene(R2_35, 1950);
+ setObjectScene(R2_36, 9999);
+ setObjectScene(R2_37, 2430);
+ setObjectScene(R2_38, 9999);
+ setObjectScene(R2_39, 2);
+ setObjectScene(R2_40, 9999);
+ setObjectScene(R2_41, 3150);
+ setObjectScene(R2_42, 0);
+ setObjectScene(R2_43, 3260);
+ setObjectScene(R2_44, 2);
+ setObjectScene(R2_45, 1550);
+ setObjectScene(R2_46, 0);
+ setObjectScene(R2_47, 3150);
+ setObjectScene(R2_48, 2435);
+ setObjectScene(R2_49, 2440);
+ setObjectScene(R2_50, 2435);
+ setObjectScene(R2_51, 1580);
+ setObjectScene(R2_52, 3260);
+}
+
+void Ringworld2InvObjectList::setObjectScene(int objectNum, int sceneNumber) {
+ // Find the appropriate object
+ int num = objectNum;
+ SynchronizedList<InvObject *>::iterator i = _itemList.begin();
+ while (num-- > 0) ++i;
+ (*i)->_sceneNumber = sceneNumber;
+
+ // If the item is the currently active one, default back to the use cursor
+ if (R2_GLOBALS._events.getCursor() == objectNum)
+ R2_GLOBALS._events.setCursor(CURSOR_USE);
+
+ // Update the user interface if necessary
+ T2_GLOBALS._uiElements.updateInventory();
+}
+
+/*--------------------------------------------------------------------------*/
+
+void Ringworld2Game::start() {
+ int slot = -1;
+
+ if (ConfMan.hasKey("save_slot")) {
+ slot = ConfMan.getInt("save_slot");
+ Common::String file = g_vm->generateSaveName(slot);
+ Common::InSaveFile *in = g_vm->_system->getSavefileManager()->openForLoading(file);
+ if (in)
+ delete in;
+ else
+ slot = -1;
+ }
+
+ if (slot >= 0)
+ g_globals->_sceneHandler->_loadGameSlot = slot;
+ else {
+ // Switch to the first game scene
+ g_globals->_events.setCursor(CURSOR_WALK);
+ g_globals->_sceneManager.setNewScene(100);
+ }
+
+ g_globals->_events.showCursor();
+}
+
+void Ringworld2Game::restart() {
+ g_globals->_scenePalette.clearListeners();
+ g_globals->_soundHandler.stop();
+
+ // Change to the first game scene
+ g_globals->_sceneManager.changeScene(100);
+}
+
+void Ringworld2Game::endGame(int resNum, int lineNum) {
+ g_globals->_events.setCursor(CURSOR_WALK);
+ Common::String msg = g_resourceManager->getMessage(resNum, lineNum);
+ bool savesExist = g_saver->savegamesExist();
+
+ if (!savesExist) {
+ // No savegames exist, so prompt the user to restart or quit
+ if (MessageDialog::show(msg, QUIT_BTN_STRING, RESTART_BTN_STRING) == 0)
+ g_vm->quitGame();
+ else
+ restart();
+ } else {
+ // Savegames exist, so prompt for Restore/Restart
+ bool breakFlag;
+ do {
+ if (g_vm->shouldQuit()) {
+ breakFlag = true;
+ } else if (MessageDialog::show(msg, RESTART_BTN_STRING, RESTORE_BTN_STRING) == 0) {
+ restart();
+ breakFlag = true;
+ } else {
+ handleSaveLoad(false, g_globals->_sceneHandler->_loadGameSlot, g_globals->_sceneHandler->_saveName);
+ breakFlag = g_globals->_sceneHandler->_loadGameSlot >= 0;
+ }
+ } while (!breakFlag);
+ }
+
+ g_globals->_events.setCursorFromFlag();
+}
+
+void Ringworld2Game::processEvent(Event &event) {
+ if (event.eventType == EVENT_KEYPRESS) {
+ switch (event.kbd.keycode) {
+ case Common::KEYCODE_F1:
+ // F1 - Help
+// MessageDialog::show(HELP_MSG, OK_BTN_STRING);
+ break;
+
+ case Common::KEYCODE_F2:
+ // F2 - Sound Options
+ SoundDialog::execute();
+ break;
+
+ case Common::KEYCODE_F3:
+ // F3 - Quit
+ quitGame();
+ event.handled = false;
+ break;
+
+ case Common::KEYCODE_F4:
+ // F4 - Restart
+ restartGame();
+ g_globals->_events.setCursorFromFlag();
+ break;
+
+ case Common::KEYCODE_F7:
+ // F7 - Restore
+ restoreGame();
+ g_globals->_events.setCursorFromFlag();
+ break;
+
+ case Common::KEYCODE_F10:
+ // F10 - Pause
+ GfxDialog::setPalette();
+ MessageDialog::show(GAME_PAUSED_MSG, OK_BTN_STRING);
+ g_globals->_events.setCursorFromFlag();
+ break;
+
+ default:
+ break;
+ }
+ }
+}
+
+void Ringworld2Game::rightClick() {
+/*
+ RightClickDialog *dlg = new RightClickDialog();
+ dlg->execute();
+ delete dlg;
+*/
+}
+
+/*--------------------------------------------------------------------------*/
+
+NamedHotspot::NamedHotspot() : SceneHotspot() {
+ _resNum = 0;
+ _lookLineNum = _useLineNum = _talkLineNum = -1;
+}
+
+bool NamedHotspot::startAction(CursorType action, Event &event) {
+ switch (action) {
+ case CURSOR_WALK:
+ // Nothing
+ return false;
+ case CURSOR_LOOK:
+ if (_lookLineNum == -1)
+ return SceneHotspot::startAction(action, event);
+
+ SceneItem::display2(_resNum, _lookLineNum);
+ return true;
+ case CURSOR_USE:
+ if (_useLineNum == -1)
+ return SceneHotspot::startAction(action, event);
+
+ SceneItem::display2(_resNum, _useLineNum);
+ return true;
+ case CURSOR_TALK:
+ if (_talkLineNum == -1)
+ return SceneHotspot::startAction(action, event);
+
+ SceneItem::display2(_resNum, _talkLineNum);
+ return true;
+ default:
+ return SceneHotspot::startAction(action, event);
+ }
+}
+
+void NamedHotspot::setDetails(int ys, int xs, int ye, int xe, const int resnum, const int lookLineNum, const int useLineNum) {
+ setBounds(ys, xe, ye, xs);
+ _resNum = resnum;
+ _lookLineNum = lookLineNum;
+ _useLineNum = useLineNum;
+ _talkLineNum = -1;
+ g_globals->_sceneItems.addItems(this, NULL);
+}
+
+void NamedHotspot::setDetails(const Rect &bounds, int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode, SceneItem *item) {
+ setBounds(bounds);
+ _resNum = resNum;
+ _lookLineNum = lookLineNum;
+ _talkLineNum = talkLineNum;
+ _useLineNum = useLineNum;
+
+ switch (mode) {
+ case 2:
+ g_globals->_sceneItems.push_front(this);
+ break;
+ case 4:
+ g_globals->_sceneItems.addBefore(item, this);
+ break;
+ case 5:
+ g_globals->_sceneItems.addAfter(item, this);
+ break;
+ default:
+ g_globals->_sceneItems.push_back(this);
+ break;
+ }
+}
+
+void NamedHotspot::setDetails(int sceneRegionId, int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode) {
+ _sceneRegionId = sceneRegionId;
+ _resNum = resNum;
+ _lookLineNum = lookLineNum;
+ _talkLineNum = talkLineNum;
+ _useLineNum = useLineNum;
+
+ // Handle adding hotspot to scene items list as necessary
+ switch (mode) {
+ case 2:
+ GLOBALS._sceneItems.push_front(this);
+ break;
+ case 3:
+ break;
+ default:
+ GLOBALS._sceneItems.push_back(this);
+ break;
+ }
+}
+
+void NamedHotspot::synchronize(Serializer &s) {
+ SceneHotspot::synchronize(s);
+ s.syncAsSint16LE(_resNum);
+ s.syncAsSint16LE(_lookLineNum);
+ s.syncAsSint16LE(_useLineNum);
+
+ if (g_vm->getGameID() == GType_BlueForce)
+ s.syncAsSint16LE(_talkLineNum);
+}
+
+void SceneActor::postInit(SceneObjectList *OwnerList) {
+ _lookLineNum = _talkLineNum = _useLineNum = -1;
+ SceneObject::postInit();
+}
+
+void SceneActor::synchronize(Serializer &s) {
+ SceneObject::synchronize(s);
+ s.syncAsSint16LE(_resNum);
+ s.syncAsSint16LE(_lookLineNum);
+ s.syncAsSint16LE(_talkLineNum);
+ s.syncAsSint16LE(_useLineNum);
+
+ s.syncAsSint16LE(_effect);
+ s.syncAsSint16LE(_shade);
+}
+
+bool SceneActor::startAction(CursorType action, Event &event) {
+ bool handled = true;
+
+ switch (action) {
+ case CURSOR_LOOK:
+ if (_lookLineNum == -1)
+ handled = false;
+ else
+ SceneItem::display2(_resNum, _lookLineNum);
+ break;
+ case CURSOR_USE:
+ if (_useLineNum == -1)
+ handled = false;
+ else
+ SceneItem::display2(_resNum, _useLineNum);
+ break;
+ case CURSOR_TALK:
+ if (_talkLineNum == -1)
+ handled = false;
+ else
+ SceneItem::display2(_resNum, _talkLineNum);
+ break;
+ default:
+ handled = false;
+ break;
+ }
+
+ if (!handled)
+ handled = ((SceneExt *)R2_GLOBALS._sceneManager._scene)->display(action);
+ return handled;
+}
+
+void SceneActor::setDetails(int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode, SceneItem *item) {
+ _resNum = resNum;
+ _lookLineNum = lookLineNum;
+ _talkLineNum = talkLineNum;
+ _useLineNum = useLineNum;
+
+ switch (mode) {
+ case 2:
+ g_globals->_sceneItems.push_front(this);
+ break;
+ case 4:
+ g_globals->_sceneItems.addBefore(item, this);
+ break;
+ case 5:
+ g_globals->_sceneItems.addAfter(item, this);
+ break;
+ default:
+ g_globals->_sceneItems.push_back(this);
+ break;
+ }
+}
+
+void SceneActor::setDetails(int resNum, int lookLineNum, int talkLineNum, int useLineNum) {
+ _resNum = resNum;
+ _lookLineNum = lookLineNum;
+ _talkLineNum = talkLineNum;
+ _useLineNum = useLineNum;
+}
+
+
+} // End of namespace Ringworld2
+
+} // End of namespace TsAGE
diff --git a/engines/tsage/ringworld2/ringworld2_logic.h b/engines/tsage/ringworld2/ringworld2_logic.h
new file mode 100644
index 0000000000..3922cdb799
--- /dev/null
+++ b/engines/tsage/ringworld2/ringworld2_logic.h
@@ -0,0 +1,249 @@
+/* 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 TSAGE_RINGWORLD2_LOGIC_H
+#define TSAGE_RINGWORLD2_LOGIC_H
+
+#include "common/scummsys.h"
+#include "tsage/events.h"
+#include "tsage/core.h"
+#include "tsage/scenes.h"
+#include "tsage/globals.h"
+
+namespace TsAGE {
+
+namespace Ringworld2 {
+
+using namespace TsAGE;
+
+#define R2_INVENTORY (*((::TsAGE::Ringworld2::Ringworld2InvObjectList *)g_globals->_inventory))
+
+class SceneFactory {
+public:
+ static Scene *createScene(int sceneNumber);
+};
+
+class SceneExt: public Scene {
+private:
+ static void startStrip();
+ static void endStrip();
+public:
+ int _field372;
+ bool _savedPlayerEnabled;
+ bool _savedUiEnabled;
+ bool _savedCanWalk;
+ int _field37A;
+
+ SceneObject *_focusObject;
+ Visage _cursorVisage;
+
+ Rect _v51C34;
+public:
+ SceneExt();
+
+ virtual Common::String getClassName() { return "SceneExt"; }
+ virtual void postInit(SceneObjectList *OwnerList = NULL);
+ virtual void remove();
+ virtual void process(Event &event);
+ virtual void dispatch();
+ virtual void loadScene(int sceneNum);
+ virtual void refreshBackground(int xAmount, int yAmount);
+
+ bool display(CursorType action);
+ void fadeOut();
+ void clearScreen();
+};
+
+class DisplayHotspot : public SceneObject {
+private:
+ Common::Array<int> _actions;
+ bool performAction(int action);
+public:
+ DisplayHotspot(int regionId, ...);
+
+ virtual void doAction(int action) {
+ if (!performAction(action))
+ SceneHotspot::doAction(action);
+ }
+};
+
+class DisplayObject : public SceneObject {
+private:
+ Common::Array<int> _actions;
+ bool performAction(int action);
+public:
+ DisplayObject(int firstAction, ...);
+
+ virtual void doAction(int action) {
+ if (!performAction(action))
+ SceneHotspot::doAction(action);
+ }
+};
+
+class SceneObjectExt : public SceneObject {
+public:
+ int _state;
+
+ virtual void synchronize(Serializer &s) {
+ SceneObject::synchronize(s);
+ s.syncAsSint16LE(_state);
+ }
+ virtual Common::String getClassName() { return "SceneObjectExt"; }
+};
+
+/*--------------------------------------------------------------------------*/
+
+class Ringworld2InvObjectList : public InvObjectList {
+public:
+ InvObject _inv1;
+ InvObject _inv2;
+ InvObject _inv3;
+ InvObject _steppingDisks;
+ InvObject _inv5;
+ InvObject _inv6;
+ InvObject _inv7;
+ InvObject _inv8;
+ InvObject _inv9;
+ InvObject _inv10;
+ InvObject _inv11;
+ InvObject _inv12;
+ InvObject _inv13;
+ InvObject _inv14;
+ InvObject _inv15;
+ InvObject _inv16;
+ InvObject _inv17;
+ InvObject _inv18;
+ InvObject _inv19;
+ InvObject _inv20;
+ InvObject _inv21;
+ InvObject _inv22;
+ InvObject _inv23;
+ InvObject _inv24;
+ InvObject _inv25;
+ InvObject _inv26;
+ InvObject _inv27;
+ InvObject _inv28;
+ InvObject _inv29;
+ InvObject _inv30;
+ InvObject _inv31;
+ InvObject _inv32;
+ InvObject _inv33;
+ InvObject _inv34;
+ InvObject _inv35;
+ InvObject _inv36;
+ InvObject _inv37;
+ InvObject _inv38;
+ InvObject _inv39;
+ InvObject _inv40;
+ InvObject _inv41;
+ InvObject _inv42;
+ InvObject _inv43;
+ InvObject _inv44;
+ InvObject _inv45;
+ InvObject _inv46;
+ InvObject _inv47;
+ InvObject _inv48;
+ InvObject _inv49;
+ InvObject _inv50;
+ InvObject _inv51;
+ InvObject _inv52;
+
+ Ringworld2InvObjectList();
+ void reset();
+ void setObjectScene(int objectNum, int sceneNumber);
+
+ virtual Common::String getClassName() { return "Ringworld2InvObjectList"; }
+};
+
+#define RING2_INVENTORY (*((::TsAGE::Ringworld2::Ringworld2InvObjectList *)g_globals->_inventory))
+
+class Ringworld2Game: public Game {
+public:
+ virtual void start();
+ virtual void restart();
+ virtual void endGame(int resNum, int lineNum);
+
+ virtual Scene *createScene(int sceneNumber);
+ virtual void processEvent(Event &event);
+ virtual void rightClick();
+ virtual bool canSaveGameStateCurrently();
+ virtual bool canLoadGameStateCurrently();
+};
+
+class NamedHotspot : public SceneHotspot {
+public:
+ int _resNum, _lookLineNum, _useLineNum, _talkLineNum;
+ NamedHotspot();
+
+ virtual bool startAction(CursorType action, Event &event);
+ virtual Common::String getClassName() { return "NamedHotspot"; }
+ virtual void synchronize(Serializer &s);
+ virtual void setDetails(int ys, int xs, int ye, int xe, const int resnum, const int lookLineNum, const int useLineNum);
+ virtual void setDetails(const Rect &bounds, int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode, SceneItem *item);
+ virtual void setDetails(int sceneRegionId, int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode = 0);
+};
+
+class NamedHotspotExt : public NamedHotspot {
+public:
+ int _flag;
+ NamedHotspotExt() { _flag = 0; }
+
+ virtual Common::String getClassName() { return "NamedHotspot"; }
+ virtual void synchronize(Serializer &s) {
+ NamedHotspot::synchronize(s);
+ s.syncAsSint16LE(_flag);
+ }
+};
+
+class SceneActor: public SceneObject {
+public:
+ int _resNum;
+ int _lookLineNum, _talkLineNum, _useLineNum;
+ int _effect, _shade;
+
+ virtual Common::String getClassName() { return "SceneActor"; }
+ virtual void synchronize(Serializer &s);
+ virtual void postInit(SceneObjectList *OwnerList = NULL);
+ virtual bool startAction(CursorType action, Event &event);
+
+ void setDetails(int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode, SceneItem *item);
+ void setDetails(int resNum, int lookLineNum, int talkLineNum, int useLineNum);
+};
+
+class SceneActorExt: public SceneActor {
+public:
+ int _state;
+
+ SceneActorExt() { _state = 0; }
+ virtual Common::String getClassName() { return "SceneActorExt"; }
+ virtual void synchronize(Serializer &s) {
+ SceneActor::synchronize(s);
+ s.syncAsSint16LE(_state);
+ }
+};
+
+
+} // End of namespace Ringworld2
+
+} // End of namespace TsAGE
+
+#endif
diff --git a/engines/tsage/ringworld2/ringworld2_scenes0.cpp b/engines/tsage/ringworld2/ringworld2_scenes0.cpp
new file mode 100644
index 0000000000..526bf6e3c9
--- /dev/null
+++ b/engines/tsage/ringworld2/ringworld2_scenes0.cpp
@@ -0,0 +1,331 @@
+/* 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.
+ *
+ */
+
+#include "tsage/scenes.h"
+#include "tsage/tsage.h"
+#include "tsage/staticres.h"
+#include "tsage/ringworld2/ringworld2_scenes0.h"
+
+namespace TsAGE {
+
+namespace Ringworld2 {
+
+/*--------------------------------------------------------------------------
+ * Scene 100 - Quinn's Room
+ *
+ *--------------------------------------------------------------------------*/
+
+bool Scene100::Object7::startAction(CursorType action, Event &event) {
+ Scene100 *scene = (Scene100 *)R2_GLOBALS._sceneManager._scene;
+
+ switch (action) {
+ case CURSOR_USE:
+ if (_state) {
+ SceneItem::display2(100, 6);
+ } else {
+ R2_GLOBALS._player.disableControl();
+ scene->_sceneMode = 101;
+ scene->setAction(&scene->_sequenceManager1, scene, 101, &R2_GLOBALS._player, this, NULL);
+ }
+ return true;
+ case CURSOR_TALK:
+ if (_state) {
+ SceneItem::display2(100, 26);
+ _state = 0;
+ scene->_object10.setFrame(1);
+ } else {
+ SceneItem::display2(100, 27);
+ _state = 1;
+ scene->_object10.setFrame(2);
+ }
+ return true;
+ default:
+ return SceneActor::startAction(action, event);
+ }
+}
+
+bool Scene100::Object8::startAction(CursorType action, Event &event) {
+ Scene100 *scene = (Scene100 *)R2_GLOBALS._sceneManager._scene;
+
+ switch (action) {
+ case CURSOR_USE:
+ R2_GLOBALS._player.disableControl();
+ if (_strip == 2) {
+ scene->_sceneMode = 108;
+ scene->_object3.postInit();
+ scene->_object9.postInit();
+
+ if (R2_INVENTORY.getObjectScene(R2_3) == 1) {
+ scene->_object9.setup(100, 7, 2);
+ } else {
+ scene->_object9.setup(100, 7, 1);
+ scene->_object9.setDetails(100, 21, 22, 23, 2, NULL);
+ }
+
+ scene->setAction(&scene->_sequenceManager2, scene, 108, this, &scene->_object3,
+ &scene->_object9, &R2_GLOBALS._player, NULL);
+ } else {
+ scene->_sceneMode = 109;
+ scene->setAction(&scene->_sequenceManager2, scene, 109, this, &scene->_object3,
+ &scene->_object9, &R2_GLOBALS._player, NULL);
+ }
+ return true;
+ case CURSOR_TALK:
+ R2_GLOBALS._player.disableControl();
+
+ if (_strip == 2) {
+ SceneItem::display2(100, 18);
+ scene->_sceneMode = 102;
+ scene->_object3.postInit();
+ scene->_object9.postInit();
+
+ if (R2_INVENTORY.getObjectScene(R2_3) == 1) {
+ scene->_object9.setup(100, 7, 2);
+ } else {
+ scene->_object9.setup(100, 7, 1);
+ scene->_object9.setDetails(100, 21, 22, 23, 2, NULL);
+ }
+
+ scene->setAction(&scene->_sequenceManager2, scene, 102, this, &scene->_object3,
+ &scene->_object9, NULL);
+ } else {
+ SceneItem::display2(100, 19);
+ scene->_sceneMode = 103;
+ scene->setAction(&scene->_sequenceManager2, scene, 103, this, &scene->_object3,
+ &scene->_object9, NULL);
+ }
+ return true;
+ default:
+ return SceneActor::startAction(action, event);
+ }
+}
+
+bool Scene100::Object9::startAction(CursorType action, Event &event) {
+ Scene100 *scene = (Scene100 *)R2_GLOBALS._sceneManager._scene;
+
+ switch (action) {
+ case CURSOR_USE:
+ R2_GLOBALS._player.disableControl();
+ scene->_sceneMode = 107;
+ scene->setAction(&scene->_sequenceManager1, scene, 107, &R2_GLOBALS._player, &scene->_object9, NULL);
+ return true;
+ default:
+ return SceneActor::startAction(action, event);
+ }
+}
+
+bool Scene100::Object10::startAction(CursorType action, Event &event) {
+ Scene100 *scene = (Scene100 *)R2_GLOBALS._sceneManager._scene;
+
+ switch (action) {
+ case CURSOR_LOOK:
+ SceneItem::display2(100, _state ? 24 : 25);
+ return true;
+ case CURSOR_TALK:
+ SceneItem::display2(100, _state ? 26 : 27);
+ return true;
+ case CURSOR_USE:
+ R2_GLOBALS._player.disableControl();
+ scene->_sceneMode = 110;
+ scene->setAction(&scene->_sequenceManager1, scene, 110, &R2_GLOBALS._player, NULL);
+ return true;
+ default:
+ return SceneActor::startAction(action, event);
+ }
+}
+
+bool Scene100::SteppingDisks::startAction(CursorType action, Event &event) {
+ Scene100 *scene = (Scene100 *)R2_GLOBALS._sceneManager._scene;
+
+ switch (action) {
+ case CURSOR_USE:
+ R2_GLOBALS._player.disableControl();
+ scene->_sceneMode = 111;
+ scene->setAction(&scene->_sequenceManager1, scene, 111, &R2_GLOBALS._player, this, NULL);
+ return true;
+ default:
+ return SceneActor::startAction(action, event);
+ }
+}
+
+/*--------------------------------------------------------------------------*/
+
+void Scene100::postInit(SceneObjectList *OwnerList) {
+ SceneExt::postInit();
+ loadScene(100);
+ R2_GLOBALS._scenePalette.loadPalette(0);
+
+ if (R2_GLOBALS._sceneManager._previousScene != 125)
+ R2_GLOBALS._sound1.play(10);
+
+ _object7.postInit();
+ _object7._state = 0;
+ _object7.setVisage(100);
+ _object7.setPosition(Common::Point(160, 84));
+ _object7.setDetails(100, 3, 4, 5, 1, NULL);
+
+ _object10.postInit();
+ _object10.setup(100, 2, 1);
+ _object10.setDetails(100, -1, -1, -1, 1, NULL);
+
+ _object8.postInit();
+ _object8.setup(100, 2, 3);
+ _object8.setPosition(Common::Point(175, 157));
+ _object8.setDetails(100, 17, 18, 20, 1, NULL);
+
+ _object1.postInit();
+ _object1.setup(100, 3, 1);
+ _object1.setPosition(Common::Point(89, 79));
+ _object1.fixPriority(250);
+ _object1.animate(ANIM_MODE_2, NULL);
+ _object1._numFrames = 3;
+
+ _object2.postInit();
+ _object2.setup(100, 3, 1);
+ _object2.setPosition(Common::Point(89, 147));
+ _object2.fixPriority(250);
+ _object2.animate(ANIM_MODE_7, 0, NULL);
+ _object2._numFrames = 3;
+
+ _object6.postInit();
+ _object6.setVisage(101);
+ _object6.setPosition(Common::Point(231, 126));
+ _object6.fixPriority(10);
+ _object6.setDetails(100, 37, -1, 39, 1, NULL);
+
+ if (R2_INVENTORY.getObjectScene(R2_STEPPING_DISKS) == 100) {
+ _steppingDisks.postInit();
+ _steppingDisks.setup(100, 8, 1);
+ _steppingDisks.setPosition(Common::Point(274, 130));
+ _steppingDisks.setDetails(100, 40, -1, 42, 1, NULL);
+ }
+
+ _item5.setDetails(11, 100, 14, 15, 16);
+ _item4.setDetails(12, 100, 11, -1, 13);
+ _item3.setDetails(13, 100, 8, 9, 10);
+ _item2.setDetails(14, 100, 34, -1, 36);
+
+ R2_GLOBALS._player.postInit();
+ R2_GLOBALS._player.setVisage(10);
+ R2_GLOBALS._player.animate(ANIM_MODE_1, NULL);
+ R2_GLOBALS._player.disableControl();
+
+ _item1.setDetails(Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), 100, 0, 1, -1, 1, NULL);
+
+ switch (R2_GLOBALS._sceneManager._previousScene) {
+ case 50:
+ case 180:
+ _object5.postInit();
+ _object4.postInit();
+ _sceneMode = 104;
+ setAction(&_sequenceManager1, this, 104, &R2_GLOBALS._player, &_object6, &_object4, &_object5, NULL);
+ break;
+ case 125:
+ _sceneMode = 100;
+ setAction(&_sequenceManager1, this, 106, &R2_GLOBALS._player, NULL);
+ break;
+ case 200:
+ _sceneMode = 100;
+ setAction(&_sequenceManager1, this, 100, &R2_GLOBALS._player, &_object7, NULL);
+ break;
+ default:
+ R2_GLOBALS._player.setStrip(3);
+ R2_GLOBALS._player.setPosition(Common::Point(180, 100));
+ R2_GLOBALS._player.enableControl();
+ break;
+ }
+}
+
+void Scene100::remove() {
+ R2_GLOBALS._sound1.play(10);
+ SceneExt::remove();
+}
+
+void Scene100::signal() {
+ switch (_sceneMode) {
+ case 101:
+ R2_GLOBALS._sceneManager.changeScene(200);
+ break;
+ case 103:
+ case 109:
+ _object8.setStrip(2);
+ _object8.setFrame(3);
+
+ _object3.remove();
+ _object9.remove();
+ R2_GLOBALS._player.enableControl();
+ break;
+ case 104:
+ _sceneMode = 0;
+ _object5.remove();
+ _object4.remove();
+
+ R2_GLOBALS._player.animate(ANIM_MODE_1, NULL);
+ R2_GLOBALS._player._numFrames = 10;
+ R2_GLOBALS._player.fixPriority(-1);
+ R2_GLOBALS._player.enableControl();
+ break;
+ case 105:
+ R2_GLOBALS._sceneManager.changeScene(125);
+ break;
+ case 107:
+ R2_GLOBALS._sceneItems.remove(&_object9);
+
+ _object9.setFrame(2);
+ R2_INVENTORY.setObjectScene(3, 1);
+ R2_GLOBALS._player.enableControl();
+ break;
+ case 110:
+ if (_object7._state) {
+ _object7._state = 0;
+ _object10.setFrame(1);
+ } else {
+ _object7._state = 1;
+ _object10.setFrame(2);
+ }
+ R2_GLOBALS._player.enableControl();
+ break;
+ default:
+ R2_GLOBALS._player.enableControl();
+ break;
+ }
+}
+
+void Scene100::dispatch() {
+/*
+ int regionIndex = R2_GLOBALS._player.getRegionIndex();
+ if (regionIndex == 13)
+ R2_GLOBALS._player._shade = 4;
+
+ if ((R2_GLOBALS._player._visage == 13) || (R2_GLOBALS._player._visage == 101))
+ (R2_GLOBALS._player._shade = 0;
+*/
+ SceneExt::dispatch();
+
+ if ((_sceneMode == 101) && (_object7._frame == 2) && (_object8._strip == 5)) {
+ _object8.setAction(&_sequenceManager2, NULL, 103, &_object8, &_object3, &_object9, NULL);
+ }
+}
+
+} // End of namespace Ringworld2
+
+} // End of namespace TsAGE
diff --git a/engines/tsage/ringworld2/ringworld2_scenes0.h b/engines/tsage/ringworld2/ringworld2_scenes0.h
new file mode 100644
index 0000000000..c51b044137
--- /dev/null
+++ b/engines/tsage/ringworld2/ringworld2_scenes0.h
@@ -0,0 +1,84 @@
+/* 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 TSAGE_RINGWORLD2_SCENES0_H
+#define TSAGE_RINGWORLD2_SCENES0_H
+
+#include "common/scummsys.h"
+#include "tsage/converse.h"
+#include "tsage/events.h"
+#include "tsage/core.h"
+#include "tsage/scenes.h"
+#include "tsage/globals.h"
+#include "tsage/sound.h"
+#include "tsage/ringworld2/ringworld2_logic.h"
+
+namespace TsAGE {
+
+namespace Ringworld2 {
+
+using namespace TsAGE;
+
+class Scene100: public SceneExt {
+ /* Objects */
+ class Object7: public SceneActorExt {
+ public:
+ bool startAction(CursorType action, Event &event);
+ };
+ class Object8: public SceneActor {
+ public:
+ bool startAction(CursorType action, Event &event);
+ };
+ class Object9: public SceneActor {
+ public:
+ bool startAction(CursorType action, Event &event);
+ };
+ class Object10: public SceneActorExt {
+ public:
+ bool startAction(CursorType action, Event &event);
+ };
+ class SteppingDisks: public SceneActor {
+ public:
+ bool startAction(CursorType action, Event &event);
+ };
+public:
+ NamedHotspot _item1, _item2, _item3, _item4, _item5;
+ SceneActor _object1, _object2, _object3, _object4, _object5;
+ SceneActor _object6;
+ Object7 _object7;
+ Object8 _object8;
+ Object9 _object9;
+ Object10 _object10;
+ SteppingDisks _steppingDisks;
+ SequenceManager _sequenceManager1, _sequenceManager2;
+
+ virtual void postInit(SceneObjectList *OwnerList = NULL);
+ virtual void remove();
+ virtual void signal();
+ virtual void dispatch();
+};
+
+} // End of namespace Ringworld2
+
+} // End of namespace TsAGE
+
+#endif