/* 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_GEEKWAD_LOGIC_H #define TSAGE_GEEKWAD_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 Geekwad { using namespace TsAGE; class SceneFactory { public: static Scene *createScene(int sceneNumber); }; class SceneExt: public Scene { public: public: SceneExt(); virtual Common::String getClassName() { return "SceneExt"; } }; class GeekwadGame: public Game { public: virtual void start(); virtual Scene *createScene(int sceneNumber); virtual void processEvent(Event &event); virtual void rightClick(); virtual bool canSaveGameStateCurrently(); virtual bool canLoadGameStateCurrently(); }; class SceneObject2: public SceneObject { public: int _v1, _v2; SceneObject2() { _v1 = _v2 = 0; } virtual Common::String getClassName() { return "SceneObject2"; } virtual void synchronize(Serializer &s) { SceneObject::synchronize(s); s.syncAsSint16LE(_v1); s.syncAsSint16LE(_v2); } }; } // End of namespace Geekwad } // End of namespace TsAGE #endif