/* 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_RINGWORLD_SCENES6_H #define TSAGE_RINGWORLD_SCENES6_H #include "common/scummsys.h" #include "tsage/ringworld/ringworld_logic.h" #include "tsage/ringworld/ringworld_speakers.h" #include "tsage/events.h" #include "tsage/core.h" #include "tsage/scenes.h" #include "tsage/globals.h" namespace TsAGE { namespace Ringworld { using namespace TsAGE; class Scene5000 : public Scene { /* Actions */ class Action1 : public Action { public: virtual void signal(); virtual void dispatch(); }; class Action2 : public Action { public: virtual void signal(); }; class Action3 : public Action { public: virtual void signal(); }; class Action4 : public Action { public: virtual void signal(); }; class Action5 : public Action { public: virtual void signal(); }; class Action6 : public Action { public: virtual void signal(); }; /* Hotspots */ class Hotspot7 : public SceneObject { public: virtual void doAction(int action); }; class Hotspot8 : public SceneObject { public: virtual void doAction(int action); }; class HotspotGroup1 : public SceneObject { public: virtual void doAction(int action); }; public: SequenceManager _sequenceManager; ASound _soundHandler; SpeakerSText _speakerSText; SpeakerQText _speakerQText; Action1 _action1; Action2 _action2; Action3 _action3; Action4 _action4; Action5 _action5; Action6 _action6; DisplayHotspot _hotspot1; SceneObject _hotspot2, _hotspot3, _hotspot4, _hotspot5, _hotspot6; Hotspot7 _hotspot7; Hotspot8 _hotspot8; HotspotGroup1 _hotspot9, _hotspot10, _hotspot11; DisplayHotspot _hotspot12, _hotspot13, _hotspot14, _hotspot15; DisplayHotspot _hotspot16, _hotspot17, _hotspot18; Scene5000(); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); virtual void dispatch(); }; class Scene5100 : public Scene { /* Actions */ class Action1 : public Action { public: virtual void signal(); }; class Action2 : public Action { public: virtual void signal(); }; class Action3 : public Action { public: virtual void signal(); }; class Action4 : public Action { public: virtual void signal(); }; class Action5 : public Action { public: virtual void signal(); }; class Action6 : public Action { public: virtual void signal(); }; /* Hotspots */ class HotspotGroup1 : public SceneObject { public: virtual void doAction(int action); }; class HotspotGroup2 : public SceneObject { public: virtual void doAction(int action); }; class Hotspot4 : public SceneObject { public: virtual void doAction(int action); }; class Hotspot9 : public SceneObject { public: virtual void doAction(int action); }; class Hotspot17 : public SceneObject { public: virtual void doAction(int action); }; class Hotspot18 : public SceneHotspot { public: int _index1; int _index2; virtual void doAction(int action); }; class Hotspot19 : public SceneObject { public: virtual void doAction(int action); }; class Hotspot20 : public SceneObject { public: virtual void doAction(int action); }; public: SequenceManager _sequenceManager; ASound _soundHandler; SpeakerMText _speakerMText; SpeakerQText _speakerQText; SpeakerSText _speakerSText; SpeakerBatText _speakerBatText; SpeakerGameText _speakerGameText; Action1 _action1; Action2 _action2; Action3 _action3; Action4 _action4; Action5 _action5; HotspotGroup1 _hotspot1, _hotspot2, _hotspot3; Hotspot4 _hotspot4; HotspotGroup2 _hotspot5, _hotspot6, _hotspot7; SceneObject _hotspot8; Hotspot9 _hotspot9; SceneObject _hotspot10, _hotspot11, _hotspot12, _hotspot13, _hotspot14, _hotspot15; DisplayHotspot _hotspot16; Hotspot17 _hotspot17; Hotspot18 _hotspot18; Hotspot19 _hotspot19; Hotspot20 _hotspot20; DisplayHotspot _hotspot21; Scene5100(); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); virtual void dispatch(); }; class Scene5200 : public Scene { /* Actions */ class Action1 : public Action { public: virtual void signal(); }; class Action2 : public Action { public: virtual void signal(); }; class Action3 : public Action { public: virtual void signal(); }; class Action4 : public Action { public: virtual void signal(); }; /* Hotspots */ class Hotspot9 : public SceneObjectExt { public: virtual void doAction(int action); }; class Hotspot10 : public SceneObjectExt { public: virtual void doAction(int action); }; class Hotspot14 : public SceneObject { public: virtual void doAction(int action); }; public: ASound _soundHandler; SpeakerFLL _speakerFLL; SpeakerFLText _speakerFLText; SpeakerQL _speakerQL; SpeakerQText _speakerQText; SpeakerGameText _speakerGameText; Action1 _action1; Action2 _action2; Action3 _action3; Action4 _action4; SceneObject _hotspot1, _hotspot2, _hotspot3, _hotspot4, _hotspot5, _hotspot6, _hotspot7; SceneObject _hotspot8; Hotspot9 _hotspot9; Hotspot10 _hotspot10; DisplayHotspot _hotspot11, _hotspot12, _hotspot13; Hotspot14 _hotspot14; Scene5200(); virtual void stripCallback(int v); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void dispatch(); }; class Scene5300 : public Scene { /* Actions */ class Action1 : public Action { public: virtual void signal(); }; class Action2 : public Action { public: virtual void signal(); }; class Action3 : public Action { public: virtual void signal(); }; /* Hotspots */ class Hotspot1 : public SceneObject { public: virtual void doAction(int action); }; class Hotspot2 : public SceneObject { public: virtual void doAction(int action); }; class Hotspot5 : public SceneObject { public: virtual void doAction(int action); }; class Hotspot6 : public SceneObject { public: virtual void doAction(int action); }; class Hotspot7 : public SceneObject { public: virtual void doAction(int action); }; class Hotspot8 : public SceneObject { public: virtual void doAction(int action); }; public: ASound _soundHandler; SequenceManager _sequenceManager; SpeakerQR _speakerQR; SpeakerQL _speakerQL; SpeakerQText _speakerQText; SpeakerBatR _speakerBatR; SpeakerBatText _speakerBatText; SpeakerSR _speakerSR; SpeakerSL _speakerSL; SpeakerSText _speakerSText; SpeakerGameText _speakerGameText; Action1 _action1; Action2 _action2; Action3 _action3; Hotspot1 _hotspot1; Hotspot2 _hotspot2; DisplayHotspot _hotspot3; SceneObject _hotspot4; Hotspot5 _hotspot5; Hotspot6 _hotspot6; Hotspot7 _hotspot7; Hotspot8 _hotspot8; // Useless variable, but removing it would break the savegames. int _field1B0A; Scene5300(); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); virtual void synchronize(Serializer &s); }; } // End of namespace Ringworld } // End of namespace TsAGE #endif