/* 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 Door: public SceneActorExt { public: bool startAction(CursorType action, Event &event); }; class Table: public SceneActor { public: bool startAction(CursorType action, Event &event); }; class StasisNegator: 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); }; /* Items */ class Terminal: public NamedHotspot{ public: bool startAction(CursorType action, Event &event); }; public: NamedHotspot _background, _duct, _bed, _desk; Terminal _terminal; SceneActor _object1, _object2, _object3, _object4, _object5; SceneActor _object6; Door _door; Table _table; StasisNegator _stasisNegator; 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