/* 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_SCENES3_H #define TSAGE_RINGWORLD2_SCENES3_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" #include "tsage/ringworld2/ringworld2_speakers.h" namespace TsAGE { namespace Ringworld2 { using namespace TsAGE; class Scene3100 : public SceneExt { class Actor6 : public SceneActor { virtual bool startAction(CursorType action, Event &event); }; public: int _field412; SpeakerGuard3100 _guardSpeaker; NamedHotspot _item1; NamedHotspot _item2; SceneActor _actor1; SceneActor _actor2; SceneActor _actor3; SceneActor _actor4; SceneActor _actor5; Actor6 _actor6; ASoundExt _sound1; SequenceManager _sequenceManager; Scene3100(); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void remove(); virtual void signal(); virtual void dispatch(); virtual void synchronize(Serializer &s); }; class Scene3125 : public SceneExt { class Item1 : public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Item2 : public Item1 { public: virtual bool startAction(CursorType action, Event &event); }; class Item3 : public Item1 { public: virtual bool startAction(CursorType action, Event &event); }; class Actor1 : public SceneActor { virtual bool startAction(CursorType action, Event &event); }; public: int _field412; Item1 _item1; Actor1 _actor1; Item2 _item2; Item3 _item3; SceneActor _actor2; SceneActor _actor3; SceneActor _actor4; SceneActor _actor5; SequenceManager _sequenceManager1; // Second sequence manager... Unused? SequenceManager _sequenceManager2; Scene3125(); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); virtual void dispatch(); virtual void synchronize(Serializer &s); }; class Scene3150 : public SceneExt { class Item5 : public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Item6 : public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Actor4 : public SceneActor { virtual bool startAction(CursorType action, Event &event); }; class Actor5 : public SceneActor { virtual bool startAction(CursorType action, Event &event); }; class Actor6 : public SceneActor { virtual bool startAction(CursorType action, Event &event); }; class Actor7 : public SceneActor { virtual bool startAction(CursorType action, Event &event); }; class Exit1 : public SceneExit { public: virtual void changeScene(); }; class Exit2 : public SceneExit { public: virtual void changeScene(); }; public: NamedHotspot _item1; NamedHotspot _item2; NamedHotspot _item3; NamedHotspot _item4; Item5 _item5; Item6 _item6; SceneActor _actor1; SceneActor _actor2; SceneActor _actor3; Actor4 _actor4; Actor5 _actor5; Actor6 _actor6; Actor7 _actor7; Exit1 _exit1; Exit2 _exit2; SequenceManager _sequenceManager; virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); virtual void dispatch(); }; class Scene3175 : public SceneExt { class Item1 : public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Actor3 : public SceneActor { virtual bool startAction(CursorType action, Event &event); }; class Actor1 : public Actor3 { virtual bool startAction(CursorType action, Event &event); }; public: Item1 _item1; Item1 _item2; Item1 _item3; Actor1 _actor1; SceneActor _actor2; Actor3 _actor3; SequenceManager _sequenceManager; virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); }; } // End of namespace Ringworld2 } // End of namespace TsAGE #endif