/* 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. * * $URL: https://scummvm-misc.svn.sourceforge.net/svnroot/scummvm-misc/trunk/engines/tsage/scene_logic.h $ * $Id: scene_logic.h 232 2011-02-12 11:56:38Z dreammaster $ * */ #ifndef TSAGE_RINGWORLD_SCENES1_H #define TSAGE_RINGWORLD_SCENES1_H #include "common/scummsys.h" #include "tsage/ringworld_logic.h" #include "tsage/converse.h" #include "tsage/events.h" #include "tsage/core.h" #include "tsage/scenes.h" #include "tsage/globals.h" namespace tSage { class Scene10: public Scene { /* Actions */ class Action1: public Action { public: virtual void signal(); }; class Action2: public Action { public: virtual void signal(); }; public: Speaker _speakerSText; Speaker _speakerQText; Action1 _action1; Action2 _action2; SceneObject _object1, _object2, _object3; SceneObject _object4, _object5, _object6; virtual void stripCallback(int v); virtual void postInit(SceneObjectList *OwnerList = NULL); }; class Scene15: public Scene { /* Actions */ class Action1: public Action { public: virtual void signal(); virtual void dispatch(); }; public: Action1 _action1; SceneObject _object1; SoundHandler _soundHandler; virtual void postInit(SceneObjectList *OwnerList = NULL); }; class Scene20: 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(); }; public: SequenceManager _sequenceManager; SpeakerQText _speakerQText; SpeakerGameText _speakerGameText; Action1 _action1; Action2 _action2; Action3 _action3; Action4 _action4; SceneObject _sceneObject1, _SceneObjectExt, _sceneObject3, _sceneObject4, _sceneObject5; SoundHandler _sound; public: Scene20(); virtual ~Scene20() {} virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); }; class Scene30: public Scene { /* Scene objects */ // Doorway beam sensor class BeamObject: public SceneObject { public: virtual void doAction(int action) { if (action == OBJECT_SCANNER) display(30, 14, SET_WIDTH, 200, SET_EXT_BGCOLOUR, 7, LIST_END); else if (action == CURSOR_LOOK) display(30, 2, SET_WIDTH, 200, SET_EXT_BGCOLOUR, 7, LIST_END); else if (action == CURSOR_USE) { Scene30 *parent = (Scene30 *)_globals->_sceneManager._scene; parent->setAction(&parent->_beamAction); } else SceneObject::doAction(action); } }; // Doorway object class DoorObject: public SceneObject { public: virtual void doAction(int action) { if (action == OBJECT_SCANNER) display(30, 13, SET_WIDTH, 200, SET_EXT_BGCOLOUR, 7, LIST_END); else if (action == CURSOR_LOOK) display(30, 1, SET_WIDTH, 200, SET_EXT_BGCOLOUR, 7, LIST_END); else if (action == CURSOR_USE) display(30, 7, SET_WIDTH, 200, SET_EXT_BGCOLOUR, 7, LIST_END); else SceneObject::doAction(action); } }; // Kzin object class KzinObject: public SceneObject { public: virtual void doAction(int action); }; /* Actions */ class BeamAction: public Action { public: virtual void signal(); }; class KzinAction: public Action { public: virtual void signal(); }; class RingAction: public Action { public: virtual void signal(); }; class TalkAction: public Action { public: virtual void signal(); }; public: SoundHandler _sound; DisplayHotspot _groundHotspot, _wallsHotspot, _courtyardHotspot, _treeHotspot; BeamObject _beam; DoorObject _door; KzinObject _kzin; BeamAction _beamAction; KzinAction _kzinAction; RingAction _ringAction; TalkAction _talkAction; SequenceManager _sequenceManager; SpeakerSR _speakerSR; SpeakerQL _speakerQL; SpeakerSText _speakerSText; SpeakerQText _speakerQText; public: Scene30(); virtual ~Scene30() {} virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); }; class Scene40: 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(); }; class Action7: public Action { public: virtual void signal(); }; class Action8: public Action { public: virtual void signal(); }; /* Objects */ class DyingKzin: public SceneObject { public: virtual void doAction(int action); }; class Assassin: public SceneObject { public: virtual void doAction(int action); }; /* Items */ class Item2: public SceneItem { public: virtual void doAction(int action); }; class Item6: public SceneItem { public: virtual void doAction(int action); }; class Item8: public SceneItem { public: virtual void doAction(int action); }; public: SequenceManager _sequenceManager; SpeakerSL _speakerSL; SpeakerQR _speakerQR; SpeakerQText _speakerQText; SpeakerSText _speakerSText; SpeakerGameText _speakerGameText; SoundHandler _soundHandler; Action1 _action1; Action2 _action2; Action3 _action3; Action4 _action4; Action5 _action5; Action6 _action6; Action7 _action7; Action8 _action8; SceneObject _object1, _object2, _object3; DyingKzin _dyingKzin; Assassin _assassin; SceneObject _doorway, _object7, _object8; DisplayHotspot _item1; Item2 _item2; DisplayHotspot _item3, _item4, _item5; Item6 _item6; DisplayHotspot _item7, _item8; Scene40(); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); virtual void dispatch(); }; class Scene50: 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(); }; /* Objects */ class Object1: public SceneObject { public: virtual void doAction(int action); }; class Object2: public SceneObject { public: virtual void doAction(int action); }; class Object3: public SceneObject { public: virtual void doAction(int action); }; class Object4: public SceneObject { public: virtual void doAction(int action); }; public: SequenceManager _sequenceManager; Action1 _action1; Action2 _action2; Action3 _action3; Object1 _object1; Object2 _object2; Object3 _object3; Object4 _object4; Rect _doorwayRect; SpeakerSText _speakerSText; SpeakerQText _speakerQText; DisplayHotspot _item0, _item1, _item2; DisplayHotspot _item3, _item4, _item5; Scene50(); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); virtual void dispatch(); }; class Scene60: public Scene { class Action1: public Action { public: virtual void signal(); }; class Action2: public Action { public: virtual void signal(); }; class Object2: public SceneObject { public: virtual void doAction(int action); }; class Object3: public SceneObject { public: virtual void doAction(int action); }; class Object4: public SceneObject { public: virtual void doAction(int action); }; class Object5: public SceneObject { public: virtual void doAction(int action); }; class Object6: public SceneObject { public: virtual void doAction(int action); }; class SlaveObject: public SceneObjectExt { public: virtual void doAction(int action); }; class Object8: public SceneObjectExt { public: virtual void doAction(int action); }; class Object9: public SceneObject { public: virtual void doAction(int action); }; class Item1: public SceneHotspot { public: virtual void doAction(int action); }; class Item: public SceneHotspot { public: int _messageNum, _sceneMode; Item(int sceneRegionId, int messageNum, int sceneMode) { _sceneRegionId = sceneRegionId; _messageNum = messageNum; _sceneMode = sceneMode; } virtual void doAction(int action); }; public: GfxButton _gfxButton; SequenceManager _sequenceManager; SpeakerQText _speakerQText; SpeakerSText _speakerSText; Action1 _action1; Action2 _action2; SceneObject _object1; Object2 _object2; Object3 _object3; Object4 _object4; Object5 _object5; Object6 _object6; SlaveObject _slaveButton; Object8 _object8; Object9 _object9; SceneObject _object10; Item1 _item1; Item _item2, _item3, _item4, _item5, _item6; SoundHandler _soundHandler1; SoundHandler _soundHandler2; SoundHandler _soundHandler3; Scene60(); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); virtual void process(Event &event); }; class Scene90: public Scene { class Action1: public Action { public: virtual void signal(); }; class Object1: public SceneObject { public: virtual void doAction(int action); }; class Object2: public SceneObject { public: virtual void doAction(int action); }; public: SequenceManager _sequenceManager; SpeakerSText _speakerSText; SpeakerQText _speakerQText; SpeakerQL _speakerQL; SpeakerSR _speakerSR; SpeakerMText _speakerMText; Action1 _action1; Object1 _object1; Object2 _object2; DisplayObject _object3, _object4, _object5; SceneObject _object6; DisplayHotspot _item1, _item2, _item3; SoundHandler _soundHandler1, _soundHandler2; Scene90(); virtual void stripCallback(int v); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); }; class Scene95: public Scene { class Action1: public ActionExt { public: virtual void signal(); }; public: Action1 _action1; int _field326; SceneObject _object1, _object2, _object3; SoundHandler _soundHandler; Scene95(); virtual void postInit(SceneObjectList *OwnerList); }; class Scene6100: 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 dispatch(); }; class GetBoxAction: public Action { public: virtual void signal(); virtual void dispatch(); }; class Action7: public Action { public: virtual void signal(); }; /* Objects */ class Object: public SceneObject { public: FloatSet _floats; }; class ProbeMover: public NpcMover { public: virtual void dispatch(); }; /* Items */ class Item1: public SceneItem { public: virtual void doAction(int action); }; public: Action1 _action1; Action2 _action2; Action3 _action3; Action4 _action4; Action5 _action5; GetBoxAction _getBoxAction; Action7 _action7; SoundHandler _soundHandler; Speaker _speaker1; SpeakerQR _speakerQR; SpeakerSL _speakerSL; SceneObject _object1, _object2, _object3; Object _rocks, _probe; Object _sunflower1, _sunflower2, _sunflower3; SceneText _sceneText; SceneItem _item1; int _turnAmount, _angle, _speed, _fadePercent; int _hitCount; bool _rocksCheck; Object *_objList[4]; bool _msgActive; virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void remove(); virtual void process(Event &event); virtual void dispatch(); void showMessage(const Common::String &msg, int colour, Action *action); }; } // End of namespace tSage #endif