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/* 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
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