1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
|
/* 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_SCENES2_H
#define TSAGE_RINGWORLD_SCENES2_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 Scene1000 : public Scene {
/* Actions */
class Action1 : public Action {
public:
virtual void signal();
};
class Action2 : public Action {
public:
virtual void signal();
};
class Action3 : public Action {
private:
void zoom(bool up);
public:
virtual void signal();
};
public:
SceneObject _object1, _object2, _object3, _object4;
Action1 _action1;
Action2 _action2;
Action3 _action3;
virtual void postInit(SceneObjectList *OwnerList = NULL);
};
class Scene1001 : public Scene {
/* Actions */
class Action1 : public Action {
public:
virtual void signal();
};
public:
SpeakerQText _speakerQText;
SpeakerSL _speakerSL;
SpeakerCText _speakerCText;
SpeakerCR _speakerCR;
Action1 _action1;
SceneObject _object1, _object2, _object3, _object4;
SceneObject _object5, _object6, _object7;
ASound _soundHandler1, _soundHandler2;
virtual void postInit(SceneObjectList *OwnerList = NULL);
};
class Scene1250 : public Scene {
public:
/* 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:
SpeakerQText _speakerQText;
Action1 _action1;
Action2 _action2;
Action3 _action3;
Action4 _action4;
SceneObject _object1, _object2;
virtual void postInit(SceneObjectList *OwnerList = NULL);
};
class Scene1400 : public Scene {
public:
/* Actions */
class Action1 : public Action {
public:
virtual void signal();
virtual void dispatch();
};
public:
Action1 _action1;
virtual void postInit(SceneObjectList *OwnerList = NULL);
};
class Scene1500 : public Scene {
public:
/* Actions */
class Action1 : public Action {
public:
virtual void signal();
};
class Action2 : public Action {
public:
virtual void signal();
};
public:
ASound _soundHandler;
Action1 _action1;
Action2 _action2;
SceneObject _object1, _object2, _object3;
virtual void postInit(SceneObjectList *OwnerList = NULL);
};
} // End of namespace Ringworld
} // End of namespace TsAGE
#endif
|