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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_RINGWORLD_SCENES6_H
#define TSAGE_RINGWORLD_SCENES6_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 Scene5000 : public Scene {
/* Actions */
class Action1 : public Action {
public:
virtual void signal();
virtual void dispatch();
};
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();
};
/* Hotspots */
class Hotspot7 : public SceneObject {
public:
virtual void doAction(int action);
};
class Hotspot8 : public SceneObject {
public:
virtual void doAction(int action);
};
class HotspotGroup1 : public SceneObject {
public:
virtual void doAction(int action);
};
public:
SequenceManager _sequenceManager;
ASound _soundHandler;
SpeakerSText _speakerSText;
SpeakerQText _speakerQText;
Action1 _action1;
Action2 _action2;
Action3 _action3;
Action4 _action4;
Action5 _action5;
Action6 _action6;
DisplayHotspot _hotspot1;
SceneObject _hotspot2, _hotspot3, _hotspot4, _hotspot5, _hotspot6;
Hotspot7 _hotspot7;
Hotspot8 _hotspot8;
HotspotGroup1 _hotspot9, _hotspot10, _hotspot11;
DisplayHotspot _hotspot12, _hotspot13, _hotspot14, _hotspot15;
DisplayHotspot _hotspot16, _hotspot17, _hotspot18;
Scene5000();
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void dispatch();
};
class Scene5100 : 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();
};
/* Hotspots */
class HotspotGroup1 : public SceneObject {
public:
virtual void doAction(int action);
};
class HotspotGroup2 : public SceneObject {
public:
virtual void doAction(int action);
};
class Hotspot4 : public SceneObject {
public:
virtual void doAction(int action);
};
class Hotspot9 : public SceneObject {
public:
virtual void doAction(int action);
};
class Hotspot17 : public SceneObject {
public:
virtual void doAction(int action);
};
class Hotspot18 : public SceneHotspot {
public:
int _index1;
int _index2;
virtual void doAction(int action);
};
class Hotspot19 : public SceneObject {
public:
virtual void doAction(int action);
};
class Hotspot20 : public SceneObject {
public:
virtual void doAction(int action);
};
public:
SequenceManager _sequenceManager;
ASound _soundHandler;
SpeakerMText _speakerMText;
SpeakerQText _speakerQText;
SpeakerSText _speakerSText;
SpeakerBatText _speakerBatText;
SpeakerGameText _speakerGameText;
Action1 _action1;
Action2 _action2;
Action3 _action3;
Action4 _action4;
Action5 _action5;
HotspotGroup1 _hotspot1, _hotspot2, _hotspot3;
Hotspot4 _hotspot4;
HotspotGroup2 _hotspot5, _hotspot6, _hotspot7;
SceneObject _hotspot8;
Hotspot9 _hotspot9;
SceneObject _hotspot10, _hotspot11, _hotspot12, _hotspot13, _hotspot14, _hotspot15;
DisplayHotspot _hotspot16;
Hotspot17 _hotspot17;
Hotspot18 _hotspot18;
Hotspot19 _hotspot19;
Hotspot20 _hotspot20;
DisplayHotspot _hotspot21;
Scene5100();
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void dispatch();
};
class Scene5200 : 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();
};
/* Hotspots */
class Hotspot9 : public SceneObjectExt {
public:
virtual void doAction(int action);
};
class Hotspot10 : public SceneObjectExt {
public:
virtual void doAction(int action);
};
class Hotspot14 : public SceneObject {
public:
virtual void doAction(int action);
};
public:
ASound _soundHandler;
SpeakerFLL _speakerFLL;
SpeakerFLText _speakerFLText;
SpeakerQL _speakerQL;
SpeakerQText _speakerQText;
SpeakerGameText _speakerGameText;
Action1 _action1;
Action2 _action2;
Action3 _action3;
Action4 _action4;
SceneObject _hotspot1, _hotspot2, _hotspot3, _hotspot4, _hotspot5, _hotspot6, _hotspot7;
SceneObject _hotspot8;
Hotspot9 _hotspot9;
Hotspot10 _hotspot10;
DisplayHotspot _hotspot11, _hotspot12, _hotspot13;
Hotspot14 _hotspot14;
Scene5200();
virtual void stripCallback(int v);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void dispatch();
};
class Scene5300 : 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();
};
/* Hotspots */
class Hotspot1 : public SceneObject {
public:
virtual void doAction(int action);
};
class Hotspot2 : public SceneObject {
public:
virtual void doAction(int action);
};
class Hotspot5 : public SceneObject {
public:
virtual void doAction(int action);
};
class Hotspot6 : public SceneObject {
public:
virtual void doAction(int action);
};
class Hotspot7 : public SceneObject {
public:
virtual void doAction(int action);
};
class Hotspot8 : public SceneObject {
public:
virtual void doAction(int action);
};
public:
ASound _soundHandler;
SequenceManager _sequenceManager;
SpeakerQR _speakerQR;
SpeakerQL _speakerQL;
SpeakerQText _speakerQText;
SpeakerBatR _speakerBatR;
SpeakerBatText _speakerBatText;
SpeakerSR _speakerSR;
SpeakerSL _speakerSL;
SpeakerSText _speakerSText;
SpeakerGameText _speakerGameText;
Action1 _action1;
Action2 _action2;
Action3 _action3;
Hotspot1 _hotspot1;
Hotspot2 _hotspot2;
DisplayHotspot _hotspot3;
SceneObject _hotspot4;
Hotspot5 _hotspot5;
Hotspot6 _hotspot6;
Hotspot7 _hotspot7;
Hotspot8 _hotspot8;
// Useless variable, but removing it would break the savegames.
int _field1B0A;
Scene5300();
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void synchronize(Serializer &s);
};
} // End of namespace Ringworld
} // End of namespace TsAGE
#endif
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