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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_RINGWORLD2_AIRDUCT_H
#define TSAGE_RINGWORLD2_AIRDUCT_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"

namespace TsAGE {

namespace Ringworld2 {

using namespace TsAGE;

class Scene1200 : public SceneExt {
	enum CrawlDirection { CRAWL_EAST = 1, CRAWL_WEST = 2, CRAWL_SOUTH = 3, CRAWL_NORTH = 4 };

	class LaserPanel: public ModalWindow {
	public:
		class Jumper : public SceneActorExt {
		public:
			void init(int state);
			virtual bool startAction(CursorType action, Event &event);
		};

		Jumper _jumper1;
		Jumper _jumper2;
		Jumper _jumper3;

		LaserPanel();

		virtual void postInit(SceneObjectList *OwnerList = NULL);
		virtual void remove();
	};

public:
	NamedHotspot _item1;
	SceneActor _actor1;
	LaserPanel _laserPanel;
	MazeUI _mazeUI;
	SequenceManager _sequenceManager;

	int _nextCrawlDirection;
	int _field414;
	int _field416;
	int _field418;
	int _field41A;
	bool _fixupMaze;

	Scene1200();
	void synchronize(Serializer &s);

	void startCrawling(CrawlDirection dir);

	virtual void postInit(SceneObjectList *OwnerList = NULL);
	virtual void signal();
	virtual void process(Event &event);
	virtual void dispatch();
	virtual void saveCharacter(int characterIndex);
};

} // End of namespace Ringworld2
} // End of namespace TsAGE

#endif