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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_SCENES0_H
#define TSAGE_RINGWORLD2_SCENES0_H
#include "common/scummsys.h"
#include "tsage/converse.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 Scene100: public SceneExt {
/* Objects */
class Door: public SceneActorExt {
public:
bool startAction(CursorType action, Event &event);
};
class Table: public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
class StasisNegator: public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
class Object10: public SceneActorExt {
public:
bool startAction(CursorType action, Event &event);
};
class SteppingDisks: public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
/* Items */
class Terminal: public NamedHotspot{
public:
bool startAction(CursorType action, Event &event);
};
public:
NamedHotspot _background, _duct, _bed, _desk;
Terminal _terminal;
SceneActor _object1, _object2, _object3, _object4, _object5;
SceneActor _object6;
Door _door;
Table _table;
StasisNegator _stasisNegator;
Object10 _object10;
SteppingDisks _steppingDisks;
SequenceManager _sequenceManager1, _sequenceManager2;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
virtual void dispatch();
};
} // End of namespace Ringworld2
} // End of namespace TsAGE
#endif
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