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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"
#include "tsage/ringworld2/ringworld2_speakers.h"
namespace TsAGE {
namespace Ringworld2 {
using namespace TsAGE;
class Scene50: public SceneExt {
class Action1: public Action {
public:
void signal();
};
public:
Action1 _action1;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void process(Event &event);
};
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 DoorDisplay: 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 _bedLights1, _bedLights2, _object3, _object4, _object5;
SceneActor _wardrobe;
Door _door;
Table _table;
StasisNegator _stasisNegator;
DoorDisplay _doorDisplay;
SteppingDisks _steppingDisks;
SequenceManager _sequenceManager1, _sequenceManager2;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
virtual void dispatch();
};
class Scene125: public SceneExt {
/* Objects */
class Object5: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Icon: public SceneActor {
public:
int _lookLineNum, _field98;
bool _pressed;
SceneObject _object1, _object2;
SceneText _sceneText1, _sceneText2;
Icon();
virtual Common::String getClassName() { return "Scene125_Icon"; }
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void synchronize(Serializer &s);
virtual void process(Event &event);
void setIcon(int id);
void showIcon();
void hideIcon();
};
/* Items */
class Item4: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
ScenePalette _palette;
ASoundExt _sound1;
NamedHotspot _background, _item2, _item3;
Item4 _item4;
SceneActor _object1, _object2, _object3, _object4, _object5, _object6, _object7;
Icon _icon1, _icon2, _icon3, _icon4, _icon5, _icon6;
SequenceManager _sequenceManager;
SceneText _sceneText;
int _consoleMode, _iconFontNumber, _logIndex, _databaseIndex, _infodiskIndex;
int _soundCount, _soundIndex;
int _soundIndexes[10];
Scene125();
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void synchronize(Serializer &s);
virtual void signal();
virtual void process(Event &event);
virtual void dispatch();
void consoleAction(int id);
void setDetails(int resNum, int lineNum);
void stop();
Common::String parseMessage(const Common::String &msg);
};
class Scene150: public Scene100 {
public:
SceneActor _emptyRoomTable;
public:
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
};
class Scene175: public Scene150 {
};
class Scene200: public SceneExt {
/* Objects */
class NorthDoor: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class EastDoor: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class WestDoor: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Scene Exits */
class EastExit: public SceneExit {
public:
virtual void changeScene();
};
class WestExit: public SceneExit {
public:
virtual void changeScene();
};
public:
NamedHotspot _background, _compartment, _westDoorDisplay, _eastDoorDisplay;
NorthDoor _northDoor;
EastDoor _eastDoor;
WestDoor _westDoor;
EastExit _eastExit;
WestExit _westExit;
SequenceManager _sequenceManager;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class Scene250: public SceneExt {
class Button: public SceneActor {
public:
int _floorNumber, _v2;
Button();
void setFloor(int floorNumber);
virtual void synchronize(Serializer &s);
virtual bool startAction(CursorType action, Event &event);
};
public:
int _field412, _field414, _field416, _field418, _field41A;
NamedHotspot _background, _item2, _item3, _item4;
Button _button1, _currentFloor;
Button _floor1, _floor2, _floor3, _floor4, _floor5;
Button _floor6, _floor7, _floor8, _floor9;
ASoundExt _sound1;
SequenceManager _sequenceManager1;
public:
Scene250();
void changeFloor(int floorNumber);
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void process(Event &event);
virtual void dispatch();
};
class Scene300: public SceneExt {
/* 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();
};
/* Items */
class QuinnWorkstation: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class MirandaWorkstation: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class SeekerWorkstation: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Objects */
class Miranda: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Seeker: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Quinn: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Doorway: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
SequenceManager _sequenceManager1, _sequenceManager2, _sequenceManager3, _sequenceManager4;
ASoundExt _sound1;
SpeakerMiranda300 _mirandaSpeaker;
SpeakerSeeker300 _seekerSpeaker;
SpeakerSeekerL _seekerLSpeaker;
SpeakerQuinn300 _quinnSpeaker;
SpeakerQuinnL _quinnLSpeaker;
SpeakerTeal300 _tealSpeaker;
SpeakerSoldier300 _soldierSpeaker;
NamedHotspot _background, _hull, _statusDisplays, _damageControl, _manualOverrides;
NamedHotspot _scanners1, _scanners2, _indirectLighting1, _indirectLighting2, _lighting;
QuinnWorkstation _quinnWorkstation1, _quinnWorkstation2;
SeekerWorkstation _seekerWorkstation;
MirandaWorkstation _mirandaWorkstation1, _mirandaWorkstation2;
SceneActor _object1, _object2, _object3, _object4, _protocolDisplay;
SceneActor _object6, _object7, _object8, _object9;
SceneActor _teal, _soldier, _object12;
Doorway _doorway;
Miranda _miranda;
Seeker _seeker;
Quinn _quinn;
Action1 _action1;
Action2 _action2;
Action3 _action3;
Action4 _action4;
PaletteRotation *_rotation;
int _stripId;
Scene300();
void signal309();
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
};
class Scene400: public SceneExt {
/* Items */
class Terminal: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Objects */
class Door: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Reader: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class SensorProbe: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class AttractorUnit: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
NamedHotspot _background, _equipment1, _equipment2, _equipment3;
NamedHotspot _equipment4, _equipment5, _equipment6;
NamedHotspot _desk, _desk2, _console;
NamedHotspot _duct, _shelves, _cabinet, _doorDisplay, _lights;
NamedHotspot _equalizer, _transducer, _optimizer, _soundModule, _tester;
NamedHotspot _helmet, _nullifier;
Terminal _terminal;
SceneActor _consoleDisplay, _testerDisplay;
Door _door;
Reader _reader;
SensorProbe _sensorProbe;
AttractorUnit _attractorUnit;
SequenceManager _sequenceManager1;
ASoundExt _sound1;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
virtual void dispatch();
};
class Scene800: public SceneExt {
/* Items */
class Button: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class CableJunction: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class DeviceSlot: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Objects */
class Door: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Tray: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class ComScanner: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Cabinet: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
NamedHotspot _background, _autoDoc, _diskSlot, _couch;
NamedHotspot _medicalDatabase, _dataConduits;
Button _button;
CableJunction _cableJunction;
DeviceSlot _deviceSlot;
SceneActor _autodocCover, _opticalFibre, _reader;
Door _door;
Tray _tray;
ComScanner _comScanner;
Cabinet _cabinet;
SequenceManager _sequenceManager1;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class Scene825: public SceneExt {
/* Objects */
class Button: public SceneObject {
public:
int _buttonId, _v2;
bool _buttonDown;
SceneText _sceneText;
public:
Button();
void setButton(int buttonId);
void setText(int textId);
virtual void synchronize(Serializer &s);
virtual void process(Event &event);
virtual bool startAction(CursorType action, Event &event);
};
public:
NamedHotspot _background, _item2;
SceneActor _object1, _object2, _object3, _object4, _object5;
Button _button1, _button2, _button3, _button4, _button5, _button6;
ASoundExt _sound1, _sound2, _sound3, _sound4;
SequenceManager _sequenceManager1;
SceneText _sceneText;
int _menuId, _frame1, _frame2;
const char *_autodocItems[11];
public:
Scene825();
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
virtual void process(Event &event);
virtual void dispatch();
void doButtonPress(int buttonId);
};
class Scene850: public SceneExt {
/* Items */
class Indicator: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Objects */
class LiftDoor: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class SickBayDoor: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Clamp: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Panel: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
NamedHotspot _background, _eastDoor, _compartment, _sickBayIndicator;
NamedHotspot _liftControls;
Indicator _indicator;
SceneActor _object1, _fibre;
LiftDoor _liftDoor;
SickBayDoor _sickBayDoor;
Clamp _clamp;
Panel _panel;
SequenceManager _sequenceManager1;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
} // End of namespace Ringworld2
} // End of namespace TsAGE
#endif
|