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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 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();
};
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 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);
};
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;
Miranda _miranda;
Seeker _seeker;
Quinn _quinn;
Action1 _action1;
Action2 _action2;
Action3 _action3;
Action4 _action4;
PaletteRotation *_rotation;
int _field412;
Scene300();
void signal309();
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
};
} // End of namespace Ringworld2
} // End of namespace TsAGE
#endif
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