1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
|
/* 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_SCENES1_H
#define TSAGE_RINGWORLD2_SCENES1_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 Scene1000 : public SceneExt {
public:
SequenceManager _sequenceManager1;
SequenceManager _sequenceManager2;
SpeakerGameText _gameTextSpeaker;
AnimationPlayer _animationPlayer;
int _animCounter;
bool _forceCheckAnimationFl;
public:
Scene1000();
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
virtual void dispatch();
};
class Scene1010 : public SceneExt {
public:
SequenceManager _sequenceManager;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class Scene1020 : public SceneExt {
public:
SequenceManager _sequenceManager;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void dispatch();
};
class Scene1100 : public SceneExt {
class Seeker : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Trooper : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Chief : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
int _nextStripNum, _paletteRefreshStatus;
SpeakerSeeker1100 _seekerSpeaker;
SpeakerQuinn1100 _quinnSpeaker;
SpeakerChief1100 _chiefSpeaker;
ScenePalette _palette1;
NamedHotspot _background;
NamedHotspot _sky;
NamedHotspot _fuana1;
NamedHotspot _fauna2;
NamedHotspot _bouldersBlockingCave;
NamedHotspot _boulders;
NamedHotspot _trail;
SceneActor _ship;
SceneActor _cloud;
SceneActor _shipFormation;
SceneActor _shipFormationShadow;
SceneActor _shotImpact1;
SceneActor _shotImpact2;
SceneActor _shotImpact3;
SceneActor _shotImpact4;
SceneActor _shotImpact5;
SceneActor _laserShot;
SceneActor _animation; // Used for cliff collapse and ship theft
SceneActor _leftImpacts;
SceneActor _runningGuy1;
SceneActor _runningGuy2;
SceneActor _runningGuy3;
BackgroundSceneObject _rightLandslide;
BackgroundSceneObject _purplePlant;
Seeker _seeker;
Trooper _trooper;
Chief _chief;
SequenceManager _sequenceManager1;
SequenceManager _sequenceManager2;
SequenceManager _sequenceManager3;
Scene1100();
void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
virtual void dispatch();
virtual void saveCharacter(int characterIndex);
};
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);
};
class Scene1337 : public SceneExt {
class OptionsDialog: public GfxDialog {
private:
GfxButton _autoplay;
GfxButton _restartGame;
GfxButton _quitGame;
GfxButton _continueGame;
OptionsDialog();
virtual ~OptionsDialog() {}
virtual GfxButton *execute(GfxButton *defaultButton);
public:
static void show();
};
class Card: public SceneHotspot {
public:
SceneObject _card;
int _cardId;
Common::Point _stationPos;
Card();
void synchronize(Serializer &s);
bool isIn(Common::Point pt);
};
class GameBoardSide: public SceneHotspot {
public:
Card _handCard[4];
Card _outpostStation[8];
Card _delayCard;
Card _emptyStationPos;
Common::Point _card1Pos;
Common::Point _card2Pos;
Common::Point _card3Pos;
Common::Point _card4Pos;
int _frameNum;
GameBoardSide();
void synchronize(Serializer &s);
};
class Action1337: public Action {
public:
void waitFrames(int32 frameCount);
};
class Action1: public Action1337 {
public:
void signal();
};
class Action2: public Action1337 {
public:
void signal();
};
class Action3: public Action1337 {
public:
void signal();
};
class Action4: public Action1337 {
public:
void signal();
};
class Action5: public Action1337 {
public:
void signal();
};
class Action6: public Action1337 {
public:
void signal();
};
class Action7: public Action1337 {
public:
void signal();
};
class Action8: public Action1337 {
public:
void signal();
};
class Action9: public Action1337 {
public:
void signal();
};
class Action10: public Action1337 {
public:
void signal();
};
class Action11: public Action1337 {
public:
void signal();
};
class Action12: public Action1337 {
public:
void signal();
};
class Action13: public Action1337 {
public:
void signal();
};
public:
typedef void (Scene1337::*FunctionPtrType)();
FunctionPtrType _delayedFunction;
ASound _aSound1;
ASound _aSound2;
SceneActor _helpIcon;
bool _autoplay;
GameBoardSide _gameBoardSide[4];
SceneItem _item1;
SceneObject _currentPlayerArrow;
Action1 _action1;
Action2 _action2;
Action3 _action3;
Action4 _action4;
Action5 _action5;
Action6 _action6;
Action7 _action7;
Action8 _action8;
Action9 _action9;
Action10 _action10;
Action11 _action11;
Action12 _action12;
Action13 _action13;
Card _animatedCard;
Card _shuffleAnimation;
Card _item4;
SceneActor _stockPile;
int _cardsAvailableNumb;
// Discarded cards are put in the available cards pile, with an higher index so there no conflict
int _currentDiscardIndex;
int _availableCardsPile[100];
Card *_actionCard1;
Card *_actionCard2;
Card *_actionCard3;
Card _item5;
Card _selectedCard;
Card _discardPile;
Card _stockCard;
bool _shuffleEndedFl;
int _currentPlayerNumb;
int _actionIdx1;
int _actionIdx2;
bool _showPlayerTurn;
bool _displayHelpFl;
int _winnerId;
bool _instructionsDisplayedFl;
int _instructionsWaitCount;
int _cursorCurRes;
int _cursorCurStrip;
int _cursorCurFrame;
SceneObject _upperDisplayCard[8];
SceneObject _lowerDisplayCard[8];
Scene1337();
virtual void synchronize(Serializer &s);
void actionDisplay(int resNum, int lineNum, int x, int y, int keepOnScreen, int width, int textMode, int fontNum, int colFG, int colBGExt, int colFGExt);
void setAnimationInfo(Card *card);
void subC20E5();
void handleNextTurn();
void subC2586();
bool isStationCard(int cardId);
bool isStopConstructionCard(int cardId);
int subC26CB(int playerId, int handCardId);
int findPlatformCardInHand(int playerId);
int findCard13InHand(int playerId);
int checkThieftCard(int playerId);
int isDelayCard(int cardId);
int isSlowCard(int cardId);
void handlePlayer01Discard(int playerId);
void playThieftCard(int playerId, Card *card, int victimId);
int getPreventionCardId(int cardId);
bool isAttackPossible(int victimId, int cardId);
int getPlayerWithOutpost(int playerId);
bool checkAntiDelayCard(int delayCardId, int cardId);
void playStationCard(Card *station, Card *platform);
void playDelayCard(Card *card, Card *dest);
void playPlatformCard(Card *card, Card *dest);
void playAntiDelayCard(Card *card, Card *dest);
Card *subC34EC(int arg1);
void playCounterTrickCard(Card *card, int playerId);
int getFreeHandCard(int playerId);
void discardCard(Card *card);
void subC4CD2();
void subC4CEC();
void subC51A0(Card *subObj1, Card *subObj2);
void displayDialog(int dialogNumb);
void subPostInit();
void displayInstructions();
void suggestInstructions();
void shuffleCards();
void dealCards();
void showOptionsDialog();
void handleClick(int arg1, Common::Point pt);
void handlePlayer0();
void handlePlayer1();
void handlePlayer2();
void handlePlayer3();
void subD02CA();
void updateCursorId(int arg1, bool arg2);
void setCursorData(int resNum, int rlbNum, int frameNum);
void subD18F5();
void subD1917();
void subD1940(bool flag);
void subD1975(int arg1, int arg2);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void process(Event &event);
virtual void dispatch();
};
class Scene1500 : public SceneExt {
public:
SceneActor _starship;
SceneActor _starshipShadow;
SceneActor _smallShip;
SceneActor _smallShipShadow;
SequenceManager _sequenceManager;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
virtual void dispatch();
};
class Scene1525 : public SceneExt {
public:
SequenceManager _sequenceManager;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class Scene1530 : public SceneExt {
public:
SpeakerQuinn _quinnSpeaker;
SpeakerSeeker _seekerSpeaker;
SceneActor _seeker;
SceneActor _leftReactor;
SceneActor _rightReactor;
SequenceManager _sequenceManager;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void dispatch();
};
class Scene1550 : public SceneExt {
class Wall : public SceneActor {
public:
void setupWall(int frameNumber, int strip);
};
class Junk : public SceneActor {
public:
int _junkNumber;
Junk();
void synchronize(Serializer &s);
virtual bool startAction(CursorType action, Event &event);
};
class ShipComponent : public SceneActor {
public:
int _componentId;
ShipComponent();
void synchronize(Serializer &s);
virtual bool startAction(CursorType action, Event &event);
void setupShipComponent(int componentId);
};
class DishControlsWindow : public ModalWindow {
class DishControl : public SceneActor {
public:
int _controlId;
DishControl();
void synchronize(Serializer &s);
virtual bool startAction(CursorType action, Event &event);
};
public:
byte _field20;
SceneActor _areaActor;
DishControl _button;
DishControl _lever;
virtual void remove();
virtual void setup2(int visage, int stripFrameNum, int frameNum, int posX, int posY);
};
class WorkingShip : public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Wreckage : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Companion : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class AirBag : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Joystick : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Gyroscope : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class DiagnosticsDisplay : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class DishTower : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Dish : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
SpeakerQuinn _quinnSpeaker;
SpeakerSeeker _seekerSpeaker;
WorkingShip _intactHull1, _intactHull2;
SceneHotspot _background;
SceneActor _wreckage2; // also used for Lance of Truth landing strut
SceneActor _wreckage3;
SceneActor _wreckage4;
SceneActor _walkway;
SceneActor _dishTowerShadow;
Wreckage _wreckage;
Companion _companion;
AirBag _airbag;
Joystick _joystick;
Gyroscope _gyroscope;
DiagnosticsDisplay _diagnosticsDisplay;
DishTower _dishTower;
Dish _dish;
Junk _junk[8];
Wall _wallCorner1;
Wall _northWall; // Is also reused for landing strip
Wall _wallCorner2;
Wall _westWall; // Is also reused for left hand space
Wall _eastWall;
Wall _southWall;
ShipComponent _shipComponents[8];
DishControlsWindow _dishControlsWindow;
SequenceManager _sequenceManager1;
SequenceManager _sequenceManager2;
bool _dontExit;
int _wallType;
int _dishMode;
int _sceneResourceId;
int _walkRegionsId;
Scene1550();
void synchronize(Serializer &s);
void enterArea();
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void process(Event &event);
virtual void dispatch();
virtual void saveCharacter(int characterIndex);
};
class Scene1575 : public SceneExt {
class Button : public NamedHotspot {
public:
int _buttonId;
bool _pressed;
Button();
void synchronize(Serializer &s);
void initButton(int buttonId);
virtual void process(Event &event);
virtual bool startAction(CursorType action, Event &event);
};
public:
int _field412;
int _field414;
int _field416;
int _field418;
int _field41A;
Button _button1;
Button _button2;
Button _button3;
Button _button4;
Button _button5;
Button _button6;
SceneActor _actor1;
SceneActor _actor2;
SceneActor _actor3;
SceneActor _actor4;
SceneActor _actor5;
SceneActor _actor6;
SceneActor _actor7;
SceneActor _actor8;
SceneActor _actor9;
SceneActor _actor10;
SceneActor _actor11;
SceneActor _actor12;
SceneActor _actor13;
SceneActor _actor14;
SceneActor _actor15;
SceneActor _arrActor[17];
SequenceManager _sequenceManager1;
Scene1575();
void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
virtual void process(Event &event);
virtual void dispatch();
};
class Scene1580 : public SceneExt {
class JoystickPlug : public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class ScreenSlot : public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Joystick : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Screen : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class StorageCompartment : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class HatchButton : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class ThrusterValve : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Ignitor : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
SpeakerQuinn _quinnSpeaker;
SpeakerSeeker _seekerSpeaker;
JoystickPlug _joystickPlug;
ScreenSlot _screenSlot;
NamedHotspot _background;
SceneActor _screenDisplay;
SceneActor _arrActor[8];
Joystick _joystick;
Screen _screen;
StorageCompartment _storageCompartment;
HatchButton _hatchButton;
ThrusterValve _thrusterValve;
Ignitor _ignitor;
SequenceManager _sequenceManager;
Scene1580();
void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class Scene1625 : public SceneExt {
class Wire : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
SpeakerMiranda1625 _mirandaSpeaker;
SpeakerTeal1625 _tealSpeaker;
SpeakerSoldier1625 _soldierSpeaker;
NamedHotspot _background;
SceneActor _teal;
SceneActor _tealHead;
SceneActor _mirandaMouth;
SceneActor _glass;
SceneActor _wristRestraints;
SceneActor _tealRightArm;
Wire _wire;
SequenceManager _sequenceManager;
Scene1625();
void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
virtual void process(Event &event);
};
class Scene1700 : public SceneExt {
class RimTransport : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Companion : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class NorthExit : public SceneExit {
public:
virtual void changeScene();
};
class SouthExit : public SceneExit {
public:
virtual void changeScene();
};
class WestExit : public SceneExit {
public:
virtual void changeScene();
};
public:
SpeakerQuinn _quinnSpeaker;
SpeakerSeeker _seekerSpeaker;
NamedHotspot _surface;
NamedHotspot _background;
SceneActor _playerShadow;
SceneActor _companionShadow;
SceneActor _slabWest;
SceneActor _slabEast;
SceneActor _slabShadowWest;
SceneActor _slabShadowEast;
SceneActor _westPlatform;
SceneActor _rimTransportDoor;
SceneActor _ledgeHopper;
SceneActor _hatch;
RimTransport _rimTransport;
Companion _companion;
NorthExit _northExit;
SouthExit _southExit;
WestExit _westExit;
SequenceManager _sequenceManager;
bool _walkFlag;
Scene1700();
void synchronize(Serializer &s);
void enterArea();
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
};
class Scene1750 : public SceneExt {
class SpeedSlider : public SceneActor {
public:
int _incrAmount;
int _xp;
int _ys;
int _height;
int _thumbHeight;
bool _mouseDown;
SpeedSlider();
virtual void synchronize(Serializer &s);
void setupSlider(int incrAmount, int xp, int ys, int height, int thumbHeight);
void calculateSlider();
virtual void process(Event &event);
virtual bool startAction(CursorType action, Event &event);
};
class Button : public SceneActor {
public:
int _buttonId;
Button();
virtual void synchronize(Serializer &s);
virtual bool startAction(CursorType action, Event &event);
};
public:
NamedHotspot _background;
NamedHotspot _redLightsDescr;
NamedHotspot _greenLights;
NamedHotspot _frontView;
NamedHotspot _rearView;
SceneActor _scannerIcon;
SceneActor _redLights;
SceneActor _radarSweep;
SpeedSlider _speedSlider;
Button _forwardButton;
Button _backwardButton;
Button _exitButton;
SequenceManager _sequenceManager;
PaletteRotation *_rotation;
int _direction;
int _speedCurrent;
int _speed;
int _speedDelta;
int _rotationSegment;
int _rotationSegCurrent;
int _newRotation;
Scene1750();
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();
};
class Scene1800 : public SceneExt {
class Background : public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Lever : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Doors : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class PassengerDoor : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class SouthExit : public SceneExit {
public:
virtual void changeScene();
};
public:
int _locationMode;
SpeakerQuinn _quinnSpeaker;
SpeakerSeeker _seekerSpeaker;
NamedHotspot _elevator;
NamedHotspot _elevatorContents;
NamedHotspot _surface;
NamedHotspot _secBackground;
Background _background;
SceneActor _playerShadow;
SceneActor _companion;
SceneActor _companionShadow;
SceneActor _leftStaircase;
SceneActor _rightStaircase;
Lever _lever;
Doors _doors;
PassengerDoor _leftDoor;
PassengerDoor _rightDoor;
SouthExit _southExit;
SequenceManager _sequenceManager;
Scene1800();
void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void saveCharacter(int characterIndex);
};
class Scene1850 : public SceneExt {
class Button : public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Robot : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Door : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class DisplayScreen : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
int _sceneMode;
int _shadeCountdown;
int _shadeDirection;
bool _shadeChanging;
Common::Point _playerDest;
int _seqNumber;
ScenePalette _palette1;
SpeakerQuinn _quinnSpeaker;
SpeakerSeeker _seekerSpeaker;
NamedHotspot _background;
Button _button;
SceneActor _companion;
SceneActor _airbag;
SceneActor _screen;
SceneActor _helmet;
Robot _robot;
Door _leftDoor;
Door _rightDoor;
DisplayScreen _displayScreen;
SequenceManager _sequenceManager1;
SequenceManager _sequenceManager2;
Scene1850();
void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
virtual void process(Event &event);
virtual void dispatch();
};
class Scene1875 : public SceneExt {
class Button : public SceneActor {
public:
int _buttonId;
bool _buttonDown;
Button();
void doButtonPress();
void initButton(int buttonId);
virtual Common::String getClassName() { return "Scene1875_Button"; }
void synchronize(Serializer &s);
virtual void process(Event &event);
};
public:
SpeakerQuinn _quinnSpeaker;
SpeakerSeeker _seekerSpeaker;
NamedHotspot _background;
NamedHotspot _screen;
SceneActor _map;
SceneActor _rimPosition;
Button _button1;
Button _button2;
Button _button3;
Button _button4;
Button _button5;
SequenceManager _sequenceManager;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void process(Event &event);
};
class Scene1900 : public SceneExt {
class LiftDoor : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class WestExit : public SceneExit {
public:
virtual void changeScene();
};
class EastExit : public SceneExit {
public:
virtual void changeScene();
};
public:
SpeakerSeeker1900 _seekerSpeaker;
NamedHotspot _background;
NamedHotspot _elevator;
SceneActor _companion;
BackgroundSceneObject _leftDoorFrame;
BackgroundSceneObject _rightDoorFrame;
LiftDoor _leftDoor, _rightDoor;
WestExit _westExit;
EastExit _eastExit;
SequenceManager _sequenceManager1;
SequenceManager _sequenceManager2;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
};
class Scene1925 : public SceneExt {
class Button : public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Ladder : public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class ExitUp : public SceneExit {
public:
virtual void changeScene();
};
class ExitDown : public SceneExit {
public:
virtual void changeScene();
};
class WestExit : public SceneExit {
public:
virtual void changeScene();
};
class EastExit : public SceneExit {
public:
virtual void changeScene();
};
public:
NamedHotspot _background;
Button _button;
Ladder _ladder;
SceneActor _door;
ExitUp _exitUp;
ExitDown _exitDown;
WestExit _westExit;
EastExit _eastExit;
SequenceManager _sequenceManager;
int _newSceneMode;
int _levelResNum[5];
Scene1925();
void synchronize(Serializer &s);
void changeLevel(bool upFlag);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
};
class Scene1945 : public SceneExt {
class Ice : public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Ladder : public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Gunpowder : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class ExitUp : public SceneExit {
public:
virtual void changeScene();
};
class CorridorExit : public SceneExit {
public:
virtual void changeScene();
};
public:
NamedHotspot _hole;
NamedHotspot _ice2;
Ice _ice;
Ladder _ladder;
SceneActor _coveringIce;
SceneActor _alcoholLamp;
Gunpowder _gunpowder;
ExitUp _exitUp;
CorridorExit _corridorExit;
SequenceManager _sequenceManager1;
SequenceManager _sequenceManager2;
int _nextSceneMode1;
int _nextSceneMode2;
CursorType _lampUsed;
Scene1945();
void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
};
class Scene1950 : public SceneExt {
/* Windows */
class KeypadWindow: public ModalWindow {
public:
class KeypadButton : public SceneActor {
public:
int _buttonIndex;
bool _pressed;
bool _toggled;
KeypadButton();
void synchronize(Serializer &s);
void init(int indx);
virtual void process(Event &event);
virtual bool startAction(CursorType action, Event &event);
};
SceneActor _areaActor;
KeypadButton _buttons[16];
int _buttonIndex;
KeypadWindow();
virtual void synchronize(Serializer &s);
virtual void remove();
virtual void setup2(int visage, int stripFrameNum, int frameNum, int posX, int posY);
virtual void setup3(int resNum, int lookLineNum, int talkLineNum, int useLineNum);
};
class Keypad : public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Actors */
class Door : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Scrolls : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Gem : public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Vampire : public SceneActor {
public:
Common::Point _deadPosition;
int _deltaX;
int _deltaY;
int _vampireMode;
Vampire();
void synchronize(Serializer &s);
virtual void signal();
virtual bool startAction(CursorType action, Event &event);
};
/* Exits */
class NorthExit : public SceneExit {
public:
virtual void changeScene();
};
class UpExit : public SceneExit {
public:
virtual void changeScene();
};
class EastExit : public SceneExit {
public:
virtual void changeScene();
};
class DownExit : public SceneExit {
public:
virtual void changeScene();
};
class SouthExit : public SceneExit {
public:
virtual void changeScene();
};
class WestExit : public SceneExit {
public:
virtual void changeScene();
};
class ShaftExit : public SceneExit {
public:
virtual void changeScene();
};
class DoorExit : public SceneExit {
public:
virtual void changeScene();
};
private:
void initArea();
void enterArea();
void doButtonPress(int indx);
public:
NamedHotspot _background;
Keypad _keypad;
SceneActor _southDoorway;
SceneObject _northDoorway;
Door _door;
Scrolls _scrolls;
SceneActor _containmentField;
Gem _gem;
SceneActor _cube;
SceneActor _pulsingLights;
Vampire _vampire;
KeypadWindow _KeypadWindow;
NorthExit _northExit;
UpExit _upExit;
EastExit _eastExit;
DownExit _downExit;
SouthExit _southExit;
WestExit _westExit;
ShaftExit _shaftExit;
DoorExit _doorExit;
SequenceManager _sequenceManager;
bool _upExitStyle;
bool _removeFlag;
bool _vampireActive;
Common::Point _vampireDestPos;
int _vampireIndex;
Scene1950();
void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
virtual void process(Event &event);
};
} // End of namespace Ringworld2
} // End of namespace TsAGE
#endif
|