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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_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 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();
};
} // End of namespace Ringworld2
} // End of namespace TsAGE
#endif
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