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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_SCENES2_H
#define TSAGE_RINGWORLD2_SCENES2_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 Scene2000 : public SceneExt {
class Action1 : public ActionExt {
public:
virtual void signal();
};
class WestExit : public SceneExit {
public:
virtual void changeScene();
};
class EastExit : public SceneExit {
public:
virtual void changeScene();
};
class SouthExit : public SceneExit {
public:
virtual void changeScene();
};
class NorthExit : public SceneExit {
public:
virtual void changeScene();
};
class DoorExit : public SceneExit {
public:
virtual void changeScene();
};
public:
bool _exitingFlag;
int _mazePlayerMode;
NamedHotspot _item1;
SceneActor _object1;
SceneActor _objList1[11];
WestExit _westExit;
EastExit _eastExit;
SouthExit _southExit;
NorthExit _northExit;
DoorExit _doorExit;
Action1 _action1, _action2, _action3, _action4, _action5;
SequenceManager _sequenceManager;
Scene2000();
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
virtual void process(Event &event);
virtual void synchronize(Serializer &s);
void initExits();
void initPlayer();
};
class Scene2350 : public SceneExt {
class Actor2 : public SceneActor {
virtual bool startAction(CursorType action, Event &event);
};
class Actor3 : public SceneActor {
virtual bool startAction(CursorType action, Event &event);
};
class ExitUp : public SceneExit {
virtual void changeScene();
};
class ExitWest : public SceneExit {
virtual void changeScene();
};
public:
SpeakerQuinn _quinnSpeaker;
SpeakerPharisha _pharishaSpeaker;
NamedHotspot _item1;
SceneActor _actor1;
Actor2 _actor2;
Actor3 _actor3;
Actor3 _actor4;
ExitUp _exitUp;
ExitWest _exitWest;
SequenceManager _sequenceManager;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
virtual void process(Event &event);
};
class Scene2400 : public SceneExt {
class Exit1 : public SceneExit {
virtual void changeScene();
};
class Exit2 : public SceneExit {
virtual void changeScene();
};
public:
Exit1 _exit1;
Exit2 _exit2;
SequenceManager _sequenceManager;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class Scene2425 : public SceneExt {
class Item1 : public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Item2 : public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Item3 : public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Item4 : public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Actor1 : public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
class Actor2 : public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
class Exit1 : public SceneExit {
public:
virtual void changeScene();
};
public:
Item1 _item1;
Item2 _item2;
Item3 _item3;
Item4 _item4;
Actor1 _actor1;
Actor2 _actor2;
Actor2 _actor3;
Exit1 _exit1;
SequenceManager _sequenceManager;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
};
class Scene2430 : public SceneExt {
class Actor1 : public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
class Actor2 : public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
class Actor3 : public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
class Exit1 : public SceneExit {
public:
virtual void changeScene();
};
public:
NamedHotspot _item1;
NamedHotspot _item2;
NamedHotspot _item3;
NamedHotspot _item4;
NamedHotspot _item5;
NamedHotspot _item6;
NamedHotspot _item7;
NamedHotspot _item8;
NamedHotspot _item9;
NamedHotspot _item10;
NamedHotspot _item11;
NamedHotspot _item12;
NamedHotspot _item13;
Actor1 _actor1;
Actor2 _actor2;
Actor3 _actor3;
Exit1 _exit1;
SequenceManager _sequenceManager;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class Scene2435 : public SceneExt {
class Companion : public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
class Astor : public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
class Exit1 : public SceneExit {
public:
virtual void changeScene();
};
public:
SpeakerQuinn2435 _quinnSpeaker;
SpeakerSeeker2435 _seekerSpeaker;
SpeakerPharisha2435 _pharishaSpeaker;
NamedHotspot _background;
NamedHotspot _leftWindow;
NamedHotspot _rightWindow;
Companion _companion;
Astor _astor;
Exit1 _exit1;
SequenceManager _sequenceManager;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
};
class Scene2440 : public SceneExt {
class Actor1 : public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
class Actor2 : public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
class Exit1 : public SceneExit {
public:
virtual void changeScene();
};
public:
NamedHotspot _item1;
NamedHotspot _item2;
NamedHotspot _item3;
NamedHotspot _item4;
NamedHotspot _item5;
NamedHotspot _item6;
NamedHotspot _item7;
Actor1 _actor1;
Actor2 _actor2;
Exit1 _exit1;
SequenceManager _sequenceManager;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
};
class Scene2445 : public SceneExt {
public:
SequenceManager _sequenceManager;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class Scene2450 : public SceneExt {
class Parker : public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
class CareTaker : public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
class Exit1 : public SceneExit {
public:
virtual void changeScene();
};
public:
SpeakerQuinn2450 _quinnSpeaker;
SpeakerSeeker2450 _seekerSpeaker;
SpeakerCaretaker2450 _caretakerSpeaker;
NamedHotspot _background;
NamedHotspot _post;
NamedHotspot _bedspread;
SceneActor _companion;
Parker _parker;
CareTaker _careTaker;
Exit1 _exit1;
SequenceManager _sequenceManager;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
};
class Scene2455 : public SceneExt {
class Actor1 : public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
class Actor2 : public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
class Actor3 : public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
class Exit1 : public SceneExit {
public:
virtual void changeScene();
};
public:
NamedHotspot _item1;
Actor1 _actor1;
Actor2 _actor2;
Actor3 _actor3;
Exit1 _exit1;
SequenceManager _sequenceManager;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
};
class Scene2500 : public SceneExt {
class Exit1 : public SceneExit {
public:
virtual void changeScene();
};
public:
SpeakerQuinn _quinnSpeaker;
SpeakerSeeker _seekerSpeaker;
SpeakerMiranda _mirandaSpeaker;
SpeakerWebbster2500 _webbsterSpeaker;
NamedHotspot _item1;
SceneActor _actor1;
SceneActor _actor2;
SceneActor _actor3;
Exit1 _exit1;
SequenceManager _sequenceManager;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class Scene2525 : public SceneExt {
class Item5 : public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Actor3 : public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
class Exit1 : public SceneExit {
public:
virtual void changeScene();
};
public:
NamedHotspot _item1;
NamedHotspot _item2;
NamedHotspot _item3;
NamedHotspot _item4;
Item5 _item5;
SceneActor _actor1;
SceneActor _actor2;
Actor3 _actor3;
Exit1 _exit1;
SequenceManager _sequenceManager;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
};
class Scene2530 : public SceneExt {
class Actor2 : public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
class Actor3 : public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
class Exit1 : public SceneExit {
public:
virtual void changeScene();
};
public:
NamedHotspot _item1;
NamedHotspot _item2;
NamedHotspot _item3;
NamedHotspot _item4;
NamedHotspot _item5;
SceneActor _actor1;
Actor2 _actor2;
Actor3 _actor3;
Exit1 _exit1;
SequenceManager _sequenceManager;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class Scene2535 : public SceneExt {
class RebreatherTank : public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
class TannerMask : public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
class Exit1 : public SceneExit {
public:
virtual void changeScene();
};
public:
NamedHotspot _background;
NamedHotspot _roof;
NamedHotspot _skin1;
NamedHotspot _skin2;
NamedHotspot _skin3;
NamedHotspot _skin4;
NamedHotspot _depression;
SceneActor _companion;
SceneActor _rope;
RebreatherTank _rebreatherTank;
TannerMask _tannerMask;
Exit1 _exit1;
SequenceManager _sequenceManager;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class Scene2600 : public SceneExt {
public:
SequenceManager _sequenceManager;
PaletteRotation *_rotation;
Scene2600();
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
};
class Scene2700 : public SceneExt {
class Action1: public Action {
public:
void signal();
};
class Action2: public Action {
public:
void signal();
};
class Action3: public Action {
public:
void signal();
};
class Action4: public Action {
public:
void signal();
};
class Area1: public SceneArea {
public:
void process(Event &event);
};
class Area2: public SceneArea {
public:
void process(Event &event);
};
public:
SpeakerQuinn2700 _quinnSpeaker;
SpeakerNej2700 _nejSpeaker;
NamedHotspot _item1;
NamedHotspot _item2;
NamedHotspot _item3;
NamedHotspot _item4;
NamedHotspot _item5;
NamedHotspot _item6;
SceneActor _actor1;
SceneActor _actor2;
SceneActor _actor3;
SceneActor _actor4;
SceneActor _actor5;
Action1 _action1;
Action2 _action2;
Action3 _action3;
Action4 _action4;
Area1 _area1;
Area2 _area2;
Rect _rect1, _rect2, _rect3, _rect4, _rect5, _rect6;
SequenceManager _sequenceManager;
int _field412, _field414, _field416;
Scene2700();
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void process(Event &event);
};
class Scene2750 : public SceneExt {
class Action1: public Action {
public:
void signal();
};
class Action2: public Action {
public:
void signal();
};
class Action3: public Action {
public:
void signal();
};
class Action4: public Action {
public:
void signal();
};
class Action5: public Action {
public:
void signal();
};
class Action6: public Action {
public:
void signal();
};
class Action7: public Action {
public:
void signal();
};
class Area1: public SceneArea {
public:
void process(Event &event);
};
class Area2: public SceneArea {
public:
void process(Event &event);
};
public:
SpeakerQuinn2750 _quinnSpeaker;
SpeakerNej2750 _nejSpeaker;
NamedHotspot _item1;
NamedHotspot _item2;
NamedHotspot _item3;
NamedHotspot _item4;
NamedHotspot _item5;
SceneActor _actor1;
SceneActor _actor2;
SceneActor _actor3;
SceneActor _actor4;
SceneActor _actor5;
SceneActor _actor6;
SceneActor _actor7;
SceneActor _actor8;
SceneActor _actor9;
SceneActor _actor10;
SceneActor _actor11;
Action1 _action1;
Action2 _action2;
Action3 _action3;
Action4 _action4;
Action5 _action5;
Action6 _action6;
Action7 _action7;
Area1 _area1;
Area2 _area2;
Rect _rect1, _rect2, _rect3;
SequenceManager _sequenceManager;
int _field412, _field414, _field416;
Scene2750();
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void process(Event &event);
};
class Scene2800 : public SceneExt {
class Item2 : public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Actor1 : public SceneActor {
virtual bool startAction(CursorType action, Event &event);
};
class Action1: public Action {
public:
void signal();
};
class Action2: public Action {
SceneObject _object2;
SceneObject _object3;
SceneObject _object4;
public:
void signal();
};
public:
SpeakerQuinn2800 _quinnSpeaker;
SpeakerNej2800 _nejSpeaker;
SpeakerGuard2800 _guardSpeaker;
NamedHotspot _item1;
Item2 _item2;
Actor1 _actor1;
SceneActor _actor2;
SceneActor _actor3;
SceneObject _object1;
Action1 _action1;
Action2 _action2;
SequenceManager _sequenceManager;
int _field412;
Scene2800();
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class Scene2900 : public SceneExt {
/* Items */
class Scenery : public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class ControlPanel : public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Altimeter : public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class KnobLeft : public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class KnobRight : public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Skip : public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Actions */
class Action1: public Action {
public:
void signal();
};
/* Miscellaneous */
class Map {
private:
void moveArea(Rect &r, int xAmt, int yAmt);
void moveLine(int xpSrc, int ypSrc, int xpDest, int ypDest, int width);
int adjustRect(Common::Rect &r1, const Common::Rect &r2);
void drawBlock(const byte *data, int xp, int yp, const Rect &r1, const Rect &r2);
public:
int _mapWidth, _mapHeight;
int _field4;
int _field6;
int _field8;
int _fieldA;
int _resNum;
int _xV, _yV;
Rect _bounds;
Map();
void load(int resNum);
Common::Point setPosition(const Common::Point &pos, bool initialFlag = false);
void synchronize(Serializer &s);
void redraw(Rect *updateRect = NULL);
};
public:
SceneObject _leftEdge;
SceneObject _rightEdge;
SceneObject _knob;
SceneObject _altimeterContent;
SceneObject _knobRightContent;
SceneObject _knobLeftContent;
Scenery _scenery;
ControlPanel _controlPanel;
Altimeter _altimeter;
KnobLeft _knobLeft;
KnobRight _knobRight;
Skip _skip;
Action1 _action1;
Map _map;
SceneText _skipText;
int _field412;
bool _altitudeChanging;
bool _field416;
int _field41C;
int _altitudeMajorChange;
Common::Point _balloonLocation;
Common::Point _balloonScreenPos;
int _newAltitude;
int _field425;
int _field426;
int _field427;
bool _field8F8;
Scene2900();
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
virtual void dispatch();
virtual void refreshBackground(int xAmount, int yAmount);
};
} // End of namespace Ringworld2
} // End of namespace TsAGE
#endif
|