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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 Exit1 : public SceneExit {
public:
virtual void changeScene();
};
class Exit2 : public SceneExit {
public:
virtual void changeScene();
};
class Exit3 : public SceneExit {
public:
virtual void changeScene();
};
class Exit4 : public SceneExit {
public:
virtual void changeScene();
};
class Exit5 : public SceneExit {
public:
virtual void changeScene();
};
public:
bool _exitingFlag;
int _mazePlayerMode;
NamedHotspot _item1;
SceneActor _object1;
SceneActor _objList1[11];
Exit1 _exit1;
Exit2 _exit2;
Exit3 _exit3;
Exit4 _exit4;
Exit5 _exit5;
Action1 _action1, _action2, _action3, _action4, _action5;
SequenceManager _sequenceManager;
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:
SpeakerQuinn2350 _quinnSpeaker;
SpeakerPharisha2350 _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 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:
SpeakerQuinn2435 _quinnSpeaker;
SpeakerSeeker2435 _seekerSpeaker;
SpeakerPharisha2435 _pharishaSpeaker;
NamedHotspot _item1;
NamedHotspot _item2;
NamedHotspot _item3;
Actor1 _actor1;
Actor2 _actor2;
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();
};
} // End of namespace Ringworld2
} // End of namespace TsAGE
#endif
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