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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.
 *
 * $URL: https://scummvm-misc.svn.sourceforge.net/svnroot/scummvm-misc/trunk/engines/tsage/scene_logic.h $
 * $Id: scene_logic.h 232 2011-02-12 11:56:38Z dreammaster $
 *
 */

#ifndef TSAGE_RINGWORLD_SCENES3_H
#define TSAGE_RINGWORLD_SCENES3_H

#include "common/scummsys.h"
#include "tsage/ringworld_logic.h"
#include "tsage/events.h"
#include "tsage/core.h"
#include "tsage/scenes.h"
#include "tsage/globals.h"

namespace tSage {

class Scene2000: public Scene {
	/* 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();
	};
	class Action5: public Action {
	public:
		virtual void signal();
	};
	class Action6: public Action {
	public:
		virtual void signal();
	};
	class Action7: public Action {
	public:
		virtual void signal();
	};
	class Action8: public Action {
	public:
		virtual void signal();
	};
	class Action9: public Action {
	public:
		virtual void signal();
	};
	class Action10: public Action {
	public:
		virtual void signal();
	};
	class Action11: public Action {
	public:
		virtual void signal();
	};
	class Action12: public Action {
	public:
		virtual void signal();
	};
	class Action13: public Action {
	public:
		virtual void signal();
	};
	class Action14: public Action {
	public:
		virtual void signal();
	};

public:
	SpeakerSL _speakerSL;
	SpeakerQR _speakerQR;
	SpeakerMR _speakerMR;
	SpeakerQText _speakerQText;
	SpeakerMText _speakerMText;
	SpeakerSText _speakerSText;
	SpeakerHText _speakerHText;
	SpeakerGameText _speakerGameText;
	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;
	Action14 _action14;
	SceneObject _object1, _object2, _object3, _object4, _object5;
	SceneObject _object6, _object7, _object8, _object9, _object10;
	SoundHandler _soundHandler1, _soundHandler2;

	virtual void postInit(SceneObjectList *OwnerList = NULL);
	virtual void stripCallback(int v);
};

class Scene2100: public Scene {
	/* 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();
	};
	class Action5: public Action {
	public:
		virtual void signal();
	};
	class Action6: public Action {
	public:
		virtual void signal();
	};
	class Action7: public Action {
	public:
		virtual void signal();
	};
	class Action8: public Action {
	public:
		virtual void signal();
	};
	class Action9: public Action {
	public:
		virtual void signal();
	};
	class Action10: public Action {
	public:
		virtual void signal();
	};
	class Action11: public Action {
	public:
		virtual void signal();
	};
	class Action12: public Action {
	public:
		virtual void signal();
	};
	class Action13: public Action {
	public:
		virtual void signal();
	};
	class Action14: public Action {
	public:
		virtual void signal();
	};
	class Action15: public Action {
	public:
		virtual void signal();
	};
	class Action16: public Action {
	public:
		virtual void signal();
	};
	class Action17: public Action {
	public:
		virtual void signal();
	};

	/* Hotspots */
	class Hotspot2: public SceneHotspot {
	public:
		virtual void doAction(int action);
	};

	/* Custom classes */
	class SceneArea: public SavedObject {
	public:
		GfxSurface _surface;
		GfxSurface *_savedArea;
		Common::Point _pt;
		int _resNum;
		int _rlbNum;
		int _subNum;
		int _actionId;
		Rect _bounds;
		int _field20;
	public:
		SceneArea();
		~SceneArea();

		void setup(int resNum, int rlbNum, int subNum, int actionId);
		void draw();
		void display();
		void draw2(bool flag);

		virtual void synchronise(Serialiser &s);
	};
public:
	SequenceManager _sequenceManager;
	SoundHandler _soundHandler;
	SpeakerMText _speakerMText;
	SpeakerMR _speakerMR;
	SpeakerQL _speakerQL;
	SpeakerQR _speakerQR;
	SpeakerQText _speakerQText;
	SpeakerGameText _speakerGameText;
	SpeakerSText _speakerSText;
	SpeakerSL _speakerSL;
	SpeakerSAL _speakerSAL;
	SpeakerHText _speakerHText;
	
	DisplayHotspot _hotspot1;
	SceneHotspot _hotspot2, _hotspot3, _hotspot4;
	SceneHotspot _hotspot5, _hotspot6, _hotspot7, _hotspot8;
	SceneObject _object1, _object2, _object3, _object4, _object5;
	SceneObject _object6, _object7, _object8, _object9, _object10;
	SceneObject _object11;
	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;
	Action14 _action14;
	Action15 _action15;
	Action16 _action16;
	Action17 _action17;
	int _field1800;
	SceneArea _area1, _area2, _area3, _area4;

	Scene2100();
	virtual void postInit(SceneObjectList *OwnerList = NULL);
	virtual void signal();
};

} // End of namespace tSage

#endif