scummvm/engines/tsage/ringworld2/ringworld2_scenes1.h

1241 lines
28 KiB
C++

/* 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:
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;
typedef void (Scene1337::*FunctionPtrType)();
FunctionPtrType _delayedFunction;
bool _autoplay;
bool _shuffleEndedFl;
bool _showPlayerTurn;
bool _displayHelpFl;
bool _instructionsDisplayedFl;
// Discarded cards are put in the available cards pile, with an higher index so there no conflict
int _currentDiscardIndex;
int _availableCardsPile[100];
int _cardsAvailableNumb;
int _currentPlayerNumb;
int _actionIdx1;
int _actionIdx2;
int _winnerId;
int _instructionsWaitCount;
int _cursorCurRes;
int _cursorCurStrip;
int _cursorCurFrame;
ASound _aSound1;
ASound _aSound2;
GameBoardSide _gameBoardSide[4];
SceneActor _helpIcon;
SceneActor _stockPile;
SceneItem _actionItem;
SceneObject _currentPlayerArrow;
Card *_actionCard1;
Card *_actionCard2;
Card *_actionCard3;
Card _animatedCard;
Card _shuffleAnimation;
Card _discardedPlatformCard;
Card _selectedCard;
Card _discardPile;
Card _stockCard;
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 handleNextTurn();
void handlePlayerTurn();
bool isStationCard(int cardId);
bool isStopConstructionCard(int cardId);
int getStationId(int playerId, int handCardId);
int findPlatformCardInHand(int playerId);
int findCard13InHand(int playerId);
int checkThieftCard(int playerId);
int isDelayCard(int cardId);
int getStationCardId(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 *getStationCard(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 handleAutoplayPlayer2();
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