scummvm/engines/tsage/ringworld2/ringworld2_scenes0.h
Paul Gilbert 9fdba870c9 TSAGE: Moved the R2R AUTODOC_ITEMS array to be part of the scene 825.
Since this is the only scene that uses it, it makes as much sense to have it as part of the scene than part of the staticres file.
2011-12-27 20:39:04 +11:00

503 lines
13 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_SCENES0_H
#define TSAGE_RINGWORLD2_SCENES0_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 Scene50: public SceneExt {
class Action1: public Action {
public:
void signal();
};
public:
Action1 _action1;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void process(Event &event);
};
class Scene100: public SceneExt {
/* Objects */
class Door: public SceneActorExt {
public:
bool startAction(CursorType action, Event &event);
};
class Table: public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
class StasisNegator: public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
class DoorDisplay: public SceneActorExt {
public:
bool startAction(CursorType action, Event &event);
};
class SteppingDisks: public SceneActor {
public:
bool startAction(CursorType action, Event &event);
};
/* Items */
class Terminal: public NamedHotspot{
public:
bool startAction(CursorType action, Event &event);
};
public:
NamedHotspot _background, _duct, _bed, _desk;
Terminal _terminal;
SceneActor _bedLights1, _bedLights2, _object3, _object4, _object5;
SceneActor _wardrobe;
Door _door;
Table _table;
StasisNegator _stasisNegator;
DoorDisplay _doorDisplay;
SteppingDisks _steppingDisks;
SequenceManager _sequenceManager1, _sequenceManager2;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
virtual void dispatch();
};
class Scene125: public SceneExt {
/* Objects */
class Object5: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Icon: public SceneActor {
public:
int _lookLineNum, _field98;
bool _pressed;
SceneObject _object1, _object2;
SceneText _sceneText1, _sceneText2;
Icon();
virtual Common::String getClassName() { return "Scene125_Icon"; }
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void synchronize(Serializer &s);
virtual void process(Event &event);
void setIcon(int id);
void showIcon();
void hideIcon();
};
/* Items */
class Item4: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
ScenePalette _palette;
ASoundExt _sound1;
NamedHotspot _background, _item2, _item3;
Item4 _item4;
SceneActor _object1, _object2, _object3, _object4, _object5, _object6, _object7;
Icon _icon1, _icon2, _icon3, _icon4, _icon5, _icon6;
SequenceManager _sequenceManager;
SceneText _sceneText;
int _consoleMode, _iconFontNumber, _logIndex, _databaseIndex, _infodiskIndex;
int _soundCount, _soundIndex;
int _soundIndexes[10];
Scene125();
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void synchronize(Serializer &s);
virtual void signal();
virtual void process(Event &event);
virtual void dispatch();
void consoleAction(int id);
void setDetails(int resNum, int lineNum);
void stop();
Common::String parseMessage(const Common::String &msg);
};
class Scene150: public Scene100 {
public:
SceneActor _emptyRoomTable;
public:
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
};
class Scene175: public Scene150 {
};
class Scene200: public SceneExt {
/* Objects */
class NorthDoor: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class EastDoor: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class WestDoor: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Scene Exits */
class EastExit: public SceneExit {
public:
virtual void changeScene();
};
class WestExit: public SceneExit {
public:
virtual void changeScene();
};
public:
NamedHotspot _background, _compartment, _westDoorDisplay, _eastDoorDisplay;
NorthDoor _northDoor;
EastDoor _eastDoor;
WestDoor _westDoor;
EastExit _eastExit;
WestExit _westExit;
SequenceManager _sequenceManager;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class Scene250: public SceneExt {
class Button: public SceneActor {
public:
int _floorNumber, _v2;
Button();
void setFloor(int floorNumber);
virtual void synchronize(Serializer &s);
virtual bool startAction(CursorType action, Event &event);
};
public:
int _field412, _field414, _field416, _field418, _field41A;
NamedHotspot _background, _item2, _item3, _item4;
Button _button1, _currentFloor;
Button _floor1, _floor2, _floor3, _floor4, _floor5;
Button _floor6, _floor7, _floor8, _floor9;
ASoundExt _sound1;
SequenceManager _sequenceManager1;
public:
Scene250();
void changeFloor(int floorNumber);
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void process(Event &event);
virtual void dispatch();
};
class Scene300: public SceneExt {
/* 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();
};
/* Items */
class QuinnWorkstation: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class MirandaWorkstation: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class SeekerWorkstation: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Objects */
class Miranda: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Seeker: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Quinn: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Doorway: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
SequenceManager _sequenceManager1, _sequenceManager2, _sequenceManager3, _sequenceManager4;
ASoundExt _sound1;
SpeakerMiranda300 _mirandaSpeaker;
SpeakerSeeker300 _seekerSpeaker;
SpeakerSeekerL _seekerLSpeaker;
SpeakerQuinn300 _quinnSpeaker;
SpeakerQuinnL _quinnLSpeaker;
SpeakerTeal300 _tealSpeaker;
SpeakerSoldier300 _soldierSpeaker;
NamedHotspot _background, _hull, _statusDisplays, _damageControl, _manualOverrides;
NamedHotspot _scanners1, _scanners2, _indirectLighting1, _indirectLighting2, _lighting;
QuinnWorkstation _quinnWorkstation1, _quinnWorkstation2;
SeekerWorkstation _seekerWorkstation;
MirandaWorkstation _mirandaWorkstation1, _mirandaWorkstation2;
SceneActor _object1, _object2, _object3, _object4, _protocolDisplay;
SceneActor _object6, _object7, _object8, _object9;
SceneActor _teal, _soldier, _object12;
Doorway _doorway;
Miranda _miranda;
Seeker _seeker;
Quinn _quinn;
Action1 _action1;
Action2 _action2;
Action3 _action3;
Action4 _action4;
PaletteRotation *_rotation;
int _stripId;
Scene300();
void signal309();
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
};
class Scene400: public SceneExt {
/* Items */
class Terminal: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Objects */
class Door: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Reader: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class SensorProbe: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class AttractorUnit: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
NamedHotspot _background, _equipment1, _equipment2, _equipment3;
NamedHotspot _equipment4, _equipment5, _equipment6;
NamedHotspot _desk, _desk2, _console;
NamedHotspot _duct, _shelves, _cabinet, _doorDisplay, _lights;
NamedHotspot _equalizer, _transducer, _optimizer, _soundModule, _tester;
NamedHotspot _helmet, _nullifier;
Terminal _terminal;
SceneActor _consoleDisplay, _testerDisplay;
Door _door;
Reader _reader;
SensorProbe _sensorProbe;
AttractorUnit _attractorUnit;
SequenceManager _sequenceManager1;
ASoundExt _sound1;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
virtual void dispatch();
};
class Scene800: public SceneExt {
/* Items */
class Button: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class CableJunction: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class DeviceSlot: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Objects */
class Door: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Tray: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class ComScanner: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Cabinet: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
NamedHotspot _background, _autoDoc, _diskSlot, _couch;
NamedHotspot _medicalDatabase, _dataConduits;
Button _button;
CableJunction _cableJunction;
DeviceSlot _deviceSlot;
SceneActor _autodocCover, _opticalFibre, _reader;
Door _door;
Tray _tray;
ComScanner _comScanner;
Cabinet _cabinet;
SequenceManager _sequenceManager1;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class Scene825: public SceneExt {
/* Objects */
class Button: public SceneObject {
public:
int _buttonId, _v2;
bool _buttonDown;
SceneText _sceneText;
public:
Button();
void setButton(int buttonId);
void setText(int textId);
virtual void synchronize(Serializer &s);
virtual void process(Event &event);
virtual bool startAction(CursorType action, Event &event);
};
public:
NamedHotspot _background, _item2;
SceneActor _object1, _object2, _object3, _object4, _object5;
Button _button1, _button2, _button3, _button4, _button5, _button6;
ASoundExt _sound1, _sound2, _sound3, _sound4;
SequenceManager _sequenceManager1;
SceneText _sceneText;
int _menuId, _frame1, _frame2;
const char *_autodocItems[11];
public:
Scene825();
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();
void doButtonPress(int buttonId);
};
class Scene850: public SceneExt {
/* Items */
class Indicator: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Objects */
class LiftDoor: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class SickBayDoor: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Clamp: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Panel: public SceneActor {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
NamedHotspot _background, _eastDoor, _compartment, _sickBayIndicator;
NamedHotspot _liftControls;
Indicator _indicator;
SceneActor _object1, _fibre;
LiftDoor _liftDoor;
SickBayDoor _sickBayDoor;
Clamp _clamp;
Panel _panel;
SequenceManager _sequenceManager1;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
} // End of namespace Ringworld2
} // End of namespace TsAGE
#endif