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90 lines
2.3 KiB
C++
90 lines
2.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef TSAGE_RINGWORLD2_AIRDUCT_H
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#define TSAGE_RINGWORLD2_AIRDUCT_H
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#include "tsage/events.h"
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#include "tsage/core.h"
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#include "tsage/scenes.h"
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#include "tsage/globals.h"
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#include "tsage/sound.h"
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#include "tsage/ringworld2/ringworld2_logic.h"
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namespace TsAGE {
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namespace Ringworld2 {
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using namespace TsAGE;
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class Scene1200 : public SceneExt {
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enum CrawlDirection { CRAWL_EAST = 1, CRAWL_WEST = 2, CRAWL_SOUTH = 3, CRAWL_NORTH = 4 };
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class LaserPanel: public ModalWindow {
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public:
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class Jumper : public SceneActorExt {
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public:
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void init(int state);
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virtual bool startAction(CursorType action, Event &event);
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};
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Jumper _jumper1;
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Jumper _jumper2;
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Jumper _jumper3;
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LaserPanel();
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virtual void postInit(SceneObjectList *OwnerList = NULL);
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virtual void remove();
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};
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public:
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NamedHotspot _item1;
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SceneActor _actor1;
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LaserPanel _laserPanel;
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MazeUI _mazeUI;
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SequenceManager _sequenceManager;
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int _nextCrawlDirection;
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int _field414;
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int _field416;
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int _field418;
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int _field41A;
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bool _fixupMaze;
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Scene1200();
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void synchronize(Serializer &s);
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void startCrawling(CrawlDirection dir);
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virtual void postInit(SceneObjectList *OwnerList = NULL);
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virtual void signal();
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virtual void process(Event &event);
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virtual void dispatch();
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virtual void saveCharacter(int characterIndex);
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};
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} // End of namespace Ringworld2
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} // End of namespace TsAGE
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#endif
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