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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_BLUEFORCE_SCENES8_H
+#define TSAGE_BLUEFORCE_SCENES8_H
+
+#include "common/scummsys.h"
+#include "tsage/blue_force/blueforce_logic.h"
+#include "tsage/blue_force/blueforce_speakers.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"
+
+namespace TsAGE {
+
+namespace BlueForce {
+
+using namespace TsAGE;
+
+class Scene800: public SceneExt {
+ /* Actions */
+ class Action1 : public Action {
+ public:
+ virtual void signal();
+ };
+
+ /* Items */
+ class Item1: public SceneHotspot {
+ public:
+ virtual bool startAction(CursorType action, Event &event);
+ };
+ class Item2: public SceneHotspot {
+ public:
+ virtual bool startAction(CursorType action, Event &event);
+ };
+
+ /* Objects */
+ class Doorway: public NamedObject {
+ public:
+ virtual bool startAction(CursorType action, Event &event);
+ };
+ class Car1: public NamedObject {
+ public:
+ virtual bool startAction(CursorType action, Event &event);
+ };
+ class Motorcycle: public NamedObject {
+ public:
+ virtual bool startAction(CursorType action, Event &event);
+ };
+ class Lyle: public NamedObject {
+ public:
+ virtual bool startAction(CursorType action, Event &event);
+ };
+ class Car2: public NamedObject {
+ public:
+ virtual bool startAction(CursorType action, Event &event);
+ };
+
+public:
+ Action1 _action1;
+ SequenceManager _sequenceManager;
+ SpeakerJakeJacket _jakeJacketSpeaker;
+ SpeakerLyleHat _lyleHatSpeaker;
+ SpeakerGameText _gameTextSpeaker;
+ Doorway _doorway;
+ Car1 _car1;
+ Motorcycle _motorcycle;
+ Lyle _lyle;
+ Car2 _car2;
+ NamedObject _object6;
+ Item1 _item1;
+ Item2 _item2;
+ SceneText _text;
+
+ virtual void postInit(SceneObjectList *OwnerList = NULL);
+ virtual void signal();
+ virtual void dispatch();
+};
+
+class Scene830: public PalettedScene {
+ /* Items */
+ class SouthEastExit: public NamedHotspot {
+ public:
+ virtual bool startAction(CursorType action, Event &event);
+ };
+ class NoteBoard: public NamedHotspot {
+ public:
+ virtual bool startAction(CursorType action, Event &event);
+ };
+
+ /* Objects */
+ class Lyle: public NamedObject {
+ public:
+ virtual bool startAction(CursorType action, Event &event);
+ };
+ class Door: public NamedObject {
+ public:
+ virtual bool startAction(CursorType action, Event &event);
+ };
+ class Object4: public NamedObject {
+ public:
+ virtual bool startAction(CursorType action, Event &event);
+ };
+ class Object5: public NamedObject {
+ public:
+ virtual bool startAction(CursorType action, Event &event);
+ };
+
+public:
+ SequenceManager _sequenceManager;
+ SpeakerGameText _gameTextSpeaker;
+ SpeakerJakeJacket _jakeJacketSpeaker;
+ SpeakerLyleHat _lyleHatSpeaker;
+ NamedObject _object1, _lyle, _object6;
+ Door _door;
+ Object4 _object4;
+ Object5 _object5;
+ SouthEastExit _seExit;
+ NoteBoard _noteBoard;
+ NamedHotspot _item2, _item4, _item5;
+ NamedHotspot _item6, _item7, _item8;
+ ASoundExt _sound1;
+ int _field18A4, _field18A6, _field18A8, _field18AA, _field18AC;
+
+ Scene830();
+ 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 Scene840: public PalettedScene {
+ /* Items */
+ class Coins: public NamedHotspot {
+ public:
+ virtual bool startAction(CursorType action, Event &event);
+ };
+ class Exit: public NamedHotspot {
+ public:
+ virtual bool startAction(CursorType action, Event &event);
+ };
+
+ /* Objects */
+ class Object2: public FocusObject {
+ class RentalKeys: public NamedObject {
+ public:
+ virtual bool startAction(CursorType action, Event &event);
+ };
+ class WaveKeys: public NamedObject {
+ public:
+ virtual bool startAction(CursorType action, Event &event);
+ };
+ public:
+ RentalKeys _rentalKeys;
+ WaveKeys _waveKeys;
+ int _v1B4, _v1B6;
+
+ virtual void postInit(SceneObjectList *OwnerList = NULL);
+ virtual void remove();
+ virtual void process(Event &event);
+ virtual bool startAction(CursorType action, Event &event);
+ };
+ class Object6: public NamedObject {
+ public:
+ virtual bool startAction(CursorType action, Event &event);
+ };
+ class Carter: public NamedObject {
+ public:
+ virtual bool startAction(CursorType action, Event &event);
+ };
+
+public:
+ SequenceManager _sequenceManager1, _sequenceManager2;
+ NamedObject _object1;
+ Object2 _object2;
+ NamedObject _doors;
+ Object6 _object6;
+ Carter _carter;
+ NamedObject _lyle;
+ Coins _coins;
+ NamedHotspot _item2, _item3, _item4, _item5, _item6;
+ NamedHotspot _item7, _item8, _item9, _item10, _item11;
+ NamedHotspot _item12, _item13, _item14, _item15;
+ NamedHotspot _item16, _item17, _item18;
+ Exit _exit;
+ SpeakerGameText _gameTextSpeaker;
+ SpeakerJakeJacket _jakeJacketSpeaker;
+ SpeakerJakeUniform _jakeUniformSpeaker;
+ SpeakerCarter _carterSpeaker;
+ int _field1ABA, _field1ABC, _field1ABE, _field1AC0;
+ int _field1AC2, _field1AC4, _field1AC6;
+
+ Scene840();
+ virtual void synchronize(Serializer &s);
+ virtual void postInit(SceneObjectList *OwnerList = NULL);
+ virtual void signal();
+ virtual void process(Event &event);
+ virtual void dispatch();
+};
+
+
+} // End of namespace BlueForce
+
+} // End of namespace TsAGE
+
+#endif