/* 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_SCENES1_H #define TSAGE_BLUEFORCE_SCENES1_H #include "common/scummsys.h" #include "tsage/blue_force/blueforce_logic.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 Scene100: public SceneExt { /* Support classes */ class Text: public SceneText { public: virtual Common::String getClassName() { return "BF100Text"; } virtual void dispatch(); }; /* Actions */ class Action1: public ActionExt { private: void setTextStrings(const Common::String &msg1, const Common::String &msg2, Action *action); public: Text _sceneText1; SceneText _sceneText2; int _textHeight; virtual Common::String getClassName() { return "BF100Action1"; } virtual void synchronize(Serializer &s) { ActionExt::synchronize(s); s.syncAsSint16LE(_textHeight); } virtual void signal(); }; class Action2: public ActionExt { public: virtual void signal(); }; public: SequenceManager _sequenceManager; Action1 _action1; Action2 _action2; ScenePalette _scenePalette; NamedObject _object1, _object2, _object3, _object4, _object5; int _index; Scene100(); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); }; class Scene109: public GameScene { /* 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(); }; /* Texts */ class Text: public SceneText { public: Action *_action; uint32 _frameNumber; int _diff; public: Text(); void setup(const Common::String &msg, Action *action); virtual Common::String getClassName() { return "BF109Text"; } virtual void synchronize(Serializer &s); virtual void dispatch(); }; public: SequenceManager _sequenceManager1, _sequenceManager2, _sequenceManager3; SequenceManager _sequenceManager4, _sequenceManager5, _sequenceManager6; SequenceManager _sequenceManager7, _sequenceManager8; SceneObject _object1, _object2, _protaginist2, _protaginist1, _object5; SceneObject _drunk, _object7, _bartender, _object9, _object10; Text _text; Action1 _action1; Action _action2, _action3; public: Scene109(); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); }; } // End of namespace BlueForce } // End of namespace TsAGE #endif