/* 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/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 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 PalettedScene { /* 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(); }; class Scene110: 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(); virtual void dispatch(); }; class Action4: public Action { public: virtual void signal(); virtual void dispatch(); }; class Action5: public Action { public: virtual void signal(); }; public: NamedObject _object1, _object2, _object3, _object4, _object5, _object6, _object7, _object8, _object9, _object10; ASound _sound; Action1 _action1; Action2 _action2; Action3 _action3; Action4 _action4; Action5 _action5; public: virtual void postInit(SceneObjectList *OwnerList = NULL); }; class Scene114: public SceneExt { /* Objects */ class Vechile: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Door: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; public: SequenceManager _sequenceManager1; Vechile _vechile; Door _door; NamedObject _lyle; NamedHotspot _item1; public: virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); }; class Scene115: public SceneExt { /* Objects */ class Object1: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Object2: public NamedObject { public: int _field15F8; virtual bool startAction(CursorType action, Event &event); }; class Object3: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Object4: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; /* Custom class */ class EventHandler1: public EventHandler { public: virtual Common::String getClassName() { return "Scene115_EventHandler1"; } virtual void dispatch(); }; /* Items */ class Item1: public NamedHotspot { SequenceManager _sequenceManager6; public: int _field1F8A; Item1(); virtual bool startAction(CursorType action, Event &event); virtual void signal(); virtual void synchronize(Serializer &s); }; class Item10: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Item14: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; /* 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(); }; class Action5: public Action { public: virtual void signal(); }; class Action6: public Action { public: virtual void signal(); }; class Action7: public Action { public: virtual void signal(); }; class Action8: public Action { public: virtual void signal(); }; class Action9: public Action { public: virtual void signal(); }; SequenceManager _sequenceManager1; SequenceManager _sequenceManager2; SequenceManager _sequenceManager3; SequenceManager _sequenceManager4; SequenceManager _sequenceManager5; Object1 _object1; Object2 _object2; Object3 _object3; Object4 _object4; SceneObject _object5, _object6, _object7, _object8, _object9; SceneObject _object10, _object11, _object12, _object13; Item1 _item1; EventHandler1 _eventHandler1; NamedHotspot _item2, _item3, _item4, _item5, _item6, _item7, _item8, _item9; Item10 _item10; NamedHotspot _item11, _item12, _item13; Item14 _item14; Action1 _action1; Action2 _action2; Action3 _action3; Action4 _action4; Action5 _action5; Action6 _action6; Action7 _action7; Action8 _action8; Action9 _action9; SpeakerGameText _gameTextSpeaker; SpeakerKate _kateSpeaker; SpeakerTony _tonySpeaker; SpeakerJakeJacket _jakeJacketSpeaker; SpeakerJakeUniform _jakeUniformSpeaker; SpeakerLyleHat _lyleHatSpeaker; ASound _sound1; int _field168A; int _field31E8; int _field31EA; public: Scene115(); virtual void synchronize(Serializer &s); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); virtual void process(Event &event); }; class Scene125: public SceneExt { class Action1: public Action { public: virtual void signal(); }; class Action2: public Action { public: virtual void signal(); virtual void dispatch(); }; class Action3: public Action { public: virtual void signal(); virtual void dispatch(); }; class Action4: public Action { public: virtual void signal(); virtual void dispatch(); }; class Action5: public Action { public: virtual void signal(); }; class Action6: public Action { public: virtual void signal(); virtual void dispatch(); }; public: Action1 _action1; Action2 _action2; Action3 _action3; Action4 _action4; Action5 _action5; Action6 _action6; NamedObject _object1, _object2, _object3, _object4, _object5; NamedObject _object6, _object7, _object8, _object9; ASoundExt _soundExt1; ASoundExt _soundExt2; void postInit(SceneObjectList *OwnerList); }; class Scene140: public SceneExt { class Action1: 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 "BF140Text"; } virtual void synchronize(Serializer &s); virtual void dispatch(); }; public: Action1 _action1; ASoundExt _soundExt1; NamedObject _object1; NamedObject _object2; Text _text; void postInit(SceneObjectList *OwnerList); }; class Scene150: public SceneExt { class Action1: public Action { NamedObject _object2; ASound _sound1; public: virtual void signal(); }; public: NamedObject _object1; Action1 _action1; void postInit(SceneObjectList *OwnerList); }; class Scene180: public SceneExt { /* Objects */ class Vechile: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; /* Items */ class GarageExit: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; public: SequenceManager _sequenceManager; SpeakerGameText _gameTextSpeaker; NamedObject _object1; Vechile _vechile; NamedHotspot _driveway, _garage, _frontDoor, _house, _street; NamedHotspot _lawn, _bushes, _palms, _fence, _steps; NamedHotspot _curb, _sky; GarageExit _garageExit; ASoundExt _sound1; SceneMessage _sceneMessage; int _fieldC56; Scene180(); virtual void synchronize(Serializer &s); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); virtual void process(Event &event); virtual void dispatch(); }; class Scene190: public SceneExt { /* Objects */ class Object4: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; /* Items */ class Item1: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Item2: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Exit: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; /* Actions */ class Action1: public Action { public: virtual void signal(); }; public: SequenceManager _sequenceManager; FollowerObject _object1; NamedObject _object2, _object3; Object4 _object4; Item1 _item1; Item2 _item2; NamedHotspot _item3, _item4, _item5, _item6; NamedHotspot _item7, _item8, _item9, _item10; Exit _exit; Action1 _action1; ASoundExt _sound; SpeakerGameText _speaker; bool _fieldB52; Scene190(); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); virtual void process(Event &event); virtual void dispatch(); virtual void synchronize(Serializer &s) { SceneExt::synchronize(s); s.syncAsSint16LE(_fieldB52); } }; } // End of namespace BlueForce } // End of namespace TsAGE #endif