/* 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_SCENES3_H #define TSAGE_BLUEFORCE_SCENES3_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 Scene300: public SceneExt { /* Objects */ class Object: public NamedObject { public: int _stripNumber; public: Object(int stripNumber) { _stripNumber = stripNumber; } virtual void startAction(CursorType action); }; class Object17: public NamedObject { public: virtual void startAction(CursorType action); }; /* Items */ class Item1: public NamedHotspot { public: virtual void startAction(CursorType action); }; class Item2: public NamedHotspot { public: virtual void startAction(CursorType action); }; class Item14: public NamedHotspot { public: virtual void startAction(CursorType action); }; class Item15: public NamedHotspot { public: virtual void startAction(CursorType action); }; /* 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(); }; private: void setup(); public: SequenceManager _sequenceManager1, _sequenceManager2; SequenceManager _sequenceManager3, _sequenceManager4; Visage _cursorVisage; NamedObject _object1; FollowerObject _object2, _object3, _object4, _object5, _object6, _object7; SceneObject _object8, _object9, _object10; NamedObject _object11, _object12; Object _object13, _object14, _object15, _object16; Object17 _object17; NamedObject _object18, _object19; Item1 _item1; Item2 _item2; NamedHotspot _item3, _item4, _item5, _item6, _item7; NamedHotspot _item8, _item9, _item10, _item11; NamedHotspot _item12, _item13; Item14 _item14; Item15 _item15; Action1 _action1; Action2 _action2; Action3 _action3; Action4 _action4; Action5 _action5; SpeakerGameText _gameTextSpeaker; SpeakerSutter _sutterSpeaker; SpeakerDoug _dougSpeaker; SpeakerJakeNoHead _jakeSpeaker; TimerExt _timer; int _field2760, _field2762; Scene300(); 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