/* 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/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 Scene300: public SceneExt { /* Objects */ class Object: public NamedObject { public: int _stripNumber; public: Object(int stripNumber) { _stripNumber = stripNumber; } virtual bool startAction(CursorType action, Event &event); }; class Object19: 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 Item14: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Item15: 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(); }; private: void setupInspection(); public: SequenceManager _sequenceManager1, _sequenceManager2; SequenceManager _sequenceManager3, _sequenceManager4; NamedObject _object1; FollowerObject _object2, _object3, _object4, _object5, _object6, _object7; SceneObject _object8, _object9, _object10; NamedObject _object11, _object12; Object _object13, _object14, _object15, _object16; NamedObject _object17, _object18; Object19 _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(); }; class Scene315: public SceneExt { /* Objects */ class BulletinMemo: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Object2: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class ATFMemo: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; /* Items */ class Barry: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class SutterSlot: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Sign: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class BulletinBoard: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class CleaningKit: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class BriefingMaterial: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class WestExit: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class SouthWestExit: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; /* Actions */ class Action1: public Action { public: virtual void signal(); }; public: SequenceManager _sequenceManager; SpeakerGameText _gameTextSpeaker; SpeakerSutter _sutterSpeaker; SpeakerHarrison _harrisonSpeaker; SpeakerJakeJacket _jakeJacketSpeaker; SpeakerJakeUniform _jakeUniformSpeaker; SpeakerJailer _jailerSpeaker; Barry _barry; SutterSlot _sutterSlot; NamedHotspot _item3; Sign _sign; BulletinBoard _bulletinBoard; BulletinMemo _bulletinMemo; Object2 _object2; ATFMemo _atfMemo; SceneObject _object4, _object5, _object6; SceneObject _object7, _object8, _object9; NamedHotspot _item6, _item7, _item8, _item9; NamedHotspot _item10, _item11, _item12, _item13; CleaningKit _cleaningKit; BriefingMaterial _briefingMaterial; WestExit _westExit; SouthWestExit _swExit; Action1 _action1; int _field1390; // Useless variable int _stripNumber; int _field1398; int _invGreenCount, _bookGreenCount, _invGangCount; int _bookGangCount, _field1B6C, _field139C; bool _field1B68, _doorOpened; CursorType _currentCursor; Scene315(); virtual void synchronize(Serializer &s); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); virtual void process(Event &event); virtual void dispatch(); }; class Scene325: public SceneExt { /* Items */ class Item1: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; public: SequenceManager _sequenceManager; SpeakerGameText _gameTextSpeaker; SpeakerPSutter _PSutterSpeaker; Item1 _item1; NamedObject _object1, _object2, _object3, _object4, _object5; virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); }; class Scene330: public SceneExt { class Timer1: public Timer { public: virtual void signal(); }; public: SequenceManager _sequenceManager; NamedObject _object1; SceneObject _object2; ASoundExt _sound1, _sound2; Timer1 _timer; int _seqNumber; Scene330(); virtual void synchronize(Serializer &s); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void remove(); virtual void signal(); }; class Scene340: 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(); }; 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(); void process(Event &event); }; /* Items */ class Item1: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class WestExit: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class SouthWestExit: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class NorthExit: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; /* Objects */ class Child: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Woman: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Harrison: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; /* Timers */ class Timer2: public Timer { public: virtual void signal(); }; public: SequenceManager _sequenceManager1, _sequenceManager2, _sequenceManager3; Child _child; Woman _woman; Harrison _harrison; SceneObject _object4, _object5; Item1 _item1; NamedHotspot _item2, _item3; WestExit _westExit; SouthWestExit _swExit; NorthExit _northExit; Action1 _action1; Action2 _action2; Action3 _action3; Action4 _action4; Action5 _action5; Action6 _action6; Action7 _action7; Action8 _action8; SpeakerGameText _gameTextSpeaker; SpeakerJordan _jordanSpeaker; SpeakerSkipB _skipBSpeaker; SpeakerJakeUniform _jakeUniformSpeaker; SpeakerHarrison _harrisonSpeaker; ASoundExt _sound1, _sound2; TimerExt _timer1; Timer2 _timer2; int _seqNumber1, _womanDialogCount, _backupPresent; Scene340(); 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 Scene342: public PalettedScene { /* Items */ class Item1: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class WestExit: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class SouthWestExit: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class NorthExit: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; /* Objects */ class Lyle: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; /* Timers */ class Timer1: public Timer { public: virtual void signal(); }; public: SequenceManager _sequenceManager1, _sequenceManager2; Lyle _lyle; NamedObject _object2; SceneObject _object3, _object4; Item1 _item1; NamedHotspot _item2, _item3; WestExit _westExit; SouthWestExit _swExit; NorthExit _northExit; SpeakerGameText _gameTextSpeaker; SpeakerJakeJacket _jakeJacketSpeaker; SpeakerLyleHat _lyleHatSpeaker; ASoundExt _sound1; Timer1 _timer1; int _field1A1A; Scene342(); 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 Scene350: public SceneExt { /* Items */ class FireBox: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Yacht: public NamedHotspot { public: bool _flag; virtual Common::String getClassName() { return "Scene350_Item6"; } virtual void synchronize(Serializer &s); virtual bool startAction(CursorType action, Event &event); }; class SouthWestExit: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; /* Objects */ class Hook: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class FireboxInset: public FocusObject { public: virtual bool startAction(CursorType action, Event &event); }; /* Timers */ class Timer1: public Timer { public: virtual void signal(); }; public: SequenceManager _sequenceManager1, _sequenceManager2, _sequenceManager3; NamedObject _harrison; SceneObject _yachtDoor; BackgroundSceneObject _yachtBody; Hook _hook; FireboxInset _fireBoxInset; NamedHotspot _item1, _item2, _item3, _item4; FireBox _fireBox; Yacht _yacht; SouthWestExit _swExit; SpeakerGameText _gameTextSpeaker; SpeakerJakeUniform _jakeUniformSpeaker; SpeakerHarrison _harrisonSpeaker; ASoundExt _sound1, _sound2; Timer1 _timer1; int _field1D44, _field1D46; Scene350(); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void remove(); virtual void signal(); virtual void process(Event &event); virtual void checkGun(); }; class Scene355: public PalettedScene { /* Objects */ class Doorway: public NamedObject { public: int _v1, _v2, _v3; Doorway() { _v1 = _v2 = _v3 = 0; } virtual Common::String getClassName() { return "Scene355_Doorway"; } virtual void synchronize(Serializer &s); virtual bool startAction(CursorType action, Event &event); }; class Locker: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class LockerInset: public FocusObject { public: virtual bool startAction(CursorType action, Event &event); }; class Object5: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Green: public NamedObjectExt { public: virtual bool startAction(CursorType action, Event &event); }; class Lyle: public NamedObjectExt { public: virtual bool startAction(CursorType action, Event &event); }; class Object8: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; /* Items */ class Item1: public SceneHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Item2: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Item3: public SceneHotspotExt { public: virtual bool startAction(CursorType action, Event &event); }; class Item4: public SceneHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Pouch: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Item11: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class RentalExit: 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(); }; public: SequenceManager _sequenceManager; SpeakerGameText _gameTextSpeaker; SpeakerJakeUniform _jakeUniformSpeaker; SpeakerJakeJacket _jakeJacketSpeaker; SpeakerHarrison _harrisonSpeaker; SpeakerLyleHat _lyleHatSpeaker; SpeakerGreen _greenSpeaker; NamedObject _harrison; Doorway _doorway; Locker _locker; LockerInset _lockerInset; Object5 _object5; Green _green; Lyle _lyle; Object8 _object8; NamedObject _object9, _object10, _object11; Item1 _item1; Item2 _item2; Item3 _item3; Item4 _item4; Pouch _pouch; NamedHotspot _item6, _item7, _item8; NamedHotspot _item9, _item10; Item11 _item11; RentalExit _rentalExit; ASoundExt _sound1, _sound2, _sound3; Action1 _action1; Action2 _action2; int _nextSceneMode; bool _modeFlag; Scene355(); virtual void synchronize(Serializer &s); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); virtual void process(Event &event); virtual void dispatch(); void setMode(bool mode, int sceneMode); }; class Scene360: public SceneExt { /* Objects */ class SlidingDoor: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Window: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Object4: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class BaseballCards: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Harrison: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Object7: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; /* 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); }; class Item3: public SceneHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Barometer: public SceneHotspot { public: virtual bool startAction(CursorType action, Event &event); }; /* Actions */ class Action1: public Action { public: virtual void signal(); }; public: SequenceManager _sequenceManager1, _sequenceManager2; SpeakerGameText _gameTextSpeaker; SpeakerJakeUniform _jakeUniformSpeaker; SpeakerHarrison _harrisonSpeaker; SpeakerGreen _greenSpeaker; SlidingDoor _slidingDoor; SceneObject _object2; Window _window; Object4 _object4; BaseballCards _baseballCards; Harrison _harrison; Object7 _object7; Item1 _item1; Item2 _item2; Item3 _item3; Barometer _barometer; Action1 _action1; ASound _sound1; virtual void synchronize(Serializer &s); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); virtual void process(Event &event); virtual void dispatch(); }; class Scene370: public SceneExt { /* Items */ class Item1: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Item6: public SceneHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Exit: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; /* Objects */ class GreensGun: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Green: public NamedObject2 { public: virtual bool startAction(CursorType action, Event &event); }; class Harrison: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Laura: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; /* Speakers */ class SpeakerLaura370: public SpeakerLaura { public: virtual void setText(const Common::String &msg); }; public: SequenceManager _sequenceManager; SpeakerGameText _gameTextSpeaker; SpeakerJakeUniform _jakeUniformSpeaker; SpeakerLaura _lauraSpeaker; SpeakerLauraHeld _lauraHeldSpeaker; SpeakerGreen _greenSpeaker; SpeakerHarrison _harrisonSpeaker; GreensGun _greensGun; Green _green; Harrison _harrison; Laura _laura; NamedObject _object5; SceneObject _object6; Item1 _item1; NamedHotspot _item2, _item3, _item4, _item5; Item6 _item6; Exit _exit; ASound _sound1; virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); virtual void process(Event &event); virtual void dispatch(); }; class Scene380: public SceneExt { /* Objects */ class Vechile: public NamedObjectExt { public: virtual bool startAction(CursorType action, Event &event); }; class Door: public NamedObjectExt { public: virtual bool startAction(CursorType action, Event &event); }; public: SequenceManager _sequenceManager; SpeakerGameText _gameTextSpeaker; Vechile _vechile; Door _door; NamedHotspot _item1, _item2, _item3, _item4, _item5; NamedHotspot _item6, _item7, _item8, _item9; virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); }; class Scene385: public SceneExt { /* Items */ class Exit: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; /* Objects */ class Door: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Jim: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Dezi: public NamedObject { 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(); }; public: SequenceManager _sequenceManager; Action1 _action1; Action2 _action2; Door _door; Jim _jim; Dezi _dezi; SpeakerGameText _gameTextSpeaker; SpeakerJim _jimSpeaker; SpeakerDezi _deziSpeaker; SpeakerJake385 _jake385Speaker; NamedHotspot _item1, _item2, _item3, _item4, _item5; Exit _exit; int _talkAction; bool _jimFlag; Scene385(); virtual void synchronize(Serializer &s); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); virtual void process(Event &event); virtual void dispatch(); }; class Scene390: public SceneExt { /* Items */ class BookingForms: public NamedHotspotExt { public: virtual bool startAction(CursorType action, Event &event); }; /* Objects */ class Green: public NamedObjectExt { public: virtual bool startAction(CursorType action, Event &event); }; class Object2: public NamedObjectExt { public: virtual bool startAction(CursorType action, Event &event); }; class Object3: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class GangMember1: public NamedObjectExt { public: virtual bool startAction(CursorType action, Event &event); }; class GangMember2: public NamedObjectExt { public: virtual bool startAction(CursorType action, Event &event); }; class Door: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; /* Actions */ class Action1: public Action { public: virtual void signal(); }; public: SequenceManager _sequenceManager; SpeakerGameText _gameTextSpeaker; SpeakerJakeUniform _jakeUniformSpeaker; SpeakerJakeJacket _jakeJacketSpeaker; SpeakerGreen _greenSpeaker; SpeakerJailer _jailerSpeaker; SpeakerDriver _driverSpeaker; SpeakerShooter _shooterSpeaker; Action1 _action1; Green _green; Object2 _object2; Object3 _object3; GangMember1 _gangMember1; GangMember2 _gangMember2; Door _door; NamedHotspot _item1, _item3, _item4; BookingForms _bookingForms; virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); }; } // End of namespace BlueForce } // End of namespace TsAGE #endif