/* 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_SCENES4_H #define TSAGE_BLUEFORCE_SCENES4_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 Scene410: 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(); }; 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(); }; /* Objects */ class Object1: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Object2: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Object3: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; /* Items */ class Item2: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Item4: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; public: SequenceManager _sequenceManager1, _sequenceManager2, _sequenceManager3; Object1 _object1; Object2 _object2; Object3 _object3; NamedObject _object4, _object5, _object6; NamedHotspot _item1; Item2 _item2; NamedHotspot _item3; Item4 _item4; Action1 _action1; Action2 _action2; Action3 _action3; Action4 _action4; Action5 _action5; Action6 _action6; Action7 _action7; SpeakerGameText _gameTextSpeaker; SpeakerJakeUniform _jakeUniformSpeaker; SpeakerHarrison _harrisonSpeaker; SpeakerDriver _driverSpeaker; SpeakerShooter _shooterSpeaker; ASoundExt _sound1; int _field1FB6, _field1FB8, _field1FBA; int _field1FBC, _field1FBE; int _field1FC0, _field1FC2, _field1FC4; Scene410(); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void synchronize(Serializer &s); virtual void signal(); virtual void process(Event &event); virtual void dispatch(); }; class Scene415: public SceneExt { /* Objects */ class GunInset: public FocusObject { public: virtual bool startAction(CursorType action, Event &event); }; class GunAndWig: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class BulletsInset: public FocusObject { public: virtual bool startAction(CursorType action, Event &event); }; class DashDrawer: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class TheBullets: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; /* Items */ class Lever: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; private: void showBullets(); void showGunAndWig(); public: SequenceManager _sequenceManager; GunInset _gunInset; GunAndWig _gunAndWig; BulletsInset _bulletsInset; DashDrawer _dashDrawer; TheBullets _theBullets; NamedObject _object6; NamedHotspot _item1, _steeringWheel, _horn, _dashboard; NamedHotspot _seat, _windowLever, _item7, _seatBelt; Lever _lever; SpeakerJakeRadio _jakeRadioSpeaker; bool _fieldE14, _fieldE16; Scene415(); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void synchronize(Serializer &s); virtual void signal(); virtual void dispatch(); }; class Scene440: public SceneExt { /* Objects */ class Doorway: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Vechile: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Lyle: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; /* Items */ class Item1: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; public: SequenceManager _sequenceManager; SpeakerGameText _gameTextSpeaker; Doorway _doorway; Vechile _vechile; Lyle _lyle; Item1 _item1; virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); }; class Scene450: public SceneExt { /* Objects */ class Object1: public NamedObjectExt { public: virtual bool startAction(CursorType action, Event &event); }; class Object2: public NamedObject { public: 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); }; /* Items */ class Item1: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; public: SequenceManager _sequenceManager; SpeakerGameText _gameTextSpeaker; SpeakerLyleHat _lyleHatSpeaker; SpeakerJakeJacket _jakeJacketSpeaker; SpeakerJakeUniform _jakeUniformSpeaker; SpeakerEugene _eugeneSpeaker; SpeakerWeasel _weaselSpeaker; SpeakerBilly _billySpeaker; Object1 _object1; NamedObject _object2; Object3 _object3; Object4 _object4; NamedObject _door, _counterDoor; NamedHotspot _exit, _interior, _shelf, _counter; int _field19AC, _field19AE; Scene450(); virtual void synchronize(Serializer &s); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); virtual void process(Event &event); }; } // End of namespace BlueForce } // End of namespace TsAGE #endif