/* 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 Driver: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Passenger: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Harrison: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; /* Items */ class Motorcycle: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class TruckFront: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; public: SequenceManager _sequenceManager1, _sequenceManager2, _sequenceManager3; Driver _driver; Passenger _passenger; Harrison _harrison; NamedObject _patrolCar, _object5, _object6; NamedHotspot _background; Motorcycle _motorcycle; NamedHotspot _truckBack; TruckFront _truckFront; 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 _action1Count, _talkCount; bool _harrissonTalkFl; bool _cuffedDriverFl; bool _cuffedPassengerFl; bool _getDriverFl; bool _driverOutOfTruckFl, _harrisonMovedFl; 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); virtual void remove(); }; class GunAndWig: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class BulletsInset: public FocusObject { public: virtual bool startAction(CursorType action, Event &event); virtual void remove(); }; 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 _animatedSeat; NamedHotspot _item1, _steeringWheel, _horn, _dashboard; NamedHotspot _seat, _windowLever, _item7, _seatBelt; Lever _lever; SpeakerJakeRadio _jakeRadioSpeaker; bool _scoreWigRapFlag, _scoreBulletRapFlag; 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 Weasel: public NamedObjectExt { public: virtual bool startAction(CursorType action, Event &event); }; class Object2: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class PinBoy: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Manager: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; /* Items */ class Exit: 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; Weasel _weasel; NamedObject _object2; PinBoy _pinBoy; Manager _manager; NamedObject _door, _counterDoor; Exit _exit; NamedHotspot _interior, _shelf, _counter; bool _managerCallsWeaselFl; bool _talkManagerFl; 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