/* 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_SCENES8_H #define TSAGE_BLUEFORCE_SCENES8_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 Scene800: public SceneExt { /* Actions */ class Action1 : public Action { public: virtual void signal(); }; /* 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); }; /* Objects */ class Doorway: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Car1: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Motorcycle: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Lyle: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Car2: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; public: Action1 _action1; SequenceManager _sequenceManager; SpeakerJakeJacket _jakeJacketSpeaker; SpeakerLyleHat _lyleHatSpeaker; SpeakerGameText _gameTextSpeaker; Doorway _doorway; Car1 _car1; Motorcycle _motorcycle; Lyle _lyle; Car2 _car2; NamedObject _object6; Item1 _item1; Item2 _item2; SceneText _text; virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); virtual void dispatch(); }; class Scene810: public SceneExt { /* Actions */ class Action1: public Action { public: virtual void signal(); }; class Action2: public Action { public: virtual void signal(); }; /* Items */ class Map: public SceneHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Window: public SceneHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Bookcase: public SceneHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class FaxMachine: public SceneHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class GarbageCan: public SceneHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class FileCabinets: public SceneHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class CoffeeMaker: public SceneHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Shelves: public SceneHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class MicroficheReader: public SceneHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Item10: public SceneHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Pictures: public SceneHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Item12: public SceneHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Background: public SceneHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Desk: public SceneHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Exit: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; /* Objects */ class Lyle: public NamedObjectExt { public: virtual bool startAction(CursorType action, Event &event); }; class Chair: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Object3: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class FaxMachineInset: public FocusObject { public: virtual bool startAction(CursorType action, Event &event); }; class Object5: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Object7: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; public: Action1 _action1; Action2 _action2; SequenceManager _sequenceManager1, _sequenceManager2; SpeakerGameText _gameTextSpeaker; SpeakerJakeJacket _jakeJacketSpeaker; SpeakerJakeUniform _jakeUniformSpeaker; SpeakerLyleHat _lyleHatSpeaker; Lyle _lyle; Chair _chair; Object3 _object3; FaxMachineInset _faxMachineInset; Object5 _object5; NamedObject _object6; Object7 _object7; Map _map; Window _window; Bookcase _bookcase; FaxMachine _faxMachine; GarbageCan _garbageCan; FileCabinets _fileCabinets; CoffeeMaker _coffeeMaker; Shelves _shelves; MicroficheReader _microficheReader; Item10 _item10; Pictures _pictures; Item12 _item12; Background _background; Desk _desk; Exit _exit; ASoundExt _sound1; Rect _rect1, _rect2, _rect3; int _fieldA70, _fieldA74; Scene810(); virtual void synchronize(Serializer &s); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); virtual void process(Event &event); virtual void dispatch(); }; class Scene820: public SceneExt { /* Objects */ class PowerButton: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class ForwardButton: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class BackButton: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; public: SequenceManager _sequenceManager; ASoundExt _sound1; SpeakerGameText _gameTextSpeaker; PowerButton _powerButton; BackButton _backButton; ForwardButton _forwardButton; NamedObject _object4, _object5; NamedHotspot _item1; int _pageNumber; Scene820(); virtual void synchronize(Serializer &s); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); }; class Scene830: public PalettedScene { /* Items */ class SouthEastExit: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class NoteBoard: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; /* Objects */ class Lyle: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Door: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class RentalBoat: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Object5: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; public: SequenceManager _sequenceManager; SpeakerGameText _gameTextSpeaker; SpeakerJakeJacket _jakeJacketSpeaker; SpeakerLyleHat _lyleHatSpeaker; NamedObject _object1, _lyle, _object6; Door _door; RentalBoat _rentalBoat; Object5 _object5; SouthEastExit _seExit; NoteBoard _noteBoard; NamedHotspot _item2, _item4, _item5; NamedHotspot _item6, _item7, _item8; ASoundExt _sound1; int _field18A4, _field18A6, _field18A8, _field18AA, _field18AC; Scene830(); 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 Scene840: public PalettedScene { /* Items */ class Coins: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Exit: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; /* Objects */ class BoatKeysInset: public FocusObject { class RentalKeys: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class WaveKeys: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; public: RentalKeys _rentalKeys; WaveKeys _waveKeys; bool _usedRentalKeys,_usedWaveKeys; virtual void synchronize(Serializer &s); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void remove(); virtual void process(Event &event); virtual bool startAction(CursorType action, Event &event); }; class BoatKeys: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Carter: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; public: SequenceManager _sequenceManager1, _sequenceManager2; NamedObject _object1; BoatKeysInset _boatKeysInset; NamedObject _doors; BoatKeys _boatKeys; Carter _carter; NamedObject _lyle; Coins _coins; NamedHotspot _item2, _item3, _item4, _item5, _item6; NamedHotspot _item7, _item8, _item9, _item10, _item11; NamedHotspot _item12, _item13, _item14, _item15; NamedHotspot _item16, _item17, _item18; Exit _exit; SpeakerGameText _gameTextSpeaker; SpeakerJakeJacket _jakeJacketSpeaker; SpeakerJakeUniform _jakeUniformSpeaker; SpeakerCarter _carterSpeaker; int _field1ABA, _field1ABC, _field1ABE, _field1AC0; int _field1AC2, _field1AC4, _field1AC6; Scene840(); virtual void synchronize(Serializer &s); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); virtual void process(Event &event); virtual void dispatch(); }; class Scene850: public SceneExt { /* Timers */ class Timer1: public Timer { public: virtual void signal(); }; public: SequenceManager _sequenceManager; Timer1 _timer; NamedObject _object1; ASoundExt _sound1; virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void remove(); virtual void signal(); }; class Scene860: public SceneExt { /* Actions */ class Action1: public Action { public: virtual void signal(); }; public: SequenceManager _sequenceManager; NamedObject _deadBody, _object2; NamedHotspot _item1; Action1 _action1; Rect _swRect, _neRect, _yachtRect; ASoundExt _sound1; int _field87E, _field880, _field886, _field888; Common::Point _destPos; Scene860(); virtual void synchronize(Serializer &s); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); virtual void process(Event &event); virtual void dispatch(); }; class Scene870: public SceneExt { /* Actions */ class Action1: public Action { public: virtual void signal(); }; /* Objects */ class Lyle: public NamedObjectExt { public: virtual bool startAction(CursorType action, Event &event); }; class Green: public NamedObjectExt { public: virtual bool startAction(CursorType action, Event &event); }; class CrateInset: public FocusObject { class Jar: public NamedObjectExt { public: virtual bool startAction(CursorType action, Event &event); }; class Rags: public NamedObjectExt { public: virtual bool startAction(CursorType action, Event &event); }; private: void initContents(); public: Jar _jar; Rags _rags; virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void remove(); virtual bool startAction(CursorType action, Event &event); }; /* Items */ class Boat: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Crate: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Exit: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; public: SequenceManager _sequenceManager; SpeakerGameText _gameTextSpeaker; SpeakerJakeJacket _jakeJacketSpeaker; SpeakerLyleHat _lyleHatSpeaker; SpeakerGreen _greenSpeaker; Boat _boat; Crate _crate; Exit _exit; NamedObject _yacht; Lyle _lyle; Green _green; NamedObject _object4, _object5, _object6; CrateInset _crateInset; NamedHotspot _lumber, _firePit, _water, _boulders; NamedHotspot _palmTrees, _sand, _farShore, _item11; Action1 _action1; int _field1662, _field1664; Scene870(); 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(); void startStrip(int stripNumber); }; class Scene880: public SceneExt { /* Actions */ class Action1: public Action { private: static void SequenceManager_callbackProc(int v1, int v2); public: virtual void signal(); }; /* Objects */ class Object4: public NamedObjectExt { public: virtual bool startAction(CursorType action, Event &event); }; /* Items */ class NorthExit: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class SouthEastExit: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; private: static void handleAction(Action *action); public: SequenceManager _sequenceManager1, _sequenceManager2, _sequenceManager3; SpeakerGameText _gameTextSpeaker; SpeakerJakeJacket _jakeJacketSpeaker; SpeakerLyleHat _lyleHatSpeaker; Action1 _action1; NamedObject _object1, _object2, _object3; Object4 _object4; NamedObject _object5, _object6, _object7; NamedHotspot _background; NorthExit _northExit; SouthEastExit _seExit; int _seqNumber; Scene880(); virtual void synchronize(Serializer &s); 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