/* 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 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 Object4: 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; Object4 _object4; 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 Object2: 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; int _v1B4, _v1B6; virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void remove(); virtual void process(Event &event); virtual bool startAction(CursorType action, Event &event); }; class Object6: 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; Object2 _object2; NamedObject _doors; Object6 _object6; 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(); }; } // End of namespace BlueForce } // End of namespace TsAGE #endif