/* 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_SCENES9_H #define TSAGE_BLUEFORCE_SCENES9_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 Scene900: public PalettedScene { /* Items */ class Item1: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Item4: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; /* Objects */ class Gate: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Object2: public NamedObjectExt { public: virtual bool startAction(CursorType action, Event &event); }; class Dog: public NamedObjectExt { public: virtual bool startAction(CursorType action, Event &event); }; class Object6: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Object7: 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(); }; class Action3 : public Action { public: virtual void signal(); }; class Action4 : public Action { public: virtual void signal(); }; public: SequenceManager _sequenceManager1, _sequenceManager2; SpeakerGameText _gameTextSpeaker; SpeakerJakeJacket _jakeJacketSpeaker; SpeakerLyleHat _lyleHatSpeaker; Item1 _item1; Gate _gate; Object2 _object2; Dog _dog; NamedHotspot _item2; NamedHotspot _item3; NamedObject _object4; NamedObject _object5; Object6 _lyle; Object7 _object7; Item4 _item4; ASoundExt _sound1; Action1 _action1; Action2 _action2; Action3 _action3; Action4 _action4; int _field1974; int _field1976; Scene900(); void postInit(SceneObjectList *OwnerList = NULL); void signal(); void process(Event &event); void dispatch(); void synchronize(Serializer &s); }; class Scene910: public PalettedScene { /* Actions */ class Action1 : public Action { public: virtual void signal(); }; class Action2 : public Action { public: virtual void signal(); }; /* Objects */ class Object1: public NamedObject { public: int _field90; 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); }; class Object8: public NamedObject { public: int _field90, _field92; virtual bool startAction(CursorType action, Event &event); void init(int val); }; class Object10: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Object11: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Object13: public NamedObject { protected: int _field90, _field92; public: void subEBB05(int x, int y, int arg8, int8 argA); virtual bool startAction(CursorType action, Event &event); virtual void remove(); }; class Object28: public Object13 { public: void subEBD26(int x, int y, int arg8, int8 argA); virtual bool startAction(CursorType action, Event &event); void remove(); }; class Object25: public NamedObject { int _field90, _field92; public: void subEBBDC(int x, int y, int arg8, int argA); virtual bool startAction(CursorType action, Event &event); void remove(); }; class Object12: public FocusObject { Object13 _object13, _object14, _object15, _object16, _object17, _object18; Object13 _object19, _object20, _object21, _object22, _object23, _object24; Object25 _object25, _object26; public: Object13 _object27; Object28 _object28; Common::String getClassName() { return "Scene910_object12"; } void postInit(SceneObjectList *OwnerList = NULL); void remove(); }; class Object31: public NamedObject { public: NamedObject _object32; void remove(); virtual bool startAction(CursorType action, Event &event); void subED6EA(int frame); }; class Object29: public FocusObject { Object28 _object30; Object31 _object31; public: Common::String getClassName() { return "Scene910_object29"; } void postInit(SceneObjectList *OwnerList = NULL); void remove(); }; /* 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 Item3: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Item9: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Item15: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Item16: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Item17: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; int _field2DDA, _field2DDC, _field2DDE, _field2DD8, _field2DE0, _field2DE2, _field2DE4; public: SequenceManager _sequenceManager1, _sequenceManager2; SpeakerGameText _gameTextSpeaker; SpeakerJakeJacket _jakeJacketSpeaker; SpeakerLyleHat _lyleHatSpeaker; SpeakerFBI _fbiSpeaker; SpeakerNico _nicoSpeaker; SpeakerDA _daSpeaker; Action1 _action1; Action2 _action2; Timer _timer1; Object1 _object1; Object2 _object2; Object3 _object3; Object4 _object4; NamedObject _object5, _object6, _object7; Object8 _object8, _object9; Object10 _object10; Object11 _object11; Object12 _object12; FocusObject _object29; NamedObject _object30, _object31, _object32; Item1 _item1; Item2 _item2; Item3 _item3; NamedHotspot _item4, _item5, _item6, _item7, _item8; Item9 _item9, _item10; NamedHotspot _item11, _item12, _item13, _item14; Item15 _item15; Item16 _item16; Item17 _item17; ASoundExt _sound1, _sound2; void postInit(SceneObjectList *OwnerList = NULL); void remove(); void signal(); void process(Event &event); void dispatch(); void checkGun(); void subE82BD(); void subE83E1(); }; class Scene920: public SceneExt { /* Items */ class Item1: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; class Item8: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; public: SequenceManager _sequenceManager1; SpeakerGameText _gameTextSpeaker; SpeakerJakeJacket _jakeJacketSpeaker; Item1 _crate; NamedHotspot _item2; NamedHotspot _item3; NamedHotspot _item4; NamedHotspot _item5; NamedHotspot _item6; NamedHotspot _item7; NamedObject _object1; NamedObject _object2; NamedObject _object3; Item8 _exitN; Common::Point _oldCoord; void postInit(SceneObjectList *OwnerList = NULL); void signal(); void process(Event &event); void dispatch(); void synchronize(Serializer &s); }; class Scene930: public PalettedScene { /* Objects */ class Object1: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Object2: public FocusObject { public: virtual bool startAction(CursorType action, Event &event); }; class Object3: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Object4: public FocusObject { public: virtual bool startAction(CursorType action, Event &event); virtual void remove(); }; class Object5: public FocusObject { public: virtual bool startAction(CursorType action, Event &event); virtual void remove(); }; /* Items */ class Item1: 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(); }; void showBootWindow(); void subF3C07(); void subF3D6F(); public: SequenceManager _sequenceManager1; Object1 _box; Object2 _object2; Object3 _boots; Object4 _bootsWindow; Object5 _object5; Item1 _item1; NamedHotspot _item2; NamedHotspot _item3; NamedHotspot _item4; NamedHotspot _item5; NamedHotspot _item6; NamedHotspot _item7; NamedHotspot _item8; NamedHotspot _item9; NamedHotspot _item10; NamedHotspot _item11; NamedHotspot _item12; NamedHotspot _item13; NamedHotspot _item14; NamedHotspot _item15; NamedHotspot _item16; NamedHotspot _item17; NamedHotspot _item18; NamedHotspot _item19; NamedHotspot _item20; NamedHotspot _item21; Action1 _action1; Action2 _action2; Action3 _action3; SpeakerGameText gameTextSpeaker; int _v141A; int _v141C; void postInit(SceneObjectList *OwnerList = NULL); void signal(); void dispatch(); void synchronize(Serializer &s); }; class Scene935: public PalettedScene { /* Actions */ class Action1 : public Action { public: virtual void signal(); }; public: SequenceManager _sequenceManager; NamedObject _object1; NamedObject _object2; NamedObject _object3; Action1 _action1; VisualSpeaker _visualSpeaker; void postInit(SceneObjectList *OwnerList = NULL); void remove(); void signal(); void dispatch(); }; class Scene940: public SceneExt { /* Items */ class Item1: public NamedHotspot { public: virtual bool startAction(CursorType action, Event &event); }; /* Actions */ class Action1 : public Action { public: virtual void signal(); }; public: SequenceManager _sequenceManager1; SequenceManager _sequenceManager2; SequenceManager _sequenceManager3; SequenceManager _sequenceManager4; NamedObject _object1; NamedObject _object2; NamedObject _object3; NamedObject _object4; NamedObject _object5; NamedObject _object6; NamedObject _object7; NamedObject _object8; NamedObject _object9; NamedObject _object10; NamedObject _object11; NamedObject _object12; NamedObject _object13; NamedObject _object14; NamedObject _object15; NamedObject _object16; NamedObject _object17; NamedObject _object18; Item1 _item1; Action1 _action1; SpeakerGameText _gameTextSpeaker1; SpeakerGameText _gameTextSpeaker2; void postInit(SceneObjectList *OwnerList = NULL); void remove(); }; } // End of namespace BlueForce } // End of namespace TsAGE #endif