/* 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 Object1: public NamedObject { public: virtual bool startAction(CursorType action, Event &event); }; class Object2: public NamedObjectExt { public: virtual bool startAction(CursorType action, Event &event); }; class Object3: 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; Object1 _object1; Object2 _object2; Object3 _object3; 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(); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); virtual void process(Event &event); virtual void dispatch(); void synchronize(Serializer &s); }; class Scene920: public PalettedScene { /* 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; virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void signal(); virtual void process(Event &event); virtual void dispatch(); void synchronize(Serializer &s); }; } // End of namespace BlueForce } // End of namespace TsAGE #endif