/* 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: bool startAction(CursorType action, Event &event); }; class Item4: public NamedHotspot { public: bool startAction(CursorType action, Event &event); }; /* Objects */ class Object1: public NamedObject { public: bool startAction(CursorType action, Event &event); }; class Object2: public NamedObjectExt { public: bool startAction(CursorType action, Event &event); }; class Object3: public NamedObjectExt { public: bool startAction(CursorType action, Event &event); }; class Object6: public NamedObject { public: bool startAction(CursorType action, Event &event); }; class Object7: public NamedObject { public: bool startAction(CursorType action, Event &event); }; /* Actions */ class Action1 : public Action { public: void signal(); }; class Action2 : public Action { public: void signal(); }; class Action3 : public Action { public: void signal(); }; class Action4 : public Action { public: 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(); void postInit(SceneObjectList *OwnerList = NULL); void signal(); void process(Event &event); void dispatch(); void synchronize(Serializer &s); }; class Scene920: public SceneExt { /* Items */ class Item1: public NamedHotspot { public: bool startAction(CursorType action, Event &event); }; class Item8: public NamedHotspot { public: 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: bool startAction(CursorType action, Event &event); }; class Object2: public FocusObject { public: bool startAction(CursorType action, Event &event); }; class Object3: public NamedObject { public: bool startAction(CursorType action, Event &event); }; class Object4: public FocusObject { public: bool startAction(CursorType action, Event &event); }; class Object5: public FocusObject { public: bool startAction(CursorType action, Event &event); }; /* Items */ class Item1: public NamedHotspot { public: bool startAction(CursorType action, Event &event); }; /* Actions */ class Action1 : public Action { public: void signal(); }; class Action2 : public Action { public: void signal(); }; class Action3 : public Action { public: 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: 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: bool startAction(CursorType action, Event &event); }; /* Actions */ class Action1 : public Action { public: 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