/* 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_SCENES0_H #define TSAGE_BLUEFORCE_SCENES0_H #include "common/scummsys.h" #include "tsage/blueforce_logic.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 { class BF_Scene20 : public Scene { /* Actions */ class Action1 : public Action { private: ASoundExt _sound; public: virtual void signal(); }; public: Action1 _action1; ScenePalette _scenePalette; SceneObject _object1, _object2, _object3, _object4; SceneObject _object5, _object6, _object7, _object8; virtual void postInit(SceneObjectList *OwnerList = NULL); }; } // End of namespace tSage #endif