1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
|
/* 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_SCENES1_H
#define TSAGE_BLUEFORCE_SCENES1_H
#include "common/scummsys.h"
#include "tsage/blue_force/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 {
namespace BlueForce {
using namespace TsAGE;
class Scene100: public SceneExt {
/* Support classes */
class Text: public SceneText {
public:
virtual Common::String getClassName() { return "BF100Text"; }
virtual void dispatch();
};
/* Actions */
class Action1: public ActionExt {
private:
void setTextStrings(const Common::String &msg1, const Common::String &msg2, Action *action);
public:
Text _sceneText1;
SceneText _sceneText2;
int _textHeight;
virtual Common::String getClassName() { return "BF100Action1"; }
virtual void synchronize(Serializer &s) {
ActionExt::synchronize(s);
s.syncAsSint16LE(_textHeight);
}
virtual void signal();
};
class Action2: public ActionExt {
public:
virtual void signal();
};
public:
SequenceManager _sequenceManager;
Action1 _action1;
Action2 _action2;
ScenePalette _scenePalette;
NamedObject _object1, _object2, _object3, _object4, _object5;
int _index;
Scene100();
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class Scene109: public GroupedScene {
/* 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();
};
/* Texts */
class Text: public SceneText {
public:
Action *_action;
uint32 _frameNumber;
int _diff;
public:
Text();
void setup(const Common::String &msg, Action *action);
virtual Common::String getClassName() { return "BF109Text"; }
virtual void synchronize(Serializer &s);
virtual void dispatch();
};
public:
SequenceManager _sequenceManager1, _sequenceManager2, _sequenceManager3;
SequenceManager _sequenceManager4, _sequenceManager5, _sequenceManager6;
SequenceManager _sequenceManager7, _sequenceManager8;
SceneObject _object1, _object2, _protaginist2, _protaginist1, _object5;
SceneObject _drunk, _object7, _bartender, _object9, _object10;
Text _text;
Action1 _action1;
Action _action2, _action3;
public:
Scene109();
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class Scene190: public SceneExt {
/* Objects */
class Object4: public NamedObject {
public:
virtual void startAction(CursorType action);
};
/* Items */
class Item1: public NamedHotspot {
public:
virtual void startAction(CursorType action);
};
class Item2: public NamedHotspot {
public:
virtual void startAction(CursorType action);
};
class Exit: public NamedHotspot {
public:
virtual void startAction(CursorType action);
};
/* Actions */
class Action1: public Action {
public:
virtual void signal();
};
public:
SequenceManager _sequenceManager;
FollowerObject _object1;
NamedObject _object2, _object3;
Object4 _object4;
Item1 _item1;
Item2 _item2;
NamedHotspot _item3, _item4, _item5, _item6;
NamedHotspot _item7, _item8, _item9, _item10;
Exit _exit;
Action1 _action1;
ASoundExt _sound;
SpeakerGameText _speaker;
bool _fieldB52;
Scene190();
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void process(Event &event);
virtual void dispatch();
virtual void synchronize(Serializer &s) {
SceneExt::synchronize(s);
s.syncAsSint16LE(_fieldB52);
}
};
} // End of namespace BlueForce
} // End of namespace TsAGE
#endif
|