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|
/* 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_SCENES3_H
#define TSAGE_BLUEFORCE_SCENES3_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 Scene300: public SceneExt {
/* Objects */
class Object: public NamedObject {
public:
int _stripNumber;
public:
Object(int stripNumber) { _stripNumber = stripNumber; }
virtual bool startAction(CursorType action, Event &event);
};
class Object19: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* 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 Item14: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Item15: 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();
};
class Action4: public Action {
public:
virtual void signal();
};
class Action5: public Action {
public:
virtual void signal();
};
private:
void setupInspection();
public:
SequenceManager _sequenceManager1, _sequenceManager2;
SequenceManager _sequenceManager3, _sequenceManager4;
NamedObject _object1;
FollowerObject _object2, _object3, _object4, _object5, _object6, _object7;
SceneObject _object8, _object9, _object10;
NamedObject _object11, _object12;
Object _object13, _object14, _object15, _object16;
NamedObject _object17, _object18;
Object19 _object19;
Item1 _item1;
Item2 _item2;
NamedHotspot _item3, _item4, _item5, _item6, _item7;
NamedHotspot _item8, _item9, _item10, _item11;
NamedHotspot _item12, _item13;
Item14 _item14;
Item15 _item15;
Action1 _action1;
Action2 _action2;
Action3 _action3;
Action4 _action4;
Action5 _action5;
SpeakerGameText _gameTextSpeaker;
SpeakerSutter _sutterSpeaker;
SpeakerDoug _dougSpeaker;
SpeakerJakeNoHead _jakeSpeaker;
TimerExt _timer;
int _field2760, _field2762;
Scene300();
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void process(Event &event);
virtual void dispatch();
};
class Scene315: public SceneExt {
/* Objects */
class BulletinMemo: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Object2: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class ATFMemo: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Items */
class Barry: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class SutterSlot: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Sign: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class BulletinBoard: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class CleaningKit: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class BriefingMaterial: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class WestExit: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class SouthWestExit: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Actions */
class Action1: public Action {
public:
virtual void signal();
};
public:
SequenceManager _sequenceManager;
SpeakerGameText _gameTextSpeaker;
SpeakerSutter _sutterSpeaker;
SpeakerHarrison _harrisonSpeaker;
SpeakerJakeJacket _jakeJacketSpeaker;
SpeakerJakeUniform _jakeUniformSpeaker;
SpeakerJailer _jailerSpeaker;
Barry _barry;
SutterSlot _sutterSlot;
NamedHotspot _item3;
Sign _sign;
BulletinBoard _bulletinBoard;
BulletinMemo _bulletinMemo;
Object2 _object2;
ATFMemo _atfMemo;
SceneObject _object4, _object5, _object6;
SceneObject _object7, _object8, _object9;
NamedHotspot _item6, _item7, _item8, _item9;
NamedHotspot _item10, _item11, _item12, _item13;
CleaningKit _cleaningKit;
BriefingMaterial _briefingMaterial;
WestExit _westExit;
SouthWestExit _swExit;
Action1 _action1;
int _field1390;
int _stripNumber;
int _field1398;
int _invGreenCount, _bookGreenCount, _invGangCount;
int _bookGangCount, _field1B6C, _field139C;
bool _field1B68, _doorOpened;
CursorType _currentCursor;
Scene315();
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void process(Event &event);
virtual void dispatch();
};
class Scene325: public SceneExt {
/* Items */
class Item1: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
SequenceManager _sequenceManager;
SpeakerGameText _gameTextSpeaker;
SpeakerPSutter _PSutterSpeaker;
Item1 _item1;
NamedObject _object1, _object2, _object3, _object4, _object5;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class Scene330: public SceneExt {
class Timer1: public Timer {
public:
virtual void signal();
};
public:
SequenceManager _sequenceManager;
NamedObject _object1;
SceneObject _object2;
ASoundExt _sound1, _sound2;
Timer1 _timer;
int _seqNumber;
Scene330();
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
};
class Scene340: public PalettedScene {
/* 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();
};
class Action5: public Action {
public:
virtual void signal();
};
class Action6: public Action {
public:
virtual void signal();
};
class Action7: public Action {
public:
virtual void signal();
};
class Action8: public Action {
public:
virtual void signal();
void process(Event &event);
};
/* Items */
class Item1: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class WestExit: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class SouthWestExit: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class NorthExit: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Objects */
class Child: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Woman: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Harrison: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Timers */
class Timer2: public Timer {
public:
virtual void signal();
};
public:
SequenceManager _sequenceManager1, _sequenceManager2, _sequenceManager3;
Child _child;
Woman _woman;
Harrison _harrison;
SceneObject _object4, _object5;
Item1 _item1;
NamedHotspot _item2, _item3;
WestExit _westExit;
SouthWestExit _swExit;
NorthExit _northExit;
Action1 _action1;
Action2 _action2;
Action3 _action3;
Action4 _action4;
Action5 _action5;
Action6 _action6;
Action7 _action7;
Action8 _action8;
SpeakerGameText _gameTextSpeaker;
SpeakerJordan _jordanSpeaker;
SpeakerSkipB _skipBSpeaker;
SpeakerJakeUniform _jakeUniformSpeaker;
SpeakerHarrison _harrisonSpeaker;
ASoundExt _sound1, _sound2;
TimerExt _timer1;
Timer2 _timer2;
int _seqNumber1, _womanDialogCount, _backupPresent;
Scene340();
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
virtual void process(Event &event);
virtual void dispatch();
};
class Scene342: public PalettedScene {
/* Items */
class Item1: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class WestExit: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class SouthWestExit: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class NorthExit: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Objects */
class Lyle: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Timers */
class Timer1: public Timer {
public:
virtual void signal();
};
public:
SequenceManager _sequenceManager1, _sequenceManager2;
Lyle _lyle;
NamedObject _object2;
SceneObject _object3, _object4;
Item1 _item1;
NamedHotspot _item2, _item3;
WestExit _westExit;
SouthWestExit _swExit;
NorthExit _northExit;
SpeakerGameText _gameTextSpeaker;
SpeakerJakeJacket _jakeJacketSpeaker;
SpeakerLyleHat _lyleHatSpeaker;
ASoundExt _sound1;
Timer1 _timer1;
int _field1A1A;
Scene342();
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
virtual void process(Event &event);
virtual void dispatch();
};
class Scene350: public SceneExt {
/* Items */
class FireBox: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Yacht: public NamedHotspot {
public:
bool _flag;
virtual Common::String getClassName() { return "Scene350_Item6"; }
virtual void synchronize(Serializer &s);
virtual bool startAction(CursorType action, Event &event);
};
class SouthWestExit: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Objects */
class Hook: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class FireboxInset: public FocusObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Timers */
class Timer1: public Timer {
public:
virtual void signal();
};
public:
SequenceManager _sequenceManager1, _sequenceManager2, _sequenceManager3;
NamedObject _harrison;
SceneObject _yachtDoor;
BackgroundSceneObject _yachtBody;
Hook _hook;
FireboxInset _fireBoxInset;
NamedHotspot _item1, _item2, _item3, _item4;
FireBox _fireBox;
Yacht _yacht;
SouthWestExit _swExit;
SpeakerGameText _gameTextSpeaker;
SpeakerJakeUniform _jakeUniformSpeaker;
SpeakerHarrison _harrisonSpeaker;
ASoundExt _sound1, _sound2;
Timer1 _timer1;
int _field1D44, _field1D46;
Scene350();
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
virtual void process(Event &event);
virtual void checkGun();
};
class Scene355: public PalettedScene {
/* Objects */
class Doorway: public NamedObject {
public:
int _v1, _v2, _v3;
Doorway() { _v1 = _v2 = _v3 = 0; }
virtual Common::String getClassName() { return "Scene355_Doorway"; }
virtual void synchronize(Serializer &s);
virtual bool startAction(CursorType action, Event &event);
};
class Locker: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class LockerInset: public FocusObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Object5: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Green: public NamedObjectExt {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Lyle: public NamedObjectExt {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Object8: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Items */
class Item1: public SceneHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Item2: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Item3: public SceneHotspotExt {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Item4: public SceneHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Pouch: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Item11: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class RentalExit: 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();
};
public:
SequenceManager _sequenceManager;
SpeakerGameText _gameTextSpeaker;
SpeakerJakeUniform _jakeUniformSpeaker;
SpeakerJakeJacket _jakeJacketSpeaker;
SpeakerHarrison _harrisonSpeaker;
SpeakerLyleHat _lyleHatSpeaker;
SpeakerGreen _greenSpeaker;
NamedObject _harrison;
Doorway _doorway;
Locker _locker;
LockerInset _lockerInset;
Object5 _object5;
Green _green;
Lyle _lyle;
Object8 _object8;
NamedObject _object9, _object10, _object11;
Item1 _item1;
Item2 _item2;
Item3 _item3;
Item4 _item4;
Pouch _pouch;
NamedHotspot _item6, _item7, _item8;
NamedHotspot _item9, _item10;
Item11 _item11;
RentalExit _rentalExit;
ASoundExt _sound1, _sound2, _sound3;
Action1 _action1;
Action2 _action2;
int _nextSceneMode;
bool _modeFlag;
Scene355();
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void process(Event &event);
virtual void dispatch();
void setMode(bool mode, int sceneMode);
};
class Scene360: public SceneExt {
/* Objects */
class SlidingDoor: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Window: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Object4: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class BaseballCards: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Harrison: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Object7: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Items */
class Item1: public SceneHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Item2: public SceneHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Item3: public SceneHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Barometer: public SceneHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Actions */
class Action1: public Action {
public:
virtual void signal();
};
public:
SequenceManager _sequenceManager1, _sequenceManager2;
SpeakerGameText _gameTextSpeaker;
SpeakerJakeUniform _jakeUniformSpeaker;
SpeakerHarrison _harrisonSpeaker;
SpeakerGreen _greenSpeaker;
SlidingDoor _slidingDoor;
SceneObject _object2;
Window _window;
Object4 _object4;
BaseballCards _baseballCards;
Harrison _harrison;
Object7 _object7;
Item1 _item1;
Item2 _item2;
Item3 _item3;
Barometer _barometer;
Action1 _action1;
ASound _sound1;
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void process(Event &event);
virtual void dispatch();
};
class Scene370: public SceneExt {
/* Items */
class Item1: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Item6: public SceneHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Exit: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Objects */
class GreensGun: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Green: public NamedObject2 {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Harrison: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Laura: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Speakers */
class SpeakerLaura370: public SpeakerLaura {
public:
virtual void setText(const Common::String &msg);
};
public:
SequenceManager _sequenceManager;
SpeakerGameText _gameTextSpeaker;
SpeakerJakeUniform _jakeUniformSpeaker;
SpeakerLaura _lauraSpeaker;
SpeakerLauraHeld _lauraHeldSpeaker;
SpeakerGreen _greenSpeaker;
SpeakerHarrison _harrisonSpeaker;
GreensGun _greensGun;
Green _green;
Harrison _harrison;
Laura _laura;
NamedObject _object5;
SceneObject _object6;
Item1 _item1;
NamedHotspot _item2, _item3, _item4, _item5;
Item6 _item6;
Exit _exit;
ASound _sound1;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void process(Event &event);
virtual void dispatch();
};
class Scene380: public SceneExt {
/* Objects */
class Vechile: public NamedObjectExt {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Door: public NamedObjectExt {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
SequenceManager _sequenceManager;
SpeakerGameText _gameTextSpeaker;
Vechile _vechile;
Door _door;
NamedHotspot _item1, _item2, _item3, _item4, _item5;
NamedHotspot _item6, _item7, _item8, _item9;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class Scene385: public SceneExt {
/* Items */
class Exit: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Objects */
class Door: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Jim: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Dezi: 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();
};
public:
SequenceManager _sequenceManager;
Action1 _action1;
Action2 _action2;
Door _door;
Jim _jim;
Dezi _dezi;
SpeakerGameText _gameTextSpeaker;
SpeakerJim _jimSpeaker;
SpeakerDezi _deziSpeaker;
SpeakerJake385 _jake385Speaker;
NamedHotspot _item1, _item2, _item3, _item4, _item5;
Exit _exit;
int _talkAction;
bool _jimFlag;
Scene385();
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void process(Event &event);
virtual void dispatch();
};
class Scene390: public SceneExt {
/* Items */
class BookingForms: public NamedHotspotExt {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Objects */
class Green: public NamedObjectExt {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Object2: public NamedObjectExt {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Object3: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class GangMember1: public NamedObjectExt {
public:
virtual bool startAction(CursorType action, Event &event);
};
class GangMember2: public NamedObjectExt {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Door: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Actions */
class Action1: public Action {
public:
virtual void signal();
};
public:
SequenceManager _sequenceManager;
SpeakerGameText _gameTextSpeaker;
SpeakerJakeUniform _jakeUniformSpeaker;
SpeakerJakeJacket _jakeJacketSpeaker;
SpeakerGreen _greenSpeaker;
SpeakerJailer _jailerSpeaker;
SpeakerDriver _driverSpeaker;
SpeakerShooter _shooterSpeaker;
Action1 _action1;
Green _green;
Object2 _object2;
Object3 _object3;
GangMember1 _gangMember1;
GangMember2 _gangMember2;
Door _door;
NamedHotspot _item1, _item3, _item4;
BookingForms _bookingForms;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
} // End of namespace BlueForce
} // End of namespace TsAGE
#endif
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