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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/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 void startAction(CursorType action);
};
class Object17: 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 Item14: public NamedHotspot {
public:
virtual void startAction(CursorType action);
};
class Item15: public NamedHotspot {
public:
virtual void startAction(CursorType action);
};
/* 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 setup();
public:
SequenceManager _sequenceManager1, _sequenceManager2;
SequenceManager _sequenceManager3, _sequenceManager4;
Visage _cursorVisage;
NamedObject _object1;
FollowerObject _object2, _object3, _object4, _object5, _object6, _object7;
SceneObject _object8, _object9, _object10;
NamedObject _object11, _object12;
Object _object13, _object14, _object15, _object16;
Object17 _object17;
NamedObject _object18, _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();
};
} // End of namespace BlueForce
} // End of namespace TsAGE
#endif
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