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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_SCENES4_H
#define TSAGE_BLUEFORCE_SCENES4_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 Scene410: public SceneExt {
/* 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();
};
/* Objects */
class Driver: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Passenger: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Harrison: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Items */
class Motorcycle: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class TruckFront: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
SequenceManager _sequenceManager1, _sequenceManager2, _sequenceManager3;
Driver _driver;
Passenger _passenger;
Harrison _harrison;
NamedObject _patrolCar, _object5, _object6;
NamedHotspot _background;
Motorcycle _motorcycle;
NamedHotspot _truckBack;
TruckFront _truckFront;
Action1 _action1;
Action2 _action2;
Action3 _action3;
Action4 _action4;
Action5 _action5;
Action6 _action6;
Action7 _action7;
SpeakerGameText _gameTextSpeaker;
SpeakerJakeUniform _jakeUniformSpeaker;
SpeakerHarrison _harrisonSpeaker;
SpeakerDriver _driverSpeaker;
SpeakerShooter _shooterSpeaker;
ASoundExt _sound1;
int _action1Count, _talkCount;
bool _harrissonTalkFl;
bool _cuffedDriverFl;
bool _cuffedPassengerFl;
bool _field1FC0;
bool _driverOutOfTruckFl, _harrisonMovedFl;
Scene410();
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void synchronize(Serializer &s);
virtual void signal();
virtual void process(Event &event);
virtual void dispatch();
};
class Scene415: public SceneExt {
/* Objects */
class GunInset: public FocusObject {
public:
virtual bool startAction(CursorType action, Event &event);
virtual void remove();
};
class GunAndWig: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class BulletsInset: public FocusObject {
public:
virtual bool startAction(CursorType action, Event &event);
virtual void remove();
};
class DashDrawer: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class TheBullets: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Items */
class Lever: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
private:
void showBullets();
void showGunAndWig();
public:
SequenceManager _sequenceManager;
GunInset _gunInset;
GunAndWig _gunAndWig;
BulletsInset _bulletsInset;
DashDrawer _dashDrawer;
TheBullets _theBullets;
NamedObject _animatedSeat;
NamedHotspot _item1, _steeringWheel, _horn, _dashboard;
NamedHotspot _seat, _windowLever, _item7, _seatBelt;
Lever _lever;
SpeakerJakeRadio _jakeRadioSpeaker;
bool _scoreWigRapFlag, _scoreBulletRapFlag;
Scene415();
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void synchronize(Serializer &s);
virtual void signal();
virtual void dispatch();
};
class Scene440: public SceneExt {
/* Objects */
class Doorway: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Vechile: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Lyle: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Items */
class Item1: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
SequenceManager _sequenceManager;
SpeakerGameText _gameTextSpeaker;
Doorway _doorway;
Vechile _vechile;
Lyle _lyle;
Item1 _item1;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class Scene450: public SceneExt {
/* Objects */
class Weasel: public NamedObjectExt {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Object2: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class PinBoy: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Manager: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Items */
class Exit: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
SequenceManager _sequenceManager;
SpeakerGameText _gameTextSpeaker;
SpeakerLyleHat _lyleHatSpeaker;
SpeakerJakeJacket _jakeJacketSpeaker;
SpeakerJakeUniform _jakeUniformSpeaker;
SpeakerEugene _eugeneSpeaker;
SpeakerWeasel _weaselSpeaker;
SpeakerBilly _billySpeaker;
Weasel _weasel;
NamedObject _object2;
PinBoy _pinBoy;
Manager _manager;
NamedObject _door, _counterDoor;
Exit _exit;
NamedHotspot _interior, _shelf, _counter;
bool _managerCallsWeaselFl;
bool _talkManagerFl;
Scene450();
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void process(Event &event);
};
} // End of namespace BlueForce
} // End of namespace TsAGE
#endif
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