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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_SCENES5_H
#define TSAGE_BLUEFORCE_SCENES5_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 Scene550: public SceneExt {
/* Objects */
class Lyle: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class CaravanDoor: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Vechile: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Actions */
class Action1: public ActionExt {
public:
virtual void signal();
};
public:
SequenceManager _sequenceManager;
Lyle _lyle;
CaravanDoor _caravanDoor;
Vechile _vechile;
NamedHotspot _item1, _item2, _item3;
SpeakerGameText _gameTextSpeaker;
SpeakerLyleHat _lyleHatSpeaker;
SpeakerJakeJacket _jakeJacketSpeaker;
Action1 _action1;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class Scene551: public Scene550 {
/* Objects */
class Vechile: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class DrunkStanding: public NamedObjectExt {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Drunk: public NamedObjectExt {
public:
virtual bool startAction(CursorType action, Event &event);
};
class PatrolCarTrunk: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class TrunkInset: public FocusObject {
public:
virtual void remove();
virtual bool startAction(CursorType action, Event &event);
};
class TrunkKits: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Harrison: public NamedObjectExt {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Items */
class Item4: public SceneHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Actions */
class Action2: public Action {
public:
virtual void signal();
};
public:
SpeakerDrunk _drunkSpeaker;
SpeakerJakeUniform _jakeUniformSpeaker;
SpeakerGiggles _gigglesSpeaker;
Vechile _vechile2;
DrunkStanding _drunkStanding;
Drunk _drunk;
PatrolCarTrunk _patrolCarTrunk;
TrunkInset _trunkInset;
TrunkKits _trunkKits;
Harrison _harrison;
NamedObject _object11, _object12, _object13;
SceneObject _object14, _object15;
Item4 _item4;
Action2 _action2;
int _field1CD0, _field1CD2;
Scene551();
virtual void synchronize(Serializer &s);
void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void dispatch();
};
class Scene560: public SceneExt {
/* Objects */
class DeskChair: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Box: public NamedObjectExt {
public:
virtual bool startAction(CursorType action, Event &event);
};
class SafeInset: public FocusObject {
/* Items */
class Item: public NamedHotspotExt {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
NamedObject _digit0, _digit1, _digit2;
Item _item1, _item2, _item3, _item4, _item5, _item6;
Visage _cursorVisage;
virtual Common::String getClassName() { return "Scene560_SafeInset"; }
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
virtual void process(Event &event);
};
class Nickel: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class BoxInset: public FocusObject {
/* Items */
class Item1: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
Item1 _item1;
virtual Common::String getClassName() { return "Scene560_BoxInset"; }
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
};
/* Item groups */
class PicturePart: public NamedHotspotExt {
public:
virtual Common::String getClassName() { return "Scene560_PicturePart"; }
virtual bool startAction(CursorType action, Event &event);
};
/* Items */
class Computer: 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();
};
public:
Action1 _action1;
Action2 _action2;
Action3 _action3;
SpeakerGameText _gameTextSpeaker;
DeskChair _deskChair;
Box _box;
SafeInset _safeInset;
Nickel _nickel;
BoxInset _boxInset;
NamedObject _object6;
PicturePart _picture1, _picture2, _picture3, _picture4;
Computer _computer;
NamedHotspot _chair, _lamp, _item4, _trophy, _waterColors, _fileCabinets;
NamedHotspot _certificate, _bookcase, _desk, _carpet, _item12, _office;
ASound _sound1;
bool _field380;
bool _field11EA;
Common::Point _destPosition;
Scene560();
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void process(Event &event);
virtual void dispatch();
};
class Scene570: public SceneExt {
/* Custom classes */
class PasswordEntry: public EventHandler {
private:
void checkPassword();
public:
SceneText _passwordText, _entryText;
Common::String _passwordStr, _entryBuffer;
PasswordEntry();
virtual Common::String getClassName() { return "Scene570_PasswordEntry"; }
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void process(Event &event);
};
class Icon: public NamedObject {
public:
SceneText _sceneText;
int _iconId, _folderId, _parentFolderId;
Common::String _text;
Icon();
virtual Common::String getClassName() { return "Scene570_Custom2"; }
virtual void synchronize(Serializer &s);
virtual void remove();
virtual bool startAction(CursorType action, Event &event);
void setDetails(int iconId, int folderId, int parentFolderId, int unused, const Common::String &msg);
};
class IconManager: public EventHandler {
public:
NamedObject _object1;
SynchronizedList<Icon *> _list;
int _mode, _selectedFolder, _fieldAA, _fieldAC;
IconManager();
virtual void remove();
void setup(int mode);
void hideList();
void refreshList();
void addItem(Icon *item);
};
/* Objects */
class PowerSwitch: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class PrinterIcon: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Object3: public FocusObject {
public:
virtual void remove();
};
/* Items */
class FloppyDrive: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
SequenceManager _sequenceManager;
SpeakerGameText _gameTextSpeaker;
PasswordEntry _passwordEntry;
PowerSwitch _powerSwitch;
PrinterIcon _printerIcon;
Object3 _object3;
NamedObjectExt _object4;
Icon _folder1, _folder2, _folder3, _folder4;
Icon _icon1, _icon2, _icon3, _icon4, _icon5;
Icon _icon6, _icon7, _icon8, _icon9;
IconManager _iconManager;
FloppyDrive _floppyDrive;
NamedHotspot _monitor, _item3, _case, _keyboard, _desk;
NamedHotspot _item7, _printer, _window, _plant, _item11;
ASound _sound1;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void process(Event &event);
};
class Scene580: public SceneExt {
/* Objects */
class Vechile: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Door: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Lyle: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
SequenceManager _sequenceManager;
Vechile _vechile;
Door _door;
Lyle _lyle;
NamedHotspot _item1;
SpeakerGameText _gameTextSpeaker;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void process(Event &event);
};
class Scene590: public PalettedScene {
/* Objects */
class Laura: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Skip: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Items */
class Exit: 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;
Laura _laura;
Skip _skip;
SceneObject _object3;
Exit _exit;
NamedHotspot _item2, _item3, _item4, _item5, _item6, _item7;
NamedHotspot _item8, _item9, _item10, _item11, _item12;
SpeakerSkip _skipSpeaker;
SpeakerJakeJacket _jakeJacketSpeaker;
SpeakerLaura _lauraSpeaker;
ASoundExt _sound1;
Action1 _action1;
Action2 _action2;
int _field17DC, _field17DE, _stripNumber, _field17E2;
Scene590();
virtual void synchronize(Serializer &s);
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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