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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_SCENES8_H
#define TSAGE_BLUEFORCE_SCENES8_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 Scene800: public SceneExt {
/* Actions */
class Action1 : public Action {
public:
virtual void signal();
};
/* 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);
};
/* Objects */
class Doorway: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Car1: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Motorcycle: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Lyle: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Car2: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
Action1 _action1;
SequenceManager _sequenceManager;
SpeakerJakeJacket _jakeJacketSpeaker;
SpeakerLyleHat _lyleHatSpeaker;
SpeakerGameText _gameTextSpeaker;
Doorway _doorway;
Car1 _car1;
Motorcycle _motorcycle;
Lyle _lyle;
Car2 _car2;
NamedObject _object6;
Item1 _item1;
Item2 _item2;
SceneText _text;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void dispatch();
};
class Scene810: public SceneExt {
/* Actions */
class Action1: public Action {
public:
virtual void signal();
};
class Action2: public Action {
public:
virtual void signal();
};
/* Items */
class Map: public SceneHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Window: public SceneHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Bookcase: public SceneHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class FaxMachine: public SceneHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class GarbageCan: public SceneHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class FileCabinets: public SceneHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class CoffeeMaker: public SceneHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Shelves: public SceneHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class MicroficheReader: public SceneHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Item10: public SceneHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Pictures: public SceneHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Item12: public SceneHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Background: public SceneHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Desk: public SceneHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Exit: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Objects */
class Lyle: public NamedObjectExt {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Chair: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Object3: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class FaxMachineInset: public FocusObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Object5: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Object7: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
Action1 _action1;
Action2 _action2;
SequenceManager _sequenceManager1, _sequenceManager2;
SpeakerGameText _gameTextSpeaker;
SpeakerJakeJacket _jakeJacketSpeaker;
SpeakerJakeUniform _jakeUniformSpeaker;
SpeakerLyleHat _lyleHatSpeaker;
Lyle _lyle;
Chair _chair;
Object3 _object3;
FaxMachineInset _faxMachineInset;
Object5 _object5;
NamedObject _object6;
Object7 _object7;
Map _map;
Window _window;
Bookcase _bookcase;
FaxMachine _faxMachine;
GarbageCan _garbageCan;
FileCabinets _fileCabinets;
CoffeeMaker _coffeeMaker;
Shelves _shelves;
MicroficheReader _microficheReader;
Item10 _item10;
Pictures _pictures;
Item12 _item12;
Background _background;
Desk _desk;
Exit _exit;
ASoundExt _sound1;
Rect _rect1, _rect2, _rect3;
int _fieldA70, _fieldA72, _fieldA74;
Scene810();
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void process(Event &event);
virtual void dispatch();
};
class Scene820: public SceneExt {
/* Objects */
class PowerButton: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class ForwardButton: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class BackButton: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
SequenceManager _sequenceManager;
ASoundExt _sound1;
SpeakerGameText _gameTextSpeaker;
PowerButton _powerButton;
BackButton _backButton;
ForwardButton _forwardButton;
NamedObject _object4, _object5;
NamedHotspot _item1;
int _pageNumber;
Scene820();
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class Scene830: public PalettedScene {
/* Items */
class SouthEastExit: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class NoteBoard: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Objects */
class Lyle: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Door: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class RentalBoat: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Object5: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
SequenceManager _sequenceManager;
SpeakerGameText _gameTextSpeaker;
SpeakerJakeJacket _jakeJacketSpeaker;
SpeakerLyleHat _lyleHatSpeaker;
NamedObject _object1, _lyle, _object6;
Door _door;
RentalBoat _rentalBoat;
Object5 _object5;
SouthEastExit _seExit;
NoteBoard _noteBoard;
NamedHotspot _item2, _item4, _item5;
NamedHotspot _item6, _item7, _item8;
ASoundExt _sound1;
int _field18A4, _field18A6, _field18A8, _field18AA, _field18AC;
Scene830();
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 Scene840: public PalettedScene {
/* Items */
class Coins: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Exit: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Objects */
class BoatKeysInset: public FocusObject {
class RentalKeys: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class WaveKeys: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
RentalKeys _rentalKeys;
WaveKeys _waveKeys;
bool _usedRentalKeys,_usedWaveKeys;
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void process(Event &event);
virtual bool startAction(CursorType action, Event &event);
};
class BoatKeys: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Carter: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
SequenceManager _sequenceManager1, _sequenceManager2;
NamedObject _object1;
BoatKeysInset _boatKeysInset;
NamedObject _doors;
BoatKeys _boatKeys;
Carter _carter;
NamedObject _lyle;
Coins _coins;
NamedHotspot _item2, _item3, _item4, _item5, _item6;
NamedHotspot _item7, _item8, _item9, _item10, _item11;
NamedHotspot _item12, _item13, _item14, _item15;
NamedHotspot _item16, _item17, _item18;
Exit _exit;
SpeakerGameText _gameTextSpeaker;
SpeakerJakeJacket _jakeJacketSpeaker;
SpeakerJakeUniform _jakeUniformSpeaker;
SpeakerCarter _carterSpeaker;
int _field1ABA, _field1ABC, _field1ABE, _field1AC0;
int _field1AC2, _field1AC4, _field1AC6;
Scene840();
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void process(Event &event);
virtual void dispatch();
};
class Scene850: public SceneExt {
/* Timers */
class Timer1: public Timer {
public:
virtual void signal();
};
public:
SequenceManager _sequenceManager;
Timer1 _timer;
NamedObject _object1;
ASoundExt _sound1;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void signal();
};
class Scene860: public SceneExt {
/* Actions */
class Action1: public Action {
public:
virtual void signal();
};
public:
SequenceManager _sequenceManager;
NamedObject _deadBody, _object2;
NamedHotspot _item1;
Action1 _action1;
Rect _swRect, _neRect, _yachtRect;
ASoundExt _sound1;
int _field87E, _field880, _field886, _field888;
Common::Point _destPos;
Scene860();
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void process(Event &event);
virtual void dispatch();
};
class Scene870: public SceneExt {
/* Actions */
class Action1: public Action {
public:
virtual void signal();
};
/* Objects */
class Lyle: public NamedObjectExt {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Green: public NamedObjectExt {
public:
virtual bool startAction(CursorType action, Event &event);
};
class CrateInset: public FocusObject {
class Jar: public NamedObjectExt {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Rags: public NamedObjectExt {
public:
virtual bool startAction(CursorType action, Event &event);
};
private:
void initContents();
public:
Jar _jar;
Rags _rags;
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual bool startAction(CursorType action, Event &event);
};
/* Items */
class Boat: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Crate: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Exit: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
SequenceManager _sequenceManager;
SpeakerGameText _gameTextSpeaker;
SpeakerJakeJacket _jakeJacketSpeaker;
SpeakerLyleHat _lyleHatSpeaker;
SpeakerGreen _greenSpeaker;
Boat _boat;
Crate _crate;
Exit _exit;
NamedObject _yacht;
Lyle _lyle;
Green _green;
NamedObject _object4, _object5, _object6;
CrateInset _crateInset;
NamedHotspot _lumber, _firePit, _water, _boulders;
NamedHotspot _palmTrees, _sand, _farShore, _item11;
Action1 _action1;
int _field1662, _field1664;
Scene870();
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();
void startStrip(int stripNumber);
};
class Scene880: public SceneExt {
/* Actions */
class Action1: public Action {
private:
static void SequenceManager_callbackProc(int v1, int v2);
public:
virtual void signal();
};
/* Objects */
class Object4: public NamedObjectExt {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Items */
class NorthExit: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class SouthEastExit: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
private:
static void handleAction(Action *action);
public:
SequenceManager _sequenceManager1, _sequenceManager2, _sequenceManager3;
SpeakerGameText _gameTextSpeaker;
SpeakerJakeJacket _jakeJacketSpeaker;
SpeakerLyleHat _lyleHatSpeaker;
Action1 _action1;
NamedObject _object1, _object2, _object3;
Object4 _object4;
NamedObject _object5, _object6, _object7;
NamedHotspot _background;
NorthExit _northExit;
SouthEastExit _seExit;
int _seqNumber;
Scene880();
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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