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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_SCENES9_H
#define TSAGE_BLUEFORCE_SCENES9_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 Scene900: public PalettedScene {
/* Items */
class Item1: public NamedHotspot {
public:
bool startAction(CursorType action, Event &event);
};
class Item4: public NamedHotspot {
public:
bool startAction(CursorType action, Event &event);
};
/* Objects */
class Object1: public NamedObject {
public:
bool startAction(CursorType action, Event &event);
};
class Object2: public NamedObjectExt {
public:
bool startAction(CursorType action, Event &event);
};
class Object3: public NamedObjectExt {
public:
bool startAction(CursorType action, Event &event);
};
class Object6: public NamedObject {
public:
bool startAction(CursorType action, Event &event);
};
class Object7: public NamedObject {
public:
bool startAction(CursorType action, Event &event);
};
/* Actions */
class Action1 : public Action {
public:
void signal();
};
class Action2 : public Action {
public:
void signal();
};
class Action3 : public Action {
public:
void signal();
};
class Action4 : public Action {
public:
void signal();
};
public:
SequenceManager _sequenceManager1, _sequenceManager2;
SpeakerGameText _gameTextSpeaker;
SpeakerJakeJacket _jakeJacketSpeaker;
SpeakerLyleHat _lyleHatSpeaker;
Item1 _item1;
Object1 _object1;
Object2 _object2;
Object3 _object3;
NamedHotspot _item2;
NamedHotspot _item3;
NamedObject _object4;
NamedObject _object5;
Object6 _lyle;
Object7 _object7;
Item4 _item4;
ASoundExt _sound1;
Action1 _action1;
Action2 _action2;
Action3 _action3;
Action4 _action4;
int _field1974;
int _field1976;
Scene900();
void postInit(SceneObjectList *OwnerList = NULL);
void signal();
void process(Event &event);
void dispatch();
void synchronize(Serializer &s);
};
class Scene920: public SceneExt {
/* Items */
class Item1: public NamedHotspot {
public:
bool startAction(CursorType action, Event &event);
};
class Item8: public NamedHotspot {
public:
bool startAction(CursorType action, Event &event);
};
public:
SequenceManager _sequenceManager1;
SpeakerGameText _gameTextSpeaker;
SpeakerJakeJacket _jakeJacketSpeaker;
Item1 _crate;
NamedHotspot _item2;
NamedHotspot _item3;
NamedHotspot _item4;
NamedHotspot _item5;
NamedHotspot _item6;
NamedHotspot _item7;
NamedObject _object1;
NamedObject _object2;
NamedObject _object3;
Item8 _exitN;
Common::Point _oldCoord;
void postInit(SceneObjectList *OwnerList = NULL);
void signal();
void process(Event &event);
void dispatch();
void synchronize(Serializer &s);
};
class Scene930: public PalettedScene {
/* Objects */
class Object1: public NamedObject {
public:
bool startAction(CursorType action, Event &event);
};
class Object2: public FocusObject {
public:
bool startAction(CursorType action, Event &event);
};
class Object3: public NamedObject {
public:
bool startAction(CursorType action, Event &event);
};
class Object4: public FocusObject {
public:
bool startAction(CursorType action, Event &event);
};
class Object5: public FocusObject {
public:
bool startAction(CursorType action, Event &event);
};
/* Items */
class Item1: public NamedHotspot {
public:
bool startAction(CursorType action, Event &event);
};
/* Actions */
class Action1 : public Action {
public:
void signal();
};
class Action2 : public Action {
public:
void signal();
};
class Action3 : public Action {
public:
void signal();
};
void showBootWindow();
void subF3C07();
void subF3D6F();
public:
SequenceManager _sequenceManager1;
Object1 _box;
Object2 _object2;
Object3 _boots;
Object4 _bootsWindow;
Object5 _object5;
Item1 _item1;
NamedHotspot _item2;
NamedHotspot _item3;
NamedHotspot _item4;
NamedHotspot _item5;
NamedHotspot _item6;
NamedHotspot _item7;
NamedHotspot _item8;
NamedHotspot _item9;
NamedHotspot _item10;
NamedHotspot _item11;
NamedHotspot _item12;
NamedHotspot _item13;
NamedHotspot _item14;
NamedHotspot _item15;
NamedHotspot _item16;
NamedHotspot _item17;
NamedHotspot _item18;
NamedHotspot _item19;
NamedHotspot _item20;
NamedHotspot _item21;
Action1 _action1;
Action2 _action2;
Action3 _action3;
SpeakerGameText gameTextSpeaker;
int _v141A;
int _v141C;
void postInit(SceneObjectList *OwnerList = NULL);
void signal();
void dispatch();
void synchronize(Serializer &s);
};
class Scene935: public PalettedScene {
/* Actions */
class Action1 : public Action {
public:
void signal();
};
public:
SequenceManager _sequenceManager;
NamedObject _object1;
NamedObject _object2;
NamedObject _object3;
Action1 _action1;
VisualSpeaker _visualSpeaker;
void postInit(SceneObjectList *OwnerList = NULL);
void remove();
void signal();
void dispatch();
};
class Scene940: public SceneExt {
/* Items */
class Item1: public NamedHotspot {
public:
bool startAction(CursorType action, Event &event);
};
/* Actions */
class Action1 : public Action {
public:
void signal();
};
public:
SequenceManager _sequenceManager1;
SequenceManager _sequenceManager2;
SequenceManager _sequenceManager3;
SequenceManager _sequenceManager4;
NamedObject _object1;
NamedObject _object2;
NamedObject _object3;
NamedObject _object4;
NamedObject _object5;
NamedObject _object6;
NamedObject _object7;
NamedObject _object8;
NamedObject _object9;
NamedObject _object10;
NamedObject _object11;
NamedObject _object12;
NamedObject _object13;
NamedObject _object14;
NamedObject _object15;
NamedObject _object16;
NamedObject _object17;
NamedObject _object18;
Item1 _item1;
Action1 _action1;
SpeakerGameText _gameTextSpeaker1;
SpeakerGameText _gameTextSpeaker2;
void postInit(SceneObjectList *OwnerList = NULL);
void remove();
};
} // End of namespace BlueForce
} // End of namespace TsAGE
#endif
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