mirror of
https://github.com/libretro/scummvm.git
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409 lines
10 KiB
C++
409 lines
10 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef TSAGE_BLUEFORCE_SCENES5_H
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#define TSAGE_BLUEFORCE_SCENES5_H
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#include "common/scummsys.h"
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#include "tsage/blue_force/blueforce_logic.h"
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#include "tsage/blue_force/blueforce_speakers.h"
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#include "tsage/converse.h"
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#include "tsage/events.h"
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#include "tsage/core.h"
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#include "tsage/scenes.h"
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#include "tsage/globals.h"
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#include "tsage/sound.h"
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namespace TsAGE {
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namespace BlueForce {
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using namespace TsAGE;
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class Scene550: public SceneExt {
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/* Objects */
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class Lyle: public NamedObject {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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class CaravanDoor: public NamedObject {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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class Vechile: public NamedObject {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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/* Actions */
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class Action1: public ActionExt {
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public:
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virtual void signal();
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};
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public:
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SequenceManager _sequenceManager;
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Lyle _lyle;
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CaravanDoor _caravanDoor;
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Vechile _vechile;
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NamedHotspot _item1, _item2, _item3;
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SpeakerGameText _gameTextSpeaker;
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SpeakerLyleHat _lyleHatSpeaker;
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SpeakerJakeJacket _jakeJacketSpeaker;
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Action1 _action1;
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virtual void postInit(SceneObjectList *OwnerList = NULL);
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virtual void signal();
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};
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class Scene551: public Scene550 {
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/* Objects */
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class Vechile: public NamedObject {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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class DrunkStanding: public NamedObjectExt {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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class Drunk: public NamedObjectExt {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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class PatrolCarTrunk: public NamedObject {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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class TrunkInset: public FocusObject {
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public:
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virtual void remove();
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virtual bool startAction(CursorType action, Event &event);
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};
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class TrunkKits: public NamedObject {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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class Harrison: public NamedObjectExt {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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/* Items */
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class Item4: public SceneHotspot {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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/* Actions */
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class Action2: public Action {
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public:
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virtual void signal();
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};
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public:
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SpeakerDrunk _drunkSpeaker;
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SpeakerJakeUniform _jakeUniformSpeaker;
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SpeakerGiggles _gigglesSpeaker;
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Vechile _vechile2;
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DrunkStanding _drunkStanding;
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Drunk _drunk;
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PatrolCarTrunk _patrolCarTrunk;
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TrunkInset _trunkInset;
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TrunkKits _trunkKits;
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Harrison _harrison;
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NamedObject _object11, _object12, _object13;
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SceneObject _object14, _object15;
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Item4 _item4;
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Action2 _action2;
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int _field1CD0, _field1CD2;
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Scene551();
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virtual void synchronize(Serializer &s);
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void postInit(SceneObjectList *OwnerList = NULL);
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virtual void signal();
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virtual void dispatch();
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};
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class Scene560: public SceneExt {
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/* Objects */
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class DeskChair: public NamedObject {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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class Box: public NamedObjectExt {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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class SafeInset: public FocusObject {
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/* Items */
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class Item: public NamedHotspotExt {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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public:
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NamedObject _digit0, _digit1, _digit2;
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Item _item1, _item2, _item3, _item4, _item5, _item6;
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Visage _cursorVisage;
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virtual Common::String getClassName() { return "Scene560_SafeInset"; }
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virtual void postInit(SceneObjectList *OwnerList = NULL);
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virtual void remove();
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virtual void signal();
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virtual void process(Event &event);
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};
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class Nickel: public NamedObject {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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class BoxInset: public FocusObject {
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/* Items */
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class Item1: public NamedHotspot {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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public:
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Item1 _item1;
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virtual Common::String getClassName() { return "Scene560_BoxInset"; }
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virtual void postInit(SceneObjectList *OwnerList = NULL);
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virtual void remove();
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};
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/* Item groups */
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class PicturePart: public NamedHotspotExt {
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public:
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virtual Common::String getClassName() { return "Scene560_PicturePart"; }
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virtual bool startAction(CursorType action, Event &event);
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};
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/* Items */
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class Computer: public NamedHotspot {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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/* Actions */
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class Action1: public Action {
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public:
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virtual void signal();
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};
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class Action2: public Action {
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public:
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virtual void signal();
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};
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class Action3: public Action {
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public:
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virtual void signal();
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};
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public:
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Action1 _action1;
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Action2 _action2;
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Action3 _action3;
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SpeakerGameText _gameTextSpeaker;
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DeskChair _deskChair;
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Box _box;
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SafeInset _safeInset;
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Nickel _nickel;
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BoxInset _boxInset;
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NamedObject _object6;
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PicturePart _picture1, _picture2, _picture3, _picture4;
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Computer _computer;
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NamedHotspot _chair, _lamp, _item4, _trophy, _waterColors, _fileCabinets;
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NamedHotspot _certificate, _bookcase, _desk, _carpet, _item12, _office;
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ASound _sound1;
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bool _field380;
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bool _field11EA;
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Common::Point _destPosition;
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Scene560();
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virtual void postInit(SceneObjectList *OwnerList = NULL);
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virtual void signal();
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virtual void process(Event &event);
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virtual void dispatch();
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};
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class Scene570: public SceneExt {
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/* Custom classes */
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class PasswordEntry: public EventHandler {
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private:
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void checkPassword();
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public:
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SceneText _passwordText, _entryText;
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Common::String _passwordStr, _entryBuffer;
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PasswordEntry();
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virtual Common::String getClassName() { return "Scene570_PasswordEntry"; }
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virtual void synchronize(Serializer &s);
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virtual void postInit(SceneObjectList *OwnerList = NULL);
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virtual void process(Event &event);
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};
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class Icon: public NamedObject {
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public:
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SceneText _sceneText;
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int _iconId, _folderId, _parentFolderId;
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Common::String _text;
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Icon();
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virtual Common::String getClassName() { return "Scene570_Custom2"; }
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virtual void synchronize(Serializer &s);
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virtual void remove();
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virtual bool startAction(CursorType action, Event &event);
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void setDetails(int iconId, int folderId, int parentFolderId, const Common::String &msg);
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};
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class IconManager: public EventHandler {
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public:
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NamedObject _object1;
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SynchronizedList<Icon *> _list;
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int _mode, _selectedFolder, _fieldAA, _fieldAC;
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IconManager();
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virtual void remove();
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void setup(int mode);
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void hideList();
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void refreshList();
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void addItem(Icon *item);
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};
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/* Objects */
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class PowerSwitch: public NamedObject {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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class PrinterIcon: public NamedObject {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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class Object3: public FocusObject {
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public:
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virtual void remove();
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};
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/* Items */
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class FloppyDrive: public NamedHotspot {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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public:
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SequenceManager _sequenceManager;
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SpeakerGameText _gameTextSpeaker;
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PasswordEntry _passwordEntry;
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PowerSwitch _powerSwitch;
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PrinterIcon _printerIcon;
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Object3 _object3;
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NamedObjectExt _object4;
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Icon _folder1, _folder2, _folder3, _folder4;
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Icon _icon1, _icon2, _icon3, _icon4, _icon5;
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Icon _icon6, _icon7, _icon8, _icon9;
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IconManager _iconManager;
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FloppyDrive _floppyDrive;
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NamedHotspot _monitor, _item3, _case, _keyboard, _desk;
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NamedHotspot _item7, _printer, _window, _plant, _item11;
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ASound _sound1;
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virtual void postInit(SceneObjectList *OwnerList = NULL);
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virtual void signal();
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virtual void process(Event &event);
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};
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class Scene580: public SceneExt {
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/* Objects */
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class Vechile: public NamedObject {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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class Door: public NamedObject {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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class Lyle: public NamedObject {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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public:
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SequenceManager _sequenceManager;
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Vechile _vechile;
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Door _door;
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Lyle _lyle;
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NamedHotspot _item1;
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SpeakerGameText _gameTextSpeaker;
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virtual void postInit(SceneObjectList *OwnerList = NULL);
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virtual void signal();
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virtual void process(Event &event);
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};
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class Scene590: public PalettedScene {
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/* Objects */
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class Laura: public NamedObject {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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class Skip: public NamedObject {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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/* Items */
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class Exit: public NamedHotspot {
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public:
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virtual bool startAction(CursorType action, Event &event);
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};
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/* Actions */
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class Action1: public Action {
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public:
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virtual void signal();
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};
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class Action2: public Action {
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public:
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virtual void signal();
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};
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public:
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SequenceManager _sequenceManager;
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Laura _laura;
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Skip _skip;
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SceneObject _object3;
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Exit _exit;
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NamedHotspot _item2, _item3, _item4, _item5, _item6, _item7;
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NamedHotspot _item8, _item9, _item10, _item11, _item12;
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SpeakerSkip _skipSpeaker;
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SpeakerJakeJacket _jakeJacketSpeaker;
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SpeakerLaura _lauraSpeaker;
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ASoundExt _sound1;
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Action1 _action1;
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Action2 _action2;
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int _field17DC, _field17DE, _stripNumber, _field17E2;
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Scene590();
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virtual void synchronize(Serializer &s);
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virtual void postInit(SceneObjectList *OwnerList = NULL);
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virtual void signal();
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virtual void process(Event &event);
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virtual void dispatch();
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};
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} // End of namespace BlueForce
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} // End of namespace TsAGE
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#endif
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