scummvm/engines/tsage/blue_force/blueforce_scenes1.h

275 lines
6.7 KiB
C++

/* 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_SCENES1_H
#define TSAGE_BLUEFORCE_SCENES1_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 Scene100: public SceneExt {
/* Support classes */
class Text: public SceneText {
public:
virtual Common::String getClassName() { return "BF100Text"; }
virtual void dispatch();
};
/* Actions */
class Action1: public ActionExt {
private:
void setTextStrings(const Common::String &msg1, const Common::String &msg2, Action *action);
public:
Text _sceneText1;
SceneText _sceneText2;
int _textHeight;
virtual Common::String getClassName() { return "BF100Action1"; }
virtual void synchronize(Serializer &s) {
ActionExt::synchronize(s);
s.syncAsSint16LE(_textHeight);
}
virtual void signal();
};
class Action2: public ActionExt {
public:
virtual void signal();
};
public:
SequenceManager _sequenceManager;
Action1 _action1;
Action2 _action2;
ScenePalette _scenePalette;
NamedObject _object1, _object2, _object3, _object4, _object5;
int _index;
Scene100();
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class Scene109: public PalettedScene {
/* 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();
};
/* Texts */
class Text: public SceneText {
public:
Action *_action;
uint32 _frameNumber;
int _diff;
public:
Text();
void setup(const Common::String &msg, Action *action);
virtual Common::String getClassName() { return "BF109Text"; }
virtual void synchronize(Serializer &s);
virtual void dispatch();
};
public:
SequenceManager _sequenceManager1, _sequenceManager2, _sequenceManager3;
SequenceManager _sequenceManager4, _sequenceManager5, _sequenceManager6;
SequenceManager _sequenceManager7, _sequenceManager8;
SceneObject _object1, _object2, _protaginist2, _protaginist1, _object5;
SceneObject _drunk, _object7, _bartender, _object9, _object10;
Text _text;
Action1 _action1;
Action _action2, _action3;
public:
Scene109();
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class Scene110: 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();
virtual void dispatch();
};
class Action4: public Action {
public:
virtual void signal();
virtual void dispatch();
};
class Action5: public Action {
public:
virtual void signal();
};
public:
NamedObject _object1, _object2, _object3, _object4, _object5, _object6, _object7, _object8, _object9, _object10;
ASound _sound;
Action1 _action1;
Action2 _action2;
Action3 _action3;
Action4 _action4;
Action5 _action5;
public:
virtual void postInit(SceneObjectList *OwnerList = NULL);
};
class Scene114: 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);
};
public:
SequenceManager _sequenceManager1;
Vechile _vechile;
Door _door;
NamedObject _lyle;
NamedHotspot _item1;
public:
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class Scene180: public SceneExt {
/* Objects */
class Vechile: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Items */
class GarageExit: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
public:
SequenceManager _sequenceManager;
SpeakerGameText _gameTextSpeaker;
NamedObject _object1;
Vechile _vechile;
NamedHotspot _driveway, _garage, _frontDoor, _house, _street;
NamedHotspot _lawn, _bushes, _palms, _fence, _steps;
NamedHotspot _curb, _sky;
GarageExit _garageExit;
ASoundExt _sound1;
SceneMessage _sceneMessage;
int _fieldC56;
Scene180();
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void process(Event &event);
virtual void dispatch();
};
class Scene190: public SceneExt {
/* Objects */
class Object4: public NamedObject {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Items */
class Item1: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Item2: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
class Exit: public NamedHotspot {
public:
virtual bool startAction(CursorType action, Event &event);
};
/* Actions */
class Action1: public Action {
public:
virtual void signal();
};
public:
SequenceManager _sequenceManager;
FollowerObject _object1;
NamedObject _object2, _object3;
Object4 _object4;
Item1 _item1;
Item2 _item2;
NamedHotspot _item3, _item4, _item5, _item6;
NamedHotspot _item7, _item8, _item9, _item10;
Exit _exit;
Action1 _action1;
ASoundExt _sound;
SpeakerGameText _speaker;
bool _fieldB52;
Scene190();
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
virtual void process(Event &event);
virtual void dispatch();
virtual void synchronize(Serializer &s) {
SceneExt::synchronize(s);
s.syncAsSint16LE(_fieldB52);
}
};
} // End of namespace BlueForce
} // End of namespace TsAGE
#endif