scummvm/engines/tsage/blue_force/blueforce_scenes1.h

119 lines
3.2 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/converse.h"
#include "tsage/events.h"
#include "tsage/core.h"
#include "tsage/scenes.h"
#include "tsage/globals.h"
#include "tsage/sound.h"
namespace tSage {
class BF_Scene100: public Scene {
/* Actions */
class Action1: public ActionExt {
private:
void setTextStrings(const Common::String &msg1, const Common::String &msg2, Action *action);
public:
SceneText _sceneText1, _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;
SceneObjectExt2 _object1, _object2, _object3, _object4, _object5;
int _index;
BF_Scene100();
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
class BF_Scene109: public GameScene {
/* 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 _object6, _object7, _bartender, _object9, _object10;
Text _text;
BlueAnimatedSpeaker _speaker;
Action1 _action1;
Action _action2, _action3;
public:
BF_Scene109();
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void signal();
};
} // End of namespace tSage
#endif