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https://github.com/libretro/scummvm.git
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119 lines
3.2 KiB
C++
119 lines
3.2 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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* 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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* 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_SCENES1_H
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#define TSAGE_BLUEFORCE_SCENES1_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/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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class BF_Scene100: public Scene {
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/* Actions */
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class Action1: public ActionExt {
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private:
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void setTextStrings(const Common::String &msg1, const Common::String &msg2, Action *action);
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public:
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SceneText _sceneText1, _sceneText2;
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int _textHeight;
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virtual Common::String getClassName() { return "BF100Action1"; }
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virtual void synchronize(Serializer &s) {
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ActionExt::synchronize(s);
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s.syncAsSint16LE(_textHeight);
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}
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virtual void signal();
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};
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class Action2: 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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Action1 _action1;
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Action2 _action2;
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ScenePalette _scenePalette;
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SceneObjectExt2 _object1, _object2, _object3, _object4, _object5;
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int _index;
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BF_Scene100();
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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 BF_Scene109: public GameScene {
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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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/* Texts */
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class Text: public SceneText {
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public:
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Action *_action;
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uint32 _frameNumber;
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int _diff;
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public:
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Text();
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void setup(const Common::String &msg, Action *action);
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virtual Common::String getClassName() { return "BF109Text"; }
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virtual void synchronize(Serializer &s);
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virtual void dispatch();
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};
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public:
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SequenceManager _sequenceManager1, _sequenceManager2, _sequenceManager3;
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SequenceManager _sequenceManager4, _sequenceManager5, _sequenceManager6;
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SequenceManager _sequenceManager7, _sequenceManager8;
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SceneObject _object1, _object2, _protaginist2, _protaginist1, _object5;
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SceneObject _object6, _object7, _bartender, _object9, _object10;
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Text _text;
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BlueAnimatedSpeaker _speaker;
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Action1 _action1;
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Action _action2, _action3;
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public:
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BF_Scene109();
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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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} // End of namespace tSage
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#endif
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