mirror of
https://github.com/libretro/scummvm.git
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190 lines
4.7 KiB
C++
190 lines
4.7 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_SCENES0_H
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#define TSAGE_BLUEFORCE_SCENES0_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 Scene20 : public SceneExt {
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/* Actions */
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class Action1 : public Action {
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private:
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ASoundExt _sound;
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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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ScenePalette _scenePalette;
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SceneObject _tsunamiWave, _letterT, _letterS, _letterU;
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SceneObject _letterN, _letterA, _letterM, _letterI;
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virtual void postInit(SceneObjectList *OwnerList = NULL);
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};
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class Scene50: public SceneExt {
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class Tooltip: public SavedObject {
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public:
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Rect _bounds;
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Common::String _msg;
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int _newSceneNumber;
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int _locationId;
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public:
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Tooltip();
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void set(const Rect &bounds, int sceneNum, const Common::String &msg, int locationId);
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void update();
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void highlight(bool btnDown);
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virtual Common::String getClassName() { return "Scene50_Tooltip"; }
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virtual void synchronize(Serializer &s);
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};
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class Tooltip2: public Action {
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public:
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Tooltip2(): Action() {}
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virtual Common::String getClassName() { return "Scene50_Tooltip2"; }
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virtual void signal();
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virtual void dispatch();
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};
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public:
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int _sceneNumber;
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SceneText _text;
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SceneItemType2 _item;
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Tooltip _location1, _location2, _location3, _location4, _location5;
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Tooltip _location6, _location7, _location8, _location9;
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Timer _timer;
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public:
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virtual Common::String getClassName() { return "Scene50"; }
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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 Scene60 : public SceneExt {
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/* Items */
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class Ignition: public NamedHotspot {
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private:
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bool check1();
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bool check2();
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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 Item3: 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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class Radio: 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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class Compartment: 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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/* Objects */
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class MirandaCard: 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 TicketBook: 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 CompartmentDoor: public NamedObject {
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public:
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bool _flag;
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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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private:
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int useRadio();
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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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SequenceManager _sequenceManager;
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Action1 _action1;
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Action2 _action2;
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Action3 _action3;
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NamedObject _object1;
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MirandaCard _mirandaCard;
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TicketBook _ticketBook;
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CompartmentDoor _compartmentDoor;
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SceneObject _dashboard;
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BackgroundSceneObject _car;
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NamedHotspot _item1;
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Ignition _ignition;
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Item3 _item3;
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Radio _radio;
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Compartment _compartment;
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SpeakerGameText _gameTextSpeaker;
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SpeakerJakeRadio _jakeRadioSpeaker;
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ASound _sound;
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int _newScene;
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int _sceneNumber;
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int _visage;
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CursorType _cursorId;
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// TODO: Check if really useless in original
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bool _field1222;
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Scene60();
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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 remove();
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virtual void signal();
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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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