mirror of
https://github.com/libretro/scummvm.git
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271 lines
6.8 KiB
C++
271 lines
6.8 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_SCENES4_H
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#define TSAGE_BLUEFORCE_SCENES4_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 Scene410: public SceneExt {
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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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class Action4: public Action {
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public:
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virtual void signal();
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};
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class Action5: public Action {
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public:
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virtual void signal();
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};
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class Action6: public Action {
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public:
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virtual void signal();
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};
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class Action7: public Action {
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public:
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virtual void signal();
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};
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/* Objects */
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class Driver: 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 Passenger: 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 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 Motorcycle: 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 TruckFront: 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 _sequenceManager1, _sequenceManager2, _sequenceManager3;
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Driver _driver;
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Passenger _passenger;
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Harrison _harrison;
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NamedObject _patrolCar, _object5, _object6;
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NamedHotspot _background;
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Motorcycle _motorcycle;
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NamedHotspot _truckBack;
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TruckFront _truckFront;
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Action1 _action1;
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Action2 _action2;
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Action3 _action3;
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Action4 _action4;
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Action5 _action5;
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Action6 _action6;
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Action7 _action7;
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SpeakerGameText _gameTextSpeaker;
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SpeakerJakeUniform _jakeUniformSpeaker;
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SpeakerHarrison _harrisonSpeaker;
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SpeakerDriver _driverSpeaker;
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SpeakerShooter _shooterSpeaker;
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ASoundExt _sound1;
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int _field1FB6, _talkCount, _field1FBA;
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int _field1FBC, _field1FBE;
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int _field1FC0, _field1FC2, _field1FC4;
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Scene410();
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virtual void postInit(SceneObjectList *OwnerList = NULL);
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virtual void synchronize(Serializer &s);
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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 Scene415: public SceneExt {
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/* Objects */
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class GunInset: public FocusObject {
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public:
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virtual bool startAction(CursorType action, Event &event);
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virtual void remove();
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};
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class GunAndWig: 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 BulletsInset: public FocusObject {
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public:
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virtual bool startAction(CursorType action, Event &event);
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virtual void remove();
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};
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class DashDrawer: 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 TheBullets: 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 Lever: 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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private:
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void showBullets();
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void showGunAndWig();
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public:
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SequenceManager _sequenceManager;
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GunInset _gunInset;
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GunAndWig _gunAndWig;
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BulletsInset _bulletsInset;
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DashDrawer _dashDrawer;
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TheBullets _theBullets;
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NamedObject _animatedSeat;
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NamedHotspot _item1, _steeringWheel, _horn, _dashboard;
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NamedHotspot _seat, _windowLever, _item7, _seatBelt;
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Lever _lever;
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SpeakerJakeRadio _jakeRadioSpeaker;
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bool _scoreWigRapFlag, _scoreBulletRapFlag;
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Scene415();
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virtual void postInit(SceneObjectList *OwnerList = NULL);
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virtual void synchronize(Serializer &s);
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virtual void signal();
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virtual void dispatch();
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};
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class Scene440: public SceneExt {
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/* Objects */
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class Doorway: 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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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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/* 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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SequenceManager _sequenceManager;
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SpeakerGameText _gameTextSpeaker;
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Doorway _doorway;
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Vechile _vechile;
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Lyle _lyle;
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Item1 _item1;
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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 Scene450: public SceneExt {
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/* Objects */
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class Weasel: 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 Object2: 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 PinBoy: 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 Manager: 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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public:
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SequenceManager _sequenceManager;
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SpeakerGameText _gameTextSpeaker;
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SpeakerLyleHat _lyleHatSpeaker;
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SpeakerJakeJacket _jakeJacketSpeaker;
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SpeakerJakeUniform _jakeUniformSpeaker;
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SpeakerEugene _eugeneSpeaker;
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SpeakerWeasel _weaselSpeaker;
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SpeakerBilly _billySpeaker;
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Weasel _weasel;
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NamedObject _object2;
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PinBoy _pinBoy;
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Manager _manager;
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NamedObject _door, _counterDoor;
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Exit _exit;
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NamedHotspot _interior, _shelf, _counter;
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int _field19AC, _field19AE;
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Scene450();
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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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};
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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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