Initial commit
This commit is contained in:
891
engines/tsage/blue_force/blueforce_scenes3.h
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891
engines/tsage/blue_force/blueforce_scenes3.h
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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||||
* the Free Software Foundation, either version 3 of the License, or
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||||
* (at your option) any later version.
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||||
*
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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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||||
*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef TSAGE_BLUEFORCE_SCENES3_H
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#define TSAGE_BLUEFORCE_SCENES3_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 Scene300: public SceneExt {
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/* Objects */
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class Object: public NamedObject {
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public:
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int _stripNumber;
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public:
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Object(int stripNumber) { _stripNumber = stripNumber; }
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bool startAction(CursorType action, Event &event) override;
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};
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class Object19: public NamedObject {
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public:
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bool startAction(CursorType action, Event &event) override;
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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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bool startAction(CursorType action, Event &event) override;
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};
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class Item2: public NamedHotspot {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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class Item14: public NamedHotspot {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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class Item15: public NamedHotspot {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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/* Actions */
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class Action1: public Action {
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public:
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void signal() override;
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};
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class Action2: public Action {
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public:
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void signal() override;
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};
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class Action3: public Action {
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public:
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void signal() override;
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};
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class Action4: public Action {
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public:
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void signal() override;
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};
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class Action5: public Action {
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public:
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void signal() override;
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};
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private:
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void setupInspection();
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public:
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SequenceManager _sequenceManager1, _sequenceManager2;
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SequenceManager _sequenceManager3, _sequenceManager4;
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NamedObject _object1;
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FollowerObject _object2, _object3, _object4, _object5, _object6, _object7;
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SceneObject _object8, _object9, _object10;
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NamedObject _object11, _object12;
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Object _object13, _object14, _object15, _object16;
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NamedObject _object17, _object18;
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Object19 _object19;
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Item1 _item1;
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Item2 _item2;
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NamedHotspot _item3, _item4, _item5, _item6, _item7;
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NamedHotspot _item8, _item9, _item10, _item11;
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NamedHotspot _item12, _item13;
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Item14 _item14;
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Item15 _item15;
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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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SpeakerGameText _gameTextSpeaker;
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SpeakerSutter _sutterSpeaker;
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SpeakerDoug _dougSpeaker;
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SpeakerJakeNoHead _jakeSpeaker;
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TimerExt _timer;
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int _field2760, _field2762;
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Scene300();
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void postInit(SceneObjectList *OwnerList = NULL) override;
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void signal() override;
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void process(Event &event) override;
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void dispatch() override;
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};
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class Scene315: public SceneExt {
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/* Objects */
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class BulletinMemo: public NamedObject {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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class Object2: public NamedObject {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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class ATFMemo: public NamedObject {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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/* Items */
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class Barry: public NamedHotspot {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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class SutterSlot: public NamedHotspot {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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class Sign: public NamedHotspot {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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class BulletinBoard: public NamedHotspot {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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class CleaningKit: public NamedHotspot {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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class BriefingMaterial: public NamedHotspot {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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class WestExit: public NamedHotspot {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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class SouthWestExit: public NamedHotspot {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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/* Actions */
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class Action1: public Action {
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public:
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void signal() override;
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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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SpeakerSutter _sutterSpeaker;
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SpeakerHarrison _harrisonSpeaker;
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SpeakerJakeJacket _jakeJacketSpeaker;
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SpeakerJakeUniform _jakeUniformSpeaker;
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SpeakerJailer _jailerSpeaker;
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Barry _barry;
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SutterSlot _sutterSlot;
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NamedHotspot _item3;
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Sign _sign;
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BulletinBoard _bulletinBoard;
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BulletinMemo _bulletinMemo;
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Object2 _object2;
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ATFMemo _atfMemo;
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SceneObject _object4, _object5, _object6;
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SceneObject _object7, _object8, _object9;
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NamedHotspot _item6, _item7, _item8, _item9;
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NamedHotspot _item10, _item11, _item12, _item13;
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CleaningKit _cleaningKit;
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BriefingMaterial _briefingMaterial;
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WestExit _westExit;
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SouthWestExit _swExit;
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Action1 _action1;
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int _stripNumber;
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int _field1398;
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int _invGreenCount, _bookGreenCount, _invGangCount;
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int _bookGangCount, _field1B6C, _field139C;
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bool _field1B68, _doorOpened;
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CursorType _currentCursor;
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Scene315();
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void synchronize(Serializer &s) override;
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void postInit(SceneObjectList *OwnerList = NULL) override;
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void signal() override;
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void process(Event &event) override;
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void dispatch() override;
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};
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class Scene325: public SceneExt {
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/* Items */
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class Item1: public NamedHotspot {
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public:
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bool startAction(CursorType action, Event &event) override;
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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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SpeakerPSutter _PSutterSpeaker;
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Item1 _item1;
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NamedObject _object1, _object2, _object3, _object4, _object5;
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void postInit(SceneObjectList *OwnerList = NULL) override;
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void signal() override;
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};
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class Scene330: public SceneExt {
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class Timer1: public Timer {
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public:
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void signal() override;
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};
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public:
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SequenceManager _sequenceManager;
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NamedObject _object1;
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SceneObject _object2;
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ASoundExt _sound1, _sound2;
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Timer1 _timer;
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int _seqNumber;
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Scene330();
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void synchronize(Serializer &s) override;
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void postInit(SceneObjectList *OwnerList = NULL) override;
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void remove() override;
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void signal() override;
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};
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class Scene340: public PalettedScene {
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/* Actions */
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class Action1: public Action {
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public:
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void signal() override;
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};
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class Action2: public Action {
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public:
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void signal() override;
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};
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class Action3: public Action {
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public:
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void signal() override;
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};
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class Action4: public Action {
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public:
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void signal() override;
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};
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class Action5: public Action {
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public:
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void signal() override;
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};
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class Action6: public Action {
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public:
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void signal() override;
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};
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class Action7: public Action {
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public:
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void signal() override;
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};
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class Action8: public Action {
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public:
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void signal() override;
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void process(Event &event) override;
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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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bool startAction(CursorType action, Event &event) override;
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};
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class WestExit: public NamedHotspot {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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class SouthWestExit: public NamedHotspot {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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class NorthExit: public NamedHotspot {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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/* Objects */
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class Child: public NamedObject {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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class Woman: public NamedObject {
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public:
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bool startAction(CursorType action, Event &event) override;
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};
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class Harrison: public NamedObject {
|
||||
public:
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bool startAction(CursorType action, Event &event) override;
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||||
};
|
||||
|
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/* Timers */
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class Timer2: public Timer {
|
||||
public:
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void signal() override;
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};
|
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public:
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||||
SequenceManager _sequenceManager1, _sequenceManager2, _sequenceManager3;
|
||||
Child _child;
|
||||
Woman _woman;
|
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Harrison _harrison;
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||||
SceneObject _object4, _object5;
|
||||
Item1 _item1;
|
||||
NamedHotspot _item2, _item3;
|
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WestExit _westExit;
|
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SouthWestExit _swExit;
|
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NorthExit _northExit;
|
||||
Action1 _action1;
|
||||
Action2 _action2;
|
||||
Action3 _action3;
|
||||
Action4 _action4;
|
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Action5 _action5;
|
||||
Action6 _action6;
|
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Action7 _action7;
|
||||
Action8 _action8;
|
||||
SpeakerGameText _gameTextSpeaker;
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SpeakerJordan _jordanSpeaker;
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SpeakerSkipB _skipBSpeaker;
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SpeakerJakeUniform _jakeUniformSpeaker;
|
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SpeakerHarrison _harrisonSpeaker;
|
||||
ASoundExt _sound1, _sound2;
|
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TimerExt _timer1;
|
||||
Timer2 _timer2;
|
||||
int _seqNumber1, _womanDialogCount, _backupPresent;
|
||||
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Scene340();
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void synchronize(Serializer &s) override;
|
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void postInit(SceneObjectList *OwnerList = NULL) override;
|
||||
void remove() override;
|
||||
void signal() override;
|
||||
void process(Event &event) override;
|
||||
void dispatch() override;
|
||||
};
|
||||
|
||||
class Scene342: public PalettedScene {
|
||||
/* Items */
|
||||
class Item1: public NamedHotspot {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class WestExit: public NamedHotspot {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class SouthWestExit: public NamedHotspot {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class NorthExit: public NamedHotspot {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
|
||||
/* Objects */
|
||||
class Lyle: public NamedObject {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
|
||||
/* Timers */
|
||||
class Timer1: public Timer {
|
||||
public:
|
||||
void signal() override;
|
||||
};
|
||||
public:
|
||||
SequenceManager _sequenceManager1, _sequenceManager2;
|
||||
Lyle _lyle;
|
||||
NamedObject _object2;
|
||||
SceneObject _object3, _object4;
|
||||
Item1 _item1;
|
||||
NamedHotspot _item2, _item3;
|
||||
WestExit _westExit;
|
||||
SouthWestExit _swExit;
|
||||
NorthExit _northExit;
|
||||
SpeakerGameText _gameTextSpeaker;
|
||||
SpeakerJakeJacket _jakeJacketSpeaker;
|
||||
SpeakerLyleHat _lyleHatSpeaker;
|
||||
ASoundExt _sound1;
|
||||
Timer1 _timer1;
|
||||
int _field1A1A;
|
||||
|
||||
Scene342();
|
||||
void synchronize(Serializer &s) override;
|
||||
void postInit(SceneObjectList *OwnerList = NULL) override;
|
||||
void remove() override;
|
||||
void signal() override;
|
||||
void process(Event &event) override;
|
||||
void dispatch() override;
|
||||
};
|
||||
|
||||
class Scene350: public SceneExt {
|
||||
/* Items */
|
||||
class FireBox: public NamedHotspot {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Yacht: public NamedHotspot {
|
||||
public:
|
||||
bool _flag;
|
||||
|
||||
Common::String getClassName() override { return "Scene350_Item6"; }
|
||||
void synchronize(Serializer &s) override;
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class SouthWestExit: public NamedHotspot {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
|
||||
/* Objects */
|
||||
class Hook: public NamedObject {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class FireboxInset: public FocusObject {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
|
||||
/* Timers */
|
||||
class Timer1: public Timer {
|
||||
public:
|
||||
void signal() override;
|
||||
};
|
||||
public:
|
||||
SequenceManager _sequenceManager1, _sequenceManager2, _sequenceManager3;
|
||||
NamedObject _harrison;
|
||||
SceneObject _yachtDoor;
|
||||
BackgroundSceneObject _yachtBody;
|
||||
Hook _hook;
|
||||
FireboxInset _fireBoxInset;
|
||||
NamedHotspot _item1, _item2, _item3, _item4;
|
||||
FireBox _fireBox;
|
||||
Yacht _yacht;
|
||||
SouthWestExit _swExit;
|
||||
SpeakerGameText _gameTextSpeaker;
|
||||
SpeakerJakeUniform _jakeUniformSpeaker;
|
||||
SpeakerHarrison _harrisonSpeaker;
|
||||
ASoundExt _sound1, _sound2;
|
||||
Timer1 _timer1;
|
||||
int _field1D44, _field1D46;
|
||||
|
||||
Scene350();
|
||||
void postInit(SceneObjectList *OwnerList = NULL) override;
|
||||
void remove() override;
|
||||
void signal() override;
|
||||
void process(Event &event) override;
|
||||
void checkGun() override;
|
||||
};
|
||||
|
||||
class Scene355: public PalettedScene {
|
||||
/* Objects */
|
||||
class Doorway: public NamedObject {
|
||||
public:
|
||||
int _mode1356Count, _talkCount;
|
||||
bool _onDuty;
|
||||
|
||||
Doorway() { _mode1356Count = _talkCount = 0; _onDuty = false; }
|
||||
Common::String getClassName() override { return "Scene355_Doorway"; }
|
||||
void synchronize(Serializer &s) override;
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Locker: public NamedObject {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class LockerInset: public FocusObject {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Object5: public NamedObject {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Green: public NamedObjectExt {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Lyle: public NamedObjectExt {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Object8: public NamedObject {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
|
||||
/* Items */
|
||||
class Item1: public SceneHotspot {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Item2: public NamedHotspot {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Item3: public SceneHotspotExt {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Item4: public SceneHotspot {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Pouch: public NamedHotspot {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Item11: public NamedHotspot {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class RentalExit: public NamedHotspot {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
|
||||
/* Actions */
|
||||
class Action1: public Action {
|
||||
public:
|
||||
void signal() override;
|
||||
};
|
||||
class Action2: public Action {
|
||||
public:
|
||||
void signal() override;
|
||||
};
|
||||
public:
|
||||
SequenceManager _sequenceManager;
|
||||
SpeakerGameText _gameTextSpeaker;
|
||||
SpeakerJakeUniform _jakeUniformSpeaker;
|
||||
SpeakerJakeJacket _jakeJacketSpeaker;
|
||||
SpeakerHarrison _harrisonSpeaker;
|
||||
SpeakerLyleHat _lyleHatSpeaker;
|
||||
SpeakerGreen _greenSpeaker;
|
||||
NamedObject _harrison;
|
||||
Doorway _doorway;
|
||||
Locker _locker;
|
||||
LockerInset _lockerInset;
|
||||
Object5 _object5;
|
||||
Green _green;
|
||||
Lyle _lyle;
|
||||
Object8 _object8;
|
||||
NamedObject _object9, _object10, _object11;
|
||||
Item1 _item1;
|
||||
Item2 _item2;
|
||||
Item3 _item3;
|
||||
Item4 _item4;
|
||||
Pouch _pouch;
|
||||
NamedHotspot _item6, _item7, _item8;
|
||||
NamedHotspot _item9, _item10;
|
||||
Item11 _item11;
|
||||
RentalExit _rentalExit;
|
||||
ASoundExt _sound1, _sound2, _sound3;
|
||||
Action1 _action1;
|
||||
Action2 _action2;
|
||||
int _nextSceneMode;
|
||||
bool _modeFlag;
|
||||
|
||||
Scene355();
|
||||
void synchronize(Serializer &s) override;
|
||||
void postInit(SceneObjectList *OwnerList = NULL) override;
|
||||
void signal() override;
|
||||
void process(Event &event) override;
|
||||
void dispatch() override;
|
||||
|
||||
void setMode(bool mode, int sceneMode);
|
||||
};
|
||||
|
||||
class Scene360: public SceneExt {
|
||||
/* Objects */
|
||||
class SlidingDoor: public NamedObject {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Window: public NamedObject {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Object4: public NamedObject {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class BaseballCards: public NamedObject {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Harrison: public NamedObject {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Object7: public NamedObject {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
|
||||
/* Items */
|
||||
class Item1: public SceneHotspot {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Item2: public SceneHotspot {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Item3: public SceneHotspot {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Barometer: public SceneHotspot {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
|
||||
/* Actions */
|
||||
class Action1: public Action {
|
||||
public:
|
||||
void signal() override;
|
||||
};
|
||||
public:
|
||||
SequenceManager _sequenceManager1, _sequenceManager2;
|
||||
SpeakerGameText _gameTextSpeaker;
|
||||
SpeakerJakeUniform _jakeUniformSpeaker;
|
||||
SpeakerHarrison _harrisonSpeaker;
|
||||
SpeakerGreen _greenSpeaker;
|
||||
SlidingDoor _slidingDoor;
|
||||
SceneObject _object2;
|
||||
Window _window;
|
||||
Object4 _object4;
|
||||
BaseballCards _baseballCards;
|
||||
Harrison _harrison;
|
||||
Object7 _object7;
|
||||
Item1 _item1;
|
||||
Item2 _item2;
|
||||
Item3 _item3;
|
||||
Barometer _barometer;
|
||||
Action1 _action1;
|
||||
ASound _sound1;
|
||||
|
||||
void synchronize(Serializer &s) override;
|
||||
void postInit(SceneObjectList *OwnerList = NULL) override;
|
||||
void signal() override;
|
||||
void process(Event &event) override;
|
||||
void dispatch() override;
|
||||
};
|
||||
|
||||
class Scene370: public SceneExt {
|
||||
/* Items */
|
||||
class Item1: public NamedHotspot {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Item6: public SceneHotspot {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Exit: public NamedHotspot {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
|
||||
/* Objects */
|
||||
class GreensGun: public NamedObject {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Green: public NamedObject2 {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Harrison: public NamedObject {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Laura: public NamedObject {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
|
||||
/* Speakers */
|
||||
class SpeakerLaura370: public SpeakerLaura {
|
||||
public:
|
||||
void setText(const Common::String &msg) override;
|
||||
};
|
||||
public:
|
||||
SequenceManager _sequenceManager;
|
||||
SpeakerGameText _gameTextSpeaker;
|
||||
SpeakerJakeUniform _jakeUniformSpeaker;
|
||||
SpeakerLaura370 _lauraSpeaker;
|
||||
SpeakerLauraHeld _lauraHeldSpeaker;
|
||||
SpeakerGreen _greenSpeaker;
|
||||
SpeakerHarrison _harrisonSpeaker;
|
||||
GreensGun _greensGun;
|
||||
Green _green;
|
||||
Harrison _harrison;
|
||||
Laura _laura;
|
||||
NamedObject _object5;
|
||||
SceneObject _object6;
|
||||
Item1 _item1;
|
||||
NamedHotspot _item2, _item3, _item4, _item5;
|
||||
Item6 _item6;
|
||||
Exit _exit;
|
||||
ASound _sound1;
|
||||
|
||||
void postInit(SceneObjectList *OwnerList = NULL) override;
|
||||
void signal() override;
|
||||
void process(Event &event) override;
|
||||
void dispatch() override;
|
||||
};
|
||||
|
||||
class Scene380: public SceneExt {
|
||||
/* Objects */
|
||||
class Vechile: public NamedObjectExt {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Door: public NamedObjectExt {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
public:
|
||||
SequenceManager _sequenceManager;
|
||||
SpeakerGameText _gameTextSpeaker;
|
||||
Vechile _vechile;
|
||||
Door _door;
|
||||
NamedHotspot _item1, _item2, _item3, _item4, _item5;
|
||||
NamedHotspot _item6, _item7, _item8, _item9;
|
||||
|
||||
void postInit(SceneObjectList *OwnerList = NULL) override;
|
||||
void signal() override;
|
||||
};
|
||||
|
||||
class Scene385: public SceneExt {
|
||||
/* Items */
|
||||
class Exit: public NamedHotspot {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
|
||||
/* Objects */
|
||||
class Door: public NamedObject {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Jim: public NamedObject {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Dezi: public NamedObject {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
|
||||
/* Actions */
|
||||
class Action1: public Action {
|
||||
public:
|
||||
void signal() override;
|
||||
};
|
||||
class Action2: public Action {
|
||||
public:
|
||||
void signal() override;
|
||||
};
|
||||
public:
|
||||
SequenceManager _sequenceManager;
|
||||
Action1 _action1;
|
||||
Action2 _action2;
|
||||
Door _door;
|
||||
Jim _jim;
|
||||
Dezi _dezi;
|
||||
SpeakerGameText _gameTextSpeaker;
|
||||
SpeakerJim _jimSpeaker;
|
||||
SpeakerDezi _deziSpeaker;
|
||||
SpeakerJake385 _jake385Speaker;
|
||||
NamedHotspot _item1, _item2, _item3, _item4, _item5;
|
||||
Exit _exit;
|
||||
int _talkAction;
|
||||
bool _jimFlag;
|
||||
|
||||
Scene385();
|
||||
void synchronize(Serializer &s) override;
|
||||
void postInit(SceneObjectList *OwnerList = NULL) override;
|
||||
void signal() override;
|
||||
void process(Event &event) override;
|
||||
void dispatch() override;
|
||||
};
|
||||
|
||||
class Scene390: public SceneExt {
|
||||
/* Items */
|
||||
class BookingForms: public NamedHotspotExt {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
|
||||
/* Objects */
|
||||
class Green: public NamedObjectExt {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Object2: public NamedObjectExt {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Object3: public NamedObject {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class GangMember1: public NamedObjectExt {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class GangMember2: public NamedObjectExt {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
class Door: public NamedObject {
|
||||
public:
|
||||
bool startAction(CursorType action, Event &event) override;
|
||||
};
|
||||
|
||||
/* Actions */
|
||||
class Action1: public Action {
|
||||
public:
|
||||
void signal() override;
|
||||
};
|
||||
public:
|
||||
SequenceManager _sequenceManager;
|
||||
SpeakerGameText _gameTextSpeaker;
|
||||
SpeakerJakeUniform _jakeUniformSpeaker;
|
||||
SpeakerJakeJacket _jakeJacketSpeaker;
|
||||
SpeakerGreen _greenSpeaker;
|
||||
SpeakerJailer _jailerSpeaker;
|
||||
SpeakerDriver _driverSpeaker;
|
||||
SpeakerShooter _shooterSpeaker;
|
||||
Action1 _action1;
|
||||
Green _green;
|
||||
Object2 _object2;
|
||||
Object3 _object3;
|
||||
GangMember1 _gangMember1;
|
||||
GangMember2 _gangMember2;
|
||||
Door _door;
|
||||
NamedHotspot _item1, _item3, _item4;
|
||||
BookingForms _bookingForms;
|
||||
|
||||
void postInit(SceneObjectList *OwnerList = NULL) override;
|
||||
void signal() override;
|
||||
};
|
||||
|
||||
} // End of namespace BlueForce
|
||||
|
||||
} // End of namespace TsAGE
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user