scummvm/engines/lastexpress/entities/francois.h

168 lines
3.9 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 LASTEXPRESS_FRANCOIS_H
#define LASTEXPRESS_FRANCOIS_H
#include "lastexpress/entities/entity.h"
namespace LastExpress {
class LastExpressEngine;
class Francois : public Entity {
public:
Francois(LastExpressEngine *engine);
~Francois() {}
/**
* Resets the entity
*/
DECLARE_FUNCTION(reset)
/**
* Updates parameter 2 using time value
*
* @param time The time to add
*/
DECLARE_FUNCTION_1(updateFromTime, uint32 time)
/**
* Draws the entity
*
* @param sequence The sequence to draw
*/
DECLARE_FUNCTION_1(draw, const char *sequence)
/**
* Handles entering/exiting a compartment.
*
* @param sequence The sequence to draw
* @param compartment The compartment
*/
DECLARE_FUNCTION_2(enterExitCompartment, const char *sequence, ObjectIndex compartment)
/**
* Handles entering/exiting a compartment and updates position/play animation
*
* @param sequence The sequence to draw
* @param compartment The compartment
*/
DECLARE_FUNCTION_2(enterExitCompartment2, const char *sequence, ObjectIndex compartment)
/**
Plays sound
*
* @param filename The sound filename
*/
DECLARE_FUNCTION_1(playSound, const char *filename)
/**
* Saves the game
*
* @param savegameType The type of the savegame
* @param param The param for the savegame (EventIndex or TimeValue)
*/
DECLARE_FUNCTION_2(savegame, SavegameType savegameType, uint32 param)
/**
* Walk
*
* @param car The car
* @param entityPosition The entity position
*/
DECLARE_FUNCTION_2(doWalk, CarIndex car, EntityPosition entityPosition)
DECLARE_FUNCTION(exitCompartment)
DECLARE_FUNCTION(enterCompartment)
DECLARE_FUNCTION_1(rampage, TimeValue timeValue)
DECLARE_FUNCTION(takeWalk)
DECLARE_FUNCTION(haremVisit)
DECLARE_FUNCTION_3(chaseBeetle, ObjectIndex compartment, EntityPosition entityPosition, const char *str)
DECLARE_FUNCTION(findCath)
DECLARE_FUNCTION(letsGo)
/**
* Setup Chapter 1
*/
DECLARE_FUNCTION(chapter1)
/**
* Handle Chapter 1 events
*/
DECLARE_FUNCTION(chapter1Handler)
DECLARE_FUNCTION(inCompartment)
DECLARE_FUNCTION(function20)
/**
* Setup Chapter 2
*/
DECLARE_FUNCTION(chapter2)
/**
* Handle Chapter 2 events
*/
DECLARE_FUNCTION(atBreakfast)
DECLARE_FUNCTION(withMama)
/**
* Setup Chapter 3
*/
DECLARE_FUNCTION(chapter3)
/**
* Handle Chapter 3 events
*/
DECLARE_FUNCTION(chapter3Handler)
/**
* Setup Chapter 4
*/
DECLARE_FUNCTION(chapter4)
/**
* Handle Chapter 4 events
*/
DECLARE_FUNCTION(chapter4Handler)
/**
* Setup Chapter 5
*/
DECLARE_FUNCTION(chapter5)
/**
* Handle Chapter 5 events
*/
DECLARE_FUNCTION(chapter5Handler)
DECLARE_FUNCTION(function30)
DECLARE_NULL_FUNCTION()
private:
bool timeCheckCallbackCompartment(TimeValue timeValue, uint &parameter, byte callback, ObjectIndex compartment, EntityPosition position, const char* sequenceSuffix);
bool timeCheckCallback(TimeValue timeValue, uint &parameter, byte callback, TimeValue timeValue2);
};
} // End of namespace LastExpress
#endif // LASTEXPRESS_FRANCOIS_H