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https://github.com/libretro/scummvm.git
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220 lines
5.4 KiB
C++
220 lines
5.4 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 LASTEXPRESS_MERTENS_H
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#define LASTEXPRESS_MERTENS_H
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#include "lastexpress/entities/entity.h"
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namespace LastExpress {
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class LastExpressEngine;
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class Mertens : public Entity {
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private:
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// The type of action when entering Tyler compartment
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enum MertensActionType {
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kMertensActionNone = 0,
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kMertensAction1 = 1,
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kMertensAction2 = 2,
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kMertensAction3 = 3
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};
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public:
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Mertens(LastExpressEngine *engine);
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~Mertens() {}
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/**
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* Resets the entity
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*/
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DECLARE_FUNCTION(reset)
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/**
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* Handle meeting Coudert with the blooded jacket
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*
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* @param sequence The sequence to draw
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*/
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DECLARE_FUNCTION_1(bloodJacket, const char *sequence)
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/**
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* Handles entering/exiting a compartment.
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*
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* @param sequence The sequence to draw
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* @param compartment The compartment
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*/
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DECLARE_FUNCTION_2(enterExitCompartment, const char *sequence, ObjectIndex compartment)
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/**
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* Handles entering/exiting a compartment and updates position/play animation
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*
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* @param sequence The sequence to draw
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* @param compartment The compartment
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*/
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DECLARE_FUNCTION_2(enterExitCompartment2, const char *sequence, ObjectIndex compartment)
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/**
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* Handles entering/exiting a compartment.
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*
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* @param sequence The sequence to draw
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* @param compartment The compartment
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* @param entityPosition1 The entity position
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* @param entityPosition1 The entity position to check
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*
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* @note We are not using the shared function due to too many differences
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*/
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DECLARE_FUNCTION_4(enterExitCompartment3, const char *sequence, ObjectIndex compartment, EntityPosition entityPosition1, EntityPosition entityPosition2)
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/**
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* Process callback action when the entity direction is not kDirectionRight
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*/
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DECLARE_FUNCTION(callbackActionOnDirection)
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/**
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* Plays sound
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*
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* @param filename The sound filename
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*/
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DECLARE_FUNCTION_1(playSound, const char *filename)
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/**
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* Plays sound
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*
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* @param filename The sound filename
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*/
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DECLARE_FUNCTION_1(playSound16, const char *filename)
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/**
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* Saves the game
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*
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* @param savegameType The type of the savegame
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* @param param The param for the savegame (EventIndex or TimeValue)
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*/
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DECLARE_FUNCTION_2(savegame, SavegameType savegameType, uint32 param)
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/**
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* Updates the entity
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*
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* @param car The car
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* @param entityPosition The entity position
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*/
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DECLARE_FUNCTION_2(updateEntity, CarIndex car, EntityPosition entityPosition)
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DECLARE_FUNCTION_1(function11, uint32 time)
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/**
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* Says "Bonsoir" to another character
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*
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* @param entity The entity
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*/
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DECLARE_FUNCTION_1(bonsoir, EntityIndex entity)
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DECLARE_FUNCTION_2(function13, bool, bool)
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DECLARE_FUNCTION_1(function14, EntityIndex entity)
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DECLARE_FUNCTION_1(function15, bool)
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DECLARE_FUNCTION_1(function16, bool)
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DECLARE_FUNCTION(function17)
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DECLARE_FUNCTION(function18)
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DECLARE_FUNCTION(function19)
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DECLARE_FUNCTION(function20)
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/**
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* ???
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*
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* @param object1 First object index
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* @param object2 Second object index
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*/
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DECLARE_FUNCTION_2(function21, ObjectIndex object1, ObjectIndex object2)
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DECLARE_FUNCTION(function22)
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DECLARE_FUNCTION(function23)
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DECLARE_FUNCTION(function24)
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DECLARE_FUNCTION(function25)
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DECLARE_FUNCTION_1(function26, bool)
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DECLARE_FUNCTION_1(tylerCompartment, MertensActionType action)
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DECLARE_FUNCTION_1(function28, const char *soundName)
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DECLARE_FUNCTION_2(function29, const char *soundName1, const char *soundName2)
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DECLARE_FUNCTION_1(function30, MertensActionType action)
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DECLARE_FUNCTION_1(function31, MertensActionType action)
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DECLARE_FUNCTION(function32)
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DECLARE_FUNCTION(function33)
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/**
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* Setup Chapter 1
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*/
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DECLARE_FUNCTION(chapter1)
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DECLARE_FUNCTION(function35)
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DECLARE_FUNCTION(function36)
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DECLARE_FUNCTION(function37)
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DECLARE_FUNCTION(function38)
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DECLARE_FUNCTION(function39)
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DECLARE_FUNCTION(function40)
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/**
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* Handle Chapter 1 events
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*/
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DECLARE_FUNCTION(chapter1Handler)
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DECLARE_FUNCTION(function42)
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/**
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* Setup Chapter 2
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*/
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DECLARE_FUNCTION(chapter2)
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DECLARE_FUNCTION(function44)
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/**
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* Setup Chapter 3
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*/
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DECLARE_FUNCTION(chapter3)
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DECLARE_FUNCTION(function46)
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/**
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* Setup Chapter 4
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*/
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DECLARE_FUNCTION(chapter4)
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DECLARE_FUNCTION(function48)
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DECLARE_FUNCTION(function49)
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/**
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* Setup Chapter 5
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*/
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DECLARE_FUNCTION(chapter5)
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/**
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* Handle Chapter 5 events
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*/
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DECLARE_FUNCTION(chapter5Handler)
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DECLARE_FUNCTION(function52)
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DECLARE_FUNCTION(function53)
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DECLARE_NULL_FUNCTION()
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private:
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void loadSceneFromPosition();
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};
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} // End of namespace LastExpress
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#endif // LASTEXPRESS_MERTENS_H
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