scummvm/engines/lastexpress/entities/alexei.h
Evgeny Grechnikov f771fa40ad LASTEXPRESS: multiple fixes in NPC logic
Checked the logic against the original game
(to be precise, DOS English version from GOG, although I think
AI logic has no significant differences with other versions).
Fixed a *lot* of errors with varying visibility for the user.

Also, save+exit+load sometimes resulted in memory corruption like
((EntityParametersSSII*)(new EntityParametersIIII))->param8 = 0;
load operation did not restore the correct type of NPC logic context,
the default one was used (which also has the smallest sizeof).
Should be fixed now. Save+load is still unusable because it locks
everybody waiting for kActionEndSound (the sound state is not restored),
but, at least, it should not corrupt the memory. Hopefully.
2018-08-26 12:09:43 +02:00

210 lines
5.1 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_ALEXEI_H
#define LASTEXPRESS_ALEXEI_H
#include "lastexpress/entities/entity.h"
namespace LastExpress {
class LastExpressEngine;
class Alexei : public Entity {
public:
Alexei(LastExpressEngine *engine);
~Alexei() {}
/**
* Resets the entity
*/
DECLARE_FUNCTION(reset)
/**
* Plays sound
*
* @param filename The sound filename
*/
DECLARE_FUNCTION_1(playSound, const char *filename)
/**
* 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)
/**
* Updates the position
*
* @param sequence1 The sequence to draw
* @param car The car
* @param position The position
*/
DECLARE_FUNCTION_3(updatePosition, const char *sequence1, CarIndex car, Position position)
/**
* Handles entering/exiting a compartment.
*
* @param sequence The sequence to draw
* @param compartment The compartment
*/
DECLARE_FUNCTION_2(enterExitCompartment, const char *sequence, ObjectIndex compartment)
/**
* Process callback action when the entity direction is not kDirectionRight
*/
DECLARE_FUNCTION(callbackActionOnDirection)
/**
* Call a savepoint (or draw sequence in default case)
*
* @param sequence1 The sequence to draw in the default case
* @param entity The entity
* @param action The action
* @param sequence2 The sequence name for the savepoint
*/
DECLARE_FUNCTION_4(callSavepoint, const char *sequence1, EntityIndex entity, ActionIndex action, const char *sequence2)
/**
* 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)
/**
* Updates the entity
*
* @param car The car
* @param entityPosition The entity position
*/
DECLARE_FUNCTION_2(updateEntity, CarIndex car, EntityPosition entityPosition)
/**
* Draws the entity along with another one
*
* @param savepoint The savepoint
* - The sequence to draw
* - The sequence to draw for the second entity
* - The EntityIndex of the second entity
*/
DECLARE_FUNCTION_NOSETUP(draw2)
/**
* Process callback action when somebody is standing in the restaurant or salon.
*/
DECLARE_FUNCTION(callbackActionRestaurantOrSalon)
DECLARE_FUNCTION(enterComparment)
DECLARE_FUNCTION(exitCompartment)
DECLARE_FUNCTION(pacingAtWindow)
/**
* ???
*
* @param timeValue The time value
* @param sequence The sequence to draw
*/
DECLARE_FUNCTION_2(compartmentLogic, TimeValue timeValue, const char *sequence)
/**
* Setup Chapter 1
*/
DECLARE_FUNCTION(chapter1)
/**
* Handle Chapter 1 events
*/
DECLARE_FUNCTION(atDinner)
DECLARE_FUNCTION(returnCompartment)
DECLARE_FUNCTION(goSalon)
DECLARE_FUNCTION(sitting)
DECLARE_FUNCTION(standingAtWindow)
DECLARE_FUNCTION(waitingForTatiana)
DECLARE_FUNCTION(upset)
DECLARE_FUNCTION(returnCompartmentNight)
DECLARE_FUNCTION(function26)
DECLARE_FUNCTION(function27)
/**
* Setup Chapter 2
*/
DECLARE_FUNCTION(chapter2)
/**
* Handle Chapter 2 events
*/
DECLARE_FUNCTION(inCompartment2)
DECLARE_FUNCTION(atBreakfast)
DECLARE_FUNCTION(returnCompartment2)
/**
* Setup Chapter 3
*/
DECLARE_FUNCTION(chapter3)
/**
* Handle Chapter 3 events
*/
DECLARE_FUNCTION(playingChess)
DECLARE_FUNCTION(inPart3)
DECLARE_FUNCTION(pacing3)
DECLARE_FUNCTION(goSalon3)
/**
* Setup Chapter 4
*/
DECLARE_FUNCTION(chapter4)
/**
* Handle Chapter 4 events
*/
DECLARE_FUNCTION(inCompartment4)
DECLARE_FUNCTION(meetTatiana)
DECLARE_FUNCTION(leavePlatform)
DECLARE_FUNCTION(inCompartmentAgain)
DECLARE_FUNCTION(goSalon4)
DECLARE_FUNCTION(pacing)
DECLARE_FUNCTION(goToPlatform)
DECLARE_FUNCTION(returnCompartment4)
DECLARE_FUNCTION(bombPlanB)
DECLARE_FUNCTION(function47)
/**
* Setup Chapter 5
*/
DECLARE_FUNCTION(chapter5)
};
} // End of namespace LastExpress
#endif // LASTEXPRESS_ALEXEI_H