mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-16 06:39:17 +00:00
f771fa40ad
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.
210 lines
5.1 KiB
C++
210 lines
5.1 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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*
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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, 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_ALEXEI_H
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#define LASTEXPRESS_ALEXEI_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 Alexei : public Entity {
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public:
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Alexei(LastExpressEngine *engine);
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~Alexei() {}
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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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* 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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* Updates parameter 2 using time value
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*
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* @param time The time to add
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*/
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DECLARE_FUNCTION_1(updateFromTime, uint32 time)
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/**
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* Draws the entity
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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(draw, const char *sequence)
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/**
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* Updates the position
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*
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* @param sequence1 The sequence to draw
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* @param car The car
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* @param position The position
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*/
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DECLARE_FUNCTION_3(updatePosition, const char *sequence1, CarIndex car, Position position)
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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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* 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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* Call a savepoint (or draw sequence in default case)
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*
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* @param sequence1 The sequence to draw in the default case
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* @param entity The entity
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* @param action The action
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* @param sequence2 The sequence name for the savepoint
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*/
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DECLARE_FUNCTION_4(callSavepoint, const char *sequence1, EntityIndex entity, ActionIndex action, const char *sequence2)
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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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/**
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* Draws the entity along with another one
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*
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* @param savepoint The savepoint
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* - The sequence to draw
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* - The sequence to draw for the second entity
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* - The EntityIndex of the second entity
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*/
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DECLARE_FUNCTION_NOSETUP(draw2)
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/**
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* Process callback action when somebody is standing in the restaurant or salon.
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*/
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DECLARE_FUNCTION(callbackActionRestaurantOrSalon)
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DECLARE_FUNCTION(enterComparment)
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DECLARE_FUNCTION(exitCompartment)
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DECLARE_FUNCTION(pacingAtWindow)
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/**
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* ???
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*
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* @param timeValue The time value
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* @param sequence The sequence to draw
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*/
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DECLARE_FUNCTION_2(compartmentLogic, TimeValue timeValue, const char *sequence)
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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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/**
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* Handle Chapter 1 events
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*/
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DECLARE_FUNCTION(atDinner)
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DECLARE_FUNCTION(returnCompartment)
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DECLARE_FUNCTION(goSalon)
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DECLARE_FUNCTION(sitting)
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DECLARE_FUNCTION(standingAtWindow)
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DECLARE_FUNCTION(waitingForTatiana)
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DECLARE_FUNCTION(upset)
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DECLARE_FUNCTION(returnCompartmentNight)
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DECLARE_FUNCTION(function26)
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DECLARE_FUNCTION(function27)
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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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/**
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* Handle Chapter 2 events
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*/
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DECLARE_FUNCTION(inCompartment2)
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DECLARE_FUNCTION(atBreakfast)
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DECLARE_FUNCTION(returnCompartment2)
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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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/**
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* Handle Chapter 3 events
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*/
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DECLARE_FUNCTION(playingChess)
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DECLARE_FUNCTION(inPart3)
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DECLARE_FUNCTION(pacing3)
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DECLARE_FUNCTION(goSalon3)
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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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/**
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* Handle Chapter 4 events
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*/
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DECLARE_FUNCTION(inCompartment4)
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DECLARE_FUNCTION(meetTatiana)
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DECLARE_FUNCTION(leavePlatform)
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DECLARE_FUNCTION(inCompartmentAgain)
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DECLARE_FUNCTION(goSalon4)
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DECLARE_FUNCTION(pacing)
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DECLARE_FUNCTION(goToPlatform)
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DECLARE_FUNCTION(returnCompartment4)
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DECLARE_FUNCTION(bombPlanB)
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DECLARE_FUNCTION(function47)
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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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} // End of namespace LastExpress
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#endif // LASTEXPRESS_ALEXEI_H
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