scummvm/engines/lastexpress/entities/mertens.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

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