mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 14:18:37 +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.
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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*
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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_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, EntityIndex entity)
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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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