scummvm/engines/lastexpress/entities/vassili.cpp
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

587 lines
17 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.
*
*/
#include "lastexpress/entities/vassili.h"
#include "lastexpress/entities/anna.h"
#include "lastexpress/entities/coudert.h"
#include "lastexpress/game/action.h"
#include "lastexpress/game/entities.h"
#include "lastexpress/game/inventory.h"
#include "lastexpress/game/logic.h"
#include "lastexpress/game/object.h"
#include "lastexpress/game/savepoint.h"
#include "lastexpress/game/scenes.h"
#include "lastexpress/game/state.h"
#include "lastexpress/sound/queue.h"
#include "lastexpress/lastexpress.h"
namespace LastExpress {
Vassili::Vassili(LastExpressEngine *engine) : Entity(engine, kEntityVassili) {
ADD_CALLBACK_FUNCTION(Vassili, reset);
ADD_CALLBACK_FUNCTION_S(Vassili, draw);
ADD_CALLBACK_FUNCTION_II(Vassili, savegame);
ADD_CALLBACK_FUNCTION(Vassili, chapter1);
ADD_CALLBACK_FUNCTION(Vassili, chapter1Handler);
ADD_CALLBACK_FUNCTION(Vassili, inBed);
ADD_CALLBACK_FUNCTION(Vassili, function7);
ADD_CALLBACK_FUNCTION(Vassili, function8);
ADD_CALLBACK_FUNCTION(Vassili, function9);
ADD_CALLBACK_FUNCTION(Vassili, seizure);
ADD_CALLBACK_FUNCTION(Vassili, drawInBed);
ADD_CALLBACK_FUNCTION(Vassili, chapter2);
ADD_CALLBACK_FUNCTION(Vassili, sleeping);
ADD_CALLBACK_FUNCTION(Vassili, chapter3);
ADD_CALLBACK_FUNCTION(Vassili, stealEgg);
ADD_CALLBACK_FUNCTION(Vassili, chapter4);
ADD_CALLBACK_FUNCTION(Vassili, chapter4Handler);
ADD_CALLBACK_FUNCTION(Vassili, chapter5);
}
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_FUNCTION(1, Vassili, reset)
Entity::reset(savepoint);
IMPLEMENT_FUNCTION_END
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_FUNCTION_S(2, Vassili, draw)
Entity::draw(savepoint);
IMPLEMENT_FUNCTION_END
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_FUNCTION_II(3, Vassili, savegame, SavegameType, uint32)
Entity::savegame(savepoint);
IMPLEMENT_FUNCTION_END
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_FUNCTION(4, Vassili, chapter1)
switch (savepoint.action) {
default:
break;
case kActionNone:
Entity::timeCheck(kTimeChapter1, params->param1, WRAP_SETUP_FUNCTION(Vassili, setup_chapter1Handler));
break;
case kActionDefault:
getObjects()->update(kObjectCompartmentA, kEntityPlayer, kObjectLocationNone, kCursorHandKnock, kCursorHand);
getObjects()->update(kObject40, kEntityPlayer, kObjectLocationNone, kCursorKeepValue, kCursorKeepValue);
break;
}
IMPLEMENT_FUNCTION_END
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_FUNCTION(5, Vassili, chapter1Handler)
switch (savepoint.action) {
default:
break;
case kActionNone:
if (params->param1) {
getData()->entityPosition = getEntityData(kEntityTatiana)->entityPosition;
getData()->location = getEntityData(kEntityTatiana)->location;
getData()->car = getEntityData(kEntityTatiana)->car;
} else {
if (!Entity::updateParameterCheck(params->param3, getState()->time, 450))
break;
if (!params->param2 && getObjects()->get(kObjectCompartmentA).status == kObjectLocation1) {
params->param2 = 1;
getEntities()->drawSequenceLeft(kEntityVassili, "303A");
getObjects()->update(kObjectCompartmentA, kEntityPlayer, kObjectLocationNone, kCursorHandKnock, kCursorHand);
}
break;
}
break;
case kActionDefault:
params->param1 = 1;
break;
case kAction122732000:
setup_inBed();
break;
case kAction168459827:
params->param1 = 0;
getObjects()->update(kObjectCompartmentA, kEntityPlayer, kObjectLocation1, kCursorHandKnock, kCursorHand);
break;
}
IMPLEMENT_FUNCTION_END
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_FUNCTION(6, Vassili, inBed)
switch (savepoint.action) {
default:
break;
case kActionNone:
if (getEntities()->isInsideCompartment(kEntityPlayer, kCarRedSleeping, kPosition_8200)) {
if (!Entity::updateParameter(params->param3, getState()->timeTicks, params->param1))
goto label_function7;
setCallback(1);
setup_draw("303B");
break;
}
params->param3 = 0;
if (params->param2)
getEntities()->drawSequenceLeft(kEntityVassili, "303A");
label_function7:
if (params->param4 != kTimeInvalid && getState()->time > kTime1489500) {
if (getState()->time <= kTime1503000) {
if (getEntities()->isInsideCompartment(kEntityPlayer, kCarRedSleeping, kPosition_8200) || !params->param4) {
params->param4 = (uint)getState()->time;
if (!params->param4) {
setup_function7();
break;
}
}
if (params->param4 >= getState()->time)
break;
}
params->param4 = kTimeInvalid;
setup_function7();
}
break;
case kActionDefault:
getData()->entityPosition = kPosition_8200;
getData()->location = kLocationInsideCompartment;
getData()->car = kCarRedSleeping;
getObjects()->update(kObjectCompartmentA, kEntityPlayer, kObjectLocationNone, kCursorHandKnock, kCursorHand);
params->param1 = 5 * (3 * rnd(25) + 15);
getEntities()->drawSequenceLeft(kEntityVassili, "303A");
break;
case kActionCallback:
if (getCallback() == 1) {
getEntities()->drawSequenceLeft(kEntityVassili, "303C");
params->param1 = 5 * (3 * rnd(25) + 15);
params->param2 = 1;
// Shared part with kActionNone
goto label_function7;
}
break;
}
IMPLEMENT_FUNCTION_END
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_FUNCTION(7, Vassili, function7)
switch (savepoint.action) {
default:
break;
case kActionNone:
if (params->param1 != kTimeInvalid && getState()->time > kTime1503000) {
if (getState()->time <= kTime1512000) {
if (!getEntities()->isPlayerInCar(kCarRedSleeping) || !params->param1) {
params->param1 = (uint)getState()->time + 150;
if (!params->param1) {
setup_function8();
break;
}
}
if (params->param1 >= getState()->time)
break;
}
params->param1 = kTimeInvalid;
setup_function8();
}
break;
case kActionDefault:
getData()->entityPosition = kPosition_8200;
getData()->location = kLocationInsideCompartment;
getData()->car = kCarRedSleeping;
getEntities()->clearSequences(kEntityVassili);
if (getEntities()->isInsideCompartment(kEntityPlayer, kCarRedSleeping, kPosition_8200))
getScenes()->loadSceneFromObject(kObjectCompartmentA);
getObjects()->update(kObjectCompartmentA, kEntityPlayer, kObjectLocation1, kCursorHandKnock, kCursorHand);
break;
case kAction339669520:
setup_function9();
break;
}
IMPLEMENT_FUNCTION_END
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_FUNCTION(8, Vassili, function8)
switch (savepoint.action) {
default:
break;
case kActionEndSound:
setup_function9();
break;
case kActionDefault:
if (!getEntities()->isInsideTrainCar(kEntityPlayer, kCarRedSleeping)) {
getSound()->playSound(kEntityPlayer, "BUMP");
getScenes()->loadSceneFromPosition(kCarRedSleeping, (getEntityData(kEntityPlayer)->car <= kCarRedSleeping) ? 1 : 40);
}
getSavePoints()->push(kEntityVassili, kEntityAnna, kAction226031488);
getSavePoints()->push(kEntityVassili, kEntityVerges, kAction226031488);
getSavePoints()->push(kEntityVassili, kEntityCoudert, kAction226031488);
getSound()->playSound(kEntityVassili, "VAS1027", kFlagDefault);
break;
}
IMPLEMENT_FUNCTION_END
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_FUNCTION(9, Vassili, function9)
switch (savepoint.action) {
default:
break;
case kActionEndSound:
if (!getEntities()->isDistanceBetweenEntities(kEntityVassili, kEntityPlayer, 2500))
getSound()->playSound(kEntityPlayer, "BUMP");
setup_seizure();
break;
case kActionDefault:
case kActionDrawScene:
if ((getObjects()->get(kObjectCompartmentA).status == kObjectLocation2 && getEntities()->isPlayerPosition(kCarRedSleeping, 17))
|| getEntities()->isPlayerPosition(kCarRedSleeping, 18)
|| getEntities()->isPlayerPosition(kCarRedSleeping, 37)
|| getEntities()->isPlayerPosition(kCarRedSleeping, 38)
|| getEntities()->isPlayerPosition(kCarRedSleeping, 41)) {
if (savepoint.action == kActionDrawScene)
getSoundQueue()->processEntry(kEntityVassili);
setup_seizure();
} else {
if (savepoint.action == kActionDefault)
getSound()->playSound(kEntityVassili, "VAS1028", kFlagDefault);
}
break;
}
IMPLEMENT_FUNCTION_END
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_FUNCTION(10, Vassili, seizure)
switch (savepoint.action) {
default:
break;
case kActionDefault:
// Check that we have removed the body from the train and changed jacket
if (!getProgress().eventCorpseMovedFromFloor) {
getAction()->playAnimation(kEventMertensCorpseFloor);
getLogic()->gameOver(kSavegameTypeIndex, 0, kSceneNone, false);
break;
}
if (!getProgress().eventCorpseThrown) {
getAction()->playAnimation(kEventMertensCorpseBed);
getLogic()->gameOver(kSavegameTypeIndex, 0, kSceneNone, false);
break;
}
if (getProgress().jacket == kJacketBlood) {
getAction()->playAnimation(kEventMertensBloodJacket);
getLogic()->gameOver(kSavegameTypeIndex, 0, kSceneNone, false);
break;
}
// Setup Anna & Coudert
RESET_ENTITY_STATE(kEntityAnna, Anna, setup_function37);
RESET_ENTITY_STATE(kEntityCoudert, Coudert, setup_function38);
setCallback(1);
setup_savegame(kSavegameTypeEvent, kEventVassiliSeizure);
break;
case kActionCallback:
if (getCallback() != 1)
break;
getEntityData(kEntityPlayer)->location = kLocationInsideCompartment;
getAction()->playAnimation(kEventVassiliSeizure);
getObjects()->update(kObjectCompartmentA, kEntityPlayer, kObjectLocationNone, kCursorHandKnock, kCursorHand);
getObjects()->update(kObjectCompartment1, kEntityPlayer, kObjectLocationNone, kCursorHandKnock, kCursorHand);
getProgress().field_18 = 2;
getSavePoints()->push(kEntityVassili, kEntityAnna, kAction191477936);
getSavePoints()->push(kEntityVassili, kEntityVerges, kAction191477936);
getSavePoints()->push(kEntityVassili, kEntityCoudert, kAction191477936);
getScenes()->loadSceneFromObject(kObjectCompartmentA);
setup_drawInBed();
break;
}
IMPLEMENT_FUNCTION_END
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_FUNCTION(11, Vassili, drawInBed)
if (savepoint.action == kActionDefault)
getEntities()->drawSequenceLeft(kEntityVassili, "303A");
IMPLEMENT_FUNCTION_END
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_FUNCTION(12, Vassili, chapter2)
switch (savepoint.action) {
default:
break;
case kActionNone:
setup_sleeping();
break;
case kActionDefault:
getEntities()->clearSequences(kEntityVassili);
getData()->entityPosition = kPosition_8200;
getData()->location = kLocationInsideCompartment;
getData()->car = kCarRedSleeping;
getData()->clothes = kClothesDefault;
getData()->inventoryItem = kItemNone;
getObjects()->update(kObjectCompartmentA, kEntityPlayer, kObjectLocationNone, kCursorHandKnock, kCursorHand);
getObjects()->updateModel(kObjectCompartmentA, kObjectModel1);
break;
}
IMPLEMENT_FUNCTION_END
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_FUNCTION(13, Vassili, sleeping)
switch (savepoint.action) {
default:
break;
case kActionNone:
if (getEntities()->isInsideCompartment(kEntityPlayer, kCarRedSleeping, kPosition_8200)) {
if (!Entity::updateParameter(params->param3, getState()->timeTicks, params->param1))
break;
setCallback(1);
setup_draw("303B");
} else {
params->param3 = 0;
if (params->param2)
getEntities()->drawSequenceLeft(kEntityVassili, "303A");
}
break;
case kActionDefault:
params->param5 = 5 * (3 * rnd(25) + 15);
getEntities()->drawSequenceLeft(kEntityVassili, "303A");
break;
case kActionCallback:
if (getCallback() != 1)
break;
getEntities()->drawSequenceLeft(kEntityVassili, "303C");
params->param1 = 5 * (3 * rnd(25) + 15);
params->param2 = 1;
break;
}
IMPLEMENT_FUNCTION_END
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_FUNCTION(14, Vassili, chapter3)
switch (savepoint.action) {
default:
break;
case kActionNone:
setup_stealEgg();
break;
case kActionDefault:
getEntities()->clearSequences(kEntityVassili);
getData()->entityPosition = kPosition_8200;
getData()->location = kLocationInsideCompartment;
getData()->car = kCarRedSleeping;
getData()->clothes = kClothesDefault;
getData()->inventoryItem = kItemNone;
getObjects()->update(kObjectCompartmentA, kEntityPlayer, kObjectLocationNone, kCursorHandKnock, kCursorHand);
break;
}
IMPLEMENT_FUNCTION_END
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_FUNCTION(15, Vassili, stealEgg)
switch (savepoint.action) {
default:
break;
case kActionNone:
if (getEntities()->isInsideCompartment(kEntityPlayer, kCarRedSleeping, kPosition_8200)) {
if (!Entity::updateParameter(params->param3, getState()->timeTicks, params->param1))
break;
setCallback(1);
setup_draw("303B");
} else {
params->param3 = 0;
if (params->param2)
getEntities()->drawSequenceLeft(kEntityVassili, "303A");
}
break;
case kActionOpenDoor:
setCallback(2);
setup_savegame(kSavegameTypeEvent, kEventVassiliCompartmentStealEgg);
break;
case kActionDefault:
params->param5 = 5 * (3 * rnd(25) + 15);
getEntities()->drawSequenceLeft(kEntityVassili, "303A");
break;
case kActionDrawScene:
if (getEntities()->isInsideCompartment(kEntityPlayer, kCarRedSleeping, kPosition_7850)
&& getInventory()->hasItem(kItemFirebird)
&& !getEvent(kEventVassiliCompartmentStealEgg))
getObjects()->update(kObject48, kEntityVassili, kObjectLocationNone, kCursorNormal, kCursorHand);
else
getObjects()->update(kObject48, kEntityPlayer, kObjectLocationNone, kCursorNormal, kCursorHand);
break;
case kActionCallback:
switch (getCallback()) {
default:
break;
case 1:
getEntities()->drawSequenceLeft(kEntityVassili, "303C");
params->param1 = 5 * (3 * rnd(25) + 15);
params->param2 = 1;
break;
case 2:
getAction()->playAnimation(kEventVassiliCompartmentStealEgg);
getScenes()->loadSceneFromPosition(kCarRedSleeping, 67);
break;
}
break;
}
IMPLEMENT_FUNCTION_END
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_FUNCTION(16, Vassili, chapter4)
switch (savepoint.action) {
default:
break;
case kActionNone:
setup_chapter4Handler();
break;
case kActionDefault:
getEntities()->clearSequences(kEntityVassili);
getData()->entityPosition = kPosition_8200;
getData()->location = kLocationInsideCompartment;
getData()->car = kCarRedSleeping;
getData()->clothes = kClothesDefault;
getData()->inventoryItem = kItemNone;
getObjects()->update(kObjectCompartmentA, kEntityPlayer, kObjectLocationNone, kCursorHandKnock, kCursorHand);
getObjects()->updateModel(kObjectCompartmentA, kObjectModel1);
break;
}
IMPLEMENT_FUNCTION_END
//////////////////////////////////////////////////////////////////////////
// Looks identical to sleeping (#13)
IMPLEMENT_FUNCTION(17, Vassili, chapter4Handler)
switch (savepoint.action) {
default:
break;
case kActionNone:
if (getEntities()->isInsideCompartment(kEntityPlayer, kCarRedSleeping, kPosition_8200)) {
if (!Entity::updateParameter(params->param3, getState()->timeTicks, params->param1))
break;
setCallback(1);
setup_draw("303B");
} else {
params->param3 = 0;
if (params->param2)
getEntities()->drawSequenceLeft(kEntityVassili, "303A");
}
break;
case kActionDefault:
params->param5 = 5 * (3 * rnd(25) + 15);
getEntities()->drawSequenceLeft(kEntityVassili, "303A");
break;
case kActionCallback:
if (getCallback() != 1)
break;
getEntities()->drawSequenceLeft(kEntityVassili, "303C");
params->param1 = 5 * (3 * rnd(25) + 15);
params->param2 = 1;
break;
}
IMPLEMENT_FUNCTION_END
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_FUNCTION(18, Vassili, chapter5)
if (savepoint.action == kActionDefault) {
getEntities()->clearSequences(kEntityVassili);
getData()->entityPosition = kPosition_3969;
getData()->location = kLocationInsideCompartment;
getData()->car = kCarRestaurant;
getData()->clothes = kClothesDefault;
getData()->inventoryItem = kItemNone;
}
IMPLEMENT_FUNCTION_END
} // End of namespace LastExpress