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+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#ifndef LASTEXPRESS_MERTENS_H
+#define LASTEXPRESS_MERTENS_H
+
+#include "lastexpress/entities/entity.h"
+#include "lastexpress/entities/entity_intern.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, bool)
+ 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()
+};
+
+} // End of namespace LastExpress
+
+#endif // LASTEXPRESS_MERTENS_H