/* 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