2020-02-09 12:43:15 +01:00

379 lines
11 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_ENTITIES_H
#define LASTEXPRESS_ENTITIES_H
/*
Entities
--------
The entities structure contains 40 Entity_t structures for each entity
*/
#include "lastexpress/entities/entity.h"
#include "lastexpress/shared.h"
#include "common/rect.h"
#include "common/serializer.h"
namespace LastExpress {
class LastExpressEngine;
class Sequence;
class Entities : Common::Serializable {
public:
Entities(LastExpressEngine *engine);
~Entities() override;
// Serializable
void saveLoadWithSerializer(Common::Serializer &ser) override;
void savePositions(Common::Serializer &ser);
void saveCompartments(Common::Serializer &ser);
void setup(bool isFirstChapter, EntityIndex entity);
void setupChapter(ChapterIndex chapter);
void reset();
// Update & drawing
/**
* Reset an entity state
*
* @param entity entity index
* @note remember to call the function pointer (we do not pass it our implementation)
*/
void resetState(EntityIndex entity);
void updateFields() const;
void updateSequences() const;
void updateCallbacks();
EntityIndex canInteractWith(const Common::Point &point) const;
bool compare(EntityIndex entity1, EntityIndex entity2) const;
/**
* Update an entity current sequence frame (and related fields)
*
* @param entity entity index
*/
void updateFrame(EntityIndex entity) const;
void updatePositionEnter(EntityIndex entity, CarIndex car, Position position);
void updatePositionExit(EntityIndex entity, CarIndex car, Position position);
void enterCompartment(EntityIndex entity, ObjectIndex compartment, bool useCompartment1 = false);
void exitCompartment(EntityIndex entity, ObjectIndex compartment, bool useCompartment1 = false);
// Sequences
void drawSequenceLeft(EntityIndex index, const char *sequence) const;
void drawSequenceRight(EntityIndex index, const char *sequence) const;
void clearSequences(EntityIndex index) const;
bool updateEntity(EntityIndex entity, CarIndex car, EntityPosition position) const;
bool hasValidFrame(EntityIndex entity) const;
// Accessors
Entity *get(EntityIndex entity);
EntityData::EntityCallData *getData(EntityIndex entity) const;
int getPosition(CarIndex car, Position position) const;
int getCompartments(int index) const;
int getCompartments1(int index) const;
// Scene
void loadSceneFromEntityPosition(CarIndex car, EntityPosition position, bool alternate = false) const;
//////////////////////////////////////////////////////////////////////////
// Checks
//////////////////////////////////////////////////////////////////////////
/**
* Query if 'entity' is inside a compartment
*
* @param entity The entity.
* @param car The car.
* @param position The position.
*
* @return true if inside the compartment, false if not.
*/
bool isInsideCompartment(EntityIndex entity, CarIndex car, EntityPosition position) const;
bool checkFields2(ObjectIndex object) const;
/**
* Query if 'entity' is in compartment cars.
*
* @param entity The entity.
*
* @return true if in compartment cars, false if not.
*/
bool isInsideCompartments(EntityIndex entity) const;
/**
* Query if the player is in the specified position
*
* @param car The car.
* @param position The position.
* @return true if player is in that position, false if not.
*/
bool isPlayerPosition(CarIndex car, Position position) const;
/**
* Query if 'entity' is inside a train car
*
* @param entity The entity.
* @param car The car.
*
* @return true if inside a train car, false if not.
*/
bool isInsideTrainCar(EntityIndex entity, CarIndex car) const;
/**
* Query if 'entity' is in green car entrance.
*
* @param entity The entity.
*
* @return true if in the green car entrance, false if not.
*/
bool isInGreenCarEntrance(EntityIndex entity) const;
/**
* Query if the player is in a specific car
*
* @param car The car.
*
* @return true if player is in the car, false if not.
*/
bool isPlayerInCar(CarIndex car) const;
/**
* Query if 'entity' is going in the up or down direction.
*
* @param entity The entity.
*
* @return true if direction is up or down, false if not.
*/
bool isDirectionUpOrDown(EntityIndex entity) const;
/**
* Query if the distance between the two entities is less 'distance'
*
* @param entity1 The first entity.
* @param entity2 The second entity.
* @param distance The distance.
*
* @return true if the distance between entities is less than 'distance', false if not.
*/
bool isDistanceBetweenEntities(EntityIndex entity1, EntityIndex entity2, uint distance) const;
bool checkFields10(EntityIndex entity) const;
/**
* Query if there is somebody in the restaurant or salon.
*
* @return true if somebody is in the restaurant or salon, false if not.
*/
bool isSomebodyInsideRestaurantOrSalon() const;
/**
* Query if 'entity' is in the salon.
*
* @param entity The entity.
*
* @return true if in the salon, false if not.
*/
bool isInSalon(EntityIndex entity) const;
/**
* Query if 'entity' is in the restaurant.
*
* @param entity The entity.
*
* @return true if in the restaurant, false if not.
*/
bool isInRestaurant(EntityIndex entity) const;
/**
* Query if 'entity' is in Kronos salon.
*
* @param entity The entity.
*
* @return true if in Kronos salon, false if not.
*/
bool isInKronosSalon(EntityIndex entity) const;
/**
* Query if the player is outside Alexei window.
*
* @return true if outside alexei window, false if not.
*/
bool isOutsideAlexeiWindow() const;
/**
* Query if the player is outside Anna window.
*
* @return true if outside anna window, false if not.
*/
bool isOutsideAnnaWindow() const;
/**
* Query if 'entity' is in the kitchen.
*
* @param entity The entity.
*
* @return true if in the kitchen, false if not.
*/
bool isInKitchen(EntityIndex entity) const;
/**
* Query if nobody is in a compartment at that position.
*
* @param car The car.
* @param position The position.
*
* @return true if nobody is in a compartment, false if not.
*/
bool isNobodyInCompartment(CarIndex car, EntityPosition position) const;
bool checkFields19(EntityIndex entity, CarIndex car, EntityPosition position) const;
/**
* Query if 'entity' is in the baggage car entrance.
*
* @param entity The entity.
*
* @return true if in the baggage car entrance, false if not.
*/
bool isInBaggageCarEntrance(EntityIndex entity) const;
/**
* Query if 'entity' is in the baggage car.
*
* @param entity The entity.
*
* @return true if in the baggage car, false if not.
*/
bool isInBaggageCar(EntityIndex entity) const;
/**
* Query if 'entity' is in Kronos sanctum.
*
* @param entity The entity.
*
* @return true if in Kronos sanctum, false if not.
*/
bool isInKronosSanctum(EntityIndex entity) const;
/**
* Query if 'entity' is in Kronos car entrance.
*
* @param entity The entity.
*
* @return true if in Kronos car entrance, false if not.
*/
bool isInKronosCarEntrance(EntityIndex entity) const;
/**
* Check distance from position.
*
* @param entity The entity.
* @param position The position.
* @param distance The distance.
*
* @return true if distance is bigger, false otherwise.
*/
bool checkDistanceFromPosition(EntityIndex entity, EntityPosition position, int distance) const;
/**
* Query if 'entity' is walking opposite to player.
*
* @param entity The entity.
*
* @return true if walking opposite to player, false if not.
*/
bool isWalkingOppositeToPlayer(EntityIndex entity) const;
/**
* Query if 'entity' is female.
*
* @param entity The entity.
*
* @return true if female, false if not.
*/
static bool isFemale(EntityIndex entity);
/**
* Query if 'entity' is married.
*
* @param entity The entity.
*
* @return true if married, false if not.
*/
static bool isMarried(EntityIndex entity);
private:
static const int _compartmentsCount = 16;
static const int _positionsCount = 100 * 10; // 100 positions per train car
LastExpressEngine *_engine;
EntityData *_header;
Common::Array<Entity *> _entities;
// Compartments & positions
uint _compartments[_compartmentsCount];
uint _compartments1[_compartmentsCount];
uint _positions[_positionsCount];
void executeCallbacks();
void incrementDirectionCounter(EntityData::EntityCallData *data) const;
void processEntity(EntityIndex entity);
void drawSequence(EntityIndex entity, const char *sequence, EntityDirection direction) const;
void drawSequences(EntityIndex entity, EntityDirection direction, bool loadSequence) const;
void loadSequence2(EntityIndex entity, Common::String sequenceName, Common::String sequenceName2, byte field30, bool loadSequence) const;
void clearEntitySequenceData(EntityData::EntityCallData *data, EntityDirection direction) const;
void computeCurrentFrame(EntityIndex entity) const;
int16 getCurrentFrame(EntityIndex entity, Sequence *sequence, EntityPosition position, bool doProcessing) const;
void processFrame(EntityIndex entity, bool keepPreviousFrame, bool dontPlaySound);
void drawNextSequence(EntityIndex entity) const;
void updateEntityPosition(EntityIndex entity) const;
void copySequenceData(EntityIndex entity) const;
bool changeCar(EntityData::EntityCallData *data, EntityIndex entity, CarIndex car, EntityPosition position, bool increment, EntityPosition newPosition, CarIndex newCar) const;
void getSequenceName(EntityIndex entity, EntityDirection direction, Common::String &sequence1, Common::String &sequence2) const;
void updatePositionsEnter(EntityIndex entity, CarIndex car, Position position1, Position position2, Position position3, Position position4);
void updatePositionsExit(EntityIndex entity, CarIndex car, Position position1, Position position2);
void resetSequences(EntityIndex entity) const;
bool checkPosition(EntityPosition position) const;
bool checkSequenceFromPosition(EntityIndex entity) const;
EntityPosition getEntityPositionFromCurrentPosition() const;
};
} // End of namespace LastExpress
#endif // LASTEXPRESS_ENTITIES_H