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