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authorEugene Sandulenko2010-10-18 19:17:38 +0000
committerEugene Sandulenko2010-10-18 19:17:38 +0000
commit86d650926f9b991b6398e4ad4b0613ac264dfbaa (patch)
tree5e6791249fa5fce7dd3e1a6406dff4bf720ca085 /engines/lastexpress/game/entities.h
parentc92d2bc234f2f73a9629b3622cd5e66c57439cda (diff)
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LASTEXPRESS: Merge in the engine.
svn-id: r53579
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-rw-r--r--engines/lastexpress/game/entities.h378
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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_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();
+
+ // Serializable
+ void saveLoadWithSerializer(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);
+
+ /**
+ * 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);
+ bool hasValidFrame(EntityIndex entity) const;
+
+ // Accessors
+ Entity *get(EntityIndex entity);
+ EntityData::EntityCallData *getData(EntityIndex entity) const;
+ int getPosition(CarIndex car, Position position);
+ int getCompartments(int index);
+ int getCompartments1(int index);
+
+ // 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 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