1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
|
/* 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();
// Serializable
void saveLoadWithSerializer(Common::Serializer &ser);
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 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
|