scummvm/engines/sherlock/people.h

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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.
*
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* 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.
*
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* 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 SHERLOCK_PEOPLE_H
#define SHERLOCK_PEOPLE_H
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#include "common/scummsys.h"
#include "common/serializer.h"
#include "common/queue.h"
#include "sherlock/objects.h"
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namespace Sherlock {
enum PeopleId {
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PLAYER = 0,
AL = 0,
PEG = 1,
MAX_CHARACTERS = 6,
MAX_NPC = 5,
MAX_NPC_PATH = 200
};
// Animation sequence identifiers for characters
enum {
WALK_RIGHT = 0, WALK_DOWN = 1, WALK_LEFT = 2, WALK_UP = 3, STOP_LEFT = 4,
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STOP_DOWN = 5, STOP_RIGHT = 6, STOP_UP = 7, WALK_UPRIGHT = 8,
WALK_DOWNRIGHT = 9, WALK_UPLEFT = 10, WALK_DOWNLEFT = 11,
STOP_UPRIGHT = 12, STOP_UPLEFT = 13, STOP_DOWNRIGHT = 14,
STOP_DOWNLEFT = 15, TALK_RIGHT = 6, TALK_LEFT = 4
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};
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enum {
MAP_UP = 1, MAP_UPRIGHT = 2, MAP_RIGHT = 1, MAP_DOWNRIGHT = 4,
MAP_DOWN = 5, MAP_DOWNLEFT = 6, MAP_LEFT = 2, MAP_UPLEFT = 8
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};
struct PersonData {
const char *_name;
const char *_portrait;
const byte *_stillSequences;
const byte *_talkSequences;
PersonData(const char *name, const char *portrait, const byte *stillSequences, const byte *talkSequences) :
_name(name), _portrait(portrait), _stillSequences(stillSequences), _talkSequences(talkSequences) {}
};
class Person : public Sprite {
public:
bool _walkLoaded;
Common::String _portrait;
// NPC related fields
int _npcIndex;
int _npcStack;
bool _npcPause;
byte _npcPath[MAX_NPC_PATH];
Common::String _npcName;
// Rose Tattoo fields
Common::String _walkVGSName; // Name of walk library person is using
public:
Person();
/**
* Clear the NPC related data
*/
void clearNPC();
};
class SherlockEngine;
class People {
private:
SherlockEngine *_vm;
Person _data[MAX_CHARACTERS];
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int _oldWalkSequence;
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int _srcZone, _destZone;
public:
Common::Array<PersonData> _characters;
ImageFile *_talkPics;
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Common::Point _walkDest;
Common::Point _hSavedPos;
int _hSavedFacing;
Common::Queue<Common::Point> _walkTo;
Person &_player;
bool _holmesOn;
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bool _portraitLoaded;
bool _portraitsOn;
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Object _portrait;
bool _clearingThePortrait;
bool _allowWalkAbort;
int _portraitSide;
bool _speakerFlip;
bool _holmesFlip;
int _holmesQuotient;
bool _forceWalkReload;
bool _useWalkLib;
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public:
People(SherlockEngine *vm);
~People();
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Person &operator[](PeopleId id) {
assert(id < MAX_CHARACTERS);
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return _data[id];
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}
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Person &operator[](int idx) {
assert(idx < MAX_CHARACTERS);
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return _data[idx];
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}
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/**
* Reset the player data
*/
void reset();
/**
* Load the walking images for Sherlock
*/
bool loadWalk();
/**
* If the walk data has been loaded, then it will be freed
*/
bool freeWalk();
/**
* Set the variables for moving a character from one poisition to another
* in a straight line - goAllTheWay must have been previously called to
* check for any obstacles in the path.
*/
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void setWalking();
/**
* Bring a moving character to a standing position. If the Scalpel chessboard
* is being displayed, then the chraracter will always face down.
*/
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void gotoStand(Sprite &sprite);
/**
* Walk to the co-ordinates passed, and then face the given direction
*/
void walkToCoords(const Common::Point &destPos, int destDir);
/**
* Called to set the character walking to the current cursor location.
* It uses the zones and the inter-zone points to determine a series
* of steps to walk to get to that position.
*/
void goAllTheWay();
/**
* Finds the scene background object corresponding to a specified speaker
*/
int findSpeaker(int speaker);
/**
* Turn off any currently active portraits, and removes them from being drawn
*/
void clearTalking();
/**
* Setup the data for an animating speaker portrait at the top of the screen
*/
void setTalking(int speaker);
/**
* Synchronize the data for a savegame
*/
void synchronize(Common::Serializer &s);
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};
} // End of namespace Sherlock
#endif