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.
* 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 SHERLOCK_PEOPLE_H
#define SHERLOCK_PEOPLE_H
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#include "common/scummsys.h"
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#include "common/stack.h"
#include "sherlock/objects.h"
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namespace Sherlock {
// People definitions
enum PeopleId {
PLAYER = 0,
AL = 0,
PEG = 1,
MAX_PEOPLE = 2
};
// 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,
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STOP_DOWNLEFT = 15, TALK_RIGHT = 6, TALK_LEFT = 4,
};
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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};
class SherlockEngine;
class People {
private:
SherlockEngine *_vm;
Sprite _data[MAX_PEOPLE];
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Sprite &_player;
bool _walkLoaded;
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int _oldWalkSequence;
public:
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Common::Point _walkDest;
Common::Stack<Common::Point> _walkTo;
bool _holmesOn;
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bool _portraitLoaded;
Object _portrait;
bool _clearingThePortrait;
bool _allowWalkAbort;
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public:
People(SherlockEngine *vm);
~People();
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Sprite &operator[](PeopleId id) { return _data[id]; }
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bool isHolmesActive() const { return _walkLoaded && _holmesOn; }
void reset();
bool loadWalk();
bool freeWalk();
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void setWalking();
void gotoStand(Sprite &sprite);
void walkToCoords(const Common::Point &destPos, int destDir);
void goAllTheWay();
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};
} // End of namespace Sherlock
#endif