2015-03-15 20:52:55 +00:00
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/* 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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2015-05-09 16:04:13 +00:00
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*
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2015-03-15 20:52:55 +00:00
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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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2015-05-09 16:04:13 +00:00
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*
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2015-03-15 20:52:55 +00:00
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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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2015-03-19 23:49:42 +00:00
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#ifndef SHERLOCK_PEOPLE_H
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#define SHERLOCK_PEOPLE_H
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2015-03-15 20:52:55 +00:00
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2015-03-19 23:49:42 +00:00
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#include "common/scummsys.h"
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2015-04-22 22:23:14 +00:00
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#include "common/queue.h"
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2015-03-20 03:31:28 +00:00
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#include "sherlock/objects.h"
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2015-06-07 23:18:14 +00:00
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#include "sherlock/saveload.h"
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2015-03-15 20:52:55 +00:00
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namespace Sherlock {
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2015-03-21 13:20:39 +00:00
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enum PeopleId {
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2015-05-12 23:50:16 +00:00
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PLAYER = 0,
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AL = 0,
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PEG = 1,
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2015-05-25 15:04:34 +00:00
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MAX_CHARACTERS = 6,
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2015-05-24 14:56:22 +00:00
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MAX_NPC = 5,
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MAX_NPC_PATH = 200
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2015-03-21 13:20:39 +00:00
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};
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2015-03-18 03:09:04 +00:00
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2015-03-21 15:24:35 +00:00
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enum {
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MAP_UP = 1, MAP_UPRIGHT = 2, MAP_RIGHT = 1, MAP_DOWNRIGHT = 4,
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MAP_DOWN = 5, MAP_DOWNLEFT = 6, MAP_LEFT = 2, MAP_UPLEFT = 8
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2015-03-15 20:52:55 +00:00
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};
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2015-06-04 01:51:46 +00:00
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#define NUM_IN_WALK_LIB 10
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extern const char *const WALK_LIB_NAMES[10];
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2015-05-22 00:07:54 +00:00
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struct PersonData {
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const char *_name;
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const char *_portrait;
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const byte *_stillSequences;
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const byte *_talkSequences;
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PersonData(const char *name, const char *portrait, const byte *stillSequences, const byte *talkSequences) :
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_name(name), _portrait(portrait), _stillSequences(stillSequences), _talkSequences(talkSequences) {}
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};
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2015-04-14 03:55:07 +00:00
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2015-05-18 17:20:54 +00:00
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class Person : public Sprite {
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2015-03-31 01:07:01 +00:00
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public:
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2015-05-23 20:06:29 +00:00
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bool _walkLoaded;
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2015-03-31 01:07:01 +00:00
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Common::String _portrait;
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2015-05-23 20:06:29 +00:00
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2015-05-24 14:56:22 +00:00
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// NPC related fields
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int _npcIndex;
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int _npcStack;
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bool _npcPause;
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byte _npcPath[MAX_NPC_PATH];
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Common::String _npcName;
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2015-06-11 21:34:43 +00:00
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bool _npcMoved;
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bool _resetNPCPath;
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2015-06-07 01:31:48 +00:00
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int _savedNpcSequence;
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int _savedNpcFrame;
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2015-05-28 23:59:03 +00:00
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int _tempX;
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int _tempScaleVal;
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2015-05-31 21:55:56 +00:00
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bool _updateNPCPath;
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2015-05-24 14:56:22 +00:00
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2015-05-23 20:06:29 +00:00
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// Rose Tattoo fields
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Common::String _walkVGSName; // Name of walk library person is using
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public:
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2015-05-24 14:56:22 +00:00
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Person();
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/**
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* Clear the NPC related data
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*/
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void clearNPC();
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2015-05-31 21:55:56 +00:00
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/**
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* Update the NPC
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*/
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void updateNPC();
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2015-03-31 01:07:01 +00:00
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};
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2015-05-23 20:06:29 +00:00
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class SherlockEngine;
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2015-03-19 23:49:42 +00:00
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class People {
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2015-06-07 15:37:15 +00:00
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protected:
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SherlockEngine *_vm;
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2015-05-25 15:04:34 +00:00
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Person _data[MAX_CHARACTERS];
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2015-03-21 15:24:35 +00:00
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int _oldWalkSequence;
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2015-03-25 02:24:45 +00:00
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int _srcZone, _destZone;
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2015-06-07 02:40:29 +00:00
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People(SherlockEngine *vm);
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2015-03-21 13:20:39 +00:00
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public:
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2015-05-22 00:07:54 +00:00
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Common::Array<PersonData> _characters;
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2015-04-11 21:52:19 +00:00
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ImageFile *_talkPics;
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2015-03-21 15:24:35 +00:00
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Common::Point _walkDest;
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2015-06-06 01:13:48 +00:00
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Point32 _hSavedPos;
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2015-04-26 23:07:52 +00:00
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int _hSavedFacing;
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2015-04-22 22:23:14 +00:00
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Common::Queue<Common::Point> _walkTo;
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2015-03-31 01:07:01 +00:00
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Person &_player;
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2015-03-21 13:20:39 +00:00
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bool _holmesOn;
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2015-03-22 04:52:02 +00:00
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bool _portraitLoaded;
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2015-04-01 01:30:22 +00:00
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bool _portraitsOn;
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2015-03-22 04:52:02 +00:00
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Object _portrait;
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bool _clearingThePortrait;
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2015-03-24 01:52:20 +00:00
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bool _allowWalkAbort;
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2015-04-11 04:35:26 +00:00
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int _portraitSide;
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bool _speakerFlip;
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2015-04-11 21:52:19 +00:00
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bool _holmesFlip;
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2015-04-22 03:51:03 +00:00
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int _holmesQuotient;
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2015-05-23 20:06:29 +00:00
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bool _forceWalkReload;
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bool _useWalkLib;
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2015-05-28 02:36:51 +00:00
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int _walkControl;
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2015-03-15 20:52:55 +00:00
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public:
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2015-06-07 02:40:29 +00:00
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static People *init(SherlockEngine *vm);
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virtual ~People();
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2015-03-19 23:49:42 +00:00
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2015-05-07 17:33:44 +00:00
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Person &operator[](PeopleId id) {
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assert(id < MAX_CHARACTERS);
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2015-05-07 17:33:44 +00:00
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return _data[id];
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2015-04-12 04:42:11 +00:00
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}
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2015-05-07 17:33:44 +00:00
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Person &operator[](int idx) {
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2015-05-25 15:04:34 +00:00
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assert(idx < MAX_CHARACTERS);
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2015-05-07 17:33:44 +00:00
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return _data[idx];
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2015-04-12 04:42:11 +00:00
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}
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2015-03-21 15:24:35 +00:00
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2015-05-19 11:37:55 +00:00
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/**
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* Reset the player data
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*/
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2015-03-19 23:49:42 +00:00
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void reset();
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2015-03-21 02:01:52 +00:00
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2015-05-19 11:37:55 +00:00
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/**
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* Load the walking images for Sherlock
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*/
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2015-03-21 02:01:52 +00:00
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bool loadWalk();
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2015-03-21 13:20:39 +00:00
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2015-05-19 11:37:55 +00:00
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/**
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* If the walk data has been loaded, then it will be freed
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*/
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2015-03-22 13:02:31 +00:00
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bool freeWalk();
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2015-05-19 11:37:55 +00:00
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/**
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* Set the variables for moving a character from one poisition to another
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* in a straight line - goAllTheWay must have been previously called to
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* check for any obstacles in the path.
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*/
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2015-03-21 15:24:35 +00:00
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void setWalking();
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2015-05-19 11:37:55 +00:00
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/**
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* Walk to the co-ordinates passed, and then face the given direction
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*/
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2015-06-06 01:13:48 +00:00
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void walkToCoords(const Point32 &destPos, int destDir);
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2015-03-24 01:52:20 +00:00
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2015-05-19 11:37:55 +00:00
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/**
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* Called to set the character walking to the current cursor location.
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* It uses the zones and the inter-zone points to determine a series
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* of steps to walk to get to that position.
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*/
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2015-03-24 01:52:20 +00:00
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void goAllTheWay();
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2015-04-01 01:30:22 +00:00
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2015-05-19 11:37:55 +00:00
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/**
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* Finds the scene background object corresponding to a specified speaker
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*/
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2015-04-01 02:42:57 +00:00
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int findSpeaker(int speaker);
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2015-04-11 21:52:19 +00:00
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2015-05-19 11:37:55 +00:00
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/**
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* Turn off any currently active portraits, and removes them from being drawn
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*/
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2015-04-11 21:52:19 +00:00
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void clearTalking();
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2015-05-19 11:37:55 +00:00
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/**
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* Synchronize the data for a savegame
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*/
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2015-06-07 23:18:14 +00:00
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virtual void synchronize(Serializer &s) = 0;
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2015-06-07 15:37:15 +00:00
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/**
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* Change the sequence of the scene background object associated with the current speaker.
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*/
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virtual void setTalkSequence(int speaker, int sequenceNum = 1) = 0;
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2015-06-08 12:31:51 +00:00
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/**
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* Bring a moving character to a standing position. If the Scalpel chessboard
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* is being displayed, then the chraracter will always face down.
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*/
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virtual void gotoStand(Sprite &sprite) = 0;
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2015-03-15 20:52:55 +00:00
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};
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} // End of namespace Sherlock
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#endif
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