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SHERLOCK: Created common base class for Sprite and Object
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75610e7119
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3511f30a26
@ -74,13 +74,99 @@ static const AdjustWalk ADJUST_WALKS[NUM_ADJUSTED_WALKS] = {
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SherlockEngine *Sprite::_vm;
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/*----------------------------------------------------------------*/
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BaseObject::BaseObject() {
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_type = INVALID;
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_sequences = nullptr;
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_images = nullptr;
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_imageFrame = nullptr;
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_walkCount = 0;
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_allow = 0;
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_frameNumber = 0;
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_lookFlag = 0;
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_requiredFlag = 0;
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_status = 0;
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_misc = 0;
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_maxFrames = 0;
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_flags = 0;
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_aType = OBJECT;
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_lookFrames = 0;
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_seqCounter = 0;
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_lookFacing = 0;
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_lookcAnim = 0;
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_seqStack = 0;
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_seqTo = 0;
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_descOffset = 0;
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_seqCounter2 = 0;
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_seqSize = 0;
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_quickDraw = 0;
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_scaleVal = 0;
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_requiredFlags1 = 0;
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_gotoSeq = 0;
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_talkSeq = 0;
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_restoreSlot = 0;
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}
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bool BaseObject::hasAborts() const {
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int seqNum = _talkSeq;
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// See if the object is in it's regular sequence
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bool startChecking = !seqNum || _type == CHARACTER;
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uint idx = 0;
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do
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{
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// Get the Frame value
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int v = _sequences[idx++];
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// See if we found an Allow Talk Interrupt Code
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if (startChecking && v == ALLOW_TALK_CODE)
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return true;
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// If we've started checking and we've encountered another Talk or Listen Sequence Code,
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// then we're done checking this sequence because this is where it would repeat
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if (startChecking && (v == TALK_SEQ_CODE || v == TALK_LISTEN_CODE))
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return false;
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// See if we've found the beginning of a Talk Sequence
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if ((v == TALK_SEQ_CODE && seqNum < 128) || (v == TALK_LISTEN_CODE && seqNum >= 128)) {
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// If checking was already on and we came across one of these codes, then there couldn't
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// have been an Allow Talk Interrupt code in the sequence we were checking, so we're done.
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if (startChecking)
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return false;
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seqNum--;
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// See if we're at the correct Talk Sequence Number
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if (!(seqNum & 127))
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{
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// Correct Sequence, Start Checking Now
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startChecking = true;
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}
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} else {
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// Move ahead any extra because of special control codes
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switch (v) {
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case 0: idx++; break;
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case MOVE_CODE:
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case TELEPORT_CODE: idx += 4; break;
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case CALL_TALK_CODE:idx += 8; break;
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case HIDE_CODE: idx += 2; break;
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}
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}
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} while (idx < _seqSize);
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return true;
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}
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/*----------------------------------------------------------------*/
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void Sprite::clear() {
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_name = "";
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_description = "";
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_examine.clear();
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_pickUp = "";
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_walkSequences.clear();
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_seq = nullptr;
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_sequences = nullptr;
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_images = nullptr;
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_imageFrame = nullptr;
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_walkCount = 0;
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@ -482,9 +568,9 @@ void Sprite::checkWalkGraphics() {
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}
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// If this is a different seqeunce from the current sequence, reset the appropriate variables
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if (_seq != &_walkSequences[_sequenceNumber]._sequences[0]) {
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if (_sequences != &_walkSequences[_sequenceNumber]._sequences[0]) {
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_seqTo = _seqCounter = _seqCounter2 = _seqStack = _startSeq = 0;
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_seq = &_walkSequences[_sequenceNumber]._sequences[0];
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_sequences = &_walkSequences[_sequenceNumber]._sequences[0];
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_seqSize = _walkSequences[_sequenceNumber]._sequences.size();
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}
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@ -588,44 +674,12 @@ void Object::setVm(SherlockEngine *vm) {
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_countCAnimFrames = false;
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}
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Object::Object() {
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_sequenceOffset = 0;
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_sequences = nullptr;
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_images = nullptr;
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_imageFrame = nullptr;
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_walkCount = 0;
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_allow = 0;
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_frameNumber = 0;
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Object::Object(): BaseObject() {
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_sequenceNumber = 0;
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_type = INVALID;
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_sequenceOffset = 0;
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_pickup = 0;
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_defaultCommand = 0;
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_lookFlag = 0;
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_pickupFlag = 0;
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_requiredFlag = 0;
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_status = 0;
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_misc = 0;
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_maxFrames = 0;
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_flags = 0;
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_aOpen._cAnimNum = 0;
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_aOpen._cAnimSpeed = 0;
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_aType = OBJECT;
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_lookFrames = 0;
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_seqCounter = 0;
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_lookFacing = 0;
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_lookcAnim = 0;
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_seqStack = 0;
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_seqTo = 0;
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_descOffset = 0;
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_seqCounter2 = 0;
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_seqSize = 0;
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_quickDraw = 0;
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_scaleVal = 0;
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_requiredFlag1 = 0;
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_gotoSeq = 0;
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_talkSeq = 0;
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_restoreSlot = -1;
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}
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void Object::load(Common::SeekableReadStream &s, bool isRoseTattoo) {
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@ -703,7 +757,7 @@ void Object::load(Common::SeekableReadStream &s, bool isRoseTattoo) {
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_quickDraw = s.readByte();
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_scaleVal = s.readUint16LE();
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_requiredFlag1 = s.readSint16LE();
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_requiredFlags1 = s.readSint16LE();
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_gotoSeq = s.readByte();
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_talkSeq = s.readByte();
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_restoreSlot = s.readByte();
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@ -1392,7 +1446,7 @@ int Object::pickUpObject(const char *const messages[]) {
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}
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const Common::Rect Object::getNewBounds() const {
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Common::Point pt = _position;
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Point32 pt = _position;
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if (_imageFrame)
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pt += _imageFrame->_offset;
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@ -161,8 +161,61 @@ struct UseType {
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void load(Common::SeekableReadStream &s, bool isRoseTattoo);
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};
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class BaseObject {
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public:
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SpriteType _type; // Type of object/sprite
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Common::String _description; // Description lines
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byte *_sequences; // Holds animation sequences
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ImageFile *_images; // Sprite images
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ImageFrame *_imageFrame; // Pointer to shape in the images
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int _walkCount; // Walk counter
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int _allow; // Allowed UI commands
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int _frameNumber; // Frame number in rame sequence to draw
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Point32 _position; // Current position
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Point32 _delta; // Momvement amount
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Common::Point _oldPosition; // Old position
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Common::Point _oldSize; // Image's old size
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Point32 _goto; // Walk destination
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class Sprite {
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int _lookFlag; // Which flag LOOK will set (if any)
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int _requiredFlag; // Object will be hidden if not set
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Common::Point _noShapeSize; // Size of a NO_SHAPE
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int _status; // Status (open/closed, moved/not)
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int8 _misc; // Misc field -- use varies with type
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int _maxFrames; // Number of frames
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int _flags; // Tells if object can be walked behind
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AType _aType; // Tells if this is an object, person, talk, etc.
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int _lookFrames; // How many frames to play of the look anim before pausing
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int _seqCounter; // How many times this sequence has been executed
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Point32 _lookPosition; // Where to walk when examining object
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int _lookFacing; // Direction to face when examining object
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int _lookcAnim;
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int _seqStack; // Allows gosubs to return to calling frame
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int _seqTo; // Allows 1-5, 8-3 type sequences encoded in 2 bytes
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uint _descOffset; // Tells where description starts in DescText
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int _seqCounter2; // Counter of calling frame sequence
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uint _seqSize; // Tells where description starts
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UseType _use[6]; // Serrated Scalpel uses 4, Rose Tattoo 6
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int _quickDraw; // Flag telling whether to use quick draw routine or not
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int _scaleVal; // Tells how to scale the sprite
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int _requiredFlags1; // This flag must also be set, or the sprite is hidden
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int _gotoSeq; // Used by Talk to tell which sequence to goto when able
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int _talkSeq; // Tells which talk sequence currently in use (Talk or Listen)
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int _restoreSlot; // Used when talk returns to the previous sequence
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public:
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BaseObject();
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virtual ~BaseObject() {}
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/**
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* Returns true if the the object has an Allow Talk Code in the sequence that it's
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* currently running, specified by the _talkSeq field of the object. If it's 0,
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* then it's a regular sequence. If it's not 0 but below 128, then it's a Talk Sequence.
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* If it's above 128, then it's one of the Listen sequences.
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*/
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bool hasAborts() const;
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};
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class Sprite: public BaseObject {
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private:
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static SherlockEngine *_vm;
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@ -172,24 +225,11 @@ private:
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void freeAltGraphics();
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public:
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Common::String _name;
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Common::String _description;
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Common::String _examine; // Examine in-depth description
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Common::String _pickUp; // Message for if you can't pick up object
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WalkSequences _walkSequences; // Holds animation sequences
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byte *_seq;
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ImageFile *_images; // Sprite images
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ImageFrame *_imageFrame; // Pointer to shape in the images
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int _walkCount; // Character walk counter
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int _allow; // Allowed menu commands - ObjectAllow
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int _frameNumber; // Frame number in rame sequence to draw
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int _sequenceNumber; // Sequence being used
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Point32 _position; // Current position
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Point32 _delta; // Momvement delta
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Common::Point _oldPosition; // Old position
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Common::Point _oldSize; // Image's old size
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Common::Point _goto; // Walk destination
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SpriteType _type; // Type of object
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Common::Point _noShapeSize; // Size of a NO_SHAPE
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int _status; // Status: open/closed, moved/not moved
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int8 _misc; // Miscellaneous use
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@ -197,26 +237,6 @@ public:
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// Rose Tattoo fields
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int _startSeq; // Frame sequence starts at
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int _flags; // Flags for the sprite
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int _aType; // Tells if this is an object, person, talk, etc.
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int _lookFrames; // How many frames to play of a canim before pausing
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int _seqCounter; // How many times the sequence has been run
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Common::Point _lookPosition; // Where to look when examining object
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int _lookFacing; // Direction to face when examining object
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int _lookCAnim;
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int _seqStack; // Allow gosubs to return to calling frame
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int _seqTo; // Allows 1-5, 8-3 type sequences encoded in 2 bytes
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uint _descOffset; // Tells where description starts in description text for scene
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int _seqCounter2; // Counter of calling frame sequence
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uint _seqSize; // Size of sequence
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UseType _use[6];
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int _quickDraw; // Flag telling whether to use quick draw routine or not
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int _scaleVal; // Tells how to scale the sprite
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int _requiredFlags1; // This flag must also be set, or the sprite is hidden
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int _gotoSeq; // Used by Talk to tell which sequence to goto when able
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int _talkSeq; // Tells which talk sequence currently in use (Talk or Listen)
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int _restoreSlot; // Used when talk returns to the previous sequence
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ImageFrame *_stopFrames[8]; // Stop/rest frame for each direction
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ImageFile *_altImages; // Images used for alternate NPC sequences
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int _altSeq; // Which of the sequences the alt graphics apply to (0: main, 1=NPC seq)
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@ -224,7 +244,8 @@ public:
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Common::Point _adjust; // Fine tuning adjustment to position when drawn
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int _oldWalkSequence;
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public:
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Sprite() { clear(); }
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Sprite(): BaseObject() { clear(); }
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virtual ~Sprite() {}
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static void setVm(SherlockEngine *vm) { _vm = vm; }
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@ -282,7 +303,7 @@ public:
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enum { OBJ_BEHIND = 1, OBJ_FLIPPED = 2, OBJ_FORWARD = 4, TURNON_OBJ = 0x20, TURNOFF_OBJ = 0x40 };
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#define USE_COUNT 4
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class Object {
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class Object: public BaseObject {
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private:
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static SherlockEngine *_vm;
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@ -298,59 +319,17 @@ private:
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* It then sets the frame number of the start of that sequence
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*/
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void setObjSequence(int seq, bool wait);
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/**
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* Adjusts the frame and sequence variables of a sprite that corresponds to the current speaker
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* so that it points to the beginning of the sequence number's talk sequence in the object's
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* sequence buffer
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* @param seq Which sequence to use (if there's more than 1)
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* @remarks 1: First talk seq, 2: second talk seq, etc.
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*/
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void setObjTalkSequence(int seq);
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public:
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static bool _countCAnimFrames;
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static void setVm(SherlockEngine *vm);
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public:
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Common::String _name; // Name
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Common::String _description; // Description lines
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Common::String _examine; // Examine in-depth description
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int _sequenceNumber;
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int _sequenceOffset;
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uint8 *_sequences; // Holds animation sequences
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ImageFile *_images; // Sprite images
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ImageFrame *_imageFrame; // Pointer to shape in the images
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int _walkCount; // Character walk counter
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int _allow; // Allowed menu commands - ObjectAllow
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int _frameNumber; // Frame number in rame sequence to draw
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int _sequenceNumber; // Sequence being used
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SpriteType _type; // Object type
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Common::Point _position; // Current position
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Common::Point _delta; // Momvement amount
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Common::Point _oldPosition; // Old position
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Common::Point _oldSize; // Image's old size
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Point32 _goto; // Walk destination
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int _pickup;
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int _defaultCommand; // Default right-click command
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int _lookFlag; // Which flag LOOK will set (if any)
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int _requiredFlag; // Object will be hidden if not set
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Common::Point _noShapeSize; // Size of a NO_SHAPE
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int _status; // Status (open/closed, moved/not)
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int8 _misc; // Misc field -- use varies with type
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int _maxFrames; // Number of frames
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int _flags; // Tells if object can be walked behind
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AType _aType; // Tells if this is an object, person, talk, etc.
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int _lookFrames; // How many frames to play of the look anim before pausing
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int _seqCounter; // How many times this sequence has been executed
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Point32 _lookPosition; // Where to walk when examining object
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int _lookFacing; // Direction to face when examining object
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int _lookcAnim;
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int _seqStack; // Allows gosubs to return to calling frame
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int _seqTo; // Allows 1-5, 8-3 type sequences encoded in 2 bytes
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uint _descOffset; // Tells where description starts in DescText
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int _seqCounter2; // Counter of calling frame sequence
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uint _seqSize; // Tells where description starts
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UseType _use[6]; // Serrated Scalpel uses 4, Rose Tattoo 6
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// Serrated Scalpel fields
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int _pickupFlag; // Which flag PICKUP will set (if any)
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@ -358,15 +337,8 @@ public:
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ActionType _aClose;
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ActionType _aMove;
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// Rose Tattoo fields
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int _quickDraw;
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int _scaleVal;
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int _requiredFlag1;
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int _gotoSeq;
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int _talkSeq;
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int _restoreSlot;
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Object();
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virtual ~Object() {}
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/**
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* Load the data for the object
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@ -432,6 +404,15 @@ public:
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* Returns the old bounsd for the sprite from the previous frame
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*/
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const Common::Rect getOldBounds() const;
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/**
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* Adjusts the frame and sequence variables of a sprite that corresponds to the current speaker
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* so that it points to the beginning of the sequence number's talk sequence in the object's
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* sequence buffer
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* @param seq Which sequence to use (if there's more than 1)
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* @remarks 1: First talk seq, 2: second talk seq, etc.
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*/
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void setObjTalkSequence(int seq);
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};
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struct CAnim {
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@ -71,6 +71,12 @@ Person::Person() : Sprite(), _walkLoaded(false), _npcIndex(0), _npcStack(0), _np
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Common::fill(&_npcPath[0], &_npcPath[MAX_NPC_PATH], 0);
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_tempX = _tempScaleVal = 0;
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_updateNPCPath = false;
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_npcIndex = 0;
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_npcStack = 0;
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_savedNpcSequence = 0;
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_savedNpcFrame = 0;
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_updateNPCPath = false;
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_npcPause = false;
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}
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void Person::clearNPC() {
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@ -40,12 +40,50 @@ enum PeopleId {
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};
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// Animation sequence identifiers for characters
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enum {
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enum {
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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,
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WALK_DOWNRIGHT = 9, WALK_UPLEFT = 10, WALK_DOWNLEFT = 11,
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STOP_UPRIGHT = 12, STOP_UPLEFT = 13, STOP_DOWNRIGHT = 14,
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STOP_DOWNLEFT = 15, TALK_RIGHT = 6, TALK_LEFT = 4
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STOP_DOWNLEFT = 15, TALK_RIGHT = 6, TALK_LEFT = 4,
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};
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enum TattooSequences {
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// Walk Sequences Numbers for NPCs
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RT_WALK_UP = 0,
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RT_WALK_UPRIGHT = 1,
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RT_WALK_RIGHT = 2,
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RT_WALK_DOWNRIGHT = 3,
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RT_WALK_DOWN = 4,
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RT_WALK_DOWNLEFT = 5,
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RT_WALK_LEFT = 6,
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RT_WALK_UPLEFT = 7,
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// Stop Sequences Numbers for NPCs
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RT_STOP_UP = 8,
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RT_STOP_UPRIGHT = 9,
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RT_STOP_RIGHT = 10,
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RT_STOP_DOWNRIGHT = 11,
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RT_STOP_DOWN = 12,
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RT_STOP_DOWNLEFT = 13,
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RT_STOP_LEFT = 14,
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RT_STOP_UPLEFT = 15,
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// NPC Talk Sequence Numbers
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RT_TALK_UPRIGHT = 16,
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RT_TALK_RIGHT = 17,
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RT_TALK_DOWNRIGHT = 18,
|
||||
RT_TALK_DOWNLEFT = 19,
|
||||
RT_TALK_LEFT = 20,
|
||||
RT_TALK_UPLEFT = 21,
|
||||
|
||||
// NPC Listen Sequence Numbers
|
||||
RT_LISTEN_UPRIGHT = 22,
|
||||
RT_LISTEN_RIGHT = 23,
|
||||
RT_LISTEN_DOWNRIGHT = 24,
|
||||
RT_LISTEN_DOWNLEFT = 25,
|
||||
RT_LISTEN_LEFT = 26,
|
||||
RT_LISTEN_UPLEFT = 27
|
||||
};
|
||||
|
||||
enum {
|
||||
@ -78,6 +116,8 @@ public:
|
||||
bool _npcPause;
|
||||
byte _npcPath[MAX_NPC_PATH];
|
||||
Common::String _npcName;
|
||||
int _savedNpcSequence;
|
||||
int _savedNpcFrame;
|
||||
int _tempX;
|
||||
int _tempScaleVal;
|
||||
bool _updateNPCPath;
|
||||
|
@ -325,6 +325,35 @@ OpcodeReturn ScalpelTalk::cmdCarriageReturn(const byte *&str) {
|
||||
return RET_SUCCESS;
|
||||
}
|
||||
|
||||
void ScalpelTalk::setSequence(int speaker, int sequenceNum) {
|
||||
People &people = *_vm->_people;
|
||||
Scene &scene = *_vm->_scene;
|
||||
|
||||
// If no speaker is specified, then nothing needs to be done
|
||||
if (speaker == -1)
|
||||
return;
|
||||
|
||||
if (speaker) {
|
||||
int objNum = people.findSpeaker(speaker);
|
||||
if (objNum != -1) {
|
||||
Object &obj = scene._bgShapes[objNum];
|
||||
|
||||
if (obj._seqSize < MAX_TALK_SEQUENCES) {
|
||||
warning("Tried to copy too many talk frames");
|
||||
} else {
|
||||
for (int idx = 0; idx < MAX_TALK_SEQUENCES; ++idx) {
|
||||
obj._sequences[idx] = people._characters[speaker]._talkSequences[idx];
|
||||
if (idx > 0 && !obj._sequences[idx] && !obj._sequences[idx - 1])
|
||||
return;
|
||||
|
||||
obj._frameNumber = 0;
|
||||
obj._sequenceNumber = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // End of namespace Scalpel
|
||||
|
||||
} // End of namespace Sherlock
|
||||
|
@ -36,7 +36,7 @@ namespace Sherlock {
|
||||
namespace Scalpel {
|
||||
|
||||
class ScalpelTalk : public Talk {
|
||||
protected:
|
||||
private:
|
||||
OpcodeReturn cmdAssignPortraitLocation(const byte *&str);
|
||||
OpcodeReturn cmdClearInfoLine(const byte *&str);
|
||||
OpcodeReturn cmdClearWindow(const byte *&str);
|
||||
@ -49,6 +49,11 @@ protected:
|
||||
OpcodeReturn cmdSfxCommand(const byte *&str);
|
||||
OpcodeReturn cmdSummonWindow(const byte *&str);
|
||||
OpcodeReturn cmdCarriageReturn(const byte *&str);
|
||||
protected:
|
||||
/**
|
||||
* Change the sequence of the scene background object associated with the current speaker.
|
||||
*/
|
||||
virtual void setSequence(int speaker, int sequenceNum = 1);
|
||||
public:
|
||||
ScalpelTalk(SherlockEngine *vm);
|
||||
virtual ~ScalpelTalk() {}
|
||||
|
@ -834,7 +834,7 @@ void Talk::clearSequences() {
|
||||
void Talk::pullSequence() {
|
||||
Scene &scene = *_vm->_scene;
|
||||
|
||||
if (_sequenceStack.empty())
|
||||
if (_sequenceStack.empty() || IS_ROSE_TATTOO)
|
||||
return;
|
||||
|
||||
SequenceEntry seq = _sequenceStack.pop();
|
||||
@ -858,7 +858,7 @@ void Talk::pushSequence(int speaker) {
|
||||
Scene &scene = *_vm->_scene;
|
||||
|
||||
// Only proceed if a speaker is specified
|
||||
if (speaker == -1)
|
||||
if (speaker == -1 || IS_ROSE_TATTOO)
|
||||
return;
|
||||
|
||||
SequenceEntry seqEntry;
|
||||
@ -907,35 +907,6 @@ void Talk::pushTalkSequence(Object *obj) {
|
||||
error("Ran out of talk sequence stack space");
|
||||
}
|
||||
|
||||
void Talk::setSequence(int speaker) {
|
||||
People &people = *_vm->_people;
|
||||
Scene &scene = *_vm->_scene;
|
||||
|
||||
// If no speaker is specified, then nothing needs to be done
|
||||
if (speaker == -1)
|
||||
return;
|
||||
|
||||
if (speaker) {
|
||||
int objNum = people.findSpeaker(speaker);
|
||||
if (objNum != -1) {
|
||||
Object &obj = scene._bgShapes[objNum];
|
||||
|
||||
if (obj._seqSize < MAX_TALK_SEQUENCES) {
|
||||
warning("Tried to copy too many talk frames");
|
||||
} else {
|
||||
for (int idx = 0; idx < MAX_TALK_SEQUENCES; ++idx) {
|
||||
obj._sequences[idx] = people._characters[speaker]._talkSequences[idx];
|
||||
if (idx > 0 && !obj._sequences[idx] && !obj._sequences[idx - 1])
|
||||
return;
|
||||
|
||||
obj._frameNumber = 0;
|
||||
obj._sequenceNumber = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Talk::setStillSeq(int speaker) {
|
||||
People &people = *_vm->_people;
|
||||
Scene &scene = *_vm->_scene;
|
||||
@ -987,6 +958,14 @@ void Talk::doScript(const Common::String &script) {
|
||||
_noTextYet = true;
|
||||
_endStr = false;
|
||||
|
||||
if (IS_ROSE_TATTOO) {
|
||||
for (uint idx = 0; idx < MAX_CHARACTERS; ++idx) {
|
||||
Person &p = people[idx];
|
||||
p._savedNpcSequence = p._sequenceNumber;
|
||||
p._savedNpcFrame = p._frameNumber;
|
||||
}
|
||||
}
|
||||
|
||||
if (_scriptMoreFlag) {
|
||||
_scriptMoreFlag = 0;
|
||||
str = _scriptStart + _scriptSaveIndex;
|
||||
@ -998,12 +977,14 @@ void Talk::doScript(const Common::String &script) {
|
||||
_speaker |= SPEAKER_REMOVE;
|
||||
} else {
|
||||
pushSequence(_speaker);
|
||||
ui.clearWindow();
|
||||
if (IS_SERRATED_SCALPEL || ui._windowOpen)
|
||||
ui.clearWindow();
|
||||
|
||||
// Need to switch speakers?
|
||||
if (str[0] == _opcodes[OP_SWITCH_SPEAKER]) {
|
||||
_speaker = str[1] - 1;
|
||||
str += 2;
|
||||
str += IS_SERRATED_SCALPEL ? 2 : 3;
|
||||
|
||||
pullSequence();
|
||||
pushSequence(_speaker);
|
||||
setSequence(_speaker);
|
||||
@ -1011,34 +992,36 @@ void Talk::doScript(const Common::String &script) {
|
||||
setSequence(_speaker);
|
||||
}
|
||||
|
||||
// Assign portrait location?
|
||||
if (str[0] == _opcodes[OP_ASSIGN_PORTRAIT_LOCATION]) {
|
||||
switch (str[1] & 15) {
|
||||
case 1:
|
||||
people._portraitSide = 20;
|
||||
break;
|
||||
case 2:
|
||||
people._portraitSide = 220;
|
||||
break;
|
||||
case 3:
|
||||
people._portraitSide = 120;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
if (IS_SERRATED_SCALPEL) {
|
||||
// Assign portrait location?
|
||||
if (str[0] == _opcodes[OP_ASSIGN_PORTRAIT_LOCATION]) {
|
||||
switch (str[1] & 15) {
|
||||
case 1:
|
||||
people._portraitSide = 20;
|
||||
break;
|
||||
case 2:
|
||||
people._portraitSide = 220;
|
||||
break;
|
||||
case 3:
|
||||
people._portraitSide = 120;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
if (str[1] > 15)
|
||||
people._speakerFlip = true;
|
||||
str += 2;
|
||||
}
|
||||
|
||||
if (str[1] > 15)
|
||||
people._speakerFlip = true;
|
||||
str += 2;
|
||||
}
|
||||
|
||||
// Remove portrait?
|
||||
if (str[0] == _opcodes[OP_REMOVE_PORTRAIT]) {
|
||||
_speaker = 255;
|
||||
} else {
|
||||
// Nope, so set the first speaker
|
||||
people.setTalking(_speaker);
|
||||
// Remove portrait?
|
||||
if (str[0] == _opcodes[OP_REMOVE_PORTRAIT]) {
|
||||
_speaker = -1;
|
||||
} else {
|
||||
// Nope, so set the first speaker
|
||||
people.setTalking(_speaker);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -252,6 +252,11 @@ protected:
|
||||
OpcodeReturn cmdToggleObject(const byte *&str);
|
||||
OpcodeReturn cmdWalkToCAnimation(const byte *&str);
|
||||
OpcodeReturn cmdWalkToCoords(const byte *&str);
|
||||
protected:
|
||||
/**
|
||||
* Change the sequence of the scene background object associated with the current speaker.
|
||||
*/
|
||||
virtual void setSequence(int speaker, int sequenceNum = 1) = 0;
|
||||
public:
|
||||
TalkSequence _talkSequenceStack[TALK_SEQUENCE_STACK_SIZE];
|
||||
bool _talkToAbort;
|
||||
@ -334,11 +339,6 @@ public:
|
||||
*/
|
||||
void pushTalkSequence(Object *obj);
|
||||
|
||||
/**
|
||||
* Change the sequence of the scene background object associated with the current speaker.
|
||||
*/
|
||||
void setSequence(int speaker);
|
||||
|
||||
/**
|
||||
* Returns true if the script stack is empty
|
||||
*/
|
||||
|
@ -182,6 +182,92 @@ TattooTalk::TattooTalk(SherlockEngine *vm) : Talk(vm) {
|
||||
_opcodeTable = OPCODE_METHODS;
|
||||
}
|
||||
|
||||
void TattooTalk::setSequence(int speaker, int sequenceNum) {
|
||||
People &people = *_vm->_people;
|
||||
Scene &scene = *_vm->_scene;
|
||||
|
||||
// If no speaker is specified, then nothing needs to be done
|
||||
if (speaker == -1)
|
||||
return;
|
||||
|
||||
int objNum = people.findSpeaker(speaker);
|
||||
if (objNum != -1 && objNum < 256) {
|
||||
Object &obj = scene._bgShapes[objNum];
|
||||
|
||||
// See if the Object has to wait for an Abort Talk Code
|
||||
if (obj.hasAborts()) {
|
||||
pushTalkSequence(&obj);
|
||||
obj._gotoSeq = sequenceNum;
|
||||
} else {
|
||||
obj.setObjTalkSequence(sequenceNum);
|
||||
}
|
||||
} else if (objNum != -1) {
|
||||
objNum -= 256;
|
||||
Person &person = people[objNum];
|
||||
int newDir = person._sequenceNumber;
|
||||
|
||||
switch (newDir) {
|
||||
case RT_WALK_UP:
|
||||
case RT_STOP_UP:
|
||||
case RT_WALK_UPRIGHT:
|
||||
case RT_STOP_UPRIGHT:
|
||||
case RT_TALK_UPRIGHT:
|
||||
case RT_LISTEN_UPRIGHT:
|
||||
newDir = RT_TALK_UPRIGHT;
|
||||
break;
|
||||
case RT_WALK_RIGHT:
|
||||
case RT_STOP_RIGHT:
|
||||
case RT_TALK_RIGHT:
|
||||
case RT_LISTEN_RIGHT:
|
||||
newDir = RT_TALK_RIGHT;
|
||||
break;
|
||||
case RT_WALK_DOWNRIGHT:
|
||||
case RT_STOP_DOWNRIGHT:
|
||||
case RT_TALK_DOWNRIGHT:
|
||||
case RT_LISTEN_DOWNRIGHT:
|
||||
newDir = RT_TALK_DOWNRIGHT;
|
||||
break;
|
||||
case RT_WALK_DOWN:
|
||||
case RT_STOP_DOWN:
|
||||
case RT_WALK_DOWNLEFT:
|
||||
case RT_STOP_DOWNLEFT:
|
||||
case RT_TALK_DOWNLEFT:
|
||||
case RT_LISTEN_DOWNLEFT:
|
||||
newDir = RT_TALK_DOWNLEFT;
|
||||
break;
|
||||
case RT_WALK_LEFT:
|
||||
case RT_STOP_LEFT:
|
||||
case RT_TALK_LEFT:
|
||||
case RT_LISTEN_LEFT:
|
||||
newDir = RT_TALK_LEFT;
|
||||
break;
|
||||
case RT_WALK_UPLEFT:
|
||||
case RT_STOP_UPLEFT:
|
||||
case RT_TALK_UPLEFT:
|
||||
case RT_LISTEN_UPLEFT:
|
||||
newDir = RT_TALK_UPLEFT;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
// See if the NPC's sequence has to wait for an Abort Talk Code
|
||||
if (person.hasAborts()) {
|
||||
person._gotoSeq = newDir;
|
||||
} else {
|
||||
if (person._seqTo) {
|
||||
// Reset to previous value
|
||||
person._walkSequences[person._sequenceNumber]._sequences[person._frameNumber] = person._seqTo;
|
||||
person._seqTo = 0;
|
||||
}
|
||||
|
||||
person._sequenceNumber = newDir;
|
||||
person._frameNumber = 0;
|
||||
person.checkWalkGraphics();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
OpcodeReturn TattooTalk::cmdMouseOnOff(const byte *&str) {
|
||||
Events &events = *_vm->_events;
|
||||
bool mouseOn = *++str == 2;
|
||||
|
@ -36,7 +36,7 @@ namespace Sherlock {
|
||||
namespace Tattoo {
|
||||
|
||||
class TattooTalk : public Talk {
|
||||
protected:
|
||||
private:
|
||||
OpcodeReturn cmdMouseOnOff(const byte *&str);
|
||||
OpcodeReturn cmdNextSong(const byte *&str);
|
||||
OpcodeReturn cmdPassword(const byte *&str);
|
||||
@ -70,6 +70,11 @@ protected:
|
||||
OpcodeReturn cmdWalkNPCToCAnimation(const byte *&str);
|
||||
OpcodeReturn cmdWalkNPCToCoords(const byte *&str);
|
||||
OpcodeReturn cmdWalkHomesAndNPCToCoords(const byte *&str);
|
||||
protected:
|
||||
/**
|
||||
* Change the sequence of the scene background object associated with the current speaker.
|
||||
*/
|
||||
virtual void setSequence(int speaker, int sequenceNum = 1);
|
||||
public:
|
||||
TattooTalk(SherlockEngine *vm);
|
||||
virtual ~TattooTalk() {}
|
||||
|
Loading…
Reference in New Issue
Block a user