mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 21:59:17 +00:00
184 lines
4.8 KiB
C++
184 lines
4.8 KiB
C++
/* 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 3 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, see <http://www.gnu.org/licenses/>.
|
|
*
|
|
*/
|
|
|
|
#ifndef SHERLOCK_PEOPLE_H
|
|
#define SHERLOCK_PEOPLE_H
|
|
|
|
#include "common/scummsys.h"
|
|
#include "common/queue.h"
|
|
#include "sherlock/objects.h"
|
|
#include "sherlock/saveload.h"
|
|
|
|
namespace Sherlock {
|
|
|
|
enum PeopleId {
|
|
HOLMES = 0,
|
|
WATSON = 1,
|
|
MAX_NPC_PATH = 200
|
|
};
|
|
|
|
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
|
|
};
|
|
|
|
#define NUM_IN_WALK_LIB 10
|
|
extern const char *const WALK_LIB_NAMES[10];
|
|
|
|
#define MAX_CHARACTERS (IS_SERRATED_SCALPEL ? 1 : 6)
|
|
|
|
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 {
|
|
protected:
|
|
/**
|
|
* Get the source position for a character potentially affected by scaling
|
|
*/
|
|
virtual Common::Point getSourcePoint() const = 0;
|
|
public:
|
|
Common::Queue<Common::Point> _walkTo;
|
|
int _srcZone, _destZone;
|
|
bool _walkLoaded;
|
|
Common::String _portrait;
|
|
Common::Point _walkDest;
|
|
Common::String _npcName;
|
|
|
|
// Rose Tattoo fields
|
|
Common::String _walkVGSName; // Name of walk library person is using
|
|
public:
|
|
Person();
|
|
~Person() override {}
|
|
|
|
/**
|
|
* 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();
|
|
|
|
/**
|
|
* Walk to the co-ordinates passed, and then face the given direction
|
|
*/
|
|
virtual void walkToCoords(const Point32 &destPos, int destDir) = 0;
|
|
|
|
/**
|
|
* Center the visible screen so that the person is in the center of the screen
|
|
*/
|
|
virtual void centerScreenOnPerson() {}
|
|
};
|
|
|
|
class SherlockEngine;
|
|
|
|
class People {
|
|
protected:
|
|
SherlockEngine *_vm;
|
|
Common::Array<Person *> _data;
|
|
|
|
People(SherlockEngine *vm);
|
|
public:
|
|
Common::Array<PersonData> _characters;
|
|
ImageFile *_talkPics;
|
|
PositionFacing _savedPos;
|
|
bool _holmesOn;
|
|
bool _portraitLoaded;
|
|
bool _portraitsOn;
|
|
Object _portrait;
|
|
bool _clearingThePortrait;
|
|
bool _allowWalkAbort;
|
|
int _portraitSide;
|
|
bool _speakerFlip;
|
|
bool _holmesFlip;
|
|
int _holmesQuotient;
|
|
bool _forceWalkReload;
|
|
bool _useWalkLib;
|
|
|
|
int _walkControl;
|
|
public:
|
|
static People *init(SherlockEngine *vm);
|
|
virtual ~People();
|
|
|
|
Person &operator[](PeopleId id) { return *_data[id]; }
|
|
Person &operator[](int idx) { return *_data[idx]; }
|
|
|
|
/**
|
|
* Reset the player data
|
|
*/
|
|
void reset();
|
|
|
|
/**
|
|
* If the walk data has been loaded, then it will be freed
|
|
*/
|
|
bool freeWalk();
|
|
|
|
/**
|
|
* Turn off any currently active portraits, and removes them from being drawn
|
|
*/
|
|
void clearTalking();
|
|
|
|
/**
|
|
* Finds the scene background object corresponding to a specified speaker
|
|
*/
|
|
virtual int findSpeaker(int speaker);
|
|
|
|
/**
|
|
* Synchronize the data for a savegame
|
|
*/
|
|
virtual void synchronize(Serializer &s) = 0;
|
|
|
|
/**
|
|
* Change the sequence of the scene background object associated with the current speaker.
|
|
*/
|
|
virtual void setTalkSequence(int speaker, int sequenceNum = 1) = 0;
|
|
|
|
/**
|
|
* Load the walking images for Sherlock
|
|
*/
|
|
virtual bool loadWalk() = 0;
|
|
|
|
/**
|
|
* Restrict passed point to zone using Sherlock's positioning rules
|
|
*/
|
|
virtual const Common::Point restrictToZone(int zoneId, const Common::Point &destPos) = 0;
|
|
|
|
/**
|
|
* If the specified speaker is a background object, it will set it so that it uses
|
|
* the Listen Sequence (specified by the sequence number). If the current sequence
|
|
* has an Allow Talk Code in it, the _gotoSeq field will be set so that the object
|
|
* begins listening as soon as it hits the Allow Talk Code. If there is no Abort Code,
|
|
* the Listen Sequence will begin immediately.
|
|
* @param speaker Who is speaking
|
|
* @param sequenceNum Which listen sequence to use
|
|
*/
|
|
virtual void setListenSequence(int speaker, int sequenceNum = 1) = 0;
|
|
};
|
|
|
|
} // End of namespace Sherlock
|
|
|
|
#endif
|