scummvm/engines/sherlock/people.h
2016-10-09 14:59:58 +02:00

185 lines
4.9 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 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
#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();
virtual ~Person() {}
/**
* 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