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130 lines
3.7 KiB
C++
130 lines
3.7 KiB
C++
/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef SHERLOCK_SCALPEL_PEOPLE_H
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#define SHERLOCK_SCALPEL_PEOPLE_H
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#include "common/scummsys.h"
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#include "sherlock/people.h"
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namespace Sherlock {
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class SherlockEngine;
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namespace Scalpel {
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// Animation sequence identifiers for characters
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enum ScalpelSequences {
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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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};
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class ScalpelPerson : public Person {
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public:
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ScalpelPerson() : Person() {}
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~ScalpelPerson() override {}
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/**
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* Synchronize the data for a savegame
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*/
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virtual void synchronize(Serializer &s);
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/**
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* This adjusts the sprites position, as well as its animation sequence:
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*/
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void adjustSprite() override;
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/**
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* Bring a moving character to a standing position
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*/
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void gotoStand() override;
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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
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*/
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void setWalking() override;
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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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void walkToCoords(const Point32 &destPos, int destDir) override;
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/**
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* Get the source position for a character potentially affected by scaling
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*/
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Common::Point getSourcePoint() const override;
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};
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class ScalpelPeople : public People {
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public:
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ScalpelPeople(SherlockEngine *vm);
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~ScalpelPeople() override {}
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ScalpelPerson &operator[](PeopleId id) { return *(ScalpelPerson *)_data[id]; }
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ScalpelPerson &operator[](int idx) { return *(ScalpelPerson *)_data[idx]; }
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/**
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* Setup the data for an animating speaker portrait at the top of the screen
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*/
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void setTalking(int speaker);
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/**
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* Synchronize the data for a savegame
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*/
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void synchronize(Serializer &s) override;
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/**
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* Change the sequence of the scene background object associated with the specified speaker.
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*/
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void setTalkSequence(int speaker, int sequenceNum = 1) override;
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/**
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* Restrict passed point to zone using Sherlock's positioning rules
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*/
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const Common::Point restrictToZone(int zoneId, const Common::Point &destPos) override;
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/**
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* Load the walking images for Sherlock
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*/
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bool loadWalk() override;
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/**
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* If the specified speaker is a background object, it will set it so that it uses
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* the Listen Sequence (specified by the sequence number). If the current sequence
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* has an Allow Talk Code in it, the _gotoSeq field will be set so that the object
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* begins listening as soon as it hits the Allow Talk Code. If there is no Abort Code,
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* the Listen Sequence will begin immediately.
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* @param speaker Who is speaking
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* @param sequenceNum Which listen sequence to use
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*/
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void setListenSequence(int speaker, int sequenceNum = 1) override;
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};
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} // End of namespace Scalpel
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} // End of namespace Sherlock
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#endif
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